cleanup minecart and switch track
This commit is contained in:
@@ -3,7 +3,7 @@
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 04 ; Number of tiles used in a frame
|
||||
!NbrTiles = 02 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||
!Health = 01 ; Number of Health the sprite have
|
||||
@@ -13,7 +13,7 @@
|
||||
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
|
||||
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||
!Palette = 00 ; Unused in this template (can be 0 to 7)
|
||||
!Hitbox = $1C ; 00 to 31, can be viewed in sprite draw tool
|
||||
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
|
||||
!Persist = 01 ; 01 = your sprite continue to live offscreen
|
||||
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
|
||||
!CollisionLayer = 00 ; 01 = will check both layer for collision
|
||||
@@ -87,11 +87,9 @@ Sprite_RotatingTrack_Main:
|
||||
; 00 = TopLeft -> TopRight
|
||||
TopLeftToTopRight:
|
||||
{
|
||||
LDA SwitchRam : BEQ part2
|
||||
|
||||
%PlayAnimation(0,0,4)
|
||||
part2:
|
||||
|
||||
LDA SwitchRam : BNE part2
|
||||
%PlayAnimation(0,0,4)
|
||||
part2:
|
||||
%PlayAnimation(1,1,4)
|
||||
RTS
|
||||
}
|
||||
@@ -101,10 +99,8 @@ Sprite_RotatingTrack_Main:
|
||||
TopRightToBottomRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_a
|
||||
|
||||
%PlayAnimation(1,1,4)
|
||||
part2_a:
|
||||
|
||||
%PlayAnimation(1,1,4)
|
||||
part2_a:
|
||||
%PlayAnimation(2,2,4)
|
||||
RTS
|
||||
}
|
||||
@@ -114,24 +110,19 @@ Sprite_RotatingTrack_Main:
|
||||
BottomRightToBottomLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_b
|
||||
|
||||
%PlayAnimation(2,2,4)
|
||||
part2_b:
|
||||
|
||||
%PlayAnimation(3,3,4)
|
||||
RTS
|
||||
}
|
||||
%PlayAnimation(2,2,4)
|
||||
part2_b:
|
||||
%PlayAnimation(3,3,4)
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 03 = BottomLeft -> TopLeft
|
||||
BottomLeftToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_c
|
||||
|
||||
%PlayAnimation(3,3,4)
|
||||
|
||||
part2_c:
|
||||
|
||||
%PlayAnimation(3,3,4)
|
||||
part2_c:
|
||||
%PlayAnimation(0,0,4)
|
||||
RTS
|
||||
}
|
||||
@@ -141,15 +132,13 @@ Sprite_RotatingTrack_Main:
|
||||
TopRightToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_d
|
||||
|
||||
%StartOnFrame(1)
|
||||
%PlayAnimation(1,1,4)
|
||||
|
||||
part2_d:
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0,0,4)
|
||||
RTS
|
||||
}
|
||||
%StartOnFrame(1)
|
||||
%PlayAnimation(1,1,4)
|
||||
part2_d:
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0,0,4)
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -178,10 +167,10 @@ Sprite_RotatingTrack_Draw:
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
LDA $00 : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
LDA $02 : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
@@ -200,7 +189,7 @@ Sprite_RotatingTrack_Draw:
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
@@ -215,16 +204,6 @@ Sprite_RotatingTrack_Draw:
|
||||
db $00, $01, $02, $03
|
||||
.nbr_of_tiles
|
||||
db 0, 0, 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $44
|
||||
db $44
|
||||
@@ -235,9 +214,4 @@ Sprite_RotatingTrack_Draw:
|
||||
db $3D
|
||||
db $FD
|
||||
db $BD
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
}
|
||||
Reference in New Issue
Block a user