move MinecartFollower to followers.asm bank 2C
This commit is contained in:
@@ -2,6 +2,48 @@
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; Old Man Follower Sprite
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;
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POSY = $7E0020
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POSYH = $7E0021
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POSX = $7E0022
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POSXH = $7E0023
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; 20 steps of animation and movement caching for followers
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FOLLOWERYL = $7E1A00
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FOLLOWERYH = $7E1A14
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FOLLOWERXL = $7E1A28
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FOLLOWERXH = $7E1A3C
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FOLLOWERZ = $7E1A50
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FOLLOWERLAYER = $7E1A64
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; Follower head/body gfx offsets
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FLWHO = $7E0AE8
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FLWHOH = $7E0AE9
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FLWBO = $7E0AEA
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FLWBOH = $7E0AEB
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; Follower head
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FLWHGFXT = $7E0AEC
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FLWHGFXTH = $7E0AED
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FLWHGFXB = $7E0AEE
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FLWHGFXBH = $7E0AEF
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; Follower body
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FLWBGFXT = $7E0AF0
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FLWBGFXTH = $7E0AF1
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FLWBGFXB = $7E0AF2
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FLWBGFXBH = $7E0AF3
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; Index from 0x00 to 0x13 for follower animation step index. Used for reading data.
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FLWANIMIR = $7E02CF
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; Cache of follower properties
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FOLLOWCYL = $7EF3CD
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FOLLOWCYH = $7EF3CE
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FOLLOWCXL = $7EF3CF
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FOLLOWCXH = $7EF3D0
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LoadFollowerGraphics = $00D423
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; org $099F99
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@@ -102,7 +144,6 @@ SpritePrep_OldMan:
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RTS
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}
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org $09A4C8
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Follower_HandleTriggerData:
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{
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@@ -161,4 +202,364 @@ Follower_HandleTriggerData:
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#_09A596: dw $0000, $000A, $0028, $0032
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}
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pullpc
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FollowerDraw_CalculateOAMCoords:
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{
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REP #$20
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LDA.b $02 : STA.b ($90),Y
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INY
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CLC : ADC.w #$0080 : CMP.w #$0180 : BCS .off_screen
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LDA.b $02 : AND.w #$0100 : STA.b $74
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LDA.b $00 : STA.b ($90),Y
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CLC : ADC.w #$0010 : CMP.w #$0100 : BCC .on_screen
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.off_screen:
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LDA.w #$00F0 : STA.b ($90),Y
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.on_screen:
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SEP #$20
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INY
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RTS
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}
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MinecartFollower_Top:
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{
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SEP #$30
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JSR FollowerDraw_CalculateOAMCoords
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LDA #$08
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JSL OAM_AllocateFromRegionB
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LDA $02CF : TAY
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ; amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile index
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset
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ASL A : TAX
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REP #$20
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LDA $02 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $00 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index:
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db $00, $02, $04, $06
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.nbr_of_tiles:
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db 1, 1, 1, 1
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.x_offsets:
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dw -8, 8
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dw -8, 8
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dw -8, 8
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dw -8, 8
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.y_offsets:
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dw -12, -12
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dw -11, -11
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dw -8, -8
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dw -7, -7
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.chr:
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db $40, $40
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db $40, $40
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db $42, $42
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db $42, $42
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.properties:
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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}
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MinecartFollower_Bottom:
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{
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SEP #$30
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JSR FollowerDraw_CalculateOAMCoords
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LDA #$08
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JSL OAM_AllocateFromRegionC
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LDA $02CF : TAY
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ; amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $02 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $00 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index:
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db $00, $02, $04, $06
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.nbr_of_tiles:
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db 1, 1, 1, 1
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.x_offsets:
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dw -8, 8
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dw -8, 8
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dw -8, 8
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dw -8, 8
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.y_offsets:
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dw 4, 4
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dw 5, 5
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dw 8, 8
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dw 9, 9
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.chr:
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db $60, $60
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db $60, $60
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db $62, $62
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db $62, $62
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.properties:
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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}
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; Minecart Follower Main Routine and Draw
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DrawMinecartFollower:
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{
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JSL $099EFC ; Follower_Initialize
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LDX $012B
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LDA .direction_to_anim, X
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STA $02CF
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JSR FollowerDraw_CachePosition
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JSR MinecartFollower_Top
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JSR MinecartFollower_Bottom
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LDA.b $11 : BNE .dont_spawn
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LDA !LinkInCart : BEQ .dont_spawn
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LDA.b #$A3
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JSL Sprite_SpawnDynamically
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TYX
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JSL Sprite_SetSpawnedCoords
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LDA.w !MinecartDirection : CMP.b #$00 : BEQ .vert_adjust
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CMP.b #$02 : BEQ .vert_adjust
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LDA POSY : CLC : ADC #$08 : STA.w SprY, X
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LDA POSX : STA.w SprX, X
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JMP .finish_prep
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.vert_adjust
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LDA POSY : STA.w SprY, X
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LDA POSX : CLC : ADC #$02 : STA.w SprX, X
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.finish_prep
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LDA POSYH : STA.w SprYH, X
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LDA POSXH : STA.w SprXH, X
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LDA.w !MinecartDirection : CLC : ADC.b #$03 : STA.w SprSubtype, X
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LDA .direction_to_anim, X : STA $0D90, X
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JSL Sprite_Minecart_Prep
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LDA.b #$00 : STA.l $7EF3CC
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.dont_spawn
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RTS
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.direction_to_anim
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db $02, $00, $02, $00
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}
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FollowerDraw_CachePosition:
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{
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LDX.b #$00
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LDA.w $1A00, X : STA.b $00
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LDA.w $1A14, X : STA.b $01
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LDA.w $1A28, X : STA.b $02
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LDA.w $1A3C, X : STA.b $03
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LDA.w $1A64, X : STA.b $05
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; -------------------------
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#_09A95B: AND.b #$20
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#_09A95D: LSR A
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#_09A95E: LSR A
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#_09A95F: TAY
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#_09A960: LDA.b $05
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#_09A962: AND.b #$03
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#_09A964: STA.b $04
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#_09A966: STZ.b $72
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; Vanilla game would check some priority and collision
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; variables based on the follower here and manipulate $72
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; if the player was immobile.
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CLC : ADC $04 : STA $04
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TYA : CLC : ADC $04 : STA $04
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; -------------------------
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REP #$20
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LDA $0FB3 : AND.w #$00FF : ASL A : TAY
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LDA $20 : CMP $00 : BEQ .check_priority_for_region
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BCS .use_region_b
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BRA .use_region_a
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.check_priority_for_region
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LDA $05 : AND.w #$0003 : BNE .use_region_b
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.use_region_a
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LDA.w .oam_region_offsets_a, Y
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BRA .set_region
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.use_region_b
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LDA.w .oam_region_offsets_b, Y
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.set_region
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PHA
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LSR #2 : CLC : ADC.w #$0A20 : STA $92
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PLA : CLC : ADC.w #$0800 : STA $90
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LDA $00 : SEC : SBC $E8 : STA $06
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LDA $02 : SEC : SBC $E2 : STA $08
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SEP #$20
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#_09AA85: LDA.w $02D7
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#_09AA88: INC A
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#_09AA89: CMP.b #$03
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#_09AA8B: BNE .set_repri
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#_09AA8D: LDA.b #$00
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.set_repri
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#_09AA8F: STA.w $02D7
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LDA $02D7 : ASL #2 : STA $05
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TXA : CLC : ADC $05 : TAX
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REP #$20
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LDA $06 : CLC : ADC.w #$0010 : STA $00
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LDA $08 : STA $02
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STZ $74
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SEP #$20
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RTS
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.oam_region_offsets_a
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dw $0170
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dw $00C0
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.oam_region_offsets_b
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dw $01C0
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dw $0110
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}
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CheckForMinecartFollowerDraw:
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{
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PHB : PHK : PLB
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LDA.l $7EF3CC : CMP.b #$0B : BNE .not_minecart
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JSR DrawMinecartFollower
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.not_minecart
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; LDA.b #$10
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; STA.b $5E
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PLB
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RTL
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}
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CheckForFollowerInterroomTransition:
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{
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PHB : PHK : PLB
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LDA.w !LinkInCart : BEQ .not_in_cart
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LDA.b #$0B : STA $7EF3CC
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.not_in_cart
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PLB
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JSL $01873A ; Underworld_LoadRoom
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RTL
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}
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CheckForFollowerIntraroomTransition:
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{
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STA.l $7EC007
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PHB : PHK : PLB
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LDA.w !LinkInCart : BEQ .not_in_cart
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LDA.b #$0B : STA $7EF3CC
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.not_in_cart
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PLB
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RTL
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}
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|
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pushpc
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||||
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; Follower_OldManUnused
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org $09A41F
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JSL CheckForMinecartFollowerDraw
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RTS
|
||||
|
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; Module07_02_01_LoadNextRoom
|
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org $028A5B
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JSL CheckForFollowerInterroomTransition
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||||
|
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org $0289BF
|
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JSL CheckForFollowerIntraroomTransition
|
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|
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pullpc
|
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@@ -773,408 +773,6 @@ CheckIfPlayerIsOn:
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RTS ; Return with carry cleared
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}
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|
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POSY = $7E0020
|
||||
POSYH = $7E0021
|
||||
POSX = $7E0022
|
||||
POSXH = $7E0023
|
||||
|
||||
; 20 steps of animation and movement caching for followers
|
||||
FOLLOWERYL = $7E1A00
|
||||
FOLLOWERYH = $7E1A14
|
||||
|
||||
FOLLOWERXL = $7E1A28
|
||||
FOLLOWERXH = $7E1A3C
|
||||
|
||||
FOLLOWERZ = $7E1A50
|
||||
FOLLOWERLAYER = $7E1A64
|
||||
|
||||
; Follower head/body gfx offsets
|
||||
FLWHO = $7E0AE8
|
||||
FLWHOH = $7E0AE9
|
||||
FLWBO = $7E0AEA
|
||||
FLWBOH = $7E0AEB
|
||||
|
||||
; Follower head
|
||||
FLWHGFXT = $7E0AEC
|
||||
FLWHGFXTH = $7E0AED
|
||||
FLWHGFXB = $7E0AEE
|
||||
FLWHGFXBH = $7E0AEF
|
||||
|
||||
; Follower body
|
||||
FLWBGFXT = $7E0AF0
|
||||
FLWBGFXTH = $7E0AF1
|
||||
FLWBGFXB = $7E0AF2
|
||||
FLWBGFXBH = $7E0AF3
|
||||
|
||||
; Index from 0x00 to 0x13 for follower animation step index. Used for reading data.
|
||||
FLWANIMIR = $7E02CF
|
||||
|
||||
; Cache of follower properties
|
||||
FOLLOWCYL = $7EF3CD
|
||||
FOLLOWCYH = $7EF3CE
|
||||
FOLLOWCXL = $7EF3CF
|
||||
FOLLOWCXH = $7EF3D0
|
||||
|
||||
FollowerDraw_CalculateOAMCoords:
|
||||
{
|
||||
REP #$20
|
||||
LDA.b $02 : STA.b ($90),Y
|
||||
INY
|
||||
|
||||
CLC : ADC.w #$0080 : CMP.w #$0180 : BCS .off_screen
|
||||
LDA.b $02 : AND.w #$0100 : STA.b $74
|
||||
LDA.b $00 : STA.b ($90),Y
|
||||
|
||||
CLC : ADC.w #$0010 : CMP.w #$0100 : BCC .on_screen
|
||||
|
||||
.off_screen:
|
||||
LDA.w #$00F0 : STA.b ($90),Y
|
||||
|
||||
.on_screen:
|
||||
SEP #$20
|
||||
INY
|
||||
RTS
|
||||
}
|
||||
|
||||
MinecartFollower_Top:
|
||||
{
|
||||
SEP #$30
|
||||
JSR FollowerDraw_CalculateOAMCoords
|
||||
LDA #$08
|
||||
JSL OAM_AllocateFromRegionB
|
||||
|
||||
LDA $02CF : TAY
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ; amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile index
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
PHA ; Keep the value with animation index offset
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $02 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $00 : 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
|
||||
|
||||
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
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
.start_index:
|
||||
db $00, $02, $04, $06
|
||||
.nbr_of_tiles:
|
||||
db 1, 1, 1, 1
|
||||
.x_offsets:
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
.y_offsets:
|
||||
dw -12, -12
|
||||
dw -11, -11
|
||||
dw -8, -8
|
||||
dw -7, -7
|
||||
.chr:
|
||||
db $40, $40
|
||||
db $40, $40
|
||||
db $42, $42
|
||||
db $42, $42
|
||||
.properties:
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
}
|
||||
|
||||
MinecartFollower_Bottom:
|
||||
{
|
||||
SEP #$30
|
||||
|
||||
JSR FollowerDraw_CalculateOAMCoords
|
||||
LDA #$08
|
||||
JSL OAM_AllocateFromRegionC
|
||||
LDA $02CF : TAY
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ; amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
PHA ; Keep the value with animation index offset?
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $02 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $00 : 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
|
||||
|
||||
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
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
.start_index:
|
||||
db $00, $02, $04, $06
|
||||
.nbr_of_tiles:
|
||||
db 1, 1, 1, 1
|
||||
.x_offsets:
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
.y_offsets:
|
||||
dw 4, 4
|
||||
dw 5, 5
|
||||
dw 8, 8
|
||||
dw 9, 9
|
||||
.chr:
|
||||
db $60, $60
|
||||
db $60, $60
|
||||
db $62, $62
|
||||
db $62, $62
|
||||
.properties:
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
}
|
||||
|
||||
; Minecart Follower Main Routine and Draw
|
||||
DrawMinecartFollower:
|
||||
{
|
||||
JSL $099EFC ; Follower_Initialize
|
||||
|
||||
LDX $012B
|
||||
LDA .direction_to_anim, X
|
||||
STA $02CF
|
||||
|
||||
JSR FollowerDraw_CachePosition
|
||||
JSR MinecartFollower_Top
|
||||
JSR MinecartFollower_Bottom
|
||||
|
||||
LDA.b $11 : BNE .dont_spawn
|
||||
LDA !LinkInCart : BEQ .dont_spawn
|
||||
LDA.b #$A3
|
||||
JSL Sprite_SpawnDynamically
|
||||
TYX
|
||||
JSL Sprite_SetSpawnedCoords
|
||||
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .vert_adjust
|
||||
CMP.b #$02 : BEQ .vert_adjust
|
||||
LDA POSY : CLC : ADC #$08 : STA.w SprY, X
|
||||
LDA POSX : STA.w SprX, X
|
||||
JMP .finish_prep
|
||||
.vert_adjust
|
||||
LDA POSY : STA.w SprY, X
|
||||
LDA POSX : CLC : ADC #$02 : STA.w SprX, X
|
||||
.finish_prep
|
||||
LDA POSYH : STA.w SprYH, X
|
||||
LDA POSXH : STA.w SprXH, X
|
||||
LDA.w !MinecartDirection : CLC : ADC.b #$03 : STA.w SprSubtype, X
|
||||
|
||||
LDA .direction_to_anim, X : STA $0D90, X
|
||||
JSL Sprite_Minecart_Prep
|
||||
LDA.b #$00 : STA.l $7EF3CC
|
||||
.dont_spawn
|
||||
RTS
|
||||
|
||||
.direction_to_anim
|
||||
db $02, $00, $02, $00
|
||||
}
|
||||
|
||||
FollowerDraw_CachePosition:
|
||||
{
|
||||
LDX.b #$00
|
||||
|
||||
LDA.w $1A00, X : STA.b $00
|
||||
LDA.w $1A14, X : STA.b $01
|
||||
LDA.w $1A28, X : STA.b $02
|
||||
LDA.w $1A3C, X : STA.b $03
|
||||
LDA.w $1A64, X : STA.b $05
|
||||
|
||||
; -------------------------
|
||||
#_09A95B: AND.b #$20
|
||||
#_09A95D: LSR A
|
||||
#_09A95E: LSR A
|
||||
#_09A95F: TAY
|
||||
|
||||
#_09A960: LDA.b $05
|
||||
#_09A962: AND.b #$03
|
||||
#_09A964: STA.b $04
|
||||
|
||||
#_09A966: STZ.b $72
|
||||
; Vanilla game would check some priority and collision
|
||||
; variables based on the follower here and manipulate $72
|
||||
; if the player was immobile.
|
||||
|
||||
CLC : ADC $04 : STA $04
|
||||
TYA : CLC : ADC $04 : STA $04
|
||||
; -------------------------
|
||||
|
||||
REP #$20
|
||||
LDA $0FB3 : AND.w #$00FF : ASL A : TAY
|
||||
LDA $20 : CMP $00 : BEQ .check_priority_for_region
|
||||
BCS .use_region_b
|
||||
BRA .use_region_a
|
||||
.check_priority_for_region
|
||||
LDA $05 : AND.w #$0003 : BNE .use_region_b
|
||||
.use_region_a
|
||||
LDA.w .oam_region_offsets_a, Y
|
||||
BRA .set_region
|
||||
.use_region_b
|
||||
LDA.w .oam_region_offsets_b, Y
|
||||
|
||||
.set_region
|
||||
|
||||
PHA
|
||||
|
||||
LSR #2 : CLC : ADC.w #$0A20 : STA $92
|
||||
PLA : CLC : ADC.w #$0800 : STA $90
|
||||
|
||||
LDA $00 : SEC : SBC $E8 : STA $06
|
||||
LDA $02 : SEC : SBC $E2 : STA $08
|
||||
|
||||
SEP #$20
|
||||
|
||||
#_09AA85: LDA.w $02D7
|
||||
#_09AA88: INC A
|
||||
#_09AA89: CMP.b #$03
|
||||
#_09AA8B: BNE .set_repri
|
||||
|
||||
#_09AA8D: LDA.b #$00
|
||||
|
||||
.set_repri
|
||||
#_09AA8F: STA.w $02D7
|
||||
|
||||
LDA $02D7 : ASL #2 : STA $05
|
||||
TXA : CLC : ADC $05 : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $06 : CLC : ADC.w #$0010 : STA $00
|
||||
LDA $08 : STA $02
|
||||
STZ $74
|
||||
|
||||
SEP #$20
|
||||
|
||||
RTS
|
||||
|
||||
.oam_region_offsets_a
|
||||
dw $0170
|
||||
dw $00C0
|
||||
|
||||
.oam_region_offsets_b
|
||||
dw $01C0
|
||||
dw $0110
|
||||
}
|
||||
|
||||
|
||||
CheckForMinecartFollowerDraw:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
LDA.l $7EF3CC : CMP.b #$0B : BNE .not_minecart
|
||||
JSR DrawMinecartFollower
|
||||
|
||||
.not_minecart
|
||||
; LDA.b #$10
|
||||
; STA.b $5E
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
CheckForFollowerInterroomTransition:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
LDA.w !LinkInCart : BEQ .not_in_cart
|
||||
LDA.b #$0B : STA $7EF3CC
|
||||
.not_in_cart
|
||||
PLB
|
||||
JSL $01873A ; Underworld_LoadRoom
|
||||
RTL
|
||||
}
|
||||
|
||||
CheckForFollowerIntraroomTransition:
|
||||
{
|
||||
STA.l $7EC007
|
||||
PHB : PHK : PLB
|
||||
LDA.w !LinkInCart : BEQ .not_in_cart
|
||||
LDA.b #$0B : STA $7EF3CC
|
||||
.not_in_cart
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
pushpc
|
||||
|
||||
; Follower_OldManUnused
|
||||
org $09A41F
|
||||
JSL CheckForMinecartFollowerDraw
|
||||
RTS
|
||||
|
||||
; Module07_02_01_LoadNextRoom
|
||||
org $028A5B
|
||||
JSL CheckForFollowerInterroomTransition
|
||||
|
||||
org $0289BF
|
||||
JSL CheckForFollowerIntraroomTransition
|
||||
|
||||
pullpc
|
||||
|
||||
; =========================================================
|
||||
; Draw the portion of the cart which is behind the player
|
||||
|
||||
@@ -1353,6 +951,9 @@ Sprite_Minecart_DrawBottom:
|
||||
db $02, $02
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Shutter door only opens if the player is in the cart
|
||||
|
||||
RoomTag_ShutterDoorRequiresCart:
|
||||
{
|
||||
LDA.w !LinkInCart : BEQ .no_cart
|
||||
|
||||
Reference in New Issue
Block a user