2 Commits

8 changed files with 610 additions and 610 deletions

21
.gitignore vendored
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@@ -1,12 +1,9 @@
asar.exe *.exe
oos111.sfc *.bst
oos111x-1.bst *.bp
oos111x-2.bst *.cht
oos111x-3.bst *.cpu.sym
oos111x.bp *.sfc
oos111x.cht *.smp.sym
oos111x.cpu.sym *.srm
oos111x.sfc *.sym
oos111x.smp.sym
oos111x.srm
oos111x.sym

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@@ -244,44 +244,73 @@ GotoNextItem_Local:
LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
LDA.b #$01 LDA.b #$01
.dont_reset .dont_reset
; Otherwise try to equip the item in the next slot ; Otherwise try to equip the item in the next slot
STA $0202 STA $0202
RTS RTS
} }
DoWeHaveThisItem_OverrideLong:
{
PHB : PHK : PLB
JSR DoWeHaveThisItem_Override
PLB
RTL
}
DoWeHaveThisItem_Override: DoWeHaveThisItem_Override:
{ {
LDY $0202 : LDX.w Menu_AddressLong, Y LDY $0202 : LDX.w Menu_AddressLong-1, Y
LDA.l $7EF33F, X : BNE .have_this_item LDA.l $7EF300, X : BNE .have_this_item
CLC CLC
RTL RTS
.have_this_item .have_this_item
SEC SEC
RTL RTS
} }
TryEquipNextItem_Override: TryEquipNextItem_Override:
{ {
.keep_looking .keep_looking
JSR GotoNextItem_Local JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking JSR DoWeHaveThisItem_Override : BCC .keep_looking
RTS RTS
} }
SearchForEquippedItem_OverrideLong:
{
PHB : PHK : PLB
JSR SearchForEquippedItem_Override
PLB
RTL
}
SearchForEquippedItem_Override: SearchForEquippedItem_Override:
{ {
SEP #$30 SEP #$30
LDY $0202 : LDX.w Menu_AddressLong-1, Y LDA.b #$00
LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available LDY.b #$18
.itemCheck
LDX Menu_AddressLong-1, Y
ORA $7EF300, X
DEY : CPY.b #$00 : BNE .itemCheck
CMP.b #$00 : BNE .equippableItemAvailable
; In this case we have no equippable items ; In this case we have no equippable items
STZ $0202 : STZ $0203 : STZ $0204 STZ $0202 : STZ $0203 : STZ $0204
.we_have_that_item .weHaveThatItem
RTL
RTS
.equippableItemAvailable
.item_available
; Is there an item currently equipped (in the HUD slot)? ; Is there an item currently equipped (in the HUD slot)?
LDA $0202 : BNE .alreadyEquipped LDA $0202 : BNE .alreadyEquipped
; If not, set the equipped item to the Bow and Arrow ; If not, set the equipped item to the Bow and Arrow
@@ -292,10 +321,7 @@ SearchForEquippedItem_Override:
; Checks to see if we actually have that item ; Checks to see if we actually have that item
; We're done if we have that item ; We're done if we have that item
.keep_looking JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem
JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking
BCS .we_have_that_item
JMP TryEquipNextItem_Override JMP TryEquipNextItem_Override
} }
@@ -305,16 +331,14 @@ pushpc
org $0DDEB0 org $0DDEB0
DoWeHaveThisItem: DoWeHaveThisItem:
{ {
JSL DoWeHaveThisItem_Override JSL DoWeHaveThisItem_OverrideLong
RTS RTS
} }
org $0DE399 org $0DE399
SearchForEquippedItem: SearchForEquippedItem:
{ {
PHB : PHK : PLB JSL SearchForEquippedItem_OverrideLong
JSL SearchForEquippedItem_Override
PLB
RTS RTS
} }
warnpc $0DE3C7 warnpc $0DE3C7

View File

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

View File

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

View File

@@ -1,7 +1,3 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $B0 ; The sprite ID you are overwriting (HEX) !SPRID = $B0 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 04 ; Number of tiles used in a frame !NbrTiles = 04 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -32,8 +28,6 @@
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long); %Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
; =========================================================
Sprite_RotatingTrack_Long: Sprite_RotatingTrack_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
@@ -49,7 +43,12 @@ Sprite_RotatingTrack_Long:
RTL ; Go back to original code RTL ; Go back to original code
} }
; ========================================================= ; Modes
; 0 = TopLeft -> TopRight
; 1 = TopRight -> BottomRight
; 2 = BottomRight -> BottomLeft
; 3 = BottomLeft -> TopLeft
; 4 = TopRight -> TopLeft
Sprite_RotatingTrack_Prep: Sprite_RotatingTrack_Prep:
{ {
@@ -62,29 +61,18 @@ Sprite_RotatingTrack_Prep:
RTL RTL
} }
; =========================================================
; Modes
; 0 = TopLeft -> TopRight
; 1 = TopRight -> BottomRight
; 2 = BottomRight -> BottomLeft
; 3 = BottomLeft -> TopLeft
; 4 = TopRight -> TopLeft
SwitchRam = $37 SwitchRam = $37
Sprite_RotatingTrack_Main: Sprite_RotatingTrack_Main:
{ {
LDA.w SprAction, X LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable JSL UseImplicitRegIndexedLocalJumpTable
dw TopLeftToTopRight dw TopLeftToTopRight
dw TopRightToBottomRight dw TopRightToBottomRight
dw BottomRightToBottomLeft dw BottomRightToBottomLeft
dw BottomLeftToTopLeft dw BottomLeftToTopLeft
dw TopRightToTopLeft dw TopRightToTopLeft
; -------------------------------------------------------
; 00 = TopLeft -> TopRight
TopLeftToTopRight: TopLeftToTopRight:
{ {
LDA SwitchRam : BNE part2 LDA SwitchRam : BNE part2
@@ -99,8 +87,6 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 01 = TopRight -> BottomRight
TopRightToBottomRight: TopRightToBottomRight:
{ {
LDA SwitchRam : BNE part2_a LDA SwitchRam : BNE part2_a
@@ -115,8 +101,6 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 02 = BottomRight -> BottomLeft
BottomRightToBottomLeft: BottomRightToBottomLeft:
{ {
LDA SwitchRam : BNE part2_b LDA SwitchRam : BNE part2_b
@@ -131,8 +115,6 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 03 = BottomLeft -> TopLeft
BottomLeftToTopLeft: BottomLeftToTopLeft:
{ {
LDA SwitchRam : BNE part2_c LDA SwitchRam : BNE part2_c
@@ -148,8 +130,6 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 04 = TopRight -> TopLeft
TopRightToTopLeft: TopRightToTopLeft:
{ {
LDA SwitchRam : BNE part2_d LDA SwitchRam : BNE part2_d
@@ -167,92 +147,88 @@ Sprite_RotatingTrack_Main:
} }
} }
; =========================================================
Sprite_RotatingTrack_Draw: Sprite_RotatingTrack_Draw:
{ JSL Sprite_PrepOamCoord
JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset? PHA ; Keep the value with animation index offset?
ASL A : TAX ASL A : TAX
REP #$20 REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E AND.w #$0100 : STA $0E
INY INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100 CLC : ADC #$0010 : CMP.w #$0100
SEP #$20 SEP #$20
BCC .on_screen_y BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
LDA .chr, X : STA ($90), Y LDA .chr, X : STA ($90), Y
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX
RTS RTS
.start_index .start_index
db $00, $01, $02, $03 db $00, $01, $02, $03
.nbr_of_tiles .nbr_of_tiles
db 0, 0, 0, 0 db 0, 0, 0, 0
.x_offsets .x_offsets
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
.y_offsets .y_offsets
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
.chr .chr
db $44 db $44
db $44 db $44
db $44 db $44
db $44 db $44
.properties .properties
db $7D db $7D
db $3D db $3D
db $FD db $FD
db $BD db $BD
.sizes .sizes
db $02 db $02
db $02 db $02
db $02 db $02
db $02 db $02
}

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

View File

@@ -1,5 +1,5 @@
; ========================================================= ; =========================================================
; Minecart Sprite Properties ; Sprite Properties
; ========================================================= ; =========================================================
!SPRID = $A3 ; The sprite ID you are overwriting (HEX) !SPRID = $A3 ; The sprite ID you are overwriting (HEX)
@@ -38,6 +38,25 @@
; Link is in cart ; Link is in cart
!LinkInCart = $35 !LinkInCart = $35
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
!MinecartSpeed = 20 !MinecartSpeed = 20
!DoubleSpeed = 30 !DoubleSpeed = 30
@@ -62,26 +81,6 @@
; l - lifting object ; l - lifting object
!LinkCarryOrToss = $0309 !LinkCarryOrToss = $0309
; =========================================================
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Minecart_Prep: Sprite_Minecart_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
@@ -92,15 +91,16 @@ Sprite_Minecart_Prep:
; If link is in a cart, then draw the dummy cart ; If link is in a cart, then draw the dummy cart
LDA !LinkInCart : BNE .dummy_continue LDA !LinkInCart : BNE .dummy_continue
; .clear_cart .clear_cart
STZ.w $0DD0, X ; Otherwise, clear the sprite STZ.w $0DD0, X ; Otherwise, clear the sprite
PLB PLB
RTL RTL
.continue .continue
; Unused dummy cart code
; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue ; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
; JMP .clear_cart ; JMP .clear_cart
.dummy_continue .dummy_continue
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
@@ -132,6 +132,7 @@ Sprite_Minecart_Prep:
JMP .done JMP .done
.south .south
LDA #$02 : STA !MinecartDirection LDA #$02 : STA !MinecartDirection
; LDA SprX, X : CLC : ADC.b #$01 : STA SprX, X
%GotoAction(1) ; Minecart_WaitVert %GotoAction(1) ; Minecart_WaitVert
JMP .done JMP .done
.west .west
@@ -139,6 +140,7 @@ Sprite_Minecart_Prep:
%GotoAction(0) ; Minecart_WaitHoriz %GotoAction(0) ; Minecart_WaitHoriz
.done .done
PLB PLB
RTL RTL
} }
@@ -170,14 +172,6 @@ macro MoveCart()
LDA #$35 : STA $012E ; Cart SFX LDA #$35 : STA $012E ; Cart SFX
endmacro endmacro
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; TODO: Implement distance and gravity for cart tossing
macro HandleLiftAndToss() macro HandleLiftAndToss()
LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing
; Velocities for cart tossing ; Velocities for cart tossing
@@ -185,6 +179,7 @@ macro HandleLiftAndToss()
STZ.w $0F90, X : STZ.w $0F70, X STZ.w $0F90, X : STZ.w $0F70, X
.not_tossing .not_tossing
JSL Sprite_CheckIfLifted JSL Sprite_CheckIfLifted
JSL Sprite_MoveXyz JSL Sprite_MoveXyz
endmacro endmacro
@@ -212,28 +207,31 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
LDA #$01 : STA !LinkInCart
; Check if the cart is facing east or west ; Check if the cart is facing east or west
LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction LDA SprSubtype,X : CMP.b #$03 : BNE .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$02 : STA !SpriteDirection, X LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
RTS RTS
.opposite_direction .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$03 : STA !SpriteDirection, X LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
.not_ready .not_ready
RTS
.lifting .lifting
%HandleLiftAndToss() %HandleLiftAndToss()
RTS RTS
} }
@@ -246,28 +244,29 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
LDA #$01 : STA !LinkInCart
; Check if the cart is facing north or south ; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction LDA SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$01 : STA !SpriteDirection, X LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.opposite_direction .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$00 : STA !SpriteDirection, X LDA #$00 : STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
.not_ready .not_ready
.lifting .lifting
%HandleLiftAndToss() %HandleLiftAndToss()
RTS RTS
} }
@@ -364,6 +363,12 @@ Sprite_Minecart_Main:
RTS RTS
} }
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; ------------------------------------------------------- ; -------------------------------------------------------
; 0x06 ; 0x06
@@ -379,24 +384,13 @@ Sprite_Minecart_Main:
} }
} }
; ========================================================= ; ===========================================================================
; The purpose of this routine is to determine the direction
; the sprite is facing and then adjust the X and Y positions
; of the tile interaction lookup based on that direction.
; If implemented correctly this would make sure the sprite
; stays centered on the tracks when it makes corner turns.
; Currently, depending on where the tile is placed the
; cart may make a turn too early and appear to be off center.
North = $00
East = $01
South = $02
West = $03
SetTileLookupPosBasedOnDirection: SetTileLookupPosBasedOnDirection:
{ {
; Based on the direction of the Minecart, adjust the ; Based on the direction of the Minecart, adjust the lookup position
; lookup position to be in front of the sprite ; to be in front of the sprite
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south CMP.b #$02 : BEQ .south
@@ -430,8 +424,6 @@ SetTileLookupPosBasedOnDirection:
RTS RTS
} }
; =========================================================
print "HandleTileDirections ", pc print "HandleTileDirections ", pc
HandleTileDirections: HandleTileDirections:
{ {
@@ -446,11 +438,13 @@ HandleTileDirections:
; Load the tile index ; Load the tile index
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart ; If the tile is out of bounds, release the cart
LDA #$40 : STA SprTimerD, X LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release %GotoAction(6) ; Minecart_Release
RTS RTS
.not_out_of_bounds .not_out_of_bounds
; Check if the tile is a stop tile ; Check if the tile is a stop tile
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
@@ -464,15 +458,14 @@ HandleTileDirections:
.stop_north .stop_north
; Set the new direction to north and flip the cart's orientation ; Set the new direction to north and flip the cart's orientation
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$01 : STA !SpriteDirection, X LDA #$01 : STA $0DE0, X
JMP .go_vert JMP .go_vert
.stop_south .stop_south
; Set the new direction to south and flip the cart's orientation ; Set the new direction to south and flip the cart's orientation
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
LDA #$00 : STA !SpriteDirection, X LDA #$00 : STA $0DE0, X
; -----------------------------------------------
.go_vert .go_vert
%SetTimerA($40) %SetTimerA($40)
%StopCart() %StopCart()
@@ -483,15 +476,13 @@ HandleTileDirections:
.stop_east .stop_east
; Set the new direction to east and flip the cart's orientation ; Set the new direction to east and flip the cart's orientation
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$03 : STA !SpriteDirection, X LDA #$03 : STA $0DE0, X
JMP .go_horiz JMP .go_horiz
.stop_west .stop_west
; Set the new direction to west and flip the cart's orientation ; Set the new direction to west and flip the cart's orientation
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$02 : STA !SpriteDirection, X LDA #$02 : STA $0DE0, X
; -----------------------------------------------
.go_horiz .go_horiz
%SetTimerA($40) %SetTimerA($40)
%StopCart() %StopCart()
@@ -501,6 +492,7 @@ HandleTileDirections:
; ------------------------------------------------------- ; -------------------------------------------------------
.check_for_movement .check_for_movement
; Check for movement tiles
CLC : CMP.b #$B2 : BEQ .check_direction CLC : CMP.b #$B2 : BEQ .check_direction
CLC : CMP.b #$B3 : BEQ .check_direction CLC : CMP.b #$B3 : BEQ .check_direction
CLC : CMP.b #$B4 : BEQ .check_direction CLC : CMP.b #$B4 : BEQ .check_direction
@@ -517,17 +509,44 @@ HandleTileDirections:
; Add the row and column offsets to index into the lookup table ; Add the row and column offsets to index into the lookup table
CLC : ADC.w .DirectionTileLookup, Y : TAY CLC : ADC.w .DirectionTileLookup, Y : TAY
; Direction to move on tile collision
; 00 - stop or nothing
; 01 - north
; 02 - east
; 03 - south
; 04 - west
North = $00
East = $01
South = $02
West = $03
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.check_direction .check_direction
LDA SprSubtype, X LDA SprSubtype, X
BNE .not_zero
.not_zero
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07 STA $07 ; Store the action index in $07
LDA $0FA5 ; Load the tile type LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3 SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
TAY ; Transfer to Y to use as an offset for the rows TAY
LDA.w .DirectionTileLookup, Y : TAY
LDA.w .DirectionTileLookup, Y
TAY
.execute_action
; JSR ClampSpritePositionToGrid ; JSR ClampSpritePositionToGrid
CPY #$01 : BEQ .move_north CPY #$01 : BEQ .move_north
CPY #$02 : BEQ .move_east CPY #$02 : BEQ .move_east
@@ -537,64 +556,48 @@ HandleTileDirections:
.move_north .move_north
LDA #$00 : STA SprSubtype, X LDA #$00 : STA SprSubtype, X
STA !SpriteDirection, X STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
RTS RTS
.move_east .move_east
LDA #$01 : STA SprSubtype, X LDA #$01 : STA SprSubtype, X
LDA #$03 : STA !SpriteDirection, X LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
RTS RTS
.move_south .move_south
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
LDA #$01 : STA !SpriteDirection, X LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.move_west .move_west
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
LDA #$02 : STA !SpriteDirection, X LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
.done .done
RTS RTS
; Direction to move on tile collision .tile_ids
; 00 - stop or nothing ; db $B0 ; - Horiz
; 01 - north ; db $B1 ; | Vert
; 02 - east
; 03 - south
; 04 - west
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.unused_tile_ids
{
; TL, BL, TR, BR ; TL, BL, TR, BR
db $B2, $B3, $B4, $B5 db $B2, $B3, $B4, $B5
; db $B0 - Horiz
; db $B1 | Vert
; db $B8 Stop North ; db $B8 Stop North
; db $B9 Stop South ; db $B9 Stop South
; db $BA Stop East ; db $BA Stop East
; db $BB Stop West ; db $BB Stop West
; db $BE + any direction
} ; db $BE ; + any direction
} }
; =========================================================
; Clamp the sprite position to a 16x16 grid ; Clamp the sprite position to a 16x16 grid
; Slows the game down if you run it too often :( ; Slows the game down if you run it too often :(
ClampSpritePositionToGrid: ClampSpritePositionToGrid:
{ {
; Check if SprX is already a multiple of 16 ; Check if SprX is already a multiple of 16
LDA.w SprX, X : AND #$0F : BEQ .x_aligned LDA.w SprX, X : AND #$0F : BEQ .x_aligned
LDA.w SprX, X : LSR : ASL : STA.w SprX, X LDA.w SprX, X : LSR : ASL : STA.w SprX, X
.x_aligned .x_aligned
; Check if SprY is already a multiple of 16 ; Check if SprY is already a multiple of 16
LDA.w SprY, X : AND #$0F : BEQ .y_aligned LDA.w SprY, X : AND #$0F : BEQ .y_aligned
LDA.w SprY, X : LSR : ASL : STA.w SprY, X LDA.w SprY, X : LSR : ASL : STA.w SprY, X
@@ -602,10 +605,6 @@ ClampSpritePositionToGrid:
RTS RTS
} }
; =========================================================
; Check for the switch_track sprite and move based on the
; state of that sprite.
HandleDynamicSwitchTileDirections: HandleDynamicSwitchTileDirections:
{ {
; Find out if the sprite $B0 is in the room ; Find out if the sprite $B0 is in the room
@@ -624,43 +623,46 @@ HandleDynamicSwitchTileDirections:
CMP.b #$02 : BEQ .north_or_south CMP.b #$02 : BEQ .north_or_south
.east_or_west .east_or_west
LDA SwitchRam : BNE .go_west LDA SwitchRam : BNE .go_west
LDA #$01 : STA SprSubtype, X LDA #$01 : STA SprSubtype, X
LDA #$03 : STA !SpriteDirection, X LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
RTS RTS
.go_west .go_west
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
LDA #$02 : STA !SpriteDirection, X LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
RTS RTS
.north_or_south .north_or_south
LDA SwitchRam : BNE .go_south LDA SwitchRam : BNE .go_south
LDA #$00 : STA SprSubtype, X LDA #$00 : STA SprSubtype, X
STA !SpriteDirection, X STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
RTS RTS
.go_south .go_south
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
LDA #$01 : STA !SpriteDirection, X LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.no_b0 .no_b0
RTS RTS
} }
; =========================================================
; $00 = flag indicating presence of sprite ID $B0 ; $00 = flag indicating presence of sprite ID $B0
CheckSpritePresence: CheckSpritePresence:
{ {
PHX PHX
CLC ; Assume sprite ID $B0 is not present CLC ; Assume sprite ID $B0 is not present
LDX.b #$10 LDX.b #$10
.x_loop .x_loop
DEX DEX
@@ -692,7 +694,7 @@ DragYH = $0B7D
DragPlayer: DragPlayer:
{ {
; Get direction of the cart (0 to 3) ; Get direction of the cart (0 to 3)
LDY.w !SpriteDirection, X LDY.w $0DE0, X
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
@@ -745,7 +747,6 @@ DragPlayer:
.drag_y_high .drag_y_high
db -1, 0, 0, 0 db -1, 0, 0, 0
; Alternate drag values provided by Zarby
; .drag_x_high ; .drag_x_high
; db 0, 0, -1, 0, -1 ; db 0, 0, -1, 0, -1
; .drag_x_low ; .drag_x_low
@@ -756,18 +757,17 @@ DragPlayer:
; db -1, 0, 0, 0, -1, 0, -1, 0 ; db -1, 0, 0, 0, -1, 0, -1, 0
} }
; =========================================================
CheckForPlayerInput: CheckForPlayerInput:
{ {
LDA $5D : CMP #$02 : BEQ .release LDA $5D : CMP #$02 : BEQ .release
CMP #$06 : BNE .continue CMP #$06 : BNE .continue
.release .release
; Release player in recoil ; Release player in recoil
%GotoAction(6) ; Minecart_Release %GotoAction(6) ; Minecart_Release
RTS RTS
.continue .continue
; Setup Minecart position to look for tile IDs ; Setup Minecart position to look for tile IDs
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01 LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
@@ -780,75 +780,87 @@ CheckForPlayerInput:
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
; Check for input from the user (u,d,l,r) ; Check for input from the user (u,d,l,r)
LDY !SpriteDirection, X
LDY $0DE0, X
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
LDA.b #$00 : STA $0DE0, X ; Moving Up
STA SprSubtype, X STA SprSubtype, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
BRA .return BRA .return
.not_pressing_up: .not_pressing_up:
LDA $00 : AND.b #$04 : BEQ .not_pressing_down LDA $00 : AND.b #$04 : BEQ .not_pressing_down
LDA.b #$01 : STA !SpriteDirection, X
LDA.b #$01 : STA $0DE0, X
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
BRA .return BRA .return
.not_pressing_down .not_pressing_down
LDA $00 : AND.b #$02 : BEQ .not_pressing_left LDA $00 : AND.b #$02 : BEQ .not_pressing_left
LDA.b #$02 : STA !SpriteDirection, X
LDA.b #$02 : STA $0DE0, X
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
BRA .return BRA .return
.not_pressing_left .not_pressing_left
LDA $00 : AND.b #$01 : BEQ .always LDA $00 : AND.b #$01 : BEQ .always
LDA.b #$03 : STA !SpriteDirection, X
LDA.b #$03 : STA $0DE0, X
STA SprSubtype, X STA SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
.always .always
; LDA !SpriteDirection, X : CMP.b #$03 : BNE .not_going_right ; LDA $0DE0, X : CMP.b #$03 : BNE .not_going_right
; ; Default heading in reaction to this tile is going up.
; ; LDA.b #$00 : STA !SpriteDirection, X
; .not_going_right
; ;STZ $0D80, X
.return ; ; Default heading in reaction to this tile is going up.
; ; LDA.b #$00 : STA $0DE0, X
.cant_input ; .not_going_right
; ;STZ $0D80, X
.return
.cant_input
RTS RTS
.d_pad_press .d_pad_press
db $0B, $07, $0E, $0D db $0B, $07, $0E, $0D
} }
; =========================================================
; Sets carry if player is overlapping the sprite
; Clear carry if player is outside the bounds
CheckIfPlayerIsOn: CheckIfPlayerIsOn:
{ {
REP #$20 REP #$20
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
SEP #$21 : RTS ; Return with carry set SEP #$21 : RTS ; Return with carry set
.left .OutsideLeft
.right .OutsideRight
.up .OutsideDown
.down .OutsideUp
SEP #$20 SEP #$20
CLC : RTS ; Return with carry cleared CLC : RTS ; Return with carry cleared
} }
; ========================================================= ; =========================================================
; Draw the portion of the cart which is behind the player
Sprite_Minecart_DrawTop: Sprite_Minecart_DrawTop:
{ {
@@ -938,8 +950,6 @@ Sprite_Minecart_DrawTop:
db $02, $02 db $02, $02
} }
; =========================================================
; Draw the portion of the cart which is in front of the player
Sprite_Minecart_DrawBottom: Sprite_Minecart_DrawBottom:
{ {
@@ -996,9 +1006,6 @@ Sprite_Minecart_DrawBottom:
PLX PLX
; Debug box which draws in the location of the hitbox from
; the code in HandleTileDirections / SetTileLookupPosBasedOnDirection
; The latter of which is an experimental function
; { ; {
; LDA $0FD8 : STA $00 ; LDA $0FD8 : STA $00
; LDA $0FDA : STA $02 ; LDA $0FDA : STA $02