Merge pull request #53 from scawful/minecart-review
Minecart, Mineswitch, and Switch Track Sprite Refactor
This commit is contained in:
@@ -1,5 +1,5 @@
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; =========================================================
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; Sprite Properties
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; Minecart Sprite Properties
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; =========================================================
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!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
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@@ -38,25 +38,6 @@
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; Link is in cart
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!LinkInCart = $35
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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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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_Minecart_Main ; Call the main sprite code
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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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}
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; =========================================================
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!MinecartSpeed = 20
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!DoubleSpeed = 30
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@@ -81,6 +62,26 @@ Sprite_Minecart_Long:
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; l - lifting object
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!LinkCarryOrToss = $0309
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; =========================================================
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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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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_Minecart_Main ; Call the main sprite code
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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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}
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; =========================================================
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Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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@@ -91,16 +92,15 @@ Sprite_Minecart_Prep:
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; If link is in a cart, then draw the dummy cart
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LDA !LinkInCart : BNE .dummy_continue
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.clear_cart
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; .clear_cart
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STZ.w $0DD0, X ; Otherwise, clear the sprite
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PLB
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RTL
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.continue
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; Unused dummy cart code
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; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
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; JMP .clear_cart
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.dummy_continue
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LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
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@@ -132,7 +132,6 @@ Sprite_Minecart_Prep:
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JMP .done
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.south
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LDA #$02 : STA !MinecartDirection
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; LDA SprX, X : CLC : ADC.b #$01 : STA SprX, X
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%GotoAction(1) ; Minecart_WaitVert
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JMP .done
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.west
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@@ -140,7 +139,6 @@ Sprite_Minecart_Prep:
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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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}
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@@ -172,6 +170,14 @@ macro MoveCart()
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LDA #$35 : STA $012E ; Cart SFX
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endmacro
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macro StopCart()
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STZ $02F5
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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STZ.w !LinkInCart
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endmacro
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; TODO: Implement distance and gravity for cart tossing
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macro HandleLiftAndToss()
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LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing
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; Velocities for cart tossing
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@@ -179,7 +185,6 @@ macro HandleLiftAndToss()
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STZ.w $0F90, X : STZ.w $0F70, X
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.not_tossing
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JSL Sprite_CheckIfLifted
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JSL Sprite_MoveXyz
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endmacro
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@@ -207,31 +212,28 @@ Sprite_Minecart_Main:
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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JSR CheckIfPlayerIsOn : BCC .not_ready
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LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
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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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LDA #$01 : STA !LinkInCart
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LDA #$01 : STA !LinkInCart ; Set Link in cart flag
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; Check if the cart is facing east or west
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LDA SprSubtype,X : CMP.b #$03 : BNE .opposite_direction
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LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
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STA.w !MinecartDirection
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LDA #$02 : STA $0DE0, X
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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 $0DE0, X
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LDA #$03 : STA !SpriteDirection, X
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%GotoAction(3) ; Minecart_MoveEast
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.not_ready
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RTS
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.lifting
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%HandleLiftAndToss()
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RTS
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}
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@@ -244,29 +246,28 @@ Sprite_Minecart_Main:
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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JSR CheckIfPlayerIsOn : BCC .not_ready
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LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
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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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LDA #$01 : STA !LinkInCart
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LDA #$01 : STA !LinkInCart ; Set Link in cart flag
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; Check if the cart is facing north or south
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LDA SprSubtype, X : BEQ .opposite_direction
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STA.w !MinecartDirection
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LDA #$01 : STA $0DE0, X
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.opposite_direction
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STA.w !MinecartDirection
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LDA #$00 : STA $0DE0, X
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LDA #$00 : STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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.not_ready
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.lifting
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%HandleLiftAndToss()
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RTS
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}
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@@ -363,12 +364,6 @@ Sprite_Minecart_Main:
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RTS
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}
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macro StopCart()
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STZ $02F5
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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STZ.w !LinkInCart
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endmacro
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; -------------------------------------------------------
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; 0x06
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@@ -384,13 +379,24 @@ Sprite_Minecart_Main:
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}
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}
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; ===========================================================================
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; =========================================================
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; The purpose of this routine is to determine the direction
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; the sprite is facing and then adjust the X and Y positions
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; of the tile interaction lookup based on that direction.
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; If implemented correctly this would make sure the sprite
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; stays centered on the tracks when it makes corner turns.
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; Currently, depending on where the tile is placed the
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; cart may make a turn too early and appear to be off center.
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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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SetTileLookupPosBasedOnDirection:
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{
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; Based on the direction of the Minecart, adjust the lookup position
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; to be in front of the sprite
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; Based on the direction of the Minecart, adjust the
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; lookup position to be in front of the sprite
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LDA.w !MinecartDirection : 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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@@ -424,6 +430,8 @@ SetTileLookupPosBasedOnDirection:
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RTS
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}
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; =========================================================
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print "HandleTileDirections ", pc
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HandleTileDirections:
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{
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@@ -438,13 +446,11 @@ HandleTileDirections:
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; Load the tile index
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LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
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; If the tile is out of bounds, release the cart
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LDA #$40 : STA SprTimerD, X
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%GotoAction(6) ; Minecart_Release
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RTS
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.not_out_of_bounds
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; Check if the tile is a stop tile
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CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
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@@ -458,14 +464,15 @@ 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 SprSubtype, X : STA.w !MinecartDirection
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LDA #$01 : STA $0DE0, X
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LDA #$01 : 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 SprSubtype, X : STZ.w !MinecartDirection
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LDA #$00 : STA $0DE0, X
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LDA #$00 : STA !SpriteDirection, X
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; -----------------------------------------------
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.go_vert
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%SetTimerA($40)
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%StopCart()
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@@ -476,13 +483,15 @@ HandleTileDirections:
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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 SprSubtype, X : STA.w !MinecartDirection
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LDA #$03 : STA $0DE0, X
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LDA #$03 : 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 SprSubtype, X : STA.w !MinecartDirection
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LDA #$02 : STA $0DE0, X
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LDA #$02 : STA !SpriteDirection, X
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; -----------------------------------------------
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.go_horiz
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%SetTimerA($40)
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%StopCart()
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@@ -492,7 +501,6 @@ HandleTileDirections:
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; -------------------------------------------------------
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.check_for_movement
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; Check for movement tiles
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CLC : CMP.b #$B2 : BEQ .check_direction
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CLC : CMP.b #$B3 : BEQ .check_direction
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CLC : CMP.b #$B4 : BEQ .check_direction
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@@ -509,44 +517,17 @@ HandleTileDirections:
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; Add the row and column offsets to index into the lookup table
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CLC : ADC.w .DirectionTileLookup, Y : TAY
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; Direction to move on tile collision
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; 00 - stop or nothing
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; 01 - north
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; 02 - east
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; 03 - south
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; 04 - 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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.DirectionTileLookup
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{
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; TL, BL, TR, BR, Stop
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db $02, $00, $04, $00 ; North
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db $00, $00, $03, $01 ; East
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db $00, $02, $00, $04 ; South
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db $03, $01, $00, $00 ; West
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}
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.check_direction
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LDA SprSubtype, X
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BNE .not_zero
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.not_zero
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ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
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STA $07 ; Store the action index in $07
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LDA $0FA5 ; Load the tile type
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SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
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CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
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TAY
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TAY ; Transfer to Y to use as an offset for the rows
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LDA.w .DirectionTileLookup, Y : TAY
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LDA.w .DirectionTileLookup, Y
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TAY
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.execute_action
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; JSR ClampSpritePositionToGrid
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CPY #$01 : BEQ .move_north
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CPY #$02 : BEQ .move_east
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@@ -556,48 +537,64 @@ HandleTileDirections:
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.move_north
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LDA #$00 : STA SprSubtype, X
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STA $0DE0, X
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STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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.move_east
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LDA #$01 : STA SprSubtype, X
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LDA #$03 : STA $0DE0, X
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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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.move_south
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LDA #$02 : STA SprSubtype, X
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LDA #$01 : STA $0DE0, X
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.move_west
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LDA #$03 : STA SprSubtype, X
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LDA #$02 : STA $0DE0, X
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LDA #$02 : STA !SpriteDirection, X
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%GotoAction(5) ; Minecart_MoveWest
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.done
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RTS
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.tile_ids
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; db $B0 ; - Horiz
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; db $B1 ; | Vert
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; Direction to move on tile collision
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; 00 - stop or nothing
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; 01 - north
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; 02 - east
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; 03 - south
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; 04 - west
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.DirectionTileLookup
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{
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; TL, BL, TR, BR, Stop
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db $02, $00, $04, $00 ; North
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db $00, $00, $03, $01 ; East
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db $00, $02, $00, $04 ; South
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db $03, $01, $00, $00 ; West
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}
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.unused_tile_ids
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{
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; TL, BL, TR, BR
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db $B2, $B3, $B4, $B5
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; db $B0 - Horiz
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; db $B1 | Vert
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; db $B8 Stop North
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; db $B9 Stop South
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; db $BA Stop East
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; db $BB Stop West
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; db $BE ; + any direction
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; db $BE + any direction
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}
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}
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; =========================================================
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; Clamp the sprite position to a 16x16 grid
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; Slows the game down if you run it too often :(
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ClampSpritePositionToGrid:
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{
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; Check if SprX is already a multiple of 16
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LDA.w SprX, X : AND #$0F : BEQ .x_aligned
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LDA.w SprX, X : LSR : ASL : STA.w SprX, X
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.x_aligned
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; Check if SprY is already a multiple of 16
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LDA.w SprY, X : AND #$0F : BEQ .y_aligned
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LDA.w SprY, X : LSR : ASL : STA.w SprY, X
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@@ -605,6 +602,10 @@ ClampSpritePositionToGrid:
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RTS
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}
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; =========================================================
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; Check for the switch_track sprite and move based on the
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; state of that sprite.
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HandleDynamicSwitchTileDirections:
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{
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; Find out if the sprite $B0 is in the room
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@@ -623,46 +624,43 @@ HandleDynamicSwitchTileDirections:
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CMP.b #$02 : BEQ .north_or_south
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.east_or_west
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LDA SwitchRam : BNE .go_west
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LDA #$01 : STA SprSubtype, X
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LDA #$03 : STA $0DE0, X
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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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.go_west
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LDA #$03 : STA SprSubtype, X
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LDA #$02 : STA $0DE0, X
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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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.north_or_south
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LDA SwitchRam : BNE .go_south
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LDA #$00 : STA SprSubtype, X
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STA $0DE0, X
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STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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.go_south
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LDA #$02 : STA SprSubtype, X
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LDA #$01 : STA $0DE0, X
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.no_b0
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RTS
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}
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; =========================================================
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; $00 = flag indicating presence of sprite ID $B0
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CheckSpritePresence:
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{
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PHX
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CLC ; Assume sprite ID $B0 is not present
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LDX.b #$10
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.x_loop
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DEX
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@@ -694,7 +692,7 @@ DragYH = $0B7D
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DragPlayer:
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{
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; Get direction of the cart (0 to 3)
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LDY.w $0DE0, X
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LDY.w !SpriteDirection, X
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||||
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LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
|
||||
@@ -747,6 +745,7 @@ DragPlayer:
|
||||
.drag_y_high
|
||||
db -1, 0, 0, 0
|
||||
|
||||
; Alternate drag values provided by Zarby
|
||||
; .drag_x_high
|
||||
; db 0, 0, -1, 0, -1
|
||||
; .drag_x_low
|
||||
@@ -757,17 +756,18 @@ DragPlayer:
|
||||
; db -1, 0, 0, 0, -1, 0, -1, 0
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CheckForPlayerInput:
|
||||
{
|
||||
LDA $5D : CMP #$02 : BEQ .release
|
||||
CMP #$06 : BNE .continue
|
||||
.release
|
||||
.release
|
||||
; Release player in recoil
|
||||
%GotoAction(6) ; Minecart_Release
|
||||
RTS
|
||||
|
||||
.continue
|
||||
.continue
|
||||
|
||||
; Setup Minecart position to look for tile IDs
|
||||
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
|
||||
@@ -780,87 +780,75 @@ CheckForPlayerInput:
|
||||
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
|
||||
|
||||
; Check for input from the user (u,d,l,r)
|
||||
|
||||
LDY $0DE0, X
|
||||
|
||||
LDY !SpriteDirection, X
|
||||
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
|
||||
|
||||
LDA.b #$00 : STA $0DE0, X ; Moving Up
|
||||
LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
|
||||
STA SprSubtype, X
|
||||
%GotoAction(2) ; Minecart_MoveNorth
|
||||
|
||||
BRA .return
|
||||
|
||||
.not_pressing_up:
|
||||
|
||||
.not_pressing_up:
|
||||
LDA $00 : AND.b #$04 : BEQ .not_pressing_down
|
||||
|
||||
LDA.b #$01 : STA $0DE0, X
|
||||
LDA.b #$01 : STA !SpriteDirection, X
|
||||
LDA #$02 : STA SprSubtype, X
|
||||
%GotoAction(4) ; Minecart_MoveSouth
|
||||
|
||||
|
||||
BRA .return
|
||||
|
||||
.not_pressing_down
|
||||
|
||||
.not_pressing_down
|
||||
LDA $00 : AND.b #$02 : BEQ .not_pressing_left
|
||||
|
||||
LDA.b #$02 : STA $0DE0, X
|
||||
LDA.b #$02 : STA !SpriteDirection, X
|
||||
LDA #$03 : STA SprSubtype, X
|
||||
%GotoAction(5) ; Minecart_MoveWest
|
||||
|
||||
|
||||
BRA .return
|
||||
|
||||
.not_pressing_left
|
||||
|
||||
.not_pressing_left
|
||||
LDA $00 : AND.b #$01 : BEQ .always
|
||||
|
||||
LDA.b #$03 : STA $0DE0, X
|
||||
LDA.b #$03 : STA !SpriteDirection, X
|
||||
STA SprSubtype, X
|
||||
%GotoAction(3) ; Minecart_MoveEast
|
||||
|
||||
.always
|
||||
.always
|
||||
|
||||
; LDA $0DE0, X : CMP.b #$03 : BNE .not_going_right
|
||||
; LDA !SpriteDirection, X : CMP.b #$03 : BNE .not_going_right
|
||||
; ; Default heading in reaction to this tile is going up.
|
||||
; ; LDA.b #$00 : STA !SpriteDirection, X
|
||||
; .not_going_right
|
||||
; ;STZ $0D80, X
|
||||
|
||||
; ; Default heading in reaction to this tile is going up.
|
||||
; ; LDA.b #$00 : STA $0DE0, X
|
||||
.return
|
||||
|
||||
; .not_going_right
|
||||
|
||||
; ;STZ $0D80, X
|
||||
|
||||
.return
|
||||
|
||||
.cant_input
|
||||
.cant_input
|
||||
RTS
|
||||
|
||||
.d_pad_press
|
||||
.d_pad_press
|
||||
db $0B, $07, $0E, $0D
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Sets carry if player is overlapping the sprite
|
||||
; Clear carry if player is outside the bounds
|
||||
|
||||
CheckIfPlayerIsOn:
|
||||
{
|
||||
REP #$20
|
||||
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
|
||||
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
|
||||
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
|
||||
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
|
||||
|
||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
|
||||
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
|
||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
|
||||
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
|
||||
|
||||
SEP #$21 : RTS ; Return with carry set
|
||||
|
||||
.OutsideLeft
|
||||
.OutsideRight
|
||||
.OutsideDown
|
||||
.OutsideUp
|
||||
.left
|
||||
.right
|
||||
.up
|
||||
.down
|
||||
SEP #$20
|
||||
CLC : RTS ; Return with carry cleared
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Draw the portion of the cart which is behind the player
|
||||
|
||||
Sprite_Minecart_DrawTop:
|
||||
{
|
||||
@@ -950,6 +938,8 @@ Sprite_Minecart_DrawTop:
|
||||
db $02, $02
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Draw the portion of the cart which is in front of the player
|
||||
|
||||
Sprite_Minecart_DrawBottom:
|
||||
{
|
||||
@@ -1006,6 +996,9 @@ Sprite_Minecart_DrawBottom:
|
||||
|
||||
PLX
|
||||
|
||||
; Debug box which draws in the location of the hitbox from
|
||||
; the code in HandleTileDirections / SetTileLookupPosBasedOnDirection
|
||||
; The latter of which is an experimental function
|
||||
; {
|
||||
; LDA $0FD8 : STA $00
|
||||
; LDA $0FDA : STA $02
|
||||
@@ -1,3 +1,6 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $AF ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 02 ; Number of tiles used in a frame
|
||||
@@ -29,6 +32,7 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Long:
|
||||
{
|
||||
@@ -45,6 +49,7 @@ Sprite_LeverSwitch_Long:
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Prep:
|
||||
{
|
||||
@@ -57,6 +62,7 @@ Sprite_LeverSwitch_Prep:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Main:
|
||||
{
|
||||
@@ -140,6 +146,7 @@ Sprite_LeverSwitch_Main:
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Draw:
|
||||
{
|
||||
@@ -217,5 +224,4 @@ Sprite_LeverSwitch_Draw:
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
|
||||
}
|
||||
@@ -1,3 +1,7 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 04 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
@@ -28,6 +32,8 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
@@ -43,12 +49,7 @@ Sprite_RotatingTrack_Long:
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; Modes
|
||||
; 0 = TopLeft -> TopRight
|
||||
; 1 = TopRight -> BottomRight
|
||||
; 2 = BottomRight -> BottomLeft
|
||||
; 3 = BottomLeft -> TopLeft
|
||||
; 4 = TopRight -> TopLeft
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Prep:
|
||||
{
|
||||
@@ -61,18 +62,29 @@ Sprite_RotatingTrack_Prep:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Modes
|
||||
; 0 = TopLeft -> TopRight
|
||||
; 1 = TopRight -> BottomRight
|
||||
; 2 = BottomRight -> BottomLeft
|
||||
; 3 = BottomLeft -> TopLeft
|
||||
; 4 = TopRight -> TopLeft
|
||||
|
||||
SwitchRam = $37
|
||||
|
||||
Sprite_RotatingTrack_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw TopLeftToTopRight
|
||||
dw TopRightToBottomRight
|
||||
dw BottomRightToBottomLeft
|
||||
dw BottomLeftToTopLeft
|
||||
dw TopRightToTopLeft
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 00 = TopLeft -> TopRight
|
||||
TopLeftToTopRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2
|
||||
@@ -87,6 +99,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 01 = TopRight -> BottomRight
|
||||
TopRightToBottomRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_a
|
||||
@@ -101,6 +115,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 02 = BottomRight -> BottomLeft
|
||||
BottomRightToBottomLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_b
|
||||
@@ -115,6 +131,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 03 = BottomLeft -> TopLeft
|
||||
BottomLeftToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_c
|
||||
@@ -130,6 +148,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 04 = TopRight -> TopLeft
|
||||
TopRightToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_d
|
||||
@@ -147,88 +167,92 @@ Sprite_RotatingTrack_Main:
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Draw:
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
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?
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
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
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
PLX
|
||||
|
||||
RTS
|
||||
RTS
|
||||
|
||||
|
||||
.start_index
|
||||
db $00, $01, $02, $03
|
||||
.nbr_of_tiles
|
||||
db 0, 0, 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
.properties
|
||||
db $7D
|
||||
db $3D
|
||||
db $FD
|
||||
db $BD
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
.start_index
|
||||
db $00, $01, $02, $03
|
||||
.nbr_of_tiles
|
||||
db 0, 0, 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
.properties
|
||||
db $7D
|
||||
db $3D
|
||||
db $FD
|
||||
db $BD
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
}
|
||||
@@ -69,7 +69,7 @@ print "End of mineswitch.asm ", pc
|
||||
incsrc "Sprites/NPCs/village_dog.asm"
|
||||
print "End of village_dog.asm ", pc
|
||||
|
||||
incsrc "Sprites/minecart.asm"
|
||||
incsrc "Sprites/Objects/minecart.asm"
|
||||
print "End of minecart.asm ", pc
|
||||
|
||||
incsrc "Sprites/Bosses/twinrova.asm"
|
||||
|
||||
Reference in New Issue
Block a user