231 lines
5.6 KiB
NASM
231 lines
5.6 KiB
NASM
;=================================================================
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;Long function, return Carry Set if Active
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;=================================================================
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Sprite_CheckActive:
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{
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; Deactivates the sprite in certain situations
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LDA $0DD0, X : CMP.b #$09 : BNE .inactive
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LDA $0FC1 : BNE .inactive
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LDA $11 : BNE .inactive
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LDA $0CAA, X : BMI .active
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LDA $0F00, X : BEQ .active
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.inactive
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CLC
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RTL
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.active
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SEC
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RTL
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}
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; make the sprite move X axis
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;===================================================================================================
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Sprite_MoveHoriz:
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LDA.w $0D50,X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D70,X : STA.w $0D70,X
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LDY.b #$00
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LDA.w $0D50,X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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ORA.b #$F0
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DEY
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++ ADC.w $0D10,X : STA.w $0D10,X
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TYA : ADC.w $0D30,X : STA.w $0D30,X
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.no_velocity
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RTL
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;===================================================================================================
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; make the sprite move both directions (also height)
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;===================================================================================================
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Sprite_MoveXyz:
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JSL Sprite_MoveAltitude
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Sprite_Move:
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JSL Sprite_MoveHoriz
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; no RTL, just continue into Sprite_MoveVert
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;===================================================================================================
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; make the sprite move Y axis
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;===================================================================================================
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Sprite_MoveVert:
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LDA.w $0D40,X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D60,X : STA.w $0D60,X
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LDY.b #$00
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LDA.w $0D40,X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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ORA.b #$F0
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DEY
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++ ADC.w $0D00,X : STA.w $0D00,X
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TYA : ADC.w $0D20,X : STA.w $0D20,X
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.no_velocity
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RTL
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;===================================================================================================
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; make the sprite move Z axis (height)
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;===================================================================================================
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Sprite_MoveZ:
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Sprite_MoveAltitude:
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LDA.w $0F80,X : ASL : ASL : ASL : ASL
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CLC : ADC.w $0F90,X : STA.w $0F90,X
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LDA.w $0F80,X : PHP
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LSR : LSR : LSR : LSR
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PLP : BPL .positive
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ORA.b #$F0
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.positive
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ADC.w $0F70,X : STA.w $0F70,X
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RTL
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;===================================================================================================
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; make the sprite bounce toward player (like vitreous)
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; Movement, Collision are handled by this function (height:20 = vitreous)
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; $09 = speed, $08 = max height
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;===================================================================================================
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Sprite_BounceTowardPlayer:
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JSL Sprite_MoveAltitude
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DEC.w $0F80,X : DEC.w $0F80,X
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LDA.w $0F70,X : BPL .aloft
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STZ.w $0F70,X
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LDA.b $08 : STA.w $0F80,X ; set height from 08
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;LDA.b $09
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LDA.b #$20
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JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$21 : JSL Sound_SetSfx2PanLong
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.aloft
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LDA.w $0F70,X : BEQ .dontmove
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JSL Sprite_Move
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.dontmove
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RTL
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Sprite_BounceFromTileCollision:
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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LDA.w $0D50,X : EOR.b #$FF : INC : STA.w $0D50,X
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INC.w $0ED0,X
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++ LDA.w $0E70,X : AND.b #$0C : BEQ ++
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LDA.w $0D40,X : EOR.b #$FF : INC : STA.w $0D40,X
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INC.w $0ED0,X
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++ RTL
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; ==============================================================================
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MovieEffectTimer = $7EF500 ;0x01
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;these need to be the same as the next set
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;used to do the HDMA
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MovieEffectArray = $F900 ;0x0F
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MovieEffectBank = $7E
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;used to set the actual values
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MovieEffect0 = $7EF900 ;0x01
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MovieEffect1 = $7EF901 ;0x01
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MovieEffect2 = $7EF902 ;0x01
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MovieEffect3 = $7EF903 ;0x01
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MovieEffect4 = $7EF904 ;0x01
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MovieEffect5 = $7EF905 ;0x01
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MovieEffect6 = $7EF906 ;0x01
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MovieEffect7 = $7EF907 ;0x01
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MovieEffect8 = $7EF908 ;0x01
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MovieEffect9 = $7EF909 ;0x01
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MovieEffectA = $7EF90A ;0x01
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MovieEffectB = $7EF90B ;0x01
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MovieEffectC = $7EF90C ;0x01
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MovieEffectD = $7EF90D ;0x01
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MovieEffectE = $7EF90E ;0x01
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SetupMovieEffect:
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{
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;setup HDMA RAM
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;Top Dark Row
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LDA.b #$01 : STA.l MovieEffect0
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LDA.b #$00 : STA.l MovieEffect1
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;Top Dark Row Buffer
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LDA.b #$1F : STA.l MovieEffect2
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LDA.b #$0F : STA.l MovieEffect3
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;Middle Unaffected Area
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LDA.b #$50 : STA.l MovieEffect4
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LDA.b #$0F : STA.l MovieEffect5
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LDA.b #$50 : STA.l MovieEffect6
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LDA.b #$0F : STA.l MovieEffect7
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;Bottom Drak Row Buffer
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LDA.b #$1F : STA.l MovieEffect8
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LDA.b #$0F : STA.l MovieEffect9
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;Bottom Dark Row
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LDA.b #$01 : STA.l MovieEffectA
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LDA.b #$00 : STA.l MovieEffectB
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;Below screen
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LDA.b #$20 : STA.l MovieEffectC
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LDA.b #$0F : STA.l MovieEffectD
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;End
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LDA.b #$00 : STA.l MovieEffectE
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;start timer
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LDA.b #$01 : STA.l MovieEffectTimer
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RTS
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}
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; ; ==============================================================================
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MovieEffect:
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{
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REP #$20
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LDX #$00 : STX $4350 ;Set the transfer mode into 1 byte to 1 register
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LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
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LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
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LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
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SEP #$20
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LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
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; LDA $9B : ORA #$20 : STA $9B
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; LDA.b #$02 : STA $13 ;controls the brightness of the screen
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RTS
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HDMATable: ;values cannot go above 80 or it will read as continuous mode
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db $20, $00 ;for $20 line set screen brightness to 0
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $3F, $00 ;for $20 line set screen brightness to 0
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db $00 ;end the HDMA
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} |