Update sprite functions, remove Sprite_BounceOffWall
This commit is contained in:
@@ -1,9 +1,9 @@
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; =========================================================
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; return carry set if active
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; Deactivates the sprite in certain situations
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Sprite_CheckActive:
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{
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; Deactivates the sprite in certain situations
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LDA.w SprState, X : CMP.b #$09 : BNE .inactive
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LDA.w SprFreeze : BNE .inactive
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LDA $11 : BNE .inactive
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@@ -18,47 +18,34 @@ Sprite_CheckActive:
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}
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; =========================================================
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; make the sprite move X axis
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Sprite_MoveHoriz:
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{
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LDA.w SprXSpeed, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w SprXRound, X : STA.w SprXRound, X
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ASL #4 : CLC : ADC.w SprXRound, X : STA.w SprXRound, X
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LDY.b #$00
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LDA.w SprXSpeed, X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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PHP : LSR #4 : PLP : BPL ++
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ORA.b #$F0
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DEY
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++ ADC.w SprX, X : STA.w SprX, X
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++
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ADC.w SprX, X : STA.w SprX, X
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TYA : ADC.w SprXH, X : STA.w SprXH, X
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.no_velocity
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RTL
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}
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; =========================================================
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; make the sprite move both directions (also height)
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Sprite_MoveXyz:
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JSL Sprite_MoveAltitude
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Sprite_Move:
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JSL Sprite_MoveHoriz
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; no RTL, just continue into Sprite_MoveVert
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; =========================================================
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; make the sprite move Y axis
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Sprite_MoveVert:
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{
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LDA.w SprYSpeed, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w SprYRound, X : STA.w SprYRound, X
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LDY.b #$00
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LDA.w SprYSpeed, X
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PHP : LSR : LSR : LSR : LSR : PLP
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@@ -74,27 +61,19 @@ Sprite_MoveVert:
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RTL
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}
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; =========================================================
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; make the sprite move Z axis (height)
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Sprite_MoveZ:
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Sprite_MoveAltitude:
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{
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LDA.w SprTimerF, X : ASL : ASL : ASL : ASL
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LDA.w SprTimerF, X : ASL #4
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CLC : ADC.w SprHeightS, X : STA.w SprHeightS, X
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LDA.w SprTimerF, X : PHP
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LSR : LSR : LSR : LSR
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PLP : BPL .positive
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LDA.w SprTimerF, X : PHP : LSR #4 : PLP : BPL .positive
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ORA.b #$F0
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.positive
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ADC.w SprHeight, X : STA.w SprHeight, X
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RTL
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}
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; =========================================================
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; make the sprite bounce toward player
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; movement, collision are handled by this function
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; $09 = speed, $08 = max height ( e.g. height:20 = vitreous)
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@@ -138,40 +117,25 @@ Sprite_BounceFromTileCollision:
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{
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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LDA.w SprXSpeed, X : EOR.b #$FF : INC : STA.w SprXSpeed, X
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++ LDA.w SprCollision, X : AND.b #$0C : BEQ ++
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++
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LDA.w SprCollision, X : AND.b #$0C : BEQ ++
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LDA.w SprYSpeed, X : EOR.b #$FF : INC : STA.w SprYSpeed, X
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++ RTL
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}
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; =========================================================
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Sprite_BounceOffWall:
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LDA.w SprCollision, X : AND.b #$03 : BEQ .no_horizontal_collision
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JSL Sprite_InvertSpeed_X
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.no_horizontal_collision
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LDA.w SprCollision, X : AND.b #$0C : BEQ .no_vertical_collision
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JSL Sprite_InvertSpeed_Y
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.no_vertical_collision
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++
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RTL
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; =========================================================
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}
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Sprite_InvertSpeed_XY:
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JSL Sprite_InvertSpeed_Y
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Sprite_InvertSpeed_X:
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LDA.w SprXSpeed, X
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EOR.b #$FF
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INC A
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EOR.b #$FF : INC A
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STA.w SprXSpeed, X
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RTL
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Sprite_InvertSpeed_Y:
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LDA.w SprYSpeed, X
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EOR.b #$FF
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INC A
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EOR.b #$FF : INC A
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STA.w SprYSpeed, X
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RTL
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@@ -651,48 +615,40 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
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{
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JSL Sprite_IsBelowPlayer : BEQ .player_below
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;playerAbove
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REP #$20
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; if link.y is 6 above sprite.y it is considered below
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LDA.w SprCachedY : SEC : SBC $20 : CLC : ADC.w #$0006 : STA $01 ;delta Y
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SEP #$20
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JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right1
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JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_right1
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;player_to_the_Left
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REP #$20
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LDA.w SprCachedX : SEC : SBC $22 ; delta X
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CMP $01 : BCS .XGreaterThanY1
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REP #$20 ; delta X
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LDA.w SprCachedX : SEC : SBC $22 : CMP $01 : BCS .XGreaterThanY1
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;YGreaterThanX
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SEP #$20
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LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
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STZ.w SprXSpeed
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RTL
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.XGreaterThanY1
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SEP #$20
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LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
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STZ.w SprYSpeed
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RTL
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.player_to_the_Right1
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REP #$20
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LDA $22 : SEC : SBC.w SprCachedX ; delta X
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CMP $01 : BCS .XGreaterThanY2
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.player_to_the_right1
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REP #$20 ; delta X
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LDA $22 : SEC : SBC.w SprCachedX : CMP $01 : BCS .XGreaterThanY2
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;YGreaterThanX
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SEP #$20
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LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
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STZ.w SprXSpeed
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RTL
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.XGreaterThanY2
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SEP #$20
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LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
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STZ.w SprYSpeed
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RTL
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.player_below
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REP #$20
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; if link.y is 6 above sprite.y it is considered below
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@@ -717,12 +673,9 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
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STZ.w SprYSpeed
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RTL
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.player_to_the_Right2
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REP #$20
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LDA $22 : SEC : SBC.w SprCachedX ; delta X
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CMP $01 : BCS .XGreaterThanY4
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REP #$20 ; delta X
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LDA $22 : SEC : SBC.w SprCachedX : CMP $01 : BCS .XGreaterThanY4
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;YGreaterThanX
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SEP #$20
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LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
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@@ -762,7 +715,6 @@ GetDistance8bit_Long:
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Sprite_CheckIfRecoiling:
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{
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PHB : PHK : PLB
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LDA.w $0EA0, X : BEQ .exit
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AND.b #$7F : BEQ .recoil_over
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LDA.w SprYSpeed, X
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@@ -784,11 +736,8 @@ Sprite_CheckIfRecoiling:
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TAY
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LDA.b $1A : AND.w .masks, Y : BNE .no_movement
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LDA.w SprYRecoil, X : STA.w SprYSpeed, X
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LDA.w SprXRecoil, X : STA.w SprXSpeed, X
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LDA.w SprBump, X : BMI .handle_movement
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JSL Sprite_CheckTileCollision_long
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@@ -56,6 +56,14 @@ macro sta_x(...)
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%loop(STA.w, ..., X)
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endmacro
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macro mode16()
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REP #$30
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endmacro
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macro mode8()
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SEP #$30
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endmacro
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macro accum16()
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REP #$20
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endmacro
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@@ -91,26 +99,6 @@ macro JumpTable(index, ...)
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endwhile
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endmacro
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macro SetMode(bit_mode)
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if <bit_mode> == "16bit"
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REP #$30
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elseif <bit_mode> == "8bit"
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SEP #$30
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endif
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endmacro
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macro ScopedMode(bit_mode, body)
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if <bit_mode> == "16bit"
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%SetMode("16bit")
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<body>
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%SetMode("8bit")
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elseif <bit_mode> == "8bit"
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%SetMode("8bit")
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<body>
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%SetMode("16bit")
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endif
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endmacro
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macro SpriteJumpTable(...)
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LDA.w SprAction, X
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JSL JumpTableLocal
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@@ -123,34 +111,24 @@ macro SpriteJumpTable(...)
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endmacro
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macro SetFlag(flag_addr, bit_pos)
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LDA.b flag_addr
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ORA.b #(1 << bit_pos)
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STA.b flag_addr
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LDA.b flag_addr : ORA.b #(1 << bit_pos) : STA.b flag_addr
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endmacro
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macro ClearFlag(flag_addr, bit_pos)
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LDA.b flag_addr
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AND.b #~(1 << bit_pos)
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STA.b flag_addr
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LDA.b flag_addr : AND.b #~(1 << bit_pos) : STA.b flag_addr
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endmacro
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macro ToggleFlag(flag_addr, bit_pos)
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LDA.b flag_addr
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EOR.b #(1 << bit_pos)
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STA.b flag_addr
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LDA.b flag_addr : EOR.b #(1 << bit_pos) : STA.b flag_addr
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endmacro
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macro CheckFlag(flag_addr, bit_pos, set_label, clear_label)
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LDA.b flag_addr
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AND.b #(1 << bit_pos)
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BEQ clear_label
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LDA.b flag_addr : AND.b #(1 << bit_pos) : BEQ clear_label
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BRA set_label
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endmacro
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macro CheckFlagLong(flag_addr, bit_pos, set_label, clear_label)
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LDA.l flag_addr
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AND.b #(1 << bit_pos)
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BEQ clear_label
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LDA.l flag_addr : AND.b #(1 << bit_pos) : BEQ clear_label
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BRA set_label
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endmacro
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@@ -158,6 +136,7 @@ endmacro
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; reset to (frame_start) when reaching (frame_end)
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; This is using SprTimerB
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macro PlayAnimation(frame_start, frame_end, frame_wait)
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{
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X
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CMP.b #<frame_end>+1 : BCC .noframereset
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@@ -165,6 +144,7 @@ macro PlayAnimation(frame_start, frame_end, frame_wait)
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.noframereset
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LDA.b #<frame_wait> : STA.w SprTimerB, X
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+
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}
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endmacro
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macro PlayAnimBackwards(frame_start, frame_end, frame_wait)
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@@ -183,7 +163,6 @@ macro StartOnFrame(frame)
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+
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endmacro
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; Show message if the player is facing toward sprite and pressing A
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; Return Carry Set if message is displayed
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; can use BCC .label <> .label to see if message have been displayed
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@@ -254,16 +233,6 @@ macro AllowPlayerMovement()
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STZ.w $02E4
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endmacro
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; Enter 16bit mode
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macro Set16bitmode()
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REP #$30
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endmacro
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; Enter 8bit mode
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macro Set8bitmode()
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SEP #$30
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endmacro
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; This is a 16 bit will load A with current rupee count
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; to use with instructions CMP and BCC/BCS
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macro GetPlayerRupees()
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@@ -282,47 +251,38 @@ macro SetSpriteSpeedX(speed)
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LDA.b #<speed> : STA.w SprXSpeed, x
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endmacro
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; Will play a sound SFX 1 See Zelda_3_RAM.log for more informations
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macro PlaySFX1(sfxid)
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LDA.b #<sfxid> : STA $012E
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endmacro
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; Will play a sound SFX 2 See Zelda_3_RAM.log for more informations
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macro PlaySFX2(sfxid)
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LDA.b #<sfxid> : STA $012F
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endmacro
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; Will play a music See Zelda_3_RAM.log for more informations
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macro PlayMusic(musicid)
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LDA.b #<musicid> : STA $012C
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endmacro
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; Will set the timer A to wait (length) amount of frames
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macro SetTimerA(length)
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LDA.b #<length> : STA.w SprTimerA, X
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endmacro
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; Will set the timer B to wait (length) amount of frames
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macro SetTimerB(length)
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LDA.b #<length> : STA.w SprTimerB, X
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endmacro
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; Will set the timer C to wait (length) amount of frames
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macro SetTimerC(length)
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LDA.b #<length> : STA.w SprTimerC, X
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endmacro
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; Will set the timer D to wait (length) amount of frames
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macro SetTimerD(length)
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LDA.b #<length> : STA.w SprTimerD, X
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endmacro
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; Will set the timer E to wait (length) amount of frames
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macro SetTimerE(length)
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LDA.b #<length> : STA.w SprTimerE, X
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endmacro
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; Will set the timer F to wait (length) amount of frames
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macro SetTimerF(length)
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LDA.b #<length> : STA.w SprTimerF, X
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endmacro
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@@ -78,7 +78,6 @@ Sprite_Puffstool_Main:
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+
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JSL Sprite_MoveXyz
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_BounceOffWall
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JSL Sprite_DamageFlash_Long
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JSL ThrownSprite_TileAndSpriteInteraction_long
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JSL Sprite_CheckIfRecoiling
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@@ -115,7 +115,6 @@ Sprite_Piratian_Move:
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JSL Sprite_MoveXyz
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_BounceOffWall
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JSL Sprite_DamageFlash_Long
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JSL ThrownSprite_TileAndSpriteInteraction_long
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Reference in New Issue
Block a user