Add comments and update formatting
This commit is contained in:
@@ -84,25 +84,23 @@ Sprite_Minecart_Long:
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Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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; If the subtype is > 4, then it's a dummy cart
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LDA SprSubtype, X : CMP.b #$04 : BCC .continue
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LDA SprSubtype, X : SEC : SBC.b #$04 : STA SprSubtype, X
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; If link is in a cart, then draw the dummy cart
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PHB : PHK : PLB
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; If the subtype is > 4, then it's a dummy cart
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LDA SprSubtype, X : CMP.b #$04 : BCC .continue
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LDA SprSubtype, X : SEC : SBC.b #$04 : STA SprSubtype, X
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; If link is in a cart, then draw the dummy cart
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LDA !LinkInCart : BNE .dummy_continue
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.clear_cart
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STZ.w $0DD0, X ; Otherwise, clear the sprite
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PLB
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RTL
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LDA !LinkInCart : BNE .dummy_continue
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; .clear_cart
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STZ.w $0DD0, X ; Otherwise, clear the sprite
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PLB
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RTL
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.continue
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; Unused dummy cart code
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; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
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; JMP .clear_cart
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.dummy_continue
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LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
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@@ -141,7 +139,6 @@ Sprite_Minecart_Prep:
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%GotoAction(0) ; Minecart_WaitHoriz
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.done
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PLB
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RTL
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}
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@@ -214,31 +211,30 @@ Sprite_Minecart_Main:
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LDA SprTimerA, X : BNE .not_ready
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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JSR CheckIfPlayerIsOn : BCC .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_ready
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA #$01 : STA !LinkInCart ; Set Link in cart flag
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA #$01 : STA !LinkInCart ; Set Link in cart flag
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; Check if the cart is facing east or west
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LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
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STA.w !MinecartDirection
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LDA #$02 : STA !SpriteDirection, X
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%GotoAction(5) ; Minecart_MoveWest
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; Check if the cart is facing east or west
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LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
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STA.w !MinecartDirection
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LDA #$02 : STA !SpriteDirection, X
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%GotoAction(5) ; Minecart_MoveWest
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RTS
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.opposite_direction
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STA.w !MinecartDirection
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LDA #$03 : STA !SpriteDirection, X
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%GotoAction(3) ; Minecart_MoveEast
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.not_ready
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RTS
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.opposite_direction
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STA.w !MinecartDirection
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LDA #$03 : STA !SpriteDirection, X
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%GotoAction(3) ; Minecart_MoveEast
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.not_ready
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RTS
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.lifting
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%HandleLiftAndToss()
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RTS
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}
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@@ -250,27 +246,26 @@ Sprite_Minecart_Main:
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LDA SprTimerA, X : BNE .not_ready
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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JSR CheckIfPlayerIsOn : BCC .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_ready
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA #$01 : STA !LinkInCart ; Set Link in cart flag
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; Check if the cart is facing north or south
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LDA SprSubtype, X : BEQ .opposite_direction
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STA.w !MinecartDirection
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.opposite_direction
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STA.w !MinecartDirection
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LDA #$00 : STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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LDA #$01 : STA !LinkInCart
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; Check if the cart is facing north or south
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LDA SprSubtype, X : BEQ .opposite_direction
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STA.w !MinecartDirection
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.opposite_direction
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STA.w !MinecartDirection
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LDA #$00 : STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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.not_ready
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.not_ready
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.lifting
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%HandleLiftAndToss()
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RTS
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@@ -286,8 +281,8 @@ Sprite_Minecart_Main:
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA SprYSpeed, X
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JMP .continue
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.fast_speed
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LDA.b #-!DoubleSpeed : STA SprYSpeed, X
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.fast_speed
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LDA.b #-!DoubleSpeed : STA SprYSpeed, X
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.continue
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JSL Sprite_MoveVert
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JSL Sprite_BounceFromTileCollision
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@@ -309,7 +304,7 @@ Sprite_Minecart_Main:
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA $0D50, X
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JMP .continue
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.fast_speed
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.fast_speed
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LDA.b #!DoubleSpeed : STA $0D50, X
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.continue
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JSL Sprite_MoveHoriz
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@@ -332,7 +327,7 @@ Sprite_Minecart_Main:
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA SprYSpeed, X
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JMP .continue
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.fast_speed
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.fast_speed
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LDA.b #!DoubleSpeed : STA SprYSpeed, X
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.continue
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JSL Sprite_MoveVert
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@@ -355,7 +350,7 @@ Sprite_Minecart_Main:
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JMP .continue
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.fast_speed
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.fast_speed
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LDA.b #-!DoubleSpeed : STA $0D50, X
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.continue
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JSL Sprite_MoveHoriz
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@@ -374,22 +369,29 @@ Sprite_Minecart_Main:
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; 0x06
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Minecart_Release:
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{
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%StopCart()
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%StopCart()
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LDA SprTimerD, X : BNE .not_ready
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LDA #$40 : STA SprTimerA, X
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%GotoAction(0)
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LDA SprTimerD, X : BNE .not_ready
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LDA #$40 : STA SprTimerA, X
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%GotoAction(0)
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.not_ready
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RTS
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}
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}
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; ===========================================================================
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; =========================================================
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; The purpose of this routine is to determine the direction
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; the sprite is facing and then adjust the X and Y positions
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; of the tile interaction lookup based on that direction.
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; If implemented correctly this would make sure the sprite
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; stays centered on the tracks when it makes corner turns.
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; Currently, depending on where the tile is placed the
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; cart may make a turn too early and appear to be off center.
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SetTileLookupPosBasedOnDirection:
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{
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; Based on the direction of the Minecart, adjust the lookup position
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; to be in front of the sprite
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; Based on the direction of the Minecart, adjust the
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; lookup position to be in front of the sprite
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LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north
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CMP.b #$01 : BEQ .east
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CMP.b #$02 : BEQ .south
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@@ -415,14 +417,16 @@ SetTileLookupPosBasedOnDirection:
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LDA.w SprYH, X : STA.b $01
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LDA.w SprXH, X : STA.b $03
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LDA.w SprX, X : STA $0FD8
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LDA.w SprX, X : STA $0FD8
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LDA.w SprXH, X : STA $0FD9
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LDA.w SprY, X : STA $0FDA
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LDA.w SprY, X : STA $0FDA
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LDA.w SprYH, X : STA $0FDB
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RTS
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}
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; =========================================================
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print "HandleTileDirections ", pc
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HandleTileDirections:
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{
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@@ -587,8 +591,10 @@ HandleTileDirections:
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; db $BE ; + any direction
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}
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; =========================================================
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; Clamp the sprite position to a 16x16 grid
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; Slows the game down if you run it too often :(
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ClampSpritePositionToGrid:
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{
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; Check if SprX is already a multiple of 16
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@@ -602,56 +608,60 @@ ClampSpritePositionToGrid:
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RTS
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}
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; =========================================================
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; Check for the switch_track sprite and move based on the
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; state of that sprite.
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HandleDynamicSwitchTileDirections:
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{
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; Find out if the sprite $B0 is in the room
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JSR CheckSpritePresence : BCC .no_b0
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PHX : LDA $02 : TAX
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JSR Link_SetupHitBox
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PHX : LDA $02 : TAX
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JSR Link_SetupHitBox
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; X is now the ID of the sprite $B0
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JSR Sprite_SetupHitBox
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .no_b0
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; X is now the ID of the sprite $B0
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JSR Sprite_SetupHitBox
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .no_b0
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LDA !MinecartDirection : CMP.b #$00 : BEQ .east_or_west
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CMP.b #$02 : BEQ .north_or_south
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LDA !MinecartDirection : CMP.b #$00 : BEQ .east_or_west
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CMP.b #$02 : BEQ .north_or_south
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.east_or_west
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LDA SwitchRam : BNE .go_west
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.east_or_west
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LDA SwitchRam : BNE .go_west
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LDA #$01 : STA SprSubtype, X
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LDA #$03 : STA !SpriteDirection, X
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%GotoAction(3) ; Minecart_MoveEast
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RTS
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LDA #$01 : STA SprSubtype, X
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LDA #$03 : STA !SpriteDirection, X
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%GotoAction(3) ; Minecart_MoveEast
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RTS
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.go_west
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LDA #$03 : STA SprSubtype, X
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LDA #$02 : STA !SpriteDirection, X
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%GotoAction(5) ; Minecart_MoveWest
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RTS
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.go_west
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LDA #$03 : STA SprSubtype, X
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LDA #$02 : STA !SpriteDirection, X
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%GotoAction(5) ; Minecart_MoveWest
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RTS
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.north_or_south
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LDA SwitchRam : BNE .go_south
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LDA #$00 : STA SprSubtype, X
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STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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.north_or_south
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LDA SwitchRam : BNE .go_south
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LDA #$00 : STA SprSubtype, X
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STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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.go_south
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LDA #$02 : STA SprSubtype, X
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.go_south
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LDA #$02 : STA SprSubtype, X
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.no_b0
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RTS
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}
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; =========================================================
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; $00 = flag indicating presence of sprite ID $B0
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CheckSpritePresence:
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{
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PHX
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@@ -752,11 +762,12 @@ DragPlayer:
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; db -1, 0, 0, 0, -1, 0, -1, 0
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}
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; =========================================================
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CheckForPlayerInput:
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{
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LDA $5D : CMP #$02 : BEQ .release
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CMP #$06 : BNE .continue
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CMP #$06 : BNE .continue
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.release
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; Release player in recoil
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%GotoAction(6) ; Minecart_Release
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@@ -774,44 +785,30 @@ CheckForPlayerInput:
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; Load the tile index
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LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
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; Check for input from the user (u,d,l,r)
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; Check for input from the user (u,d,l,r)
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LDY !SpriteDirection, X
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LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
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LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
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STA SprSubtype, X
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%GotoAction(2) ; Minecart_MoveNorth
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BRA .return
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LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
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STA SprSubtype, X
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%GotoAction(2) ; Minecart_MoveNorth
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BRA .return
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.not_pressing_up:
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LDA $00 : AND.b #$04 : BEQ .not_pressing_down
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LDA.b #$01 : STA !SpriteDirection, X
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LDA #$02 : STA SprSubtype, X
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%GotoAction(4) ; Minecart_MoveSouth
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BRA .return
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.not_pressing_down
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LDA $00 : AND.b #$02 : BEQ .not_pressing_left
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LDA.b #$02 : STA !SpriteDirection, X
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LDA #$03 : STA SprSubtype, X
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%GotoAction(5) ; Minecart_MoveWest
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BRA .return
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.not_pressing_left
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LDA $00 : AND.b #$01 : BEQ .always
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LDA.b #$03 : STA !SpriteDirection, X
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STA SprSubtype, X
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%GotoAction(3) ; Minecart_MoveEast
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@@ -819,12 +816,9 @@ CheckForPlayerInput:
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.always
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; LDA !SpriteDirection, X : CMP.b #$03 : BNE .not_going_right
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; ; Default heading in reaction to this tile is going up.
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; ; LDA.b #$00 : STA !SpriteDirection, X
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; .not_going_right
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; ;STZ $0D80, X
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.return
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@@ -836,26 +830,31 @@ CheckForPlayerInput:
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db $0B, $07, $0E, $0D
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}
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; =========================================================
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; Sets carry if player is overlapping the sprite
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; Clear carry if player is outside the bounds
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CheckIfPlayerIsOn:
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{
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REP #$20
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LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
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LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
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LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
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LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
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LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
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LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
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LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
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LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
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SEP #$21 : RTS ; Return with carry set
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.OutsideLeft
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.OutsideRight
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.OutsideDown
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.OutsideUp
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.left
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.right
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.up
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.down
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SEP #$20
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CLC : RTS ; Return with carry cleared
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}
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; =========================================================
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; Draw the portion of the cart which is behind the player
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Sprite_Minecart_DrawTop:
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{
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@@ -945,6 +944,8 @@ Sprite_Minecart_DrawTop:
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db $02, $02
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}
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; =========================================================
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; Draw the portion of the cart which is in front of the player
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Sprite_Minecart_DrawBottom:
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{
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Reference in New Issue
Block a user