327 lines
8.1 KiB
NASM
327 lines
8.1 KiB
NASM
;=================================================================
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;Long function, return Carry Set if Active
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;=================================================================
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Sprite_CheckActive:
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{
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; Deactivates the sprite in certain situations
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LDA $0DD0, X : CMP.b #$09 : BNE .inactive
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LDA $0FC1 : BNE .inactive
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LDA $11 : BNE .inactive
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LDA $0CAA, X : BMI .active
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LDA $0F00, X : BEQ .active
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.inactive
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CLC
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RTL
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.active
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SEC
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RTL
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}
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; make the sprite move X axis
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;==========================================================
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Sprite_MoveHoriz:
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LDA.w $0D50, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D70,X : STA.w $0D70,X
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LDY.b #$00
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LDA.w $0D50, X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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ORA.b #$F0
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DEY
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++ ADC.w $0D10,X : STA.w $0D10,X
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TYA : ADC.w $0D30,X : STA.w $0D30,X
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.no_velocity
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RTL
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;===================================================================================================
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; make the sprite move both directions (also height)
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;===================================================================================================
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Sprite_MoveXyz:
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JSL Sprite_MoveAltitude
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Sprite_Move:
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JSL Sprite_MoveHoriz
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; no RTL, just continue into Sprite_MoveVert
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;===================================================================================================
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; make the sprite move Y axis
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;===================================================================================================
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Sprite_MoveVert:
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LDA.w $0D40, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D60,X : STA.w $0D60,X
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LDY.b #$00
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LDA.w $0D40, X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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ORA.b #$F0
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DEY
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++ ADC.w $0D00,X : STA.w $0D00,X
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TYA : ADC.w $0D20,X : STA.w $0D20,X
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.no_velocity
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RTL
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;===================================================================================================
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; make the sprite move Z axis (height)
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;===================================================================================================
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Sprite_MoveZ:
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Sprite_MoveAltitude:
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LDA.w $0F80, X : ASL : ASL : ASL : ASL
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CLC : ADC.w $0F90,X : STA.w $0F90,X
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LDA.w $0F80, X : PHP
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LSR : LSR : LSR : LSR
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PLP : BPL .positive
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ORA.b #$F0
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.positive
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ADC.w $0F70,X : STA.w $0F70,X
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RTL
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;===================================================================================================
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; make the sprite bounce toward player (like vitreous)
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; Movement, Collision are handled by this function (height:20 = vitreous)
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; $09 = speed, $08 = max height
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;===================================================================================================
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Sprite_BounceTowardPlayer:
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JSL Sprite_MoveAltitude
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DEC.w $0F80,X : DEC.w $0F80,X
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LDA.w $0F70, X : BPL .aloft
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STZ.w $0F70, X
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LDA.b $08 : STA.w $0F80, X ; set height from 08
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;LDA.b $09
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LDA.b #$20
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JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$21 : JSL Sound_SetSfx2PanLong
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.aloft
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LDA.w $0F70, X : BEQ .dontmove
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JSL Sprite_Move
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.dontmove
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RTL
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Sprite_BounceFromTileCollision:
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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LDA.w $0D50,X : EOR.b #$FF : INC : STA.w $0D50,X
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INC.w $0ED0, X
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++ LDA.w $0E70, X : AND.b #$0C : BEQ ++
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LDA.w $0D40,X : EOR.b #$FF : INC : STA.w $0D40,X
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INC.w $0ED0, X
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++ RTL
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; ==============================================================================
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Intro_Dungeon_Main:
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{
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;test to see if we are at a place where a guardian is present
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LDA $0E20 : CMP.b #$92 : BNE .notGuardian
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LDA $0E30 : BEQ .notGuardian
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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;free ram used to check if the sprite ran this frame, if 0, it didn't run
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LDA.b SpriteRanCheck : BEQ .didNotRun
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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.didNotRun
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STZ.b SpriteRanCheck
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.notGuardian
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REP #$21 : LDA.w DungeonMainCheck : BNE .intro ;<- load that free ram you are using if it's not zero then we're doing intro thing
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LDA $E2 : RTL ;return to normal intro
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.intro
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PLA ;Pop 2byte from stack
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;skip all the BGs codes
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SEP #$20
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PLA ;Pop 1 byte from the stack
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JSL $07F0AC ; $3F0AC IN ROM. Handle the sprites of pushed blocks.
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JSL $068328 ;Sprite_Main
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JSL $0DA18E ;PlayerOam_Main
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JSL $0DDB75 ;HUD.RefillLogicLong
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JML $0AFD0C ;FloorIndicator ; $57D0C IN ROM. Handles HUD floor indicator
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}
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;uses $00 as the Y coordinate and $02 as the X
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MoveCamera:
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{
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REP #$20
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;move the camera up or down until a point is reached
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LDA $E8 : CMP $00 : BEQ .dontMoveY ;if equals that point, dont move y
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BCS .CameraBelowPointY
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;CameraAbovePoint
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ADC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera down by 1
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BRA .dontMoveY
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.CameraBelowPointY
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SEC : SBC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera up by 1
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.dontMoveY
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;move the camera right or left until a point is reached
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LDA $E2 : CMP.w $02 : BEQ .dontMoveX ;if equals that point, dont move x
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BCS .CameraBelowPointX ;left
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;CameraAbovePoint ;right
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ADC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera right by 1
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BRA .dontMoveX
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.CameraBelowPointX
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SEC : SBC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera left by 1
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.dontMoveX
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;if link is outside of a certain range of the camera, make him dissapear so he doesnt appear on the other side
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LDA $20 : SEC : SBC $E8 : CMP.w #$00E0 : BCS .MakeLinkInvisible
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LDA $22 : SEC : SBC $E2 : CMP.w #$00E0 : BCS .MakeLinkInvisible
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SEP #$20
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LDA.b #$00 : STA $4B ;make link visible
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RTS
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.MakeLinkInvisible
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SEP #$20
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LDA.b #$0C : STA $4B ;make link invisible
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RTS
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}
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MovieEffectTimer = $7EF500 ;0x01
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;these need to be the same as the next set
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;used to do the HDMA
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MovieEffectArray = $F900 ;0x0F
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MovieEffectBank = $7E
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;used to set the actual values
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MovieEffect0 = $7EF900 ;0x01
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MovieEffect1 = $7EF901 ;0x01
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MovieEffect2 = $7EF902 ;0x01
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MovieEffect3 = $7EF903 ;0x01
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MovieEffect4 = $7EF904 ;0x01
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MovieEffect5 = $7EF905 ;0x01
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MovieEffect6 = $7EF906 ;0x01
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MovieEffect7 = $7EF907 ;0x01
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MovieEffect8 = $7EF908 ;0x01
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MovieEffect9 = $7EF909 ;0x01
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MovieEffectA = $7EF90A ;0x01
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MovieEffectB = $7EF90B ;0x01
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MovieEffectC = $7EF90C ;0x01
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MovieEffectD = $7EF90D ;0x01
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MovieEffectE = $7EF90E ;0x01
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SetupMovieEffect:
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{
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;setup HDMA RAM
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;Top Dark Row
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LDA.b #$01 : STA.l MovieEffect0
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LDA.b #$00 : STA.l MovieEffect1
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;Top Dark Row Buffer
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LDA.b #$1F : STA.l MovieEffect2
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LDA.b #$0F : STA.l MovieEffect3
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;Middle Unaffected Area
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LDA.b #$50 : STA.l MovieEffect4
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LDA.b #$0F : STA.l MovieEffect5
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LDA.b #$50 : STA.l MovieEffect6
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LDA.b #$0F : STA.l MovieEffect7
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;Bottom Drak Row Buffer
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LDA.b #$1F : STA.l MovieEffect8
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LDA.b #$0F : STA.l MovieEffect9
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;Bottom Dark Row
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LDA.b #$01 : STA.l MovieEffectA
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LDA.b #$00 : STA.l MovieEffectB
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;Below screen
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LDA.b #$20 : STA.l MovieEffectC
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LDA.b #$0F : STA.l MovieEffectD
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;End
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LDA.b #$00 : STA.l MovieEffectE
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;start timer
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LDA.b #$01 : STA.l MovieEffectTimer
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RTS
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}
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; ; ==============================================================================
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MovieEffect:
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{
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REP #$20
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LDX #$00 : STX $4350 ;Set the transfer mode into 1 byte to 1 register
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LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
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LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
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LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
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SEP #$20
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LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
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; LDA $9B : ORA #$20 : STA $9B
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; LDA.b #$02 : STA $13 ;controls the brightness of the screen
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RTS
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HDMATable: ;values cannot go above 80 or it will read as continuous mode
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db $20, $00 ;for $20 line set screen brightness to 0
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $3F, $00 ;for $20 line set screen brightness to 0
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db $00 ;end the HDMA
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}
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Link_CheckNewY_ButtonPress_Long:
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{
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BIT.b $3A : BVS .fail
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LDA.b $46 : BNE .fail
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LDA.b $F4 : AND.b #$40 : BEQ .fail
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TSB.b $3A
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SEC
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RTL
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.fail
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CLC
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RTL
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} |