Minecart_Follower skeleton code, wip oam draw routine

This commit is contained in:
scawful
2024-05-20 11:54:36 -04:00
parent ea935506d8
commit e9ffc8ad04

View File

@@ -825,22 +825,456 @@ CheckIfPlayerIsOn:
}
; FollowerDraw_Minecart:
; {
; JSL Minecart_DrawTop
; JSL Minecart_DrawBottom
; RTL
; }
POSY = $7E0020
POSYH = $7E0021
POSX = $7E0022
POSXH = $7E0023
; pushpc
; 20 steps of animation and movement caching for followers
FOLLOWERYL = $7E1A00
FOLLOWERYH = $7E1A14
; org $09A41F
; Follower_Minecart:
; {
FOLLOWERXL = $7E1A28
FOLLOWERXH = $7E1A3C
; }
FOLLOWERZ = $7E1A50
FOLLOWERLAYER = $7E1A64
; pullpc
; 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
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:
{
JSR FollowerDraw_CalculateOAMCoords
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
.sizes:
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
MinecartFollower_Bottom:
{
SEP #$30
JSR FollowerDraw_CalculateOAMCoords
LDA.w .chr+0, X : STA.b ($90), Y
INY
LDA.w .chr+1, X : STA.b ($90), Y
INY
PHY
TYA : SEC : SBC.b #$04
LSR #2 : TAY
LDA.b #$00 : ORA.b $75 : STA.b ($92), Y
PLY
#_09AACE: REP #$20
#_09AAD0: LDA.b $02
#_09AAD2: CLC
#_09AAD3: ADC.w #$0008
#_09AAD6: STA.b $02
#_09AAD8: STZ.b $74
#_09AADA: SEP #$20
#_09AADC: JSR FollowerDraw_CalculateOAMCoords
#_09AADF: LDA.w .chr+2,X
#_09AAE2: STA.b ($90),Y
#_09AAE4: INY
#_09AAE5: LDA.w .chr+3,X
#_09AAE8: STA.b ($90),Y
#_09AAEA: INY
#_09AAEB: PHY
#_09AAEC: TYA
#_09AAED: SEC
#_09AAEE: SBC.b #$04
#_09AAF0: LSR A
#_09AAF1: LSR A
#_09AAF2: TAY
#_09AAF3: LDA.b #$00
#_09AAF5: ORA.b $75
#_09AAF7: STA.b ($92),Y
#_09AAF9: PLY
#_09AB34: REP #$30
; #_09AB36: PHY
; #_09AB37: LDA.b $04
; #_09AB39: AND.w #$00FF
; #_09AB3C: ASL A
; #_09AB3D: ASL A
; #_09AB3E: ASL A
; #_09AB3F: TAY
; #_09AB40: LDA.l $7EF3CC
; #_09AB44: AND.w #$00FF
; #_09AB47: ASL A
; #_09AB48: TAX
; #_09AB49: TYA
; #_09AB4A: CLC
; #_09AB4B: ADC.w .char_data_offset,X
; #_09AB4E: TAX
; #_09AB4F: LDA.w .x_offsets+0,X
; #_09AB52: CLC
; #_09AB53: ADC.b $06
; #_09AB55: STA.b $00
; #_09AB57: LDA.w .x_offsets+2,X
; #_09AB5A: CLC
; #_09AB5B: ADC.b $08
; #_09AB5D: STA.b $02
; #_09AB5F: PLY
#_09AB60: SEP #$30
#_09AB62: JSR FollowerDraw_CalculateOAMCoords
#_09AB65: LDA.b #$20
#_09AB67: STA.b ($90),Y
#_09AB69: INY
#_09AB6A: LDA.b $04
#_09AB6C: ASL A
#_09AB6D: CLC
#_09AB6E: ADC.b $04
#_09AB70: TAX
#_09AB71: LDA.w .properties+0,X
#_09AB74: STA.w $0AE8
#_09AB77: LDA.w .properties+2,X
#_09AB7A: AND.b #$F0
#_09AB7C: ORA.b $72
#_09AB7E: ORA.b $65
#_09AB80: STA.b ($90),Y
#_09AB82: INY
#_09AB83: PHY
#_09AB84: TYA
#_09AB85: SEC
#_09AB86: SBC.b #$04
#_09AB88: LSR A
#_09AB89: LSR A
#_09AB8A: TAY
#_09AB8B: LDA.b #$02
#_09AB8D: ORA.b $75
#_09AB8F: STA.b ($92),Y
#_09AB91: PLY
.bomb_or_chest
; #_09AB92: REP #$30
; #_09AB94: PHY
; #_09AB95: LDA.b $04
; #_09AB97: AND.w #$00FF
; #_09AB9A: ASL A
; #_09AB9B: ASL A
; #_09AB9C: ASL A
; #_09AB9D: TAY
; #_09AB9E: LDA.l $7EF3CC
; #_09ABA2: AND.w #$00FF
; #_09ABA5: ASL A
; #_09ABA6: TAX
; #_09ABA7: TYA
; #_09ABA8: CLC
; #_09ABA9: ADC.w .char_data_offset,X
; #_09ABAC: TAX
; #_09ABAD: LDA.w .x_offsets+4,X
; #_09ABB0: CLC
; #_09ABB1: ADC.b $06
; #_09ABB3: CLC
; #_09ABB4: ADC.w #$0008
; #_09ABB7: STA.b $00
; #_09ABB9: LDA.w .x_offsets+6,X
; #_09ABBC: CLC
; #_09ABBD: ADC.b $08
; #_09ABBF: STA.b $02
; #_09ABC1: PLY
; #_09ABC2: SEP #$30
#_09ABC4: JSR FollowerDraw_CalculateOAMCoords
#_09ABC7: LDA.b #$22
#_09ABC9: STA.b ($90),Y
#_09ABCB: INY
#_09ABCC: LDA.b $04
#_09ABCE: ASL A
#_09ABCF: CLC
#_09ABD0: ADC.b $04
#_09ABD2: TAX
#_09ABD3: LDA.w .properties+1,X
#_09ABD6: STA.w $0AEA
#_09ABD9: LDA.w .properties+2,X
#_09ABDC: AND.b #$0F
#_09ABDE: ASL A
#_09ABDF: ASL A
#_09ABE0: ASL A
#_09ABE1: ASL A
#_09ABE2: ORA.b $72
#_09ABE4: ORA.b $65
#_09ABE6: STA.b ($90),Y
#_09ABE8: INY
#_09ABE9: TYA
#_09ABEA: SEC
#_09ABEB: SBC.b #$04
#_09ABED: LSR A
#_09ABEE: LSR A
#_09ABEF: TAY
#_09ABF0: LDA.b #$02
#_09ABF2: ORA.b $75
#_09ABF4: STA.b ($92),Y
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
.sizes:
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
DrawMinecartFollower:
{
LDA POSX : STA $05
LDA POSXH : STA $06
LDA POSY : STA $07
LDA POSYH : STA $08
; JSR FollowerDraw_CachePosition
; JSR MinecartFollower_Top
JSR FollowerDraw_CachePosition
JSR MinecartFollower_Bottom
RTS
}
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
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
}
pushpc
; Follower_OldManUnused
org $09A41F
JSL CheckForMinecartFollowerDraw
pullpc
; =========================================================
; Draw the portion of the cart which is behind the player
@@ -851,19 +1285,16 @@ Sprite_Minecart_DrawTop:
LDA #$08
JSL OAM_AllocateFromRegionB
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA $0DC0, X : CLC : ADC $0D90, X : TAY ; Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
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
@@ -895,7 +1326,6 @@ Sprite_Minecart_DrawTop:
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX