Update Minecart, remove used camera code

This commit is contained in:
scawful
2023-10-01 16:46:52 -04:00
parent ce168b6508
commit 9042698c00

View File

@@ -1,6 +1,7 @@
;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $BE ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -58,11 +59,10 @@ Sprite_Minecart_Prep:
{
PHB : PHK : PLB
; Adjust the Y position so it aligns with the tracks.
LDA #$00 : STA $0CAA, X
LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment
LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
LDA #$04 : STA $0E40, X ; Nbr Oam Entries
LDA #$40 : STA $0E60, x ; Impervious props
LDA #$E0 : STA $0F60, X ; Persist
@@ -97,6 +97,7 @@ Sprite_Minecart_Main:
dw Minecart_MoveNorth ; 0x04
dw Minecart_MoveSouth ; 0x05
dw Minecart_MoveEast ; 0x06
dw Minecart_Release ; 0x07
Minecart_Adjust:
{
@@ -114,7 +115,9 @@ Sprite_Minecart_Main:
INC $0D80, X ; Minecart_WaitHoriz
RTS
.not_horiz
LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment
%GotoAction(2) ; Minecart_WaitVert
RTS
}
@@ -123,6 +126,8 @@ Sprite_Minecart_Main:
%PlayAnimation(0,1,8)
JSR CheckIfPlayerIsOn : BCC .not_on_platform
LDA $012B : BNE .opposite_direction
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
@@ -130,6 +135,14 @@ Sprite_Minecart_Main:
.not_on_platform
RTS
.opposite_direction
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
%GotoAction(6) ; Minecart_MoveEast
RTS
}
Minecart_WaitVert:
@@ -151,6 +164,7 @@ Sprite_Minecart_Main:
%PlayAnimation(0,1,8)
LDA.b #-!MinecartSpeed : STA $0D50, X
JSL Sprite_MoveHoriz
LDA #$35 : STA $012E
; Make Link move with the minecart
LDA SprX, X : STA $22
@@ -158,7 +172,7 @@ Sprite_Minecart_Main:
JSR DragPlayer
; Set Minecart sprite coords to look for tile attributes
LDA.w $0D00, X : STA.b $00
LDA.w $0D00, X : CLC : ADC.b #$04 : STA.b $00
LDA.w $0D20, X : STA.b $01
LDA.w $0D10, X : STA.b $02
@@ -170,6 +184,7 @@ Sprite_Minecart_Main:
LDA $0FA5 : CMP.b #$B1 : BNE .continue
%StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed
LDA #$05 : STA $012E
INC $0D80, X ; Minecart_MoveNorth
RTS
.continue
@@ -178,10 +193,15 @@ Sprite_Minecart_Main:
%StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed
LDA $31 : CLC : ADC.b #$30 : STA $31
LDA #$05 : STA $012E
%GotoAction(5) ; Minecart_MoveSouth
RTS
.continue_b
LDA $0FA5 : CMP.b #$B6 : BNE .continue_c
LDA #$16 : STA $012F
%GotoAction(7)
RTS
.continue_c
%HandlePlayerCamera()
@@ -192,6 +212,7 @@ Sprite_Minecart_Main:
{
%PlayAnimation(2,3,8)
LDA.b #-!MinecartSpeed : STA $0D40, X
LDA #$35 : STA $012E
JSL Sprite_MoveVert
LDA SprY, X : SEC : SBC #$04 : STA $20
@@ -211,10 +232,15 @@ Sprite_Minecart_Main:
; Check for top right corner
LDA $0FA5 : CMP.b #$B4 : BNE .continue
LDA $0FDA : SEC : SBC #$0B : STA $20
LDA #$05 : STA $012E
%GotoAction(3)
RTS
.continue
LDA $0FA5 : CMP.b #$B6 : BNE .continue_b
%GotoAction(7)
.continue_b
LDA $40 : SEC : SBC.b #$FF : STA $40
LDA $68 : SEC : SBC.b #$FF : STA $68
@@ -241,9 +267,9 @@ Sprite_Minecart_Main:
LDA.w $0D30, X : STA.b $03
LDA.b #$00 : JSL Sprite_GetTileAttr
LDA $0FA5 : CMP.b #$B5 : BNE .continue
LDA $0FDA : SEC : SBC #$0B : STA $20
%GotoAction(2) ; Minecart_MoveWest
LDA $0FA5 : CMP.b #$B1 : BNE .continue
%GotoAction(6) ; Minecart_MoveWest
RTS
.continue
@@ -254,7 +280,58 @@ Sprite_Minecart_Main:
Minecart_MoveEast:
{
%PlayAnimation(0,1,8)
%HandlePlayerCamera()
LDA.b #!MinecartSpeed : STA $0D50, X
JSL Sprite_MoveHoriz
LDA #$35 : STA $012E
; Make Link move with the minecart
LDA SprX, X : STA $22
JSR DragPlayer
; Set Minecart sprite coords to look for tile attributes
LDA.w $0D00, X : STA.b $00
LDA.w $0D20, X : STA.b $01
LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03
LDA.b #$00 : JSL Sprite_GetTileAttr
; Check for top right corner
LDA $0FA5 : CMP.b #$B4 : BNE .continue
LDA $0FDA : SEC : SBC #$0B : STA $20
LDA #$05 : STA $012E
%GotoAction(5)
RTS
.continue
; Check for top left corner, then go south
LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
%StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed
LDA $31 : CLC : ADC.b #$30 : STA $31
LDA #$05 : STA $012E
%GotoAction(5) ; Minecart_MoveSouth
RTS
.continue_b
%HandlePlayerCamera()
RTS
}
Minecart_Release:
{
STZ $02F5
STZ.w $0D40, X
LDA #$40 : STA SprTimerD, X
LDA #$01 : STA $012B
; %GotoAction(0)
RTS
}
@@ -527,272 +604,3 @@ Sprite_Minecart_DrawBottom:
db $02, $02
db $02, $02
}
;==============================================================================
; Camera Code copied from vanilla which is called by HandleIndoorCameraAndDoors
; Could be modified to be a custom Minecart camera which skips the dungeon
; small room scroll transitions.
; There's still some code left in bank02 not copied.
!LinkCoordCacheY_High = $40
!LinkCoordCacheX_High = $41
; Link's absolute coordinates
; TODO also used during attract (up through around $34)
!POSY = $7E0020
!POSYH = $7E0021
!POSX = $7E0022
!POSXH = $7E0023
; The difference in pixels Link moved on each axis
!DIFFY = $7E0030
!DIFFX = $7E0031
; Caches Link's coordinates for calculations during movement routines.
!CALCYL = $7E003E
!CALCXL = $7E003F
!CALCYH = $7E0040
!CALCXH = $7E0041
; Difference of coordinate high bytes for movement calculations.
!DIFFYH = $7E0068
!DIFFXH = $7E0069
; Camera scroll boundaries for big (B) and small (A) rooms in directions NSEW
!SCROLLAN = $7E0600
!SCROLLANH = $7E0601
!SCROLLBN = $7E0602
!SCROLLBNH = $7E0603
!SCROLLAS = $7E0604
!SCROLLASH = $7E0605
!SCROLLBS = $7E0606
!SCROLLBSH = $7E0607
!SCROLLAW = $7E0608
!SCROLLAWH = $7E0609
!SCROLLBW = $7E060A
!SCROLLBWH = $7E060B
!SCROLLAE = $7E060C
!SCROLLAEH = $7E060D
!SCROLLBE = $7E060E
!SCROLLBEH = $7E060F
; Called by HandleIndoorCameraAndDoors if Link is not in a doorway.
ApplyLinksMovementToCamera:
PHB : PHK : PLB
LDA.b $21 : SEC : SBC.b $40 : STA.b $68
LDA.b $23 : SEC : SBC.b $41 : STA.b $69
; you already have it, doofus
LDA.b $69 : BEQ .check_y_movement
BMI .moved_left
.moved_right
JSL AdjustQuadrantAndCamera_right
BRA .check_y_movement
.moved_left
JSL AdjustQuadrantAndCamera_left
.check_y_movement
LDA.b $68 : BEQ .done
BPL .moved_down
.moved_up
JSL AdjustQuadrantAndCamera_up
PLB
RTL
.moved_down
JSL AdjustQuadrantAndCamera_down
.done
PLB
RTL
QuadrantLayoutFlagBitfield:
db $08, $04, $02, $01, $0C, $0C, $03, $03
db $0A, $05, $0A, $05, $0F, $0F, $0F, $0F
Underworld_AdjustQuadrant:
LDA.w $040E
ORA.b $AA
ORA.b $A9
STA.b $A8
RTS
;==============================================================================
AdjustQuadrantAndCamera_right:
LDA.b $A9
EOR.b #$01
STA.b $A9
JSR Underworld_AdjustQuadrant
LDX.b #$08
JSR AdjustCameraBoundaries_DownOrRightQuadrant
;==============================================================================
SetAndSaveVisitedQuadrantFlags:
LDA.b $A7
ASL A
ASL A
STA.b $00
LDA.b $A6
ASL A
ORA.b $00
ORA.b $AA
ORA.b $A9
TAX
LDA.l QuadrantLayoutFlagBitfield, X
ORA.w $0408
STA.w $0408
;==============================================================================
SaveVisitedQuadrantFlags:
REP #$30
LDA.b $A0
ASL A
TAX
LDA.l $7EF000, X
ORA.w $0408
STA.l $7EF000, X
SEP #$30
RTL
;==============================================================================
AdjustQuadrantAndCamera_left:
LDA.b $A9
EOR.b #$01
STA.b $A9
JSR Underworld_AdjustQuadrant
LDX.b #$08
JSR AdjustCameraBoundaries_UpOrLeftQuadrant
BRA SetAndSaveVisitedQuadrantFlags
;==============================================================================
AdjustQuadrantAndCamera_down:
LDA.b $AA
EOR.b #$02
STA.b $AA
JSR Underworld_AdjustQuadrant
LDX.b #$00
JSR AdjustCameraBoundaries_DownOrRightQuadrant
BRA SetAndSaveVisitedQuadrantFlags
;==============================================================================
AdjustQuadrantAndCamera_up:
LDA.b $AA
EOR.b #$02
STA.b $AA
JSR Underworld_AdjustQuadrant
LDX.b #$00
JSR AdjustCameraBoundaries_UpOrLeftQuadrant
BRA SetAndSaveVisitedQuadrantFlags
;===================================================================================================
AdjustCameraBoundaries_DownOrRightQuadrant:
REP #$20
LDA.w $0600, X
CLC
ADC.w #$0100
STA.w $0600, X
LDA.w $0604, X
CLC
ADC.w #$0100
STA.w $0604, X
SEP #$20
RTS
;===================================================================================================
AdjustCameraBoundaries_DownOrRightWholeRoom:
REP #$20
LDA.w $0602, X
CLC
ADC.w #$0200
STA.w $0602, X
LDA.w $0606, X
CLC
ADC.w #$0200
STA.w $0606, X
SEP #$20
RTS
;===================================================================================================
AdjustCameraBoundaries_UpOrLeftQuadrant:
REP #$20
LDA.w $0600, X
SEC
SBC.w #$0100
STA.w $0600, X
LDA.w $0604, X
SEC
SBC.w #$0100
STA.w $0604, X
SEP #$20
RTS
;===================================================================================================
AdjustCameraBoundaries_UpOrLeftWholeRoom:
REP #$20
LDA.w $0602, X
SEC
SBC.w #$0200
STA.w $0602, X
LDA.w $0606, X
SEC
SBC.w #$0200
STA.w $0606, X
SEP #$20
RTL