11 Commits

Author SHA1 Message Date
scawful
7f87622f00 Add TODO for implementing cart toss distance/gravity 2024-03-30 10:20:19 -04:00
scawful
716a681d6d Cleanup HandleTileDirections fn 2024-03-30 10:12:03 -04:00
scawful
b0b3ca242b Add B button check to start riding, allows for easier lifting with A button 2024-03-30 09:53:19 -04:00
scawful
58dd5aab1f Add comments and update formatting 2024-03-30 09:43:58 -04:00
scawful
e0a20a98cd Replace $0DE0 with !SpriteDirection label 2024-03-30 09:29:53 -04:00
scawful
0f241bfddd Add comments to switch track sprite 2024-03-28 20:19:39 -04:00
scawful
12ef39ff79 Apply ASM code formatter 2024-03-28 20:17:56 -04:00
scawful
3324a13fb2 Move minecart ram, macros, update formatting and comments 2024-03-28 20:10:33 -04:00
scawful
53561eab31 Add small diff to minecart sprite to make it commentable 2024-03-28 20:02:12 -04:00
scawful
4c4f531929 Update switch and track sprite format for code review 2024-03-28 19:57:08 -04:00
scawful
dad37bdee7 Move mincart to Sprites/Objects for code review 2024-03-28 19:55:07 -04:00
9 changed files with 662 additions and 732 deletions

View File

@@ -1,51 +1,29 @@
; =========================================================
; Dungeon Object Handler ; Dungeon Object Handler
org $018262 org $018262 ;object id 0x31
dw ExpandedObject ; Object ID 0x31 dw ExpandedObject
dw SecretObject ; Object ID 0x32
; #_018650: dw RoomDraw_WeirdUglyPot ID 230 ; #_018650: dw RoomDraw_WeirdUglyPot ID 230
org $018650 org $018650
dw HeavyPot dw HeavyPot
; Item ID 22B
; Heavy Pot grahics
; Currently modified to look like normal pot
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010
; Bank01 Free Space ; Bank01 Free Space
org $01B53C org $01B53C
ExpandedObject: ExpandedObject:
{
JSL NewObjectsCode JSL NewObjectsCode
RTS RTS
}
SecretObject:
{
JSL HandleSecretObjects
RTS
}
HeavyPot: HeavyPot:
{
LDA.w #$1010 LDA.w #$1010
PHX : LDX.w $042C PHX : LDX.w $042C
LDA.w #$1111 : STA $0500, X LDA.w #$1111 : STA $0500, X
; Store object's position in the object buffer to $0520, X ; Store this object's position in the object buffer to $0520, X
LDA $BA : STA $0520, X LDA $BA : STA $0520, X
; Store tilemap position. ; Store it's tilemap position.
TYA : STA $0540, X TYA : STA $0540, X
JMP $B350 JMP $B350
}
warnpc $01B560
; ========================================================= warnpc $01B560
org $2C8000 org $2C8000
NewObjectsCode: NewObjectsCode:
@@ -154,13 +132,16 @@ NewObjectsCode:
incbin Data/small_statue.bin incbin Data/small_statue.bin
} }
; May need to make this a table ; May need to make this a table
; This modifies object 0xOE to use the spritesheets for the object ; This modifies object 0xOE to use the spritesheets for the object
CustomDrawConfig: CustomDrawConfig:
{ {
PHA PHA
LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
TYA : LSR : AND #$00FF TYA : LSR : AND #$00FF
CMP #$000E : BNE .no_spriteset CMP #$000E : BNE .no_spriteset
LDA #$000E : STA $03 LDA #$000E : STA $03
.custom_config .custom_config
@@ -172,16 +153,11 @@ CustomDrawConfig:
RTS RTS
} }
; =========================================================
; Secret Object Handler
; Disappears if Link uses the Book of Secrets near them
HandleSecretObjects:
{
; TODO: Implement the Book of Secrets check
; TODO: Add object draw code
; TODO: Implement the object's disappearance
RTL
}
pushpc pushpc
; Item ID 22B
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010

View File

@@ -1,62 +1,22 @@
; ========================================================= ; =========================================================
; Book of Secrets (Reveal Secrets with Book of Mudora) ; Book of Secrets (Reveal Secrets with Book of Mudora)
; Interacts with SpecialObject ID 0x32
; Makes objects disappear when using the book
org $07A45E
EXIT_07A45E:
org $07AA6C
Link_PerformDesertPrayer:
; Restored vanilla book of mudora code
; TODO: Update to work with special object
org $07A471
LinkItem_Book:
{
BIT.b $3A : BVS .exit
LDA.b $6C : BNE EXIT_07A45E
JSR Link_CheckNewY_ButtonPress : BCC .exit
LDA.b $3A : AND.b #$BF : STA.b $3A
LDA.w $02ED : BNE .do_prayer
LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
BRA .exit
.do_prayer
BRL Link_PerformDesertPrayer
.exit
RTS
}
warnpc $07A494
; =========================================================
; Makes BG2 Disappear when holding L in a building ; Makes BG2 Disappear when holding L in a building
; Based on the Parallel Worlds feature ; Based on the Parallel Worlds feature
; ;
; Layer Flags: xxxsabcd ; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
; (i count BG from 1 to 4
; - MathOnNapkins RAM-Map counts from 0 to 3)
; s - Sprite layer enabled ; s - Sprite layer enabled
; a - BG4 enabled ; a - BG4 enabled
; b - BG3 enabled ; b - BG3 enabled
; c - BG2 enabled ; c - BG2 enabled
; d - (BG1 disabled) --> only works properly if the room ; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
; uses the feature "BG2 on Top"
; ;
; Originally by XaserLE, updated by scawful ; Originally by XaserLE, updated by scawful
; Note: No longer used as part of Book of Secrets globally
; Likely will be reused for specific events where we can
; ensure the BG2 will have something secret to show,
; rather than allowing the ability to be used anywhere.
; ========================================================= ; =========================================================
; long subroutine that is executed every frame ; long subroutine that is executed every frame
org $068365 org $068365
JSL LinkItem_SecretsBook ; hook JSL $099F91 JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
; ========================================================= ; =========================================================
@@ -68,7 +28,8 @@ LinkItem_SecretsBook:
LDA $1B : AND #$01 : BEQ .end LDA $1B : AND #$01 : BEQ .end
; ---------- ; ----------
; TODO: Add a new condition, such as a RoomTag check ; Check if we have the book of secrets
LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
; load unfiltered joypad 1 register (AXLR|????) ; load unfiltered joypad 1 register (AXLR|????)
; delete all bits except those for L ; delete all bits except those for L
@@ -85,7 +46,7 @@ LinkItem_SecretsBook:
; ---------- ; ----------
.end .end
JSL $099F91 ; restore original code JSL $099F91 ; at least execute original code
RTL RTL
} }

View File

@@ -1,42 +1,34 @@
; ========================================================= ; =============================================================================
; Zarby Feather ; Zarby Feather
org $07AFF8 ; LinkItem_BugCatchingNet org $07AFF8 ; LinkItem_BugCatchingNet
{ {
BIT $3A : BVS .return ;if Y or B are already pressed BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress ; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL LinkItem_JumpFeather JSL NewBookCode
.return .return
RTS RTS
} }
; ========================================================= ; =============================================================================
; Prevent Link from taking damage while jumping spikes
; The game originally differentiates between your armor
; for the damage take, however the table has all the same
; values, so it's effectively useless.
; TileDetect_MainHandler_no_moon_pearl
; org $07D23D
org $07D242
JSL CheckIfJumpingForSpikeDamage
NOP #2
warnpc $07D248
; =========================================================
org $2B8000 org $2B8000
LinkItem_JumpFeather: NewBookCode:
{ {
JSL $07983A ; Reset swim state JSL $07983A ; Reset swim state
LDA $46 : BNE .cantuseit LDA $46 : BNE .cantuseit
LDA #$02 : STA $5D ; set link state recoil LDA #$02 : STA $5D ; state recoil
LDA #$02 : STA $4D ; set jumping state (ledge hop) LDA #$01 : STA $4D ; state recoil 2
; Length of the jump ; Length of the jump
LDA #$20 : STA $46 LDA #$20
STA $46
; Height of the jump ; Height of the jump
LDA #$24 LDA #$24
@@ -44,12 +36,12 @@ LinkItem_JumpFeather:
; Set vertical resistance ; Set vertical resistance
STA $29 STA $29
STA $02C7 STA $02C7
; Set Links direction to right(?) ; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67 LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets ; Reset Link movement offsets
STZ $31 : STZ $30 STZ $31
STZ $30
LDA $F4 : AND #$08 : BEQ .noUp LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up LDA #-8 ; Change that -8 if you want higher speed moving up
@@ -67,30 +59,9 @@ LinkItem_JumpFeather:
LDA #8 ; Change that 8 if you want higher speed moving right LDA #8 ; Change that 8 if you want higher speed moving right
STA $28 STA $28
.noRight .noRight
.cantuseit .cantuseit
RTL RTL
} }
; =========================================================
; Y contains our armor value
; Currently requires a very close jump and will still
; damage the player midair if you jump from too far away.
CheckIfJumpingForSpikeDamage:
{
PHB : PHK : PLB
LDA $29 : BNE .airborne
LDA.w .spike_floor_damage, Y : STA.w $0373
.airborne
PLB
RTL
.spike_floor_damage
db $08 ; green
db $08 ; blue
db $04 ; red
}
print "End of Items/jump_feather.asm ", pc print "End of Items/jump_feather.asm ", pc
pushpc pushpc

View File

@@ -1,7 +1,11 @@
; portal_rod.asm by scawful org $07A471 ; Mudora
; TODO: Make the item an alternative to the FishingRod JSR LinkItem_PortalRod
RTS
; Replace LinkState_UsingEther
warnpc $07A493
; *$3A50F-$3A568
org $07A50F org $07A50F
RodAnimationTimer: RodAnimationTimer:
db $03, $03, $05 db $03, $03, $05
@@ -105,7 +109,6 @@ LinkItem_FirePortal:
STZ $0D60, X STZ $0D60, X
STZ $0D70, X STZ $0D70, X
LDA #$09 : STA $0DD0, X
PLX PLX
@@ -123,8 +126,6 @@ LinkItem_FirePortal:
} }
; =========================================================
pushpc pushpc
org $02FF6E org $02FF6E

View File

@@ -10,12 +10,10 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
![oos55001](https://user-images.githubusercontent.com/47263509/175397658-56358685-74fa-42cd-bca7-b03b2909ab9c.png) ![oos55001](https://user-images.githubusercontent.com/47263509/175397658-56358685-74fa-42cd-bca7-b03b2909ab9c.png)
![oos55002](https://user-images.githubusercontent.com/47263509/175397677-9199c207-1d8a-4de9-9040-63bf420de49f.png) ![oos55002](https://user-images.githubusercontent.com/47263509/175397677-9199c207-1d8a-4de9-9040-63bf420de49f.png)
## Custom Menu and HUD ## Custom Menu
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/77e12478-127f-4dbd-b9c8-19da12b75ca2)
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/a02d8d78-b7ed-4085-809e-59d78319e576)
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/a6c7e247-f645-4a1c-954a-6c2d9c864d3e)
![oos69x_004](https://user-images.githubusercontent.com/47263509/175392740-69b44931-298c-4000-b22d-5a2ebf76e1ad.png)
![oos69x_005](https://user-images.githubusercontent.com/47263509/175392746-263801e4-5353-4fb8-b5cf-2d2e7f1c0282.png)
## Custom Sprites ## Custom Sprites

View File

@@ -1,5 +1,5 @@
; ========================================================= ; =========================================================
; Sprite Properties ; Minecart Sprite Properties
; ========================================================= ; =========================================================
!SPRID = $A3 ; The sprite ID you are overwriting (HEX) !SPRID = $A3 ; The sprite ID you are overwriting (HEX)
@@ -38,25 +38,6 @@
; Link is in cart ; Link is in cart
!LinkInCart = $35 !LinkInCart = $35
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
!MinecartSpeed = 20 !MinecartSpeed = 20
!DoubleSpeed = 30 !DoubleSpeed = 30
@@ -81,6 +62,26 @@ Sprite_Minecart_Long:
; l - lifting object ; l - lifting object
!LinkCarryOrToss = $0309 !LinkCarryOrToss = $0309
; =========================================================
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Minecart_Prep: Sprite_Minecart_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
@@ -91,16 +92,15 @@ Sprite_Minecart_Prep:
; If link is in a cart, then draw the dummy cart ; If link is in a cart, then draw the dummy cart
LDA !LinkInCart : BNE .dummy_continue LDA !LinkInCart : BNE .dummy_continue
.clear_cart ; .clear_cart
STZ.w $0DD0, X ; Otherwise, clear the sprite STZ.w $0DD0, X ; Otherwise, clear the sprite
PLB PLB
RTL RTL
.continue .continue
; Unused dummy cart code
; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue ; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
; JMP .clear_cart ; JMP .clear_cart
.dummy_continue .dummy_continue
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
@@ -132,7 +132,6 @@ Sprite_Minecart_Prep:
JMP .done JMP .done
.south .south
LDA #$02 : STA !MinecartDirection LDA #$02 : STA !MinecartDirection
; LDA SprX, X : CLC : ADC.b #$01 : STA SprX, X
%GotoAction(1) ; Minecart_WaitVert %GotoAction(1) ; Minecart_WaitVert
JMP .done JMP .done
.west .west
@@ -140,7 +139,6 @@ Sprite_Minecart_Prep:
%GotoAction(0) ; Minecart_WaitHoriz %GotoAction(0) ; Minecart_WaitHoriz
.done .done
PLB PLB
RTL RTL
} }
@@ -172,6 +170,14 @@ macro MoveCart()
LDA #$35 : STA $012E ; Cart SFX LDA #$35 : STA $012E ; Cart SFX
endmacro endmacro
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; TODO: Implement distance and gravity for cart tossing
macro HandleLiftAndToss() macro HandleLiftAndToss()
LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing
; Velocities for cart tossing ; Velocities for cart tossing
@@ -179,7 +185,6 @@ macro HandleLiftAndToss()
STZ.w $0F90, X : STZ.w $0F70, X STZ.w $0F90, X : STZ.w $0F70, X
.not_tossing .not_tossing
JSL Sprite_CheckIfLifted JSL Sprite_CheckIfLifted
JSL Sprite_MoveXyz JSL Sprite_MoveXyz
endmacro endmacro
@@ -207,31 +212,28 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
LDA #$01 : STA !LinkInCart
; Check if the cart is facing east or west ; Check if the cart is facing east or west
LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$02 : STA $0DE0, X LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
RTS RTS
.opposite_direction .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$03 : STA $0DE0, X LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
.not_ready .not_ready
RTS
.lifting .lifting
%HandleLiftAndToss() %HandleLiftAndToss()
RTS RTS
} }
@@ -244,29 +246,28 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
LDA #$01 : STA !LinkInCart
; Check if the cart is facing north or south ; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction LDA SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.opposite_direction .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$00 : STA $0DE0, X LDA #$00 : STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
.not_ready .not_ready
.lifting .lifting
%HandleLiftAndToss() %HandleLiftAndToss()
RTS RTS
} }
@@ -363,12 +364,6 @@ Sprite_Minecart_Main:
RTS RTS
} }
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; ------------------------------------------------------- ; -------------------------------------------------------
; 0x06 ; 0x06
@@ -384,13 +379,24 @@ Sprite_Minecart_Main:
} }
} }
; =========================================================================== ; =========================================================
; The purpose of this routine is to determine the direction
; the sprite is facing and then adjust the X and Y positions
; of the tile interaction lookup based on that direction.
; If implemented correctly this would make sure the sprite
; stays centered on the tracks when it makes corner turns.
; Currently, depending on where the tile is placed the
; cart may make a turn too early and appear to be off center.
North = $00
East = $01
South = $02
West = $03
SetTileLookupPosBasedOnDirection: SetTileLookupPosBasedOnDirection:
{ {
; Based on the direction of the Minecart, adjust the lookup position ; Based on the direction of the Minecart, adjust the
; to be in front of the sprite ; lookup position to be in front of the sprite
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south CMP.b #$02 : BEQ .south
@@ -424,6 +430,8 @@ SetTileLookupPosBasedOnDirection:
RTS RTS
} }
; =========================================================
print "HandleTileDirections ", pc print "HandleTileDirections ", pc
HandleTileDirections: HandleTileDirections:
{ {
@@ -438,13 +446,11 @@ HandleTileDirections:
; Load the tile index ; Load the tile index
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart ; If the tile is out of bounds, release the cart
LDA #$40 : STA SprTimerD, X LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release %GotoAction(6) ; Minecart_Release
RTS RTS
.not_out_of_bounds .not_out_of_bounds
; Check if the tile is a stop tile ; Check if the tile is a stop tile
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
@@ -458,14 +464,15 @@ HandleTileDirections:
.stop_north .stop_north
; Set the new direction to north and flip the cart's orientation ; Set the new direction to north and flip the cart's orientation
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X LDA #$01 : STA !SpriteDirection, X
JMP .go_vert JMP .go_vert
.stop_south .stop_south
; Set the new direction to south and flip the cart's orientation ; Set the new direction to south and flip the cart's orientation
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
LDA #$00 : STA $0DE0, X LDA #$00 : STA !SpriteDirection, X
; -----------------------------------------------
.go_vert .go_vert
%SetTimerA($40) %SetTimerA($40)
%StopCart() %StopCart()
@@ -476,13 +483,15 @@ HandleTileDirections:
.stop_east .stop_east
; Set the new direction to east and flip the cart's orientation ; Set the new direction to east and flip the cart's orientation
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$03 : STA $0DE0, X LDA #$03 : STA !SpriteDirection, X
JMP .go_horiz JMP .go_horiz
.stop_west .stop_west
; Set the new direction to west and flip the cart's orientation ; Set the new direction to west and flip the cart's orientation
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$02 : STA $0DE0, X LDA #$02 : STA !SpriteDirection, X
; -----------------------------------------------
.go_horiz .go_horiz
%SetTimerA($40) %SetTimerA($40)
%StopCart() %StopCart()
@@ -492,7 +501,6 @@ HandleTileDirections:
; ------------------------------------------------------- ; -------------------------------------------------------
.check_for_movement .check_for_movement
; Check for movement tiles
CLC : CMP.b #$B2 : BEQ .check_direction CLC : CMP.b #$B2 : BEQ .check_direction
CLC : CMP.b #$B3 : BEQ .check_direction CLC : CMP.b #$B3 : BEQ .check_direction
CLC : CMP.b #$B4 : BEQ .check_direction CLC : CMP.b #$B4 : BEQ .check_direction
@@ -509,44 +517,17 @@ HandleTileDirections:
; Add the row and column offsets to index into the lookup table ; Add the row and column offsets to index into the lookup table
CLC : ADC.w .DirectionTileLookup, Y : TAY CLC : ADC.w .DirectionTileLookup, Y : TAY
; Direction to move on tile collision
; 00 - stop or nothing
; 01 - north
; 02 - east
; 03 - south
; 04 - west
North = $00
East = $01
South = $02
West = $03
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.check_direction .check_direction
LDA SprSubtype, X LDA SprSubtype, X
BNE .not_zero
.not_zero
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07 STA $07 ; Store the action index in $07
LDA $0FA5 ; Load the tile type LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3 SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
TAY TAY ; Transfer to Y to use as an offset for the rows
LDA.w .DirectionTileLookup, Y : TAY
LDA.w .DirectionTileLookup, Y
TAY
.execute_action
; JSR ClampSpritePositionToGrid ; JSR ClampSpritePositionToGrid
CPY #$01 : BEQ .move_north CPY #$01 : BEQ .move_north
CPY #$02 : BEQ .move_east CPY #$02 : BEQ .move_east
@@ -556,48 +537,64 @@ HandleTileDirections:
.move_north .move_north
LDA #$00 : STA SprSubtype, X LDA #$00 : STA SprSubtype, X
STA $0DE0, X STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
RTS RTS
.move_east .move_east
LDA #$01 : STA SprSubtype, X LDA #$01 : STA SprSubtype, X
LDA #$03 : STA $0DE0, X LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
RTS RTS
.move_south .move_south
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
LDA #$01 : STA $0DE0, X LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.move_west .move_west
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
LDA #$02 : STA $0DE0, X LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
.done .done
RTS RTS
.tile_ids ; Direction to move on tile collision
; db $B0 ; - Horiz ; 00 - stop or nothing
; db $B1 ; | Vert ; 01 - north
; 02 - east
; 03 - south
; 04 - west
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.unused_tile_ids
{
; TL, BL, TR, BR ; TL, BL, TR, BR
db $B2, $B3, $B4, $B5 db $B2, $B3, $B4, $B5
; db $B0 - Horiz
; db $B1 | Vert
; db $B8 Stop North ; db $B8 Stop North
; db $B9 Stop South ; db $B9 Stop South
; db $BA Stop East ; db $BA Stop East
; db $BB Stop West ; db $BB Stop West
; db $BE + any direction
; db $BE ; + any direction }
} }
; =========================================================
; Clamp the sprite position to a 16x16 grid ; Clamp the sprite position to a 16x16 grid
; Slows the game down if you run it too often :( ; Slows the game down if you run it too often :(
ClampSpritePositionToGrid: ClampSpritePositionToGrid:
{ {
; Check if SprX is already a multiple of 16 ; Check if SprX is already a multiple of 16
LDA.w SprX, X : AND #$0F : BEQ .x_aligned LDA.w SprX, X : AND #$0F : BEQ .x_aligned
LDA.w SprX, X : LSR : ASL : STA.w SprX, X LDA.w SprX, X : LSR : ASL : STA.w SprX, X
.x_aligned .x_aligned
; Check if SprY is already a multiple of 16 ; Check if SprY is already a multiple of 16
LDA.w SprY, X : AND #$0F : BEQ .y_aligned LDA.w SprY, X : AND #$0F : BEQ .y_aligned
LDA.w SprY, X : LSR : ASL : STA.w SprY, X LDA.w SprY, X : LSR : ASL : STA.w SprY, X
@@ -605,6 +602,10 @@ ClampSpritePositionToGrid:
RTS RTS
} }
; =========================================================
; Check for the switch_track sprite and move based on the
; state of that sprite.
HandleDynamicSwitchTileDirections: HandleDynamicSwitchTileDirections:
{ {
; Find out if the sprite $B0 is in the room ; Find out if the sprite $B0 is in the room
@@ -623,46 +624,43 @@ HandleDynamicSwitchTileDirections:
CMP.b #$02 : BEQ .north_or_south CMP.b #$02 : BEQ .north_or_south
.east_or_west .east_or_west
LDA SwitchRam : BNE .go_west LDA SwitchRam : BNE .go_west
LDA #$01 : STA SprSubtype, X LDA #$01 : STA SprSubtype, X
LDA #$03 : STA $0DE0, X LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
RTS RTS
.go_west .go_west
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
LDA #$02 : STA $0DE0, X LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
RTS RTS
.north_or_south .north_or_south
LDA SwitchRam : BNE .go_south LDA SwitchRam : BNE .go_south
LDA #$00 : STA SprSubtype, X LDA #$00 : STA SprSubtype, X
STA $0DE0, X STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
RTS RTS
.go_south .go_south
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
LDA #$01 : STA $0DE0, X LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.no_b0 .no_b0
RTS RTS
} }
; =========================================================
; $00 = flag indicating presence of sprite ID $B0 ; $00 = flag indicating presence of sprite ID $B0
CheckSpritePresence: CheckSpritePresence:
{ {
PHX PHX
CLC ; Assume sprite ID $B0 is not present CLC ; Assume sprite ID $B0 is not present
LDX.b #$10 LDX.b #$10
.x_loop .x_loop
DEX DEX
@@ -694,7 +692,7 @@ DragYH = $0B7D
DragPlayer: DragPlayer:
{ {
; Get direction of the cart (0 to 3) ; Get direction of the cart (0 to 3)
LDY.w $0DE0, X LDY.w !SpriteDirection, X
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL 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_x_high, Y : ADC.w DragYH : STA DragYH
@@ -747,6 +745,7 @@ DragPlayer:
.drag_y_high .drag_y_high
db -1, 0, 0, 0 db -1, 0, 0, 0
; Alternate drag values provided by Zarby
; .drag_x_high ; .drag_x_high
; db 0, 0, -1, 0, -1 ; db 0, 0, -1, 0, -1
; .drag_x_low ; .drag_x_low
@@ -757,6 +756,7 @@ DragPlayer:
; db -1, 0, 0, 0, -1, 0, -1, 0 ; db -1, 0, 0, 0, -1, 0, -1, 0
} }
; =========================================================
CheckForPlayerInput: CheckForPlayerInput:
{ {
@@ -780,56 +780,39 @@ CheckForPlayerInput:
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
; Check for input from the user (u,d,l,r) ; Check for input from the user (u,d,l,r)
LDY !SpriteDirection, X
LDY $0DE0, X
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
LDA.b #$00 : STA $0DE0, X ; Moving Up
STA SprSubtype, X STA SprSubtype, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
BRA .return BRA .return
.not_pressing_up: .not_pressing_up:
LDA $00 : AND.b #$04 : BEQ .not_pressing_down LDA $00 : AND.b #$04 : BEQ .not_pressing_down
LDA.b #$01 : STA !SpriteDirection, X
LDA.b #$01 : STA $0DE0, X
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
BRA .return BRA .return
.not_pressing_down .not_pressing_down
LDA $00 : AND.b #$02 : BEQ .not_pressing_left LDA $00 : AND.b #$02 : BEQ .not_pressing_left
LDA.b #$02 : STA !SpriteDirection, X
LDA.b #$02 : STA $0DE0, X
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
BRA .return BRA .return
.not_pressing_left .not_pressing_left
LDA $00 : AND.b #$01 : BEQ .always LDA $00 : AND.b #$01 : BEQ .always
LDA.b #$03 : STA !SpriteDirection, X
LDA.b #$03 : STA $0DE0, X
STA SprSubtype, X STA SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
.always .always
; LDA $0DE0, X : CMP.b #$03 : BNE .not_going_right ; LDA !SpriteDirection, X : CMP.b #$03 : BNE .not_going_right
; ; Default heading in reaction to this tile is going up. ; ; Default heading in reaction to this tile is going up.
; ; LDA.b #$00 : STA $0DE0, X ; ; LDA.b #$00 : STA !SpriteDirection, X
; .not_going_right ; .not_going_right
; ;STZ $0D80, X ; ;STZ $0D80, X
.return .return
@@ -841,26 +824,31 @@ CheckForPlayerInput:
db $0B, $07, $0E, $0D db $0B, $07, $0E, $0D
} }
; =========================================================
; Sets carry if player is overlapping the sprite
; Clear carry if player is outside the bounds
CheckIfPlayerIsOn: CheckIfPlayerIsOn:
{ {
REP #$20 REP #$20
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
SEP #$21 : RTS ; Return with carry set SEP #$21 : RTS ; Return with carry set
.OutsideLeft .left
.OutsideRight .right
.OutsideDown .up
.OutsideUp .down
SEP #$20 SEP #$20
CLC : RTS ; Return with carry cleared CLC : RTS ; Return with carry cleared
} }
; ========================================================= ; =========================================================
; Draw the portion of the cart which is behind the player
Sprite_Minecart_DrawTop: Sprite_Minecart_DrawTop:
{ {
@@ -950,6 +938,8 @@ Sprite_Minecart_DrawTop:
db $02, $02 db $02, $02
} }
; =========================================================
; Draw the portion of the cart which is in front of the player
Sprite_Minecart_DrawBottom: Sprite_Minecart_DrawBottom:
{ {
@@ -1006,6 +996,9 @@ Sprite_Minecart_DrawBottom:
PLX PLX
; Debug box which draws in the location of the hitbox from
; the code in HandleTileDirections / SetTileLookupPosBasedOnDirection
; The latter of which is an experimental function
; { ; {
; LDA $0FD8 : STA $00 ; LDA $0FD8 : STA $00
; LDA $0FDA : STA $02 ; LDA $0FDA : STA $02

View File

@@ -1,3 +1,6 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $AF ; The sprite ID you are overwriting (HEX) !SPRID = $AF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; Number of tiles used in a frame !NbrTiles = 02 ; Number of tiles used in a frame
@@ -29,6 +32,7 @@
%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long); %Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
; =========================================================
Sprite_LeverSwitch_Long: Sprite_LeverSwitch_Long:
{ {
@@ -45,6 +49,7 @@ Sprite_LeverSwitch_Long:
RTL ; Go back to original code RTL ; Go back to original code
} }
; =========================================================
Sprite_LeverSwitch_Prep: Sprite_LeverSwitch_Prep:
{ {
@@ -57,6 +62,7 @@ Sprite_LeverSwitch_Prep:
RTL RTL
} }
; =========================================================
Sprite_LeverSwitch_Main: Sprite_LeverSwitch_Main:
{ {
@@ -140,6 +146,7 @@ Sprite_LeverSwitch_Main:
} }
} }
; =========================================================
Sprite_LeverSwitch_Draw: Sprite_LeverSwitch_Draw:
{ {
@@ -217,5 +224,4 @@ Sprite_LeverSwitch_Draw:
.sizes .sizes
db $02 db $02
db $02 db $02
} }

View File

@@ -1,3 +1,7 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $B0 ; The sprite ID you are overwriting (HEX) !SPRID = $B0 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 04 ; Number of tiles used in a frame !NbrTiles = 04 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -28,6 +32,8 @@
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long); %Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
; =========================================================
Sprite_RotatingTrack_Long: Sprite_RotatingTrack_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
@@ -43,12 +49,7 @@ Sprite_RotatingTrack_Long:
RTL ; Go back to original code RTL ; Go back to original code
} }
; Modes ; =========================================================
; 0 = TopLeft -> TopRight
; 1 = TopRight -> BottomRight
; 2 = BottomRight -> BottomLeft
; 3 = BottomLeft -> TopLeft
; 4 = TopRight -> TopLeft
Sprite_RotatingTrack_Prep: Sprite_RotatingTrack_Prep:
{ {
@@ -61,18 +62,29 @@ Sprite_RotatingTrack_Prep:
RTL RTL
} }
; =========================================================
; Modes
; 0 = TopLeft -> TopRight
; 1 = TopRight -> BottomRight
; 2 = BottomRight -> BottomLeft
; 3 = BottomLeft -> TopLeft
; 4 = TopRight -> TopLeft
SwitchRam = $37 SwitchRam = $37
Sprite_RotatingTrack_Main: Sprite_RotatingTrack_Main:
{ {
LDA.w SprAction, X LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable JSL UseImplicitRegIndexedLocalJumpTable
dw TopLeftToTopRight dw TopLeftToTopRight
dw TopRightToBottomRight dw TopRightToBottomRight
dw BottomRightToBottomLeft dw BottomRightToBottomLeft
dw BottomLeftToTopLeft dw BottomLeftToTopLeft
dw TopRightToTopLeft dw TopRightToTopLeft
; -------------------------------------------------------
; 00 = TopLeft -> TopRight
TopLeftToTopRight: TopLeftToTopRight:
{ {
LDA SwitchRam : BNE part2 LDA SwitchRam : BNE part2
@@ -87,6 +99,8 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 01 = TopRight -> BottomRight
TopRightToBottomRight: TopRightToBottomRight:
{ {
LDA SwitchRam : BNE part2_a LDA SwitchRam : BNE part2_a
@@ -101,6 +115,8 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 02 = BottomRight -> BottomLeft
BottomRightToBottomLeft: BottomRightToBottomLeft:
{ {
LDA SwitchRam : BNE part2_b LDA SwitchRam : BNE part2_b
@@ -115,6 +131,8 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 03 = BottomLeft -> TopLeft
BottomLeftToTopLeft: BottomLeftToTopLeft:
{ {
LDA SwitchRam : BNE part2_c LDA SwitchRam : BNE part2_c
@@ -130,6 +148,8 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 04 = TopRight -> TopLeft
TopRightToTopLeft: TopRightToTopLeft:
{ {
LDA SwitchRam : BNE part2_d LDA SwitchRam : BNE part2_d
@@ -147,7 +167,10 @@ Sprite_RotatingTrack_Main:
} }
} }
; =========================================================
Sprite_RotatingTrack_Draw: Sprite_RotatingTrack_Draw:
{
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer JSL Sprite_OAM_AllocateDeferToPlayer
@@ -232,3 +255,4 @@ db $02
db $02 db $02
db $02 db $02
db $02 db $02
}

View File

@@ -69,7 +69,7 @@ print "End of mineswitch.asm ", pc
incsrc "Sprites/NPCs/village_dog.asm" incsrc "Sprites/NPCs/village_dog.asm"
print "End of village_dog.asm ", pc print "End of village_dog.asm ", pc
incsrc "Sprites/minecart.asm" incsrc "Sprites/Objects/minecart.asm"
print "End of minecart.asm ", pc print "End of minecart.asm ", pc
incsrc "Sprites/Bosses/twinrova.asm" incsrc "Sprites/Bosses/twinrova.asm"