Update Minecart sprite

This commit is contained in:
scawful
2023-09-22 11:56:04 -04:00
parent 9e0ee96943
commit 5d2e0cf819

View File

@@ -13,7 +13,7 @@
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7) !Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen !Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision !CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall !CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
@@ -35,12 +35,13 @@
;============================================================================== ;==============================================================================
print "Minecart: ", pc
Sprite_Minecart_Long: Sprite_Minecart_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Call the draw code JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
@@ -58,7 +59,15 @@ Sprite_Minecart_Prep:
PHB : PHK : PLB PHB : PHK : PLB
; Adjust the Y position so it aligns with the tracks. ; 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 PLB
RTL 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: Sprite_Minecart_Main:
{ {
LDA.w SprAction, X ; Load the SprAction LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
dw Minecart_Adjust dw Minecart_Adjust ; 0x00
dw Minecart_Waiting dw Minecart_WaitHoriz ; 0x01
dw Minecart_MoveHorizontal dw Minecart_WaitVert ; 0x02
dw Minecart_MoveVertical dw Minecart_MoveWest ; 0x03
dw Minecart_MoveNorth ; 0x04
dw Minecart_MoveSouth ; 0x05
dw Minecart_MoveEast ; 0x06
Minecart_Adjust: Minecart_Adjust:
{ {
%PlayAnimation(0,1,8) %PlayAnimation(0,1,8)
LDA $0D10, X : SEC : SBC #$04 : STA $0D10, 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 $0E30, X : STA $0DB0, X
LDA #$06 : STA $0E40, X LDA #$40 : STA $0E00, X ; Set SprTimerB
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 SprMiscB, X : CMP #$00 : BNE .not_horiz
INC $0D80, X ; Minecart_WaitHoriz
RTS
.not_horiz
%GotoAction(2) ; Minecart_WaitVert
RTS RTS
} }
Minecart_Waiting: Minecart_WaitHoriz:
{ {
%PlayAnimation(0,1,8) %PlayAnimation(0,1,8)
JSR CheckIfPlayerIsOn : BCC .not_on_platform JSR CheckIfPlayerIsOn : BCC .not_on_platform
;Cancel Falling
JSL Player_HaltDashAttack JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
; LDA #$01 : STA DungeonMainCheck %GotoAction(3) ; Minecart_MoveWest
%GotoAction(2)
RTS
.not_on_platform .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
LDA.b #$01 : STA $041A
+
RTS RTS
} }
print pc Minecart_WaitVert:
Minecart_MoveHorizontal: {
%PlayAnimation(2,3,8)
JSR CheckIfPlayerIsOn : BCC .not_on_platform
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
}
Minecart_MoveWest:
{ {
%PlayAnimation(0,1,8) %PlayAnimation(0,1,8)
LDA.b #-!MinecartSpeed : STA $0D50, X LDA.b #-!MinecartSpeed : STA $0D50, X
@@ -137,26 +164,31 @@ Sprite_Minecart_Main:
LDA.w $0D10, X : STA.b $02 LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03 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 LDA $0FA5 : CMP.b #$B1 : BNE .continue
%StartOnFrame(2) %StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed LDA #$00 : STA $0D50, X ; Reset X Speed
INC $0D80, X INC $0D80, X ; Minecart_MoveNorth
RTS RTS
.continue .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 .continue_b
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
JSL $07F42F ; HandleIndoorCameraAndDoors_Long %HandlePlayerCamera()
JSL Player_HaltDashAttack
PLX
RTS RTS
} }
Minecart_MoveVertical: Minecart_MoveNorth:
{ {
%PlayAnimation(2,3,8) %PlayAnimation(2,3,8)
LDA.b #-!MinecartSpeed : STA $0D40, X LDA.b #-!MinecartSpeed : STA $0D40, X
@@ -167,7 +199,40 @@ Sprite_Minecart_Main:
JSR DragPlayer 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 $0D00, X : STA.b $00
LDA.w $0D20, X : STA.b $01 LDA.w $0D20, X : STA.b $01
@@ -175,24 +240,28 @@ Sprite_Minecart_Main:
LDA.w $0D10, X : STA.b $02 LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03 LDA.w $0D30, X : STA.b $03
LDA.b #$00 : JSL $06E87B LDA.b #$00 : JSL Sprite_GetTileAttr
LDA $0FA5 : CMP.b #$B4 : BNE .continue LDA $0FA5 : CMP.b #$B5 : BNE .continue
LDA $0FDA : SEC : SBC #$0B : STA $20 LDA $0FDA : SEC : SBC #$0B : STA $20
%GotoAction(2) %GotoAction(2) ; Minecart_MoveWest
RTS RTS
.continue .continue
PHX %HandlePlayerCamera()
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
JSL $07F42F ; HandleIndoorCameraAndDoors_Long RTS
JSL Player_HaltDashAttack }
PLX
Minecart_MoveEast:
{
RTS RTS
} }
} }
;==============================================================================
DragPlayer: DragPlayer:
{ {
LDY.w $0DE0, X LDY.w $0DE0, X
@@ -235,29 +304,29 @@ DragPlayer:
RTS RTS
; .drag_x_high
; db 0, 0, -1, 0, -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_high
; db -1, 0, 0, 0, -1, 0, -1, 0
.drag_x_high .drag_x_high
db 0, 0, -1, 0 db 0, 0, -1, 0, -1
.drag_x_low .drag_x_low
db 0, 0, -1, 1 db 0, 0, -1, 1, -1, 1, 1
.drag_y_low .drag_y_low
db -1, 1, 0, 0 db -1, 1, 0, 0, -1, 1, -1, 1
.drag_y_high .drag_y_high
db -1, 0, 0, 0 db -1, 0, 0, 0, -1, 0, -1, 0
; .drag_x_high
; db 0, 0, -1, 0
; .drag_x_low
; db 0, 0, -1, 1
; .drag_y_low
; db -1, 1, 0, 0
; .drag_y_high
; db -1, 0, 0, 0
} }
@@ -280,101 +349,6 @@ CheckIfPlayerIsOn:
CLC : RTS ;Return with carry cleared 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
}
;============================================================================== ;==============================================================================
Sprite_Minecart_DrawTop: Sprite_Minecart_DrawTop:
@@ -553,3 +527,272 @@ Sprite_Minecart_DrawBottom:
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
;==============================================================================
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