798 lines
18 KiB
NASM
798 lines
18 KiB
NASM
;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $BE ; The sprite ID you are overwriting (HEX)
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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 = 00 ; 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 = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 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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;==============================================================================
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%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
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;==============================================================================
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print "Minecart: ", pc
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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 ; Draws the top half behind Link
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JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Minecart_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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;==============================================================================
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Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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; Adjust the Y position so it aligns with the tracks.
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LDA #$00 : STA $0CAA, X
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LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment
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LDA #$04 : STA $0E40, X ; Nbr Oam Entries
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LDA #$40 : STA $0E60, x ; Impervious props
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LDA #$E0 : STA $0F60, X ; Persist
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LDA #$00 : STA $0CD2, X ; No bump damage
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LDA #$00 : STA $0B6B, X ; Set interactive hitbox?
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PLB
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RTL
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}
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;==============================================================================
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macro HandlePlayerCamera()
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PHX
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JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
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JSL $07F42F ; HandleIndoorCameraAndDoors_Long
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JSL Player_HaltDashAttack
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PLX
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endmacro
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!MinecartSpeed = 20
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Sprite_Minecart_Main:
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{
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LDA.w SprAction, X ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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dw Minecart_Adjust ; 0x00
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dw Minecart_WaitHoriz ; 0x01
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dw Minecart_WaitVert ; 0x02
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dw Minecart_MoveWest ; 0x03
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dw Minecart_MoveNorth ; 0x04
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dw Minecart_MoveSouth ; 0x05
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dw Minecart_MoveEast ; 0x06
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Minecart_Adjust:
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{
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%PlayAnimation(0,1,8)
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LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment
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; Store the Subtype in SprMiscB
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; This will be set by the editor to decide if it
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; should be oriented horizontally or vertically.
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LDA $0E30, X : STA $0DB0, X
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LDA #$40 : STA $0E00, X ; Set SprTimerB
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LDA SprMiscB, X : CMP #$00 : BNE .not_horiz
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INC $0D80, X ; Minecart_WaitHoriz
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RTS
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.not_horiz
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%GotoAction(2) ; Minecart_WaitVert
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RTS
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}
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Minecart_WaitHoriz:
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{
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%PlayAnimation(0,1,8)
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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%GotoAction(3) ; Minecart_MoveWest
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.not_on_platform
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RTS
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}
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Minecart_WaitVert:
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{
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%PlayAnimation(2,3,8)
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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%GotoAction(4) ; Minecart_MoveNorth
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.not_on_platform
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RTS
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}
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Minecart_MoveWest:
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{
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%PlayAnimation(0,1,8)
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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JSR DragPlayer
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; Set Minecart sprite coords to look for tile attributes
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for bottom left corner tile
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LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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INC $0D80, X ; Minecart_MoveNorth
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RTS
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.continue
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; Check for top left corner, then go south
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LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA $31 : CLC : ADC.b #$30 : STA $31
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%GotoAction(5) ; Minecart_MoveSouth
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RTS
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.continue_b
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%HandlePlayerCamera()
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RTS
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}
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Minecart_MoveNorth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #-!MinecartSpeed : STA $0D40, X
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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; Setup Minecart position to look for tile IDs
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for top right corner
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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%GotoAction(3)
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RTS
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.continue
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LDA $40 : SEC : SBC.b #$FF : STA $40
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LDA $68 : SEC : SBC.b #$FF : STA $68
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%HandlePlayerCamera()
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RTS
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}
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Minecart_MoveSouth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #!MinecartSpeed : STA $0D40, X
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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LDA $0FA5 : CMP.b #$B5 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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%GotoAction(2) ; Minecart_MoveWest
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RTS
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.continue
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%HandlePlayerCamera()
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RTS
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}
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Minecart_MoveEast:
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{
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RTS
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}
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}
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;==============================================================================
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DragPlayer:
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{
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LDY.w $0DE0, X
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LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w $0B7C : STA $0B7C
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LDA.w DragPlayer_drag_x_high, Y : ADC.w $0B7D : STA $0B7D
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LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E
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LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F
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.SomariaPlatform_DragLink
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REP #$20
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LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done
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BPL .x_too_low
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DEC $0B7C
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BRA .x_done
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.x_too_low
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INC $0B7C
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.x_done
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; Changing the modifier adjusts links position in the cart
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LDA $0FDA : SEC : SBC.w #$0008 : CMP $20 : BEQ .y_done
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BPL .y_too_low
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DEC $0B7E
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BRA .y_done
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.y_too_low
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INC $0B7E
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.y_done
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SEP #$30
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RTS
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.drag_x_high
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db 0, 0, -1, 0, -1
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.drag_x_low
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db 0, 0, -1, 1, -1, 1, 1
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.drag_y_low
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db -1, 1, 0, 0, -1, 1, -1, 1
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.drag_y_high
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db -1, 0, 0, 0, -1, 0, -1, 0
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; .drag_x_high
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; db 0, 0, -1, 0
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; .drag_x_low
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; db 0, 0, -1, 1
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; .drag_y_low
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; db -1, 1, 0, 0
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; .drag_y_high
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; db -1, 0, 0, 0
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}
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CheckIfPlayerIsOn:
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{
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REP #$20
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LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
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LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
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LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
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LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
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SEP #$21
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RTS ;Return with carry setted
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.OutsideLeft
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.OutsideRight
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.OutsideDown
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.OutsideUp
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SEP #$20
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CLC : RTS ;Return with carry cleared
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}
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;==============================================================================
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Sprite_Minecart_DrawTop:
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{
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JSL Sprite_PrepOamCoord
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LDA #$18
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JSL OAM_AllocateFromRegionB
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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db $00, $02, $04, $06
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.nbr_of_tiles
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db 1, 1, 1, 1
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.x_offsets
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dw -8, 8
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dw -8, 8
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dw -8, 8
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dw -8, 8
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.y_offsets
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dw -12, -12
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dw -11, -11
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dw -8, -8
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dw -7, -7
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.chr
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db $40, $40
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db $40, $40
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db $42, $42
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db $42, $42
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.properties
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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}
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Sprite_Minecart_DrawBottom:
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{
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JSL Sprite_PrepOamCoord
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LDA #$18
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JSL OAM_AllocateFromRegionC
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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db $00, $02, $04, $06
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.nbr_of_tiles
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db 1, 1, 1, 1
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.x_offsets
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dw -8, 8
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dw -8, 8
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dw -8, 8
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dw -8, 8
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.y_offsets
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dw 4, 4
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dw 5, 5
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dw 8, 8
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dw 9, 9
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.chr
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db $60, $60
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db $60, $60
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db $62, $62
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db $62, $62
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.properties
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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}
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;==============================================================================
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; Camera Code copied from vanilla which is called by HandleIndoorCameraAndDoors
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; Could be modified to be a custom Minecart camera which skips the dungeon
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; small room scroll transitions.
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; There's still some code left in bank02 not copied.
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!LinkCoordCacheY_High = $40
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!LinkCoordCacheX_High = $41
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; Link's absolute coordinates
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; TODO also used during attract (up through around $34)
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!POSY = $7E0020
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!POSYH = $7E0021
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!POSX = $7E0022
|
|
!POSXH = $7E0023
|
|
|
|
; The difference in pixels Link moved on each axis
|
|
!DIFFY = $7E0030
|
|
!DIFFX = $7E0031
|
|
|
|
; Caches Link's coordinates for calculations during movement routines.
|
|
!CALCYL = $7E003E
|
|
!CALCXL = $7E003F
|
|
!CALCYH = $7E0040
|
|
!CALCXH = $7E0041
|
|
|
|
; Difference of coordinate high bytes for movement calculations.
|
|
!DIFFYH = $7E0068
|
|
!DIFFXH = $7E0069
|
|
|
|
; Camera scroll boundaries for big (B) and small (A) rooms in directions NSEW
|
|
!SCROLLAN = $7E0600
|
|
!SCROLLANH = $7E0601
|
|
!SCROLLBN = $7E0602
|
|
!SCROLLBNH = $7E0603
|
|
!SCROLLAS = $7E0604
|
|
!SCROLLASH = $7E0605
|
|
!SCROLLBS = $7E0606
|
|
!SCROLLBSH = $7E0607
|
|
|
|
!SCROLLAW = $7E0608
|
|
!SCROLLAWH = $7E0609
|
|
!SCROLLBW = $7E060A
|
|
!SCROLLBWH = $7E060B
|
|
!SCROLLAE = $7E060C
|
|
!SCROLLAEH = $7E060D
|
|
!SCROLLBE = $7E060E
|
|
!SCROLLBEH = $7E060F
|
|
|
|
; Called by HandleIndoorCameraAndDoors if Link is not in a doorway.
|
|
ApplyLinksMovementToCamera:
|
|
PHB : PHK : PLB
|
|
|
|
LDA.b $21 : SEC : SBC.b $40 : STA.b $68
|
|
LDA.b $23 : SEC : SBC.b $41 : STA.b $69
|
|
|
|
; you already have it, doofus
|
|
LDA.b $69 : BEQ .check_y_movement
|
|
|
|
BMI .moved_left
|
|
|
|
.moved_right
|
|
JSL AdjustQuadrantAndCamera_right
|
|
BRA .check_y_movement
|
|
|
|
.moved_left
|
|
JSL AdjustQuadrantAndCamera_left
|
|
|
|
.check_y_movement
|
|
LDA.b $68 : BEQ .done
|
|
|
|
BPL .moved_down
|
|
|
|
.moved_up
|
|
JSL AdjustQuadrantAndCamera_up
|
|
|
|
PLB
|
|
|
|
RTL
|
|
|
|
.moved_down
|
|
JSL AdjustQuadrantAndCamera_down
|
|
|
|
.done
|
|
PLB
|
|
|
|
RTL
|
|
|
|
QuadrantLayoutFlagBitfield:
|
|
db $08, $04, $02, $01, $0C, $0C, $03, $03
|
|
db $0A, $05, $0A, $05, $0F, $0F, $0F, $0F
|
|
|
|
Underworld_AdjustQuadrant:
|
|
LDA.w $040E
|
|
ORA.b $AA
|
|
ORA.b $A9
|
|
STA.b $A8
|
|
|
|
RTS
|
|
|
|
;==============================================================================
|
|
|
|
|
|
AdjustQuadrantAndCamera_right:
|
|
LDA.b $A9
|
|
EOR.b #$01
|
|
STA.b $A9
|
|
|
|
JSR Underworld_AdjustQuadrant
|
|
|
|
LDX.b #$08
|
|
JSR AdjustCameraBoundaries_DownOrRightQuadrant
|
|
|
|
;==============================================================================
|
|
|
|
SetAndSaveVisitedQuadrantFlags:
|
|
LDA.b $A7
|
|
ASL A
|
|
ASL A
|
|
STA.b $00
|
|
|
|
LDA.b $A6
|
|
ASL A
|
|
ORA.b $00
|
|
ORA.b $AA
|
|
ORA.b $A9
|
|
TAX
|
|
|
|
LDA.l QuadrantLayoutFlagBitfield, X
|
|
ORA.w $0408
|
|
STA.w $0408
|
|
|
|
;==============================================================================
|
|
|
|
SaveVisitedQuadrantFlags:
|
|
REP #$30
|
|
|
|
LDA.b $A0
|
|
ASL A
|
|
TAX
|
|
|
|
LDA.l $7EF000, X
|
|
ORA.w $0408
|
|
STA.l $7EF000, X
|
|
|
|
SEP #$30
|
|
|
|
RTL
|
|
|
|
;==============================================================================
|
|
|
|
AdjustQuadrantAndCamera_left:
|
|
LDA.b $A9
|
|
EOR.b #$01
|
|
STA.b $A9
|
|
|
|
JSR Underworld_AdjustQuadrant
|
|
|
|
LDX.b #$08
|
|
JSR AdjustCameraBoundaries_UpOrLeftQuadrant
|
|
|
|
BRA SetAndSaveVisitedQuadrantFlags
|
|
|
|
;==============================================================================
|
|
|
|
AdjustQuadrantAndCamera_down:
|
|
LDA.b $AA
|
|
EOR.b #$02
|
|
STA.b $AA
|
|
|
|
JSR Underworld_AdjustQuadrant
|
|
|
|
LDX.b #$00
|
|
JSR AdjustCameraBoundaries_DownOrRightQuadrant
|
|
|
|
BRA SetAndSaveVisitedQuadrantFlags
|
|
|
|
;==============================================================================
|
|
|
|
AdjustQuadrantAndCamera_up:
|
|
LDA.b $AA
|
|
EOR.b #$02
|
|
STA.b $AA
|
|
|
|
JSR Underworld_AdjustQuadrant
|
|
|
|
LDX.b #$00
|
|
JSR AdjustCameraBoundaries_UpOrLeftQuadrant
|
|
|
|
BRA SetAndSaveVisitedQuadrantFlags
|
|
|
|
|
|
;===================================================================================================
|
|
|
|
AdjustCameraBoundaries_DownOrRightQuadrant:
|
|
REP #$20
|
|
|
|
LDA.w $0600, X
|
|
CLC
|
|
ADC.w #$0100
|
|
STA.w $0600, X
|
|
|
|
LDA.w $0604, X
|
|
CLC
|
|
ADC.w #$0100
|
|
STA.w $0604, X
|
|
|
|
SEP #$20
|
|
|
|
RTS
|
|
|
|
;===================================================================================================
|
|
|
|
AdjustCameraBoundaries_DownOrRightWholeRoom:
|
|
REP #$20
|
|
|
|
LDA.w $0602, X
|
|
CLC
|
|
ADC.w #$0200
|
|
STA.w $0602, X
|
|
|
|
LDA.w $0606, X
|
|
CLC
|
|
ADC.w #$0200
|
|
STA.w $0606, X
|
|
|
|
SEP #$20
|
|
|
|
RTS
|
|
|
|
;===================================================================================================
|
|
|
|
AdjustCameraBoundaries_UpOrLeftQuadrant:
|
|
REP #$20
|
|
|
|
LDA.w $0600, X
|
|
SEC
|
|
SBC.w #$0100
|
|
STA.w $0600, X
|
|
|
|
LDA.w $0604, X
|
|
SEC
|
|
SBC.w #$0100
|
|
STA.w $0604, X
|
|
|
|
SEP #$20
|
|
|
|
RTS
|
|
|
|
;===================================================================================================
|
|
|
|
AdjustCameraBoundaries_UpOrLeftWholeRoom:
|
|
REP #$20
|
|
|
|
LDA.w $0602, X
|
|
SEC
|
|
SBC.w #$0200
|
|
STA.w $0602, X
|
|
|
|
LDA.w $0606, X
|
|
SEC
|
|
SBC.w #$0200
|
|
STA.w $0606, X
|
|
|
|
SEP #$20
|
|
|
|
RTL |