732 lines
14 KiB
NASM
732 lines
14 KiB
NASM
; =========================================================
|
|
; Twinrova Boss Sprite
|
|
; =========================================================
|
|
|
|
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
|
|
!NbrTiles = 06 ; Number of tiles used in a frame
|
|
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
|
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
|
!Health = 00 ; Number of Health the sprite have
|
|
!Damage = 00 ; (08 is a whole heart), 04 is half heart
|
|
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
|
|
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
|
|
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
|
|
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
|
|
!Palette = 00 ; Unused in this Twinrova (can be 0 to 7)
|
|
!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
|
|
!Persist = 00 ; 01 = your sprite continue to live offscreen
|
|
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
|
|
!CollisionLayer = 01 ; 01 = will check both layer for collision
|
|
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
|
|
!DeflectArrow = 00 ; 01 = deflect arrows
|
|
!WaterSprite = 00 ; 01 = can only walk shallow water
|
|
!Blockable = 00 ; 01 = can be blocked by link's shield?
|
|
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
|
|
!Sound = 00 ; 01 = Play different sound when taking damage
|
|
!Interaction = 00 ; ?? No documentation
|
|
!Statue = 00 ; 01 = Sprite is statue
|
|
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
|
|
!ImperviousArrow = 00 ; 01 = Impervious to arrows
|
|
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
|
!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss
|
|
%Set_Sprite_Properties(Sprite_Twinrova_Prep, Sprite_Twinrova_Long)
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Twinrova_Long:
|
|
{
|
|
PHB : PHK : PLB
|
|
|
|
JSR Sprite_Twinrova_Draw ; Call the draw code
|
|
JSL Sprite_DrawShadow
|
|
|
|
JSL Sprite_CheckActive ; Check if game is not paused
|
|
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
|
|
|
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
|
|
JSR Sprite_Twinrova_Main ; Call the main sprite code
|
|
|
|
.SpriteIsNotActive
|
|
PLB ; Get back the databank we stored previously
|
|
RTL ; Go back to original code
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Twinrova_CheckIfDead:
|
|
{
|
|
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
|
|
|
|
; If health is negative, set back to zero
|
|
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
|
|
LDA.b #$00 : STA $0E50, X
|
|
|
|
.healthNotNegative
|
|
|
|
LDA $0E50, X : BNE .not_dead
|
|
PHX
|
|
|
|
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
|
|
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
|
|
|
|
PLX
|
|
.not_dead
|
|
RTS
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Twinrova_Prep:
|
|
{
|
|
PHB : PHK : PLB
|
|
|
|
STZ $0D80, X
|
|
|
|
LDA.b #$40 : STA $0E50, X ; Health
|
|
|
|
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
|
|
|
%SetSpriteSpeedX(15)
|
|
%SetSpriteSpeedX(15)
|
|
|
|
LDA #$10 : STA $08
|
|
LDA #$10 : STA $09
|
|
|
|
LDA #$00 : STA $7EF3CC
|
|
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
!AnimSpeed = 8
|
|
|
|
macro Twinrova_Front()
|
|
%PlayAnimation(0,1,!AnimSpeed)
|
|
endmacro
|
|
|
|
macro Twinrova_Back()
|
|
%PlayAnimation(2,3,!AnimSpeed)
|
|
endmacro
|
|
|
|
macro Twinrova_Ready()
|
|
%PlayAnimation(4,6,!AnimSpeed)
|
|
endmacro
|
|
|
|
macro Twinrova_Attack()
|
|
%PlayAnimation(7,7,!AnimSpeed)
|
|
endmacro
|
|
|
|
macro Show_Koume()
|
|
%PlayAnimation(8,8,!AnimSpeed)
|
|
endmacro
|
|
|
|
macro Show_Kotake()
|
|
%PlayAnimation(9,9,!AnimSpeed)
|
|
endmacro
|
|
|
|
macro Twinrova_Hurt()
|
|
%PlayAnimation(10,11,!AnimSpeed)
|
|
endmacro
|
|
|
|
; =========================================================
|
|
|
|
; Phase 0: Blind Maiden turns into Twinrova.
|
|
;
|
|
; Phase 1: Twinrova is one entity, moving around the room
|
|
; and shooting fire and ice attacks at Link.
|
|
; Similar to the Trinexx attacks.
|
|
;
|
|
; Phase 2: Twinrova alternates between Koume (fire) and
|
|
; Kotake (ice) forms. Koume changes the arena
|
|
; to a fire arena. Similar to Ganon fight changes.
|
|
|
|
Sprite_Twinrova_Main:
|
|
{
|
|
LDA.w SprAction, X
|
|
JSL UseImplicitRegIndexedLocalJumpTable
|
|
|
|
dw Twinrova_Init ; 0x00
|
|
dw Twinrova_MoveState ; 0x01
|
|
dw Twinrova_MoveForwards ; 0x02
|
|
dw Twinrova_MoveBackwards ; 0x03
|
|
dw Twinrova_PrepareAttack ; 0x04
|
|
dw Twinrova_FireAttack ; 0x05
|
|
dw Twinrova_IceAttack ; 0x06
|
|
dw Twinrova_Hurt ; 0x07
|
|
dw Twinrova_KoumeMode ; 0x08
|
|
dw Twinrova_KotakeMode ; 0x09
|
|
dw Twinrova_Dead ; 0x0A
|
|
|
|
Twinrova_Init:
|
|
{
|
|
; %Twinrova_Front()
|
|
JSR ApplyTwinrovaGraphics
|
|
%GotoAction(01)
|
|
RTS
|
|
}
|
|
|
|
Twinrova_MoveState:
|
|
{
|
|
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
|
|
; -------------------------------------------
|
|
; Phase 2
|
|
LDA SprTimerE, X : BNE .kotake
|
|
LDA #$70 : STA SprTimerD, X
|
|
%GotoAction(8) ; Koume Mode
|
|
RTS
|
|
.kotake
|
|
LDA #$70 : STA SprTimerD, X
|
|
%GotoAction(9) ; Kotake Mode
|
|
RTS
|
|
|
|
; ---------------------------------------------
|
|
.phase_1
|
|
LDA $0DA0 : BEQ .not_flashing
|
|
LDA.b #$20 : STA.w SprTimerD, X
|
|
%GotoAction(7) ; Goto Twinrova_Hurt
|
|
RTS
|
|
.not_flashing
|
|
|
|
JSL GetRandomInt : AND.b #$3F : BNE +
|
|
LDA.b #$20 : STA.w SprTimerD, X
|
|
STZ $AC
|
|
%GotoAction(4) ; Prepare Attack
|
|
RTS
|
|
+
|
|
|
|
JSL GetRandomInt : AND.b #$3F : BNE ++
|
|
LDA.b #$20 : STA.w SprTimerD, X
|
|
LDA #$01 : STA $AC
|
|
%GotoAction(4) ; Prepare Attack
|
|
RTS
|
|
++
|
|
|
|
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
|
|
TYA : BNE .MoveBackwards ; If 1,
|
|
%GotoAction(2)
|
|
RTS
|
|
.MoveBackwards
|
|
%GotoAction(3)
|
|
RTS
|
|
}
|
|
|
|
Twinrova_MoveForwards:
|
|
{
|
|
%Twinrova_Front()
|
|
|
|
PHX
|
|
JSL Sprite_CheckDamageFromPlayerLong
|
|
%DoDamageToPlayerSameLayerOnContact()
|
|
PLX
|
|
|
|
JSL Sprite_DamageFlash_Long
|
|
JSL Sprite_BounceTowardPlayer
|
|
|
|
%GotoAction(1)
|
|
RTS
|
|
}
|
|
|
|
Twinrova_MoveBackwards:
|
|
{
|
|
%Twinrova_Back()
|
|
|
|
PHX
|
|
JSL Sprite_CheckDamageFromPlayerLong
|
|
%DoDamageToPlayerSameLayerOnContact()
|
|
PLX
|
|
|
|
JSL Sprite_DamageFlash_Long
|
|
JSL Sprite_BounceTowardPlayer
|
|
|
|
%GotoAction(1)
|
|
RTS
|
|
}
|
|
|
|
Twinrova_PrepareAttack:
|
|
{
|
|
%StartOnFrame(7)
|
|
%Twinrova_Attack()
|
|
|
|
PHX
|
|
JSL Sprite_CheckDamageFromPlayerLong
|
|
%DoDamageToPlayerSameLayerOnContact()
|
|
PLX
|
|
|
|
LDA $0CAA : AND.b #$03 : STA $0CAA
|
|
LDA SprTimerD, X : BNE +
|
|
LDA $0CAA : ORA.b #$03 : STA $0CAA
|
|
LDA.b #$40 : STA.w SprTimerD, X
|
|
LDA $AC : BEQ .fire
|
|
%GotoAction(6) ; Ice Attack
|
|
RTS
|
|
.fire
|
|
%GotoAction(5)
|
|
+
|
|
RTS
|
|
}
|
|
|
|
; 0x05
|
|
Twinrova_FireAttack:
|
|
{
|
|
%StartOnFrame(4)
|
|
%Twinrova_Ready()
|
|
|
|
JSR Sprite_Twinrova_FireAttack
|
|
|
|
LDA.w SprTimerD, X : BNE +
|
|
%GotoAction(1)
|
|
+
|
|
RTS
|
|
}
|
|
|
|
; 0x06
|
|
Twinrova_IceAttack:
|
|
{
|
|
%StartOnFrame(4)
|
|
%Twinrova_Ready()
|
|
|
|
JSR Sprite_Twinrova_IceAttack
|
|
|
|
LDA.w SprTimerD, X : BNE +
|
|
%GotoAction(1)
|
|
+
|
|
RTS
|
|
}
|
|
|
|
Twinrova_Hurt:
|
|
{
|
|
%StartOnFrame(10)
|
|
%Twinrova_Hurt()
|
|
|
|
PHX
|
|
JSL Sprite_CheckDamageFromPlayerLong
|
|
%DoDamageToPlayerSameLayerOnContact()
|
|
PLX
|
|
|
|
JSL Sprite_DamageFlash_Long
|
|
|
|
LDA.w SprTimerD, X : BNE +
|
|
%GotoAction(1)
|
|
+
|
|
RTS
|
|
}
|
|
|
|
Twinrova_KoumeMode:
|
|
{
|
|
%StartOnFrame(8)
|
|
%Show_Koume()
|
|
|
|
PHX
|
|
JSL Sprite_CheckDamageFromPlayerLong
|
|
%DoDamageToPlayerSameLayerOnContact()
|
|
PLX
|
|
|
|
JSL Sprite_DamageFlash_Long
|
|
JSL Sprite_BounceTowardPlayer
|
|
|
|
LDA SprTimerD, X : BNE +
|
|
%GotoAction(1)
|
|
+
|
|
RTS
|
|
}
|
|
|
|
Twinrova_KotakeMode:
|
|
{
|
|
%StartOnFrame(9)
|
|
%Show_Kotake()
|
|
|
|
PHX
|
|
JSL Sprite_CheckDamageFromPlayerLong
|
|
%DoDamageToPlayerSameLayerOnContact()
|
|
PLX
|
|
|
|
JSL Sprite_DamageFlash_Long
|
|
JSL Sprite_BounceTowardPlayer
|
|
|
|
LDA SprTimerD, X : BNE +
|
|
%GotoAction(1)
|
|
+
|
|
RTS
|
|
}
|
|
|
|
Twinrova_Dead:
|
|
{
|
|
%StartOnFrame(10)
|
|
%Twinrova_Hurt()
|
|
|
|
RTS
|
|
}
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Untitled_Garnish:
|
|
{
|
|
LDA $1A : AND.b #$03 : BNE .no_shake
|
|
|
|
JSL Sprite_IsToRightOfPlayer
|
|
|
|
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
|
|
|
CLC : ADC.w $8000, Y : STA $0D50, X
|
|
|
|
.no_shake:
|
|
|
|
JSL Sprite_CheckTileCollision : BEQ .exit
|
|
|
|
JSL Sprite_BounceTowardPlayer
|
|
|
|
.exit
|
|
|
|
RTS
|
|
|
|
.x_speed_targets
|
|
db 8, -16
|
|
}
|
|
|
|
Sprite_Twinrova_FireAttack:
|
|
{
|
|
JSL Sprite_CheckTileCollision : BNE .no_collision
|
|
JSL Sprite_Move
|
|
.no_collision
|
|
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
|
|
JMP Untitled_Garnish
|
|
|
|
.AddFireGarnish
|
|
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
|
|
|
LDA.b #$2A : JSL Sound_SetSfx2PanLong
|
|
|
|
LDA.b #$1D
|
|
|
|
; *$EBDE8 ALTERNATE ENTRY POINT
|
|
|
|
PHX : TXY
|
|
|
|
TAX : STA $00
|
|
|
|
.next_slot
|
|
|
|
LDA $7FF800, X : BEQ .free_slot
|
|
|
|
DEX : BPL .next_slot
|
|
|
|
DEC $0FF8 : BPL .use_search_index
|
|
|
|
LDA $00 : STA $0FF8
|
|
|
|
.use_search_index
|
|
|
|
LDX $0FF8
|
|
|
|
.free_slot
|
|
|
|
LDA.b #$10 : STA $7FF800, X : STA $0FB4
|
|
|
|
TYA : STA $7FF92C, X
|
|
|
|
LDA $0D10, Y : STA $7FF83C, X
|
|
LDA $0D30, Y : STA $7FF878, X
|
|
|
|
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
|
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
|
|
|
LDA.b #$7F : STA $7FF90E, X
|
|
|
|
STX $00
|
|
|
|
PLX
|
|
|
|
.return
|
|
RTS
|
|
}
|
|
|
|
|
|
AddIceGarnishV2:
|
|
{
|
|
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
|
|
|
LDA.b #$14 : JSL Sound_SetSfx3PanLong
|
|
|
|
LDA.b #$1D
|
|
|
|
; *$EBDE8 ALTERNATE ENTRY POINT
|
|
|
|
PHX : TXY
|
|
|
|
TAX : STA $00
|
|
|
|
.next_slot
|
|
|
|
LDA $7FF800, X : BEQ .free_slot
|
|
|
|
DEX : BPL .next_slot
|
|
|
|
DEC $0FF8 : BPL .use_search_index
|
|
|
|
LDA.b #$00 : STA $0FF8
|
|
|
|
.use_search_index
|
|
|
|
LDX $0FF8
|
|
|
|
.free_slot
|
|
|
|
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
|
|
|
TYA : STA $7FF92C, X
|
|
|
|
LDA $0D10, Y : STA $7FF83C, X
|
|
LDA $0D30, Y : STA $7FF878, X
|
|
|
|
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
|
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
|
|
|
LDA.b #$7F : STA $7FF90E, X
|
|
|
|
STX $00
|
|
|
|
PLX
|
|
|
|
.return
|
|
RTS
|
|
}
|
|
|
|
Sprite_Twinrova_IceAttack:
|
|
{
|
|
JSL Sprite_Move
|
|
JSR AddIceGarnishV2
|
|
JSR Untitled_Garnish
|
|
.return
|
|
RTS
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
; Overwrite vanilla Trinexx ice garnish
|
|
; Plays like a simple ice cloud animation now.
|
|
|
|
pushpc
|
|
|
|
org $09B5DE
|
|
Garnish_PrepOamCoord:
|
|
|
|
org $09B70C
|
|
Garnish_SetOamPropsAndLargeSize:
|
|
|
|
org $09B459
|
|
Garnish_CheckPlayerCollision:
|
|
|
|
org $09B5D6
|
|
Garnish_SetOamPropsAndSmallSize:
|
|
|
|
org $09B33F
|
|
TrinexxIce_Pool:
|
|
{
|
|
.chr
|
|
db $2E
|
|
db $2E
|
|
db $2C
|
|
db $2C
|
|
.properties
|
|
db $35
|
|
db $35
|
|
db $35
|
|
db $35
|
|
}
|
|
|
|
org $09B34F
|
|
Garnish_TrinexxIce:
|
|
{
|
|
; special animation 0x0C
|
|
|
|
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
|
|
|
LDA TrinexxIce_Pool_properties, Y : STA $04
|
|
|
|
JSR Garnish_PrepOamCoord
|
|
|
|
LDA $00 : STA ($90), Y
|
|
LDA $02 : INY : STA ($90), Y
|
|
|
|
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
|
|
|
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
|
|
|
LDA.b #$35 : ORA $04 : PLX
|
|
|
|
JMP Garnish_SetOamPropsAndLargeSize
|
|
}
|
|
warnpc $09B3B8
|
|
|
|
; Ice Garnish
|
|
org $0DB266+$CD
|
|
db $04
|
|
|
|
pullpc
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Twinrova_Draw:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
|
|
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
|
LDA .start_index, Y : STA $06
|
|
|
|
; Store Palette thing
|
|
LDA $0DA0, X : STA $08
|
|
|
|
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
|
|
|
|
; Set palette flash modifier
|
|
LDA .properties, X : ORA $08 : STA ($90), Y
|
|
|
|
PHY
|
|
|
|
TYA : LSR #2 : TAY
|
|
|
|
SEP #$20 ;set A back to 8bit but not X and Y
|
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
|
|
PLY : INY
|
|
|
|
PLX : DEX : BPL .nextTile
|
|
|
|
SEP #$30
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
|
|
; =========================================================
|
|
.start_index
|
|
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
|
.nbr_of_tiles
|
|
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
|
.x_offsets
|
|
dw -8, 8, 8, -8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -16, 0, 16, -16, 0, 16
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
.y_offsets
|
|
dw -8, -8, 8, 8
|
|
dw -7, -7, 9, 9
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -7, -7, 9, 9
|
|
dw -6, -6, 10, 10
|
|
dw -8, -8, -8, 8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -7, -7, 9, 9
|
|
.chr
|
|
db $00, $02, $22, $24
|
|
db $04, $06, $24, $26
|
|
db $08, $0A, $28, $2A
|
|
db $0C, $0E, $28, $2A
|
|
db $44, $46, $64, $66
|
|
db $48, $4A, $68, $6A
|
|
db $4C, $4E, $6C, $6E
|
|
db $88, $8A, $8C, $A8, $AA, $AC
|
|
db $80, $82, $A0, $A2
|
|
db $84, $86, $A4, $A6
|
|
db $40, $42, $60, $62
|
|
db $40, $42, $60, $62
|
|
.properties
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
.sizes
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02, $02, $00
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
}
|
|
|
|
ApplyTwinrovaGraphics:
|
|
{
|
|
PHX
|
|
|
|
REP #$20 ; A = 16, XY = 8
|
|
LDX #$80 : STX $2100 ;turn the screen off (required)
|
|
|
|
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
|
|
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
|
|
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
|
|
; "001 => 2 registers write once (2 bytes: p, p+1)"
|
|
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
|
|
LDX.b #TwinrovaGraphics>>16 : STX $4304
|
|
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each
|
|
LDX #$01 : STX $420B ; Do the DMA
|
|
|
|
LDX #$0F : STX $2100 ;turn the screen back on
|
|
|
|
SEP #$30
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
TwinrovaGraphics:
|
|
incbin twinrova.bin
|
|
} |