Cleanup HandleTileDirections fn

This commit is contained in:
scawful
2024-03-30 10:12:03 -04:00
parent b0b3ca242b
commit 716a681d6d

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@@ -212,7 +212,7 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving LDA #$02 : STA $02F5 ; Somaria platform and moving
@@ -246,7 +246,7 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving LDA #$02 : STA $02F5 ; Somaria platform and moving
@@ -388,6 +388,11 @@ Sprite_Minecart_Main:
; Currently, depending on where the tile is placed the ; Currently, depending on where the tile is placed the
; cart may make a turn too early and appear to be off center. ; cart may make a turn too early and appear to be off center.
North = $00
East = $01
South = $02
West = $03
SetTileLookupPosBasedOnDirection: SetTileLookupPosBasedOnDirection:
{ {
; Based on the direction of the Minecart, adjust the ; Based on the direction of the Minecart, adjust the
@@ -441,66 +446,66 @@ HandleTileDirections:
; Load the tile index ; Load the tile index
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart
; If the tile is out of bounds, release the cart LDA #$40 : STA SprTimerD, X
LDA #$40 : STA SprTimerD, X %GotoAction(6) ; Minecart_Release
%GotoAction(6) ; Minecart_Release RTS
RTS
.not_out_of_bounds .not_out_of_bounds
; Check if the tile is a stop tile ; Check if the tile is a stop tile
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
.check_stop .check_stop
CLC : CMP.b #$B7 : BEQ .stop_north CLC : CMP.b #$B7 : BEQ .stop_north
CLC : CMP.b #$B8 : BEQ .stop_south CLC : CMP.b #$B8 : BEQ .stop_south
CLC : CMP.b #$B9 : BEQ .stop_west CLC : CMP.b #$B9 : BEQ .stop_west
CLC : CMP.b #$BA : BEQ .stop_east CLC : CMP.b #$BA : BEQ .stop_east
JMP .check_for_movement ; if none of the above, continue with normal logic JMP .check_for_movement ; if none of the above, continue with normal logic
.stop_north .stop_north
; Set the new direction to north and flip the cart's orientation ; Set the new direction to north and flip the cart's orientation
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$01 : STA !SpriteDirection, X LDA #$01 : STA !SpriteDirection, X
JMP .go_vert JMP .go_vert
.stop_south .stop_south
; Set the new direction to south and flip the cart's orientation ; Set the new direction to south and flip the cart's orientation
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
LDA #$00 : STA !SpriteDirection, X LDA #$00 : STA !SpriteDirection, X
.go_vert ; -----------------------------------------------
%SetTimerA($40) .go_vert
%StopCart() %SetTimerA($40)
%GotoAction(1) ; Minecart_WaitVert %StopCart()
JSL Player_ResetState %GotoAction(1) ; Minecart_WaitVert
RTS JSL Player_ResetState
RTS
.stop_east .stop_east
; Set the new direction to east and flip the cart's orientation ; Set the new direction to east and flip the cart's orientation
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$03 : STA !SpriteDirection, X LDA #$03 : STA !SpriteDirection, X
JMP .go_horiz JMP .go_horiz
.stop_west .stop_west
; Set the new direction to west and flip the cart's orientation ; Set the new direction to west and flip the cart's orientation
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$02 : STA !SpriteDirection, X LDA #$02 : STA !SpriteDirection, X
.go_horiz
%SetTimerA($40) ; -----------------------------------------------
%StopCart() .go_horiz
%GotoAction(0) ; Minecart_WaitHoriz %SetTimerA($40)
JSL Player_ResetState %StopCart()
RTS %GotoAction(0) ; Minecart_WaitHoriz
JSL Player_ResetState
RTS
; ------------------------------------------------------- ; -------------------------------------------------------
.check_for_movement .check_for_movement
; Check for movement tiles
CLC : CMP.b #$B2 : BEQ .check_direction CLC : CMP.b #$B2 : BEQ .check_direction
CLC : CMP.b #$B3 : BEQ .check_direction CLC : CMP.b #$B3 : BEQ .check_direction
CLC : CMP.b #$B4 : BEQ .check_direction CLC : CMP.b #$B4 : BEQ .check_direction
CLC : CMP.b #$B5 : BEQ .check_direction CLC : CMP.b #$B5 : BEQ .check_direction
JMP .done JMP .done
; Create a composite index based on current direction and tile type ; Create a composite index based on current direction and tile type
LDA SprSubtype, X ; Load the current direction subtype (0 to 3) LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
@@ -512,83 +517,72 @@ HandleTileDirections:
; Add the row and column offsets to index into the lookup table ; Add the row and column offsets to index into the lookup table
CLC : ADC.w .DirectionTileLookup, Y : TAY CLC : ADC.w .DirectionTileLookup, Y : TAY
; Direction to move on tile collision
; 00 - stop or nothing
; 01 - north
; 02 - east
; 03 - south
; 04 - west
North = $00
East = $01
South = $02
West = $03
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.check_direction .check_direction
LDA SprSubtype, X : BNE .not_zero LDA SprSubtype, X
.not_zero
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07 STA $07 ; Store the action index in $07
LDA $0FA5 ; Load the tile type LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3 SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
TAY TAY ; Transfer to Y to use as an offset for the rows
LDA.w .DirectionTileLookup, Y : TAY
LDA.w .DirectionTileLookup, Y
TAY
.execute_action
; JSR ClampSpritePositionToGrid ; JSR ClampSpritePositionToGrid
CPY #$01 : BEQ .move_north CPY #$01 : BEQ .move_north
CPY #$02 : BEQ .move_east CPY #$02 : BEQ .move_east
CPY #$03 : BEQ .move_south CPY #$03 : BEQ .move_south
CPY #$04 : BEQ .move_west CPY #$04 : BEQ .move_west
JMP .done JMP .done
.move_north .move_north
LDA #$00 : STA SprSubtype, X LDA #$00 : STA SprSubtype, X
STA !SpriteDirection, X STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
RTS RTS
.move_east .move_east
LDA #$01 : STA SprSubtype, X LDA #$01 : STA SprSubtype, X
LDA #$03 : STA !SpriteDirection, X LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
RTS RTS
.move_south .move_south
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
LDA #$01 : STA !SpriteDirection, X LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.move_west .move_west
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
LDA #$02 : STA !SpriteDirection, X LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
.done .done
RTS RTS
.tile_ids ; Direction to move on tile collision
; db $B0 ; - Horiz ; 00 - stop or nothing
; db $B1 ; | Vert ; 01 - north
; TL, BL, TR, BR ; 02 - east
db $B2, $B3, $B4, $B5 ; 03 - south
; db $B8 Stop North ; 04 - west
; db $B9 Stop South .DirectionTileLookup
; db $BA Stop East {
; db $BB Stop West ; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
; db $BE ; + any direction db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.unused_tile_ids
{
; TL, BL, TR, BR
db $B2, $B3, $B4, $B5
; db $B0 - Horiz
; db $B1 | Vert
; db $B8 Stop North
; db $B9 Stop South
; db $BA Stop East
; db $BB Stop West
; db $BE + any direction
}
} }
; ========================================================= ; =========================================================