rename sprite_new_functions to sprite_functions
This commit is contained in:
854
Sprites/ZSpriteLib/sprite_functions.asm
Normal file
854
Sprites/ZSpriteLib/sprite_functions.asm
Normal file
@@ -0,0 +1,854 @@
|
||||
; =========================================================
|
||||
; return carry set if active
|
||||
|
||||
Sprite_CheckActive:
|
||||
{
|
||||
; Deactivates the sprite in certain situations
|
||||
LDA.w SprState, X : CMP.b #$09 : BNE .inactive
|
||||
LDA.w SprFreeze : BNE .inactive
|
||||
LDA $11 : BNE .inactive
|
||||
LDA.w SprDefl, X : BMI .active
|
||||
LDA.w SprPause, X : BEQ .active
|
||||
.inactive
|
||||
CLC
|
||||
RTL
|
||||
.active
|
||||
SEC
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; make the sprite move X axis
|
||||
|
||||
Sprite_MoveHoriz:
|
||||
{
|
||||
LDA.w SprXSpeed, X : BEQ .no_velocity
|
||||
ASL : ASL : ASL : ASL
|
||||
CLC : ADC.w SprXRound, X : STA.w SprXRound, X
|
||||
|
||||
LDY.b #$00
|
||||
LDA.w SprXSpeed, X
|
||||
PHP : LSR : LSR : LSR : LSR : PLP
|
||||
BPL ++
|
||||
|
||||
ORA.b #$F0
|
||||
DEY
|
||||
|
||||
++ ADC.w SprX, X : STA.w SprX, X
|
||||
TYA : ADC.w SprXH, X : STA.w SprXH, X
|
||||
|
||||
.no_velocity
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; make the sprite move both directions (also height)
|
||||
|
||||
Sprite_MoveXyz:
|
||||
JSL Sprite_MoveAltitude
|
||||
Sprite_Move:
|
||||
JSL Sprite_MoveHoriz
|
||||
; no RTL, just continue into Sprite_MoveVert
|
||||
|
||||
; =========================================================
|
||||
; make the sprite move Y axis
|
||||
|
||||
Sprite_MoveVert:
|
||||
{
|
||||
LDA.w SprYSpeed, X : BEQ .no_velocity
|
||||
ASL : ASL : ASL : ASL
|
||||
CLC : ADC.w $0D60,X : STA.w $0D60,X
|
||||
|
||||
LDY.b #$00
|
||||
LDA.w SprYSpeed, X
|
||||
PHP : LSR : LSR : LSR : LSR : PLP
|
||||
BPL ++
|
||||
|
||||
ORA.b #$F0
|
||||
DEY
|
||||
|
||||
++ ADC.w SprY,X : STA.w SprY,X
|
||||
TYA : ADC.w SprYH,X : STA.w SprYH,X
|
||||
|
||||
.no_velocity
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; make the sprite move Z axis (height)
|
||||
|
||||
Sprite_MoveZ:
|
||||
Sprite_MoveAltitude:
|
||||
{
|
||||
LDA.w SprTimerF, X : ASL : ASL : ASL : ASL
|
||||
CLC : ADC.w $0F90, X : STA.w $0F90, X
|
||||
|
||||
LDA.w SprTimerF, X : PHP
|
||||
LSR : LSR : LSR : LSR
|
||||
PLP : BPL .positive
|
||||
ORA.b #$F0
|
||||
.positive
|
||||
ADC.w SprHeight,X : STA.w SprHeight,X
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
; =========================================================
|
||||
; make the sprite bounce toward player
|
||||
; movement, collision are handled by this function
|
||||
; $09 = speed, $08 = max height ( e.g. height:20 = vitreous)
|
||||
|
||||
|
||||
Sprite_BounceTowardPlayer:
|
||||
{
|
||||
JSL Sprite_MoveAltitude
|
||||
DEC.w SprTimerF, X : DEC.w SprTimerF, X
|
||||
LDA.w SprHeight, X : BPL .aloft
|
||||
STZ.w SprHeight, X
|
||||
LDA.b $08 : STA.w SprTimerF, X ; set height from 08
|
||||
LDA.b $09 : JSL Sprite_ApplySpeedTowardsPlayer
|
||||
; LDA.b #$21 : JSL Sound_SetSfx2PanLong
|
||||
.aloft
|
||||
LDA.w SprHeight, X : BEQ .dontmove
|
||||
JSL Sprite_Move
|
||||
.dontmove
|
||||
RTL
|
||||
}
|
||||
|
||||
; A = Speed
|
||||
; TODO: Use Y index for height
|
||||
Sprite_FloatTowardPlayer:
|
||||
{
|
||||
JSL Sprite_ApplySpeedTowardsPlayer
|
||||
|
||||
; Update horizontal position
|
||||
JSL Sprite_MoveHoriz
|
||||
|
||||
; Update vertical position
|
||||
JSL Sprite_MoveVert
|
||||
|
||||
; Maintain altitude (float effect)
|
||||
LDA #$10 : STA.w SprHeight, X
|
||||
JSL Sprite_MoveAltitude
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
Sprite_FloatAwayFromPlayer:
|
||||
{
|
||||
LDA SprXSpeed, X : EOR.b #$FF : INC : STA SprXSpeed, X
|
||||
LDA SprYSpeed, X : EOR.b #$FF : INC : STA SprYSpeed, X
|
||||
|
||||
JSL Sprite_MoveAltitude
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
Sprite_BounceFromTileCollision:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
|
||||
LDA.w SprXSpeed, X : EOR.b #$FF : INC : STA.w SprXSpeed, X
|
||||
INC.w SprFrame, X
|
||||
|
||||
++ LDA.w SprCollision, X : AND.b #$0C : BEQ ++
|
||||
LDA.w SprYSpeed, X : EOR.b #$FF : INC : STA.w SprYSpeed, X
|
||||
INC.w SprFrame, X
|
||||
|
||||
++ RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_BounceOffWall:
|
||||
LDA.w SprCollision, X
|
||||
AND.b #$03
|
||||
BEQ .no_horizontal_collision
|
||||
|
||||
JSL Sprite_InvertSpeed_X
|
||||
|
||||
.no_horizontal_collision
|
||||
LDA.w SprCollision, X
|
||||
AND.b #$0C
|
||||
BEQ .no_vertical_collision
|
||||
|
||||
JSL Sprite_InvertSpeed_Y
|
||||
|
||||
.no_vertical_collision
|
||||
RTL
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_InvertSpeed_XY:
|
||||
JSL Sprite_InvertSpeed_Y
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_InvertSpeed_X:
|
||||
LDA.w SprXSpeed, X
|
||||
EOR.b #$FF
|
||||
INC A
|
||||
STA.w SprXSpeed, X
|
||||
|
||||
RTL
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_InvertSpeed_Y:
|
||||
LDA.w SprYSpeed,X
|
||||
EOR.b #$FF
|
||||
INC A
|
||||
STA.w SprYSpeed,X
|
||||
|
||||
RTL
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_SelectNewDirection:
|
||||
{
|
||||
JSL GetRandomInt : AND.b #$07 : TAY
|
||||
LDA.w .speed_x, Y : STA.w SprXSpeed, X
|
||||
LDA.w .speed_y, Y : STA.w SprYSpeed, X
|
||||
LDA.w .timers, Y : STA.w SprTimerA, X
|
||||
RTL
|
||||
|
||||
.speed_x
|
||||
db 8, 6, -6, 8, -6, 6, 0, 0
|
||||
|
||||
.speed_y
|
||||
db 0, 6, 6, 0, -6, -6, 0, 0
|
||||
|
||||
.timers
|
||||
db 48, 48, 48, 48, 48, 48, 64, 64
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Parameters: Y index contains direction to drag player
|
||||
; 0 = up, 1 = down, 2 = left, 3 = right
|
||||
|
||||
DragYL = $0B7C
|
||||
DragYH = $0B7D
|
||||
DragXL = $0B7E
|
||||
DragXH = $0B7F
|
||||
|
||||
DragPlayer:
|
||||
{
|
||||
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
|
||||
LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
|
||||
|
||||
LDA.w .drag_y_low, Y : CLC : ADC.w DragXL : STA.w DragXL
|
||||
LDA.w .drag_y_high, Y : ADC.w DragXH : STA.w DragXH
|
||||
|
||||
.SomariaPlatform_DragLink
|
||||
REP #$20
|
||||
|
||||
LDA SprCachedX : SEC : SBC.w #$0002
|
||||
CMP $22 : BEQ .x_done : BPL .x_too_low
|
||||
DEC.w DragYL
|
||||
BRA .x_done
|
||||
.x_too_low
|
||||
INC.w DragYL
|
||||
|
||||
.x_done
|
||||
; Changing the modifier adjusts links position in the cart
|
||||
LDA SprCachedY : SEC : SBC.w #$0008
|
||||
CMP $20 : BEQ .y_done : BPL .y_too_low
|
||||
DEC.w DragXL
|
||||
BRA .y_done
|
||||
.y_too_low
|
||||
INC.w DragXL
|
||||
|
||||
.y_done
|
||||
|
||||
SEP #$30
|
||||
RTL
|
||||
|
||||
.drag_x_high
|
||||
db 0, 0, -1, 0
|
||||
|
||||
.drag_x_low
|
||||
db 0, 0, -1, 1
|
||||
|
||||
.drag_y_low
|
||||
db -1, 1, 0, 0
|
||||
|
||||
.drag_y_high
|
||||
db -1, 0, 0, 0
|
||||
|
||||
; Alternate drag values provided by Zarby
|
||||
; .drag_x_high
|
||||
; db 0, 0, -1, 0, -1
|
||||
; .drag_x_low
|
||||
; db 0, 0, -1, 1, -1, 1, 1
|
||||
; .drag_y_low
|
||||
; db -1, 1, 0, 0, -1, 1, -1, 1
|
||||
; .drag_y_high
|
||||
; db -1, 0, 0, 0, -1, 0, -1, 0
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Intro_Dungeon_Main:
|
||||
{
|
||||
LDA $0E20 : CMP.b #$92 : BNE .not_sprite_body_boss
|
||||
LDA $0E30 : BEQ .not_sprite_body_boss
|
||||
LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
|
||||
|
||||
; free ram used to check if the sprite ran this frame, if 0, it didn't run
|
||||
LDA.b SpriteRanCheck : BEQ .didNotRun
|
||||
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
|
||||
|
||||
.didNotRun
|
||||
|
||||
STZ.b SpriteRanCheck
|
||||
|
||||
.not_sprite_body_boss
|
||||
|
||||
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
|
||||
LDA $E2 : RTL ;return to normal intro
|
||||
|
||||
.intro
|
||||
|
||||
PLA ;Pop 2byte from stack
|
||||
;skip all the BGs codes
|
||||
|
||||
SEP #$20
|
||||
PLA ;Pop 1 byte from the stack
|
||||
JSL $07F0AC ; $3F0AC IN ROM. Handle the sprites of pushed blocks.
|
||||
JSL $068328 ;Sprite_Main
|
||||
JSL $0DA18E ;PlayerOam_Main
|
||||
JSL $0DDB75 ;HUD.RefillLogicLong
|
||||
|
||||
JML $0AFD0C ;FloorIndicator ; $57D0C IN ROM. Handles HUD floor indicator
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
;uses $00 as the Y coordinate and $02 as the X
|
||||
MoveCamera:
|
||||
{
|
||||
REP #$20
|
||||
|
||||
;move the camera up or down until a point is reached
|
||||
LDA $E8 : CMP $00 : BEQ .dontMoveY ;if equals that point, dont move y
|
||||
|
||||
BCS .CameraBelowPointY
|
||||
;CameraAbovePoint
|
||||
ADC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera down by 1
|
||||
BRA .dontMoveY
|
||||
|
||||
.CameraBelowPointY
|
||||
SEC : SBC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera up by 1
|
||||
|
||||
.dontMoveY
|
||||
|
||||
;move the camera right or left until a point is reached
|
||||
LDA $E2 : CMP.w $02 : BEQ .dontMoveX ;if equals that point, dont move x
|
||||
|
||||
BCS .CameraBelowPointX ;left
|
||||
;CameraAbovePoint ;right
|
||||
ADC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera right by 1
|
||||
BRA .dontMoveX
|
||||
|
||||
.CameraBelowPointX
|
||||
SEC : SBC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera left by 1
|
||||
|
||||
.dontMoveX
|
||||
|
||||
;if link is outside of a certain range of the camera, make him dissapear so he doesnt appear on the other side
|
||||
LDA $20 : SEC : SBC $E8 : CMP.w #$00E0 : BCS .MakeLinkInvisible
|
||||
LDA $22 : SEC : SBC $E2 : CMP.w #$00E0 : BCS .MakeLinkInvisible
|
||||
|
||||
SEP #$20
|
||||
LDA.b #$00 : STA $4B ;make link visible
|
||||
RTS
|
||||
|
||||
.MakeLinkInvisible
|
||||
|
||||
SEP #$20
|
||||
LDA.b #$0C : STA $4B ;make link invisible
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
MovieEffectTimer = $7EF500 ;0x01
|
||||
|
||||
;these need to be the same as the next set
|
||||
;used to do the HDMA
|
||||
MovieEffectArray = $F900 ;0x0F
|
||||
MovieEffectBank = $7E
|
||||
|
||||
;used to set the actual values
|
||||
MovieEffect0 = $7EF900 ;0x01
|
||||
MovieEffect1 = $7EF901 ;0x01
|
||||
MovieEffect2 = $7EF902 ;0x01
|
||||
MovieEffect3 = $7EF903 ;0x01
|
||||
MovieEffect4 = $7EF904 ;0x01
|
||||
MovieEffect5 = $7EF905 ;0x01
|
||||
MovieEffect6 = $7EF906 ;0x01
|
||||
MovieEffect7 = $7EF907 ;0x01
|
||||
MovieEffect8 = $7EF908 ;0x01
|
||||
MovieEffect9 = $7EF909 ;0x01
|
||||
MovieEffectA = $7EF90A ;0x01
|
||||
MovieEffectB = $7EF90B ;0x01
|
||||
MovieEffectC = $7EF90C ;0x01
|
||||
MovieEffectD = $7EF90D ;0x01
|
||||
MovieEffectE = $7EF90E ;0x01
|
||||
|
||||
SetupMovieEffect:
|
||||
{
|
||||
;setup HDMA RAM
|
||||
;Top Dark Row
|
||||
LDA.b #$01 : STA.l MovieEffect0
|
||||
LDA.b #$00 : STA.l MovieEffect1
|
||||
|
||||
;Top Dark Row Buffer
|
||||
LDA.b #$1F : STA.l MovieEffect2
|
||||
LDA.b #$0F : STA.l MovieEffect3
|
||||
|
||||
;Middle Unaffected Area
|
||||
LDA.b #$50 : STA.l MovieEffect4
|
||||
LDA.b #$0F : STA.l MovieEffect5
|
||||
LDA.b #$50 : STA.l MovieEffect6
|
||||
LDA.b #$0F : STA.l MovieEffect7
|
||||
|
||||
;Bottom Drak Row Buffer
|
||||
LDA.b #$1F : STA.l MovieEffect8
|
||||
LDA.b #$0F : STA.l MovieEffect9
|
||||
|
||||
;Bottom Dark Row
|
||||
LDA.b #$01 : STA.l MovieEffectA
|
||||
LDA.b #$00 : STA.l MovieEffectB
|
||||
|
||||
;Below screen
|
||||
LDA.b #$20 : STA.l MovieEffectC
|
||||
LDA.b #$0F : STA.l MovieEffectD
|
||||
|
||||
;End
|
||||
LDA.b #$00 : STA.l MovieEffectE
|
||||
|
||||
;start timer
|
||||
LDA.b #$01 : STA.l MovieEffectTimer
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
MovieEffect:
|
||||
{
|
||||
REP #$20
|
||||
LDX #$00 : STX $4350 ;Set the transfer mode into 1 byte to 1 register
|
||||
LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
|
||||
|
||||
LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
|
||||
LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
|
||||
|
||||
SEP #$20
|
||||
LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
|
||||
|
||||
; LDA $9B : ORA #$20 : STA $9B
|
||||
; LDA.b #$02 : STA $13 ;controls the brightness of the screen
|
||||
|
||||
RTS
|
||||
|
||||
HDMATable: ;values cannot go above 80 or it will read as continuous mode
|
||||
db $20, $00 ;for $20 line set screen brightness to 0
|
||||
db $50, $0F ;for $A0 line set screen brightness to 15 full
|
||||
db $50, $0F ;for $A0 line set screen brightness to 15 full
|
||||
db $3F, $00 ;for $20 line set screen brightness to 0
|
||||
db $00 ;end the HDMA
|
||||
}
|
||||
|
||||
|
||||
Link_CheckNewY_ButtonPress_Long:
|
||||
{
|
||||
BIT.b $3A : BVS .fail
|
||||
LDA.b $46 : BNE .fail
|
||||
LDA.b $F4 : AND.b #$40 : BEQ .fail
|
||||
TSB.b $3A
|
||||
SEC
|
||||
RTL
|
||||
.fail
|
||||
CLC
|
||||
RTL
|
||||
}
|
||||
|
||||
Link_SetupHitBox:
|
||||
{
|
||||
LDA.b #$08 : STA $02 : STA $03
|
||||
|
||||
LDA $22 : CLC : ADC.b #$04 : STA $00
|
||||
LDA $23 : ADC.b #$00 : STA $08
|
||||
|
||||
LDA $20 : ADC.b #$08 : STA $01
|
||||
LDA $21 : ADC.b #$00 : STA $09
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_SetupHitBox:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
LDA.w SprHeight, X : BMI .too_high
|
||||
PHY
|
||||
LDA.w $0F60, X : AND.b #$1F : TAY
|
||||
LDA.w SprX, X : CLC : ADC.w .offset_x_low, Y : STA.b $04
|
||||
|
||||
LDA.w SprXH, X : ADC.w .offset_x_high, Y : STA.b $0A
|
||||
|
||||
LDA.w SprY, X : CLC : ADC.w .offset_y_low, Y
|
||||
|
||||
PHP
|
||||
SEC : SBC.w SprHeight, X : STA.b $05
|
||||
LDA.w SprYH, 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
|
||||
PLY
|
||||
PLB
|
||||
RTL
|
||||
|
||||
.too_high
|
||||
LDA.b #$80 : STA.b $0A
|
||||
PLB
|
||||
RTL
|
||||
|
||||
.offset_x_low
|
||||
db 2 ; 0x00
|
||||
db 3 ; 0x01
|
||||
db 0 ; 0x02
|
||||
db -3 ; 0x03
|
||||
db -6 ; 0x04
|
||||
db 0 ; 0x05
|
||||
db 2 ; 0x06
|
||||
db -8 ; 0x07
|
||||
db 0 ; 0x08
|
||||
db -4 ; 0x09
|
||||
db -8 ; 0x0A
|
||||
db 0 ; 0x0B
|
||||
db -8 ; 0x0C
|
||||
db -16 ; 0x0D
|
||||
db 2 ; 0x0E
|
||||
db 2 ; 0x0F
|
||||
|
||||
db 2 ; 0x10
|
||||
db 2 ; 0x11
|
||||
db 2 ; 0x12
|
||||
db -8 ; 0x13
|
||||
db 2 ; 0x14
|
||||
db 2 ; 0x15
|
||||
db -16 ; 0x16
|
||||
db -8 ; 0x17
|
||||
db -12 ; 0x18
|
||||
db 4 ; 0x19
|
||||
db -4 ; 0x1A
|
||||
db -12 ; 0x1B
|
||||
db 5 ; 0x1C
|
||||
db -32 ; 0x1D
|
||||
db -2 ; 0x1E
|
||||
db 4 ; 0x1F
|
||||
|
||||
; ---------------------------------------------------------
|
||||
|
||||
.offset_x_high
|
||||
db 0 ; 0x00
|
||||
db 0 ; 0x01
|
||||
db 0 ; 0x02
|
||||
db -1 ; 0x03
|
||||
db -1 ; 0x04
|
||||
db 0 ; 0x05
|
||||
db 0 ; 0x06
|
||||
db -1 ; 0x07
|
||||
db 0 ; 0x08
|
||||
db -1 ; 0x09
|
||||
db -1 ; 0x0A
|
||||
db 0 ; 0x0B
|
||||
db -1 ; 0x0C
|
||||
db -1 ; 0x0D
|
||||
db 0 ; 0x0E
|
||||
db 0 ; 0x0F
|
||||
|
||||
db 0 ; 0x10
|
||||
db 0 ; 0x11
|
||||
db 0 ; 0x12
|
||||
db -1 ; 0x13
|
||||
db 0 ; 0x14
|
||||
db 0 ; 0x15
|
||||
db -1 ; 0x16
|
||||
db -1 ; 0x17
|
||||
db -1 ; 0x18
|
||||
db 0 ; 0x19
|
||||
db -1 ; 0x1A
|
||||
db -1 ; 0x1B
|
||||
db 0 ; 0x1C
|
||||
db -1 ; 0x1D
|
||||
db -1 ; 0x1E
|
||||
db 0 ; 0x1F
|
||||
|
||||
; ---------------------------------------------------------
|
||||
|
||||
.width
|
||||
db 12 ; 0x00
|
||||
db 1 ; 0x01
|
||||
db 16 ; 0x02
|
||||
db 20 ; 0x03
|
||||
db 20 ; 0x04
|
||||
db 8 ; 0x05
|
||||
db 4 ; 0x06
|
||||
db 32 ; 0x07
|
||||
db 48 ; 0x08
|
||||
db 24 ; 0x09
|
||||
db 32 ; 0x0A
|
||||
db 32 ; 0x0B
|
||||
db 32 ; 0x0C
|
||||
db 48 ; 0x0D
|
||||
db 12 ; 0x0E
|
||||
db 12 ; 0x0F
|
||||
|
||||
db 60 ; 0x10
|
||||
db 124 ; 0x11
|
||||
db 12 ; 0x12
|
||||
db 32 ; 0x13
|
||||
db 4 ; 0x14
|
||||
db 12 ; 0x15
|
||||
db 48 ; 0x16
|
||||
db 32 ; 0x17
|
||||
db 40 ; 0x18
|
||||
db 8 ; 0x19
|
||||
db 24 ; 0x1A
|
||||
db 24 ; 0x1B
|
||||
db 5 ; 0x1C
|
||||
db 80 ; 0x1D
|
||||
db 4 ; 0x1E
|
||||
db 8 ; 0x1F
|
||||
|
||||
; ---------------------------------------------------------
|
||||
|
||||
.offset_y_low
|
||||
db 0 ; 0x00
|
||||
db 3 ; 0x01
|
||||
db 4 ; 0x02
|
||||
db -4 ; 0x03
|
||||
db -8 ; 0x04
|
||||
db 2 ; 0x05
|
||||
db 0 ; 0x06
|
||||
db -16 ; 0x07
|
||||
db 12 ; 0x08
|
||||
db -4 ; 0x09
|
||||
db -8 ; 0x0A
|
||||
db 0 ; 0x0B
|
||||
db -10 ; 0x0C
|
||||
db -16 ; 0x0D
|
||||
db 2 ; 0x0E
|
||||
db 2 ; 0x0F
|
||||
|
||||
db 2 ; 0x10
|
||||
db 2 ; 0x11
|
||||
db -3 ; 0x12
|
||||
db -12 ; 0x13
|
||||
db 2 ; 0x14
|
||||
db 10 ; 0x15
|
||||
db 0 ; 0x16
|
||||
db -12 ; 0x17
|
||||
db 16 ; 0x18
|
||||
db 4 ; 0x19
|
||||
db -4 ; 0x1A
|
||||
db -12 ; 0x1B
|
||||
db 3 ; 0x1C
|
||||
db -16 ; 0x1D
|
||||
db -8 ; 0x1E
|
||||
db 10 ; 0x1F
|
||||
|
||||
; ---------------------------------------------------------
|
||||
|
||||
.offset_y_high
|
||||
db 0 ; 0x00
|
||||
db 0 ; 0x01
|
||||
db 0 ; 0x02
|
||||
db -1 ; 0x03
|
||||
db -1 ; 0x04
|
||||
db 0 ; 0x05
|
||||
db 0 ; 0x06
|
||||
db -1 ; 0x07
|
||||
db 0 ; 0x08
|
||||
db -1 ; 0x09
|
||||
db -1 ; 0x0A
|
||||
db 0 ; 0x0B
|
||||
db -1 ; 0x0C
|
||||
db -1 ; 0x0D
|
||||
db 0 ; 0x0E
|
||||
db 0 ; 0x0F
|
||||
|
||||
db 0 ; 0x10
|
||||
db 0 ; 0x11
|
||||
db -1 ; 0x12
|
||||
db -1 ; 0x13
|
||||
db 0 ; 0x14
|
||||
db 0 ; 0x15
|
||||
db 0 ; 0x16
|
||||
db -1 ; 0x17
|
||||
db 0 ; 0x18
|
||||
db 0 ; 0x19
|
||||
db -1 ; 0x1A
|
||||
db -1 ; 0x1B
|
||||
db 0 ; 0x1C
|
||||
db -1 ; 0x1D
|
||||
db -1 ; 0x1E
|
||||
db 0 ; 0x1F
|
||||
|
||||
; ---------------------------------------------------------
|
||||
|
||||
.height
|
||||
db 14 ; 0x00
|
||||
db 1 ; 0x01
|
||||
db 16 ; 0x02
|
||||
db 21 ; 0x03
|
||||
db 24 ; 0x04
|
||||
db 4 ; 0x05
|
||||
db 8 ; 0x06
|
||||
db 40 ; 0x07
|
||||
db 20 ; 0x08
|
||||
db 24 ; 0x09
|
||||
db 40 ; 0x0A
|
||||
db 29 ; 0x0B
|
||||
db 36 ; 0x0C
|
||||
db 48 ; 0x0D
|
||||
db 60 ; 0x0E
|
||||
db 124 ; 0x0F
|
||||
|
||||
db 12 ; 0x10
|
||||
db 12 ; 0x11
|
||||
db 17 ; 0x12
|
||||
db 28 ; 0x13
|
||||
db 4 ; 0x14
|
||||
db 2 ; 0x15
|
||||
db 28 ; 0x16
|
||||
db 20 ; 0x17
|
||||
db 10 ; 0x18
|
||||
db 4 ; 0x19
|
||||
db 24 ; 0x1A
|
||||
db 16 ; 0x1B
|
||||
db 5 ; 0x1C
|
||||
db 48 ; 0x1D
|
||||
db 8 ; 0x1E
|
||||
db 12 ; 0x1F
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_ApplySpeedTowardsPlayerXOrY_Long:
|
||||
{
|
||||
JSL Sprite_IsBelowPlayer : BEQ .player_below
|
||||
;playerAbove
|
||||
|
||||
REP #$20
|
||||
; if link.y is 6 above sprite.y it is considered below
|
||||
LDA SprCachedY : SEC : SBC $20 : CLC : ADC.w #$0006 : STA $01 ;delta Y
|
||||
SEP #$20
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right1
|
||||
;player_to_the_Left
|
||||
REP #$20
|
||||
LDA SprCachedX : SEC : SBC $22 ; delta X
|
||||
|
||||
CMP $01 : BCS .XGreaterThanY1
|
||||
;YGreaterThanX
|
||||
SEP #$20
|
||||
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
|
||||
STZ.w SprXSpeed
|
||||
RTL
|
||||
|
||||
.XGreaterThanY1
|
||||
SEP #$20
|
||||
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
|
||||
STZ.w SprYSpeed
|
||||
RTL
|
||||
|
||||
.player_to_the_Right1
|
||||
REP #$20
|
||||
LDA $22 : SEC : SBC SprCachedX ; delta X
|
||||
|
||||
CMP $01 : BCS .XGreaterThanY2
|
||||
;YGreaterThanX
|
||||
SEP #$20
|
||||
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
|
||||
STZ.w SprXSpeed
|
||||
RTL
|
||||
|
||||
.XGreaterThanY2
|
||||
SEP #$20
|
||||
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
|
||||
STZ.w SprYSpeed
|
||||
RTL
|
||||
|
||||
|
||||
.player_below
|
||||
REP #$20
|
||||
; if link.y is 6 above sprite.y it is considered below
|
||||
LDA $20 : SEC : SBC SprCachedY : CLC : ADC.w #$0006 : STA $01 ; delta Y
|
||||
SEP #$20
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right2
|
||||
;player_to_the_Left
|
||||
REP #$20
|
||||
LDA SprCachedX : SEC : SBC $22 ; delta X
|
||||
|
||||
CMP $01 : BCS .XGreaterThanY3
|
||||
;YGreaterThanX
|
||||
SEP #$20
|
||||
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
|
||||
STZ.w SprXSpeed
|
||||
RTL
|
||||
|
||||
.XGreaterThanY3
|
||||
SEP #$20
|
||||
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
|
||||
STZ.w SprYSpeed
|
||||
RTL
|
||||
|
||||
|
||||
.player_to_the_Right2
|
||||
REP #$20
|
||||
LDA $22 : SEC : SBC SprCachedX ; delta X
|
||||
|
||||
CMP $01 : BCS .XGreaterThanY4
|
||||
;YGreaterThanX
|
||||
SEP #$20
|
||||
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
|
||||
STZ.w SprXSpeed
|
||||
RTL
|
||||
|
||||
.XGreaterThanY4
|
||||
SEP #$20
|
||||
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
|
||||
STZ.w SprYSpeed
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
GetDistance8bit_Long:
|
||||
{
|
||||
LDA $04 ; Sprite X
|
||||
SEC : SBC $02 ; - Player X
|
||||
BPL +
|
||||
EOR.b #$FF : INC
|
||||
+
|
||||
STA $00 ; Distance X (ABS)
|
||||
|
||||
LDA $05 ; Sprite Y
|
||||
SEC : SBC $03 ; - Player Y
|
||||
BPL +
|
||||
EOR.b #$FF : INC
|
||||
+
|
||||
; Add it back to X Distance
|
||||
CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
|
||||
RTL
|
||||
}
|
||||
Reference in New Issue
Block a user