Update Minecart sprite
This commit is contained in:
@@ -13,7 +13,7 @@
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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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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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@@ -35,12 +35,13 @@
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;==============================================================================
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print "Minecart: ", pc
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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 ; Call the draw code
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JSR Sprite_Minecart_DrawBottom
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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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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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@@ -58,7 +59,15 @@ Sprite_Minecart_Prep:
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PHB : PHK : PLB
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; Adjust the Y position so it aligns with the tracks.
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LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X
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LDA #$00 : STA $0CAA, X
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LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment
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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 $0CD2, X ; No bump damage
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LDA #$00 : STA $0B6B, X ; Set interactive hitbox?
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PLB
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RTL
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@@ -66,60 +75,78 @@ Sprite_Minecart_Prep:
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;==============================================================================
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!MinecartSpeed = 10
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macro HandlePlayerCamera()
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PHX
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JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
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JSL $07F42F ; HandleIndoorCameraAndDoors_Long
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JSL Player_HaltDashAttack
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PLX
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endmacro
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!MinecartSpeed = 20
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print "Minecart: ", pc
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Sprite_Minecart_Main:
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{
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LDA.w SprAction, X ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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dw Minecart_Adjust
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dw Minecart_Waiting
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dw Minecart_MoveHorizontal
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dw Minecart_MoveVertical
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dw Minecart_Adjust ; 0x00
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dw Minecart_WaitHoriz ; 0x01
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dw Minecart_WaitVert ; 0x02
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dw Minecart_MoveWest ; 0x03
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dw Minecart_MoveNorth ; 0x04
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dw Minecart_MoveSouth ; 0x05
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dw Minecart_MoveEast ; 0x06
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Minecart_Adjust:
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{
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%PlayAnimation(0,1,8)
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LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X
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LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment
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; Store the Subtype in SprMiscB
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; This will be set by the editor to decide if it
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; should be oriented horizontally or vertically.
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LDA $0E30, X : STA $0DB0, X
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LDA #$06 : STA $0E40, X
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LDA #$40 : STA $0E60, x
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LDA #$E0 : STA $0F60, X
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LDA #$00 : STA $0CD2, X
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LDA #$00 : STA $0B6B, X ;Set interactive hitbox?
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LDA #$40 : STA $0E00, X
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INC $0D80, X
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LDA #$40 : STA $0E00, X ; Set SprTimerB
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LDA SprMiscB, X : CMP #$00 : BNE .not_horiz
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INC $0D80, X ; Minecart_WaitHoriz
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RTS
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.not_horiz
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%GotoAction(2) ; Minecart_WaitVert
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RTS
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}
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Minecart_Waiting:
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Minecart_WaitHoriz:
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{
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%PlayAnimation(0,1,8)
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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;Cancel Falling
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JSL Player_HaltDashAttack
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LDA #$02 : STA $02F5
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LDA $0FDA : SEC : SBC #$0B : STA $20
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; LDA #$01 : STA DungeonMainCheck
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%GotoAction(2)
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RTS
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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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%GotoAction(3) ; Minecart_MoveWest
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.not_on_platform
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LDA $0E00, X : BNE + ;wait before moving
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LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground!
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INC $0D80, X
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LDA.b #$01 : STA $041A
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+
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RTS
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}
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print pc
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Minecart_MoveHorizontal:
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Minecart_WaitVert:
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{
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%PlayAnimation(2,3,8)
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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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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%GotoAction(4) ; Minecart_MoveNorth
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.not_on_platform
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RTS
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}
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Minecart_MoveWest:
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{
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%PlayAnimation(0,1,8)
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LDA.b #-!MinecartSpeed : STA $0D50, X
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@@ -137,26 +164,31 @@ Sprite_Minecart_Main:
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL $06E87B
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for Top Right Corner Tile
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; Check for bottom left corner tile
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LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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INC $0D80, X
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INC $0D80, X ; Minecart_MoveNorth
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RTS
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.continue
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; Check for top left corner, then go south
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LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA $31 : CLC : ADC.b #$30 : STA $31
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%GotoAction(5) ; Minecart_MoveSouth
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RTS
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PHX
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JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
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JSL $07F42F ; HandleIndoorCameraAndDoors_Long
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JSL Player_HaltDashAttack
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PLX
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.continue_b
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%HandlePlayerCamera()
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RTS
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}
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Minecart_MoveVertical:
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Minecart_MoveNorth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #-!MinecartSpeed : STA $0D40, X
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@@ -167,7 +199,40 @@ Sprite_Minecart_Main:
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JSR DragPlayer
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; Setup Minecart position to look for tile IDs
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for top right corner
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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%GotoAction(3)
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RTS
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.continue
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LDA $40 : SEC : SBC.b #$FF : STA $40
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LDA $68 : SEC : SBC.b #$FF : STA $68
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%HandlePlayerCamera()
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RTS
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}
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Minecart_MoveSouth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #!MinecartSpeed : STA $0D40, X
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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@@ -175,24 +240,28 @@ Sprite_Minecart_Main:
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL $06E87B
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA.b #$00 : JSL Sprite_GetTileAttr
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LDA $0FA5 : CMP.b #$B5 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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%GotoAction(2)
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%GotoAction(2) ; Minecart_MoveWest
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RTS
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.continue
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PHX
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JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
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JSL $07F42F ; HandleIndoorCameraAndDoors_Long
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JSL Player_HaltDashAttack
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PLX
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%HandlePlayerCamera()
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RTS
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}
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Minecart_MoveEast:
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{
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RTS
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}
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}
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;==============================================================================
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DragPlayer:
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{
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LDY.w $0DE0, X
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@@ -235,29 +304,29 @@ DragPlayer:
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RTS
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; .drag_x_high
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; db 0, 0, -1, 0, -1
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; .drag_x_low
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; db 0, 0, -1, 1, -1, 1, 1
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; .drag_y_low
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; db -1, 1, 0, 0, -1, 1, -1, 1
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; .drag_y_high
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; db -1, 0, 0, 0, -1, 0, -1, 0
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.drag_x_high
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db 0, 0, -1, 0
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db 0, 0, -1, 0, -1
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.drag_x_low
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db 0, 0, -1, 1
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db 0, 0, -1, 1, -1, 1, 1
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.drag_y_low
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db -1, 1, 0, 0
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db -1, 1, 0, 0, -1, 1, -1, 1
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.drag_y_high
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db -1, 0, 0, 0
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db -1, 0, 0, 0, -1, 0, -1, 0
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; .drag_x_high
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; db 0, 0, -1, 0
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; .drag_x_low
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; db 0, 0, -1, 1
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; .drag_y_low
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; db -1, 1, 0, 0
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; .drag_y_high
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; db -1, 0, 0, 0
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}
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@@ -280,101 +349,6 @@ CheckIfPlayerIsOn:
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CLC : RTS ;Return with carry cleared
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}
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; 0
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;3 1
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; 2
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;$0FD8 = X 16bit
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;$0FDA = Y 16bit
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GetTileIDAtPosition:
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{
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LDA $0E00, X : BEQ + ;Wait 10 frames after every collision with a corner to prevent doing same collison over and over
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RTS ;do not check if timer != 0
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+
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PHX
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REP #$30
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LDA $0FD8 : CLC : ADC #$0018 : AND #$01FF : LSR #03 : STA $00 ;512 >> 3
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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
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;tilemap position!
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LDA $7E4000, X : AND #$03FF
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CMP #$0141 : BEQ .TopRightCorner
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CMP #$0140 : BEQ .TopLeftCorner
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CMP #$0150 : BEQ .BottomLeftCorner
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CMP #$0151 : BEQ .BottomRightCorner
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CMP #$0143 : BEQ .WaitingReverse
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SEP #$30
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PLX
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RTS
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.TopRightCorner
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SEP #$30
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PLX
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LDA #$0A : STA $0E00, X
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LDA $0DB0, X : CMP #$00 : BNE .GoingLeft
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LDA #$03 : STA $0DB0, X
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RTS
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.GoingLeft
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LDA #$02 : STA $0DB0, X
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RTS
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.TopLeftCorner
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SEP #$30
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PLX
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LDA #$0A : STA $0E00, X
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LDA $0DB0, X : CMP #$03 : BNE .GoingRight
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LDA #$02 : STA $0DB0, X
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RTS
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.GoingRight
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LDA #$01 : STA $0DB0, X
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RTS
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.BottomLeftCorner
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SEP #$30
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PLX
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LDA #$0A : STA $0E00, X
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LDA $0DB0, X : CMP #$02 : BNE .GoingUp
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LDA #$01 : STA $0DB0, X
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RTS
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.GoingUp
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LDA #$00 : STA $0DB0, X
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RTS
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.BottomRightCorner
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SEP #$30
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PLX
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LDA #$0A : STA $0E00, X
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LDA $0DB0, X : CMP #$01 : BNE .GoingDown
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LDA #$00 : STA $0DB0, X
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RTS
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.GoingDown
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LDA #$03 : STA $0DB0, X
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RTS
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.WaitingReverse
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SEP #$30
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PLX
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LDA #$50 : STA $0E00, X
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LDA #$30 : STA $0E10, X
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LDA $0DB0, X : CMP #$00 : BNE +
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LDA #$02 : STA $0DB0, X
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RTS
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+
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LDA $0DB0, X : CMP #$01 : BNE +
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LDA #$03 : STA $0DB0, X
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RTS
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+
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LDA $0DB0, X : CMP #$02 : BNE +
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LDA #$00 : STA $0DB0, X
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RTS
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+
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LDA $0DB0, X : CMP #$03 : BNE +
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LDA #$01 : STA $0DB0, X
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RTS
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+
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RTS
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}
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;==============================================================================
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Sprite_Minecart_DrawTop:
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@@ -553,3 +527,272 @@ Sprite_Minecart_DrawBottom:
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db $02, $02
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db $02, $02
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}
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;==============================================================================
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; Camera Code copied from vanilla which is called by HandleIndoorCameraAndDoors
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; Could be modified to be a custom Minecart camera which skips the dungeon
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; small room scroll transitions.
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; There's still some code left in bank02 not copied.
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!LinkCoordCacheY_High = $40
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!LinkCoordCacheX_High = $41
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; Link's absolute coordinates
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; TODO also used during attract (up through around $34)
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!POSY = $7E0020
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!POSYH = $7E0021
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!POSX = $7E0022
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!POSXH = $7E0023
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; The difference in pixels Link moved on each axis
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!DIFFY = $7E0030
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!DIFFX = $7E0031
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; Caches Link's coordinates for calculations during movement routines.
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!CALCYL = $7E003E
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!CALCXL = $7E003F
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!CALCYH = $7E0040
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!CALCXH = $7E0041
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; Difference of coordinate high bytes for movement calculations.
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!DIFFYH = $7E0068
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!DIFFXH = $7E0069
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; Camera scroll boundaries for big (B) and small (A) rooms in directions NSEW
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!SCROLLAN = $7E0600
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!SCROLLANH = $7E0601
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!SCROLLBN = $7E0602
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!SCROLLBNH = $7E0603
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!SCROLLAS = $7E0604
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!SCROLLASH = $7E0605
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!SCROLLBS = $7E0606
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!SCROLLBSH = $7E0607
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!SCROLLAW = $7E0608
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!SCROLLAWH = $7E0609
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!SCROLLBW = $7E060A
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!SCROLLBWH = $7E060B
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!SCROLLAE = $7E060C
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!SCROLLAEH = $7E060D
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!SCROLLBE = $7E060E
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!SCROLLBEH = $7E060F
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||||
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; Called by HandleIndoorCameraAndDoors if Link is not in a doorway.
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||||
ApplyLinksMovementToCamera:
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PHB : PHK : PLB
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||||
|
||||
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
|
||||
Reference in New Issue
Block a user