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

1494 lines
35 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 = 14 ; 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
STZ.w SprMiscG, X
; 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 #$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:
{
JSR CheckIfPlayerIsOn : BCC .not_tossing
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 #-!DoubleSpeed : STA SprYSpeed, X
LDA #$00 : STA SprSubtype, X
LDA #$02 : STA !SpriteDirection, X
JMP .continue
.toss_south
LDA.b #!DoubleSpeed : STA SprYSpeed, X
LDA #$02 : STA SprSubtype, X
LDA #$01 : STA !SpriteDirection, X
JMP .continue
.toss_east
LDA.b #-!DoubleSpeed : STA SprXSpeed, X
LDA #$03 : STA SprSubtype, X
LDA #$02 : STA !SpriteDirection, X
JMP .continue
.toss_west
LDA.b #!DoubleSpeed : STA SprXSpeed, X
LDA #$03 : STA SprSubtype, X
LDA #$03 : STA !SpriteDirection, X
.continue
LDA #$01 : STA SprMiscG, X
LDA #$10 : STA SprTimerC, X
STA SprYRound, X : STA SprXRound, X
.not_tossing
JSL Sprite_CheckIfLifted
JSL Sprite_Move
RTS
}
HandleTossedCart:
{
LDA.w SprMiscG, X : BEQ .not_tossed
LDA.w SprHeight, X : BEQ .low_enough
DEC.w SprHeight, X
RTS
.low_enough
LDA.w SprTimerC, X : BNE .not_tossed
STZ.w SprMiscG, X
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w SprHeight, X
.not_tossed
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
JSR HandleTossedCart
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
JSR HandleTossedCart
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
; Get direction of the cart (0 to 3)
LDY.w !SpriteDirection, X
JSL 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
; Get direction of the cart (0 to 3)
LDY.w !SpriteDirection, X
JSL 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
; Get direction of the cart (0 to 3)
LDY.w !SpriteDirection, X
JSL 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
; Get direction of the cart (0 to 3)
LDY.w !SpriteDirection, X
JSL 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 : CMP.b #$01 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart
LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release
RTS
.out_of_bounds
JSR ClampSpritePositionToGrid
RTS
.not_out_of_bounds
; Check if the tile is a stop tile
CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
.check_stop
CMP.b #$B7 : BEQ .stop_north
CMP.b #$B8 : BEQ .stop_south
CMP.b #$B9 : BEQ .stop_west
CMP.b #$BA : BEQ .stop_east
CMP.b #$20 : BEQ .out_of_bounds
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($40)
%StopCart()
%GotoAction(0) ; Minecart_WaitHoriz
JSL Player_ResetState
RTS
; -------------------------------------------------------
.check_for_movement
CMP.b #$B2 : BEQ .check_direction
CMP.b #$B3 : BEQ .check_direction
CMP.b #$B4 : BEQ .check_direction
CMP.b #$B5 : BEQ .check_direction
JMP .done
.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
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, 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
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, 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 : BEQ .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 #$00 : BNE .x_loop
.done
PLX
RTS
}
; =========================================================
CheckForPlayerInput:
{
; Setup Minecart position to look for tile IDs
LDA.w SprY, X : AND #$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
}
POSY = $7E0020
POSYH = $7E0021
POSX = $7E0022
POSXH = $7E0023
; 20 steps of animation and movement caching for followers
FOLLOWERYL = $7E1A00
FOLLOWERYH = $7E1A14
FOLLOWERXL = $7E1A28
FOLLOWERXH = $7E1A3C
FOLLOWERZ = $7E1A50
FOLLOWERLAYER = $7E1A64
; Follower head/body gfx offsets
FLWHO = $7E0AE8
FLWHOH = $7E0AE9
FLWBO = $7E0AEA
FLWBOH = $7E0AEB
; Follower head
FLWHGFXT = $7E0AEC
FLWHGFXTH = $7E0AED
FLWHGFXB = $7E0AEE
FLWHGFXBH = $7E0AEF
; Follower body
FLWBGFXT = $7E0AF0
FLWBGFXTH = $7E0AF1
FLWBGFXB = $7E0AF2
FLWBGFXBH = $7E0AF3
; Index from 0x00 to 0x13 for follower animation step index. Used for reading data.
FLWANIMIR = $7E02CF
FollowerDraw_CalculateOAMCoords:
{
REP #$20
LDA.b $02 : STA.b ($90),Y
INY
CLC : ADC.w #$0080
CMP.w #$0180 : BCS .off_screen
LDA.b $02 : AND.w #$0100 : STA.b $74
LDA.b $00 : STA.b ($90),Y
CLC : ADC.w #$0010
CMP.w #$0100 : BCC .on_screen
.off_screen:
LDA.w #$00F0 : STA.b ($90),Y
.on_screen:
SEP #$20
INY
RTS
}
MinecartFollower_Top:
{
JSR FollowerDraw_CalculateOAMCoords
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
}
MinecartFollower_Bottom:
{
SEP #$30
JSR FollowerDraw_CalculateOAMCoords
LDA.w .chr+0, X : STA.b ($90), Y
INY
LDA.w .chr+1, X : STA.b ($90), Y
INY
PHY
TYA : SEC : SBC.b #$04
LSR #2 : TAY
LDA.b #$00 : ORA.b $75 : STA.b ($92), Y
PLY
#_09AACE: REP #$20
#_09AAD0: LDA.b $02
#_09AAD2: CLC
#_09AAD3: ADC.w #$0008
#_09AAD6: STA.b $02
#_09AAD8: STZ.b $74
#_09AADA: SEP #$20
#_09AADC: JSR FollowerDraw_CalculateOAMCoords
#_09AADF: LDA.w .chr+2,X
#_09AAE2: STA.b ($90),Y
#_09AAE4: INY
#_09AAE5: LDA.w .chr+3,X
#_09AAE8: STA.b ($90),Y
#_09AAEA: INY
#_09AAEB: PHY
#_09AAEC: TYA
#_09AAED: SEC
#_09AAEE: SBC.b #$04
#_09AAF0: LSR A
#_09AAF1: LSR A
#_09AAF2: TAY
#_09AAF3: LDA.b #$00
#_09AAF5: ORA.b $75
#_09AAF7: STA.b ($92),Y
#_09AAF9: PLY
#_09AB34: REP #$30
; #_09AB36: PHY
; #_09AB37: LDA.b $04
; #_09AB39: AND.w #$00FF
; #_09AB3C: ASL A
; #_09AB3D: ASL A
; #_09AB3E: ASL A
; #_09AB3F: TAY
; #_09AB40: LDA.l $7EF3CC
; #_09AB44: AND.w #$00FF
; #_09AB47: ASL A
; #_09AB48: TAX
; #_09AB49: TYA
; #_09AB4A: CLC
; #_09AB4B: ADC.w .char_data_offset,X
; #_09AB4E: TAX
; #_09AB4F: LDA.w .x_offsets+0,X
; #_09AB52: CLC
; #_09AB53: ADC.b $06
; #_09AB55: STA.b $00
; #_09AB57: LDA.w .x_offsets+2,X
; #_09AB5A: CLC
; #_09AB5B: ADC.b $08
; #_09AB5D: STA.b $02
; #_09AB5F: PLY
#_09AB60: SEP #$30
#_09AB62: JSR FollowerDraw_CalculateOAMCoords
#_09AB65: LDA.b #$20
#_09AB67: STA.b ($90),Y
#_09AB69: INY
#_09AB6A: LDA.b $04
#_09AB6C: ASL A
#_09AB6D: CLC
#_09AB6E: ADC.b $04
#_09AB70: TAX
#_09AB71: LDA.w .properties+0,X
#_09AB74: STA.w $0AE8
#_09AB77: LDA.w .properties+2,X
#_09AB7A: AND.b #$F0
#_09AB7C: ORA.b $72
#_09AB7E: ORA.b $65
#_09AB80: STA.b ($90),Y
#_09AB82: INY
#_09AB83: PHY
#_09AB84: TYA
#_09AB85: SEC
#_09AB86: SBC.b #$04
#_09AB88: LSR A
#_09AB89: LSR A
#_09AB8A: TAY
#_09AB8B: LDA.b #$02
#_09AB8D: ORA.b $75
#_09AB8F: STA.b ($92),Y
#_09AB91: PLY
.bomb_or_chest
; #_09AB92: REP #$30
; #_09AB94: PHY
; #_09AB95: LDA.b $04
; #_09AB97: AND.w #$00FF
; #_09AB9A: ASL A
; #_09AB9B: ASL A
; #_09AB9C: ASL A
; #_09AB9D: TAY
; #_09AB9E: LDA.l $7EF3CC
; #_09ABA2: AND.w #$00FF
; #_09ABA5: ASL A
; #_09ABA6: TAX
; #_09ABA7: TYA
; #_09ABA8: CLC
; #_09ABA9: ADC.w .char_data_offset,X
; #_09ABAC: TAX
; #_09ABAD: LDA.w .x_offsets+4,X
; #_09ABB0: CLC
; #_09ABB1: ADC.b $06
; #_09ABB3: CLC
; #_09ABB4: ADC.w #$0008
; #_09ABB7: STA.b $00
; #_09ABB9: LDA.w .x_offsets+6,X
; #_09ABBC: CLC
; #_09ABBD: ADC.b $08
; #_09ABBF: STA.b $02
; #_09ABC1: PLY
; #_09ABC2: SEP #$30
#_09ABC4: JSR FollowerDraw_CalculateOAMCoords
#_09ABC7: LDA.b #$22
#_09ABC9: STA.b ($90),Y
#_09ABCB: INY
#_09ABCC: LDA.b $04
#_09ABCE: ASL A
#_09ABCF: CLC
#_09ABD0: ADC.b $04
#_09ABD2: TAX
#_09ABD3: LDA.w .properties+1,X
#_09ABD6: STA.w $0AEA
#_09ABD9: LDA.w .properties+2,X
#_09ABDC: AND.b #$0F
#_09ABDE: ASL A
#_09ABDF: ASL A
#_09ABE0: ASL A
#_09ABE1: ASL A
#_09ABE2: ORA.b $72
#_09ABE4: ORA.b $65
#_09ABE6: STA.b ($90),Y
#_09ABE8: INY
#_09ABE9: TYA
#_09ABEA: SEC
#_09ABEB: SBC.b #$04
#_09ABED: LSR A
#_09ABEE: LSR A
#_09ABEF: TAY
#_09ABF0: LDA.b #$02
#_09ABF2: ORA.b $75
#_09ABF4: STA.b ($92),Y
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
}
DrawMinecartFollower:
{
LDA POSX : STA $05
LDA POSXH : STA $06
LDA POSY : STA $07
LDA POSYH : STA $08
; JSR FollowerDraw_CachePosition
; JSR MinecartFollower_Top
JSR FollowerDraw_CachePosition
JSR MinecartFollower_Bottom
RTS
}
FollowerDraw_CachePosition:
{
LDX.b #$00
LDA.w $1A00, X : STA.b $00
LDA.w $1A14, X : STA.b $01
LDA.w $1A28, X : STA.b $02
LDA.w $1A3C, X : STA.b $03
LDA.w $1A64, X : STA.b $05
; -------------------------
#_09A95B: AND.b #$20
#_09A95D: LSR A
#_09A95E: LSR A
#_09A95F: TAY
#_09A960: LDA.b $05
#_09A962: AND.b #$03
#_09A964: STA.b $04
#_09A966: STZ.b $72
; Vanilla game would check some priority and collision
; variables based on the follower here and manipulate $72
; if the player was immobile.
CLC : ADC $04 : STA $04
TYA : CLC : ADC $04 : STA $04
; -------------------------
REP #$20
LDA $0FB3 : AND.w #$00FF : ASL A : TAY
LDA $20 : CMP $00 : BEQ .check_priority_for_region
BCS .use_region_b
BRA .use_region_a
.check_priority_for_region
LDA $05 : AND.w #$0003 : BNE .use_region_b
.use_region_a
LDA.w .oam_region_offsets_a, Y
BRA .set_region
.use_region_b
LDA.w .oam_region_offsets_b, Y
.set_region
PHA
LSR #2 : CLC : ADC.w #$0A20 : STA $92
PLA : CLC : ADC.w #$0800 : STA $90
LDA $00 : SEC : SBC $E8 : STA $06
LDA $02 : SEC : SBC $E2 : STA $08
SEP #$20
LDA $02D7 : ASL #2 : STA $05
TXA : CLC : ADC $05 : TAX
REP #$20
LDA $06 : CLC : ADC.w #$0010 : STA $00
LDA $08 : STA $02
STZ $74
SEP #$20
RTS
.oam_region_offsets_a
dw $0170
dw $00C0
.oam_region_offsets_b
dw $01C0
dw $0110
}
CheckForMinecartFollowerDraw:
{
PHB : PHK : PLB
LDA.l $7EF3CC : CMP.b #$0B : BNE .not_minecart
JSR DrawMinecartFollower
.not_minecart
LDA.b #$10
STA.b $5E
PLB
RTL
}
pushpc
; Follower_OldManUnused
org $09A41F
JSL CheckForMinecartFollowerDraw
pullpc
; =========================================================
; 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
}