Minecart update: dynamic switch collision, dummy carts for room transitions, can pick up and toss
This commit is contained in:
@@ -1,6 +1,6 @@
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;==============================================================================
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; =========================================================
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; Sprite Properties
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;==============================================================================
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; =========================================================
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!SPRID = $BE ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 08 ; Number of tiles used in a frame
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@@ -30,11 +30,14 @@
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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;==============================================================================
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; =========================================================
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%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
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;==============================================================================
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; =========================================================
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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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@@ -52,7 +55,7 @@ Sprite_Minecart_Long:
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RTL ; Go back to original code
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}
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;==============================================================================
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; =========================================================
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!MinecartSpeed = 20
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!DoubleSpeed = 30
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@@ -72,73 +75,107 @@ Sprite_Minecart_Long:
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; 3 - right
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!SpriteDirection = $0DE0
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; Bitfield for carry-related actions.
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; .... ..tl
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; t - tossing object
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; l - lifting object
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!LinkCarryOrToss = $0309
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Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X ; SprY adjustment
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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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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; If the subtype is > 4, then it's a dummy cart
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LDA SprSubtype, X : CMP.b #$04 : BCC .continue
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LDA SprSubtype, X : SEC : SBC.b #$04 : STA SprSubtype, X
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; If link is in a cart, then draw the dummy cart
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LDA !LinkInCart : BNE .continue
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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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STZ.w $012B
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.continue
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LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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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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LDA SprSubtype, X : 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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CMP.b #$03 : BEQ .west
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STZ.w $012B
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LDA SprSubtype, X : 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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CMP.b #$03 : BEQ .west
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CMP.b #$04 : BEQ .north
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CMP.b #$05 : BEQ .east
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CMP.b #$06 : BEQ .south
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CMP.b #$07 : BEQ .west
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.north
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STZ.w !MinecartDirection
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%GotoAction(1) ; Minecart_MoveNorth
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%GotoAction(1) ; Minecart_WaitVert
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JMP .done
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.east
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LDA #$01 : STA !MinecartDirection
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%GotoAction(0) ; Minecart_MoveEast
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%GotoAction(0) ; Minecart_WaitHoriz
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JMP .done
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.south
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LDA #$02 : STA !MinecartDirection
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%GotoAction(1) ; Minecart_MoveSouth
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%GotoAction(1) ; Minecart_WaitVert
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JMP .done
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.west
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LDA #$03 : STA !MinecartDirection
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%GotoAction(0) ; Minecart_MoveWest
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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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PLB
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RTL
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}
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;==============================================================================
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; =========================================================
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macro HandlePlayerCamera()
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LDA $22 : SEC : SBC $3F : STA $31
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LDA $20 : SEC : SBC $3E : STA $30
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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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LDA $22 : SEC : SBC $3F : STA $31
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LDA $20 : SEC : SBC $3E : STA $30
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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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macro InitMovement()
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LDA.b $22
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STA.b $3F
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LDA.b $23
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STA.b $41
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LDA.b $20
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STA.b $3E
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LDA.b $21
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STA.b $40
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LDA.b $22 : STA.b $3F
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LDA.b $23 : STA.b $41
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LDA.b $20 : STA.b $3E
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LDA.b $21 : STA.b $40
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endmacro
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macro MoveCart()
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JSR HandleTileDirections
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JSR HandleDynamicSwitchTileDirections
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LDA #$35 : STA $012E ; Cart SFX
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endmacro
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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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; STZ.w SprXSpeed, X : STZ.w SprYSpeed, X : STZ.w $0F90,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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; =========================================================
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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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@@ -152,19 +189,22 @@ Sprite_Minecart_Main:
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dw Minecart_MoveWest ; 0x05
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dw Minecart_Release ; 0x06
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; ---------------------------------------------------------------------------
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; 0x01
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; -------------------------------------------------------
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; 0x00
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Minecart_WaitHoriz:
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{
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%PlayAnimation(0,1,8)
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LDA SprTimerA, X : BNE .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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JSR CheckIfPlayerIsOn : BCC .not_ready
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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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; Check if the cart is facing east or west
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LDA !MinecartDirection : CMP.b #$03 : BNE .opposite_direction
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LDA #$02 : STA $0DE0, X
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@@ -174,25 +214,34 @@ Sprite_Minecart_Main:
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.opposite_direction
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LDA #$03 : STA $0DE0, X
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%GotoAction(3) ; Minecart_MoveEast
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.not_on_platform
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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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; ---------------------------------------------------------------------------
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; 0x02
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; -------------------------------------------------------
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; 0x01
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Minecart_WaitVert:
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{
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%PlayAnimation(2,3,8)
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LDA SprTimerA, X : BNE .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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JSR CheckIfPlayerIsOn : BCC .not_ready
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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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; Check if the cart is facing north or south
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LDA !MinecartDirection : CMP.b #$02 : BNE .opposite_direction
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LDA !MinecartDirection : BEQ .opposite_direction
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LDA #$01 : STA $0DE0, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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@@ -200,13 +249,16 @@ Sprite_Minecart_Main:
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.opposite_direction
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LDA #$00 : STA $0DE0, X
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%GotoAction(2) ; Minecart_MoveNorth
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.not_on_platform
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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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; ---------------------------------------------------------------------------
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; 0x03
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; -------------------------------------------------------
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; 0x02
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Minecart_MoveNorth:
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{
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%PlayAnimation(2,3,8)
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@@ -220,20 +272,16 @@ Sprite_Minecart_Main:
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.continue
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JSL Sprite_MoveVert
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; LDA SprY, X : SEC : SBC #$04 : STA $20
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; LDA SprX, X : CLC : ADC #$02 : STA $22
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JSR DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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%MoveCart()
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x04
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; -------------------------------------------------------
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; 0x03
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Minecart_MoveEast:
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{
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%PlayAnimation(0,1,8)
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@@ -249,14 +297,13 @@ Sprite_Minecart_Main:
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JSR DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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%MoveCart()
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x05
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; -------------------------------------------------------
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; 0x04
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Minecart_MoveSouth:
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{
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%PlayAnimation(2,3,8)
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@@ -272,14 +319,13 @@ Sprite_Minecart_Main:
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JSR DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E ; Moving sound effect
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%MoveCart()
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x06
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; -------------------------------------------------------
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; 0x05
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Minecart_MoveWest:
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{
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%PlayAnimation(0,1,8)
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@@ -295,8 +341,7 @@ Sprite_Minecart_Main:
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JSR DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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%MoveCart()
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RTS
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}
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@@ -305,19 +350,20 @@ Sprite_Minecart_Main:
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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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; 0x07
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; -------------------------------------------------------
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; 0x06
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Minecart_Release:
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{
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%StopCart()
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LDA SprTimerD, X : BNE .not_ready
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%GotoAction(0)
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LDA #$40 : STA SprTimerA, X
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%GotoAction(0)
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.not_ready
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RTS
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RTS
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}
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}
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@@ -327,9 +373,7 @@ print "HandleTileDirections ", pc
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HandleTileDirections:
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{
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; Setup Minecart position to look for tile IDs
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; LDA.w SprY, X : STA.b $00 : LDA.w SprYH, X : STA.b $01
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; LDA.w SprX, X : STA.b $02 : LDA.w SprXH, X : STA.b $03
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; Setup Minecart position to look for tile IDs
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; We use AND #$F8 to clamp to a 16x16 grid, however this needs work.
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LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
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@@ -365,7 +409,7 @@ HandleTileDirections:
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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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.go_vert
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.go_vert
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%SetTimerA($40)
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%StopCart()
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%GotoAction(1) ; Minecart_WaitVert
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@@ -382,13 +426,13 @@ HandleTileDirections:
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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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.go_horiz
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.go_horiz
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%SetTimerA($40)
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%StopCart()
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%GotoAction(0) ; Minecart_WaitHoriz
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JSL Player_ResetState
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RTS
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; ---------------------------------------------------------------------------
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; -------------------------------------------------------
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.check_for_movement
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; Check for movement tiles
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@@ -446,6 +490,7 @@ HandleTileDirections:
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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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CPY #$03 : BEQ .move_south
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@@ -487,22 +532,118 @@ HandleTileDirections:
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; db $BE ; + any direction
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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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print "DragPlayer: ", pc
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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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.y_aligned
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RTS
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}
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DragYLow = $0B7C
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DragYHigh = $0B7D
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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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JSR CheckSpritePresence : BCC .no_b0
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PHX : LDA $02 : TAX
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JSR Link_SetupHitBox
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; X is now the ID of the sprite $B0
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JSR Sprite_SetupHitBox
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .no_b0
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LDA !MinecartDirection : CMP.b #$00 : BEQ .east_or_west
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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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%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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%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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%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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%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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; $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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||||
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LDY.b #$04
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.y_loop
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DEY
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LDA $0E20, X : CMP.b #$B0 : BEQ .set_flag
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||||
BRA .not_b0
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||||
|
||||
.set_flag
|
||||
SEC ; Set flag indicating sprite ID $B0 is present
|
||||
STX.w $02
|
||||
BRA .done
|
||||
|
||||
.not_b0
|
||||
CPY.b #$00 : BNE .y_loop
|
||||
CPX.b #$00 : BNE .x_loop
|
||||
.done
|
||||
PLX
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
DragYL = $0B7C
|
||||
DragYH = $0B7D
|
||||
|
||||
DragPlayer:
|
||||
{
|
||||
; Get direction of the cart (0 to 3)
|
||||
LDY.w $0DE0, X
|
||||
LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w DragYLow : STA.w DragYLow
|
||||
LDA.w DragPlayer_drag_x_high, Y : ADC.w DragYHigh : STA DragYHigh
|
||||
LDY.w $0DE0, X
|
||||
|
||||
LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA.w $0B7E
|
||||
LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F
|
||||
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
|
||||
LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
|
||||
|
||||
LDA.w .drag_y_low, Y : CLC : ADC.w $0B7E : STA.w $0B7E
|
||||
LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F
|
||||
|
||||
.SomariaPlatform_DragLink
|
||||
REP #$20
|
||||
@@ -637,8 +778,8 @@ CheckForPlayerInput:
|
||||
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 #$0007 : CMP $0FD8 : BCC .OutsideLeft
|
||||
LDA $22 : SEC : SBC #$0007 : CMP $0FD8 : BCS .OutsideRight
|
||||
|
||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
|
||||
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
|
||||
@@ -653,12 +794,12 @@ CheckIfPlayerIsOn:
|
||||
CLC : RTS ; Return with carry cleared
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_Minecart_DrawTop:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
LDA #$18
|
||||
LDA #$08
|
||||
JSL OAM_AllocateFromRegionB
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
@@ -747,7 +888,7 @@ Sprite_Minecart_DrawTop:
|
||||
Sprite_Minecart_DrawBottom:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
LDA #$18
|
||||
LDA #$08
|
||||
JSL OAM_AllocateFromRegionC
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
|
||||
Reference in New Issue
Block a user