17 Commits

Author SHA1 Message Date
scawful
039be63412 Add todo to handle boss death based on kydreeok head health 2024-03-30 12:07:15 -04:00
scawful
33846cda98 More Sprite action formatting 2024-03-30 12:07:01 -04:00
scawful
23fb2d928b Update Sprite_Kydreeok_Draw formatting 2024-03-30 12:04:52 -04:00
scawful
761fbce7d8 Update MoveBody formatting 2024-03-30 12:04:34 -04:00
scawful
9d1cd684d7 Update SpawnLeftHead and SpawnRightHead formatting 2024-03-30 12:04:04 -04:00
scawful
1dcdfaffa0 Update Kydreeok sprite actions 2024-03-30 12:03:49 -04:00
scawful
55f7de64ca Update Sprite_Kydreeok_Prep formatting 2024-03-30 12:03:35 -04:00
scawful
0b173ce212 Update Sprite_Kydreeok_Long formatting 2024-03-30 12:03:21 -04:00
scawful
446ccf0d7f Update Kydreeok Head header comment 2024-03-30 11:53:31 -04:00
scawful
6842ac956c Add Sprite_KydreeokHead_DrawNeck for neck pieces draw 2024-03-30 11:52:57 -04:00
scawful
4b727b870d Format movement and random attack code 2024-03-30 11:52:20 -04:00
scawful
8c0dc13f1f Format head rotation code 2024-03-30 11:51:49 -04:00
scawful
2e5a5908c0 Reformat Kydreeok Head sprite actions 2024-03-30 11:51:32 -04:00
scawful
8f5d58560e Move and rename SpeedTable 2024-03-30 11:51:16 -04:00
scawful
425d84f5c2 Add TODO for Kydreeok Head properties 2024-03-30 11:50:26 -04:00
scawful
2312452d28 Update Sprite_KydreeokHead_Long 2024-03-30 11:50:12 -04:00
Justin Scofield
bbb3b85def Update README.md
Add updated screenshots for Menu and HUD
2024-03-29 00:34:42 -04:00
7 changed files with 884 additions and 931 deletions

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 +1,7 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $7A ; The sprite ID you are overwriting (HEX)
!NbrTiles = 10 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -36,11 +37,9 @@ Sprite_Kydreeok_Long:
{
PHB : PHK : PLB
JSR Sprite_Kydreeok_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Kydreeok_Main ; Call the main sprite code
JSR Sprite_Kydreeok_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Kydreeok_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
@@ -48,33 +47,30 @@ Sprite_Kydreeok_Long:
}
; =========================================================
; TODO: Handle boss death based on left and right head health
Sprite_Kydreeok_Prep:
{
PHB : PHK : PLB
LDA #$40 : STA SprTimerA, X
LDA.b #$08 : STA $36 ;stores initial movement speeds
LDA.b #$06 : STA $0428 ;allows BG1 to move
LDA.b #$08 : STA $36 ; Stores initial movement speeds
LDA.b #$06 : STA $0428 ; Allows BG1 to move
; Cache the origin position of the sprite.
LDA SprX, X : STA SprMiscA, X
LDA SprY, X : STA SprMiscB, X
JSR SpawnLeftHead
JSR SpawnRightHead
JSR SpawnLeftHead : JSR SpawnRightHead
STZ.w Neck1_OffsetX
STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX
STZ.w Neck2_OffsetY
STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
PLB
RTL
}
; =============================================================================
; =========================================================
Sprite_Kydreeok_Main:
{
@@ -87,7 +83,8 @@ Sprite_Kydreeok_Main:
dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04
; -------------------------------------------------------
; 0x00
Kydreeok_Start:
{
%StartOnFrame(0)
@@ -105,6 +102,8 @@ Sprite_Kydreeok_Main:
RTS
}
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl:
{
%StartOnFrame(0)
@@ -127,6 +126,8 @@ Sprite_Kydreeok_Main:
RTS
}
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY:
{
%StartOnFrame(0)
@@ -150,16 +151,15 @@ Sprite_Kydreeok_Main:
RTS
}
; -------------------------------------------------------
; 0x03
Kydreeok_MoveXorY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX ;saves X so we can use it later
LDA $36
STA $00
PHX
LDA $36 : STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
@@ -167,14 +167,14 @@ Sprite_Kydreeok_Main:
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
PLX
%GotoAction(4)
RTS
}
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking:
{
%StartOnFrame(0)
@@ -220,6 +220,8 @@ Sprite_Kydreeok_Main:
}
; =========================================================
SpawnLeftHead:
{
LDA #$CF
@@ -230,19 +232,16 @@ SpawnLeftHead:
LDA.b #$00 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA $0FD8 : SEC : SBC.w #$000F
SEP #$20
STA $0D10, Y
XBA : STA $0D30, Y
STA $0D10, Y : XBA : STA $0D30, Y
REP #$20
LDA $0FDA : SEC : SBC.w #$000F
SEP #$20
STA $0D00, Y
XBA : STA $0D20, Y
STA $0D00, Y : XBA : STA $0D20, Y
LDA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
@@ -253,14 +252,14 @@ SpawnLeftHead:
STZ $0D60, X
STZ $0D70, X
PLX
.return
RTS
}
; =========================================================
SpawnRightHead:
{
LDA #$CF
@@ -272,19 +271,16 @@ SpawnRightHead:
LDA.b #$01 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA $0FD8 : CLC : ADC.w #$000C
SEP #$20
STA $0D10, Y
XBA : STA $0D30, Y
STA $0D10, Y : XBA : STA $0D30, Y
REP #$20
LDA $0FDA : SEC : SBC.w #$000F
SEP #$20
STA $0D00, Y
XBA : STA $0D20, Y
STA $0D00, Y : XBA : STA $0D20, Y
LDA.w SprX, Y : STA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
@@ -295,95 +291,62 @@ SpawnRightHead:
STZ $0D60, X
STZ $0D70, X
PLX
.return
RTS
}
; =========================================================
; Originally from Trinexx_MoveBody $1DB2E5
; ==============================================================================
MoveBody:
{
; Handle the shell bg movement
; Trinexx_MoveBody
#_1DB2E5: LDA.w $0D10, X
#_1DB2E8: PHA
LDA.w $0D10, X : PHA
LDA.w $0D00, X : PHA
#_1DB2E9: LDA.w $0D00, X
#_1DB2EC: PHA
JSL Sprite_Move
#_1DB2ED: JSL Sprite_Move
#_1DB2F0: PLA
#_1DB2F1: LDY.b #$00
#_1DB2F3: SEC
#_1DB2F4: SBC.w $0D00, X
#_1DB2F7: STA.w $0310
#_1DB2FA: BPL .pos_y_low
#_1DB2FC: DEY
PLA
LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
BPL .pos_y_low
DEY
.pos_y_low
#_1DB2FD: STY.w $0311
STY.w $0311
; -----------------------------------------------------
#_1DB300: PLA
#_1DB301: LDY.b #$00
PLA
LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312
BPL .pos_x_low
#_1DB303: SEC
#_1DB304: SBC.w $0D10, X
#_1DB307: STA.w $0312
#_1DB30A: BPL .pos_x_low
#_1DB30C: DEY
DEY
.pos_x_low
#_1DB30D: STY.w $0313
STY.w $0313
; -----------------------------------------------------
#_1DB310: LDA.b #$01
#_1DB312: STA.w $0428
LDA.b #$01 : STA.w $0428
LDA.w $0D00, X : SEC : SBC.b #$0C : STA.w $0DB0, X
#_1DB318: LDA.w $0D00, X
#_1DB31B: SEC
#_1DB31C: SBC.b #$0C
#_1DB31E: STA.w $0DB0, X
LDA.w $0B08 : SEC : SBC.w $0D10, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
#_1DB321: LDA.w $0B08
#_1DB324: SEC
#_1DB325: SBC.w $0D10, X
#_1DB328: CLC
#_1DB329: ADC.b #$02
LDA.w $0B09 : SEC : SBC.w $0D00, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
#_1DB32B: CMP.b #$04
#_1DB32D: BCS .not_at_target
#_1DB32F: LDA.w $0B09
#_1DB332: SEC
#_1DB333: SBC.w $0D00, X
#_1DB336: CLC
#_1DB337: ADC.b #$02
#_1DB339: CMP.b #$04
#_1DB33B: BCS .not_at_target
.adjust_phase
#_1DB33D: STZ.w $0D80, X
#_1DB340: LDA.b #$30
#_1DB342: STA.w $0DF0, X
.adjust_phase ; Unused?
STZ.w $0D80, X
LDA.b #$30 : STA.w $0DF0, X
.not_at_target
; JSR AdjustChildrenPos
; LayerEffect_Trinexx $0AFEF0
REP #$20
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
@@ -391,11 +354,10 @@ MoveBody:
STZ.w $0312 : STZ.w $0310
SEP #$20
RTS
}
; ==============================================================================
; =========================================================
StopIfOutOfBounds:
{
@@ -470,6 +432,7 @@ StopIfOutOfBounds:
RTS
}
; =========================================================
Sprite_ApplySpeedTowardsPlayerXOrY:
{
@@ -564,6 +527,8 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
RTS
}
; =========================================================
ApplyPalette:
{
REP #$20 ;Set A in 16bit mode
@@ -589,20 +554,20 @@ ApplyPalette:
RTS
}
; =============================================================================
; =========================================================
Sprite_Kydreeok_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
.next_tile
PHX ; Save current Tile Index?
@@ -640,7 +605,7 @@ Sprite_Kydreeok_Draw:
PLY : INY
PLX : DEX : BPL .nextTile
PLX : DEX : BPL .next_tile
PLX
@@ -671,3 +636,4 @@ Sprite_Kydreeok_Draw:
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
}

View File

@@ -1,4 +1,7 @@
; =========================================================
; Kydreeok Head sprite
; Child sprite of the Kydreeok boss
; =========================================================
!SPRID = $CF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 06 ; Number of tiles used in a frame
@@ -34,15 +37,14 @@
Sprite_KydreeokHead_Long:
{
PHB : PHK : PLB
LDA SprAction, X : CMP #$02 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw
LDA $0D80, X : CMP #$02 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw ; Call the draw code
.no_head
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive
JSR Sprite_KydreeokHead_Main ; Call the main sprite code
.no_head
JSL Sprite_CheckActive : BCC .not_active
JSR Sprite_KydreeokHead_Main
.SpriteIsNotActive
.not_active
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
@@ -53,8 +55,8 @@ Sprite_KydreeokHead_Prep:
{
PHB : PHK : PLB
; Add more code here to initialize data
; TODO: Set sprite properties for damage and health
; TODO: Handle head death in conjunction with Kydreeok
PLB
RTL
@@ -62,17 +64,21 @@ Sprite_KydreeokHead_Prep:
; =========================================================
SpeedTable:
db $00, $02, $04, $06, $07, $01, $06, $03
db 0, -2, -4, -6, -7, -1, -6, -3
Sprite_KydreeokHead_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw KydreeokHead_ForwardAnim
dw KydreeokHead_SideAnim
dw KydreeokHead_SummonFire
dw KydreeokHead_ForwardAnim ; 0x00
dw KydreeokHead_SideAnim ; 0x01
dw KydreeokHead_SummonFire ; 0x02
; -------------------------------------------------------
; 0x00
KydreeokHead_ForwardAnim:
{
%StartOnFrame(0)
@@ -85,9 +91,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
@@ -119,10 +125,11 @@ Sprite_KydreeokHead_Main:
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
%GotoAction(1)
.not_right
RTS
}
; -------------------------------------------------------
; 0x01
KydreeokHead_SideAnim:
{
%StartOnFrame(3)
@@ -135,9 +142,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
JSL Sprite_Move
@@ -156,6 +163,8 @@ Sprite_KydreeokHead_Main:
RTS
}
; -------------------------------------------------------
; 0x02
KydreeokHead_SummonFire:
{
; %StartOnFrame(5)
@@ -166,18 +175,18 @@ 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
@@ -200,11 +209,15 @@ CoordinateBasedRotation:
; Table for X coordinates (based on a radius of 8)
X_Coords:
db 8, 11, 8, 3, -4, -9, -12, -9, -4, 3, 8, 11, 8, 3, -4, -9 ; X values
db 8, 11, 8, 3, -4, -9, -12, -9
db -4, 3, 8, 11, 8, 3, -4, -9
; Table for Y coordinates (based on a radius of 8)
Y_Coords:
db 0, -3, -8, -11, -15, -15, -11, -8, -3, 0, 3, 8, 11, 15, 15, 11 ; Y values
db 0, -3, -8, -11, -15, -15, -11, -8
db -3, 0, 3, 8, 11, 15, 15, 11
; =========================================================
RotateHeadUsingSpeedValues:
{
@@ -223,22 +236,29 @@ RotateHeadUsingSpeedValues:
}
XSpeedSin:
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32
{
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
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
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32, 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
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
{
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
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
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32, 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
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:
{
@@ -248,14 +268,15 @@ RandomlyAttack:
LDA #$CF
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
;JSL $09B020
LDA.b #$02 : STA $0D80, Y
;JSL $09B020 ; Fireball_SpawnTrailGarnish
LDA.b #$02 : STA.w SprAction, Y
LDA #$10 : STA.w SprTimerA, Y
.no_attack
RTS
}
; =========================================================
Offspring1_Neck1_X = $19EA
Offspring1_Neck2_X = $19EC
Offspring1_Neck3_X = $19EE
@@ -314,6 +335,10 @@ 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:
{
@@ -322,30 +347,25 @@ 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
}
tableSpeed:
db $00, $02, $04, $06, $07, $01, $06, $03
db 0, -2, -4, -6, -7, -1, -6, -3
; =========================================================
; Based on Zarby Gleeok code
KydreeokHead_NeckControl:
{
@@ -539,14 +559,13 @@ 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:
Sprite_KydreeokHead_DrawNeck_Data:
{
.start_index
db $12
@@ -566,6 +585,71 @@ Sprite_KydreeokHead_DrawNeck:
; =========================================================
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
@@ -613,83 +697,7 @@ Sprite_KydreeokHead_Draw:
PLX
{
; 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
JMP Sprite_KydreeokHead_DrawNeck
.start_index
db $00, $02, $04, $06, $0A, $0E

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
@@ -167,92 +147,88 @@ Sprite_RotatingTrack_Main:
}
}
; =========================================================
Sprite_RotatingTrack_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
PHY
TYA : LSR #2 : TAY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLY : INY
PLX : DEX : BPL .nextTile
PLX : DEX : BPL .nextTile
PLX
PLX
RTS
RTS
.start_index
db $00, $01, $02, $03
.nbr_of_tiles
db 0, 0, 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
.chr
db $44
db $44
db $44
db $44
.properties
db $7D
db $3D
db $FD
db $BD
.sizes
db $02
db $02
db $02
db $02
}
.start_index
db $00, $01, $02, $03
.nbr_of_tiles
db 0, 0, 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
.chr
db $44
db $44
db $44
db $44
.properties
db $7D
db $3D
db $FD
db $BD
.sizes
db $02
db $02
db $02
db $02

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
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
@@ -756,18 +757,17 @@ DragPlayer:
; db -1, 0, 0, 0, -1, 0, -1, 0
}
; =========================================================
CheckForPlayerInput:
{
LDA $5D : CMP #$02 : BEQ .release
CMP #$06 : BNE .continue
.release
.release
; Release player in recoil
%GotoAction(6) ; Minecart_Release
RTS
.continue
.continue
; Setup Minecart position to look for tile IDs
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
@@ -780,75 +780,87 @@ 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:
.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
.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
.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
.always
; LDA !SpriteDirection, X : CMP.b #$03 : BNE .not_going_right
; ; Default heading in reaction to this tile is going up.
; ; LDA.b #$00 : STA !SpriteDirection, X
; .not_going_right
; ;STZ $0D80, X
; LDA $0DE0, X : CMP.b #$03 : BNE .not_going_right
.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
.d_pad_press
.d_pad_press
db $0B, $07, $0E, $0D
}
; =========================================================
; Sets carry if player is overlapping the sprite
; Clear carry if player is outside the bounds
CheckIfPlayerIsOn:
{
REP #$20
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .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