new sprite function lib cleanup
This commit is contained in:
@@ -1,26 +1,22 @@
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; =========================================================
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;Long function, return Carry Set if Active
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; return carry set if active
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Sprite_CheckActive:
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{
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; Deactivates the sprite in certain situations
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LDA $0DD0, X : CMP.b #$09 : BNE .inactive
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; Deactivates the sprite in certain situations
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LDA $0DD0, X : CMP.b #$09 : BNE .inactive
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LDA $0FC1 : BNE .inactive
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LDA $11 : BNE .inactive
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LDA $0CAA, X : BMI .active
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LDA $0F00, X : BEQ .active
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LDA $11 : BNE .inactive
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LDA $0CAA, X : BMI .active
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LDA $0F00, X : BEQ .active
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.inactive
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CLC
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RTL
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CLC
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RTL
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.active
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SEC
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RTL
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SEC
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RTL
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}
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; =========================================================
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@@ -28,23 +24,23 @@ Sprite_CheckActive:
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Sprite_MoveHoriz:
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{
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LDA.w $0D50, X : BEQ .no_velocity
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LDA.w SprXSpeed, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D70,X : STA.w $0D70,X
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CLC : ADC.w $0D70, X : STA.w $0D70, X
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LDY.b #$00
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LDA.w $0D50, X
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LDA.w SprXSpeed, X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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ORA.b #$F0
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DEY
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++ ADC.w $0D10,X : STA.w $0D10,X
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TYA : ADC.w $0D30,X : STA.w $0D30,X
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++ ADC.w $0D10, X : STA.w $0D10, X
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TYA : ADC.w $0D30, X : STA.w $0D30, X
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.no_velocity
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RTL
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RTL
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}
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; =========================================================
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@@ -61,23 +57,23 @@ Sprite_Move:
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Sprite_MoveVert:
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{
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LDA.w $0D40, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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LDA.w SprYSpeed, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D60,X : STA.w $0D60,X
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LDY.b #$00
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LDA.w $0D40, X
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LDA.w SprYSpeed, X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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ORA.b #$F0
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DEY
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++ ADC.w $0D00,X : STA.w $0D00,X
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++ ADC.w $0D00,X : STA.w $0D00,X
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TYA : ADC.w $0D20,X : STA.w $0D20,X
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.no_velocity
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RTL
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RTL
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}
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; =========================================================
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@@ -86,19 +82,17 @@ Sprite_MoveVert:
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Sprite_MoveZ:
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Sprite_MoveAltitude:
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{
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LDA.w $0F80, X : ASL : ASL : ASL : ASL
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CLC : ADC.w $0F90,X : STA.w $0F90,X
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LDA.w $0F80, X : PHP
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LSR : LSR : LSR : LSR
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PLP : BPL .positive
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LDA.w $0F80, X : ASL : ASL : ASL : ASL
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CLC : ADC.w $0F90, X : STA.w $0F90, X
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LDA.w $0F80, X : PHP
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LSR : LSR : LSR : LSR
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PLP : BPL .positive
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ORA.b #$F0
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.positive
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ADC.w $0F70,X : STA.w $0F70,X
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ADC.w $0F70,X : STA.w $0F70,X
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RTL
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RTL
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}
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@@ -140,45 +134,51 @@ Sprite_BounceTowardPlayer:
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; TODO: Use Y index for height
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Sprite_FloatTowardPlayer:
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{
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_ApplySpeedTowardsPlayer
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; Update horizontal position
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JSL Sprite_MoveHoriz
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; Update horizontal position
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JSL Sprite_MoveHoriz
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; Update vertical position
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JSL Sprite_MoveVert
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; Update vertical position
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JSL Sprite_MoveVert
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; Check for tile collisions and adjust if necessary
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JSL Sprite_CheckTileCollision
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; Check for tile collisions and adjust if necessary
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JSL Sprite_CheckTileCollision
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; Maintain altitude (float effect)
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LDA #$10 : STA.w SprHeight, X
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JSL Sprite_MoveAltitude
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; Maintain altitude (float effect)
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LDA #$10 : STA.w SprHeight, X
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JSL Sprite_MoveAltitude
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RTL
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RTL
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}
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Sprite_FloatAwayFromPlayer:
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{
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LDA $0D50, X : EOR.b #$FF : INC : STA $0D50, X
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LDA $0D40, X : EOR.b #$FF : INC : STA $0D40, X
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LDA SprXSpeed, X : EOR.b #$FF : INC : STA SprXSpeed, X
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LDA SprYSpeed, X : EOR.b #$FF : INC : STA SprYSpeed, X
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JSL Sprite_MoveAltitude
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JSL Sprite_MoveAltitude
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RTL
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RTL
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}
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Sprite_BounceFromTileCollision:
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{
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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LDA.w $0D50,X : EOR.b #$FF : INC : STA.w $0D50,X
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INC.w $0ED0, X
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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LDA.w SprXSpeed, X : EOR.b #$FF : INC : STA.w SprXSpeed, X
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INC.w $0ED0, X
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++ LDA.w $0E70, X : AND.b #$0C : BEQ ++
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LDA.w $0D40,X : EOR.b #$FF : INC : STA.w $0D40,X
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INC.w $0ED0, X
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++ LDA.w $0E70, X : AND.b #$0C : BEQ ++
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LDA.w SprYSpeed, X : EOR.b #$FF : INC : STA.w SprYSpeed, X
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INC.w $0ED0, X
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++ RTL
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}
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Sprite_ProjectSpeedRandomly:
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{
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++ RTL
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}
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; =========================================================
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@@ -254,38 +254,36 @@ DragPlayer:
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Intro_Dungeon_Main:
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{
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;test to see if we are at a place where a guardian is present
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LDA $0E20 : CMP.b #$92 : BNE .notGuardian
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LDA $0E30 : BEQ .notGuardian
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LDA $0E20 : CMP.b #$92 : BNE .not_sprite_body_boss
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LDA $0E30 : BEQ .not_sprite_body_boss
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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; free ram used to check if the sprite ran this frame, if 0, it didn't run
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LDA.b SpriteRanCheck : BEQ .didNotRun
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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;free ram used to check if the sprite ran this frame, if 0, it didn't run
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LDA.b SpriteRanCheck : BEQ .didNotRun
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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.didNotRun
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STZ.b SpriteRanCheck
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.didNotRun
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STZ.b SpriteRanCheck
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.not_sprite_body_boss
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.notGuardian
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REP #$21 : LDA.w DungeonMainCheck : BNE .intro ;<- load that free ram you are using if it's not zero then we're doing intro thing
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LDA $E2 : RTL ;return to normal intro
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REP #$21 : LDA.w DungeonMainCheck : BNE .intro ;<- load that free ram you are using if it's not zero then we're doing intro thing
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LDA $E2 : RTL ;return to normal intro
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.intro
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.intro
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PLA ;Pop 2byte from stack
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;skip all the BGs codes
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PLA ;Pop 2byte from stack
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;skip all the BGs codes
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SEP #$20
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PLA ;Pop 1 byte from the stack
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JSL $07F0AC ; $3F0AC IN ROM. Handle the sprites of pushed blocks.
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JSL $068328 ;Sprite_Main
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JSL $0DA18E ;PlayerOam_Main
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JSL $0DDB75 ;HUD.RefillLogicLong
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SEP #$20
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PLA ;Pop 1 byte from the stack
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JSL $07F0AC ; $3F0AC IN ROM. Handle the sprites of pushed blocks.
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JSL $068328 ;Sprite_Main
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JSL $0DA18E ;PlayerOam_Main
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JSL $0DDB75 ;HUD.RefillLogicLong
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JML $0AFD0C ;FloorIndicator ; $57D0C IN ROM. Handles HUD floor indicator
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JML $0AFD0C ;FloorIndicator ; $57D0C IN ROM. Handles HUD floor indicator
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}
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;uses $00 as the Y coordinate and $02 as the X
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@@ -298,26 +296,26 @@ MoveCamera:
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BCS .CameraBelowPointY
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;CameraAbovePoint
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ADC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera down by 1
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ADC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera down by 1
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BRA .dontMoveY
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.CameraBelowPointY
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.CameraBelowPointY
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SEC : SBC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera up by 1
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.dontMoveY
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.dontMoveY
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;move the camera right or left until a point is reached
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LDA $E2 : CMP.w $02 : BEQ .dontMoveX ;if equals that point, dont move x
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BCS .CameraBelowPointX ;left
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;CameraAbovePoint ;right
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ADC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera right by 1
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ADC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera right by 1
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BRA .dontMoveX
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.CameraBelowPointX
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.CameraBelowPointX
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SEC : SBC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera left by 1
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.dontMoveX
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.dontMoveX
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;if link is outside of a certain range of the camera, make him dissapear so he doesnt appear on the other side
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LDA $20 : SEC : SBC $E8 : CMP.w #$00E0 : BCS .MakeLinkInvisible
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@@ -327,7 +325,7 @@ MoveCamera:
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LDA.b #$00 : STA $4B ;make link visible
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RTS
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.MakeLinkInvisible
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.MakeLinkInvisible
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SEP #$20
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LDA.b #$0C : STA $4B ;make link invisible
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@@ -361,81 +359,81 @@ MovieEffectE = $7EF90E ;0x01
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SetupMovieEffect:
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{
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;setup HDMA RAM
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;Top Dark Row
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LDA.b #$01 : STA.l MovieEffect0
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LDA.b #$00 : STA.l MovieEffect1
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;setup HDMA RAM
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;Top Dark Row
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LDA.b #$01 : STA.l MovieEffect0
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LDA.b #$00 : STA.l MovieEffect1
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;Top Dark Row Buffer
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LDA.b #$1F : STA.l MovieEffect2
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LDA.b #$0F : STA.l MovieEffect3
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;Top Dark Row Buffer
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LDA.b #$1F : STA.l MovieEffect2
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LDA.b #$0F : STA.l MovieEffect3
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;Middle Unaffected Area
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LDA.b #$50 : STA.l MovieEffect4
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LDA.b #$0F : STA.l MovieEffect5
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LDA.b #$50 : STA.l MovieEffect6
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LDA.b #$0F : STA.l MovieEffect7
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;Middle Unaffected Area
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LDA.b #$50 : STA.l MovieEffect4
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LDA.b #$0F : STA.l MovieEffect5
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LDA.b #$50 : STA.l MovieEffect6
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LDA.b #$0F : STA.l MovieEffect7
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;Bottom Drak Row Buffer
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LDA.b #$1F : STA.l MovieEffect8
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LDA.b #$0F : STA.l MovieEffect9
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;Bottom Drak Row Buffer
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LDA.b #$1F : STA.l MovieEffect8
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LDA.b #$0F : STA.l MovieEffect9
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;Bottom Dark Row
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LDA.b #$01 : STA.l MovieEffectA
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LDA.b #$00 : STA.l MovieEffectB
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;Bottom Dark Row
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LDA.b #$01 : STA.l MovieEffectA
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LDA.b #$00 : STA.l MovieEffectB
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;Below screen
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LDA.b #$20 : STA.l MovieEffectC
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LDA.b #$0F : STA.l MovieEffectD
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;Below screen
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LDA.b #$20 : STA.l MovieEffectC
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LDA.b #$0F : STA.l MovieEffectD
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;End
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LDA.b #$00 : STA.l MovieEffectE
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;End
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LDA.b #$00 : STA.l MovieEffectE
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;start timer
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LDA.b #$01 : STA.l MovieEffectTimer
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;start timer
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LDA.b #$01 : STA.l MovieEffectTimer
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RTS
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RTS
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}
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; =========================================================
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MovieEffect:
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{
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REP #$20
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LDX #$00 : STX $4350 ;Set the transfer mode into 1 byte to 1 register
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LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
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REP #$20
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LDX #$00 : STX $4350 ;Set the transfer mode into 1 byte to 1 register
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LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
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LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
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LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
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LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
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LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
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SEP #$20
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LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
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SEP #$20
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LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
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; LDA $9B : ORA #$20 : STA $9B
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; LDA.b #$02 : STA $13 ;controls the brightness of the screen
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; LDA $9B : ORA #$20 : STA $9B
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; LDA.b #$02 : STA $13 ;controls the brightness of the screen
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RTS
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RTS
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HDMATable: ;values cannot go above 80 or it will read as continuous mode
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db $20, $00 ;for $20 line set screen brightness to 0
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $3F, $00 ;for $20 line set screen brightness to 0
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db $00 ;end the HDMA
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HDMATable: ;values cannot go above 80 or it will read as continuous mode
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db $20, $00 ;for $20 line set screen brightness to 0
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $3F, $00 ;for $20 line set screen brightness to 0
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db $00 ;end the HDMA
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}
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Link_CheckNewY_ButtonPress_Long:
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{
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BIT.b $3A : BVS .fail
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BIT.b $3A : BVS .fail
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LDA.b $46 : BNE .fail
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LDA.b $F4 : AND.b #$40 : BEQ .fail
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TSB.b $3A
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SEC
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RTL
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LDA.b $F4 : AND.b #$40 : BEQ .fail
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TSB.b $3A
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SEC
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RTL
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.fail
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CLC
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RTL
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CLC
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RTL
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}
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Link_SetupHitBox:
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@@ -453,61 +451,35 @@ Link_SetupHitBox:
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Sprite_SetupHitBox:
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{
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PHB : PHK : PLB
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LDA.w $0F70, X
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BMI .too_high
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LDA.w $0F70, X : BMI .too_high
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PHY
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LDA.w $0F60, X : AND.b #$1F : TAY
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LDA.w $0D10, X : CLC : ADC.w .offset_x_low, Y : STA.b $04
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LDA.w $0F60, X
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AND.b #$1F
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TAY
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LDA.w $0D30, X : ADC.w .offset_x_high, Y : STA.b $0A
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LDA.w $0D10, X
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CLC
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ADC.w .offset_x_low, Y
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STA.b $04
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LDA.w $0D00, X : CLC : ADC.w .offset_y_low, Y
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LDA.w $0D30, X
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ADC.w .offset_x_high, Y
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STA.b $0A
|
||||
PHP
|
||||
SEC : SBC.w $0F70, X : STA.b $05
|
||||
LDA.w $0D20, X : SBC.b #$00
|
||||
|
||||
LDA.w $0D00, X
|
||||
CLC
|
||||
ADC.w .offset_y_low, Y
|
||||
|
||||
PHP
|
||||
SEC
|
||||
SBC.w $0F70, X
|
||||
STA.b $05
|
||||
|
||||
LDA.w $0D20, X
|
||||
SBC.b #$00
|
||||
|
||||
PLP
|
||||
ADC.w .offset_y_high, Y
|
||||
STA.b $0B
|
||||
|
||||
LDA.w .width, Y
|
||||
STA.b $06
|
||||
|
||||
LDA.w .height, Y
|
||||
STA.b $07
|
||||
PLP
|
||||
ADC.w .offset_y_high, Y : STA.b $0B
|
||||
|
||||
LDA.w .width, Y : STA.b $06
|
||||
LDA.w .height, Y : STA.b $07
|
||||
PLY
|
||||
|
||||
PLB
|
||||
|
||||
RTL
|
||||
|
||||
; ---------------------------------------------------------
|
||||
|
||||
.too_high
|
||||
LDA.b #$80
|
||||
STA.b $0A
|
||||
|
||||
.too_high
|
||||
LDA.b #$80 : STA.b $0A
|
||||
PLB
|
||||
|
||||
RTL
|
||||
|
||||
.offset_x_low
|
||||
@@ -729,7 +701,9 @@ Sprite_SetupHitBox:
|
||||
db 48 ; 0x1D
|
||||
db 8 ; 0x1E
|
||||
db 12 ; 0x1F
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_ApplySpeedTowardsPlayerXOrY_Long:
|
||||
{
|
||||
@@ -830,8 +804,8 @@ GetDistance8bit_Long:
|
||||
+
|
||||
STA $00 ; Distance X (ABS)
|
||||
|
||||
LDA $05 ; Sprite Y
|
||||
SEC : SBC $03 ; - Player Y
|
||||
LDA $05 ; Sprite Y
|
||||
SEC : SBC $03 ; - Player Y
|
||||
BPL +
|
||||
EOR.b #$FF : INC
|
||||
+
|
||||
|
||||
Reference in New Issue
Block a user