Compare commits
11 Commits
goldstar-i
...
minecart-r
| Author | SHA1 | Date | |
|---|---|---|---|
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7f87622f00 | ||
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716a681d6d | ||
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b0b3ca242b | ||
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58dd5aab1f | ||
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e0a20a98cd | ||
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0f241bfddd | ||
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12ef39ff79 | ||
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3324a13fb2 | ||
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53561eab31 | ||
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4c4f531929 | ||
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dad37bdee7 |
@@ -1,10 +1,8 @@
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||||
; =========================================================
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; Goldstar ASM disassembly/restoration
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; Originally from the all in patch by Conn
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; Restored by scawful with help from Zarby
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;
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; $22XXXX - Denotes the source address from all in patch
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; =========================================================
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org $07D576
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Hookshot_CheckTileCollision:
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@@ -19,7 +17,8 @@ TransferGFXinRAM:
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LDX #$80
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--
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LDA.l .morningstargfx, X : STA.l $7EA180, X
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DEX : DEX : BPL --
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DEX : DEX
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BPL --
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PLP
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PLX
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@@ -36,8 +35,7 @@ org $0085C4
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pullpc
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; =========================================================
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; Zarby Code
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; Handles the layout of OAM tile patterns for the hookshot
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; Start Zarby
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pushpc
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org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets
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@@ -53,12 +51,12 @@ org $008542
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dw $A1C0, $A1C0, $A1E0, $A1E0
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pullpc
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HookMaskCheck:
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{
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LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask
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LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask
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; morning star graphics oam tile pattern id
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LDA.w $0109 : AND #$FF00 : ORA.w #$004A
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LDA.w $0109 : AND #$FF00 : ORA.w #$004A ; morning star graphics oam tile pattern id
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RTL
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.not_mask
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; return hookshot graphics oam tile pattern id
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@@ -67,6 +65,11 @@ HookMaskCheck:
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RTL
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}
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; End Zarby
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; =========================================================
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; =========================================================
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; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A
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; Call this routine to start the gfx transfer of the handle
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@@ -117,14 +120,11 @@ BallChain_ExtraCollisionLogic:
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TXA
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++ ; $22D4F3
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CMP #$FF : BEQ +++
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; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
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JML $08BF10
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JML $08BF10 ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
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+++ ; $22D4FB
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JML $08BF32 ; AncillaDraw_Hookshot_skip
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}
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; =========================================================
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;; 22D520
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LinkItem_BallChain_GfxTransfer:
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{
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@@ -174,10 +174,11 @@ LinkItem_BallChain_GfxTransfer:
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}
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; 22D5C0 ; Unreached
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; LDA $8580,Y
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; CMP #$02
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; BEQ $22D5CA
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; JMP $DA80
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LDA $8580,Y
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CMP #$02
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BEQ $22D5CA
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JMP $DA80
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; Graphics data for transferring the handle oam slot
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GoldstarHandleGfx:
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@@ -239,9 +240,9 @@ pullpc
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; Sets Link state to 0x00 and resets the hookshot timer
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BallChain_ResetTimer:
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{
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LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
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LDA GoldstarOrHookshot : CMP #$02 : BNE +
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STZ $7A ; Clear the timer
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.dont_clear_timer
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+
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STZ $5D ; Return to LinkState_Default
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RTL
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}
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@@ -365,36 +366,29 @@ HookshotChain_AncillaDraw:
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; Compare rotation progress
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CLC : CMP #$FB : BNE +++
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LDA #$06 : STA $2143
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+++ ; 22D930
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BCC ++++
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JMP StartChainRotation ; $D960
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++++ ; 22D935
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; Compare rotation progress
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CLC : CMP #$AB : BNE +++++
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LDA #$06 : STA $2143
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+++++ ;22D93F
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; Compare rotation progress
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CLC : CMP #$5B : BNE ++++++
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LDA #$06 : STA $2143
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++++++ ;22D949
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CLC : CMP #$E6 : BCC +++++++
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JMP Routine_22D9A0 ; $D9A0
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+++++++ ; 22D951
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CLC : CMP #$05 : BCC ++++++++
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LDA $F8 : CMP.b #$40 : BEQ +
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JMP Routine_22D9A0 ; $D9A0
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JMP Routine_22D9A0 ; $D9A0
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++++++++ ; 22D959
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JMP Routine_22DBD0 ; $DBD0
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}
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; =========================================================
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!RotationState = $7F5803
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; 22D960
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@@ -411,8 +405,6 @@ StartChainRotation:
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JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
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}
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; =========================================================
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struct Ancilla_GetRadialProjection $0FFBC2
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.multiplier_x : skip 64
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.multiplier_y : skip 64
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@@ -454,10 +446,10 @@ Routine_22D9A0:
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JSL $08DA17 ; Sparkle_PrepOAMFromRadial
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PLY : PLX
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CPY #$04 : BNE ++ ; $22DA14
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JSR Routine_22DA70 ; $DA70
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NOP #7
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JSR BallChain_SpinAncilla ; $22DB90
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++ ;22DA14
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NOP #3
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LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F
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@@ -468,9 +460,7 @@ Routine_22D9A0:
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JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
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}
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; =========================================================
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; 22DA30
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;; 22DA30
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Goldstar_GetPlayerPosY:
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{
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ADC $20 : CLC : ADC #$000C
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@@ -484,9 +474,7 @@ Goldstar_GetPlayerPosY:
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RTS
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}
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; =========================================================
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; 22DA50
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Goldstar_GetPlayerPosX:
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{
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LDA $22 : CLC : ADC #$0008
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@@ -500,9 +488,7 @@ Goldstar_GetPlayerPosX:
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RTS
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}
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; =========================================================
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; 22DA70
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Routine_22DA70:
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{
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LDY #$00 : LDA $02 ; set sign of projected distance X
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@@ -515,9 +501,7 @@ Routine_22DA70:
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RTS
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}
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; =========================================================
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; 22DA80 Possibly unused
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Routine_22DA80:
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{
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LDA $7EF34A : CMP #$02
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@@ -532,9 +516,7 @@ Routine_22DA80:
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RTL
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}
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; =========================================================
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; 22DAA0
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Routine_22DAA0:
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{
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CPY #$04 : BNE .alpha
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@@ -564,9 +546,7 @@ Routine_22DAA0:
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RTS
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}
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; =========================================================
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; 22DAD0
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Routine_22DAD0:
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{
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CPX #$00 : BNE + ; $22DAD7
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@@ -585,8 +565,6 @@ Routine_22DAD0:
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RTS
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}
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; =========================================================
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pushpc
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org $08BF94
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JML BallChain_TryAncillaDraw
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@@ -599,15 +577,14 @@ pullpc
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BallChain_TryAncillaDraw:
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{
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; Ball Chain timer should be $FF here on first run
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LDA $7A : AND #$00FF :CMP #$0000 : BEQ +
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LDA $7A : AND #$00FF
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CMP #$0000 : BEQ +
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CMP #$0001 : BEQ +
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SEP #$20
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JML HookshotChain_AncillaDraw ; $22D900
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+ ; $22DB15
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LDA Hookshot_box_size_y,X : BNE ++
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JML $08BF99 ; AncillaDraw_HookshotChain
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++ ; $22DB1F
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JML $08BFA1 ; Resume AncillaDraw_HookshotChain
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}
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@@ -632,9 +609,7 @@ BallChain_CheckProximityToLink:
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JML $08F820 ; Hookshot_CheckProximityToLink too_far
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}
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; =========================================================
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; 22DB50
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Routine_22DB50:
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{
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; Ball Chain Timer
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@@ -651,13 +626,13 @@ Routine_22DB50:
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RTS
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}
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; =========================================================
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; $22DB90
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; $22DB90
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BallChain_SpinAncilla:
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{
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REP #$20
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LDA $00 : CLC : ADC $E8 : CPX #$02 : BNE .alpha
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LDA $00 : CLC : ADC $E8 : CPX #$02
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BNE .alpha
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CLC : ADC #$0010
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.alpha
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STA $04
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@@ -670,8 +645,6 @@ BallChain_SpinAncilla:
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RTS
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}
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; =========================================================
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struct AncillaAdd_HookshotData $099AF8
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.speed_y: skip 4
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.speed_x: skip 4
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@@ -738,9 +711,7 @@ HookshotOrBallChain_Extending_ignore_collision:
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JML $08BEDC ; AncillaDraw_Hookshot
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}
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; =========================================================
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; 22DC70
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ClearAncillaVariables:
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{
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REP #$30
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@@ -774,10 +745,8 @@ BallChain_SFX_Control:
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RTL
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}
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; =========================================================
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; 22DCA0
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; SFX Pan flags?
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Routine_22DCA0:
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{
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LDA $7A : CMP #$00 : BNE + ;$A2DCAB
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@@ -788,10 +757,7 @@ Routine_22DCA0:
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RTL
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}
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; =========================================================
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; 22DD90
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; TODO: Investigate the purpose of the $7A timer here
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;; 22DD90
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CheckAndClearAncillaId:
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{
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SEP #$30
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@@ -819,12 +785,8 @@ CheckAndClearAncillaId:
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RTS
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}
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; =========================================================
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; 22E5A0
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; Checks for the Somaria block before moving on
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; TODO: Replace the JMP $E5DB with the proper code
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; to handle the somaria block case.
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|
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Routine_22E5A0:
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{
|
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SEP #$30
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@@ -833,22 +795,18 @@ Routine_22E5A0:
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LDA $0C4C : CMP #$2C : BNE + ; $22E5B2
|
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INC $0C4C
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;JMP $E5DB
|
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|
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+ ; 22E5B2
|
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LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF
|
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INC $0C4D
|
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;JMP $E5DB
|
||||
|
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++ ; 22E5BF
|
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LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC
|
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INC $0C4E
|
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;JMP $E5DB
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|
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+++ ; 22E5CC
|
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LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9
|
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INC $0C4F
|
||||
;JMP $E5DB
|
||||
|
||||
++++ ; 22E5D9
|
||||
BRA +++++ ; $22E5E0
|
||||
|
||||
@@ -869,51 +827,40 @@ Routine_22E5F0:
|
||||
JMP $E108
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
;22EE80
|
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; TODO: Handle the somaria blast case, these JMPs are invalid.
|
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|
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CheckForSomariaBlast:
|
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{
|
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LDA $0300 : BEQ + ; $22EE88
|
||||
;JMP $E5DB
|
||||
|
||||
JMP $E5DB
|
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+ ; 22EE88
|
||||
LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92
|
||||
;JMP $EEC0
|
||||
|
||||
JMP $EEC0
|
||||
++ ; 22EE92
|
||||
LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C
|
||||
;JMP $EEC0
|
||||
|
||||
JMP $EEC0
|
||||
+++ ; 22EE9C
|
||||
LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6
|
||||
;JMP $EEC0
|
||||
|
||||
JMP $EEC0
|
||||
++++ ; 22EEA6
|
||||
LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0
|
||||
;JMP $EEC0
|
||||
|
||||
JMP $EEC0
|
||||
+++++ ; 22EEB0
|
||||
LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA
|
||||
;JMP $EEC0
|
||||
|
||||
JMP $EEC0
|
||||
++++++ ; 22EEBA
|
||||
JMP Routine_22E5A0_22E5A5 ; $E5A5
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22EF00
|
||||
; Hooked inside LinkItem_Hookshot @ 07AB5E
|
||||
|
||||
;; 22EF00
|
||||
; Hooked inside LinkItem_Hookshot @ 07AB5E
|
||||
BallChain_StartAnimationFlag:
|
||||
{
|
||||
; Restore vanilla code
|
||||
LDA #$01 : STA $037B
|
||||
LDA #$01 : STA $037B ; Restore vanilla code
|
||||
; Check if we are rotating the goldstar
|
||||
LDA $037A : CMP #$04 : BNE +
|
||||
; Animation flag, prevent menu from opening
|
||||
LDA #$01 : STA $0112
|
||||
LDA #$01 : STA $0112 ; Animation flag, prevent menu from opening
|
||||
+
|
||||
RTL
|
||||
}
|
||||
@@ -937,10 +884,10 @@ BallChain_Finish:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22EF30
|
||||
; Hooked at $07AC98
|
||||
|
||||
|
||||
Hookshot_Init:
|
||||
{
|
||||
; ResetAllAcceleration:
|
||||
@@ -965,8 +912,6 @@ Hookshot_Init:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Goldstar_Begin:
|
||||
{
|
||||
JSL CheckForBallChain
|
||||
@@ -978,8 +923,6 @@ Goldstar_Begin:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CheckForSwitchToGoldstar:
|
||||
{
|
||||
%CheckNewR_ButtonPress() : BEQ .continue
|
||||
@@ -989,12 +932,11 @@ CheckForSwitchToGoldstar:
|
||||
.set_hookshot:
|
||||
LDA #$02 : STA GoldstarOrHookshot
|
||||
.continue:
|
||||
LDA.b $3A : AND.b #$40 ; Restore vanilla code
|
||||
; Restore vanilla code
|
||||
LDA.b $3A : AND.b #$40
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
BeginGoldstarOrHookshot:
|
||||
{
|
||||
LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
|
||||
@@ -1014,12 +956,13 @@ BeginGoldstarOrHookshot:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
MaybeUploadBirdGraphicsToOam:
|
||||
{
|
||||
LDY $037A : CPY #$0104 : BEQ .here
|
||||
LDY #$40E0 : STY $2116
|
||||
LDY $037A
|
||||
CPY #$0104
|
||||
BEQ .here
|
||||
LDY #$40E0
|
||||
STY $2116
|
||||
JML $008B30
|
||||
.here
|
||||
JML $008B50
|
||||
@@ -1027,9 +970,6 @@ MaybeUploadBirdGraphicsToOam:
|
||||
|
||||
pushpc
|
||||
|
||||
; =========================================================
|
||||
; Main Hookshot/Goldstar hooks
|
||||
|
||||
org $07AB25
|
||||
JSL CheckForSwitchToGoldstar
|
||||
|
||||
|
||||
@@ -10,12 +10,10 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
|
||||

|
||||

|
||||
|
||||
## Custom Menu and HUD
|
||||
|
||||

|
||||

|
||||

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

|
||||

|
||||
|
||||
## Custom Sprites
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; Minecart Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
|
||||
@@ -38,25 +38,6 @@
|
||||
|
||||
; Link is in cart
|
||||
!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
|
||||
!DoubleSpeed = 30
|
||||
|
||||
@@ -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
|
||||
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
|
||||
@@ -757,6 +756,7 @@ DragPlayer:
|
||||
; db -1, 0, 0, 0, -1, 0, -1, 0
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CheckForPlayerInput:
|
||||
{
|
||||
@@ -780,56 +780,39 @@ 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:
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
; 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 $0DE0, X
|
||||
|
||||
; ; LDA.b #$00 : STA !SpriteDirection, X
|
||||
; .not_going_right
|
||||
|
||||
; ;STZ $0D80, X
|
||||
|
||||
.return
|
||||
@@ -841,26 +824,31 @@ CheckForPlayerInput:
|
||||
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
|
||||
@@ -147,7 +167,10 @@ Sprite_RotatingTrack_Main:
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
@@ -232,3 +255,4 @@ 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