Kannst ja mein ExAnimations Tutorial als Hilfe verwenden.
Ich werde es mal probieren.. Und danke schonmal.
db $42
JMP Mario : JMP Mario : JMP Mario
JMP Return : JMP Return : JMP Return : JMP Return
JMP Mario : JMP Mario : JMP Mario
Mario:
JSL $00F606 ; Töte Mario
Return:
RTL ; Zurück
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Larry, by dahnamics
;;
;; Special thanks to: miOr, icegoom, Heisanevilgenius, Cheeseum, Newmoon, Dispari Scuro, Yoshicookiezeus, and SMTKO (the game of course)
;;
;; Based on the following sprites:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; SMAS SMB2 Mouser, by Dispari Scuro
;;
;; Special thanks to: miOr, icegoom, Heisanevilgenius, Cheeseum, Newmoon
;;
;; Based on the following sprites:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Bomb Brother, by mikeyk
;;
;; Description: Similar to the Boomerang Bro, but he throws bombs instead.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Shy Guy, by mikeyk
;;
;; Description: A Shy Guy with many available configurations.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
EXTRA_BITS = $7FAB10
NEW_SPRITE_NUM = $7FAB9E ;08 bytes custom sprite number
EXTRA_PROP_1 = $7FAB28
JUMP_TIMER = $163E
RAM_ThrowTimer = $1504
Hit_Counter = $1528 ; The hit counter for any sprite that takes lots of hits to kill
GetSpriteClippingA = $03B69F
CheckForContact = $03B72B
GetSpriteClippingB = $03B6E5
;CheckForContact = $03B72B
ShowSprContactGfx = $01AB72
HurtMario = $00F5B7
GivePoints = $02ACE5
GetRand = $01ACF9
SPRITE_STATE = $C2
Invuln_Timer = $1564 ; The RAM address for Larry's stun duration
Larry_Hits = $F ; This is how many hits it takes to kill Larry (default == 3)
RAM_HitCount = $1534
SPRITE_TO_GEN dcb $3,$4,$2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite data
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
PROPERTIES dcb $40,$00 ;xyppccct format
BOOMERANG_TILE = $CA
TIME_TO_EXPLODE = $A0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; init JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
dcb "INIT"
JSR SUB_GET_DIR
TYA
STA $157C,x
TXA
AND #$03
ASL A
ASL A
ASL A
ASL A
ASL A
STA JUMP_TIMER,x
CLC
ADC #$32
STA RAM_ThrowTimer,x
RTL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main sprite JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
dcb "MAIN"
HAMMER_BRO_JSL PHB ; \
PHK ; | main sprite function, just calls local subroutine
PLB ; |
JSR DecrementTimers
JSR START_HB_CODE ; |
PLB ; |
RTL ; /
DecrementTimers:
LDA $14C8,x
CMP #$08
BNE DoneDec
LDA $9D
BNE DoneDec
LDA RAM_ThrowTimer,x
BEQ DoneDec
DEC RAM_ThrowTimer,x
DoneDec:
RTS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main sprite routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
TIME_TO_SHOW = $10 ;time to display the boomerang before it is thrown
SPRITE_GRAVITY = $20
X_SPEED dcb $DF,$20,$D6,$24,$D2,$28,$CE,$2C,$CA,$32,$C6,$36,$C2,$3A,$BE,$3E,$BA,$43,$B6,$47,$B2,$4B,$B2,$4B,$B2,$4B,$B2,$4B,$B2,$4B
KILLED_X_SPEED dcb $F0,$10
TIME_TILL_THROW dcb $68,$69
STAR INC RAM_ThrowTimer,x
RETURN RTS
START_HB_CODE JSR SUB_GFX ; graphics routine
LDA $14C8,x ; \
CMP #$02 ; } ... not (killed with spin jump [4] or star[2])
BEQ STAR
CMP #$08 ; | if status != 8, return
BNE RETURN ; /
LDA $9D ; \ if sprites locked, return
BNE RETURN ; /
JSR SUB_OFF_SCREEN_HB ; handle off screen situation
LDA Invuln_Timer,x ; \
BEQ No_Inv ; | Decrement Invuln timer if necessary
DEC Invuln_Timer,x ; /
No_Inv:
INC $1570,x ; increment number of frames hammer bro has been on screen
LDA $151C,x
AND #$01
BEQ LABEL3B
LDA $1570,x ; \ calculate which frame to show:
LSR A ; |
LSR A ; |
LSR A ; |
AND #$01 ; | update every 16 cycles if normal
BRA LABEL3
LABEL3B LDA $151C,x
BEQ LABEL3
LDA #$01
LABEL3 STA $1602,x ; / write frame to show
LDA RAM_ThrowTimer,x ; \ if time until spit >= $10
CMP #TIME_TO_SHOW ; | just go to normal walking code
BCS JUMP_BIRDO ; /
INC $1602,x
INC $1602,x
LDA Invuln_Timer,x
CMP #$00
BEQ Go_Throw
LDA TIME_TILL_THROW,y
STA RAM_ThrowTimer,x
Go_Throw:
LDA RAM_ThrowTimer,x ; \ throw hammer if it's time
BNE NO_RESET ; |
LDY $C2,x
LDA TIME_TILL_THROW,y
STA RAM_ThrowTimer,x
NO_RESET CMP #$01
BNE JUMP_BIRDO
LDA $C2,x
EOR #$01
STA $C2,x
JSR SUB_HAMMER_THROW ; /
JUMP_BIRDO
LDA $1588,x ; \ if sprite is in contact with an object...
AND #$03 ; |
BEQ NO_OBJ_CONTACT ; |
LDA $157C,x ; | flip the direction status
EOR #$01 ; |
STA $157C,x ; /
NO_OBJ_CONTACT LDA EXTRA_PROP_1,x ; don't stay on ledges if bit is set
AND #$02 ;
BEQ FALLING ;
LDA $1588,x ; run the subroutine if the sprite is in the air...
ORA $151C,x ; ...and not already turning
BNE ON_GROUND ;
JSR SUB_CHANGE_DIR ;
LDA #$01 ; set that we're already turning
STA $151C,x ;
ON_GROUND LDA $1588,x ; if on the ground, reset the turn counter
AND #$04
BEQ IN_AIR
STZ $151C,x
STZ $AA,x
BRA X_TIME
FALLING LDA $1588,x ; if on the ground, reset the turn counter
AND #$04
BEQ IN_AIR
LDA #$10 ; \ y speed = 10
STA $AA,x ; /
Walk_Normal:
LDA $151C,x ;
TAY ;
LDA $1540,x ;
BEQ X_TIME ;
LDA X_SPEED,y ; | set y speed
STA $B6,x ; /
BRA IN_AIR
X_TIME
LDA $1528,x ; \ set x speed based on total HP
ASL
CLC
ADC $157C,x ; and direction
TAY
;LDY $157C,x ; \ set x speed based on direction
LDA X_SPEED,y ; |
STA $B6,x ; /
IN_AIR JSL $01802A ; update position based on speed values
LDA Invuln_Timer,x ; \
CMP #$00 ; | Ignore if Larry is still immune to bombs
BEQ Jump_to_Weapon ; |
BRA No_Jump_to ; /
Jump_to_Weapon:
JSR HIT_ROUTINE
No_Jump_to:
LDA $1588,x ; \ if hammer bro is touching the side of an object...
AND #$03 ; |
BEQ DONE_WITH_SPEED ; |
LDA $151C,x
INC A
AND #$03
STA $151C,x
DONE_WITH_SPEED JSL $018032 ; interact with sprites
JSL $01A7DC ; check for mario/sprite contact (carry set = contact)
LDA $1490 ; \ if mario star timer > 0, goto HAS_STAR
BNE HAS_STAR ; / NOTE: branch to RETURN_24 to disable star killing
NO_CONTACT JSR KILL_BOOMERANGS
RTS ; return
KILL_BOOMERANGS
RTS
RETURN_24 RTS ; final return
HAS_STAR LDA #$02 ; \ status = 2 (being killed by star)
STA $14C8,x ; /
LDA #$D0 ; \ set y speed
STA $AA,x ; /
JSR SUB_HORZ_POS ; get new direction
LDA KILLED_X_SPEED,y ; \ set x speed based on direction
STA $B6,x ; /
INC $18D2 ; increment number consecutive enemies killed
LDA $18D2 ; \
CMP #$08 ; | if consecutive enemies stomped >= 8, reset to 8
BCC NO_RESET2 ; |
LDA #$08 ; |
STA $18D2 ; /
NO_RESET2 JSL $02ACE5 ; give mario points
LDY $18D2 ; \
CPY #$08 ; | if consecutive enemies stomped < 8 ...
BCS NO_SOUND2 ; |
LDA STAR_SOUNDS,y ; | ... play sound effect
STA $1DF9 ; /
NO_SOUND2 RTS ; final return
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; hammer routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
X_OFFSET dcb $06,$FA
X_OFFSET2 dcb $00,$FF
SUB_HAMMER_THROW
JSL $02A9DE ; \ get an index to an unused sprite slot, return if all slots full
BMI RETURN67 ; / after: Y has index of sprite being generated
PHX
TYX
LDA #$20 ; \ sound effect
STA $1DF9
LDA #$08
STA $14C8,x
PHX
LDA #$02
JSL RANDOM
TAX
LDA SPRITE_TO_GEN,x ; \ set sprite number for new sprite
PLX
;LDA #$3A
STA $7FAB9E,x
JSL $07F7D2
JSL $0187A7
LDA #$08
STA $7FAB10,x
PLX
PHY
LDA $157C,x
TAY
LDA $E4,x ; \ set xlo position for new sprite
CLC
ADC X_OFFSET,y
PLY
STA $00E4,y
PHY
LDA $157C,x
TAY
LDA $14E0,x ; | set xhi position for new sprite
ADC X_OFFSET2,y
PLY
STA $14E0,y ; /
LDA $D8,x ; \ set y position for new sprite
SEC ; | (y position of generator - 1)
SBC #$0E ; |
STA $00D8,y ; |
LDA $14D4,x ; |
SBC #$00 ; |
STA $14D4,y ; /
PHX ; \ before: X must have index of sprite being generated
TYX ; | routine clears *all* old sprite values...
JSL $07F7D2 ; | ...and loads in new values for the 6 main sprite tables
JSL $0187A7 ; get table values for custom sprite
LDA #$88
STA EXTRA_BITS,x
PLX ; /
LDA #$50
JSR CODE_01BF6A
LDX $15E9
LDA $00
STA $00AA,y
LDA $01
STA $00B6,y
;RETURN1 RTS
; LDA $157C,x
; STA $157C,y
RETURN67 RTS ; return
RANDOM PHX
PHP
SEP #$30
PHA
JSL $01ACF9 ; Random number generation routine
PLX
CPX #$FF ;\ Handle glitch if max is FF
BNE NORMALRT ;|
LDA $148B ;|
BRA ENDRANDOM ;/
NORMALRT INX ; Amount in plus 1
LDA $148B ;\
STA $4202 ;| Multiply with hardware regsisters
STX $4203 ;|
NOP ;|
NOP ;|
NOP ;|
NOP ;/
LDA $4217
ENDRANDOM PLP
PLX
RTL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; aiming routine
; input: accumulator should be set to total speed (x+y)
; output: $00 = y speed, $01 = x speed
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CODE_01BF6A: STA $01
PHX ;\ preserve sprite indexes of Magikoopa and magic
PHY ;/
JSR SUB_VERT_POS ; $0E = vertical distance to Mario
STY $02 ; $02 = vertical direction to Mario
LDA $0E ;\ $0C = vertical distance to Mario, positive
BPL CODE_01BF7C ; |
EOR #$FF ; |
CLC ; |
ADC #$01 ; |
CODE_01BF7C: STA $0C ;/
JSR SUB_HORZ_POS ; $0F = horizontal distance to Mario
STY $03 ; $03 = horizontal direction to Mario
LDA $0F ;\ $0D = horizontal distance to Mario, positive
BPL CODE_01BF8C ; |
EOR #$FF ; |
CLC ; |
ADC #$01 ; |
CODE_01BF8C: STA $0D ;/
LDY #$00
LDA $0D ;\ if vertical distance less than horizontal distance,
CMP $0C ; |
BCS CODE_01BF9F ;/ branch
INY ; set y register
PHA ;\ switch $0C and $0D
LDA $0C ; |
STA $0D ; |
PLA ; |
STA $0C ;/
CODE_01BF9F: LDA #$00 ;\ zero out $00 and $0B
STA $0B ; | ...what's wrong with STZ?
STA $00 ;/
LDX $01 ;\ divide $0C by $0D?
CODE_01BFA7: LDA $0B ; |\ if $0C + loop counter is less than $0D,
CLC ; | |
ADC $0C ; | |
CMP $0D ; | |
BCC CODE_01BFB4 ; |/ branch
SBC $0D ; | else, subtract $0D
INC $00 ; | and increase $00
CODE_01BFB4: STA $0B ; |
DEX ; |\ if still cycles left to run,
BNE CODE_01BFA7 ;/ / go to start of loop
TYA ;\ if $0C and $0D was not switched,
BEQ CODE_01BFC6 ;/ branch
LDA $00 ;\ else, switch $00 and $01
PHA ; |
LDA $01 ; |
STA $00 ; |
PLA ; |
STA $01 ;/
CODE_01BFC6: LDA $00 ;\ if horizontal distance was inverted,
LDY $02 ; | invert $00
BEQ CODE_01BFD3 ; |
EOR #$FF ; |
CLC ; |
ADC #$01 ; |
STA $00 ;/
CODE_01BFD3: LDA $01 ;\ if vertical distance was inverted,
LDY $03 ; | invert $01
BEQ CODE_01BFE0 ; |
EOR #$FF ; |
CLC ; |
ADC #$01 ; |
STA $01 ;/
CODE_01BFE0: PLY ;\ retrieve Magikoopa and magic sprite indexes
PLX ;/
RTS ; return
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Be killed by shells
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
HIT_ROUTINE:
HITPOINTS ;TXA ; \ Process every 4 frames
;EOR $13 ; |
;AND #$03 ; |
;BNE RETURN_BOB ; /
LDY #$09 ; \ Loop over sprites:
KILLED_X_SPEED:
dcb $FF,$00
STUNNED_X_SPEED:
dcb $20,$DF
SpriteInteract:
ldy #$0b
InteractLoop:
lda $14c8,y
cmp #$09
bcs ProcessSprite
NextSprite:
dey
bpl InteractLoop
rts
ProcessSprite:
PHX
TYX
JSL GetSpriteClippingB
PLX
JSL GetSpriteClippingA
JSL CheckForContact
bcc NextSprite
PHX
TYX
JSL ShowSprContactGfx
lda $14C8,x
CMP #$0A
BEQ NoKill
LDA #$02 ; Kill thrown sprite
STA $14C8,x
LDA #$D0 ; Set killed Y speed
STA $AA,x
LDY #$00 ; Set killed X speed
LDA $B6,x
BPL SetSpeed
INY
SetSpeed:
LDA KILLED_X_SPEED,y
STA $B6,x
NoKill:
PLX
HandleBirdoHit:
LDA #$28 ; Play sound effect
STA $1DFC
LDA #$F0 ; Set stunned timer
STA $1564,x
INC $1528,x
LDA $1528,x
cmp #Larry_Hits
bcc Return3
LDA #$02 ; Kill Larry
STA $14C8,x
STZ $B6,x ; Set X speed
LDA #$F0 ; Set Y speed
STA $AA,x
GOAL DEC $13C6 ; prevent Mario from walking at the level end
LDA #$FF ; \ set goal
STA $1493 ; /
LDA #$0B ; \ set ending music
STA $1DFB ; /
RTS ; return
LDA #$03
STA $1602,x ; / write frame to show
Return3:
rts
ProcessCachedHit:
LDA $1528,x
BPL Return3
AND #$7F
STA $1528,x
BRA HandleBirdoHit
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; graphics routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;TILEMAP dcb $46,$4A,$7F,$00
; dcb $46,$5A,$2F,$00
; dcb $48,$4A,$7F,$00
; dcb $48,$5A,$2F,$00
TILEMAP
dcb $00,$02,$20,$22 ; walk 1: head left, head right, bottom left, bottom right
dcb $04,$06,$24,$26 ; walk 2: head left, head right, bottom left, bottom right
dcb $08,$0A,$28,$2A ; throw1: head left, head right, bottom left, bottom right
dcb $0C,$0E,$2C,$2E ; throw2: head left, head right, bottom left, bottom right
dcb $40,$42,$60,$62 ; hurt 1: head left, head right, bottom left, bottom right
dcb $48,$4A,$68,$6A ; hurt 2: head left, head right, bottom left, bottom right
dcb $40,$42,$60,$62 ; dying : head left, head right, bottom left, bottom right
dcb $40,$42,$60,$62 ; dying2: head left, head right, bottom left, bottom right
dcb $00,$02,$20,$22 ; walk 1: head left, head right, bottom left, bottom right
dcb $04,$06,$24,$26 ; walk 2: head left, head right, bottom left, bottom right
dcb $08,$0A,$28,$2A ; throw1: head left, head right, bottom left, bottom right
dcb $0C,$0E,$2C,$2E ; throw2: head left, head right, bottom left, bottom right
dcb $40,$42,$60,$62 ; hurt 1: head left, head right, bottom left, bottom right
dcb $48,$4A,$68,$6A ; hurt 2: head left, head right, bottom left, bottom right
dcb $40,$42,$60,$62 ; dying : head left, head right, bottom left, bottom right
dcb $40,$42,$60,$62 ; dying2: head left, head right, bottom left, bottom right
dcb $40,$42,$60,$62 ; dying2: head left, head right, bottom left, bottom right
HORZ_DISP
dcb $F8,$08,$F8,$08
dcb $F8,$08,$F8,$08
dcb $F8,$08,$F8,$08
dcb $F8,$08,$F8,$08
dcb $F8,$08,$F8,$08
dcb $08,$F8,$08,$F8
dcb $F8,$08,$F8,$08
dcb $F8,$08,$F8,$08
dcb $08,$F8,$08,$F8
dcb $08,$F8,$08,$F8
dcb $08,$F8,$08,$F8
dcb $08,$F8,$08,$F8
dcb $08,$F8,$08,$F8
dcb $F8,$08,$F8,$08
dcb $08,$F8,$08,$F8
dcb $08,$F8,$08,$F8
VERT_DISP dcb $F0,$F0,$00,$00
dcb $EF,$EF,$FF,$FF
dcb $F0,$F0,$FF,$FF
dcb $F0,$F0,$FF,$FF
dcb $F0,$F0,$00,$00
dcb $F0,$F0,$00,$00
dcb $00,$00,$F0,$F0
dcb $00,$00,$F0,$F0
dcb $F0,$F0,$00,$00
dcb $EF,$EF,$FF,$FF
dcb $F0,$F0,$FF,$FF
dcb $F0,$F0,$FF,$FF
dcb $F0,$F0,$00,$00
dcb $F0,$F0,$00,$00
dcb $00,$00,$F0,$F0
dcb $00,$00,$F0,$F0
PROPERTIES dcb $3F,$3F,$3F,$3F ; 00 = no flip
dcb $3F,$3F,$3F,$3F ; 40 = horizontal flip
dcb $3F,$3F,$3F,$3F ; 80 = vertical flip
dcb $3F,$3F,$3F,$3F ; C0 = horizontal and vertical flip
dcb $3F,$3F,$3F,$3F
dcb $7F,$7F,$7F,$7F
dcb $BF,$BF,$BF,$BF
dcb $BF,$BF,$BF,$BF
dcb $7F,$7F,$7F,$7F
dcb $7F,$7F,$7F,$7F
dcb $7F,$7F,$7F,$7F
dcb $7F,$7F,$7F,$7F
dcb $7F,$7F,$7F,$7F
dcb $3F,$3F,$3F,$3F
dcb $FF,$FF,$FF,$FF
dcb $FF,$FF,$FF,$FF
SUB_GFX:
JSR GET_DRAW_INFO ; after: Y = index to sprite tile map ($300)
; $00 = sprite x position relative to screen boarder
; $01 = sprite y position relative to screen boarder
LDA $1602,x
STA $03 ; | $03 = index to frame start (0 or 4)
LDA $14 ; Frame Counter
LSR A ; \
LSR A ; | Change every 8 frames
LSR A ; |
;LSR A ; |
;LSR A ; |
LSR A ; /
AND #$01 ; 2 walking "frames"
ASL A ; x2
ASL A ; x4 (sprite is made up of 4 tiles)
STA $03
LDA $14C8,x ; If killed...
CMP #$02
BNE NOT_DEAD
LDA $03
CLC
ADC #$18 ; ...set killed frame
STA $03
;LDA $15F6,x ; \
;ORA #$80 ; | ...flip vertically
;STA $15F6,x ; /
BRA DONE_WALKING
NOT_DEAD:
LDA Invuln_Timer,x ; \ If sprite is stunned...
CMP #$00 ; |
BEQ No_Stun ; |
LDA $03 ; |
CLC ; |
ADC #$10 ; | ...use stun frames.
STA $03 ; /
BRA DONE_WALKING
No_Stun:
LDA RAM_ThrowTimer,x ; \ If throw timer...
;CMP #$60 ; | ...is 60 or more...
CMP #$50 ; | ...is 50 or more...
BCC DONE_WALKING ; |
LDA $03 ; |
CLC ; | ...use throwing frames.
ADC #$08 ; |
STA $03 ; /
;BRA DONE_WALKING
DONE_WALKING:
LDA $157C,x ; \ $02 = sprite direction
STA $02 ; /
BNE LOOP_START
LDA $03
CLC
ADC #$20 ; skip some tiles if facing the other way
STA $03
LOOP_START:
PHX ; push sprite index
LDX #$03 ; loop counter = (number of tiles per frame) - 1
LOOP_START_2:
PHX ; push current tile number
;TXA ; \ X = index to horizontal displacement
;ORA $03 ; / get index of tile (index to first tile of frame + current tile number)
;TAX
TXA ; \ X = index of frame start + current tile
CLC ; |
ADC $03 ; |
TAX ; /
PHY ; \
TYA ; |
LSR A ; |
LSR A ; |
TAY ; | Set tile to be 16x16 ($02)
LDA #$02 ; |
STA $0460,y ; |
PLY ; /
LDA $00 ; \ tile x position = sprite x location ($00)
CLC ; |
ADC HORZ_DISP,x ; |
STA $0300,y ; /
LDA $01 ; \ tile y position = sprite y location ($01) + tile displacement
CLC ; |
ADC VERT_DISP,x ; |
STA $0301,y ; /
LDA TILEMAP,x ; \ store tile
STA $0302,y ; /
PHX
LDX $15E9
LDA $15F6,x ; get palette info
PLX
ORA PROPERTIES,x ; flip tile if necessary
ORA $64 ; add in tile priority of level
STA $0303,y ; store tile properties
PLX ; \ pull, X = current tile of the frame we're drawing
INY ; | increase index to sprite tile map ($300)...
INY ; | ...we wrote 1 16x16 tile...
INY ; | ...sprite OAM is 8x8...
INY ; | ...so increment 4 times
DEX ; | go to next tile of frame and loop
BPL LOOP_START_2 ; /
PLX ; pull, X = sprite index
LDY #$FF ; \ We've already set 460, so use FF!
LDA #$03 ; | A = number of tiles drawn - 1
JSL $01B7B3 ; / don't draw if offscreen
RTS ; return
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SUB_CHANGE_DIR
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;org $019098
SUB_CHANGE_DIR ;LDA $15AC,x
;BNE LABEL41
;LDA #$08
;STA $15AC,x
LDA $B6,x
EOR #$FF
INC A
STA $B6,x
LDA $157C,x
EOR #$01
STA $157C,x
LABEL41 RTS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; routines below can be shared by all sprites. they are ripped from original
; SMW and poorly documented
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
STAR_SOUNDS dcb $00,$13,$14,$15,$16,$17,$18,$19
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; $B760 - graphics routine helper - shared
; sets off screen flags and sets index to OAM
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;org $03B75C
TABLE1 dcb $0C,$1C
TABLE2 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 TABLE1,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 TABLE2,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 ; /
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; $B817 - horizontal mario/sprite check - shared
; Y = 1 if mario left of sprite??
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;org $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 LABEL16 ;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
LABEL16 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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; 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
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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
CLC
ADC #$18
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
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
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; $B817 - horizontal mario/sprite check - shared
; Y = 1 if mario left of sprite??
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;org $03B817 ; Y = 1 if contact
SUB_GET_DIR 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 LABEL16 ;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
LABEL16 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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; $B85D - off screen processing code - shared
; sprites enter at different points
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;org $03B83B
TABLE3 dcb $40,$B0
TABLE6 dcb $01,$FF
TABLE4 dcb $30,$C0,$A0,$80,$A0,$40,$60,$B0
TABLE5 dcb $01,$FF,$01,$FF,$01,$00,$01,$FF
SUB_OFF_SCREEN_MOLE LDA #$06 ; \ entry point of routine determines value of $03
BRA STORE_03 ; |
SUB_OFF_SCREEN_X1 LDA #$04 ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X2 LDA #$02 ; |
STORE_03 STA $03 ; |
BRA START_SUB ; |
SUB_OFF_SCREEN_HB STZ $03 ; /
START_SUB JSR SUB_IS_OFF_SCREEN ; \ if sprite is not off screen, return
BEQ RETURN_2 ; /
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_2 ; /
LDA $13 ; \
AND #$01 ; |
ORA $03 ; |
STA $01 ; |
TAY ; /
LDA $1A ;x boundry ;A:0101 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0256 VC:090 00 FL:16953
CLC ;A:0100 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZcHC:0280 VC:090 00 FL:16953
ADC TABLE4,y ;A:0100 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZcHC:0294 VC:090 00 FL:16953
ROL $00 ;A:01C0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0326 VC:090 00 FL:16953
CMP $E4,x ;x pos ;A:01C0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0364 VC:090 00 FL:16953
PHP ;A:01C0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0394 VC:090 00 FL:16953
LDA $1B ;x boundry hi ;A:01C0 X:0006 Y:0001 D:0000 DB:03 S:01EC P:eNvMXdizCHC:0416 VC:090 00 FL:16953
LSR $00 ;A:0100 X:0006 Y:0001 D:0000 DB:03 S:01EC P:envMXdiZCHC:0440 VC:090 00 FL:16953
ADC TABLE5,y ;A:0100 X:0006 Y:0001 D:0000 DB:03 S:01EC P:envMXdizcHC:0478 VC:090 00 FL:16953
PLP ;A:01FF X:0006 Y:0001 D:0000 DB:03 S:01EC P:eNvMXdizcHC:0510 VC:090 00 FL:16953
SBC $14E0,x ;x pos high ;A:01FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0538 VC:090 00 FL:16953
STA $00 ;A:01FE X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0570 VC:090 00 FL:16953
LSR $01 ;A:01FE X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0594 VC:090 00 FL:16953
BCC LABEL20 ;A:01FE X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZCHC:0632 VC:090 00 FL:16953
EOR #$80 ;A:01FE X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZCHC:0648 VC:090 00 FL:16953
STA $00 ;A:017E X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizCHC:0664 VC:090 00 FL:16953
LABEL20 LDA $00 ;A:017E X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizCHC:0688 VC:090 00 FL:16953
BPL RETURN_2 ;A:017E X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizCHC:0712 VC:090 00 FL:16953
ERASE_SPRITE LDA $14C8,x ; \ if sprite status < 8, permanently erase sprite
CMP #$08 ; |
BCC KILL_SPRITE ; /
LDY $161A,x ;A:FF08 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZCHC:0140 VC:071 00 FL:21152
CPY #$FF ;A:FF08 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizCHC:0172 VC:071 00 FL:21152
BEQ KILL_SPRITE ;A:FF08 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0188 VC:071 00 FL:21152
LDA #$00 ; \ mark sprite to come back A:FF08 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0204 VC:071 00 FL:21152
STA $1938,y ; / A:FF00 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZcHC:0220 VC:071 00 FL:21152
KILL_SPRITE STZ $14C8,x ; erase sprite
RETURN_2 RTS ; return
VERTICAL_LEVEL LDA $167A,x ; \ if "process offscreen" flag is set, return
AND #$04 ; |
BNE RETURN_2 ; /
LDA $13 ; \ only handle every other frame??
LSR A ; |
BCS RETURN_2 ; /
AND #$01 ;A:0227 X:0006 Y:00EC D:0000 DB:03 S:01ED P:envMXdizcHC:0228 VC:112 00 FL:1142
STA $01 ;A:0201 X:0006 Y:00EC D:0000 DB:03 S:01ED P:envMXdizcHC:0244 VC:112 00 FL:1142
TAY ;A:0201 X:0006 Y:00EC D:0000 DB:03 S:01ED P:envMXdizcHC:0268 VC:112 00 FL:1142
LDA $1C ;A:0201 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0282 VC:112 00 FL:1142
CLC ;A:02BD X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0306 VC:112 00 FL:1142
ADC TABLE3,y ;A:02BD X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0320 VC:112 00 FL:1142
ROL $00 ;A:026D X:0006 Y:0001 D:0000 DB:03 S:01ED P:enVMXdizCHC:0352 VC:112 00 FL:1142
CMP $D8,x ;A:026D X:0006 Y:0001 D:0000 DB:03 S:01ED P:enVMXdizCHC:0390 VC:112 00 FL:1142
PHP ;A:026D X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNVMXdizcHC:0420 VC:112 00 FL:1142
LDA.W $001D ;A:026D X:0006 Y:0001 D:0000 DB:03 S:01EC P:eNVMXdizcHC:0442 VC:112 00 FL:1142
LSR $00 ;A:0200 X:0006 Y:0001 D:0000 DB:03 S:01EC P:enVMXdiZcHC:0474 VC:112 00 FL:1142
ADC TABLE6,y ;A:0200 X:0006 Y:0001 D:0000 DB:03 S:01EC P:enVMXdizCHC:0512 VC:112 00 FL:1142
PLP ;A:0200 X:0006 Y:0001 D:0000 DB:03 S:01EC P:envMXdiZCHC:0544 VC:112 00 FL:1142
SBC $14D4,x ;A:0200 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNVMXdizcHC:0572 VC:112 00 FL:1142
STA $00 ;A:02FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0604 VC:112 00 FL:1142
LDY $01 ;A:02FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0628 VC:112 00 FL:1142
BEQ LABEL22 ;A:02FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0652 VC:112 00 FL:1142
EOR #$80 ;A:02FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0668 VC:112 00 FL:1142
STA $00 ;A:027F X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0684 VC:112 00 FL:1142
LABEL22 LDA $00 ;A:027F X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0708 VC:112 00 FL:1142
BPL RETURN_2 ;A:027F X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0732 VC:112 00 FL:1142
BMI ERASE_SPRITE ;A:0280 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0170 VC:064 00 FL:1195
SUB_IS_OFF_SCREEN LDA $15A0,x ; \ if sprite is on screen, accumulator = 0
ORA $186C,x ; |
RTS ; / return
JUMP_BIRDO
LDA $1588,x ; \ if sprite is in contact with an object...
AND #$03 ; |
BEQ NO_OBJ_CONTACT ; |
LDA $157C,x ; | flip the direction status
EOR #$01 ; |
STA $157C,x ; /
NO_OBJ_CONTACT LDA EXTRA_PROP_1,x ; don't stay on ledges if bit is set
AND #$02 ;
BEQ FALLING ;
LDA $1588,x ; run the subroutine if the sprite is in the air...
ORA $151C,x ; ...and not already turning
BNE ON_GROUND ;
JSR SUB_CHANGE_DIR ;
LDA #$01 ; set that we're already turning
STA $151C,x ;
ON_GROUND LDA $1588,x ; if on the ground, reset the turn counter
AND #$04
BEQ IN_AIR
STZ $151C,x
STZ $AA,x
BRA X_TIME
FALLING LDA $1588,x ; if on the ground, reset the turn counter
AND #$04
BEQ IN_AIR
LDA #$10 ; \ y speed = 10
STA $AA,x ; /
Walk_Normal:
LDA $151C,x ;
TAY ;
LDA $1540,x ;
BEQ X_TIME ;
LDA X_SPEED,y ; | set y speed
STA $B6,x ; /
BRA IN_AIR