Compare commits
11 Commits
kydreeok-b
...
minecart-r
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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 |
@@ -10,12 +10,10 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
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## Custom Menu and HUD
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## Custom Menu
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## Custom Sprites
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@@ -1,7 +1,6 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $7A ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 10 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -37,9 +36,11 @@ Sprite_Kydreeok_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Kydreeok_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Kydreeok_Main
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JSR Sprite_Kydreeok_Draw ; Call the draw code
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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_Kydreeok_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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@@ -47,30 +48,33 @@ Sprite_Kydreeok_Long:
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}
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; =========================================================
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; TODO: Handle boss death based on left and right head health
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Sprite_Kydreeok_Prep:
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{
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PHB : PHK : PLB
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LDA #$40 : STA SprTimerA, X
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LDA.b #$08 : STA $36 ; Stores initial movement speeds
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LDA.b #$06 : STA $0428 ; Allows BG1 to move
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LDA.b #$08 : STA $36 ;stores initial movement speeds
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LDA.b #$06 : STA $0428 ;allows BG1 to move
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; Cache the origin position of the sprite.
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LDA SprX, X : STA SprMiscA, X
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LDA SprY, X : STA SprMiscB, X
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JSR SpawnLeftHead : JSR SpawnRightHead
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JSR SpawnLeftHead
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JSR SpawnRightHead
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STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
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STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
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STZ.w Neck1_OffsetX
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STZ.w Neck1_OffsetY
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STZ.w Neck2_OffsetX
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STZ.w Neck2_OffsetY
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PLB
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RTL
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}
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; =========================================================
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; =============================================================================
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Sprite_Kydreeok_Main:
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{
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@@ -83,8 +87,7 @@ Sprite_Kydreeok_Main:
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dw Kydreeok_MoveXorY ; 03
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dw Kydreeok_KeepWalking ; 04
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; -------------------------------------------------------
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; 0x00
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Kydreeok_Start:
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{
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%StartOnFrame(0)
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@@ -102,8 +105,6 @@ Sprite_Kydreeok_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x01
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Kydreeok_StageControl:
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{
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%StartOnFrame(0)
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@@ -126,8 +127,6 @@ Sprite_Kydreeok_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x02
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Kydreeok_MoveXandY:
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{
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%StartOnFrame(0)
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@@ -151,15 +150,16 @@ Sprite_Kydreeok_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x03
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Kydreeok_MoveXorY:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX
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LDA $36 : STA $00
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PHX ;saves X so we can use it later
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LDA $36
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STA $00
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JSR Sprite_ApplySpeedTowardsPlayerXOrY
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JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
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JSR StopIfOutOfBounds
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@@ -167,14 +167,14 @@ Sprite_Kydreeok_Main:
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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PLX ;restores X
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%GotoAction(4)
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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Kydreeok_KeepWalking:
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{
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%StartOnFrame(0)
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@@ -220,8 +220,6 @@ Sprite_Kydreeok_Main:
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}
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; =========================================================
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SpawnLeftHead:
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{
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LDA #$CF
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@@ -232,16 +230,19 @@ SpawnLeftHead:
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LDA.b #$00 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA $0FD8 : SEC : SBC.w #$000F
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SEP #$20
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STA $0D10, Y : XBA : STA $0D30, Y
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STA $0D10, Y
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XBA : STA $0D30, Y
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REP #$20
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LDA $0FDA : SEC : SBC.w #$000F
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SEP #$20
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STA $0D00, Y : XBA : STA $0D20, Y
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STA $0D00, Y
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XBA : STA $0D20, Y
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LDA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
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@@ -252,14 +253,14 @@ SpawnLeftHead:
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STZ $0D60, X
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STZ $0D70, X
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PLX
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.return
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RTS
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}
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; =========================================================
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SpawnRightHead:
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{
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LDA #$CF
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@@ -271,16 +272,19 @@ SpawnRightHead:
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LDA.b #$01 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA $0FD8 : CLC : ADC.w #$000C
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SEP #$20
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STA $0D10, Y : XBA : STA $0D30, Y
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STA $0D10, Y
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XBA : STA $0D30, Y
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REP #$20
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LDA $0FDA : SEC : SBC.w #$000F
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SEP #$20
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STA $0D00, Y : XBA : STA $0D20, Y
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STA $0D00, Y
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XBA : STA $0D20, Y
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LDA.w SprX, Y : STA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
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@@ -291,62 +295,95 @@ SpawnRightHead:
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STZ $0D60, X
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STZ $0D70, X
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PLX
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.return
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RTS
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}
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; =========================================================
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; Originally from Trinexx_MoveBody $1DB2E5
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; ==============================================================================
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MoveBody:
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{
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; Handle the shell bg movement
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; Trinexx_MoveBody
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LDA.w $0D10, X : PHA
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LDA.w $0D00, X : PHA
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#_1DB2E5: LDA.w $0D10, X
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#_1DB2E8: PHA
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JSL Sprite_Move
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#_1DB2E9: LDA.w $0D00, X
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#_1DB2EC: PHA
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PLA
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LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
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BPL .pos_y_low
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DEY
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#_1DB2ED: JSL Sprite_Move
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#_1DB2F0: PLA
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#_1DB2F1: LDY.b #$00
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#_1DB2F3: SEC
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#_1DB2F4: SBC.w $0D00, X
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#_1DB2F7: STA.w $0310
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#_1DB2FA: BPL .pos_y_low
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#_1DB2FC: DEY
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.pos_y_low
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STY.w $0311
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#_1DB2FD: STY.w $0311
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; -----------------------------------------------------
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PLA
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LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312
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BPL .pos_x_low
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#_1DB300: PLA
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#_1DB301: LDY.b #$00
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DEY
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#_1DB303: SEC
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#_1DB304: SBC.w $0D10, X
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#_1DB307: STA.w $0312
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#_1DB30A: BPL .pos_x_low
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#_1DB30C: DEY
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.pos_x_low
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STY.w $0313
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#_1DB30D: STY.w $0313
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; -----------------------------------------------------
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LDA.b #$01 : STA.w $0428
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#_1DB310: LDA.b #$01
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#_1DB312: STA.w $0428
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LDA.w $0D00, X : SEC : SBC.b #$0C : STA.w $0DB0, X
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LDA.w $0B08 : SEC : SBC.w $0D10, X
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CLC : ADC.b #$02
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CMP.b #$04 : BCS .not_at_target
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#_1DB318: LDA.w $0D00, X
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#_1DB31B: SEC
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#_1DB31C: SBC.b #$0C
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#_1DB31E: STA.w $0DB0, X
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LDA.w $0B09 : SEC : SBC.w $0D00, X
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CLC : ADC.b #$02
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CMP.b #$04 : BCS .not_at_target
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#_1DB321: LDA.w $0B08
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#_1DB324: SEC
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#_1DB325: SBC.w $0D10, X
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#_1DB328: CLC
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#_1DB329: ADC.b #$02
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.adjust_phase ; Unused?
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STZ.w $0D80, X
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LDA.b #$30 : STA.w $0DF0, X
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#_1DB32B: CMP.b #$04
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#_1DB32D: BCS .not_at_target
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#_1DB32F: LDA.w $0B09
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#_1DB332: SEC
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#_1DB333: SBC.w $0D00, X
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#_1DB336: CLC
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#_1DB337: ADC.b #$02
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#_1DB339: CMP.b #$04
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#_1DB33B: BCS .not_at_target
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.adjust_phase
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#_1DB33D: STZ.w $0D80, X
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#_1DB340: LDA.b #$30
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#_1DB342: STA.w $0DF0, X
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.not_at_target
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; JSR AdjustChildrenPos
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; LayerEffect_Trinexx $0AFEF0
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REP #$20
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LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
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@@ -354,10 +391,11 @@ MoveBody:
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STZ.w $0312 : STZ.w $0310
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SEP #$20
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RTS
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}
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; =========================================================
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; ==============================================================================
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StopIfOutOfBounds:
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{
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@@ -432,7 +470,6 @@ StopIfOutOfBounds:
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RTS
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}
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; =========================================================
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Sprite_ApplySpeedTowardsPlayerXOrY:
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{
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@@ -527,8 +564,6 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
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RTS
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}
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; =========================================================
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ApplyPalette:
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{
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REP #$20 ;Set A in 16bit mode
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@@ -554,20 +589,20 @@ ApplyPalette:
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RTS
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}
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; =========================================================
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; =============================================================================
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Sprite_Kydreeok_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.next_tile
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.nextTile
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PHX ; Save current Tile Index?
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@@ -605,7 +640,7 @@ Sprite_Kydreeok_Draw:
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PLY : INY
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PLX : DEX : BPL .next_tile
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PLX : DEX : BPL .nextTile
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PLX
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@@ -636,4 +671,3 @@ Sprite_Kydreeok_Draw:
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db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
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}
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@@ -1,7 +1,4 @@
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; =========================================================
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; Kydreeok Head sprite
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; Child sprite of the Kydreeok boss
|
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; =========================================================
|
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|
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!SPRID = $CF ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 06 ; Number of tiles used in a frame
|
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@@ -37,14 +34,15 @@
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Sprite_KydreeokHead_Long:
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{
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PHB : PHK : PLB
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LDA SprAction, X : CMP #$02 : BEQ .no_head
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JSR Sprite_KydreeokHead_Draw
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LDA $0D80, X : CMP #$02 : BEQ .no_head
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JSR Sprite_KydreeokHead_Draw ; Call the draw code
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.no_head
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JSL Sprite_CheckActive : BCC .not_active
|
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JSR Sprite_KydreeokHead_Main
|
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JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive
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JSR Sprite_KydreeokHead_Main ; Call the main sprite code
|
||||
|
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.not_active
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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
|
||||
}
|
||||
@@ -55,8 +53,8 @@ Sprite_KydreeokHead_Prep:
|
||||
{
|
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PHB : PHK : PLB
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||||
|
||||
; TODO: Set sprite properties for damage and health
|
||||
; TODO: Handle head death in conjunction with Kydreeok
|
||||
; Add more code here to initialize data
|
||||
|
||||
|
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PLB
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RTL
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@@ -64,21 +62,17 @@ Sprite_KydreeokHead_Prep:
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||||
|
||||
; =========================================================
|
||||
|
||||
SpeedTable:
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db $00, $02, $04, $06, $07, $01, $06, $03
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db 0, -2, -4, -6, -7, -1, -6, -3
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|
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Sprite_KydreeokHead_Main:
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{
|
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
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dw KydreeokHead_ForwardAnim ; 0x00
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dw KydreeokHead_SideAnim ; 0x01
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||||
dw KydreeokHead_SummonFire ; 0x02
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dw KydreeokHead_ForwardAnim
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||||
dw KydreeokHead_SideAnim
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||||
|
||||
dw KydreeokHead_SummonFire
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|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x00
|
||||
KydreeokHead_ForwardAnim:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
@@ -91,9 +85,9 @@ Sprite_KydreeokHead_Main:
|
||||
|
||||
LDA.w SprTimerA, X : BNE .noSpeedChange
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
|
||||
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
|
||||
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
|
||||
; LDA #$40 : STA.w SprTimerA, X
|
||||
.noSpeedChange
|
||||
|
||||
@@ -125,11 +119,10 @@ Sprite_KydreeokHead_Main:
|
||||
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
|
||||
%GotoAction(1)
|
||||
.not_right
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x01
|
||||
KydreeokHead_SideAnim:
|
||||
{
|
||||
%StartOnFrame(3)
|
||||
@@ -142,9 +135,9 @@ Sprite_KydreeokHead_Main:
|
||||
|
||||
LDA.w SprTimerA, X : BNE .noSpeedChange
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
|
||||
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
|
||||
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
|
||||
; LDA #$40 : STA.w SprTimerA, X
|
||||
.noSpeedChange
|
||||
JSL Sprite_Move
|
||||
@@ -163,8 +156,6 @@ Sprite_KydreeokHead_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x02
|
||||
KydreeokHead_SummonFire:
|
||||
{
|
||||
; %StartOnFrame(5)
|
||||
@@ -175,18 +166,18 @@ Sprite_KydreeokHead_Main:
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
|
||||
JSR Sprite_Twinrova_FireAttack
|
||||
|
||||
JSL Sprite_Move
|
||||
|
||||
LDA SprTimerA, X : BNE .not_done
|
||||
LDA #$00 : STA $0DD0, X
|
||||
|
||||
.not_done
|
||||
RTS
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CoordinateBasedRotation:
|
||||
{
|
||||
LDA Neck_Index : TAY
|
||||
@@ -209,15 +200,11 @@ CoordinateBasedRotation:
|
||||
|
||||
; Table for X coordinates (based on a radius of 8)
|
||||
X_Coords:
|
||||
db 8, 11, 8, 3, -4, -9, -12, -9
|
||||
db -4, 3, 8, 11, 8, 3, -4, -9
|
||||
db 8, 11, 8, 3, -4, -9, -12, -9, -4, 3, 8, 11, 8, 3, -4, -9 ; X values
|
||||
|
||||
; Table for Y coordinates (based on a radius of 8)
|
||||
Y_Coords:
|
||||
db 0, -3, -8, -11, -15, -15, -11, -8
|
||||
db -3, 0, 3, 8, 11, 15, 15, 11
|
||||
|
||||
; =========================================================
|
||||
db 0, -3, -8, -11, -15, -15, -11, -8, -3, 0, 3, 8, 11, 15, 15, 11 ; Y values
|
||||
|
||||
RotateHeadUsingSpeedValues:
|
||||
{
|
||||
@@ -236,13 +223,9 @@ RotateHeadUsingSpeedValues:
|
||||
}
|
||||
|
||||
XSpeedSin:
|
||||
{
|
||||
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
|
||||
db 27, 28, 30, 31, 31, 32
|
||||
}
|
||||
|
||||
YSpeedSin:
|
||||
{
|
||||
db 32, 32, 31, 31
|
||||
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
|
||||
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
|
||||
@@ -256,9 +239,6 @@ YSpeedSin:
|
||||
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
|
||||
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
|
||||
db -12, -9, -6, -3
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
RandomlyAttack:
|
||||
{
|
||||
@@ -268,15 +248,14 @@ RandomlyAttack:
|
||||
LDA #$CF
|
||||
JSL Sprite_SpawnDynamically
|
||||
JSL Sprite_SetSpawnedCoords
|
||||
;JSL $09B020 ; Fireball_SpawnTrailGarnish
|
||||
LDA.b #$02 : STA.w SprAction, Y
|
||||
;JSL $09B020
|
||||
LDA.b #$02 : STA $0D80, Y
|
||||
LDA #$10 : STA.w SprTimerA, Y
|
||||
.no_attack
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Offspring1_Neck1_X = $19EA
|
||||
Offspring1_Neck2_X = $19EC
|
||||
Offspring1_Neck3_X = $19EE
|
||||
@@ -335,10 +314,6 @@ MoveWithBody:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Adjusts the movement speed of the sprite based on its
|
||||
; position. This came from Zarby's Gleeok code and causes
|
||||
; some weird movement with the current implementation.
|
||||
|
||||
AdjustMovementSpeed:
|
||||
{
|
||||
@@ -347,25 +322,30 @@ AdjustMovementSpeed:
|
||||
LDA #-8 : STA.w SprXSpeed, X
|
||||
.biggerthanorigin
|
||||
|
||||
|
||||
LDA.w SprX, X : CLC : ADC #$16 ; X+32
|
||||
CMP.w SprMiscA, X : BCS .lowerthanorigin
|
||||
LDA #$08 : STA.w SprXSpeed, X
|
||||
.lowerthanorigin
|
||||
|
||||
|
||||
LDA.w SprY, X : SEC : SBC #$00 ; X-32
|
||||
CMP.w SprMiscB, X : BCC .biggerthanorigin2
|
||||
LDA #-8 : STA.w SprYSpeed, X
|
||||
.biggerthanorigin2
|
||||
|
||||
|
||||
LDA.w SprY, X : CLC : ADC #$20 ; X+32
|
||||
CMP.w SprMiscB, X : BCS .lowerthanorigin2
|
||||
LDA #$08 : STA.w SprYSpeed, X
|
||||
.lowerthanorigin2
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Based on Zarby Gleeok code
|
||||
tableSpeed:
|
||||
db $00, $02, $04, $06, $07, $01, $06, $03
|
||||
db 0, -2, -4, -6, -7, -1, -6, -3
|
||||
|
||||
KydreeokHead_NeckControl:
|
||||
{
|
||||
@@ -559,13 +539,14 @@ KydreeokHead_NeckControl:
|
||||
LDA.b $08 : STA.w SprXSpeed, X
|
||||
LDA.b $09 : STA.w SprYSpeed, X
|
||||
|
||||
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; This is here for reference.
|
||||
|
||||
Sprite_KydreeokHead_DrawNeck_Data:
|
||||
|
||||
Sprite_KydreeokHead_DrawNeck:
|
||||
{
|
||||
.start_index
|
||||
db $12
|
||||
@@ -585,71 +566,6 @@ Sprite_KydreeokHead_DrawNeck_Data:
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_DrawNeck:
|
||||
{
|
||||
; Dumb draw neck code
|
||||
LDA.w SprSubtype, X : BNE .neck2
|
||||
LDA.w $19EA : STA.w $0FD8
|
||||
LDA.w $19EB : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19EC : STA.w $0FD8
|
||||
LDA.w $19ED : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19EE : STA.w $0FD8
|
||||
LDA.w $19EF : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
BRA .skipNeck
|
||||
.neck2
|
||||
; Dumb draw neck code
|
||||
LDA.w $19F0 : STA.w $0FD8
|
||||
LDA.w $19F1 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F2 : STA.w $0FD8
|
||||
LDA.w $19F3 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F4 : STA.w $0FD8
|
||||
LDA.w $19F5 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
.skipNeck
|
||||
LDA.b $08 : STA.w $0FD8
|
||||
LDA.b $09 : STA.w $0FDA
|
||||
.skipNeck2
|
||||
RTS
|
||||
|
||||
.DrawNeckPart
|
||||
PHY
|
||||
JSL Sprite_PrepOamCoord
|
||||
PLY
|
||||
|
||||
REP #$20
|
||||
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
|
||||
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y2
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y
|
||||
INY
|
||||
LDA #$39 : STA ($90), Y
|
||||
|
||||
PHY
|
||||
TYA : LSR #2 : TAY
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
PLY : INY
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
@@ -697,7 +613,83 @@ Sprite_KydreeokHead_Draw:
|
||||
|
||||
PLX
|
||||
|
||||
JMP Sprite_KydreeokHead_DrawNeck
|
||||
{
|
||||
; Dumb draw neck code
|
||||
LDA.w SprSubtype, X : BNE .neck2
|
||||
|
||||
LDA.w $19EA : STA.w $0FD8
|
||||
LDA.w $19EB : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
|
||||
LDA.w $19EC : STA.w $0FD8
|
||||
LDA.w $19ED : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19EE : STA.w $0FD8
|
||||
LDA.w $19EF : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
BRA .skipNeck
|
||||
.neck2
|
||||
; Dumb draw neck code
|
||||
LDA.w $19F0 : STA.w $0FD8
|
||||
LDA.w $19F1 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F2 : STA.w $0FD8
|
||||
LDA.w $19F3 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F4 : STA.w $0FD8
|
||||
LDA.w $19F5 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
.skipNeck
|
||||
|
||||
LDA.b $08 : STA.w $0FD8
|
||||
LDA.b $09 : STA.w $0FDA
|
||||
.skipNeck2
|
||||
RTS
|
||||
|
||||
|
||||
|
||||
.DrawNeckPart
|
||||
PHY
|
||||
JSL Sprite_PrepOamCoord
|
||||
PLY
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y2
|
||||
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y
|
||||
INY
|
||||
LDA #$39 : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
RTS
|
||||
|
||||
.start_index
|
||||
db $00, $02, $04, $06, $0A, $0E
|
||||
|
||||
@@ -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