Add comments and cleanup Minecart, Mineswitch, switch_track
This commit is contained in:
@@ -1,6 +1,25 @@
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; =========================================================
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; Minecart Sprite Properties
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; =========================================================
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; Minecart Sprite
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;
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; Used in Goron Mines along with the SwitchTrack and
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; Mineswitch sprite. Makes use of custom collision with
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; somaria track corner tiles.
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;
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; The cart begins in an inactive state, horizontal or vertical
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; and is activated by the player when they stand on the hitbox
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; and press the B button. Based on the subtype of the cart,
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; it will move in that direction until it encounters one of the
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; following scenarions:
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;
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; Somaria Stop Tile - Halt the cart and set its next direction
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; Somaria Corner Track - Switch directions based on cart direction
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; and corner tiletype.
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; Somaria Any Track - Switch direction based on player input
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; Dungeon Transition - Switch to Minecart follower and transition
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; to the next room in a dungeon, spawning
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; a new minecart sprite in the room at Link's
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; location and configuring the direction to move
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; in automatically (no B button to activate)
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!SPRID = Sprite_Minecart
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!NbrTiles = 08 ; Number of tiles used in a frame
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@@ -39,27 +58,28 @@
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!MinecartSpeed = 20
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!DoubleSpeed = 30
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North = $00
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East = $01
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South = $02
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West = $03
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; SprSubtype and Minecart movement direction
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; nesw
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; 0 - north
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; 1 - east
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; 2 - south
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; 3 - west
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North = $00
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East = $01
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South = $02
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West = $03
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!MinecartDirection = $012B
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; Sprite Facing Direction
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; udlr
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; 0 - up
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; 1 - down
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; 2 - left
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; 3 - right
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Up = $00
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Down = $01
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Left = $02
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Right = $03
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; $0DE0[0x10] - (Sprite) ;functions
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; udlr
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; 0 - up
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; 1 - down
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; 2 - left
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; 3 - right
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!SpriteDirection = $0DE0
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; =========================================================
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@@ -67,8 +87,8 @@ Right = $03
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Sprite_Minecart_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
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JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
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JSR Sprite_Minecart_DrawTop ; Draw behind Link
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JSR Sprite_Minecart_DrawBottom ; Draw in front of Link
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Minecart_Main
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.SpriteIsNotActive
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@@ -77,6 +97,9 @@ Sprite_Minecart_Long:
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}
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; =========================================================
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; The subtype of the minecart determines the direction it
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; will move in, so if the subtype is 0 the cart will move
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; north and start in WaitVert mode.
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Sprite_Minecart_Prep:
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{
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@@ -86,24 +109,23 @@ Sprite_Minecart_Prep:
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STZ.w SprMiscG, X ; Clear the active tossing flag
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; If the subtype is > 4, then it's an active cart
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LDA.w SprSubtype, X : CMP.b #$04 : BCC .continue
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LDA.w SprSubtype, X : CMP.b #$04 : BCC +
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LDA.w SprSubtype, X : SEC : SBC.b #$03 : STA.w SprSubtype, X
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LDA.b #$01 : STA.w SprMiscF, X ; Set the auto-move flag
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.continue
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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LDA #$04 : STA $0E40, X ; Nbr Oam Entries
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LDA #$40 : STA $0E60, x ; Impervious props
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LDA #$E0 : STA $0F60, X ; Persist
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LDA #$00 : STA.w SprBump, X ; No bump damage
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LDA #$00 : STA $0B6B, X ; Set interactive hitbox?
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+
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LDA #$04 : STA.w SprNbrOAM, X ; Nbr Oam Entries
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LDA #$40 : STA.w SprGfxProps, X ; Impervious props
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LDA #$E0 : STA.w SprHitbox, X ; Persist outside camera
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STZ.w SprDefl, X ; Sprite persist in dungeon
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STZ.w SprBump, X ; No bump damage
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STZ.w SprTileDie, X ; Set interactive hitbox
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STZ.w !MinecartDirection
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LDA.w SprSubtype, X : 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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CMP.b #$03 : BEQ .west
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.north
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%GotoAction(1) ; Minecart_WaitVert
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JMP .done
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@@ -113,8 +135,8 @@ Sprite_Minecart_Prep:
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%GotoAction(0) ; Minecart_WaitHoriz
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JMP .done
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.south
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LDA #$02 : STA !MinecartDirection
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LDA #$01 : STA !SpriteDirection, X
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LDA.b #South : STA !MinecartDirection
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LDA.b #Down : STA !SpriteDirection, X
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%GotoAction(1) ; Minecart_WaitVert
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JMP .done
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.west
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@@ -122,8 +144,8 @@ Sprite_Minecart_Prep:
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LDA.b #Left : STA !SpriteDirection, X
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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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PLB
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RTL
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}
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; =========================================================
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@@ -132,10 +154,8 @@ macro HandlePlayerCamera()
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LDA $22 : SEC : SBC $3F : STA $31
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LDA $20 : SEC : SBC $3E : STA $30
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PHX
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JSL Link_HandleMovingAnimation_FullLongEntry
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JSL HandleIndoorCameraAndDoors
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JSL Link_CancelDash
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PLX
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endmacro
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@@ -202,6 +222,25 @@ Minecart_HandleToss:
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RTS
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}
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Minecart_HandleTossedCart:
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{
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LDA.w SprMiscG, X : BEQ .not_tossed
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LDA.w SprHeight, X : BEQ .low_enough
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DEC.w SprHeight, X
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RTS
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.low_enough
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LDA.w SprTimerC, X : BNE .not_tossed
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LDA.w SprX, X : AND.b #$F8 : STA.w SprX, X
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LDA.w SprY, X : AND.b #$F8 : STA.w SprY, X
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STZ.w SprMiscG, X
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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STZ.w SprHeight, X
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.not_tossed
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RTS
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}
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Minecart_HandleLiftAndToss:
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{
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JSR CheckIfPlayerIsOn : BCC .not_tossing
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@@ -211,25 +250,7 @@ Minecart_HandleLiftAndToss:
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JSL Sprite_CheckIfLifted
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JSL Sprite_Move
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JSR Minecart_HandleTossedCart
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RTS
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}
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Minecart_HandleTossedCart:
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{
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LDA.w SprMiscG, X : BEQ .not_tossed
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LDA.w SprHeight, X : BEQ .low_enough
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DEC.w SprHeight, X
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RTS
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.low_enough
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LDA.w SprTimerC, X : BNE .not_tossed
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LDA.w SprX, X : AND.b #$F8 : STA.w SprX, X
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LDA.w SprY, X : AND.b #$F8 : STA.w SprY, X
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STZ.w SprMiscG, X
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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STZ.w SprHeight, X
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.not_tossed
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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@@ -270,17 +291,14 @@ Sprite_Minecart_Main:
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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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RTS
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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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RTS
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.not_ready
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.lifting
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JSR Minecart_HandleLiftAndToss
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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@@ -311,11 +329,9 @@ Sprite_Minecart_Main:
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LDA #$00 : STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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.not_ready
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.lifting
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JSR Minecart_HandleLiftAndToss
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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@@ -327,10 +343,10 @@ Sprite_Minecart_Main:
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
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JMP .continue
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JMP +
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.fast_speed
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LDA.b #-!DoubleSpeed : STA.w SprYSpeed, X
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.continue
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+
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JSL Sprite_MoveVert
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; Get direction of the cart (0 to 3)
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@@ -350,10 +366,10 @@ Sprite_Minecart_Main:
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%InitMovement()
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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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JMP +
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.fast_speed
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LDA.b #!DoubleSpeed : STA.w SprXSpeed, X
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.continue
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+
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JSL Sprite_MoveHoriz
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; Get direction of the cart (0 to 3)
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@@ -373,10 +389,10 @@ Sprite_Minecart_Main:
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
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JMP .continue
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JMP +
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.fast_speed
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LDA.b #!DoubleSpeed : STA.w SprYSpeed, X
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.continue
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+
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JSL Sprite_MoveVert
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; Get direction of the cart (0 to 3)
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@@ -397,10 +413,10 @@ Sprite_Minecart_Main:
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA.w SprXSpeed, X
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JMP .continue
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JMP +
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.fast_speed
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LDA.b #-!DoubleSpeed : STA.w SprXSpeed, X
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.continue
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+
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JSL Sprite_MoveHoriz
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; Get direction of the cart (0 to 3)
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@@ -470,13 +486,13 @@ HandleTileDirections:
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.stop_north
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; Set the new direction to north and flip the cart's orientation
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LDA.b #South : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA #$01 : STA !SpriteDirection, X
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LDA.b #South : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Down : STA !SpriteDirection, X
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JMP .go_vert
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.stop_south
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; Set the new direction to south and flip the cart's orientation
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LDA.b #North : STA.w SprSubtype, X : STZ.w !MinecartDirection
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LDA #$00 : STA !SpriteDirection, X
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LDA.b #North : STA.w SprSubtype, X : STZ.w !MinecartDirection
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LDA.b #Up : STA !SpriteDirection, X
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; -----------------------------------------------
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.go_vert
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%SetTimerA($40)
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@@ -486,13 +502,13 @@ HandleTileDirections:
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RTS
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.stop_east
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; Set the new direction to east and flip the cart's orientation
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LDA.b #West : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA #$02 : STA !SpriteDirection, X
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LDA.b #West : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Left : STA !SpriteDirection, X
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JMP .go_horiz
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.stop_west
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; Set the new direction to west and flip the cart's orientation
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LDA.b #East : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA #$03 : STA !SpriteDirection, X
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LDA.b #East : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Right : STA !SpriteDirection, X
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; -----------------------------------------------
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.go_horiz
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%SetTimerA($40)
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@@ -37,16 +37,12 @@
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Sprite_LeverSwitch_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_LeverSwitch_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_LeverSwitch_Main ; Call the main sprite code
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JSR Sprite_LeverSwitch_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_LeverSwitch_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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; =========================================================
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@@ -1,6 +1,5 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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; Switch Track sprite
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!SPRID = Sprite_SwitchTrack
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!NbrTiles = 02 ; Number of tiles used in a frame
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@@ -11,7 +10,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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@@ -37,16 +36,12 @@
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Sprite_RotatingTrack_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_RotatingTrack_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_RotatingTrack_Main ; Call the main sprite code
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JSR Sprite_RotatingTrack_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_RotatingTrack_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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; =========================================================
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@@ -54,10 +49,8 @@ Sprite_RotatingTrack_Long:
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Sprite_RotatingTrack_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA $0CAA, X
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LDA.w SprSubtype, X : STA.w SprAction,X
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PLB
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RTL
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}
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@@ -76,7 +69,7 @@ Sprite_RotatingTrack_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw TopLeftToTopRight
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dw TopRightToBottomRight
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dw BottomRightToBottomLeft
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@@ -145,59 +138,58 @@ Sprite_RotatingTrack_Main:
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Sprite_RotatingTrack_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHX ; Save current Tile Index?
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PHA ; Keep the value with animation index offset?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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ASL A : TAX
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PHA ; Keep the value with animation index offset?
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REP #$20
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ASL A : TAX
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LDA $00 : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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REP #$20
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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LDA $00 : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
PHY
|
||||
|
||||
PLX
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
RTS
|
||||
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
.start_index
|
||||
@@ -214,4 +206,4 @@ Sprite_RotatingTrack_Draw:
|
||||
db $3D
|
||||
db $FD
|
||||
db $BD
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user