Files
oracle-of-secrets/Sprites/Objects/minecart.asm

1091 lines
28 KiB
NASM

; =========================================================
; Minecart Sprite Properties
; =========================================================
!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 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 = 01 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 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 = 00 ; 00 = normal sprite, 01 = sprite is a boss
; =========================================================
%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
; =========================================================
; Link is in cart
!LinkInCart = $35
!MinecartSpeed = 20
!DoubleSpeed = 30
; nesw
; 0 - north
; 1 - east
; 2 - south
; 3 - west
!MinecartDirection = $012B
; $0DE0[0x10] - (Sprite) ;functions
; udlr
; 0 - up
; 1 - down
; 2 - left
; 3 - right
!SpriteDirection = $0DE0
; Bitfield for carry-related actions.
; .... ..tl
; t - tossing object
; l - lifting object
!LinkCarryOrToss = $0309
; =========================================================
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Minecart_Prep:
{
PHB : PHK : PLB
; If the subtype is > 4, then it's a dummy cart
LDA SprSubtype, X : CMP.b #$04 : BCC .continue
LDA SprSubtype, X : SEC : SBC.b #$04 : STA SprSubtype, X
; If link is in a cart, then draw the dummy cart
LDA !LinkInCart : BNE .dummy_continue
; .clear_cart
STZ.w $0DD0, X ; Otherwise, clear the sprite
PLB
RTL
.continue
; Unused dummy cart code
; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
; JMP .clear_cart
.dummy_continue
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
LDA #$04 : STA $0E40, X ; Nbr Oam Entries
LDA #$40 : STA $0E60, x ; Impervious props
LDA #$E0 : STA $0F60, X ; Persist
LDA #$00 : STA $0CD2, X ; No bump damage
LDA #$00 : STA $0B6B, X ; Set interactive hitbox?
STZ.w $012B
LDA SprSubtype, X : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south
CMP.b #$03 : BEQ .west
CMP.b #$04 : BEQ .north
CMP.b #$05 : BEQ .east
CMP.b #$06 : BEQ .south
CMP.b #$07 : BEQ .west
.north
STZ.w !MinecartDirection
%GotoAction(1) ; Minecart_WaitVert
JMP .done
.east
LDA #$01 : STA !MinecartDirection
%GotoAction(0) ; Minecart_WaitHoriz
JMP .done
.south
LDA #$02 : STA !MinecartDirection
%GotoAction(1) ; Minecart_WaitVert
JMP .done
.west
LDA #$03 : STA !MinecartDirection
%GotoAction(0) ; Minecart_WaitHoriz
.done
PLB
RTL
}
; =========================================================
macro HandlePlayerCamera()
LDA $22 : SEC : SBC $3F : STA $31
LDA $20 : SEC : SBC $3E : STA $30
PHX
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
JSL Player_HaltDashAttack
PLX
endmacro
macro InitMovement()
LDA.b $22 : STA.b $3F
LDA.b $23 : STA.b $41
LDA.b $20 : STA.b $3E
LDA.b $21 : STA.b $40
endmacro
macro MoveCart()
JSR HandleTileDirections
JSR HandleDynamicSwitchTileDirections
LDA #$35 : STA $012E ; Cart SFX
endmacro
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
HandleLiftAndToss:
{
LDA.w !LinkCarryOrToss : CMP.b #$02 : BNE .not_tossing
; Check links facing direction $2F and apply velocity
LDA $2F : CMP.b #$00 : BEQ .toss_north
CMP.b #$02 : BEQ .toss_south
CMP.b #$04 : BEQ .toss_east
CMP.b #$06 : BEQ .toss_west
.toss_north
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.toss_south
LDA.b #!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.toss_east
LDA.b #-!MinecartSpeed : STA SprXSpeed, X
JMP .continue
.toss_west
LDA.b #!MinecartSpeed : STA SprXSpeed, X
.continue
LDA #$0F : STA SprTimerB, X
.not_tossing
JSL Sprite_CheckIfLifted
JSL Sprite_MoveXyz
RTS
}
; =========================================================
Sprite_Minecart_Main:
{
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction
dw Minecart_WaitHoriz ; 0x00
dw Minecart_WaitVert ; 0x01
dw Minecart_MoveNorth ; 0x02
dw Minecart_MoveEast ; 0x03
dw Minecart_MoveSouth ; 0x04
dw Minecart_MoveWest ; 0x05
dw Minecart_Release ; 0x06
; -------------------------------------------------------
; 0x00
Minecart_WaitHoriz:
{
%PlayAnimation(0,1,8)
LDA SprTimerA, X : BNE .not_ready
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
; Check if the cart is facing east or west
LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
STA.w !MinecartDirection
LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest
RTS
.opposite_direction
STA.w !MinecartDirection
LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.not_ready
.lifting
JSR HandleLiftAndToss
RTS
}
; -------------------------------------------------------
; 0x01
Minecart_WaitVert:
{
%PlayAnimation(2,3,8)
LDA SprTimerA, X : BNE .not_ready
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.opposite_direction
STA.w !MinecartDirection
LDA #$00 : STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.not_ready
.lifting
JSR HandleLiftAndToss
RTS
}
; -------------------------------------------------------
; 0x02
Minecart_MoveNorth:
{
%PlayAnimation(2,3,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #-!DoubleSpeed : STA SprYSpeed, X
.continue
JSL Sprite_MoveVert
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
RTS
}
; -------------------------------------------------------
; 0x03
Minecart_MoveEast:
{
%PlayAnimation(0,1,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #!MinecartSpeed : STA $0D50, X
JMP .continue
.fast_speed
LDA.b #!DoubleSpeed : STA $0D50, X
.continue
JSL Sprite_MoveHoriz
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
RTS
}
; -------------------------------------------------------
; 0x04
Minecart_MoveSouth:
{
%PlayAnimation(2,3,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #!DoubleSpeed : STA SprYSpeed, X
.continue
JSL Sprite_MoveVert
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
RTS
}
; -------------------------------------------------------
; 0x05
Minecart_MoveWest:
{
%PlayAnimation(0,1,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #-!MinecartSpeed : STA $0D50, X
JMP .continue
.fast_speed
LDA.b #-!DoubleSpeed : STA $0D50, X
.continue
JSL Sprite_MoveHoriz
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
RTS
}
; -------------------------------------------------------
; 0x06
Minecart_Release:
{
%StopCart()
LDA SprTimerD, X : BNE .not_ready
LDA #$40 : STA SprTimerA, X
%GotoAction(0)
.not_ready
RTS
}
}
; =========================================================
; The purpose of this routine is to determine the direction
; the sprite is facing and then adjust the X and Y positions
; of the tile interaction lookup based on that direction.
; If implemented correctly this would make sure the sprite
; stays centered on the tracks when it makes corner turns.
; Currently, depending on where the tile is placed the
; cart may make a turn too early and appear to be off center.
North = $00
East = $01
South = $02
West = $03
SetTileLookupPosBasedOnDirection:
{
; Based on the direction of the Minecart, adjust the
; lookup position to be in front of the sprite
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south
CMP.b #$03 : BEQ .west
.north
LDA.w SprY, X : SEC : SBC.b #$01 : STA.b $00
LDA.w SprX, X : STA.b $02
JMP .return
.east
LDA.w SprX, X : CLC : ADC.b #$01 : STA.b $03
LDA.w SprY, X : STA.b $00
JMP .return
.south
LDA.w SprY, X : SEC : SBC.b #$01 : STA.b $00
LDA.w SprX, X : STA.b $02
JMP .return
.west
LDA.w SprX, X : AND #$F8 : SEC : SBC.b #$01 : STA.b $03
LDA.w SprY, X : STA.b $00
.return
LDA.w SprYH, X : STA.b $01
LDA.w SprXH, X : STA.b $03
LDA.w SprX, X : STA $0FD8
LDA.w SprXH, X : STA $0FD9
LDA.w SprY, X : STA $0FDA
LDA.w SprYH, X : STA $0FDB
RTS
}
; =========================================================
print "HandleTileDirections ", pc
HandleTileDirections:
{
LDA SprTimerA, X : BEQ +
RTS
+
; Setup Minecart position to look for tile IDs
; We use AND #$F8 to clamp to a 16x16 grid, however this needs work.
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
; Fetch tile attributes based on current coordinates
LDA.b #$00 : JSL Sprite_GetTileAttr
; Load the tile index
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart
LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release
RTS
.not_out_of_bounds
; Check if the tile is a stop tile
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
.check_stop
CLC : CMP.b #$B7 : BEQ .stop_north
CLC : CMP.b #$B8 : BEQ .stop_south
CLC : CMP.b #$B9 : BEQ .stop_west
CLC : CMP.b #$BA : BEQ .stop_east
JMP .check_for_movement ; if none of the above, continue with normal logic
.stop_north
; Set the new direction to north and flip the cart's orientation
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$01 : STA !SpriteDirection, X
JMP .go_vert
.stop_south
; Set the new direction to south and flip the cart's orientation
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
LDA #$00 : STA !SpriteDirection, X
; -----------------------------------------------
.go_vert
%SetTimerA($40)
%StopCart()
%GotoAction(1) ; Minecart_WaitVert
JSL Player_ResetState
RTS
.stop_east
; Set the new direction to east and flip the cart's orientation
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$03 : STA !SpriteDirection, X
JMP .go_horiz
.stop_west
; Set the new direction to west and flip the cart's orientation
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$02 : STA !SpriteDirection, X
; -----------------------------------------------
.go_horiz
%SetTimerA($40)
%StopCart()
%GotoAction(0) ; Minecart_WaitHoriz
JSL Player_ResetState
RTS
; -------------------------------------------------------
.check_for_movement
CLC : CMP.b #$B2 : BEQ .check_direction
CLC : CMP.b #$B3 : BEQ .check_direction
CLC : CMP.b #$B4 : BEQ .check_direction
CLC : CMP.b #$B5 : BEQ .check_direction
JMP .done
; Create a composite index based on current direction and tile type
LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
ASL A ; Multiply by 4 to offset rows in the lookup table
TAY ; Transfer to Y to use as an offset for the rows
; Load the tile type and subtract $B2 to normalize the tile type to 0 to 3
LDA $0FA5 : SEC : SBC.b #$B3
; Add the row and column offsets to index into the lookup table
CLC : ADC.w .DirectionTileLookup, Y : TAY
.check_direction
LDA SprSubtype, X
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
TAY ; Transfer to Y to use as an offset for the rows
LDA.w .DirectionTileLookup, Y : TAY
JSR ClampSpritePositionToGrid
CPY #$01 : BEQ .move_north
CPY #$02 : BEQ .move_east
CPY #$03 : BEQ .move_south
CPY #$04 : BEQ .move_west
JMP .done
.move_north
LDA #$00 : STA SprSubtype, X
STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.move_east
LDA #$01 : STA SprSubtype, X
LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.move_south
LDA #$02 : STA SprSubtype, X
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.move_west
LDA #$03 : STA SprSubtype, X
LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest
.done
RTS
; Direction to move on tile collision
; 00 - stop or nothing
; 01 - north
; 02 - east
; 03 - south
; 04 - west
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.unused_tile_ids
{
; TL, BL, TR, BR
db $B2, $B3, $B4, $B5
; db $B0 - Horiz
; db $B1 | Vert
; db $B8 Stop North
; db $B9 Stop South
; db $BA Stop East
; db $BB Stop West
; db $BE + any direction
}
}
; =========================================================
; Clamp the sprite position to a 16x16 grid
; Slows the game down if you run it too often :(
ClampSpritePositionToGrid:
{
; Check if SprX is already a multiple of 16
LDA.w SprX, X : AND #$0F : BEQ .x_aligned
LDA.w SprX, X : LSR : ASL : STA.w SprX, X
.x_aligned
; Check if SprY is already a multiple of 16
LDA.w SprY, X : AND #$0F : BEQ .y_aligned
LDA.w SprY, X : LSR : ASL : STA.w SprY, X
.y_aligned
RTS
}
; =========================================================
; Check for the switch_track sprite and move based on the
; state of that sprite.
HandleDynamicSwitchTileDirections:
{
; Find out if the sprite $B0 is in the room
JSR CheckSpritePresence : BCC .no_b0
PHX : LDA $02 : TAX
JSR Link_SetupHitBox
; X is now the ID of the sprite $B0
JSR Sprite_SetupHitBox
PLX
JSL CheckIfHitBoxesOverlap : BCC .no_b0
LDA !MinecartDirection : CMP.b #$00 : BEQ .east_or_west
CMP.b #$02 : BEQ .north_or_south
.east_or_west
LDA SwitchRam : BNE .go_west
LDA #$01 : STA SprSubtype, X
LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.go_west
LDA #$03 : STA SprSubtype, X
LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest
RTS
.north_or_south
LDA SwitchRam : BNE .go_south
LDA #$00 : STA SprSubtype, X
STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.go_south
LDA #$02 : STA SprSubtype, X
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.no_b0
RTS
}
; =========================================================
; $00 = flag indicating presence of sprite ID $B0
CheckSpritePresence:
{
PHX
CLC ; Assume sprite ID $B0 is not present
LDX.b #$10
.x_loop
DEX
LDY.b #$04
.y_loop
DEY
LDA $0E20, X : CMP.b #$B0 : BEQ .set_flag
BRA .not_b0
.set_flag
SEC ; Set flag indicating sprite ID $B0 is present
STX.w $02
BRA .done
.not_b0
CPY.b #$00 : BNE .y_loop
CPX.b #$00 : BNE .x_loop
.done
PLX
RTS
}
; =========================================================
DragYL = $0B7C
DragYH = $0B7D
DragPlayer:
{
; Get direction of the cart (0 to 3)
LDY.w !SpriteDirection, X
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
LDA.w .drag_y_low, Y : CLC : ADC.w $0B7E : STA.w $0B7E
LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F
.SomariaPlatform_DragLink
REP #$20
LDA $0FD8 : SEC : SBC.w #$0002
CMP $22 : BEQ .x_done : BPL .x_too_low
DEC $0B7C
BRA .x_done
.x_too_low
INC $0B7C
.x_done
; Changing the modifier adjusts links position in the cart
LDA $0FDA : SEC : SBC.w #$0008
CMP $20 : BEQ .y_done : BPL .y_too_low
DEC $0B7E
BRA .y_done
.y_too_low
INC $0B7E
.y_done
SEP #$30
RTS
.drag_x_high
db 0, 0, -1, 0
.drag_x_low
db 0, 0, -1, 1
.drag_y_low
db -1, 1, 0, 0
.drag_y_high
db -1, 0, 0, 0
; Alternate drag values provided by Zarby
; .drag_x_high
; db 0, 0, -1, 0, -1
; .drag_x_low
; db 0, 0, -1, 1, -1, 1, 1
; .drag_y_low
; db -1, 1, 0, 0, -1, 1, -1, 1
; .drag_y_high
; db -1, 0, 0, 0, -1, 0, -1, 0
}
; =========================================================
CheckForPlayerInput:
{
LDA $5D : CMP #$02 : BEQ .release
CMP #$06 : BNE .continue
.release
; Release player in recoil
%GotoAction(6) ; Minecart_Release
RTS
.continue
; Setup Minecart position to look for tile IDs
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
; Fetch tile attributes based on current coordinates
LDA.b #$00 : JSL Sprite_GetTileAttr
; Load the tile index
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
; Check for input from the user (u,d,l,r)
LDY !SpriteDirection, X
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
STA SprSubtype, X
%GotoAction(2) ; Minecart_MoveNorth
BRA .return
.not_pressing_up:
LDA $00 : AND.b #$04 : BEQ .not_pressing_down
LDA.b #$01 : STA !SpriteDirection, X
LDA #$02 : STA SprSubtype, X
%GotoAction(4) ; Minecart_MoveSouth
BRA .return
.not_pressing_down
LDA $00 : AND.b #$02 : BEQ .not_pressing_left
LDA.b #$02 : STA !SpriteDirection, X
LDA #$03 : STA SprSubtype, X
%GotoAction(5) ; Minecart_MoveWest
BRA .return
.not_pressing_left
LDA $00 : AND.b #$01 : BEQ .always
LDA.b #$03 : STA !SpriteDirection, X
STA SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast
.always
; LDA !SpriteDirection, X : CMP.b #$03 : BNE .not_going_right
; ; Default heading in reaction to this tile is going up.
; ; LDA.b #$00 : STA !SpriteDirection, X
; .not_going_right
; ;STZ $0D80, X
.return
.cant_input
RTS
.d_pad_press
db $0B, $07, $0E, $0D
}
; =========================================================
; Sets carry if player is overlapping the sprite
; Clear carry if player is outside the bounds
CheckIfPlayerIsOn:
{
REP #$20
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
SEP #$21 : RTS ; Return with carry set
.left
.right
.up
.down
SEP #$20
CLC : RTS ; Return with carry cleared
}
; =========================================================
; Draw the portion of the cart which is behind the player
Sprite_Minecart_DrawTop:
{
JSL Sprite_PrepOamCoord
LDA #$08
JSL OAM_AllocateFromRegionB
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $02, $04, $06
.nbr_of_tiles
db 1, 1, 1, 1
.x_offsets
dw -8, 8
dw -8, 8
dw -8, 8
dw -8, 8
.y_offsets
dw -12, -12
dw -11, -11
dw -8, -8
dw -7, -7
.chr
db $40, $40
db $40, $40
db $42, $42
db $42, $42
.properties
db $3D, $7D
db $3D, $7D
db $3D, $7D
db $3D, $7D
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
; =========================================================
; Draw the portion of the cart which is in front of the player
Sprite_Minecart_DrawBottom:
{
JSL Sprite_PrepOamCoord
LDA #$08
JSL OAM_AllocateFromRegionC
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
; Debug box which draws in the location of the hitbox from
; the code in HandleTileDirections / SetTileLookupPosBasedOnDirection
; The latter of which is an experimental function
; {
; LDA $0FD8 : STA $00
; LDA $0FDA : STA $02
; PHY
; JSL Sprite_PrepOamCoord
; PLY
; REP #$20
; LDA $00 : STA ($90), Y
; AND.w #$0100 : STA $0E
; INY
; LDA $02 : STA ($90), Y
; CLC : ADC #$0010 : CMP.w #$0100
; SEP #$20
; BCC .on_screen_y2
; LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
; STA $0E
; .on_screen_y2
; INY
; LDA #$3A : STA ($90), Y
; INY
; LDA #$B9 : STA ($90), Y
; PHY
; TYA : LSR #2 : TAY
; LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
; PLY : INY
; }
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
}