diff --git a/Sprites/minecart.asm b/Sprites/minecart.asm index 74350b1..bbb9125 100644 --- a/Sprites/minecart.asm +++ b/Sprites/minecart.asm @@ -1,33 +1,33 @@ ;============================================================================== ; Sprite Properties ;============================================================================== -!SPRID = $BE ; The sprite ID you are overwriting (HEX) -!NbrTiles = 08 ; Number of tiles used in a frame -!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless -!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is -!Health = 00 ; Number of Health the sprite have -!Damage = 00 ; (08 is a whole heart), 04 is half heart -!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation -!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it -!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow -!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow -!Palette = 00 ; Unused in this template (can be 0 to 7) -!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool -!Persist = 01 ; 01 = your sprite continue to live offscreen -!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) -!CollisionLayer = 00 ; 01 = will check both layer for collision -!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall -!DeflectArrow = 00 ; 01 = deflect arrows -!WaterSprite = 00 ; 01 = can only walk shallow water -!Blockable = 00 ; 01 = can be blocked by link's shield? -!Prize = 00 ; 00-15 = the prize pack the sprite will drop from -!Sound = 00 ; 01 = Play different sound when taking damage -!Interaction = 00 ; ?? No documentation -!Statue = 00 ; 01 = Sprite is statue -!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles -!ImperviousArrow = 00 ; 01 = Impervious to arrows -!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks -!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss +!SPRID = $BE ; The sprite ID you are overwriting (HEX) +!NbrTiles = 08 ; Number of tiles used in a frame +!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless +!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is +!Health = 00 ; Number of Health the sprite have +!Damage = 00 ; (08 is a whole heart), 04 is half heart +!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation +!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it +!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow +!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow +!Palette = 00 ; Unused in this template (can be 0 to 7) +!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool +!Persist = 00 ; 01 = your sprite continue to live offscreen +!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) +!CollisionLayer = 00 ; 01 = will check both layer for collision +!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall +!DeflectArrow = 00 ; 01 = deflect arrows +!WaterSprite = 00 ; 01 = can only walk shallow water +!Blockable = 00 ; 01 = can be blocked by link's shield? +!Prize = 00 ; 00-15 = the prize pack the sprite will drop from +!Sound = 00 ; 01 = Play different sound when taking damage +!Interaction = 00 ; ?? No documentation +!Statue = 00 ; 01 = Sprite is statue +!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles +!ImperviousArrow = 00 ; 01 = Impervious to arrows +!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks +!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss ;============================================================================== @@ -35,12 +35,13 @@ ;============================================================================== +print "Minecart: ", pc Sprite_Minecart_Long: { PHB : PHK : PLB - JSR Sprite_Minecart_DrawTop ; Call the draw code - JSR Sprite_Minecart_DrawBottom + JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link + JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive @@ -58,7 +59,15 @@ Sprite_Minecart_Prep: PHB : PHK : PLB ; Adjust the Y position so it aligns with the tracks. - LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X + LDA #$00 : STA $0CAA, X + + LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment + + LDA #$04 : STA $0E40, X ; Nbr Oam Entries + LDA #$40 : STA $0E60, x ; Impervious props + LDA #$E0 : STA $0F60, X ; Persist + LDA #$00 : STA $0CD2, X ; No bump damage + LDA #$00 : STA $0B6B, X ; Set interactive hitbox? PLB RTL @@ -66,60 +75,78 @@ Sprite_Minecart_Prep: ;============================================================================== -!MinecartSpeed = 10 +macro HandlePlayerCamera() + PHX + JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry + JSL $07F42F ; HandleIndoorCameraAndDoors_Long + JSL Player_HaltDashAttack + PLX +endmacro + +!MinecartSpeed = 20 -print "Minecart: ", pc Sprite_Minecart_Main: { LDA.w SprAction, X ; Load the SprAction JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in - dw Minecart_Adjust - dw Minecart_Waiting - dw Minecart_MoveHorizontal - dw Minecart_MoveVertical + dw Minecart_Adjust ; 0x00 + dw Minecart_WaitHoriz ; 0x01 + dw Minecart_WaitVert ; 0x02 + dw Minecart_MoveWest ; 0x03 + dw Minecart_MoveNorth ; 0x04 + dw Minecart_MoveSouth ; 0x05 + dw Minecart_MoveEast ; 0x06 Minecart_Adjust: { %PlayAnimation(0,1,8) - LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X - LDA $0E30, X : STA $0DB0, X - LDA #$06 : STA $0E40, X - LDA #$40 : STA $0E60, x - LDA #$E0 : STA $0F60, X - LDA #$00 : STA $0CD2, X - LDA #$00 : STA $0B6B, X ;Set interactive hitbox? - LDA #$40 : STA $0E00, X - INC $0D80, X - + LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment + + ; Store the Subtype in SprMiscB + ; This will be set by the editor to decide if it + ; should be oriented horizontally or vertically. + LDA $0E30, X : STA $0DB0, X + LDA #$40 : STA $0E00, X ; Set SprTimerB + + LDA SprMiscB, X : CMP #$00 : BNE .not_horiz + INC $0D80, X ; Minecart_WaitHoriz + RTS + .not_horiz + %GotoAction(2) ; Minecart_WaitVert RTS } - Minecart_Waiting: + Minecart_WaitHoriz: { %PlayAnimation(0,1,8) JSR CheckIfPlayerIsOn : BCC .not_on_platform - ;Cancel Falling - JSL Player_HaltDashAttack - LDA #$02 : STA $02F5 - LDA $0FDA : SEC : SBC #$0B : STA $20 - ; LDA #$01 : STA DungeonMainCheck - %GotoAction(2) - RTS + + JSL Player_HaltDashAttack ; Stop the player from dashing + LDA #$02 : STA $02F5 ; Somaria platform and moving + LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos + %GotoAction(3) ; Minecart_MoveWest .not_on_platform - LDA $0E00, X : BNE + ;wait before moving - LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground! - INC $0D80, X + RTS + } + + Minecart_WaitVert: + { + %PlayAnimation(2,3,8) + JSR CheckIfPlayerIsOn : BCC .not_on_platform - LDA.b #$01 : STA $041A - + + JSL Player_HaltDashAttack ; Stop the player from dashing + LDA #$02 : STA $02F5 ; Somaria platform and moving + LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos + %GotoAction(4) ; Minecart_MoveNorth + + .not_on_platform RTS } - print pc - Minecart_MoveHorizontal: + Minecart_MoveWest: { %PlayAnimation(0,1,8) LDA.b #-!MinecartSpeed : STA $0D50, X @@ -137,37 +164,75 @@ Sprite_Minecart_Main: LDA.w $0D10, X : STA.b $02 LDA.w $0D30, X : STA.b $03 - LDA.b #$00 : JSL $06E87B + LDA.b #$00 : JSL Sprite_GetTileAttr - ; Check for Top Right Corner Tile + ; Check for bottom left corner tile LDA $0FA5 : CMP.b #$B1 : BNE .continue %StartOnFrame(2) - LDA #$00 : STA $0D50, X ; Reset X Speed - INC $0D80, X + LDA #$00 : STA $0D50, X ; Reset X Speed + INC $0D80, X ; Minecart_MoveNorth RTS .continue + ; Check for top left corner, then go south + LDA $0FA5 : CMP.b #$B2 : BNE .continue_b + %StartOnFrame(2) + LDA #$00 : STA $0D50, X ; Reset X Speed + LDA $31 : CLC : ADC.b #$30 : STA $31 + %GotoAction(5) ; Minecart_MoveSouth + RTS - PHX - JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry - JSL $07F42F ; HandleIndoorCameraAndDoors_Long - JSL Player_HaltDashAttack - PLX + .continue_b + + %HandlePlayerCamera() RTS } - Minecart_MoveVertical: + Minecart_MoveNorth: { %PlayAnimation(2,3,8) LDA.b #-!MinecartSpeed : STA $0D40, X JSL Sprite_MoveVert LDA SprY, X : SEC : SBC #$04 : STA $20 - LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X + LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X JSR DragPlayer + + ; Setup Minecart position to look for tile IDs + LDA.w $0D00, X : STA.b $00 + LDA.w $0D20, X : STA.b $01 + + LDA.w $0D10, X : STA.b $02 + LDA.w $0D30, X : STA.b $03 + + LDA.b #$00 : JSL Sprite_GetTileAttr + ; Check for top right corner + LDA $0FA5 : CMP.b #$B4 : BNE .continue + LDA $0FDA : SEC : SBC #$0B : STA $20 + %GotoAction(3) + RTS + .continue + LDA $40 : SEC : SBC.b #$FF : STA $40 + LDA $68 : SEC : SBC.b #$FF : STA $68 + + %HandlePlayerCamera() + + RTS + } + + Minecart_MoveSouth: + { + %PlayAnimation(2,3,8) + LDA.b #!MinecartSpeed : STA $0D40, X + + JSL Sprite_MoveVert + LDA SprY, X : SEC : SBC #$04 : STA $20 + LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X + + JSR DragPlayer LDA.w $0D00, X : STA.b $00 LDA.w $0D20, X : STA.b $01 @@ -175,381 +240,559 @@ Sprite_Minecart_Main: LDA.w $0D10, X : STA.b $02 LDA.w $0D30, X : STA.b $03 - LDA.b #$00 : JSL $06E87B - LDA $0FA5 : CMP.b #$B4 : BNE .continue - LDA $0FDA : SEC : SBC #$0B : STA $20 - %GotoAction(2) + LDA.b #$00 : JSL Sprite_GetTileAttr + LDA $0FA5 : CMP.b #$B5 : BNE .continue + LDA $0FDA : SEC : SBC #$0B : STA $20 + %GotoAction(2) ; Minecart_MoveWest RTS .continue - PHX - JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry - JSL $07F42F ; HandleIndoorCameraAndDoors_Long - JSL Player_HaltDashAttack - PLX + %HandlePlayerCamera() + + RTS + } + + Minecart_MoveEast: + { RTS } } +;============================================================================== + DragPlayer: { - LDY.w $0DE0, X - LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w $0B7C : STA $0B7C - LDA.w DragPlayer_drag_x_high, Y : ADC.w $0B7D : STA $0B7D - - LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E - LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F + LDY.w $0DE0, X + LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w $0B7C : STA $0B7C + LDA.w DragPlayer_drag_x_high, Y : ADC.w $0B7D : STA $0B7D + + LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E + LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F -.SomariaPlatform_DragLink - REP #$20 - - LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done - BPL .x_too_low - - DEC $0B7C - - BRA .x_done + .SomariaPlatform_DragLink + REP #$20 + + LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done + BPL .x_too_low + + DEC $0B7C + + BRA .x_done -.x_too_low + .x_too_low - INC $0B7C + INC $0B7C -.x_done - ; Changing the modifier adjusts links position in the cart - LDA $0FDA : SEC : SBC.w #$0008 : CMP $20 : BEQ .y_done - BPL .y_too_low - - DEC $0B7E - - BRA .y_done + .x_done + ; Changing the modifier adjusts links position in the cart + LDA $0FDA : SEC : SBC.w #$0008 : CMP $20 : BEQ .y_done + BPL .y_too_low + + DEC $0B7E + + BRA .y_done -.y_too_low + .y_too_low - INC $0B7E + INC $0B7E -.y_done + .y_done - SEP #$30 - - RTS + SEP #$30 + + RTS -; .drag_x_high -; db 0, 0, -1, 0, -1 + .drag_x_high + db 0, 0, -1, 0, -1 -; .drag_x_low -; db 0, 0, -1, 1, -1, 1, 1 + .drag_x_low + db 0, 0, -1, 1, -1, 1, 1 -; .drag_y_low -; db -1, 1, 0, 0, -1, 1, -1, 1 + .drag_y_low + db -1, 1, 0, 0, -1, 1, -1, 1 -; .drag_y_high -; db -1, 0, 0, 0, -1, 0, -1, 0 + .drag_y_high + db -1, 0, 0, 0, -1, 0, -1, 0 -.drag_x_high - db 0, 0, -1, 0 + ; .drag_x_high + ; db 0, 0, -1, 0 -.drag_x_low - db 0, 0, -1, 1 + ; .drag_x_low + ; db 0, 0, -1, 1 -.drag_y_low - db -1, 1, 0, 0 + ; .drag_y_low + ; db -1, 1, 0, 0 -.drag_y_high - db -1, 0, 0, 0 + ; .drag_y_high + ; db -1, 0, 0, 0 } CheckIfPlayerIsOn: { - REP #$20 - LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft - LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight + REP #$20 + LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft + LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight - LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp - LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown - SEP #$21 - RTS ;Return with carry setted + LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp + LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown + SEP #$21 + RTS ;Return with carry setted -.OutsideLeft -.OutsideRight -.OutsideDown -.OutsideUp - SEP #$20 - CLC : RTS ;Return with carry cleared -} - - -; 0 -;3 1 -; 2 - -;$0FD8 = X 16bit -;$0FDA = Y 16bit -GetTileIDAtPosition: -{ - LDA $0E00, X : BEQ + ;Wait 10 frames after every collision with a corner to prevent doing same collison over and over - RTS ;do not check if timer != 0 - + - PHX - REP #$30 - - LDA $0FD8 : CLC : ADC #$0018 : AND #$01FF : LSR #03 : STA $00 ;512 >> 3 - LDA $0FDA : CLC : ADC #$0010 : AND #$01F8 : ASL #03 : CLC : ADC $00 : ASL : TAX ; that is basically >> 3 << 3 so /8 *8 *2 since array is word values - ;tilemap position! - LDA $7E4000, X : AND #$03FF - CMP #$0141 : BEQ .TopRightCorner - CMP #$0140 : BEQ .TopLeftCorner - CMP #$0150 : BEQ .BottomLeftCorner - CMP #$0151 : BEQ .BottomRightCorner - CMP #$0143 : BEQ .WaitingReverse - SEP #$30 - PLX - RTS - -.TopRightCorner - SEP #$30 - PLX - LDA #$0A : STA $0E00, X - LDA $0DB0, X : CMP #$00 : BNE .GoingLeft - LDA #$03 : STA $0DB0, X - RTS - .GoingLeft - LDA #$02 : STA $0DB0, X - RTS - -.TopLeftCorner - SEP #$30 - PLX - LDA #$0A : STA $0E00, X - LDA $0DB0, X : CMP #$03 : BNE .GoingRight - LDA #$02 : STA $0DB0, X - RTS - .GoingRight - LDA #$01 : STA $0DB0, X - RTS - -.BottomLeftCorner - SEP #$30 - PLX - LDA #$0A : STA $0E00, X - LDA $0DB0, X : CMP #$02 : BNE .GoingUp - LDA #$01 : STA $0DB0, X - RTS - .GoingUp - LDA #$00 : STA $0DB0, X - RTS - -.BottomRightCorner - SEP #$30 - PLX - LDA #$0A : STA $0E00, X - LDA $0DB0, X : CMP #$01 : BNE .GoingDown - LDA #$00 : STA $0DB0, X - RTS - .GoingDown - LDA #$03 : STA $0DB0, X - RTS -.WaitingReverse - SEP #$30 - PLX - LDA #$50 : STA $0E00, X - LDA #$30 : STA $0E10, X - LDA $0DB0, X : CMP #$00 : BNE + - LDA #$02 : STA $0DB0, X - RTS - + - LDA $0DB0, X : CMP #$01 : BNE + - LDA #$03 : STA $0DB0, X - RTS - + - LDA $0DB0, X : CMP #$02 : BNE + - LDA #$00 : STA $0DB0, X - RTS - + - LDA $0DB0, X : CMP #$03 : BNE + - LDA #$01 : STA $0DB0, X - RTS - + - RTS + .OutsideLeft + .OutsideRight + .OutsideDown + .OutsideUp + SEP #$20 + CLC : RTS ;Return with carry cleared } ;============================================================================== Sprite_Minecart_DrawTop: { - JSL Sprite_PrepOamCoord - LDA #$18 - JSL OAM_AllocateFromRegionB + JSL Sprite_PrepOamCoord + LDA #$18 + JSL OAM_AllocateFromRegionB - LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame - LDA .start_index, Y : STA $06 + LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame + LDA .start_index, Y : STA $06 - PHX - LDX .nbr_of_tiles, Y ;amount of tiles -1 - LDY.b #$00 -.nextTile + PHX + LDX .nbr_of_tiles, Y ;amount of tiles -1 + LDY.b #$00 + .nextTile - PHX ; Save current Tile Index? - - TXA : CLC : ADC $06 ; Add Animation Index Offset + PHX ; Save current Tile Index? + + TXA : CLC : ADC $06 ; Add Animation Index Offset - PHA ; Keep the value with animation index offset? + PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX - REP #$20 + REP #$20 - LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E - INY - LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y - CLC : ADC #$0010 : CMP.w #$0100 - SEP #$20 - BCC .on_screen_y + LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y + AND.w #$0100 : STA $0E + INY + LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y + CLC : ADC #$0010 : CMP.w #$0100 + SEP #$20 + BCC .on_screen_y - LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way - STA $0E -.on_screen_y + LDA.b #$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 .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer - - PLY : INY - - PLX : DEX : BPL .nextTile + PHY + + TYA : LSR #2 : TAY + + LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer + + PLY : INY + + PLX : DEX : BPL .nextTile - PLX + PLX - RTS + RTS -.start_index - db $00, $02, $04, $06 -.nbr_of_tiles - db 1, 1, 1, 1 -.x_offsets - dw -8, 8 - dw -8, 8 - dw -8, 8 - dw -8, 8 -.y_offsets - dw -12, -12 - dw -11, -11 - dw -8, -8 - dw -7, -7 -.chr - db $40, $40 - db $40, $40 - db $42, $42 - db $42, $42 -.properties - db $3D, $7D - db $3D, $7D - db $3D, $7D - db $3D, $7D -.sizes - db $02, $02 - db $02, $02 - db $02, $02 - db $02, $02 + .start_index + db $00, $02, $04, $06 + .nbr_of_tiles + db 1, 1, 1, 1 + .x_offsets + dw -8, 8 + dw -8, 8 + dw -8, 8 + dw -8, 8 + .y_offsets + dw -12, -12 + dw -11, -11 + dw -8, -8 + dw -7, -7 + .chr + db $40, $40 + db $40, $40 + db $42, $42 + db $42, $42 + .properties + db $3D, $7D + db $3D, $7D + db $3D, $7D + db $3D, $7D + .sizes + db $02, $02 + db $02, $02 + db $02, $02 + db $02, $02 } Sprite_Minecart_DrawBottom: { - JSL Sprite_PrepOamCoord - LDA #$18 - JSL OAM_AllocateFromRegionC + JSL Sprite_PrepOamCoord + LDA #$18 + JSL OAM_AllocateFromRegionC - LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame - LDA .start_index, Y : STA $06 + LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame + LDA .start_index, Y : STA $06 - PHX - LDX .nbr_of_tiles, Y ;amount of tiles -1 - LDY.b #$00 -.nextTile + PHX + LDX .nbr_of_tiles, Y ;amount of tiles -1 + LDY.b #$00 + .nextTile - PHX ; Save current Tile Index? - - TXA : CLC : ADC $06 ; Add Animation Index Offset + PHX ; Save current Tile Index? + + TXA : CLC : ADC $06 ; Add Animation Index Offset - PHA ; Keep the value with animation index offset? + PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX - REP #$20 + REP #$20 - LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E - INY - LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y - CLC : ADC #$0010 : CMP.w #$0100 - SEP #$20 - BCC .on_screen_y + LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y + AND.w #$0100 : STA $0E + INY + LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y + CLC : ADC #$0010 : CMP.w #$0100 + SEP #$20 + BCC .on_screen_y - LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way - STA $0E -.on_screen_y + LDA.b #$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 .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer - - PLY : INY - - PLX : DEX : BPL .nextTile + PHY + + TYA : LSR #2 : TAY + + LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer + + PLY : INY + + PLX : DEX : BPL .nextTile - PLX + PLX + + RTS + + .start_index + db $00, $02, $04, $06 + .nbr_of_tiles + db 1, 1, 1, 1 + .x_offsets + dw -8, 8 + dw -8, 8 + dw -8, 8 + dw -8, 8 + .y_offsets + dw 4, 4 + dw 5, 5 + dw 8, 8 + dw 9, 9 + .chr + db $60, $60 + db $60, $60 + db $62, $62 + db $62, $62 + .properties + db $3D, $7D + db $3D, $7D + db $3D, $7D + db $3D, $7D + .sizes + db $02, $02 + db $02, $02 + db $02, $02 + db $02, $02 +} + + +;============================================================================== +; Camera Code copied from vanilla which is called by HandleIndoorCameraAndDoors +; Could be modified to be a custom Minecart camera which skips the dungeon +; small room scroll transitions. +; There's still some code left in bank02 not copied. + +!LinkCoordCacheY_High = $40 +!LinkCoordCacheX_High = $41 + +; Link's absolute coordinates +; TODO also used during attract (up through around $34) +!POSY = $7E0020 +!POSYH = $7E0021 +!POSX = $7E0022 +!POSXH = $7E0023 + +; The difference in pixels Link moved on each axis +!DIFFY = $7E0030 +!DIFFX = $7E0031 + +; Caches Link's coordinates for calculations during movement routines. +!CALCYL = $7E003E +!CALCXL = $7E003F +!CALCYH = $7E0040 +!CALCXH = $7E0041 + +; Difference of coordinate high bytes for movement calculations. +!DIFFYH = $7E0068 +!DIFFXH = $7E0069 + +; Camera scroll boundaries for big (B) and small (A) rooms in directions NSEW +!SCROLLAN = $7E0600 +!SCROLLANH = $7E0601 +!SCROLLBN = $7E0602 +!SCROLLBNH = $7E0603 +!SCROLLAS = $7E0604 +!SCROLLASH = $7E0605 +!SCROLLBS = $7E0606 +!SCROLLBSH = $7E0607 + +!SCROLLAW = $7E0608 +!SCROLLAWH = $7E0609 +!SCROLLBW = $7E060A +!SCROLLBWH = $7E060B +!SCROLLAE = $7E060C +!SCROLLAEH = $7E060D +!SCROLLBE = $7E060E +!SCROLLBEH = $7E060F + +; Called by HandleIndoorCameraAndDoors if Link is not in a doorway. +ApplyLinksMovementToCamera: + PHB : PHK : PLB + + LDA.b $21 : SEC : SBC.b $40 : STA.b $68 + LDA.b $23 : SEC : SBC.b $41 : STA.b $69 + + ; you already have it, doofus + LDA.b $69 : BEQ .check_y_movement + + BMI .moved_left + +.moved_right + JSL AdjustQuadrantAndCamera_right + BRA .check_y_movement + +.moved_left + JSL AdjustQuadrantAndCamera_left + +.check_y_movement + LDA.b $68 : BEQ .done + + BPL .moved_down + +.moved_up + JSL AdjustQuadrantAndCamera_up + + PLB + + RTL + +.moved_down + JSL AdjustQuadrantAndCamera_down + +.done + PLB + + RTL + +QuadrantLayoutFlagBitfield: + db $08, $04, $02, $01, $0C, $0C, $03, $03 + db $0A, $05, $0A, $05, $0F, $0F, $0F, $0F + +Underworld_AdjustQuadrant: + LDA.w $040E + ORA.b $AA + ORA.b $A9 + STA.b $A8 RTS -.start_index - db $00, $02, $04, $06 -.nbr_of_tiles - db 1, 1, 1, 1 -.x_offsets - dw -8, 8 - dw -8, 8 - dw -8, 8 - dw -8, 8 -.y_offsets - dw 4, 4 - dw 5, 5 - dw 8, 8 - dw 9, 9 -.chr - db $60, $60 - db $60, $60 - db $62, $62 - db $62, $62 -.properties - db $3D, $7D - db $3D, $7D - db $3D, $7D - db $3D, $7D -.sizes - db $02, $02 - db $02, $02 - db $02, $02 - db $02, $02 -} \ No newline at end of file +;============================================================================== + + +AdjustQuadrantAndCamera_right: + LDA.b $A9 + EOR.b #$01 + STA.b $A9 + + JSR Underworld_AdjustQuadrant + + LDX.b #$08 + JSR AdjustCameraBoundaries_DownOrRightQuadrant + +;============================================================================== + +SetAndSaveVisitedQuadrantFlags: + LDA.b $A7 + ASL A + ASL A + STA.b $00 + + LDA.b $A6 + ASL A + ORA.b $00 + ORA.b $AA + ORA.b $A9 + TAX + + LDA.l QuadrantLayoutFlagBitfield, X + ORA.w $0408 + STA.w $0408 + +;============================================================================== + +SaveVisitedQuadrantFlags: + REP #$30 + + LDA.b $A0 + ASL A + TAX + + LDA.l $7EF000, X + ORA.w $0408 + STA.l $7EF000, X + + SEP #$30 + + RTL + +;============================================================================== + +AdjustQuadrantAndCamera_left: + LDA.b $A9 + EOR.b #$01 + STA.b $A9 + + JSR Underworld_AdjustQuadrant + + LDX.b #$08 + JSR AdjustCameraBoundaries_UpOrLeftQuadrant + + BRA SetAndSaveVisitedQuadrantFlags + +;============================================================================== + +AdjustQuadrantAndCamera_down: + LDA.b $AA + EOR.b #$02 + STA.b $AA + + JSR Underworld_AdjustQuadrant + + LDX.b #$00 + JSR AdjustCameraBoundaries_DownOrRightQuadrant + + BRA SetAndSaveVisitedQuadrantFlags + +;============================================================================== + +AdjustQuadrantAndCamera_up: + LDA.b $AA + EOR.b #$02 + STA.b $AA + + JSR Underworld_AdjustQuadrant + + LDX.b #$00 + JSR AdjustCameraBoundaries_UpOrLeftQuadrant + + BRA SetAndSaveVisitedQuadrantFlags + + +;=================================================================================================== + +AdjustCameraBoundaries_DownOrRightQuadrant: + REP #$20 + + LDA.w $0600, X + CLC + ADC.w #$0100 + STA.w $0600, X + + LDA.w $0604, X + CLC + ADC.w #$0100 + STA.w $0604, X + + SEP #$20 + + RTS + +;=================================================================================================== + +AdjustCameraBoundaries_DownOrRightWholeRoom: + REP #$20 + + LDA.w $0602, X + CLC + ADC.w #$0200 + STA.w $0602, X + + LDA.w $0606, X + CLC + ADC.w #$0200 + STA.w $0606, X + + SEP #$20 + + RTS + +;=================================================================================================== + +AdjustCameraBoundaries_UpOrLeftQuadrant: + REP #$20 + + LDA.w $0600, X + SEC + SBC.w #$0100 + STA.w $0600, X + + LDA.w $0604, X + SEC + SBC.w #$0100 + STA.w $0604, X + + SEP #$20 + + RTS + +;=================================================================================================== + +AdjustCameraBoundaries_UpOrLeftWholeRoom: + REP #$20 + + LDA.w $0602, X + SEC + SBC.w #$0200 + STA.w $0602, X + + LDA.w $0606, X + SEC + SBC.w #$0200 + STA.w $0606, X + + SEP #$20 + + RTL \ No newline at end of file