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- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; Giant Thwomp
- ; by Sonikku
- ; Description: A Thwomp twice the size as the original.
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; init JSL
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- dcb "INIT"
- LDA $D8,x
- STA $151C,x
- RTL
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; main sprite JSL
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- dcb "MAIN"
- PHB ; \
- PHK ; | main sprite function, just calls local subroutine
- PLB ; |
- JSR START_HB_CODE ; |
- PLB ; |
- RTL ; /
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; main sprite routine
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- BXPOS dcb $F0,$00,$10
- BXPOS2 dcb $FF,$00,$00
- RETURN RTS
- START_HB_CODE
- JSR SUB_GFX
- JSR SUB_OFF_SCREEN_X0
- LDA $9D
- BNE RETURN
- LDA #$08
- CMP $14C8,x
- BNE RETURN
- ; JSL $01802A
- JSL $03B664
- JSR GetSpriteClipping
- JSL $03B72B
- BCC NOCON
- JSR SUB_VERT_POS
- LDA $0E
- CMP #$ED
- BPL HURT
- LDA $140D
- BEQ HURT
- LDA $7D
- BMI NOCON
- LDA #$02
- STA $1DF9
- LDA #$08
- STA $154C,x
- JSL $01AA33
- JSL $01AB99
- BRA NOCON
- HURT LDA $154C,x
- BNE NOCON
- JSL $00F5B7
- NOCON LDA $C2,x
- JSL $0086DF
- dcw HOVER&$FFFF
- dcw FALL&$FFFF
- dcw RISE&$FFFF
- ;; hover, state 0
- HOVER STZ $AA,x
- JSR SUB_HORZ_POS
- TYA
- STA $157C,x
- STZ $1602,x
- LDA $15A0,x
- BNE RETURN0
- LDA $0F
- CLC
- ADC #$30
- CMP #$80
- BCS THWOMP
- LDA #$01
- STA $1602,x
- THWOMP LDA $0F
- CLC
- ADC #$10
- CMP #$40
- BCS RETURN0
- LDA #$02
- STA $1602,x
- LDA #$01
- STA $C2,x
- RETURN0 RTS
- ;; falling, state 1
- FALL JSL $01801A
- JSL $019138
- LDA #$3E
- CMP $AA,x
- BCC CHKGND
- INC $AA,x
- INC $AA,x
- CHKGND LDA $1588,x
- AND #$04
- BEQ RETURN1
- LDA $1540,x
- BNE RETURN1
- LDA #$50
- STA $1540,x
- LDA #$40
- STA $1887
- LDA #$18
- STA $1DFC
- LDA #$01
- STA $1DF9
- LDA #$02
- STA $C2,x
- STZ $AA,x
- LDA $77
- AND #$04
- BEQ RETURN1
- LDA $1887
- STA $18BD
- RETURN1 RTS
- ;; rising, state 2
- RISE JSL $01801A
- LDA $1540,x
- BNE RETURN2
- STZ $1602,x
- LDA $151C,x
- CMP $D8,x
- BNE YSPD
- STZ $AA,x
- STZ $C2,x
- RETURN2 RTS
- YSPD LDA #$F0
- STA $AA,x
- RTS
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; sprite clipping routine
- ; ripped and modified by Roy, then modified more by Sonikku
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- GetSpriteClipping:
- PHY
- PHX
- TXY
- LDA $00E4,y
- CLC
- ADC #$04 ; Starting X pos of sprite clipping = sprite center position - $0C ($0C pixels to the left)
- STA $04
- LDA $14E0,y
- ADC #$00
- STA $0A
- LDA #$2C ; Width of sprite clipping
- STA $06
- LDA $00D8,y
- SEC
- SBC #$20 ; Starting Y pos of sprite clipping = sprite center position - $2C ($2C pixels above)
- STA $05
- LDA $14D4,y
- SBC #$00
- STA $0B
- LDA #$40 ; Height of sprite clipping
- STA $07
- PLX
- PLY
- RTS
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; graphics routine
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- TILEMAP dcb $80,$82,$80,$A0,$A2,$A0,$C0,$C2,$C0,$E0,$E2,$E0,$A1,$A1,$C1,$C1
- dcb $80,$82,$80,$A0,$A2,$A0,$C0,$C2,$C0,$E0,$E2,$E0,$84,$86,$A4,$A6
- dcb $80,$82,$80,$A0,$A2,$A0,$C0,$C2,$C0,$E0,$E2,$E0,$C4,$C4,$E4,$E4
- X_OFFSET dcb $00,$10,$20,$00,$10,$20,$00,$10,$20,$00,$10,$20,$08,$18,$08,$18
- Y_OFFSET dcb $E0,$E0,$E0,$F0,$F0,$F0,$00,$00,$00,$10,$10,$10,$F0,$F0,$00,$00
- PROPERTIES dcb $00,$00,$40,$00,$00,$40,$00,$00,$40,$00,$00,$40,$00,$40,$00,$40
- SUB_GFX JSR GET_DRAW_INFO ; sets y = OAM offset
- LDA $157C,x ; \ $02 = direction
- ASL A
- ASL A
- STA $02 ; /
- LDA $1602,x
- ASL A
- ASL A
- ASL A
- ASL A
- STA $03
- PHX
- LDX #$0F
- LOOP_START PHX
- LDA X_OFFSET,x
- CLC
- ADC $00 ; \ tile x position = sprite y location ($01)
- STA $0300,y ; /
- LDA Y_OFFSET,x
- CLC
- ADC $01 ; \ tile y position = sprite x location ($00)
- STA $0301,y ; /
- TXA
- CLC
- ADC $03
- TAX
- LDA TILEMAP,x
- STA $0302,y
- LDX $15E9
- LDA $15F6,x ; tile properties xyppccct, format
- PLX
- ORA PROPERTIES,x
- ORA $64 ; add in tile priority of level
- STA $0303,y ; store tile properties
- INY ; \ increase index to sprite tile map ($300)...
- INY ; | ...we wrote 1 16x16 tile...
- INY ; | ...sprite OAM is 8x8...
- INY ; / ...so increment 4 times
- DEX
- BPL LOOP_START
- PLX
- LDY #$02 ; \ 460 = 2 (all 16x16 tiles)
- LDA #$0F ; | A = (number of tiles drawn - 1)
- JSL $01B7B3 ; / don't draw if offscreen
- RTS ; return
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; ROUTINES FROM THE LIBRARY ARE PASTED BELOW
- ; You should never have to modify this code
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; GET_DRAW_INFO
- ; This is a helper for the graphics routine. It sets off screen flags, and sets up
- ; variables. It will return with the following:
- ;
- ; Y = index to sprite OAM ($300)
- ; $00 = sprite x position relative to screen boarder
- ; $01 = sprite y position relative to screen boarder
- ;
- ; It is adapted from the subroutine at $03B760
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- SPR_T1 dcb $0C,$1C
- SPR_T2 dcb $01,$02
- GET_DRAW_INFO STZ $186C,x ; reset sprite offscreen flag, vertical
- STZ $15A0,x ; reset sprite offscreen flag, horizontal
- LDA $E4,x ; \
- CMP $1A ; | set horizontal offscreen if necessary
- LDA $14E0,x ; |
- SBC $1B ; |
- BEQ ON_SCREEN_X ; |
- INC $15A0,x ; /
- ON_SCREEN_X LDA $14E0,x ; \
- XBA ; |
- LDA $E4,x ; |
- REP #$20 ; |
- SEC ; |
- SBC $1A ; | mark sprite invalid if far enough off screen
- CLC ; |
- ADC.W #$0040 ; |
- CMP.W #$0180 ; |
- SEP #$20 ; |
- ROL A ; |
- AND #$01 ; |
- STA $15C4,x ; /
- BNE INVALID ;
- LDY #$00 ; \ set up loop:
- LDA $1662,x ; |
- AND #$20 ; | if not smushed (1662 & 0x20), go through loop twice
- BEQ ON_SCREEN_LOOP ; | else, go through loop once
- INY ; /
- ON_SCREEN_LOOP LDA $D8,x ; \
- CLC ; | set vertical offscreen if necessary
- ADC SPR_T1,y ; |
- PHP ; |
- CMP $1C ; | (vert screen boundry)
- ROL $00 ; |
- PLP ; |
- LDA $14D4,x ; |
- ADC #$00 ; |
- LSR $00 ; |
- SBC $1D ; |
- BEQ ON_SCREEN_Y ; |
- LDA $186C,x ; | (vert offscreen)
- ORA SPR_T2,y ; |
- STA $186C,x ; |
- ON_SCREEN_Y DEY ; |
- BPL ON_SCREEN_LOOP ; /
- LDY $15EA,x ; get offset to sprite OAM
- LDA $E4,x ; \
- SEC ; |
- SBC $1A ; | $00 = sprite x position relative to screen boarder
- STA $00 ; /
- LDA $D8,x ; \
- SEC ; |
- SBC $1C ; | $01 = sprite y position relative to screen boarder
- STA $01 ; /
- RTS ; return
- INVALID PLA ; \ return from *main gfx routine* subroutine...
- PLA ; | ...(not just this subroutine)
- RTS ; /
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; SUB_OFF_SCREEN
- ; This subroutine deals with sprites that have moved off screen
- ; It is adapted from the subroutine at $01AC0D
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- SPR_T12 dcb $40,$B0
- SPR_T13 dcb $01,$FF
- SPR_T14 dcb $30,$C0,$A0,$C0,$A0,$F0,$60,$90 ;bank 1 sizes
- dcb $30,$C0,$A0,$80,$A0,$40,$60,$B0 ;bank 3 sizes
- SPR_T15 dcb $01,$FF,$01,$FF,$01,$FF,$01,$FF ;bank 1 sizes
- dcb $01,$FF,$01,$FF,$01,$00,$01,$FF ;bank 3 sizes
- SUB_OFF_SCREEN_X1 LDA #$02 ; \ entry point of routine determines value of $03
- BRA STORE_03 ; | (table entry to use on horizontal levels)
- SUB_OFF_SCREEN_X2 LDA #$04 ; |
- BRA STORE_03 ; |
- SUB_OFF_SCREEN_X3 LDA #$06 ; |
- BRA STORE_03 ; |
- SUB_OFF_SCREEN_X4 LDA #$08 ; |
- BRA STORE_03 ; |
- SUB_OFF_SCREEN_X5 LDA #$0A ; |
- BRA STORE_03 ; |
- SUB_OFF_SCREEN_X6 LDA #$0C ; |
- BRA STORE_03 ; |
- SUB_OFF_SCREEN_X7 LDA #$0E ; |
- STORE_03 STA $03 ; |
- BRA START_SUB ; |
- SUB_OFF_SCREEN_X0 STZ $03 ; /
- START_SUB JSR SUB_IS_OFF_SCREEN ; \ if sprite is not off screen, return
- BEQ RETURN_35 ; /
- LDA $5B ; \ goto VERTICAL_LEVEL if vertical level
- AND #$01 ; |
- BNE VERTICAL_LEVEL ; /
- LDA $D8,x ; \
- CLC ; |
- ADC #$50 ; | if the sprite has gone off the bottom of the level...
- LDA $14D4,x ; | (if adding 0x50 to the sprite y position would make the high byte >= 2)
- ADC #$00 ; |
- CMP #$02 ; |
- BPL ERASE_SPRITE ; / ...erase the sprite
- LDA $167A,x ; \ if "process offscreen" flag is set, return
- AND #$04 ; |
- BNE RETURN_35 ; /
- LDA $13 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0756 VC:176 00 FL:205
- AND #$01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0780 VC:176 00 FL:205
- ORA $03 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0796 VC:176 00 FL:205
- STA $01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0820 VC:176 00 FL:205
- TAY ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0844 VC:176 00 FL:205
- LDA $1A ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0858 VC:176 00 FL:205
- CLC ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0882 VC:176 00 FL:205
- ADC SPR_T14,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0896 VC:176 00 FL:205
- ROL $00 ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizcHC:0928 VC:176 00 FL:205
- CMP $E4,x ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:0966 VC:176 00 FL:205
- PHP ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:0996 VC:176 00 FL:205
- LDA $1B ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizCHC:1018 VC:176 00 FL:205
- LSR $00 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdiZCHC:1042 VC:176 00 FL:205
- ADC SPR_T15,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizcHC:1080 VC:176 00 FL:205
- PLP ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F0 P:eNvMXdizcHC:1112 VC:176 00 FL:205
- SBC $14E0,x ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1140 VC:176 00 FL:205
- STA $00 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1172 VC:176 00 FL:205
- LSR $01 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1196 VC:176 00 FL:205
- BCC SPR_L31 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1234 VC:176 00 FL:205
- EOR #$80 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1250 VC:176 00 FL:205
- STA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1266 VC:176 00 FL:205
- SPR_L31 LDA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1290 VC:176 00 FL:205
- BPL RETURN_35 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205
- ERASE_SPRITE LDA $14C8,x ; \ if sprite status < 8, permanently erase sprite
- CMP #$08 ; |
- BCC KILL_SPRITE ; /
- LDY $161A,x ;A:FF08 X:0007 Y:0001 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1108 VC:059 00 FL:2878
- CPY #$FF ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1140 VC:059 00 FL:2878
- BEQ KILL_SPRITE ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1156 VC:059 00 FL:2878
- LDA #$00 ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1172 VC:059 00 FL:2878
- STA $1938,y ;A:FF00 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZcHC:1188 VC:059 00 FL:2878
- KILL_SPRITE STZ $14C8,x ; erase sprite
- RETURN_35 RTS ; return
- VERTICAL_LEVEL LDA $167A,x ; \ if "process offscreen" flag is set, return
- AND #$04 ; |
- BNE RETURN_35 ; /
- LDA $13 ; \
- LSR A ; |
- BCS RETURN_35 ; /
- LDA $E4,x ; \
- CMP #$00 ; | if the sprite has gone off the side of the level...
- LDA $14E0,x ; |
- SBC #$00 ; |
- CMP #$02 ; |
- BCS ERASE_SPRITE ; / ...erase the sprite
- LDA $13 ;A:0000 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:1218 VC:250 00 FL:5379
- LSR A ;A:0016 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1242 VC:250 00 FL:5379
- AND #$01 ;A:000B X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1256 VC:250 00 FL:5379
- STA $01 ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1272 VC:250 00 FL:5379
- TAY ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1296 VC:250 00 FL:5379
- LDA $1C ;A:001A X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0052 VC:251 00 FL:5379
- CLC ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0076 VC:251 00 FL:5379
- ADC SPR_T12,y ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0090 VC:251 00 FL:5379
- ROL $00 ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:enVMXdizCHC:0122 VC:251 00 FL:5379
- CMP $D8,x ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0160 VC:251 00 FL:5379
- PHP ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0190 VC:251 00 FL:5379
- LDA.W $001D ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F2 P:eNVMXdizcHC:0212 VC:251 00 FL:5379
- LSR $00 ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdiZcHC:0244 VC:251 00 FL:5379
- ADC SPR_T13,y ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdizCHC:0282 VC:251 00 FL:5379
- PLP ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:envMXdiZCHC:0314 VC:251 00 FL:5379
- SBC $14D4,x ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0342 VC:251 00 FL:5379
- STA $00 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0374 VC:251 00 FL:5379
- LDY $01 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0398 VC:251 00 FL:5379
- BEQ SPR_L38 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0422 VC:251 00 FL:5379
- EOR #$80 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0438 VC:251 00 FL:5379
- STA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0454 VC:251 00 FL:5379
- SPR_L38 LDA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0478 VC:251 00 FL:5379
- BPL RETURN_35 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0502 VC:251 00 FL:5379
- BMI ERASE_SPRITE ;A:8AFF X:0002 Y:0000 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0704 VC:184 00 FL:5490
- SUB_IS_OFF_SCREEN LDA $15A0,x ; \ if sprite is on screen, accumulator = 0
- ORA $186C,x ; |
- RTS ; / return
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; SUB_VERT_POS
- ; This routine determines if Mario is above or below the sprite. It sets the Y register
- ; to the direction such that the sprite would face Mario
- ; It is ripped from $03B829
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- SUB_VERT_POS LDY #$00 ;A:25A1 X:0007 Y:0001 D:0000 DB:03 S:01EA P:envMXdizCHC:0130 VC:085 00 FL:924
- LDA $96 ;A:25A1 X:0007 Y:0000 D:0000 DB:03 S:01EA P:envMXdiZCHC:0146 VC:085 00 FL:924
- SEC ;A:2546 X:0007 Y:0000 D:0000 DB:03 S:01EA P:envMXdizCHC:0170 VC:085 00 FL:924
- SBC $D8,x ;A:2546 X:0007 Y:0000 D:0000 DB:03 S:01EA P:envMXdizCHC:0184 VC:085 00 FL:924
- CLC
- ADC #$20
- STA $0E ;A:25D6 X:0007 Y:0000 D:0000 DB:03 S:01EA P:eNvMXdizcHC:0214 VC:085 00 FL:924
- LDA $97 ;A:25D6 X:0007 Y:0000 D:0000 DB:03 S:01EA P:eNvMXdizcHC:0238 VC:085 00 FL:924
- SBC $14D4,x ;A:2501 X:0007 Y:0000 D:0000 DB:03 S:01EA P:envMXdizcHC:0262 VC:085 00 FL:924
- BPL SPR_L11 ;A:25FF X:0007 Y:0000 D:0000 DB:03 S:01EA P:eNvMXdizcHC:0294 VC:085 00 FL:924
- INY ;A:25FF X:0007 Y:0000 D:0000 DB:03 S:01EA P:eNvMXdizcHC:0310 VC:085 00 FL:924
- SPR_L11 RTS ;A:25FF X:0007 Y:0001 D:0000 DB:03 S:01EA P:envMXdizcHC:0324 VC:085 00 FL:924
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; SUB_HORZ_POS
- ; This routine determines which side of the sprite Mario is on. It sets the Y register
- ; to the direction such that the sprite would face Mario
- ; It is ripped from $03B817
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- SUB_HORZ_POS LDY #$00 ;A:25D0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1020 VC:097 00 FL:31642
- LDA $94 ;A:25D0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZCHC:1036 VC:097 00 FL:31642
- SEC ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1060 VC:097 00 FL:31642
- SBC $E4,x ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1074 VC:097 00 FL:31642
- STA $0F ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1104 VC:097 00 FL:31642
- LDA $95 ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1128 VC:097 00 FL:31642
- SBC $14E0,x ;A:2500 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZcHC:1152 VC:097 00 FL:31642
- BPL SPR_L16 ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1184 VC:097 00 FL:31642
- INY ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1200 VC:097 00 FL:31642
- SPR_L16 RTS ;A:25FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:1214 VC:097 00 FL:31642
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