804 lines
20 KiB
NASM
804 lines
20 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 = 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 = 00 ; 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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;==============================================================================
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%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
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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 ; 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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; $0DE0[0x10] - (Sprite) ;functions
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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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!MinecartSpeed = 20
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!MinecartDirection = $012B
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!SpriteDirection = $0DE0
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Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X ; SprY adjustment
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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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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STZ.w $012B
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LDA 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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LDA #$01 : STA !MinecartDirection
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%GotoAction(1) ; Minecart_MoveNorth
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JMP .done
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.east
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%GotoAction(0) ; Minecart_MoveEast
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JMP .done
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.south
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%GotoAction(1) ; Minecart_MoveSouth
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JMP .done
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.west
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%GotoAction(0) ; Minecart_MoveWest
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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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macro HandlePlayerCamera()
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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 $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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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
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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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; 0x01
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Minecart_WaitHoriz:
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{
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%PlayAnimation(0,1,8)
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LDA SprTimerA, X : BNE .not_ready
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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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LDA !MinecartDirection : BNE .opposite_direction
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LDA #$02 : STA $0DE0, X
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%GotoAction(5) ; Minecart_MoveWest
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RTS
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.opposite_direction
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%GotoAction(3) ; Minecart_MoveEast
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.not_on_platform
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.not_ready
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x02
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Minecart_WaitVert:
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{
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%PlayAnimation(2,3,8)
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LDA SprTimerA, X : BNE .not_ready
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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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LDA !MinecartDirection : BNE .opposite_direction
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LDA #$01 : STA $0DE0, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.opposite_direction
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LDA #$00 : STA $0DE0, X
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%GotoAction(2) ; Minecart_MoveNorth
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.not_on_platform
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.not_ready
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x03
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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 SprYSpeed, 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 SprX, X : CLC : ADC #$02 : STA $22
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JSR DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x04
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Minecart_MoveEast:
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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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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x05
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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 SprYSpeed, 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 SprX, X : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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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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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x06
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print pc
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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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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x07
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Minecart_Release:
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{
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STZ $02F5
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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LDA SprTimerD, X : BNE .not_ready
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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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macro StopCart()
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STZ $02F5
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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endmacro
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macro SwapSubtype()
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LDA SprSubtype, X ; Load the current direction subtype
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; Assume the new direction is opposite to the current direction.
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; This is just an example, adjust the logic as needed.
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EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
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STA SprSubtype, X ; Store the new direction subtype
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endmacro
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print "HandleTileDirections ", pc
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HandleTileDirections:
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{
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; Setup Minecart position to look for tile IDs
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LDA.w SprY, X : STA.b $00 : LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : STA.b $02 : LDA.w SprXH, X : STA.b $03
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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Load the tile index
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LDA $0FA5
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CLC : CMP.b #$01 : BNE .not_out_of_bounds
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LDA #$40 : STA SprTimerD, X
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%GotoAction(6) ; Minecart_Release
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RTS
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.not_out_of_bounds
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; Check if the tile is a stop tile
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CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
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.check_stop
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CLC : CMP.b #$B7 : BEQ .stop_north
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CLC : CMP.b #$B8 : BEQ .stop_south
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CLC : CMP.b #$B9 : BEQ .stop_east
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CLC : CMP.b #$BA : BEQ .stop_west
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JMP .check_for_movement ; if none of the above, continue with normal logic
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.stop_north
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; Set the new direction to north and flip the cart's orientation
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LDA.b #South : STA SprSubtype, X
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STZ.w !MinecartDirection
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JMP .go_vert
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.stop_south
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; Set the new direction to south and flip the cart's orientation
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LDA.b #North : STA SprSubtype, X
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LDA #$01 : STA !MinecartDirection
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.go_vert
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%SetTimerA($40)
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%StopCart()
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%GotoAction(1) ; Minecart_WaitVert
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RTS
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.stop_east
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; Set the new direction to east and flip the cart's orientation
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LDA.b #West : STA SprSubtype, X
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LDA #$01 : STA !MinecartDirection
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JMP .go_horiz
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.stop_west
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; Set the new direction to west and flip the cart's orientation
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LDA.b #East : STA SprSubtype, X
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STZ.w !MinecartDirection
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.go_horiz
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%SetTimerA($40)
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%StopCart()
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%GotoAction(0) ; Minecart_WaitHoriz
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RTS
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; ---------------------------------------------------------------------------
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.check_for_movement
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; Check for movement tiles
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CLC : CMP.b #$B2 : BEQ .check_direction
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CLC : CMP.b #$B3 : BEQ .check_direction
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CLC : CMP.b #$B4 : BEQ .check_direction
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CLC : CMP.b #$B5 : BEQ .check_direction
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JMP .done
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; Create a composite index based on current direction and tile type
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LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
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ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
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TAY ; Transfer to Y to use as an offset for the rows
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LDA $0FA5 ; Load the tile type
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SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
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CLC
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ADC.w .DirectionTileLookup, Y ; Add the row and column offsets to index into the lookup table
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TAY
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; Direction to move on tile collision
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; 00 - stop or nothing
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; 01 - north
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; 02 - east
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; 03 - south
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; 04 - 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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.DirectionTileLookup
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{
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; TL, BL, TR, BR, Stop
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db $02, $00, $04, $00 ; North
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db $00, $00, $03, $01 ; East
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db $00, $02, $00, $04 ; South
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db $03, $01, $00, $00 ; West
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}
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.check_direction
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LDA SprSubtype, X
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BNE .not_zero
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.not_zero
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ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
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STA $07 ; Store the action index in $07
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LDA $0FA5 ; Load the tile type
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SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
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CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
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TAY
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LDA.w .DirectionTileLookup, Y
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TAY
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.execute_action
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CPY #$01 : BEQ .move_north
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CPY #$02 : BEQ .move_east
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CPY #$03 : BEQ .move_south
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CPY #$04 : BEQ .move_west
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JMP .done
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.move_north
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LDA #$00 : STA SprSubtype, X
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STA $0DE0, X
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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.move_east
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LDA #$01 : STA SprSubtype, X
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LDA #$03 : STA $0DE0, X
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%GotoAction(3) ; Minecart_MoveEast
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RTS
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.move_south
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LDA #$02 : STA SprSubtype, X
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LDA #$01 : STA $0DE0, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.move_west
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LDA #$03 : STA SprSubtype, X
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LDA #$02 : STA $0DE0, X
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%GotoAction(5) ; Minecart_MoveWest
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.done
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RTS
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.tile_ids
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; db $B0 ; - Horiz
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; db $B1 ; | Vert
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; TL, BL, TR, BR
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db $B2, $B3, $B4, $B5
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; db $B8 Stop North
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; db $B9 Stop South
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; db $BA Stop East
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; db $BB Stop West
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; db $BE ; + any direction
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}
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;==============================================================================
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print "DragPlayer: ", pc
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DragYLow = $0B7C
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DragYHigh = $0B7D
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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 DragYLow : STA.w DragYLow
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LDA.w DragPlayer_drag_x_high, Y : ADC.w DragYHigh : STA DragYHigh
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LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA.w $0B7E
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LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F
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.SomariaPlatform_DragLink
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REP #$20
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LDA $0FD8 : SEC : SBC.w #$0002
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CMP $22 : BEQ .x_done : 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
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CMP $20 : BEQ .y_done : 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 #$30
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RTS
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; .drag_x_high
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; db 0, 0, -1, 0, -1
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; .drag_x_low
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; db 0, 0, -1, 1, -1, 1, 1
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; .drag_y_low
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; db -1, 1, 0, 0, -1, 1, -1, 1
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; .drag_y_high
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; db -1, 0, 0, 0, -1, 0, -1, 0
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.drag_x_high
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db 0, 0, -1, 0
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.drag_x_low
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db 0, 0, -1, 1
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.drag_y_low
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db -1, 1, 0, 0
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.drag_y_high
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db -1, 0, 0, 0
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}
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print "HERE", pc
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CheckForPlayerInput:
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{
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; Setup Minecart position to look for tile IDs
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LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Load the tile index
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LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
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; Check for input from the user (u,d,l,r)
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LDY $0DE0, X
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LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
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LDA.b #$00 : STA $0DE0, X ; Moving Up
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STA SprSubtype, X
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%GotoAction(2) ; Minecart_MoveNorth
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BRA .return
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|
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|
.not_pressing_up:
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LDA $00 : AND.b #$04 : BEQ .not_pressing_down
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|
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|
LDA.b #$01 : STA $0DE0, X
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LDA #$02 : STA SprSubtype, X
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%GotoAction(4) ; Minecart_MoveSouth
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|
|
|
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BRA .return
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|
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|
.not_pressing_down
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|
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|
LDA $00 : AND.b #$02 : BEQ .not_pressing_left
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|
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|
LDA.b #$02 : STA $0DE0, X
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LDA #$03 : STA SprSubtype, X
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%GotoAction(5) ; Minecart_MoveWest
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|
|
|
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|
BRA .return
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|
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.not_pressing_left
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|
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|
LDA $00 : AND.b #$01 : BEQ .always
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|
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|
LDA.b #$03 : STA $0DE0, X
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STA SprSubtype, X
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%GotoAction(3) ; Minecart_MoveEast
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|
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|
.always
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|
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; LDA $0DE0, X : CMP.b #$03 : BNE .not_going_right
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|
; ; Default heading in reaction to this tile is going up.
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|
; ; LDA.b #$00 : STA $0DE0, X
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; .not_going_right
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; ;STZ $0D80, X
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|
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.return
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.cant_input
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RTS
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|
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|
.d_pad_press
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|
db $0B, $07, $0E, $0D
|
|
}
|
|
|
|
CheckIfPlayerIsOn:
|
|
{
|
|
REP #$20
|
|
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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|
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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
|
|
.OutsideRight
|
|
.OutsideDown
|
|
.OutsideUp
|
|
SEP #$20
|
|
CLC : RTS ;Return with carry cleared
|
|
}
|
|
|
|
;==============================================================================
|
|
|
|
Sprite_Minecart_DrawTop:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
LDA #$18
|
|
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
|
|
}
|
|
|
|
|
|
Sprite_Minecart_DrawBottom:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
LDA #$18
|
|
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
|
|
} |