2 Commits

Author SHA1 Message Date
scawful
dff09b5f6b Goldstar item formatting and comments 2024-03-30 12:35:56 -04:00
Justin Scofield
bbb3b85def Update README.md
Add updated screenshots for Menu and HUD
2024-03-29 00:34:42 -04:00
6 changed files with 971 additions and 932 deletions

View File

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

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)
![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

View File

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

View File

@@ -1,7 +1,3 @@
; =========================================================
; 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
@@ -32,8 +28,6 @@
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
; =========================================================
Sprite_RotatingTrack_Long:
{
PHB : PHK : PLB
@@ -49,7 +43,12 @@ 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:
{
@@ -62,29 +61,18 @@ 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
@@ -99,8 +87,6 @@ Sprite_RotatingTrack_Main:
RTS
}
; -------------------------------------------------------
; 01 = TopRight -> BottomRight
TopRightToBottomRight:
{
LDA SwitchRam : BNE part2_a
@@ -115,8 +101,6 @@ Sprite_RotatingTrack_Main:
RTS
}
; -------------------------------------------------------
; 02 = BottomRight -> BottomLeft
BottomRightToBottomLeft:
{
LDA SwitchRam : BNE part2_b
@@ -131,8 +115,6 @@ Sprite_RotatingTrack_Main:
RTS
}
; -------------------------------------------------------
; 03 = BottomLeft -> TopLeft
BottomLeftToTopLeft:
{
LDA SwitchRam : BNE part2_c
@@ -148,8 +130,6 @@ Sprite_RotatingTrack_Main:
RTS
}
; -------------------------------------------------------
; 04 = TopRight -> TopLeft
TopRightToTopLeft:
{
LDA SwitchRam : BNE part2_d
@@ -167,10 +147,7 @@ Sprite_RotatingTrack_Main:
}
}
; =========================================================
Sprite_RotatingTrack_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
@@ -255,4 +232,3 @@ Sprite_RotatingTrack_Draw:
db $02
db $02
db $02
}

View File

@@ -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/Objects/minecart.asm"
incsrc "Sprites/minecart.asm"
print "End of minecart.asm ", pc
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)
@@ -38,6 +38,25 @@
; 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
@@ -62,26 +81,6 @@
; 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
@@ -92,15 +91,16 @@ 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
@@ -132,6 +132,7 @@ 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
@@ -139,6 +140,7 @@ Sprite_Minecart_Prep:
%GotoAction(0) ; Minecart_WaitHoriz
.done
PLB
RTL
}
@@ -170,14 +172,6 @@ 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
@@ -185,6 +179,7 @@ macro HandleLiftAndToss()
STZ.w $0F90, X : STZ.w $0F70, X
.not_tossing
JSL Sprite_CheckIfLifted
JSL Sprite_MoveXyz
endmacro
@@ -212,28 +207,31 @@ 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 ; Set Link in cart flag
LDA #$01 : STA !LinkInCart
; Check if the cart is facing east or west
LDA SprSubtype,X : CMP.b #$03 : BNE .opposite_direction
STA.w !MinecartDirection
LDA #$02 : STA !SpriteDirection, X
LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest
RTS
.opposite_direction
STA.w !MinecartDirection
LDA #$03 : STA !SpriteDirection, X
LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast
.not_ready
RTS
.lifting
%HandleLiftAndToss()
RTS
}
@@ -246,28 +244,29 @@ 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 ; Set Link in cart flag
LDA #$01 : STA !LinkInCart
; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection
LDA #$01 : STA !SpriteDirection, X
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.opposite_direction
STA.w !MinecartDirection
LDA #$00 : STA !SpriteDirection, X
LDA #$00 : STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
.not_ready
.lifting
%HandleLiftAndToss()
RTS
}
@@ -364,6 +363,12 @@ Sprite_Minecart_Main:
RTS
}
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; -------------------------------------------------------
; 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:
{
; 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
@@ -430,8 +424,6 @@ SetTileLookupPosBasedOnDirection:
RTS
}
; =========================================================
print "HandleTileDirections ", pc
HandleTileDirections:
{
@@ -446,11 +438,13 @@ 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
@@ -464,15 +458,14 @@ 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 !SpriteDirection, X
LDA #$01 : STA $0DE0, 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 !SpriteDirection, X
LDA #$00 : STA $0DE0, X
; -----------------------------------------------
.go_vert
%SetTimerA($40)
%StopCart()
@@ -483,15 +476,13 @@ 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 !SpriteDirection, X
LDA #$03 : STA $0DE0, 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 !SpriteDirection, X
; -----------------------------------------------
LDA #$02 : STA $0DE0, X
.go_horiz
%SetTimerA($40)
%StopCart()
@@ -501,6 +492,7 @@ HandleTileDirections:
; -------------------------------------------------------
.check_for_movement
; Check for movement tiles
CLC : CMP.b #$B2 : BEQ .check_direction
CLC : CMP.b #$B3 : BEQ .check_direction
CLC : CMP.b #$B4 : BEQ .check_direction
@@ -517,17 +509,44 @@ 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 ; Transfer to Y to use as an offset for the rows
LDA.w .DirectionTileLookup, Y : TAY
TAY
LDA.w .DirectionTileLookup, Y
TAY
.execute_action
; JSR ClampSpritePositionToGrid
CPY #$01 : BEQ .move_north
CPY #$02 : BEQ .move_east
@@ -537,64 +556,48 @@ HandleTileDirections:
.move_north
LDA #$00 : STA SprSubtype, X
STA !SpriteDirection, X
STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.move_east
LDA #$01 : STA SprSubtype, X
LDA #$03 : STA !SpriteDirection, X
LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.move_south
LDA #$02 : STA SprSubtype, X
LDA #$01 : STA !SpriteDirection, X
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.move_west
LDA #$03 : STA SprSubtype, X
LDA #$02 : STA !SpriteDirection, X
LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest
.done
RTS
; 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
{
.tile_ids
; db $B0 ; - Horiz
; db $B1 ; | Vert
; 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
@@ -602,10 +605,6 @@ 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
@@ -624,43 +623,46 @@ HandleDynamicSwitchTileDirections:
CMP.b #$02 : BEQ .north_or_south
.east_or_west
LDA SwitchRam : BNE .go_west
LDA #$01 : STA SprSubtype, X
LDA #$03 : STA !SpriteDirection, X
LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.go_west
LDA #$03 : STA SprSubtype, X
LDA #$02 : STA !SpriteDirection, X
LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest
RTS
.north_or_south
LDA SwitchRam : BNE .go_south
LDA #$00 : STA SprSubtype, X
STA !SpriteDirection, X
STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.go_south
LDA #$02 : STA SprSubtype, X
LDA #$01 : STA !SpriteDirection, X
LDA #$01 : STA $0DE0, 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
@@ -692,7 +694,7 @@ DragYH = $0B7D
DragPlayer:
{
; 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_high, Y : ADC.w DragYH : STA DragYH
@@ -745,7 +747,6 @@ 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
@@ -756,7 +757,6 @@ DragPlayer:
; db -1, 0, 0, 0, -1, 0, -1, 0
}
; =========================================================
CheckForPlayerInput:
{
@@ -780,39 +780,56 @@ CheckForPlayerInput:
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
; 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.b #$00 : STA !SpriteDirection, X ; Moving Up
LDA.b #$00 : STA $0DE0, 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 !SpriteDirection, X
LDA.b #$01 : STA $0DE0, 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 !SpriteDirection, X
LDA.b #$02 : STA $0DE0, 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 !SpriteDirection, X
LDA.b #$03 : STA $0DE0, X
STA SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast
.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
; ; LDA.b #$00 : STA $0DE0, X
; .not_going_right
; ;STZ $0D80, X
.return
@@ -824,31 +841,26 @@ 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 .left
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
SEP #$21 : RTS ; Return with carry set
.left
.right
.up
.down
.OutsideLeft
.OutsideRight
.OutsideDown
.OutsideUp
SEP #$20
CLC : RTS ; Return with carry cleared
}
; =========================================================
; Draw the portion of the cart which is behind the player
Sprite_Minecart_DrawTop:
{
@@ -938,8 +950,6 @@ Sprite_Minecart_DrawTop:
db $02, $02
}
; =========================================================
; Draw the portion of the cart which is in front of the player
Sprite_Minecart_DrawBottom:
{
@@ -996,9 +1006,6 @@ 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