1010 lines
25 KiB
NASM
1010 lines
25 KiB
NASM
; =========================================================
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; Minecart Sprite
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;
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; Used in Goron Mines along with the SwitchTrack and
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; Mineswitch sprite. Makes use of custom collision with
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; somaria track corner tiles.
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;
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; The cart begins in an inactive state, horizontal or vertical
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; and is activated by the player when they stand on the hitbox
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; and press the B button. Based on the subtype of the cart,
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; it will move in that direction until it encounters one of the
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; following scenarions:
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;
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; Somaria Stop Tile - Halt the cart and set its next direction
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; Somaria Corner Track - Switch directions based on cart direction
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; and corner tiletype.
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; Somaria Any Track - Switch direction based on player input
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; Dungeon Transition - Switch to Minecart follower and transition
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; to the next room in a dungeon, spawning
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; a new minecart sprite in the room at Link's
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; location and configuring the direction to move
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; in automatically (no B button to activate)
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;
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; NOTE: Current implementation forbades any two carts from co-existing
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; as the !MinecartDirection variable will be overrode by the prep of
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; the other cart and invalidate the current movement.
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!SPRID = Sprite_Minecart
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 14 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
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; =========================================================
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; Link is in cart
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!LinkInCart = $35
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!MinecartSpeed = 20
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!DoubleSpeed = 30
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; SprSubtype and Minecart movement direction
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; nesw
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; 0 - north
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; 1 - east
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; 2 - south
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; 3 - west
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North = $00
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East = $01
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South = $02
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West = $03
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!MinecartDirection = $012B
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; Sprite Facing Direction
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; udlr
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; 0 - up
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; 1 - down
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; 2 - left
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; 3 - right
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Up = $00
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Down = $01
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Left = $02
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Right = $03
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!SpriteDirection = $0DE0
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; =========================================================
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Sprite_Minecart_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Minecart_DrawTop ; Draw behind Link
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JSR Sprite_Minecart_DrawBottom ; Draw in front of Link
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Minecart_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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; =========================================================
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; The subtype of the minecart determines the direction it
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; will move in, so if the subtype is 0 the cart will move
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; north and start in WaitVert mode.
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Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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STZ.w SprMiscF, X ; Clear the auto-move flag
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STZ.w SprMiscG, X ; Clear the active tossing flag
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; If the subtype is > 4, then it's an active cart
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LDA.w SprSubtype, X : CMP.b #$04 : BCC +
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LDA.w SprSubtype, X : SEC : SBC.b #$04 : STA.w SprSubtype, X
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LDA.b #$01 : STA.w SprMiscF, X ; Set the auto-move flag
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+
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LDA.b #$04 : STA.w SprNbrOAM, X ; Nbr Oam Entries
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LDA.b #$40 : STA.w SprGfxProps, X ; Impervious props
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LDA.b #$E0 : STA.w SprHitbox, X ; Persist outside camera
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STZ.w SprDefl, X ; Sprite persist in dungeon
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STZ.w SprBump, X ; No bump damage
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STZ.w SprTileDie, X ; Set interactive hitbox
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STZ.w !MinecartDirection
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STZ.w !SpriteDirection, X
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LDA.w SprSubtype, X : CMP.b #$00 : BEQ .north
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CMP.b #$01 : BEQ .east
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CMP.b #$02 : BEQ .south
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CMP.b #$03 : BEQ .west
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.north
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%GotoAction(1) ; Minecart_WaitVert
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JMP .done
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.east
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LDA.b #East : STA !MinecartDirection
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LDA.b #Right : STA !SpriteDirection, X
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%GotoAction(0) ; Minecart_WaitHoriz
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JMP .done
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.south
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LDA.b #South : STA !MinecartDirection
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LDA.b #Down : STA !SpriteDirection, X
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%GotoAction(1) ; Minecart_WaitVert
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JMP .done
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.west
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LDA.b #West : STA !MinecartDirection
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LDA.b #Left : STA !SpriteDirection, X
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%GotoAction(0) ; Minecart_WaitHoriz
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.done
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PLB
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RTL
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}
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; =========================================================
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; Handle the tossing of the cart
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; Changes the subtype of the cart to indicate the direction
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; the cart is facing and sets the velocity of the cart
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; based on the direction it is facing.
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Minecart_HandleToss:
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{
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LDA.b #$30 : STA.w SprTimerA, X
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; Check links facing direction $2F and apply velocity
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LDA $2F : CMP.b #$00 : BEQ .toss_north
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CMP.b #$02 : BEQ .toss_south
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CMP.b #$04 : BEQ .toss_east
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CMP.b #$06 : BEQ .toss_west
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.toss_north
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LDA.b #-!DoubleSpeed : STA.w SprYSpeed, X
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LDA #$00 : STA.w SprSubtype, X : STA !SpriteDirection, X
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%GotoAction(1) ; Minecart_WaitVert
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JMP .continue
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.toss_south
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LDA.b #!DoubleSpeed : STA.w SprYSpeed, X
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LDA #$02 : STA.w SprSubtype, X
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(1) ; Minecart_WaitVert
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JMP .continue
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.toss_east
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LDA.b #-!DoubleSpeed : STA.w SprXSpeed, X
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LDA #$01 : STA.w SprSubtype, X
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LDA #$03 : STA !SpriteDirection, X
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%GotoAction(0) ; Minecart_WaitHoriz
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JMP .continue
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.toss_west
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LDA.b #!DoubleSpeed : STA.w SprXSpeed, X
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LDA #$03 : STA.w SprSubtype, X
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LDA #$02 : STA !SpriteDirection, X
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%GotoAction(0) ; Minecart_WaitHoriz
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.continue
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LDA #$01 : STA.w SprMiscG, X
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LDA #$12 : STA.w SprTimerC, X
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STA.w SprYRound, X : STA.w SprXRound, X
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RTS
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}
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Minecart_HandleTossedCart:
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{
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LDA.w SprMiscG, X : BEQ .not_tossed
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LDA.w SprHeight, X : BEQ .low_enough
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DEC.w SprHeight, X
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RTS
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.low_enough
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LDA.w SprTimerC, X : BNE .not_tossed
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LDA.w SprX, X : AND.b #$F8 : STA.w SprX, X
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LDA.w SprY, X : AND.b #$F8 : STA.w SprY, X
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STZ.w SprMiscG, X
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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STZ.w SprHeight, X
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.not_tossed
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RTS
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}
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Minecart_HandleLiftAndToss:
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{
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JSR CheckIfPlayerIsOn : BCC .not_tossing
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LDA.w LinkCarryOrToss : CMP.b #$02 : BNE .not_tossing
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JSR Minecart_HandleToss
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.not_tossing
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JSL Sprite_CheckIfLifted
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JSL Sprite_Move
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JSR Minecart_HandleTossedCart
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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; =========================================================
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Sprite_Minecart_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Minecart_WaitHoriz ; 0x00
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dw Minecart_WaitVert ; 0x01
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dw Minecart_MoveNorth ; 0x02
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dw Minecart_MoveEast ; 0x03
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dw Minecart_MoveSouth ; 0x04
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dw Minecart_MoveWest ; 0x05
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dw Minecart_Release ; 0x06
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; -------------------------------------------------------
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; 0x00
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Minecart_WaitHoriz:
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{
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%PlayAnimation(0,1,8)
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LDA.w LinkCarryOrToss : AND #$03 : BNE .lifting
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LDA.w SprTimerA, X : BNE .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_ready
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; If the cart is active, we move immediately
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LDA.w SprMiscF, X : BNE .active_cart
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; Check for B button
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LDA $F4 : AND.b #$80 : BEQ .not_ready
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.active_cart
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JSL Link_CancelDash
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LDA #$02 : STA.w LinkSomaria
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LDA #$01 : STA !LinkInCart
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; Adjust player pos
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LDA.w SprCachedY : SEC : SBC #$0B : STA $20
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; Check if the cart is facing east or west
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LDA.w SprSubtype, X : CMP.b #$03 : BNE +
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JSR Minecart_SetDirectionWest
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%GotoAction(5) ; Minecart_MoveWest
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RTS
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+
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JSR Minecart_SetDirectionEast
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%GotoAction(3) ; Minecart_MoveEast
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RTS
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.not_ready
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.lifting
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JSR Minecart_HandleLiftAndToss
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RTS
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}
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; -------------------------------------------------------
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; 0x01
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Minecart_WaitVert:
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{
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%PlayAnimation(2,3,8)
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LDA.w LinkCarryOrToss : AND #$03 : BNE .lifting
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LDA.w SprTimerA, X : BNE .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_ready
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; If the cart is active, we move immediately
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LDA.w SprMiscF, X : BNE .active_cart
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; Check for B button
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LDA $F4 : AND.b #$80 : BEQ .not_ready
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.active_cart
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JSL Link_CancelDash
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LDA.b #$02 : STA.w LinkSomaria
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LDA.b #$01 : STA.w !LinkInCart
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; Adjust player pos
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LDA.w SprCachedY : SEC : SBC #$0B : STA $20
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; Check if the cart is facing north or south
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LDA.w SprSubtype, X : BEQ +
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JSR Minecart_SetDirectionSouth
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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+
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JSR Minecart_SetDirectionNorth
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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.not_ready
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.lifting
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JSR Minecart_HandleLiftAndToss
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RTS
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}
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; -------------------------------------------------------
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; 0x02
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Minecart_MoveNorth:
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{
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%PlayAnimation(2,3,8)
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JSR InitMovement
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
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JMP +
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.fast_speed
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LDA.b #-!DoubleSpeed : STA.w SprYSpeed, X
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+
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JSL Sprite_MoveVert
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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JSR HandlePlayerCameraAndMoveCart
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RTS
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}
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; -------------------------------------------------------
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; 0x03
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Minecart_MoveEast:
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{
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%PlayAnimation(0,1,8)
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JSR InitMovement
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA.w SprXSpeed, X
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JMP +
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.fast_speed
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LDA.b #!DoubleSpeed : STA.w SprXSpeed, X
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+
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JSL Sprite_MoveHoriz
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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JSR HandlePlayerCameraAndMoveCart
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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Minecart_MoveSouth:
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{
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%PlayAnimation(2,3,8)
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JSR InitMovement
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
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JMP +
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.fast_speed
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LDA.b #!DoubleSpeed : STA.w SprYSpeed, X
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+
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JSL Sprite_MoveVert
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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JSR HandlePlayerCameraAndMoveCart
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RTS
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}
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; -------------------------------------------------------
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; 0x05
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Minecart_MoveWest:
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{
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%PlayAnimation(0,1,8)
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JSR InitMovement
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA.w SprXSpeed, X
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JMP +
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.fast_speed
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LDA.b #-!DoubleSpeed : STA.w SprXSpeed, X
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+
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JSL Sprite_MoveHoriz
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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JSR HandlePlayerCameraAndMoveCart
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RTS
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}
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; -------------------------------------------------------
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; 0x06
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Minecart_Release:
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{
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JSR StopCart
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LDA.w SprTimerD, X : BNE .not_ready
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LDA #$40 : STA.w SprTimerA, X
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LDA.w !SpriteDirection, X : CMP.b #$00 : BEQ .vert
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CMP.b #$02 : BEQ .vert
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JMP .horiz
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.vert
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%GotoAction(1) ; Minecart_WaitVert
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RTS
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.horiz
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%GotoAction(0)
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.not_ready
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RTS
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}
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}
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; =========================================================
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HandlePlayerCameraAndMoveCart:
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{
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LDA $22 : SEC : SBC $3F : STA $31
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LDA $20 : SEC : SBC $3E : STA $30
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PHX
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JSL Link_HandleMovingAnimation_FullLongEntry
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JSL HandleIndoorCameraAndDoors
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JSL Link_CancelDash
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PLX
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JSR HandleTileDirections
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JSR HandleDynamicSwitchTileDirections
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LDA #$35 : STA $012E ; Cart SFX
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RTS
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}
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StopCart:
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{
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STZ.w LinkSomaria
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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STZ.w !LinkInCart
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RTS
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}
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InitMovement:
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{
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LDA.b $22 : STA.b $3F
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LDA.b $23 : STA.b $41
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LDA.b $20 : STA.b $3E
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LDA.b $21 : STA.b $40
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RTS
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}
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Minecart_SetDirectionNorth:
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{
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LDA.b #North : STA.w SprSubtype, X : STZ.w !MinecartDirection
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LDA.b #Up : STA !SpriteDirection, X
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RTS
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}
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Minecart_SetDirectionEast:
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{
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LDA.b #East : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Right : STA !SpriteDirection, X
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RTS
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}
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Minecart_SetDirectionSouth:
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{
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LDA.b #South : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Down : STA.w !SpriteDirection, X
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RTS
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}
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Minecart_SetDirectionWest:
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{
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LDA.b #West : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Left : STA.w !SpriteDirection, X
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RTS
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}
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; =========================================================
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; A = $0FA5
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CheckForOutOfBounds:
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{
|
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CMP.b #$02 : BNE .not_out_of_bounds
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; If the tile is out of bounds, release the cart
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LDA #$40 : STA.w SprTimerD, X
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%GotoAction(6) ; Minecart_Release
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RTS
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.not_out_of_bounds
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RTS
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}
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CheckForStopTiles:
|
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{
|
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; Check if the tile is a stop tile
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CMP.b #$B7 : BEQ .stop_north
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CMP.b #$B8 : BEQ .stop_south
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CMP.b #$B9 : BEQ .stop_west
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CMP.b #$BA : BEQ .stop_east
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RTS
|
|
|
|
.stop_north
|
|
JSR Minecart_SetDirectionSouth
|
|
JMP .go_vert
|
|
|
|
.stop_south
|
|
JSR Minecart_SetDirectionNorth
|
|
|
|
.go_vert
|
|
%SetTimerA($40)
|
|
JSR StopCart
|
|
%GotoAction(1) ; Minecart_WaitVert
|
|
JSL Link_ResetProperties_A
|
|
RTS
|
|
|
|
.stop_east
|
|
JSR Minecart_SetDirectionWest
|
|
JMP .go_horiz
|
|
|
|
.stop_west
|
|
JSR Minecart_SetDirectionEast
|
|
|
|
.go_horiz
|
|
%SetTimerA($40)
|
|
JSR StopCart
|
|
%GotoAction(0) ; Minecart_WaitHoriz
|
|
JSL Link_ResetProperties_A
|
|
RTS
|
|
}
|
|
|
|
CheckForCornerTiles:
|
|
{
|
|
CMP.b #$B2 : BEQ .check_direction
|
|
CMP.b #$B3 : BEQ .check_direction
|
|
CMP.b #$B4 : BEQ .check_direction
|
|
CMP.b #$B5 : BEQ .check_direction
|
|
SEC
|
|
RTS
|
|
.check_direction
|
|
LDA.w SprSubtype, X
|
|
ASL #2 ; Multiply by 4 to offset rows in the lookup table
|
|
STA $07 ; Store the action index in $07
|
|
|
|
; Subtract $B2 to normalize the tile type to 0 to 3
|
|
LDA.w SPRTILE : SEC : SBC.b #$B2
|
|
; Add action index to tile type offset for the composite index
|
|
; Transfer to Y to use as an offset for the rows
|
|
CLC : ADC.w $07 : TAY
|
|
LDA.w .DirectionTileLookup, Y : TAY
|
|
CPY #$01 : BEQ .move_north
|
|
CPY #$02 : BEQ .move_east
|
|
CPY #$03 : BEQ .move_south
|
|
CPY #$04 : BEQ .move_west
|
|
JMP .done
|
|
|
|
.move_north
|
|
JSR Minecart_SetDirectionNorth
|
|
%GotoAction(2) ; Minecart_MoveNorth
|
|
LDA.w SprX, X : AND #$F8 : STA.w SprX, X
|
|
JMP .done
|
|
|
|
.move_east
|
|
JSR Minecart_SetDirectionEast
|
|
LDA #$03 : STA !SpriteDirection, X
|
|
LDA.w SprY, X : AND #$F8 : STA.w SprY, X
|
|
%GotoAction(3) ; Minecart_MoveEast
|
|
JMP .done
|
|
|
|
.move_south
|
|
JSR Minecart_SetDirectionSouth
|
|
%GotoAction(4) ; Minecart_MoveSouth
|
|
LDA.w SprX, X : AND #$F8 : STA.w SprX, X
|
|
JMP .done
|
|
|
|
.move_west
|
|
JSR Minecart_SetDirectionWest
|
|
LDA.w SprY, X : AND #$F8 : STA.w SprY, X
|
|
%GotoAction(5) ; Minecart_MoveWest
|
|
|
|
.done
|
|
CLC
|
|
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, $00 ; West
|
|
}
|
|
}
|
|
|
|
CheckForTrackTiles:
|
|
{
|
|
CMP.b #$B0 : BEQ .horiz
|
|
CMP.b #$B1 : BEQ .vert
|
|
CMP.b #$BB : BEQ .horiz
|
|
CMP.b #$BC : BEQ .vert
|
|
JMP .done
|
|
|
|
.horiz
|
|
; Are we moving left or right?
|
|
LDA.w SprSubtype, X : CMP.b #$03 : BEQ .inverse_horiz_velocity
|
|
LDA.b #!MinecartSpeed : STA.w SprXSpeed, X
|
|
LDA.b #East : STA !MinecartDirection
|
|
JMP .done
|
|
.inverse_horiz_velocity
|
|
LDA.b #-!MinecartSpeed : STA.w SprXSpeed, X
|
|
LDA.b #West : STA !MinecartDirection
|
|
JMP .done
|
|
.vert
|
|
; Are we moving up or down?
|
|
LDA.w SprSubtype, X : CMP.b #$00 : BEQ .inverse_vert_velocity
|
|
LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
|
|
JMP .done
|
|
.inverse_vert_velocity
|
|
LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
|
|
.done
|
|
RTS
|
|
}
|
|
|
|
HandleTileDirections:
|
|
{
|
|
LDA.w SprTimerA, X : BEQ +
|
|
RTS
|
|
+
|
|
|
|
; If the cart got disconnected from the player, release them.
|
|
JSR CheckIfPlayerIsOn : BCS .player_on_cart
|
|
%GotoAction(6) ; Minecart_Release
|
|
RTS
|
|
.player_on_cart
|
|
|
|
; Setup Minecart position to look for tile IDs
|
|
; We use AND #$F8 to clamp to a 16x16 grid, however this needs work.
|
|
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
|
|
LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
|
|
|
|
; Fetch tile attributes based on current coordinates
|
|
LDA.b #$00 : JSL Sprite_GetTileAttr
|
|
LDA.w $0FA5
|
|
JSR CheckForOutOfBounds
|
|
JSR CheckForStopTiles
|
|
JSR CheckForCornerTiles : BCC .done
|
|
; JSR CheckForTrackTiles
|
|
.done
|
|
LDA #$0F : STA.w SprTimerA, X
|
|
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
|
|
JSR CheckSpritePresence : BCC .no_b0
|
|
PHX
|
|
LDA $02 : TAX
|
|
JSL Link_SetupHitBox
|
|
JSL Sprite_SetupHitBox ; X is now the ID of the sprite $B0
|
|
PLX
|
|
JSL CheckIfHitBoxesOverlap : BCC .no_b0
|
|
LDA !MinecartDirection : CMP.b #$00 : BEQ .east_or_west
|
|
CMP.b #$01 : BEQ .north_or_south
|
|
CMP.b #$02 : BEQ .east_or_west
|
|
CMP.b #$03 : BEQ .north_or_south
|
|
.no_b0
|
|
RTS
|
|
|
|
.east_or_west
|
|
LDA.w SwitchRam : BNE .go_west
|
|
JSR Minecart_SetDirectionEast
|
|
%GotoAction(3) ; Minecart_MoveEast
|
|
RTS
|
|
.go_west
|
|
JSR Minecart_SetDirectionWest
|
|
%GotoAction(5) ; Minecart_MoveWest
|
|
RTS
|
|
|
|
.north_or_south
|
|
LDA.w SwitchRam : BNE .go_south
|
|
JSR Minecart_SetDirectionNorth
|
|
%GotoAction(2) ; Minecart_MoveNorth
|
|
RTS
|
|
.go_south
|
|
JSR Minecart_SetDirectionSouth
|
|
%GotoAction(4) ; Minecart_MoveSouth
|
|
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
|
|
LDY.b #$04
|
|
.y_loop
|
|
DEY
|
|
LDA $0E20, X : CMP.b #$B0 : BEQ .set_flag
|
|
BRA .not_b0
|
|
|
|
.set_flag
|
|
SEC ; Set flag indicating sprite ID $B0 is present
|
|
STX.w $02
|
|
BRA .done
|
|
|
|
.not_b0
|
|
CPY.b #$00 : BNE .y_loop
|
|
CPX.b #$00 : BNE .x_loop
|
|
.done
|
|
PLX
|
|
RTS
|
|
}
|
|
|
|
; =========================================================
|
|
; Check for input from the user (u,d,l,r) on tile B6, BD
|
|
|
|
CheckForPlayerInput:
|
|
{
|
|
; Setup Minecart position to look for tile IDs
|
|
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
|
|
LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
|
|
|
|
; Fetch tile attributes based on current coordinates
|
|
LDA.b #$00 : JSL Sprite_GetTileAttr
|
|
|
|
; Load the tile index
|
|
LDA $0FA5 : CLC : CMP.b #$B6 : BEQ .can_input
|
|
CMP.b #$BD : BEQ .can_input
|
|
BRA .cant_input
|
|
.can_input
|
|
LDY !SpriteDirection, X
|
|
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
|
|
JSR Minecart_SetDirectionNorth
|
|
%GotoAction(2) ; Minecart_MoveNorth
|
|
BRA .return
|
|
|
|
.not_pressing_up
|
|
LDA.b $00 : AND.b #$04 : BEQ .not_pressing_down
|
|
JSR Minecart_SetDirectionSouth
|
|
%GotoAction(4) ; Minecart_MoveSouth
|
|
BRA .return
|
|
|
|
.not_pressing_down
|
|
LDA.b $00 : AND.b #$02 : BEQ .not_pressing_left
|
|
JSR Minecart_SetDirectionWest
|
|
%GotoAction(5) ; Minecart_MoveWest
|
|
BRA .return
|
|
|
|
.not_pressing_left
|
|
LDA.b $00 : AND.b #$01 : BEQ .return
|
|
JSR Minecart_SetDirectionEast
|
|
%GotoAction(3) ; Minecart_MoveEast
|
|
.return
|
|
.cant_input
|
|
RTS
|
|
|
|
.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.w SprCachedX : BCC .left
|
|
LDA $22 : SEC : SBC #$0009 : CMP.w SprCachedX : BCS .right
|
|
LDA $20 : CLC : ADC #$0012 : CMP.w SprCachedY : BCC .up
|
|
LDA $20 : SEC : SBC #$0012 : CMP.w SprCachedY : BCS .down
|
|
SEP #$21
|
|
RTS ; Return with carry set
|
|
.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:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
LDA #$08
|
|
JSL OAM_AllocateFromRegionB
|
|
|
|
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 ; Save current Tile Index?
|
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
|
PHA ; Keep the value with animation index offset?
|
|
|
|
ASL A : TAX
|
|
|
|
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 #$20
|
|
BCC .on_screen_y
|
|
|
|
LDA.b #$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
|
|
|
|
PHY
|
|
TYA : LSR #2 : TAY
|
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
PLY : INY
|
|
PLX : DEX : BPL .nextTile
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
.start_index
|
|
db $00, $02, $04, $06
|
|
.nbr_of_tiles
|
|
db 1, 1, 1, 1
|
|
.x_offsets
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw -8, 8
|
|
.y_offsets
|
|
dw -12, -12
|
|
dw -11, -11
|
|
dw -8, -8
|
|
dw -7, -7
|
|
.chr
|
|
db $40, $40
|
|
db $40, $40
|
|
db $42, $42
|
|
db $42, $42
|
|
.properties
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
}
|
|
|
|
; =========================================================
|
|
; Draw the portion of the cart which is in front of the player
|
|
|
|
Sprite_Minecart_DrawBottom:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
LDA #$08
|
|
JSL OAM_AllocateFromRegionC
|
|
|
|
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 ; Save current Tile Index?
|
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
|
|
|
PHA ; Keep the value with animation index offset?
|
|
|
|
ASL A : TAX
|
|
|
|
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 #$20
|
|
BCC .on_screen_y
|
|
|
|
LDA.b #$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
|
|
|
|
PHY
|
|
TYA : LSR #2 : TAY
|
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
PLY : INY
|
|
PLX : DEX : BPL .nextTile
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
.start_index
|
|
db $00, $02, $04, $06
|
|
.nbr_of_tiles
|
|
db 1, 1, 1, 1
|
|
.x_offsets
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw -8, 8
|
|
.y_offsets
|
|
dw 4, 4
|
|
dw 5, 5
|
|
dw 8, 8
|
|
dw 9, 9
|
|
.chr
|
|
db $60, $60
|
|
db $60, $60
|
|
db $62, $62
|
|
db $62, $62
|
|
.properties
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
}
|
|
|
|
; =========================================================
|
|
; Shutter door only opens if the player is in the cart
|
|
|
|
RoomTag_ShutterDoorRequiresCart:
|
|
{
|
|
LDA.w !LinkInCart : BEQ .no_cart
|
|
REP #$30
|
|
LDX.w #$0000 : CPX.w $0468 : BEQ .exit
|
|
STZ.w $0468
|
|
STZ.w $068E
|
|
STZ.w $0690
|
|
SEP #$30
|
|
|
|
; SFX3.1B
|
|
LDA.b #$1B : STA.w $012F
|
|
LDA.b #$05 : STA.b $11
|
|
.exit
|
|
SEP #$30
|
|
.no_cart
|
|
JML $01CC5A
|
|
}
|
|
|
|
pushpc
|
|
|
|
; JML to return here 01CC5A
|
|
org $01CC08
|
|
RoomTag_Holes3:
|
|
JML RoomTag_ShutterDoorRequiresCart
|
|
; LDA.b #$06 : BRA RoomTag_TriggerHoles
|
|
|
|
pullpc
|
|
|