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@@ -2,33 +2,33 @@
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; Sprite Properties
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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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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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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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!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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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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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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@@ -36,7 +36,6 @@
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;==============================================================================
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print "Minecart: ", pc
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Sprite_Minecart_Long:
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{
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PHB : PHK : PLB
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@@ -55,6 +54,16 @@ Sprite_Minecart_Long:
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;==============================================================================
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; $0DE0[0x10] - (Sprite) ;functions
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; udlr
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; 0 - up
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; 1 - down
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; 2 - left
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; 3 - right
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!MinecartSpeed = 20
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!MinecartDirection = $012B
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Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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@@ -76,6 +85,7 @@ Sprite_Minecart_Prep:
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CMP.b #$03 : BEQ .west
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.north
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LDA #$01 : STA !MinecartDirection
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%GotoAction(1) ; Minecart_MoveNorth
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JMP .done
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.east
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@@ -95,16 +105,15 @@ Sprite_Minecart_Prep:
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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 $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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!MinecartSpeed = 20
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!MinecartDirection = $012B
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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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@@ -155,10 +164,12 @@ Sprite_Minecart_Main:
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA !MinecartDirection : BNE .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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.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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@@ -171,17 +182,15 @@ Sprite_Minecart_Main:
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{
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%PlayAnimation(2,3,8)
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LDA.b #-!MinecartSpeed : STA SprYSpeed, X
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LDA #$35 : STA $012E
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JSL Sprite_MoveVert
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; LDA SprY, X : SEC : SBC #$04 : STA $20
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; LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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RTS
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}
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@@ -191,21 +200,17 @@ Sprite_Minecart_Main:
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Minecart_MoveEast:
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{
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%PlayAnimation(0,1,8)
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%HandlePlayerCamera()
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LDA.b #!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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LDA #$35 : STA $012E
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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; LDA SprX, X : STA $22
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JSR DragPlayer
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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RTS
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}
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@@ -217,14 +222,15 @@ Sprite_Minecart_Main:
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%PlayAnimation(2,3,8)
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LDA.b #!MinecartSpeed : STA SprYSpeed, X
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JSL Sprite_MoveVert
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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; LDA SprY, X : SEC : SBC #$04 : STA $20
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; LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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LDA $40 : SEC : SBC.b #$FF : STA $40
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LDA $68 : SEC : SBC.b #$FF : STA $68
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@@ -240,29 +246,14 @@ Sprite_Minecart_Main:
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%PlayAnimation(0,1,8)
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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LDA #$35 : STA $012E
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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; LDA SprX, X : STA $22
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JSR DragPlayer
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JSR HandleTileDirections
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; ; Set Minecart sprite coords to look for tile attributes
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; LDA.w SprY, X : CLC : ADC.b #$04 : STA.b $00
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; LDA.w SprYH, X : STA.b $01
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; LDA.w SprX, X : STA.b $02
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; LDA.w SprXH, X : STA.b $03
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; LDA.b #$00 : JSL Sprite_GetTileAttr
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; ; Check for bottom left corner tile
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; LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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RTS
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}
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@@ -290,14 +281,13 @@ macro StopCart()
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endmacro
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macro SwapSubtype()
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LDA SprSubtype, X ; Load the current direction subtype
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LDA SprSubtype, X ; Load the current direction subtype
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; Assume the new direction is opposite to the current direction.
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; This is just an example, adjust the logic as needed.
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EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
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STA SprSubtype, X ; Store the new direction subtype
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EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
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STA SprSubtype, X ; Store the new direction subtype
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endmacro
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print 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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@@ -308,7 +298,7 @@ HandleTileDirections:
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Load the tile index
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LDA $0FA5
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LDA $0FA5
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CLC : CMP.b #$01 : BNE .not_out_of_bounds
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LDA #$40 : STA SprTimerD, X
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@@ -324,18 +314,18 @@ HandleTileDirections:
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CLC : CMP.b #$B8 : BEQ .stop_south
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CLC : CMP.b #$B9 : BEQ .stop_east
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CLC : CMP.b #$BA : BEQ .stop_west
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JMP .check_for_movement ; if none of the above, continue with normal logic
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JMP .check_for_movement ; if none of the above, continue with normal logic
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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
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STZ.w !MinecartDirection
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JMP .go_vert
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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
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LDA #$01 : STA !MinecartDirection
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LDA #$01 : STA !MinecartDirection
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.go_vert
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%SetTimerA($40)
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%StopCart()
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@@ -345,8 +335,8 @@ 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
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LDA #$01 : STA !MinecartDirection
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JMP .go_horiz
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LDA #$01 : STA !MinecartDirection
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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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@@ -372,8 +362,8 @@ HandleTileDirections:
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ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
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TAY ; Transfer to Y to use as an offset for the rows
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LDA $0FA5 ; Load the tile type
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SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
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LDA $0FA5 ; Load the tile type
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SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
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CLC
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ADC.w .DirectionTileLookup, Y ; Add the row and column offsets to index into the lookup table
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TAY
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@@ -393,24 +383,23 @@ HandleTileDirections:
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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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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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print pc
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LDA SprSubtype, X
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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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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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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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LDA.w .DirectionTileLookup, Y
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@@ -425,25 +414,29 @@ 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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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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.move_east
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|
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LDA #$01 : STA SprSubtype, X
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LDA #$03 : STA $0DE0, X
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|
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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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%GotoAction(4) ; Minecart_MoveSouth
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RTS
|
|
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|
|
.move_west
|
|
|
|
|
LDA #$03 : STA SprSubtype, X
|
|
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LDA #$02 : STA $0DE0, X
|
|
|
|
|
%GotoAction(5) ; Minecart_MoveWest
|
|
|
|
|
.done
|
|
|
|
|
RTS
|
|
|
|
|
|
|
|
|
|
.tile_ids
|
|
|
|
|
; db $B0 ; - Horiz
|
|
|
|
|
; db $B1 ; | Vert
|
|
|
|
|
; db $B0 ; - Horiz
|
|
|
|
|
; db $B1 ; | Vert
|
|
|
|
|
; TL, BL, TR, BR
|
|
|
|
|
db $B2, $B3, $B4, $B5
|
|
|
|
|
; db $B8 Stop North
|
|
|
|
|
@@ -451,7 +444,7 @@ HandleTileDirections:
|
|
|
|
|
; db $BA Stop East
|
|
|
|
|
; db $BB Stop West
|
|
|
|
|
|
|
|
|
|
; db $BE ; + any direction
|
|
|
|
|
; db $BE ; + any direction
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
;==============================================================================
|
|
|
|
|
@@ -468,7 +461,7 @@ DragPlayer:
|
|
|
|
|
.SomariaPlatform_DragLink
|
|
|
|
|
REP #$20
|
|
|
|
|
|
|
|
|
|
LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done
|
|
|
|
|
LDA $0FD8 : SEC : SBC.w #$0002 : CMP $22 : BEQ .x_done
|
|
|
|
|
BPL .x_too_low
|
|
|
|
|
|
|
|
|
|
DEC $0B7C
|
|
|
|
|
|