6 Commits

Author SHA1 Message Date
scawful
436da5736e Add todo for whether to use blind laser garnish 2024-03-30 11:05:45 -04:00
scawful
c4e4564749 Add todo for boss disappearring from blind maiden bug 2024-03-30 11:05:26 -04:00
scawful
622b7d950b Update fire/ice attack garnish formatting and comments 2024-03-30 11:04:38 -04:00
scawful
cc753b9d47 Add todo to create parent sprite for Trinexx garnish attacks 2024-03-30 11:04:04 -04:00
scawful
6cd013e6d6 Reformat sprite actions 2024-03-30 11:03:43 -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 655 additions and 686 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) ![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

@@ -4,7 +4,6 @@
; Overrides Blind and the Blind Maiden to create a new ; Overrides Blind and the Blind Maiden to create a new
; boss sequence. ; boss sequence.
; ;
;
; ========================================================= ; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX) !SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -59,20 +58,16 @@ Sprite_Twinrova_Long:
Sprite_Twinrova_CheckIfDead: Sprite_Twinrova_CheckIfDead:
{ {
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero ; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X LDA.b #$00 : STA SprHealth, X
.health_not_negative .health_not_negative
LDA SprHealth, X : BNE .not_dead
LDA $0E50, X : BNE .not_dead
PHX PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
PLX PLX
.not_dead .not_dead
RTS RTS
@@ -84,9 +79,8 @@ Sprite_Twinrova_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA $0E50, X ; Health LDA.b #$40 : STA SprHealth, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic) LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15) %SetSpriteSpeedX(15)
@@ -174,17 +168,20 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09 dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A dw Twinrova_Dead ; 0x0A
; -------------------------------------------------------
; 0x00 ; 0x00
; TODO: Separate MoveState phases into action 0 and 1
Twinrova_Init: Twinrova_Init:
{ {
%GotoAction(01) %GotoAction(01)
RTS RTS
} }
; -------------------------------------------------------
; 0x01 ; 0x01
Twinrova_MoveState: Twinrova_MoveState:
{ {
LDA $0E50, X : CMP.b #$20 : BCS .phase_1 LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; ------------------------------------------- ; -------------------------------------------
; Phase 2 ; Phase 2
LDA SprTimerE, X : BNE .kotake LDA SprTimerE, X : BNE .kotake
@@ -206,27 +203,27 @@ Sprite_Twinrova_Main:
JSL GetRandomInt : AND.b #$3F : BNE + JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
STZ $AC STZ $AC ; Set the fire attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
+ +
JSL GetRandomInt : AND.b #$3F : BNE ++ JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC LDA #$01 : STA $AC ; Set the ice attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
++ ++
JSL Sprite_IsBelowPlayer ; Check if sprite is below player JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
TYA : BNE .MoveBackwards ; If 1, %GotoAction(2) ; MoveForwards
%GotoAction(2)
RTS RTS
.MoveBackwards .MoveBackwards
%GotoAction(3) %GotoAction(3) ; MoveBackwards
RTS RTS
} }
; -------------------------------------------------------
; 0x02 - TODO: Implement Twinrova_MoveForwards ; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards: Twinrova_MoveForwards:
{ {
@@ -244,6 +241,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x03 - TODO: Implement Twinrova_MoveBackwards ; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards: Twinrova_MoveBackwards:
{ {
@@ -261,6 +259,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x04 ; 0x04
Twinrova_PrepareAttack: Twinrova_PrepareAttack:
{ {
@@ -285,6 +284,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x05 ; 0x05
Twinrova_FireAttack: Twinrova_FireAttack:
{ {
@@ -299,6 +299,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x06 ; 0x06
Twinrova_IceAttack: Twinrova_IceAttack:
{ {
@@ -313,6 +314,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x07 ; 0x07
Twinrova_Hurt: Twinrova_Hurt:
{ {
@@ -332,6 +334,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x08 ; 0x08
Twinrova_KoumeMode: Twinrova_KoumeMode:
{ {
@@ -352,6 +355,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x09 ; 0x09
Twinrova_KotakeMode: Twinrova_KotakeMode:
{ {
@@ -372,6 +376,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x0A ; 0x0A
Twinrova_Dead: Twinrova_Dead:
{ {
@@ -382,6 +387,9 @@ Sprite_Twinrova_Main:
} }
; ========================================================= ; =========================================================
; TODO: Create a new parent sprite for the Twinrova attacks
; so that the velocity and movement aren't applied to the
; parent sprite itself.
; Reused function from TrinexxBreath. ; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry: TrinexxBreath_AltEntry:
@@ -414,68 +422,32 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish ; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish: AddFireGarnish:
{ {
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00 LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot .next_slot
LDA $7FF800, X : BEQ .free_slot LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8 LDA $00 : STA $0FF8
.use_search_index .use_search_index
LDX $0FF8 LDX $0FF8
.free_slot .free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4 ; Set garnish ID, set garnish handled flag, set garnish parent sprite
TYA : STA $7FF92C, X LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprX, Y : STA $7FF83C, X LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprXH, Y : STA $7FF878, X LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
LDA.b #$7F : STA $7FF90E, X
STX $00
PLX PLX
.return .return
RTS RTS
} }
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish ; =========================================================
AddIceGarnishV2:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X
LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X : STX $00
PLX
.return
RTS
}
Sprite_Twinrova_IceAttack: Sprite_Twinrova_IceAttack:
{ {
@@ -486,8 +458,35 @@ Sprite_Twinrova_IceAttack:
JMP TrinexxBreath_AltEntry JMP TrinexxBreath_AltEntry
} }
; ========================================================= ; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
PLX
.return
RTS
}
; =========================================================
; Overwrite vanilla Trinexx ice garnish ; Overwrite vanilla Trinexx ice garnish
; Plays like a simple ice cloud animation now. ; Plays like a simple ice cloud animation now.
@@ -505,19 +504,17 @@ org $09B459
org $09B5D6 org $09B5D6
Garnish_SetOamPropsAndSmallSize: Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F org $09B33F
TrinexxIce_Pool: TrinexxIce_Pool:
{ {
.chr .chr
db $2E db $2E, $2E, $2C, $2C
db $2E
db $2C
db $2C
.properties .properties
db $35 db $35, $35, $35, $35
db $35
db $35
db $35
} }
org $09B34F org $09B34F
@@ -539,10 +536,6 @@ Garnish_TrinexxIce:
} }
warnpc $09B3B8 warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc pullpc
; ========================================================= ; =========================================================
@@ -610,8 +603,6 @@ Sprite_Twinrova_Draw:
RTS RTS
; =========================================================
.start_index .start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles .nbr_of_tiles
@@ -688,25 +679,19 @@ Sprite_Twinrova_Draw:
ApplyTwinrovaGraphics: ApplyTwinrovaGraphics:
{ {
PHX PHX
REP #$20 ; A = 16, XY = 8 REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ; turn the screen off (required) LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1 LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2 LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
; "001 => 2 registers write once (2 bytes: p, p+1)" ; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
LDX.b #TwinrovaGraphics>>16 : STX $4304 LDX.b #TwinrovaGraphics>>16 : STX $4304
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
LDX #$01 : STX $420B ; Do the DMA LDX #$01 : STX $420B ; Do the DMA
LDX #$0F : STX $2100 ; Turn the screen back on
LDX #$0F : STX $2100 ;turn the screen back on
SEP #$30 SEP #$30
PLX PLX
RTL RTL
TwinrovaGraphics: TwinrovaGraphics:
@@ -811,13 +796,16 @@ Follower_CheckBlindTrigger:
} }
; ========================================================= ; =========================================================
; Called during the BlindMaiden section of Follower_BasicMover ; Called during Blind Maiden section of Follower_BasicMover
; to spawn Twinrova in the room. ; to spawn Twinrova from the Blind Maiden.
; TODO: Figure out why the sprite disappears after graphics
; are transferred in. It seems to be unrelated to the
; graphics code, but rather related to the BlindMaiden
; spawn code.
org $1DA03C org $1DA03C
Blind_SpawnFromMaiden: Blind_SpawnFromMaiden:
{ {
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0 LDX.b #$00 ; Load the boss into sprite index 0
@@ -897,11 +885,13 @@ SpritePrep_Blind_PrepareBattle:
warnpc $1DA0B1 warnpc $1DA0B1
; ========================================================= ; =========================================================
; TODO: Decide if we want to use this garnish in the fight.
; Currently unused.
org $1DA0B1 org $1DA0B1
BlindLaser_SpawnTrailGarnish: BlindLaser_SpawnTrailGarnish:
{ {
#_1DA0B1: LDA.w $0E80,X #_1DA0B1: LDA.w SprDelay,X
#_1DA0B4: AND.b #$00 #_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit #_1DA0B6: BNE .exit

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
@@ -167,10 +147,7 @@ Sprite_RotatingTrack_Main:
} }
} }
; =========================================================
Sprite_RotatingTrack_Draw: Sprite_RotatingTrack_Draw:
{
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer JSL Sprite_OAM_AllocateDeferToPlayer
@@ -255,4 +232,3 @@ Sprite_RotatingTrack_Draw:
db $02 db $02
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" 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
@@ -756,7 +757,6 @@ DragPlayer:
; db -1, 0, 0, 0, -1, 0, -1, 0 ; db -1, 0, 0, 0, -1, 0, -1, 0
} }
; =========================================================
CheckForPlayerInput: CheckForPlayerInput:
{ {
@@ -780,39 +780,56 @@ 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. ; ; 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 ; .not_going_right
; ;STZ $0D80, X ; ;STZ $0D80, X
.return .return
@@ -824,31 +841,26 @@ CheckForPlayerInput:
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