11 Commits

Author SHA1 Message Date
scawful
7f87622f00 Add TODO for implementing cart toss distance/gravity 2024-03-30 10:20:19 -04:00
scawful
716a681d6d Cleanup HandleTileDirections fn 2024-03-30 10:12:03 -04:00
scawful
b0b3ca242b Add B button check to start riding, allows for easier lifting with A button 2024-03-30 09:53:19 -04:00
scawful
58dd5aab1f Add comments and update formatting 2024-03-30 09:43:58 -04:00
scawful
e0a20a98cd Replace $0DE0 with !SpriteDirection label 2024-03-30 09:29:53 -04:00
scawful
0f241bfddd Add comments to switch track sprite 2024-03-28 20:19:39 -04:00
scawful
12ef39ff79 Apply ASM code formatter 2024-03-28 20:17:56 -04:00
scawful
3324a13fb2 Move minecart ram, macros, update formatting and comments 2024-03-28 20:10:33 -04:00
scawful
53561eab31 Add small diff to minecart sprite to make it commentable 2024-03-28 20:02:12 -04:00
scawful
4c4f531929 Update switch and track sprite format for code review 2024-03-28 19:57:08 -04:00
scawful
dad37bdee7 Move mincart to Sprites/Objects for code review 2024-03-28 19:55:07 -04:00
6 changed files with 686 additions and 655 deletions

View File

@@ -10,12 +10,10 @@ 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 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)
## Custom Menu
![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

@@ -4,6 +4,7 @@
; Overrides Blind and the Blind Maiden to create a new
; boss sequence.
;
;
; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -58,16 +59,20 @@ Sprite_Twinrova_Long:
Sprite_Twinrova_CheckIfDead:
{
LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero
LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA SprHealth, X
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X
.health_not_negative
LDA SprHealth, X : BNE .not_dead
LDA $0E50, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
PLX
.not_dead
RTS
@@ -79,8 +84,9 @@ Sprite_Twinrova_Prep:
{
PHB : PHK : PLB
; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA SprHealth, X ; Health
LDA.b #$40 : STA $0E50, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15)
@@ -168,20 +174,17 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A
; -------------------------------------------------------
; 0x00
; TODO: Separate MoveState phases into action 0 and 1
Twinrova_Init:
{
%GotoAction(01)
RTS
}
; -------------------------------------------------------
; 0x01
Twinrova_MoveState:
{
LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
@@ -203,27 +206,27 @@ Sprite_Twinrova_Main:
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X
STZ $AC ; Set the fire attack
STZ $AC
%GotoAction(4) ; Prepare Attack
RTS
+
JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC ; Set the ice attack
LDA #$01 : STA $AC
%GotoAction(4) ; Prepare Attack
RTS
++
JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
%GotoAction(2) ; MoveForwards
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
TYA : BNE .MoveBackwards ; If 1,
%GotoAction(2)
RTS
.MoveBackwards
%GotoAction(3) ; MoveBackwards
%GotoAction(3)
RTS
}
; -------------------------------------------------------
; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards:
{
@@ -241,7 +244,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards:
{
@@ -259,7 +261,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x04
Twinrova_PrepareAttack:
{
@@ -284,7 +285,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x05
Twinrova_FireAttack:
{
@@ -299,7 +299,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x06
Twinrova_IceAttack:
{
@@ -314,7 +313,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x07
Twinrova_Hurt:
{
@@ -334,7 +332,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x08
Twinrova_KoumeMode:
{
@@ -355,7 +352,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x09
Twinrova_KotakeMode:
{
@@ -376,7 +372,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x0A
Twinrova_Dead:
{
@@ -387,9 +382,6 @@ 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.
TrinexxBreath_AltEntry:
@@ -422,32 +414,68 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$10 : 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
LDA.b #$10 : 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
}
; =========================================================
; $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:
{
@@ -458,35 +486,8 @@ Sprite_Twinrova_IceAttack:
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
; Plays like a simple ice cloud animation now.
@@ -504,17 +505,19 @@ org $09B459
org $09B5D6
Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F
TrinexxIce_Pool:
{
.chr
db $2E, $2E, $2C, $2C
db $2E
db $2E
db $2C
db $2C
.properties
db $35, $35, $35, $35
db $35
db $35
db $35
db $35
}
org $09B34F
@@ -536,6 +539,10 @@ Garnish_TrinexxIce:
}
warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc
; =========================================================
@@ -603,6 +610,8 @@ Sprite_Twinrova_Draw:
RTS
; =========================================================
.start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles
@@ -679,19 +688,25 @@ Sprite_Twinrova_Draw:
ApplyTwinrovaGraphics:
{
PHX
REP #$20 ; A = 16, XY = 8
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
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
; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
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 #$0F : STX $2100 ; Turn the screen back on
LDX #$0F : STX $2100 ;turn the screen back on
SEP #$30
PLX
RTL
TwinrovaGraphics:
@@ -796,16 +811,13 @@ Follower_CheckBlindTrigger:
}
; =========================================================
; Called during Blind Maiden section of Follower_BasicMover
; to spawn Twinrova from the Blind Maiden.
; Called during the BlindMaiden section of Follower_BasicMover
; to spawn Twinrova in the room.
; 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
Blind_SpawnFromMaiden:
{
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0
@@ -885,13 +897,11 @@ SpritePrep_Blind_PrepareBattle:
warnpc $1DA0B1
; =========================================================
; TODO: Decide if we want to use this garnish in the fight.
; Currently unused.
org $1DA0B1
BlindLaser_SpawnTrailGarnish:
{
#_1DA0B1: LDA.w SprDelay,X
#_1DA0B1: LDA.w $0E80,X
#_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit

View File

@@ -1,5 +1,5 @@
; =========================================================
; Sprite Properties
; Minecart Sprite Properties
; =========================================================
!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
@@ -38,25 +38,6 @@
; Link is in cart
!LinkInCart = $35
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
!MinecartSpeed = 20
!DoubleSpeed = 30
@@ -81,6 +62,26 @@ Sprite_Minecart_Long:
; l - lifting object
!LinkCarryOrToss = $0309
; =========================================================
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Minecart_Prep:
{
PHB : PHK : PLB
@@ -91,16 +92,15 @@ Sprite_Minecart_Prep:
; If link is in a cart, then draw the dummy cart
LDA !LinkInCart : BNE .dummy_continue
.clear_cart
; .clear_cart
STZ.w $0DD0, X ; Otherwise, clear the sprite
PLB
RTL
.continue
; Unused dummy cart code
; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
; JMP .clear_cart
.dummy_continue
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
@@ -132,7 +132,6 @@ Sprite_Minecart_Prep:
JMP .done
.south
LDA #$02 : STA !MinecartDirection
; LDA SprX, X : CLC : ADC.b #$01 : STA SprX, X
%GotoAction(1) ; Minecart_WaitVert
JMP .done
.west
@@ -140,7 +139,6 @@ Sprite_Minecart_Prep:
%GotoAction(0) ; Minecart_WaitHoriz
.done
PLB
RTL
}
@@ -172,6 +170,14 @@ macro MoveCart()
LDA #$35 : STA $012E ; Cart SFX
endmacro
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; TODO: Implement distance and gravity for cart tossing
macro HandleLiftAndToss()
LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing
; Velocities for cart tossing
@@ -179,7 +185,6 @@ macro HandleLiftAndToss()
STZ.w $0F90, X : STZ.w $0F70, X
.not_tossing
JSL Sprite_CheckIfLifted
JSL Sprite_MoveXyz
endmacro
@@ -207,31 +212,28 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
; Check if the cart is facing east or west
LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
STA.w !MinecartDirection
LDA #$02 : STA $0DE0, X
LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest
RTS
.opposite_direction
STA.w !MinecartDirection
LDA #$03 : STA $0DE0, X
LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast
.not_ready
RTS
.lifting
%HandleLiftAndToss()
RTS
}
@@ -244,29 +246,28 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.opposite_direction
STA.w !MinecartDirection
LDA #$00 : STA $0DE0, X
LDA #$00 : STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth
.not_ready
.lifting
%HandleLiftAndToss()
RTS
}
@@ -363,12 +364,6 @@ Sprite_Minecart_Main:
RTS
}
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; -------------------------------------------------------
; 0x06
@@ -384,13 +379,24 @@ Sprite_Minecart_Main:
}
}
; ===========================================================================
; =========================================================
; The purpose of this routine is to determine the direction
; the sprite is facing and then adjust the X and Y positions
; of the tile interaction lookup based on that direction.
; If implemented correctly this would make sure the sprite
; stays centered on the tracks when it makes corner turns.
; Currently, depending on where the tile is placed the
; cart may make a turn too early and appear to be off center.
North = $00
East = $01
South = $02
West = $03
SetTileLookupPosBasedOnDirection:
{
; Based on the direction of the Minecart, adjust the lookup position
; to be in front of the sprite
; Based on the direction of the Minecart, adjust the
; lookup position to be in front of the sprite
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south
@@ -424,6 +430,8 @@ SetTileLookupPosBasedOnDirection:
RTS
}
; =========================================================
print "HandleTileDirections ", pc
HandleTileDirections:
{
@@ -438,13 +446,11 @@ HandleTileDirections:
; Load the tile index
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart
LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release
RTS
.not_out_of_bounds
; Check if the tile is a stop tile
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
@@ -458,14 +464,15 @@ HandleTileDirections:
.stop_north
; Set the new direction to north and flip the cart's orientation
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X
LDA #$01 : STA !SpriteDirection, X
JMP .go_vert
.stop_south
; Set the new direction to south and flip the cart's orientation
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
LDA #$00 : STA $0DE0, X
LDA #$00 : STA !SpriteDirection, X
; -----------------------------------------------
.go_vert
%SetTimerA($40)
%StopCart()
@@ -476,13 +483,15 @@ HandleTileDirections:
.stop_east
; Set the new direction to east and flip the cart's orientation
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$03 : STA $0DE0, X
LDA #$03 : STA !SpriteDirection, X
JMP .go_horiz
.stop_west
; Set the new direction to west and flip the cart's orientation
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$02 : STA $0DE0, X
LDA #$02 : STA !SpriteDirection, X
; -----------------------------------------------
.go_horiz
%SetTimerA($40)
%StopCart()
@@ -492,7 +501,6 @@ HandleTileDirections:
; -------------------------------------------------------
.check_for_movement
; Check for movement tiles
CLC : CMP.b #$B2 : BEQ .check_direction
CLC : CMP.b #$B3 : BEQ .check_direction
CLC : CMP.b #$B4 : BEQ .check_direction
@@ -509,44 +517,17 @@ HandleTileDirections:
; Add the row and column offsets to index into the lookup table
CLC : ADC.w .DirectionTileLookup, Y : TAY
; Direction to move on tile collision
; 00 - stop or nothing
; 01 - north
; 02 - east
; 03 - south
; 04 - west
North = $00
East = $01
South = $02
West = $03
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.check_direction
LDA SprSubtype, X
BNE .not_zero
.not_zero
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
TAY
TAY ; Transfer to Y to use as an offset for the rows
LDA.w .DirectionTileLookup, Y : TAY
LDA.w .DirectionTileLookup, Y
TAY
.execute_action
; JSR ClampSpritePositionToGrid
CPY #$01 : BEQ .move_north
CPY #$02 : BEQ .move_east
@@ -556,48 +537,64 @@ HandleTileDirections:
.move_north
LDA #$00 : STA SprSubtype, X
STA $0DE0, X
STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.move_east
LDA #$01 : STA SprSubtype, X
LDA #$03 : STA $0DE0, X
LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.move_south
LDA #$02 : STA SprSubtype, X
LDA #$01 : STA $0DE0, X
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.move_west
LDA #$03 : STA SprSubtype, X
LDA #$02 : STA $0DE0, X
LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest
.done
RTS
.tile_ids
; db $B0 ; - Horiz
; db $B1 ; | Vert
; Direction to move on tile collision
; 00 - stop or nothing
; 01 - north
; 02 - east
; 03 - south
; 04 - west
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.unused_tile_ids
{
; TL, BL, TR, BR
db $B2, $B3, $B4, $B5
; db $B0 - Horiz
; db $B1 | Vert
; db $B8 Stop North
; db $B9 Stop South
; db $BA Stop East
; db $BB Stop West
; db $BE ; + any direction
; db $BE + any direction
}
}
; =========================================================
; Clamp the sprite position to a 16x16 grid
; Slows the game down if you run it too often :(
ClampSpritePositionToGrid:
{
; Check if SprX is already a multiple of 16
LDA.w SprX, X : AND #$0F : BEQ .x_aligned
LDA.w SprX, X : LSR : ASL : STA.w SprX, X
.x_aligned
; Check if SprY is already a multiple of 16
LDA.w SprY, X : AND #$0F : BEQ .y_aligned
LDA.w SprY, X : LSR : ASL : STA.w SprY, X
@@ -605,6 +602,10 @@ ClampSpritePositionToGrid:
RTS
}
; =========================================================
; Check for the switch_track sprite and move based on the
; state of that sprite.
HandleDynamicSwitchTileDirections:
{
; Find out if the sprite $B0 is in the room
@@ -623,46 +624,43 @@ HandleDynamicSwitchTileDirections:
CMP.b #$02 : BEQ .north_or_south
.east_or_west
LDA SwitchRam : BNE .go_west
LDA #$01 : STA SprSubtype, X
LDA #$03 : STA $0DE0, X
LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.go_west
LDA #$03 : STA SprSubtype, X
LDA #$02 : STA $0DE0, X
LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest
RTS
.north_or_south
LDA SwitchRam : BNE .go_south
LDA #$00 : STA SprSubtype, X
STA $0DE0, X
STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.go_south
LDA #$02 : STA SprSubtype, X
LDA #$01 : STA $0DE0, X
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.no_b0
RTS
}
; =========================================================
; $00 = flag indicating presence of sprite ID $B0
CheckSpritePresence:
{
PHX
CLC ; Assume sprite ID $B0 is not present
LDX.b #$10
.x_loop
DEX
@@ -694,7 +692,7 @@ DragYH = $0B7D
DragPlayer:
{
; Get direction of the cart (0 to 3)
LDY.w $0DE0, X
LDY.w !SpriteDirection, X
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
@@ -747,6 +745,7 @@ DragPlayer:
.drag_y_high
db -1, 0, 0, 0
; Alternate drag values provided by Zarby
; .drag_x_high
; db 0, 0, -1, 0, -1
; .drag_x_low
@@ -757,6 +756,7 @@ DragPlayer:
; db -1, 0, 0, 0, -1, 0, -1, 0
}
; =========================================================
CheckForPlayerInput:
{
@@ -780,56 +780,39 @@ CheckForPlayerInput:
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
; Check for input from the user (u,d,l,r)
LDY $0DE0, X
LDY !SpriteDirection, X
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
LDA.b #$00 : STA $0DE0, X ; Moving Up
LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
STA SprSubtype, X
%GotoAction(2) ; Minecart_MoveNorth
BRA .return
.not_pressing_up:
LDA $00 : AND.b #$04 : BEQ .not_pressing_down
LDA.b #$01 : STA $0DE0, X
LDA.b #$01 : STA !SpriteDirection, X
LDA #$02 : STA SprSubtype, X
%GotoAction(4) ; Minecart_MoveSouth
BRA .return
.not_pressing_down
LDA $00 : AND.b #$02 : BEQ .not_pressing_left
LDA.b #$02 : STA $0DE0, X
LDA.b #$02 : STA !SpriteDirection, X
LDA #$03 : STA SprSubtype, X
%GotoAction(5) ; Minecart_MoveWest
BRA .return
.not_pressing_left
LDA $00 : AND.b #$01 : BEQ .always
LDA.b #$03 : STA $0DE0, X
LDA.b #$03 : STA !SpriteDirection, X
STA SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast
.always
; LDA $0DE0, X : CMP.b #$03 : BNE .not_going_right
; LDA !SpriteDirection, X : CMP.b #$03 : BNE .not_going_right
; ; Default heading in reaction to this tile is going up.
; ; LDA.b #$00 : STA $0DE0, X
; ; LDA.b #$00 : STA !SpriteDirection, X
; .not_going_right
; ;STZ $0D80, X
.return
@@ -841,26 +824,31 @@ CheckForPlayerInput:
db $0B, $07, $0E, $0D
}
; =========================================================
; Sets carry if player is overlapping the sprite
; Clear carry if player is outside the bounds
CheckIfPlayerIsOn:
{
REP #$20
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
SEP #$21 : RTS ; Return with carry set
.OutsideLeft
.OutsideRight
.OutsideDown
.OutsideUp
.left
.right
.up
.down
SEP #$20
CLC : RTS ; Return with carry cleared
}
; =========================================================
; Draw the portion of the cart which is behind the player
Sprite_Minecart_DrawTop:
{
@@ -950,6 +938,8 @@ Sprite_Minecart_DrawTop:
db $02, $02
}
; =========================================================
; Draw the portion of the cart which is in front of the player
Sprite_Minecart_DrawBottom:
{
@@ -1006,6 +996,9 @@ Sprite_Minecart_DrawBottom:
PLX
; Debug box which draws in the location of the hitbox from
; the code in HandleTileDirections / SetTileLookupPosBasedOnDirection
; The latter of which is an experimental function
; {
; LDA $0FD8 : STA $00
; LDA $0FDA : STA $02

View File

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

View File

@@ -1,3 +1,7 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 04 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -28,6 +32,8 @@
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
; =========================================================
Sprite_RotatingTrack_Long:
{
PHB : PHK : PLB
@@ -43,12 +49,7 @@ Sprite_RotatingTrack_Long:
RTL ; Go back to original code
}
; Modes
; 0 = TopLeft -> TopRight
; 1 = TopRight -> BottomRight
; 2 = BottomRight -> BottomLeft
; 3 = BottomLeft -> TopLeft
; 4 = TopRight -> TopLeft
; =========================================================
Sprite_RotatingTrack_Prep:
{
@@ -61,18 +62,29 @@ Sprite_RotatingTrack_Prep:
RTL
}
; =========================================================
; Modes
; 0 = TopLeft -> TopRight
; 1 = TopRight -> BottomRight
; 2 = BottomRight -> BottomLeft
; 3 = BottomLeft -> TopLeft
; 4 = TopRight -> TopLeft
SwitchRam = $37
Sprite_RotatingTrack_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw TopLeftToTopRight
dw TopRightToBottomRight
dw BottomRightToBottomLeft
dw BottomLeftToTopLeft
dw TopRightToTopLeft
; -------------------------------------------------------
; 00 = TopLeft -> TopRight
TopLeftToTopRight:
{
LDA SwitchRam : BNE part2
@@ -87,6 +99,8 @@ Sprite_RotatingTrack_Main:
RTS
}
; -------------------------------------------------------
; 01 = TopRight -> BottomRight
TopRightToBottomRight:
{
LDA SwitchRam : BNE part2_a
@@ -101,6 +115,8 @@ Sprite_RotatingTrack_Main:
RTS
}
; -------------------------------------------------------
; 02 = BottomRight -> BottomLeft
BottomRightToBottomLeft:
{
LDA SwitchRam : BNE part2_b
@@ -115,6 +131,8 @@ Sprite_RotatingTrack_Main:
RTS
}
; -------------------------------------------------------
; 03 = BottomLeft -> TopLeft
BottomLeftToTopLeft:
{
LDA SwitchRam : BNE part2_c
@@ -130,6 +148,8 @@ Sprite_RotatingTrack_Main:
RTS
}
; -------------------------------------------------------
; 04 = TopRight -> TopLeft
TopRightToTopLeft:
{
LDA SwitchRam : BNE part2_d
@@ -147,7 +167,10 @@ Sprite_RotatingTrack_Main:
}
}
; =========================================================
Sprite_RotatingTrack_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
@@ -232,3 +255,4 @@ db $02
db $02
db $02
db $02
}

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/minecart.asm"
incsrc "Sprites/Objects/minecart.asm"
print "End of minecart.asm ", pc
incsrc "Sprites/Bosses/twinrova.asm"