Compare commits
11 Commits
book-of-se
...
minecart-r
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dad37bdee7 |
@@ -1,51 +1,29 @@
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; =========================================================
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; Dungeon Object Handler
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org $018262
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dw ExpandedObject ; Object ID 0x31
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dw SecretObject ; Object ID 0x32
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org $018262 ;object id 0x31
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dw ExpandedObject
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; #_018650: dw RoomDraw_WeirdUglyPot ID 230
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org $018650
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dw HeavyPot
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; Item ID 22B
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; Heavy Pot grahics
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; Currently modified to look like normal pot
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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; Bank01 Free Space
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org $01B53C
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ExpandedObject:
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{
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JSL NewObjectsCode
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RTS
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}
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SecretObject:
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{
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JSL HandleSecretObjects
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RTS
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}
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HeavyPot:
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{
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LDA.w #$1010
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PHX : LDX.w $042C
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LDA.w #$1111 : STA $0500, X
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; Store object's position in the object buffer to $0520, X
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; Store this object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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; Store tilemap position.
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; Store it's tilemap position.
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TYA : STA $0540, X
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JMP $B350
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}
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warnpc $01B560
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; =========================================================
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warnpc $01B560
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org $2C8000
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NewObjectsCode:
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@@ -154,34 +132,32 @@ NewObjectsCode:
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incbin Data/small_statue.bin
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}
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; May need to make this a table
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; This modifies object 0xOE to use the spritesheets for the object
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CustomDrawConfig:
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{
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PHA
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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TYA : LSR : AND #$00FF
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CMP #$000E : BNE .no_spriteset
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LDA #$000E : STA $03
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.custom_config
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PLA
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ORA.w #$0300 : JMP .return
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.no_spriteset
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.no_spriteset
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PLA
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.return
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.return
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RTS
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}
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; =========================================================
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; Secret Object Handler
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; Disappears if Link uses the Book of Secrets near them
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HandleSecretObjects:
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{
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; TODO: Implement the Book of Secrets check
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; TODO: Add object draw code
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; TODO: Implement the object's disappearance
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RTL
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}
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pushpc
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; Item ID 22B
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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@@ -1,62 +1,22 @@
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; =========================================================
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; Book of Secrets (Reveal Secrets with Book of Mudora)
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; Interacts with SpecialObject ID 0x32
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; Makes objects disappear when using the book
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org $07A45E
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EXIT_07A45E:
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org $07AA6C
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Link_PerformDesertPrayer:
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; Restored vanilla book of mudora code
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; TODO: Update to work with special object
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org $07A471
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LinkItem_Book:
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{
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BIT.b $3A : BVS .exit
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LDA.b $6C : BNE EXIT_07A45E
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JSR Link_CheckNewY_ButtonPress : BCC .exit
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LDA.b $3A : AND.b #$BF : STA.b $3A
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LDA.w $02ED : BNE .do_prayer
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LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
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BRA .exit
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.do_prayer
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BRL Link_PerformDesertPrayer
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.exit
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RTS
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}
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warnpc $07A494
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; =========================================================
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; Makes BG2 Disappear when holding L in a building
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; Based on the Parallel Worlds feature
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;
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; Layer Flags: xxxsabcd
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; (i count BG from 1 to 4
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; - MathOnNapkins RAM-Map counts from 0 to 3)
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; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
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; s - Sprite layer enabled
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; a - BG4 enabled
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; b - BG3 enabled
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; c - BG2 enabled
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; d - (BG1 disabled) --> only works properly if the room
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; uses the feature "BG2 on Top"
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; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
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;
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; Originally by XaserLE, updated by scawful
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; Note: No longer used as part of Book of Secrets globally
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; Likely will be reused for specific events where we can
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; ensure the BG2 will have something secret to show,
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; rather than allowing the ability to be used anywhere.
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; =========================================================
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; long subroutine that is executed every frame
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org $068365
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JSL LinkItem_SecretsBook ; hook JSL $099F91
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JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
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; =========================================================
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@@ -68,7 +28,8 @@ LinkItem_SecretsBook:
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LDA $1B : AND #$01 : BEQ .end
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; ----------
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; TODO: Add a new condition, such as a RoomTag check
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; Check if we have the book of secrets
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LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
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; load unfiltered joypad 1 register (AXLR|????)
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; delete all bits except those for L
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@@ -85,7 +46,7 @@ LinkItem_SecretsBook:
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; ----------
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.end
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JSL $099F91 ; restore original code
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JSL $099F91 ; at least execute original code
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RTL
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}
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@@ -1,42 +1,34 @@
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; =========================================================
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; =============================================================================
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; Zarby Feather
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org $07AFF8 ; LinkItem_BugCatchingNet
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{
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BIT $3A : BVS .return ;if Y or B are already pressed
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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; Link_CheckNewY_ButtonPress
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSL LinkItem_JumpFeather
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.return
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JSL NewBookCode
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.return
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RTS
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}
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; =========================================================
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; Prevent Link from taking damage while jumping spikes
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; The game originally differentiates between your armor
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; for the damage take, however the table has all the same
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; values, so it's effectively useless.
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; TileDetect_MainHandler_no_moon_pearl
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; org $07D23D
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org $07D242
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JSL CheckIfJumpingForSpikeDamage
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NOP #2
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warnpc $07D248
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; =========================================================
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; =============================================================================
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org $2B8000
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LinkItem_JumpFeather:
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NewBookCode:
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{
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JSL $07983A ; Reset swim state
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LDA $46 : BNE .cantuseit
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LDA #$02 : STA $5D ; set link state recoil
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LDA #$02 : STA $4D ; set jumping state (ledge hop)
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LDA #$02 : STA $5D ; state recoil
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LDA #$01 : STA $4D ; state recoil 2
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; Length of the jump
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LDA #$20 : STA $46
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LDA #$20
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STA $46
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; Height of the jump
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LDA #$24
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@@ -44,12 +36,12 @@ LinkItem_JumpFeather:
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; Set vertical resistance
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STA $29
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STA $02C7
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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; Reset Link movement offsets
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STZ $31 : STZ $30
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STZ $31
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STZ $30
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA #-8 ; Change that -8 if you want higher speed moving up
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@@ -67,30 +59,9 @@ LinkItem_JumpFeather:
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LDA #8 ; Change that 8 if you want higher speed moving right
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STA $28
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.noRight
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.cantuseit
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RTL
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}
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; =========================================================
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; Y contains our armor value
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; Currently requires a very close jump and will still
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; damage the player midair if you jump from too far away.
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CheckIfJumpingForSpikeDamage:
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{
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PHB : PHK : PLB
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LDA $29 : BNE .airborne
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LDA.w .spike_floor_damage, Y : STA.w $0373
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.airborne
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PLB
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RTL
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.spike_floor_damage
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db $08 ; green
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db $08 ; blue
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db $04 ; red
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}
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print "End of Items/jump_feather.asm ", pc
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pushpc
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@@ -1,7 +1,11 @@
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; portal_rod.asm by scawful
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; TODO: Make the item an alternative to the FishingRod
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org $07A471 ; Mudora
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JSR LinkItem_PortalRod
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RTS
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; Replace LinkState_UsingEther
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warnpc $07A493
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; *$3A50F-$3A568
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org $07A50F
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RodAnimationTimer:
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db $03, $03, $05
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@@ -105,7 +109,6 @@ LinkItem_FirePortal:
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STZ $0D60, X
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STZ $0D70, X
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LDA #$09 : STA $0DD0, X
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PLX
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@@ -123,8 +126,6 @@ LinkItem_FirePortal:
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}
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; =========================================================
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pushpc
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org $02FF6E
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@@ -10,12 +10,10 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
|
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|
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|
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|
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## Custom Menu and HUD
|
||||
|
||||

|
||||

|
||||

|
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## Custom Menu
|
||||
|
||||

|
||||

|
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|
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## Custom Sprites
|
||||
|
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|
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@@ -1,5 +1,5 @@
|
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; =========================================================
|
||||
; Sprite Properties
|
||||
; Minecart Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
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@@ -38,25 +38,6 @@
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|
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; Link is in cart
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!LinkInCart = $35
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Sprite_Minecart_Long:
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{
|
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PHB : PHK : PLB
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JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
|
||||
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
|
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JSL Sprite_CheckActive ; Check if game is not paused
|
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
|
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JSR Sprite_Minecart_Main ; Call the main sprite code
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|
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
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!MinecartSpeed = 20
|
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!DoubleSpeed = 30
|
||||
|
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@@ -81,6 +62,26 @@ Sprite_Minecart_Long:
|
||||
; l - lifting object
|
||||
!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:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
@@ -91,16 +92,15 @@ Sprite_Minecart_Prep:
|
||||
; If link is in a cart, then draw the dummy cart
|
||||
|
||||
LDA !LinkInCart : BNE .dummy_continue
|
||||
.clear_cart
|
||||
; .clear_cart
|
||||
STZ.w $0DD0, X ; Otherwise, clear the sprite
|
||||
PLB
|
||||
RTL
|
||||
|
||||
.continue
|
||||
|
||||
; Unused dummy cart code
|
||||
; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
|
||||
; JMP .clear_cart
|
||||
|
||||
.dummy_continue
|
||||
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
|
||||
|
||||
@@ -132,7 +132,6 @@ Sprite_Minecart_Prep:
|
||||
JMP .done
|
||||
.south
|
||||
LDA #$02 : STA !MinecartDirection
|
||||
; LDA SprX, X : CLC : ADC.b #$01 : STA SprX, X
|
||||
%GotoAction(1) ; Minecart_WaitVert
|
||||
JMP .done
|
||||
.west
|
||||
@@ -140,7 +139,6 @@ Sprite_Minecart_Prep:
|
||||
%GotoAction(0) ; Minecart_WaitHoriz
|
||||
|
||||
.done
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
@@ -172,6 +170,14 @@ macro MoveCart()
|
||||
LDA #$35 : STA $012E ; Cart SFX
|
||||
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()
|
||||
LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing
|
||||
; Velocities for cart tossing
|
||||
@@ -179,7 +185,6 @@ macro HandleLiftAndToss()
|
||||
STZ.w $0F90, X : STZ.w $0F70, X
|
||||
.not_tossing
|
||||
JSL Sprite_CheckIfLifted
|
||||
|
||||
JSL Sprite_MoveXyz
|
||||
endmacro
|
||||
|
||||
@@ -207,31 +212,28 @@ Sprite_Minecart_Main:
|
||||
|
||||
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
|
||||
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
|
||||
LDA #$02 : STA $02F5 ; Somaria platform and moving
|
||||
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
|
||||
|
||||
LDA #$01 : STA !LinkInCart
|
||||
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
|
||||
|
||||
; 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
|
||||
LDA #$02 : STA $0DE0, X
|
||||
LDA #$02 : STA !SpriteDirection, X
|
||||
%GotoAction(5) ; Minecart_MoveWest
|
||||
RTS
|
||||
|
||||
.opposite_direction
|
||||
STA.w !MinecartDirection
|
||||
LDA #$03 : STA $0DE0, X
|
||||
LDA #$03 : STA !SpriteDirection, X
|
||||
%GotoAction(3) ; Minecart_MoveEast
|
||||
|
||||
.not_ready
|
||||
RTS
|
||||
|
||||
.lifting
|
||||
%HandleLiftAndToss()
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -244,29 +246,28 @@ Sprite_Minecart_Main:
|
||||
|
||||
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
|
||||
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
|
||||
LDA #$02 : STA $02F5 ; Somaria platform and moving
|
||||
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
|
||||
|
||||
LDA #$01 : STA !LinkInCart
|
||||
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
|
||||
|
||||
; Check if the cart is facing north or south
|
||||
LDA SprSubtype, X : BEQ .opposite_direction
|
||||
STA.w !MinecartDirection
|
||||
LDA #$01 : STA $0DE0, X
|
||||
LDA #$01 : STA !SpriteDirection, X
|
||||
%GotoAction(4) ; Minecart_MoveSouth
|
||||
RTS
|
||||
|
||||
.opposite_direction
|
||||
STA.w !MinecartDirection
|
||||
LDA #$00 : STA $0DE0, X
|
||||
LDA #$00 : STA !SpriteDirection, X
|
||||
%GotoAction(2) ; Minecart_MoveNorth
|
||||
|
||||
.not_ready
|
||||
.lifting
|
||||
%HandleLiftAndToss()
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -363,12 +364,6 @@ Sprite_Minecart_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
macro StopCart()
|
||||
STZ $02F5
|
||||
STZ.w SprYSpeed, X
|
||||
STZ.w SprXSpeed, X
|
||||
STZ.w !LinkInCart
|
||||
endmacro
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 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:
|
||||
{
|
||||
; Based on the direction of the Minecart, adjust the lookup position
|
||||
; to be in front of the sprite
|
||||
|
||||
; Based on the direction of the Minecart, adjust the
|
||||
; lookup position to be in front of the sprite
|
||||
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north
|
||||
CMP.b #$01 : BEQ .east
|
||||
CMP.b #$02 : BEQ .south
|
||||
@@ -424,6 +430,8 @@ SetTileLookupPosBasedOnDirection:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
print "HandleTileDirections ", pc
|
||||
HandleTileDirections:
|
||||
{
|
||||
@@ -438,13 +446,11 @@ HandleTileDirections:
|
||||
|
||||
; Load the tile index
|
||||
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
|
||||
|
||||
; If the tile is out of bounds, release the cart
|
||||
LDA #$40 : STA SprTimerD, X
|
||||
%GotoAction(6) ; Minecart_Release
|
||||
RTS
|
||||
.not_out_of_bounds
|
||||
|
||||
; Check if the tile is a stop tile
|
||||
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
|
||||
|
||||
@@ -458,14 +464,15 @@ HandleTileDirections:
|
||||
.stop_north
|
||||
; Set the new direction to north and flip the cart's orientation
|
||||
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
|
||||
LDA #$01 : STA $0DE0, X
|
||||
LDA #$01 : STA !SpriteDirection, X
|
||||
JMP .go_vert
|
||||
|
||||
.stop_south
|
||||
; Set the new direction to south and flip the cart's orientation
|
||||
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
|
||||
LDA #$00 : STA $0DE0, X
|
||||
LDA #$00 : STA !SpriteDirection, X
|
||||
|
||||
; -----------------------------------------------
|
||||
.go_vert
|
||||
%SetTimerA($40)
|
||||
%StopCart()
|
||||
@@ -476,13 +483,15 @@ HandleTileDirections:
|
||||
.stop_east
|
||||
; Set the new direction to east and flip the cart's orientation
|
||||
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
|
||||
LDA #$03 : STA $0DE0, X
|
||||
LDA #$03 : STA !SpriteDirection, X
|
||||
JMP .go_horiz
|
||||
|
||||
.stop_west
|
||||
; Set the new direction to west and flip the cart's orientation
|
||||
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
|
||||
LDA #$02 : STA $0DE0, X
|
||||
LDA #$02 : STA !SpriteDirection, X
|
||||
|
||||
; -----------------------------------------------
|
||||
.go_horiz
|
||||
%SetTimerA($40)
|
||||
%StopCart()
|
||||
@@ -492,7 +501,6 @@ HandleTileDirections:
|
||||
|
||||
; -------------------------------------------------------
|
||||
.check_for_movement
|
||||
; Check for movement tiles
|
||||
CLC : CMP.b #$B2 : BEQ .check_direction
|
||||
CLC : CMP.b #$B3 : BEQ .check_direction
|
||||
CLC : CMP.b #$B4 : BEQ .check_direction
|
||||
@@ -509,44 +517,17 @@ HandleTileDirections:
|
||||
; Add the row and column offsets to index into the lookup table
|
||||
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
|
||||
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
|
||||
STA $07 ; Store the action index in $07
|
||||
|
||||
LDA $0FA5 ; Load the tile type
|
||||
SEC : SBC.b #$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
|
||||
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
|
||||
CPY #$01 : BEQ .move_north
|
||||
CPY #$02 : BEQ .move_east
|
||||
@@ -556,48 +537,64 @@ HandleTileDirections:
|
||||
|
||||
.move_north
|
||||
LDA #$00 : STA SprSubtype, X
|
||||
STA $0DE0, X
|
||||
STA !SpriteDirection, X
|
||||
%GotoAction(2) ; Minecart_MoveNorth
|
||||
RTS
|
||||
.move_east
|
||||
LDA #$01 : STA SprSubtype, X
|
||||
LDA #$03 : STA $0DE0, X
|
||||
LDA #$03 : STA !SpriteDirection, X
|
||||
%GotoAction(3) ; Minecart_MoveEast
|
||||
RTS
|
||||
.move_south
|
||||
LDA #$02 : STA SprSubtype, X
|
||||
LDA #$01 : STA $0DE0, X
|
||||
LDA #$01 : STA !SpriteDirection, X
|
||||
%GotoAction(4) ; Minecart_MoveSouth
|
||||
RTS
|
||||
.move_west
|
||||
LDA #$03 : STA SprSubtype, X
|
||||
LDA #$02 : STA $0DE0, X
|
||||
LDA #$02 : STA !SpriteDirection, X
|
||||
%GotoAction(5) ; Minecart_MoveWest
|
||||
.done
|
||||
RTS
|
||||
|
||||
.tile_ids
|
||||
; db $B0 ; - Horiz
|
||||
; db $B1 ; | Vert
|
||||
; Direction to move on tile collision
|
||||
; 00 - stop or nothing
|
||||
; 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
|
||||
db $B2, $B3, $B4, $B5
|
||||
; db $B0 - Horiz
|
||||
; db $B1 | Vert
|
||||
; db $B8 Stop North
|
||||
; db $B9 Stop South
|
||||
; db $BA Stop East
|
||||
; db $BB Stop West
|
||||
|
||||
; db $BE ; + any direction
|
||||
; db $BE + any direction
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Clamp the sprite position to a 16x16 grid
|
||||
; Slows the game down if you run it too often :(
|
||||
|
||||
ClampSpritePositionToGrid:
|
||||
{
|
||||
; Check if SprX is already a multiple of 16
|
||||
LDA.w SprX, X : AND #$0F : BEQ .x_aligned
|
||||
LDA.w SprX, X : LSR : ASL : STA.w SprX, X
|
||||
.x_aligned
|
||||
|
||||
; Check if SprY is already a multiple of 16
|
||||
LDA.w SprY, X : AND #$0F : BEQ .y_aligned
|
||||
LDA.w SprY, X : LSR : ASL : STA.w SprY, X
|
||||
@@ -605,6 +602,10 @@ ClampSpritePositionToGrid:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Check for the switch_track sprite and move based on the
|
||||
; state of that sprite.
|
||||
|
||||
HandleDynamicSwitchTileDirections:
|
||||
{
|
||||
; Find out if the sprite $B0 is in the room
|
||||
@@ -623,46 +624,43 @@ HandleDynamicSwitchTileDirections:
|
||||
CMP.b #$02 : BEQ .north_or_south
|
||||
|
||||
.east_or_west
|
||||
|
||||
LDA SwitchRam : BNE .go_west
|
||||
|
||||
LDA #$01 : STA SprSubtype, X
|
||||
LDA #$03 : STA $0DE0, X
|
||||
LDA #$03 : STA !SpriteDirection, X
|
||||
%GotoAction(3) ; Minecart_MoveEast
|
||||
RTS
|
||||
|
||||
.go_west
|
||||
LDA #$03 : STA SprSubtype, X
|
||||
LDA #$02 : STA $0DE0, X
|
||||
LDA #$02 : STA !SpriteDirection, X
|
||||
%GotoAction(5) ; Minecart_MoveWest
|
||||
RTS
|
||||
|
||||
.north_or_south
|
||||
LDA SwitchRam : BNE .go_south
|
||||
LDA #$00 : STA SprSubtype, X
|
||||
STA $0DE0, X
|
||||
STA !SpriteDirection, X
|
||||
%GotoAction(2) ; Minecart_MoveNorth
|
||||
RTS
|
||||
|
||||
.go_south
|
||||
LDA #$02 : STA SprSubtype, X
|
||||
LDA #$01 : STA $0DE0, X
|
||||
LDA #$01 : STA !SpriteDirection, X
|
||||
%GotoAction(4) ; Minecart_MoveSouth
|
||||
RTS
|
||||
|
||||
.no_b0
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; $00 = flag indicating presence of sprite ID $B0
|
||||
|
||||
CheckSpritePresence:
|
||||
{
|
||||
PHX
|
||||
CLC ; Assume sprite ID $B0 is not present
|
||||
|
||||
LDX.b #$10
|
||||
|
||||
.x_loop
|
||||
DEX
|
||||
|
||||
@@ -694,7 +692,7 @@ DragYH = $0B7D
|
||||
DragPlayer:
|
||||
{
|
||||
; 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_high, Y : ADC.w DragYH : STA DragYH
|
||||
@@ -747,6 +745,7 @@ DragPlayer:
|
||||
.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
|
||||
@@ -757,17 +756,18 @@ DragPlayer:
|
||||
; db -1, 0, 0, 0, -1, 0, -1, 0
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CheckForPlayerInput:
|
||||
{
|
||||
LDA $5D : CMP #$02 : BEQ .release
|
||||
CMP #$06 : BNE .continue
|
||||
.release
|
||||
.release
|
||||
; Release player in recoil
|
||||
%GotoAction(6) ; Minecart_Release
|
||||
RTS
|
||||
|
||||
.continue
|
||||
.continue
|
||||
|
||||
; Setup Minecart position to look for tile IDs
|
||||
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
|
||||
@@ -780,87 +780,75 @@ CheckForPlayerInput:
|
||||
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
|
||||
|
||||
; Check for input from the user (u,d,l,r)
|
||||
|
||||
LDY $0DE0, X
|
||||
|
||||
LDY !SpriteDirection, X
|
||||
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
|
||||
|
||||
LDA.b #$00 : STA $0DE0, X ; Moving Up
|
||||
LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
|
||||
STA SprSubtype, X
|
||||
%GotoAction(2) ; Minecart_MoveNorth
|
||||
|
||||
BRA .return
|
||||
|
||||
.not_pressing_up:
|
||||
|
||||
.not_pressing_up:
|
||||
LDA $00 : AND.b #$04 : BEQ .not_pressing_down
|
||||
|
||||
LDA.b #$01 : STA $0DE0, X
|
||||
LDA.b #$01 : STA !SpriteDirection, X
|
||||
LDA #$02 : STA SprSubtype, X
|
||||
%GotoAction(4) ; Minecart_MoveSouth
|
||||
|
||||
|
||||
BRA .return
|
||||
|
||||
.not_pressing_down
|
||||
|
||||
.not_pressing_down
|
||||
LDA $00 : AND.b #$02 : BEQ .not_pressing_left
|
||||
|
||||
LDA.b #$02 : STA $0DE0, X
|
||||
LDA.b #$02 : STA !SpriteDirection, X
|
||||
LDA #$03 : STA SprSubtype, X
|
||||
%GotoAction(5) ; Minecart_MoveWest
|
||||
|
||||
|
||||
BRA .return
|
||||
|
||||
.not_pressing_left
|
||||
|
||||
.not_pressing_left
|
||||
LDA $00 : AND.b #$01 : BEQ .always
|
||||
|
||||
LDA.b #$03 : STA $0DE0, X
|
||||
LDA.b #$03 : STA !SpriteDirection, X
|
||||
STA SprSubtype, X
|
||||
%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.
|
||||
; ; LDA.b #$00 : STA !SpriteDirection, X
|
||||
; .not_going_right
|
||||
; ;STZ $0D80, X
|
||||
|
||||
; ; Default heading in reaction to this tile is going up.
|
||||
; ; LDA.b #$00 : STA $0DE0, X
|
||||
.return
|
||||
|
||||
; .not_going_right
|
||||
|
||||
; ;STZ $0D80, X
|
||||
|
||||
.return
|
||||
|
||||
.cant_input
|
||||
.cant_input
|
||||
RTS
|
||||
|
||||
.d_pad_press
|
||||
.d_pad_press
|
||||
db $0B, $07, $0E, $0D
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Sets carry if player is overlapping the sprite
|
||||
; Clear carry if player is outside the bounds
|
||||
|
||||
CheckIfPlayerIsOn:
|
||||
{
|
||||
REP #$20
|
||||
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
|
||||
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
|
||||
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
|
||||
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
|
||||
|
||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
|
||||
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
|
||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
|
||||
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
|
||||
|
||||
SEP #$21 : RTS ; Return with carry set
|
||||
|
||||
.OutsideLeft
|
||||
.OutsideRight
|
||||
.OutsideDown
|
||||
.OutsideUp
|
||||
.left
|
||||
.right
|
||||
.up
|
||||
.down
|
||||
SEP #$20
|
||||
CLC : RTS ; Return with carry cleared
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Draw the portion of the cart which is behind the player
|
||||
|
||||
Sprite_Minecart_DrawTop:
|
||||
{
|
||||
@@ -950,6 +938,8 @@ Sprite_Minecart_DrawTop:
|
||||
db $02, $02
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Draw the portion of the cart which is in front of the player
|
||||
|
||||
Sprite_Minecart_DrawBottom:
|
||||
{
|
||||
@@ -1006,6 +996,9 @@ Sprite_Minecart_DrawBottom:
|
||||
|
||||
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 $0FDA : STA $02
|
||||
@@ -1,3 +1,6 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $AF ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 02 ; Number of tiles used in a frame
|
||||
@@ -29,6 +32,7 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Long:
|
||||
{
|
||||
@@ -45,6 +49,7 @@ Sprite_LeverSwitch_Long:
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Prep:
|
||||
{
|
||||
@@ -57,6 +62,7 @@ Sprite_LeverSwitch_Prep:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Main:
|
||||
{
|
||||
@@ -140,6 +146,7 @@ Sprite_LeverSwitch_Main:
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Draw:
|
||||
{
|
||||
@@ -217,5 +224,4 @@ Sprite_LeverSwitch_Draw:
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
|
||||
}
|
||||
@@ -1,3 +1,7 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 04 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
@@ -28,6 +32,8 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
@@ -43,12 +49,7 @@ Sprite_RotatingTrack_Long:
|
||||
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:
|
||||
{
|
||||
@@ -61,18 +62,29 @@ Sprite_RotatingTrack_Prep:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Modes
|
||||
; 0 = TopLeft -> TopRight
|
||||
; 1 = TopRight -> BottomRight
|
||||
; 2 = BottomRight -> BottomLeft
|
||||
; 3 = BottomLeft -> TopLeft
|
||||
; 4 = TopRight -> TopLeft
|
||||
|
||||
SwitchRam = $37
|
||||
|
||||
Sprite_RotatingTrack_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw TopLeftToTopRight
|
||||
dw TopRightToBottomRight
|
||||
dw BottomRightToBottomLeft
|
||||
dw BottomLeftToTopLeft
|
||||
dw TopRightToTopLeft
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 00 = TopLeft -> TopRight
|
||||
TopLeftToTopRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2
|
||||
@@ -87,6 +99,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 01 = TopRight -> BottomRight
|
||||
TopRightToBottomRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_a
|
||||
@@ -101,6 +115,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 02 = BottomRight -> BottomLeft
|
||||
BottomRightToBottomLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_b
|
||||
@@ -115,6 +131,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 03 = BottomLeft -> TopLeft
|
||||
BottomLeftToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_c
|
||||
@@ -130,6 +148,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 04 = TopRight -> TopLeft
|
||||
TopRightToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_d
|
||||
@@ -147,88 +167,92 @@ Sprite_RotatingTrack_Main:
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Draw:
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
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
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
PHY
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
PLX
|
||||
|
||||
RTS
|
||||
RTS
|
||||
|
||||
|
||||
.start_index
|
||||
db $00, $01, $02, $03
|
||||
.nbr_of_tiles
|
||||
db 0, 0, 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
.properties
|
||||
db $7D
|
||||
db $3D
|
||||
db $FD
|
||||
db $BD
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
.start_index
|
||||
db $00, $01, $02, $03
|
||||
.nbr_of_tiles
|
||||
db 0, 0, 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
.properties
|
||||
db $7D
|
||||
db $3D
|
||||
db $FD
|
||||
db $BD
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
}
|
||||
@@ -69,7 +69,7 @@ print "End of mineswitch.asm ", pc
|
||||
incsrc "Sprites/NPCs/village_dog.asm"
|
||||
print "End of village_dog.asm ", pc
|
||||
|
||||
incsrc "Sprites/minecart.asm"
|
||||
incsrc "Sprites/Objects/minecart.asm"
|
||||
print "End of minecart.asm ", pc
|
||||
|
||||
incsrc "Sprites/Bosses/twinrova.asm"
|
||||
|
||||
Reference in New Issue
Block a user