diff --git a/src/main.asm b/src/main.asm index a7744fb..fc3cfd7 100644 --- a/src/main.asm +++ b/src/main.asm @@ -485,6 +485,7 @@ ExplosionGfxCounter = $58 ExplosionTimerCounter = $a0 ; sound related defines + Squ2_NoteLenBuffer = $07b3 Squ2_NoteLenCounter = $07b4 Squ2_EnvelopeDataCtrl = $07b5 @@ -533,6 +534,7 @@ AltRegContentFlag = $07ca ; CONSTANTS ; sound effects constants + Sfx_SmallJump = %10000000 Sfx_Flagpole = %01000000 Sfx_Fireball = %00100000 @@ -555,6 +557,7 @@ Sfx_BowserFlame = %00000010 Sfx_BrickShatter = %00000001 ; music constants + Silence = %10000000 StarPowerMusic = %01000000 @@ -574,6 +577,7 @@ GameOverMusic = %00000010 DeathMusic = %00000001 ; enemy object constants + GreenKoopa = $00 BuzzyBeetle = $02 RedKoopa = $03 @@ -607,18 +611,19 @@ RetainerObject = $35 TallEnemy = $09 ; other constants -World1 = 0 -World2 = 1 -World3 = 2 -World4 = 3 -World5 = 4 -World6 = 5 -World7 = 6 -World8 = 7 -Level1 = 0 -Level2 = 1 -Level3 = 2 -Level4 = 3 + +World1 = 0 +World2 = 1 +World3 = 2 +World4 = 3 +World5 = 4 +World6 = 5 +World7 = 6 +World8 = 7 +Level1 = 0 +Level2 = 1 +Level3 = 2 +Level4 = 3 WarmBootOffset = <$07d6 ColdBootOffset = <$07fe @@ -660,915 +665,1004 @@ GameOverModeValue = 3 .byte %00000000 .byte %00000001 ; Standard NES/Famicom controllers +;------------------------------------------------------------------------------------- + .segment "STARTUP" Start: - sei ; pretty standard 6502 type init here - cld - lda #%00010000 ; init PPU control register 1 - sta PPU_CTRL_REG1 - ldx #$ff ; reset stack pointer - txs -VBlank1: lda PPU_STATUS ; wait two frames - bpl VBlank1 -VBlank2: lda PPU_STATUS - bpl VBlank2 - ldy #ColdBootOffset ; load default cold boot pointer - ldx #$05 ; this is where we check for a warm boot -WBootCheck: lda TopScoreDisplay,x ; check each score digit in the top score - cmp #10 ; to see if we have a valid digit - bcs ColdBoot ; if not, give up and proceed with cold boot - dex - bpl WBootCheck - lda WarmBootValidation ; second checkpoint, check to see if - cmp #$a5 ; another location has a specific value - bne ColdBoot - ldy #WarmBootOffset ; if passed both, load warm boot pointer -ColdBoot: jsr InitializeMemory ; clear memory using pointer in Y - sta SND_DELTA_REG+1 ; reset delta counter load register - sta OperMode ; reset primary mode of operation - lda #$a5 ; set warm boot flag - sta WarmBootValidation - sta PseudoRandomBitReg ; set seed for pseudorandom register - lda #%00001111 - sta SND_MASTERCTRL_REG ; enable all sound channels except dmc - lda #%00000110 - sta PPU_CTRL_REG2 ; turn off clipping for OAM and background - jsr MoveAllSpritesOffscreen - jsr InitializeNameTables ; initialize both name tables - inc DisableScreenFlag ; set flag to disable screen output - lda Mirror_PPU_CTRL_REG1 - ora #%10000000 ; enable NMIs - jsr WritePPUReg1 -EndlessLoop: jmp EndlessLoop ; endless loop, need I say more? + sei ; pretty standard 6502 type init here + cld + lda #%00010000 ; init PPU control register 1 + sta PPU_CTRL_REG1 + ldx #$ff ; reset stack pointer + txs +VBlank1: + lda PPU_STATUS ; wait two frames + bpl VBlank1 +VBlank2: + lda PPU_STATUS + bpl VBlank2 + ldy #ColdBootOffset ; load default cold boot pointer + ldx #$05 ; this is where we check for a warm boot +WBootCheck: + lda TopScoreDisplay,x ; check each score digit in the top score + cmp #10 ; to see if we have a valid digit + bcs ColdBoot ; if not, give up and proceed with cold boot + dex + bpl WBootCheck + lda WarmBootValidation ; second checkpoint, check to see if + cmp #$a5 ; another location has a specific value + bne ColdBoot + ldy #WarmBootOffset ; if passed both, load warm boot pointer +ColdBoot: + jsr InitializeMemory ; clear memory using pointer in Y + sta SND_DELTA_REG+1 ; reset delta counter load register + sta OperMode ; reset primary mode of operation + lda #$a5 ; set warm boot flag + sta WarmBootValidation + sta PseudoRandomBitReg ; set seed for pseudorandom register + lda #%00001111 + sta SND_MASTERCTRL_REG ; enable all sound channels except dmc + lda #%00000110 + sta PPU_CTRL_REG2 ; turn off clipping for OAM and background + jsr MoveAllSpritesOffscreen + jsr InitializeNameTables ; initialize both name tables + inc DisableScreenFlag ; set flag to disable screen output + lda Mirror_PPU_CTRL_REG1 + ora #%10000000 ; enable NMIs + jsr WritePPUReg1 +EndlessLoop: + jmp EndlessLoop ; endless loop, need I say more? ;------------------------------------------------------------------------------------- ; $00 - vram buffer address table low, also used for pseudorandom bit ; $01 - vram buffer address table high VRAM_AddrTable_Low: - .byte VRAM_Buffer1, >WaterPaletteData, >GroundPaletteData - .byte >UndergroundPaletteData, >CastlePaletteData, >VRAM_Buffer1_Offset - .byte >VRAM_Buffer2, >VRAM_Buffer2, >BowserPaletteData - .byte >DaySnowPaletteData, >NightSnowPaletteData, >MushroomPaletteData - .byte >MarioThanksMessage, >LuigiThanksMessage, >MushroomRetainerSaved - .byte >PrincessSaved1, >PrincessSaved2, >WorldSelectMessage1 - .byte >WorldSelectMessage2 + .byte >VRAM_Buffer1, >WaterPaletteData, >GroundPaletteData + .byte >UndergroundPaletteData, >CastlePaletteData, >VRAM_Buffer1_Offset + .byte >VRAM_Buffer2, >VRAM_Buffer2, >BowserPaletteData + .byte >DaySnowPaletteData, >NightSnowPaletteData, >MushroomPaletteData + .byte >MarioThanksMessage, >LuigiThanksMessage, >MushroomRetainerSaved + .byte >PrincessSaved1, >PrincessSaved2, >WorldSelectMessage1 + .byte >WorldSelectMessage2 VRAM_Buffer_Offset: - .byte $09 - lda Enemy_State,x - cmp #$02 ; if enemy state defeated or otherwise - bcs FloateyPart ; $02 or greater, branch beyond this part -GetAltOffset: ldx SprDataOffset_Ctrl ; load some kind of control bit - ldy Alt_SprDataOffset,x ; get alternate OAM data offset - ldx ObjectOffset ; get enemy object offset again -FloateyPart: lda FloateyNum_Y_Pos,x ; get vertical coordinate for - cmp #$18 ; floatey number, if coordinate in the - bcc SetupNumSpr ; status bar, branch - sbc #$01 - sta FloateyNum_Y_Pos,x ; otherwise subtract one and store as new -SetupNumSpr: lda FloateyNum_Y_Pos,x ; get vertical coordinate - sbc #$08 ; subtract eight and dump into the - jsr DumpTwoSpr ; left and right sprite's Y coordinates - lda FloateyNum_X_Pos,x ; get horizontal coordinate - sta Sprite_X_Position,y ; store into X coordinate of left sprite - clc - adc #$08 ; add eight pixels and store into X - sta Sprite_X_Position+4,y ; coordinate of right sprite - lda #$02 - sta Sprite_Attributes,y ; set palette control in attribute bytes - sta Sprite_Attributes+4,y ; of left and right sprites - lda FloateyNum_Control,x - asl ; multiply our floatey number control by 2 - tax ; and use as offset for look-up table - lda FloateyNumTileData,x - sta Sprite_Tilenumber,y ; display first half of number of points - lda FloateyNumTileData+1,x - sta Sprite_Tilenumber+4,y ; display the second half - ldx ObjectOffset ; get enemy object offset and leave - rts + lda FloateyNum_Control,x ; load control for floatey number + beq EndExitOne ; if zero, branch to leave + cmp #$0b ; if less than $0b, branch + bcc ChkNumTimer + lda #$0b ; otherwise set to $0b, thus keeping + sta FloateyNum_Control,x ; it in range +ChkNumTimer: + tay ; use as Y + lda FloateyNum_Timer,x ; check value here + bne DecNumTimer ; if nonzero, branch ahead + sta FloateyNum_Control,x ; initialize floatey number control and leave + rts +DecNumTimer: + dec FloateyNum_Timer,x ; decrement value here + cmp #$2b ; if not reached a certain point, branch + bne ChkTallEnemy + cpy #$0b ; check offset for $0b + bne LoadNumTiles ; branch ahead if not found + inc NumberofLives ; give player one extra life (1-up) + lda #Sfx_ExtraLife + sta Square2SoundQueue ; and play the 1-up sound +LoadNumTiles: + lda ScoreUpdateData,y ; load point value here + lsr ; move high nybble to low + lsr + lsr + lsr + tax ; use as X offset, essentially the digit + lda ScoreUpdateData,y ; load again and this time + and #%00001111 ; mask out the high nybble + sta DigitModifier,x ; store as amount to add to the digit + jsr AddToScore ; update the score accordingly +ChkTallEnemy: + ldy Enemy_SprDataOffset,x ; get OAM data offset for enemy object + lda Enemy_ID,x ; get enemy object identifier + cmp #Spiny + beq FloateyPart ; branch if spiny + cmp #PiranhaPlant + beq FloateyPart ; branch if piranha plant + cmp #HammerBro + beq GetAltOffset ; branch elsewhere if hammer bro + cmp #GreyCheepCheep + beq FloateyPart ; branch if cheep-cheep of either color + cmp #RedCheepCheep + beq FloateyPart + cmp #TallEnemy + bcs GetAltOffset ; branch elsewhere if enemy object => $09 + lda Enemy_State,x + cmp #$02 ; if enemy state defeated or otherwise + bcs FloateyPart ; $02 or greater, branch beyond this part +GetAltOffset: + ldx SprDataOffset_Ctrl ; load some kind of control bit + ldy Alt_SprDataOffset,x ; get alternate OAM data offset + ldx ObjectOffset ; get enemy object offset again +FloateyPart: + lda FloateyNum_Y_Pos,x ; get vertical coordinate for + cmp #$18 ; floatey number, if coordinate in the + bcc SetupNumSpr ; status bar, branch + sbc #$01 + sta FloateyNum_Y_Pos,x ; otherwise subtract one and store as new +SetupNumSpr: + lda FloateyNum_Y_Pos,x ; get vertical coordinate + sbc #$08 ; subtract eight and dump into the + jsr DumpTwoSpr ; left and right sprite's Y coordinates + lda FloateyNum_X_Pos,x ; get horizontal coordinate + sta Sprite_X_Position,y ; store into X coordinate of left sprite + clc + adc #$08 ; add eight pixels and store into X + sta Sprite_X_Position+4,y ; coordinate of right sprite + lda #$02 + sta Sprite_Attributes,y ; set palette control in attribute bytes + sta Sprite_Attributes+4,y ; of left and right sprites + lda FloateyNum_Control,x + asl ; multiply our floatey number control by 2 + tax ; and use as offset for look-up table + lda FloateyNumTileData,x + sta Sprite_Tilenumber,y ; display first half of number of points + lda FloateyNumTileData+1,x + sta Sprite_Tilenumber+4,y ; display the second half + ldx ObjectOffset ; get enemy object offset and leave + rts ;------------------------------------------------------------------------------------- ScreenRoutines: - lda ScreenRoutineTask ; run one of the following subroutines - jsr JumpEngine + lda ScreenRoutineTask ; run one of the following subroutines + jsr JumpEngine - .addr InitScreen - .addr SetupIntermediate - .addr WriteTopStatusLine - .addr WriteBottomStatusLine - .addr DisplayTimeUp - .addr ResetSpritesAndScreenTimer - .addr DisplayIntermediate - .addr ResetSpritesAndScreenTimer - .addr AreaParserTaskControl - .addr GetAreaPalette - .addr GetBackgroundColor - .addr GetAlternatePalette1 - .addr DrawTitleScreen - .addr ClearBuffersDrawIcon - .addr WriteTopScore + .addr InitScreen + .addr SetupIntermediate + .addr WriteTopStatusLine + .addr WriteBottomStatusLine + .addr DisplayTimeUp + .addr ResetSpritesAndScreenTimer + .addr DisplayIntermediate + .addr ResetSpritesAndScreenTimer + .addr AreaParserTaskControl + .addr GetAreaPalette + .addr GetBackgroundColor + .addr GetAlternatePalette1 + .addr DrawTitleScreen + .addr ClearBuffersDrawIcon + .addr WriteTopScore ;------------------------------------------------------------------------------------- InitScreen: - jsr MoveAllSpritesOffscreen ; initialize all sprites including sprite #0 - jsr InitializeNameTables ; and erase both name and attribute tables - lda OperMode - beq NextSubtask ; if mode still 0, do not load - ldx #$03 ; into buffer pointer - jmp SetVRAMAddr_A + jsr MoveAllSpritesOffscreen ; initialize all sprites including sprite #0 + jsr InitializeNameTables ; and erase both name and attribute tables + lda OperMode + beq NextSubtask ; if mode still 0, do not load + ldx #$03 ; into buffer pointer + jmp SetVRAMAddr_A ;------------------------------------------------------------------------------------- SetupIntermediate: - lda BackgroundColorCtrl ; save current background color control - pha ; and player status to stack - lda PlayerStatus - pha - lda #$00 ; set background color to black - sta PlayerStatus ; and player status to not fiery - lda #$02 ; this is the ONLY time background color control - sta BackgroundColorCtrl ; is set to less than 4 - jsr GetPlayerColors - pla ; we only execute this routine for - sta PlayerStatus ; the intermediate lives display - pla ; and once we're done, we return bg - sta BackgroundColorCtrl ; color ctrl and player status from stack - jmp IncSubtask ; then move onto the next task + lda BackgroundColorCtrl ; save current background color control + pha ; and player status to stack + lda PlayerStatus + pha + lda #$00 ; set background color to black + sta PlayerStatus ; and player status to not fiery + lda #$02 ; this is the ONLY time background color control + sta BackgroundColorCtrl ; is set to less than 4 + jsr GetPlayerColors + pla ; we only execute this routine for + sta PlayerStatus ; the intermediate lives display + pla ; and once we're done, we return bg + sta BackgroundColorCtrl ; color ctrl and player status from stack + jmp IncSubtask ; then move onto the next task ;------------------------------------------------------------------------------------- AreaPalette: - .byte $01, $02, $03, $04 + .byte $01, $02, $03, $04 GetAreaPalette: - ldy AreaType ; select appropriate palette to load - ldx AreaPalette,y ; based on area type -SetVRAMAddr_A: stx VRAM_Buffer_AddrCtrl ; store offset into buffer control -NextSubtask: jmp IncSubtask ; move onto next task + ldy AreaType ; select appropriate palette to load + ldx AreaPalette,y ; based on area type +SetVRAMAddr_A: + stx VRAM_Buffer_AddrCtrl ; store offset into buffer control +NextSubtask: + jmp IncSubtask ; move onto next task ;------------------------------------------------------------------------------------- ; $00 - used as temp counter in GetPlayerColors BGColorCtrl_Addr: - .byte $00, $09, $0a, $04 + .byte $00, $09, $0a, $04 BackgroundColors: - .byte $22, $22, $0f, $0f ; used by area type if bg color ctrl not set - .byte $0f, $22, $0f, $0f ; used by background color control if set + .byte $22, $22, $0f, $0f ; used by area type if bg color ctrl not set + .byte $0f, $22, $0f, $0f ; used by background color control if set PlayerColors: - .byte $22, $16, $27, $18 ; mario's colors - .byte $22, $30, $27, $19 ; luigi's colors - .byte $22, $37, $27, $16 ; fiery (used by both) + .byte $22, $16, $27, $18 ; mario's colors + .byte $22, $30, $27, $19 ; luigi's colors + .byte $22, $37, $27, $16 ; fiery (used by both) GetBackgroundColor: - ldy BackgroundColorCtrl ; check background color control - beq NoBGColor ; if not set, increment task and fetch palette - lda BGColorCtrl_Addr-4,y ; put appropriate palette into vram - sta VRAM_Buffer_AddrCtrl ; note that if set to 5-7, $0301 will not be read -NoBGColor: inc ScreenRoutineTask ; increment to next subtask and plod on through + ldy BackgroundColorCtrl ; check background color control + beq NoBGColor ; if not set, increment task and fetch palette + lda BGColorCtrl_Addr-4,y ; put appropriate palette into vram + sta VRAM_Buffer_AddrCtrl ; note that if set to 5-7, $0301 will not be read +NoBGColor: + inc ScreenRoutineTask ; increment to next subtask and plod on through GetPlayerColors: - ldx VRAM_Buffer1_Offset ; get current buffer offset - ldy #$00 - lda CurrentPlayer ; check which player is on the screen - beq ChkFiery - ldy #$04 ; load offset for luigi -ChkFiery: lda PlayerStatus ; check player status - cmp #$02 - bne StartClrGet ; if fiery, load alternate offset for fiery player - ldy #$08 -StartClrGet: lda #$03 ; do four colors - sta $00 -ClrGetLoop: lda PlayerColors,y ; fetch player colors and store them - sta VRAM_Buffer1+3,x ; in the buffer - iny - inx - dec $00 - bpl ClrGetLoop - ldx VRAM_Buffer1_Offset ; load original offset from before - ldy BackgroundColorCtrl ; if this value is four or greater, it will be set - bne SetBGColor ; therefore use it as offset to background color - ldy AreaType ; otherwise use area type bits from area offset as offset -SetBGColor: lda BackgroundColors,y ; to background color instead - sta VRAM_Buffer1+3,x - lda #$3f ; set for sprite palette address - sta VRAM_Buffer1,x ; save to buffer - lda #$10 - sta VRAM_Buffer1+1,x - lda #$04 ; write length byte to buffer - sta VRAM_Buffer1+2,x - lda #$00 ; now the null terminator - sta VRAM_Buffer1+7,x - txa ; move the buffer pointer ahead 7 bytes - clc ; in case we want to write anything else later - adc #$07 -SetVRAMOffset: sta VRAM_Buffer1_Offset ; store as new vram buffer offset - rts + ldx VRAM_Buffer1_Offset ; get current buffer offset + ldy #$00 + lda CurrentPlayer ; check which player is on the screen + beq ChkFiery + ldy #$04 ; load offset for luigi +ChkFiery: + lda PlayerStatus ; check player status + cmp #$02 + bne StartClrGet ; if fiery, load alternate offset for fiery player + ldy #$08 +StartClrGet: + lda #$03 ; do four colors + sta $00 +ClrGetLoop: + lda PlayerColors,y ; fetch player colors and store them + sta VRAM_Buffer1+3,x ; in the buffer + iny + inx + dec $00 + bpl ClrGetLoop + ldx VRAM_Buffer1_Offset ; load original offset from before + ldy BackgroundColorCtrl ; if this value is four or greater, it will be set + bne SetBGColor ; therefore use it as offset to background color + ldy AreaType ; otherwise use area type bits from area offset as offset +SetBGColor: + lda BackgroundColors,y ; to background color instead + sta VRAM_Buffer1+3,x + lda #$3f ; set for sprite palette address + sta VRAM_Buffer1,x ; save to buffer + lda #$10 + sta VRAM_Buffer1+1,x + lda #$04 ; write length byte to buffer + sta VRAM_Buffer1+2,x + lda #$00 ; now the null terminator + sta VRAM_Buffer1+7,x + txa ; move the buffer pointer ahead 7 bytes + clc ; in case we want to write anything else later + adc #$07 +SetVRAMOffset: + sta VRAM_Buffer1_Offset ; store as new vram buffer offset + rts ;------------------------------------------------------------------------------------- GetAlternatePalette1: - lda AreaStyle ; check for mushroom level style - cmp #$01 - bne NoAltPal - lda #$0b ; if found, load appropriate palette -SetVRAMAddr_B: sta VRAM_Buffer_AddrCtrl -NoAltPal: jmp IncSubtask ; now onto the next task + lda AreaStyle ; check for mushroom level style + cmp #$01 + bne NoAltPal + lda #$0b ; if found, load appropriate palette +SetVRAMAddr_B: + sta VRAM_Buffer_AddrCtrl +NoAltPal: + jmp IncSubtask ; now onto the next task ;------------------------------------------------------------------------------------- WriteTopStatusLine: - lda #$00 ; select main status bar - jsr WriteGameText ; output it - jmp IncSubtask ; onto the next task + lda #$00 ; select main status bar + jsr WriteGameText ; output it + jmp IncSubtask ; onto the next task ;------------------------------------------------------------------------------------- WriteBottomStatusLine: - jsr GetSBNybbles ; write player's score and coin tally to screen - ldx VRAM_Buffer1_Offset - lda #$20 ; write address for world-area number on screen - sta VRAM_Buffer1,x - lda #$73 - sta VRAM_Buffer1+1,x - lda #$03 ; write length for it - sta VRAM_Buffer1+2,x - ldy WorldNumber ; first the world number - iny - tya - sta VRAM_Buffer1+3,x - lda #$28 ; next the dash - sta VRAM_Buffer1+4,x - ldy LevelNumber ; next the level number - iny ; increment for proper number display - tya - sta VRAM_Buffer1+5,x - lda #$00 ; put null terminator on - sta VRAM_Buffer1+6,x - txa ; move the buffer offset up by 6 bytes - clc - adc #$06 - sta VRAM_Buffer1_Offset - jmp IncSubtask + jsr GetSBNybbles ; write player's score and coin tally to screen + ldx VRAM_Buffer1_Offset + lda #$20 ; write address for world-area number on screen + sta VRAM_Buffer1,x + lda #$73 + sta VRAM_Buffer1+1,x + lda #$03 ; write length for it + sta VRAM_Buffer1+2,x + ldy WorldNumber ; first the world number + iny + tya + sta VRAM_Buffer1+3,x + lda #$28 ; next the dash + sta VRAM_Buffer1+4,x + ldy LevelNumber ; next the level number + iny ; increment for proper number display + tya + sta VRAM_Buffer1+5,x + lda #$00 ; put null terminator on + sta VRAM_Buffer1+6,x + txa ; move the buffer offset up by 6 bytes + clc + adc #$06 + sta VRAM_Buffer1_Offset + jmp IncSubtask ;------------------------------------------------------------------------------------- DisplayTimeUp: - lda GameTimerExpiredFlag ; if game timer not expired, increment task - beq NoTimeUp ; control 2 tasks forward, otherwise, stay here - lda #$00 - sta GameTimerExpiredFlag ; reset timer expiration flag - lda #$02 ; output time-up screen to buffer - jmp OutputInter -NoTimeUp: inc ScreenRoutineTask ; increment control task 2 tasks forward - jmp IncSubtask + lda GameTimerExpiredFlag ; if game timer not expired, increment task + beq NoTimeUp ; control 2 tasks forward, otherwise, stay here + lda #$00 + sta GameTimerExpiredFlag ; reset timer expiration flag + lda #$02 ; output time-up screen to buffer + jmp OutputInter +NoTimeUp: + inc ScreenRoutineTask ; increment control task 2 tasks forward + jmp IncSubtask ;------------------------------------------------------------------------------------- DisplayIntermediate: - lda OperMode ; check primary mode of operation - beq NoInter ; if in title screen mode, skip this - cmp #GameOverModeValue ; are we in game over mode? - beq GameOverInter ; if so, proceed to display game over screen - lda AltEntranceControl ; otherwise check for mode of alternate entry - bne NoInter ; and branch if found - ldy AreaType ; check if we are on castle level - cpy #$03 ; and if so, branch (possibly residual) - beq PlayerInter - lda DisableIntermediate ; if this flag is set, skip intermediate lives display - bne NoInter ; and jump to specific task, otherwise -PlayerInter: jsr DrawPlayer_Intermediate ; put player in appropriate place for - lda #$01 ; lives display, then output lives display to buffer -OutputInter: jsr WriteGameText - jsr ResetScreenTimer - lda #$00 - sta DisableScreenFlag ; reenable screen output - rts -GameOverInter: lda #$12 ; set screen timer - sta ScreenTimer - lda #$03 ; output game over screen to buffer - jsr WriteGameText - jmp IncModeTask_B -NoInter: lda #$08 ; set for specific task and leave - sta ScreenRoutineTask - rts + lda OperMode ; check primary mode of operation + beq NoInter ; if in title screen mode, skip this + cmp #GameOverModeValue ; are we in game over mode? + beq GameOverInter ; if so, proceed to display game over screen + lda AltEntranceControl ; otherwise check for mode of alternate entry + bne NoInter ; and branch if found + ldy AreaType ; check if we are on castle level + cpy #$03 ; and if so, branch (possibly residual) + beq PlayerInter + lda DisableIntermediate ; if this flag is set, skip intermediate lives display + bne NoInter ; and jump to specific task, otherwise +PlayerInter: + jsr DrawPlayer_Intermediate ; put player in appropriate place for + lda #$01 ; lives display, then output lives display to buffer +OutputInter: + jsr WriteGameText + jsr ResetScreenTimer + lda #$00 + sta DisableScreenFlag ; reenable screen output + rts +GameOverInter: + lda #$12 ; set screen timer + sta ScreenTimer + lda #$03 ; output game over screen to buffer + jsr WriteGameText + jmp IncModeTask_B +NoInter: + lda #$08 ; set for specific task and leave + sta ScreenRoutineTask + rts ;------------------------------------------------------------------------------------- AreaParserTaskControl: - inc DisableScreenFlag ; turn off screen -TaskLoop: jsr AreaParserTaskHandler ; render column set of current area - lda AreaParserTaskNum ; check number of tasks - bne TaskLoop ; if tasks still not all done, do another one - dec ColumnSets ; do we need to render more column sets? - bpl OutputCol - inc ScreenRoutineTask ; if not, move on to the next task -OutputCol: lda #$06 ; set vram buffer to output rendered column set - sta VRAM_Buffer_AddrCtrl ; on next NMI - rts + inc DisableScreenFlag ; turn off screen +TaskLoop: + jsr AreaParserTaskHandler ; render column set of current area + lda AreaParserTaskNum ; check number of tasks + bne TaskLoop ; if tasks still not all done, do another one + dec ColumnSets ; do we need to render more column sets? + bpl OutputCol + inc ScreenRoutineTask ; if not, move on to the next task +OutputCol: + lda #$06 ; set vram buffer to output rendered column set + sta VRAM_Buffer_AddrCtrl ; on next NMI + rts ;------------------------------------------------------------------------------------- @@ -1576,207 +1670,222 @@ OutputCol: lda #$06 ; set vram buffer to output rendered column ; $01 - vram buffer address table high DrawTitleScreen: - lda OperMode ; are we in title screen mode? - bne IncModeTask_B ; if not, exit - lda #>TitleScreenDataOffset ; load address $1ec0 into - sta PPU_ADDRESS ; the vram address register - lda #TitleScreenDataOffset ; load address $1ec0 into + sta PPU_ADDRESS ; the vram address register + lda #Palette0_MTiles, >Palette1_MTiles, >Palette2_MTiles, >Palette3_MTiles + .byte >Palette0_MTiles, >Palette1_MTiles, >Palette2_MTiles, >Palette3_MTiles Palette0_MTiles: - .byte $24, $24, $24, $24 ; blank - .byte $27, $27, $27, $27 ; black metatile - .byte $24, $24, $24, $35 ; bush left - .byte $36, $25, $37, $25 ; bush middle - .byte $24, $38, $24, $24 ; bush right - .byte $24, $30, $30, $26 ; mountain left - .byte $26, $26, $34, $26 ; mountain left bottom/middle center - .byte $24, $31, $24, $32 ; mountain middle top - .byte $33, $26, $24, $33 ; mountain right - .byte $34, $26, $26, $26 ; mountain right bottom - .byte $26, $26, $26, $26 ; mountain middle bottom - .byte $24, $c0, $24, $c0 ; bridge guardrail - .byte $24, $7f, $7f, $24 ; chain - .byte $b8, $ba, $b9, $bb ; tall tree top, top half - .byte $b8, $bc, $b9, $bd ; short tree top - .byte $ba, $bc, $bb, $bd ; tall tree top, bottom half - .byte $60, $64, $61, $65 ; warp pipe end left, points up - .byte $62, $66, $63, $67 ; warp pipe end right, points up - .byte $60, $64, $61, $65 ; decoration pipe end left, points up - .byte $62, $66, $63, $67 ; decoration pipe end right, points up - .byte $68, $68, $69, $69 ; pipe shaft left - .byte $26, $26, $6a, $6a ; pipe shaft right - .byte $4b, $4c, $4d, $4e ; tree ledge left edge - .byte $4d, $4f, $4d, $4f ; tree ledge middle - .byte $4d, $4e, $50, $51 ; tree ledge right edge - .byte $6b, $70, $2c, $2d ; mushroom left edge - .byte $6c, $71, $6d, $72 ; mushroom middle - .byte $6e, $73, $6f, $74 ; mushroom right edge - .byte $86, $8a, $87, $8b ; sideways pipe end top - .byte $88, $8c, $88, $8c ; sideways pipe shaft top - .byte $89, $8d, $69, $69 ; sideways pipe joint top - .byte $8e, $91, $8f, $92 ; sideways pipe end bottom - .byte $26, $93, $26, $93 ; sideways pipe shaft bottom - .byte $90, $94, $69, $69 ; sideways pipe joint bottom - .byte $a4, $e9, $ea, $eb ; seaplant - .byte $24, $24, $24, $24 ; blank, used on bricks or blocks that are hit - .byte $24, $2f, $24, $3d ; flagpole ball - .byte $a2, $a2, $a3, $a3 ; flagpole shaft - .byte $24, $24, $24, $24 ; blank, used in conjunction with vines + .byte $24, $24, $24, $24 ; blank + .byte $27, $27, $27, $27 ; black metatile + .byte $24, $24, $24, $35 ; bush left + .byte $36, $25, $37, $25 ; bush middle + .byte $24, $38, $24, $24 ; bush right + .byte $24, $30, $30, $26 ; mountain left + .byte $26, $26, $34, $26 ; mountain left bottom/middle center + .byte $24, $31, $24, $32 ; mountain middle top + .byte $33, $26, $24, $33 ; mountain right + .byte $34, $26, $26, $26 ; mountain right bottom + .byte $26, $26, $26, $26 ; mountain middle bottom + .byte $24, $c0, $24, $c0 ; bridge guardrail + .byte $24, $7f, $7f, $24 ; chain + .byte $b8, $ba, $b9, $bb ; tall tree top, top half + .byte $b8, $bc, $b9, $bd ; short tree top + .byte $ba, $bc, $bb, $bd ; tall tree top, bottom half + .byte $60, $64, $61, $65 ; warp pipe end left, points up + .byte $62, $66, $63, $67 ; warp pipe end right, points up + .byte $60, $64, $61, $65 ; decoration pipe end left, points up + .byte $62, $66, $63, $67 ; decoration pipe end right, points up + .byte $68, $68, $69, $69 ; pipe shaft left + .byte $26, $26, $6a, $6a ; pipe shaft right + .byte $4b, $4c, $4d, $4e ; tree ledge left edge + .byte $4d, $4f, $4d, $4f ; tree ledge middle + .byte $4d, $4e, $50, $51 ; tree ledge right edge + .byte $6b, $70, $2c, $2d ; mushroom left edge + .byte $6c, $71, $6d, $72 ; mushroom middle + .byte $6e, $73, $6f, $74 ; mushroom right edge + .byte $86, $8a, $87, $8b ; sideways pipe end top + .byte $88, $8c, $88, $8c ; sideways pipe shaft top + .byte $89, $8d, $69, $69 ; sideways pipe joint top + .byte $8e, $91, $8f, $92 ; sideways pipe end bottom + .byte $26, $93, $26, $93 ; sideways pipe shaft bottom + .byte $90, $94, $69, $69 ; sideways pipe joint bottom + .byte $a4, $e9, $ea, $eb ; seaplant + .byte $24, $24, $24, $24 ; blank, used on bricks or blocks that are hit + .byte $24, $2f, $24, $3d ; flagpole ball + .byte $a2, $a2, $a3, $a3 ; flagpole shaft + .byte $24, $24, $24, $24 ; blank, used in conjunction with vines Palette1_MTiles: - .byte $a2, $a2, $a3, $a3 ; vertical rope - .byte $99, $24, $99, $24 ; horizontal rope - .byte $24, $a2, $3e, $3f ; left pulley - .byte $5b, $5c, $24, $a3 ; right pulley - .byte $24, $24, $24, $24 ; blank used for balance rope - .byte $9d, $47, $9e, $47 ; castle top - .byte $47, $47, $27, $27 ; castle window left - .byte $47, $47, $47, $47 ; castle brick wall - .byte $27, $27, $47, $47 ; castle window right - .byte $a9, $47, $aa, $47 ; castle top w/ brick - .byte $9b, $27, $9c, $27 ; entrance top - .byte $27, $27, $27, $27 ; entrance bottom - .byte $52, $52, $52, $52 ; green ledge stump - .byte $80, $a0, $81, $a1 ; fence - .byte $be, $be, $bf, $bf ; tree trunk - .byte $75, $ba, $76, $bb ; mushroom stump top - .byte $ba, $ba, $bb, $bb ; mushroom stump bottom - .byte $45, $47, $45, $47 ; breakable brick w/ line - .byte $47, $47, $47, $47 ; breakable brick - .byte $45, $47, $45, $47 ; breakable brick (not used) - .byte $b4, $b6, $b5, $b7 ; cracked rock terrain - .byte $45, $47, $45, $47 ; brick with line (power-up) - .byte $45, $47, $45, $47 ; brick with line (vine) - .byte $45, $47, $45, $47 ; brick with line (star) - .byte $45, $47, $45, $47 ; brick with line (coins) - .byte $45, $47, $45, $47 ; brick with line (1-up) - .byte $47, $47, $47, $47 ; brick (power-up) - .byte $47, $47, $47, $47 ; brick (vine) - .byte $47, $47, $47, $47 ; brick (star) - .byte $47, $47, $47, $47 ; brick (coins) - .byte $47, $47, $47, $47 ; brick (1-up) - .byte $24, $24, $24, $24 ; hidden block (1 coin) - .byte $24, $24, $24, $24 ; hidden block (1-up) - .byte $ab, $ac, $ad, $ae ; solid block (3-d block) - .byte $5d, $5e, $5d, $5e ; solid block (white wall) - .byte $c1, $24, $c1, $24 ; bridge - .byte $c6, $c8, $c7, $c9 ; bullet bill cannon barrel - .byte $ca, $cc, $cb, $cd ; bullet bill cannon top - .byte $2a, $2a, $40, $40 ; bullet bill cannon bottom - .byte $24, $24, $24, $24 ; blank used for jumpspring - .byte $24, $47, $24, $47 ; half brick used for jumpspring - .byte $82, $83, $84, $85 ; solid block (water level, green rock) - .byte $24, $47, $24, $47 ; half brick (???) - .byte $86, $8a, $87, $8b ; water pipe top - .byte $8e, $91, $8f, $92 ; water pipe bottom - .byte $24, $2f, $24, $3d ; flag ball (residual object) + .byte $a2, $a2, $a3, $a3 ; vertical rope + .byte $99, $24, $99, $24 ; horizontal rope + .byte $24, $a2, $3e, $3f ; left pulley + .byte $5b, $5c, $24, $a3 ; right pulley + .byte $24, $24, $24, $24 ; blank used for balance rope + .byte $9d, $47, $9e, $47 ; castle top + .byte $47, $47, $27, $27 ; castle window left + .byte $47, $47, $47, $47 ; castle brick wall + .byte $27, $27, $47, $47 ; castle window right + .byte $a9, $47, $aa, $47 ; castle top w/ brick + .byte $9b, $27, $9c, $27 ; entrance top + .byte $27, $27, $27, $27 ; entrance bottom + .byte $52, $52, $52, $52 ; green ledge stump + .byte $80, $a0, $81, $a1 ; fence + .byte $be, $be, $bf, $bf ; tree trunk + .byte $75, $ba, $76, $bb ; mushroom stump top + .byte $ba, $ba, $bb, $bb ; mushroom stump bottom + .byte $45, $47, $45, $47 ; breakable brick w/ line + .byte $47, $47, $47, $47 ; breakable brick + .byte $45, $47, $45, $47 ; breakable brick (not used) + .byte $b4, $b6, $b5, $b7 ; cracked rock terrain + .byte $45, $47, $45, $47 ; brick with line (power-up) + .byte $45, $47, $45, $47 ; brick with line (vine) + .byte $45, $47, $45, $47 ; brick with line (star) + .byte $45, $47, $45, $47 ; brick with line (coins) + .byte $45, $47, $45, $47 ; brick with line (1-up) + .byte $47, $47, $47, $47 ; brick (power-up) + .byte $47, $47, $47, $47 ; brick (vine) + .byte $47, $47, $47, $47 ; brick (star) + .byte $47, $47, $47, $47 ; brick (coins) + .byte $47, $47, $47, $47 ; brick (1-up) + .byte $24, $24, $24, $24 ; hidden block (1 coin) + .byte $24, $24, $24, $24 ; hidden block (1-up) + .byte $ab, $ac, $ad, $ae ; solid block (3-d block) + .byte $5d, $5e, $5d, $5e ; solid block (white wall) + .byte $c1, $24, $c1, $24 ; bridge + .byte $c6, $c8, $c7, $c9 ; bullet bill cannon barrel + .byte $ca, $cc, $cb, $cd ; bullet bill cannon top + .byte $2a, $2a, $40, $40 ; bullet bill cannon bottom + .byte $24, $24, $24, $24 ; blank used for jumpspring + .byte $24, $47, $24, $47 ; half brick used for jumpspring + .byte $82, $83, $84, $85 ; solid block (water level, green rock) + .byte $24, $47, $24, $47 ; half brick (???) + .byte $86, $8a, $87, $8b ; water pipe top + .byte $8e, $91, $8f, $92 ; water pipe bottom + .byte $24, $2f, $24, $3d ; flag ball (residual object) Palette2_MTiles: - .byte $24, $24, $24, $35 ; cloud left - .byte $36, $25, $37, $25 ; cloud middle - .byte $24, $38, $24, $24 ; cloud right - .byte $24, $24, $39, $24 ; cloud bottom left - .byte $3a, $24, $3b, $24 ; cloud bottom middle - .byte $3c, $24, $24, $24 ; cloud bottom right - .byte $41, $26, $41, $26 ; water/lava top - .byte $26, $26, $26, $26 ; water/lava - .byte $b0, $b1, $b2, $b3 ; cloud level terrain - .byte $77, $79, $77, $79 ; bowser's bridge + .byte $24, $24, $24, $35 ; cloud left + .byte $36, $25, $37, $25 ; cloud middle + .byte $24, $38, $24, $24 ; cloud right + .byte $24, $24, $39, $24 ; cloud bottom left + .byte $3a, $24, $3b, $24 ; cloud bottom middle + .byte $3c, $24, $24, $24 ; cloud bottom right + .byte $41, $26, $41, $26 ; water/lava top + .byte $26, $26, $26, $26 ; water/lava + .byte $b0, $b1, $b2, $b3 ; cloud level terrain + .byte $77, $79, $77, $79 ; bowser's bridge Palette3_MTiles: - .byte $53, $55, $54, $56 ; question block (coin) - .byte $53, $55, $54, $56 ; question block (power-up) - .byte $a5, $a7, $a6, $a8 ; coin - .byte $c2, $c4, $c3, $c5 ; underwater coin - .byte $57, $59, $58, $5a ; empty block - .byte $7b, $7d, $7c, $7e ; axe + .byte $53, $55, $54, $56 ; question block (coin) + .byte $53, $55, $54, $56 ; question block (power-up) + .byte $a5, $a7, $a6, $a8 ; coin + .byte $c2, $c4, $c3, $c5 ; underwater coin + .byte $57, $59, $58, $5a ; empty block + .byte $7b, $7d, $7c, $7e ; axe ;------------------------------------------------------------------------------------- ; VRAM BUFFER DATA FOR LOCATIONS IN PRG-ROM WaterPaletteData: - .byte $3f, $00, $20 - .byte $0f, $15, $12, $25 - .byte $0f, $3a, $1a, $0f - .byte $0f, $30, $12, $0f - .byte $0f, $27, $12, $0f - .byte $22, $16, $27, $18 - .byte $0f, $10, $30, $27 - .byte $0f, $16, $30, $27 - .byte $0f, $0f, $30, $10 - .byte $00 + .byte $3f, $00, $20 + .byte $0f, $15, $12, $25 + .byte $0f, $3a, $1a, $0f + .byte $0f, $30, $12, $0f + .byte $0f, $27, $12, $0f + .byte $22, $16, $27, $18 + .byte $0f, $10, $30, $27 + .byte $0f, $16, $30, $27 + .byte $0f, $0f, $30, $10 + .byte $00 GroundPaletteData: - .byte $3f, $00, $20 - .byte $0f, $29, $1a, $0f - .byte $0f, $36, $17, $0f - .byte $0f, $30, $21, $0f - .byte $0f, $27, $17, $0f - .byte $0f, $16, $27, $18 - .byte $0f, $1a, $30, $27 - .byte $0f, $16, $30, $27 - .byte $0f, $0f, $36, $17 - .byte $00 + .byte $3f, $00, $20 + .byte $0f, $29, $1a, $0f + .byte $0f, $36, $17, $0f + .byte $0f, $30, $21, $0f + .byte $0f, $27, $17, $0f + .byte $0f, $16, $27, $18 + .byte $0f, $1a, $30, $27 + .byte $0f, $16, $30, $27 + .byte $0f, $0f, $36, $17 + .byte $00 UndergroundPaletteData: - .byte $3f, $00, $20 - .byte $0f, $29, $1a, $09 - .byte $0f, $3c, $1c, $0f - .byte $0f, $30, $21, $1c - .byte $0f, $27, $17, $1c - .byte $0f, $16, $27, $18 - .byte $0f, $1c, $36, $17 - .byte $0f, $16, $30, $27 - .byte $0f, $0c, $3c, $1c - .byte $00 + .byte $3f, $00, $20 + .byte $0f, $29, $1a, $09 + .byte $0f, $3c, $1c, $0f + .byte $0f, $30, $21, $1c + .byte $0f, $27, $17, $1c + .byte $0f, $16, $27, $18 + .byte $0f, $1c, $36, $17 + .byte $0f, $16, $30, $27 + .byte $0f, $0c, $3c, $1c + .byte $00 CastlePaletteData: - .byte $3f, $00, $20 - .byte $0f, $30, $10, $00 - .byte $0f, $30, $10, $00 - .byte $0f, $30, $16, $00 - .byte $0f, $27, $17, $00 - .byte $0f, $16, $27, $18 - .byte $0f, $1c, $36, $17 - .byte $0f, $16, $30, $27 - .byte $0f, $00, $30, $10 - .byte $00 + .byte $3f, $00, $20 + .byte $0f, $30, $10, $00 + .byte $0f, $30, $10, $00 + .byte $0f, $30, $16, $00 + .byte $0f, $27, $17, $00 + .byte $0f, $16, $27, $18 + .byte $0f, $1c, $36, $17 + .byte $0f, $16, $30, $27 + .byte $0f, $00, $30, $10 + .byte $00 DaySnowPaletteData: - .byte $3f, $00, $04 - .byte $22, $30, $00, $10 - .byte $00 + .byte $3f, $00, $04 + .byte $22, $30, $00, $10 + .byte $00 NightSnowPaletteData: - .byte $3f, $00, $04 - .byte $0f, $30, $00, $10 - .byte $00 + .byte $3f, $00, $04 + .byte $0f, $30, $00, $10 + .byte $00 MushroomPaletteData: - .byte $3f, $00, $04 - .byte $22, $27, $16, $0f - .byte $00 + .byte $3f, $00, $04 + .byte $22, $27, $16, $0f + .byte $00 BowserPaletteData: - .byte $3f, $14, $04 - .byte $0f, $1a, $30, $27 - .byte $00 + .byte $3f, $14, $04 + .byte $0f, $1a, $30, $27 + .byte $00 MarioThanksMessage: ; "THANK YOU MARIO!" - .byte $25, $48, $10 - .byte $1d, $11, $0a, $17, $14, $24 - .byte $22, $18, $1e, $24 - .byte $16, $0a, $1b, $12, $18, $2b - .byte $00 + .byte $25, $48, $10 + .byte $1d, $11, $0a, $17, $14, $24 + .byte $22, $18, $1e, $24 + .byte $16, $0a, $1b, $12, $18, $2b + .byte $00 LuigiThanksMessage: ; "THANK YOU LUIGI!" - .byte $25, $48, $10 - .byte $1d, $11, $0a, $17, $14, $24 - .byte $22, $18, $1e, $24 - .byte $15, $1e, $12, $10, $12, $2b - .byte $00 + .byte $25, $48, $10 + .byte $1d, $11, $0a, $17, $14, $24 + .byte $22, $18, $1e, $24 + .byte $15, $1e, $12, $10, $12, $2b + .byte $00 MushroomRetainerSaved: ; "BUT OUR PRINCESS IS IN" - .byte $25, $c5, $16 - .byte $0b, $1e, $1d, $24, $18, $1e, $1b, $24 - .byte $19, $1b, $12, $17, $0c, $0e, $1c, $1c, $24 - .byte $12, $1c, $24, $12, $17 + .byte $25, $c5, $16 + .byte $0b, $1e, $1d, $24, $18, $1e, $1b, $24 + .byte $19, $1b, $12, $17, $0c, $0e, $1c, $1c, $24 + .byte $12, $1c, $24, $12, $17 ; "ANOTHER CASTLE!" - .byte $26, $05, $0f - .byte $0a, $17, $18, $1d, $11, $0e, $1b, $24 - .byte $0c, $0a, $1c, $1d, $15, $0e, $2b, $00 + .byte $26, $05, $0f + .byte $0a, $17, $18, $1d, $11, $0e, $1b, $24 + .byte $0c, $0a, $1c, $1d, $15, $0e, $2b, $00 PrincessSaved1: ; "YOUR QUEST IS OVER." - .byte $25, $a7, $13 - .byte $22, $18, $1e, $1b, $24 - .byte $1a, $1e, $0e, $1c, $1d, $24 - .byte $12, $1c, $24, $18, $1f, $0e, $1b, $af - .byte $00 + .byte $25, $a7, $13 + .byte $22, $18, $1e, $1b, $24 + .byte $1a, $1e, $0e, $1c, $1d, $24 + .byte $12, $1c, $24, $18, $1f, $0e, $1b, $af + .byte $00 PrincessSaved2: ; "WE PRESENT YOU A NEW QUEST." - .byte $25, $e3, $1b - .byte $20, $0e, $24 - .byte $19, $1b, $0e, $1c, $0e, $17, $1d, $24 - .byte $22, $18, $1e, $24, $0a, $24, $17, $0e, $20, $24 - .byte $1a, $1e, $0e, $1c, $1d, $af - .byte $00 + .byte $25, $e3, $1b + .byte $20, $0e, $24 + .byte $19, $1b, $0e, $1c, $0e, $17, $1d, $24 + .byte $22, $18, $1e, $24, $0a, $24, $17, $0e, $20, $24 + .byte $1a, $1e, $0e, $1c, $1d, $af + .byte $00 WorldSelectMessage1: ; "PUSH BUTTON B" - .byte $26, $4a, $0d - .byte $19, $1e, $1c, $11, $24 - .byte $0b, $1e, $1d, $1d, $18, $17, $24, $0b - .byte $00 + .byte $26, $4a, $0d + .byte $19, $1e, $1c, $11, $24 + .byte $0b, $1e, $1d, $1d, $18, $17, $24, $0b + .byte $00 WorldSelectMessage2: ; "TO SELECT A WORLD" - .byte $26, $88, $11 - .byte $1d, $18, $24, $1c, $0e, $15, $0e, $0c, $1d, $24 - .byte $0a, $24, $20, $18, $1b, $15, $0d - .byte $00 + .byte $26, $88, $11 + .byte $1d, $18, $24, $1c, $0e, $15, $0e, $0c, $1d, $24 + .byte $0a, $24, $20, $18, $1b, $15, $0d + .byte $00 ;------------------------------------------------------------------------------------- ; $04 - address low to jump address @@ -2358,147 +2484,159 @@ WorldSelectMessage2: ; $07 - jump address high JumpEngine: - asl ; shift bit from contents of A - tay - pla ; pull saved return address from stack - sta $04 ; save to indirect - pla - sta $05 - iny - lda ($04),y ; load pointer from indirect - sta $06 ; note that if an RTS is performed in next routine - iny ; it will return to the execution before the sub - lda ($04),y ; that called this routine - sta $07 - jmp ($0006) ; jump to the address we loaded + asl ; shift bit from contents of A + tay + pla ; pull saved return address from stack + sta $04 ; save to indirect + pla + sta $05 + iny + lda ($04),y ; load pointer from indirect + sta $06 ; note that if an RTS is performed in next routine + iny ; it will return to the execution before the sub + lda ($04),y ; that called this routine + sta $07 + jmp ($0006) ; jump to the address we loaded ;------------------------------------------------------------------------------------- InitializeNameTables: - lda PPU_STATUS ; reset flip-flop - lda Mirror_PPU_CTRL_REG1 ; load mirror of ppu reg $2000 - ora #%00010000 ; set sprites for first 4k and background for second 4k - and #%11110000 ; clear rest of lower nybble, leave higher alone - jsr WritePPUReg1 - lda #$24 ; set vram address to start of name table 1 - jsr WriteNTAddr - lda #$20 ; and then set it to name table 0 -WriteNTAddr: sta PPU_ADDRESS - lda #$00 - sta PPU_ADDRESS - ldx #$04 ; clear name table with blank tile #24 - ldy #$c0 - lda #$24 -InitNTLoop: sta PPU_DATA ; count out exactly 768 tiles - dey - bne InitNTLoop - dex - bne InitNTLoop - ldy #64 ; now to clear the attribute table (with zero this time) - txa - sta VRAM_Buffer1_Offset ; init vram buffer 1 offset - sta VRAM_Buffer1 ; init vram buffer 1 -InitATLoop: sta PPU_DATA - dey - bne InitATLoop - sta HorizontalScroll ; reset scroll variables - sta VerticalScroll - jmp InitScroll ; initialize scroll registers to zero + lda PPU_STATUS ; reset flip-flop + lda Mirror_PPU_CTRL_REG1 ; load mirror of ppu reg $2000 + ora #%00010000 ; set sprites for first 4k and background for second 4k + and #%11110000 ; clear rest of lower nybble, leave higher alone + jsr WritePPUReg1 + lda #$24 ; set vram address to start of name table 1 + jsr WriteNTAddr + lda #$20 ; and then set it to name table 0 +WriteNTAddr: + sta PPU_ADDRESS + lda #$00 + sta PPU_ADDRESS + ldx #$04 ; clear name table with blank tile #24 + ldy #$c0 + lda #$24 +InitNTLoop: + sta PPU_DATA ; count out exactly 768 tiles + dey + bne InitNTLoop + dex + bne InitNTLoop + ldy #64 ; now to clear the attribute table (with zero this time) + txa + sta VRAM_Buffer1_Offset ; init vram buffer 1 offset + sta VRAM_Buffer1 ; init vram buffer 1 +InitATLoop: + sta PPU_DATA + dey + bne InitATLoop + sta HorizontalScroll ; reset scroll variables + sta VerticalScroll + jmp InitScroll ; initialize scroll registers to zero ;------------------------------------------------------------------------------------- ; $00 - temp joypad bit ReadJoypads: - lda #$01 ; reset and clear strobe of joypad ports - sta JOYPAD_PORT - lsr - tax ; start with joypad 1's port - sta JOYPAD_PORT - jsr ReadPortBits - inx ; increment for joypad 2's port -ReadPortBits: ldy #$08 -PortLoop: pha ; push previous bit onto stack - lda JOYPAD_PORT,x ; read current bit on joypad port - sta $00 ; check d1 and d0 of port output - lsr ; this is necessary on the old - ora $00 ; famicom systems in japan - lsr - pla ; read bits from stack - rol ; rotate bit from carry flag - dey - bne PortLoop ; count down bits left - sta SavedJoypadBits,x ; save controller status here always - pha - and #%00110000 ; check for select or start - and JoypadBitMask,x ; if neither saved state nor current state - beq Save8Bits ; have any of these two set, branch - pla - and #%11001111 ; otherwise store without select - sta SavedJoypadBits,x ; or start bits and leave - rts -Save8Bits: pla - sta JoypadBitMask,x ; save with all bits in another place and leave - rts + lda #$01 ; reset and clear strobe of joypad ports + sta JOYPAD_PORT + lsr + tax ; start with joypad 1's port + sta JOYPAD_PORT + jsr ReadPortBits + inx ; increment for joypad 2's port +ReadPortBits: + ldy #$08 +PortLoop: + pha ; push previous bit onto stack + lda JOYPAD_PORT,x ; read current bit on joypad port + sta $00 ; check d1 and d0 of port output + lsr ; this is necessary on the old + ora $00 ; famicom systems in japan + lsr + pla ; read bits from stack + rol ; rotate bit from carry flag + dey + bne PortLoop ; count down bits left + sta SavedJoypadBits,x ; save controller status here always + pha + and #%00110000 ; check for select or start + and JoypadBitMask,x ; if neither saved state nor current state + beq Save8Bits ; have any of these two set, branch + pla + and #%11001111 ; otherwise store without select + sta SavedJoypadBits,x ; or start bits and leave + rts +Save8Bits: + pla + sta JoypadBitMask,x ; save with all bits in another place and leave + rts ;------------------------------------------------------------------------------------- ; $00 - vram buffer address table low ; $01 - vram buffer address table high WriteBufferToScreen: - sta PPU_ADDRESS ; store high byte of vram address - iny - lda ($00),y ; load next byte (second) - sta PPU_ADDRESS ; store low byte of vram address - iny - lda ($00),y ; load next byte (third) - asl ; shift to left and save in stack - pha - lda Mirror_PPU_CTRL_REG1 ; load mirror of $2000, - ora #%00000100 ; set ppu to increment by 32 by default - bcs SetupWrites ; if d7 of third byte was clear, ppu will - and #%11111011 ; only increment by 1 -SetupWrites: jsr WritePPUReg1 ; write to register - pla ; pull from stack and shift to left again - asl - bcc GetLength ; if d6 of third byte was clear, do not repeat byte - ora #%00000010 ; otherwise set d1 and increment Y - iny -GetLength: lsr ; shift back to the right to get proper length - lsr ; note that d1 will now be in carry - tax -OutputToVRAM: bcs RepeatByte ; if carry set, repeat loading the same byte - iny ; otherwise increment Y to load next byte -RepeatByte: lda ($00),y ; load more data from buffer and write to vram - sta PPU_DATA - dex ; done writing? - bne OutputToVRAM - sec - tya - adc $00 ; add end length plus one to the indirect at $00 - sta $00 ; to allow this routine to read another set of updates - lda #$00 - adc $01 - sta $01 - lda #$3f ; sets vram address to $3f00 - sta PPU_ADDRESS - lda #$00 - sta PPU_ADDRESS - sta PPU_ADDRESS ; then reinitializes it for some reason - sta PPU_ADDRESS -UpdateScreen: ldx PPU_STATUS ; reset flip-flop - ldy #$00 ; load first byte from indirect as a pointer - lda ($00),y - bne WriteBufferToScreen ; if byte is zero we have no further updates to make here -InitScroll: sta PPU_SCROLL_REG ; store contents of A into scroll registers - sta PPU_SCROLL_REG ; and end whatever subroutine led us here - rts + sta PPU_ADDRESS ; store high byte of vram address + iny + lda ($00),y ; load next byte (second) + sta PPU_ADDRESS ; store low byte of vram address + iny + lda ($00),y ; load next byte (third) + asl ; shift to left and save in stack + pha + lda Mirror_PPU_CTRL_REG1 ; load mirror of $2000, + ora #%00000100 ; set ppu to increment by 32 by default + bcs SetupWrites ; if d7 of third byte was clear, ppu will + and #%11111011 ; only increment by 1 +SetupWrites: + jsr WritePPUReg1 ; write to register + pla ; pull from stack and shift to left again + asl + bcc GetLength ; if d6 of third byte was clear, do not repeat byte + ora #%00000010 ; otherwise set d1 and increment Y + iny +GetLength: + lsr ; shift back to the right to get proper length + lsr ; note that d1 will now be in carry + tax +OutputToVRAM: + bcs RepeatByte ; if carry set, repeat loading the same byte + iny ; otherwise increment Y to load next byte +RepeatByte: + lda ($00),y ; load more data from buffer and write to vram + sta PPU_DATA + dex ; done writing? + bne OutputToVRAM + sec + tya + adc $00 ; add end length plus one to the indirect at $00 + sta $00 ; to allow this routine to read another set of updates + lda #$00 + adc $01 + sta $01 + lda #$3f ; sets vram address to $3f00 + sta PPU_ADDRESS + lda #$00 + sta PPU_ADDRESS + sta PPU_ADDRESS ; then reinitializes it for some reason + sta PPU_ADDRESS +UpdateScreen: + ldx PPU_STATUS ; reset flip-flop + ldy #$00 ; load first byte from indirect as a pointer + lda ($00),y + bne WriteBufferToScreen ; if byte is zero we have no further updates to make here +InitScroll: + sta PPU_SCROLL_REG ; store contents of A into scroll registers + sta PPU_SCROLL_REG ; and end whatever subroutine led us here + rts ;------------------------------------------------------------------------------------- WritePPUReg1: - sta PPU_CTRL_REG1 ; write contents of A to PPU register 1 - sta Mirror_PPU_CTRL_REG1 ; and its mirror - rts + sta PPU_CTRL_REG1 ; write contents of A to PPU register 1 + sta Mirror_PPU_CTRL_REG1 ; and its mirror + rts ;------------------------------------------------------------------------------------- ; $00 - used to store status bar nybbles @@ -2507,250 +2645,272 @@ WritePPUReg1: ; status bar name table offset and length data StatusBarData: - .byte $f0, $06 ; top score display on title screen - .byte $62, $06 ; player score - .byte $62, $06 - .byte $6d, $02 ; coin tally - .byte $6d, $02 - .byte $7a, $03 ; game timer + .byte $f0, $06 ; top score display on title screen + .byte $62, $06 ; player score + .byte $62, $06 + .byte $6d, $02 ; coin tally + .byte $6d, $02 + .byte $7a, $03 ; game timer StatusBarOffset: - .byte $06, $0c, $12, $18, $1e, $24 + .byte $06, $0c, $12, $18, $1e, $24 PrintStatusBarNumbers: - sta $00 ; store player-specific offset - jsr OutputNumbers ; use first nybble to print the coin display - lda $00 ; move high nybble to low - lsr ; and print to score display - lsr - lsr - lsr + sta $00 ; store player-specific offset + jsr OutputNumbers ; use first nybble to print the coin display + lda $00 ; move high nybble to low + lsr ; and print to score display + lsr + lsr + lsr OutputNumbers: - clc ; add 1 to low nybble - adc #$01 - and #%00001111 ; mask out high nybble - cmp #$06 - bcs ExitOutputN - pha ; save incremented value to stack for now and - asl ; shift to left and use as offset - tay - ldx VRAM_Buffer1_Offset ; get current buffer pointer - lda #$20 ; put at top of screen by default - cpy #$00 ; are we writing top score on title screen? - bne SetupNums - lda #$22 ; if so, put further down on the screen -SetupNums: sta VRAM_Buffer1,x - lda StatusBarData,y ; write low vram address and length of thing - sta VRAM_Buffer1+1,x ; we're printing to the buffer - lda StatusBarData+1,y - sta VRAM_Buffer1+2,x - sta $03 ; save length byte in counter - stx $02 ; and buffer pointer elsewhere for now - pla ; pull original incremented value from stack - tax - lda StatusBarOffset,x ; load offset to value we want to write - sec - sbc StatusBarData+1,y ; subtract from length byte we read before - tay ; use value as offset to display digits - ldx $02 -DigitPLoop: lda DisplayDigits,y ; write digits to the buffer - sta VRAM_Buffer1+3,x - inx - iny - dec $03 ; do this until all the digits are written - bne DigitPLoop - lda #$00 ; put null terminator at end - sta VRAM_Buffer1+3,x - inx ; increment buffer pointer by 3 - inx - inx - stx VRAM_Buffer1_Offset ; store it in case we want to use it again -ExitOutputN: rts + clc ; add 1 to low nybble + adc #$01 + and #%00001111 ; mask out high nybble + cmp #$06 + bcs ExitOutputN + pha ; save incremented value to stack for now and + asl ; shift to left and use as offset + tay + ldx VRAM_Buffer1_Offset ; get current buffer pointer + lda #$20 ; put at top of screen by default + cpy #$00 ; are we writing top score on title screen? + bne SetupNums + lda #$22 ; if so, put further down on the screen +SetupNums: + sta VRAM_Buffer1,x + lda StatusBarData,y ; write low vram address and length of thing + sta VRAM_Buffer1+1,x ; we're printing to the buffer + lda StatusBarData+1,y + sta VRAM_Buffer1+2,x + sta $03 ; save length byte in counter + stx $02 ; and buffer pointer elsewhere for now + pla ; pull original incremented value from stack + tax + lda StatusBarOffset,x ; load offset to value we want to write + sec + sbc StatusBarData+1,y ; subtract from length byte we read before + tay ; use value as offset to display digits + ldx $02 +DigitPLoop: + lda DisplayDigits,y ; write digits to the buffer + sta VRAM_Buffer1+3,x + inx + iny + dec $03 ; do this until all the digits are written + bne DigitPLoop + lda #$00 ; put null terminator at end + sta VRAM_Buffer1+3,x + inx ; increment buffer pointer by 3 + inx + inx + stx VRAM_Buffer1_Offset ; store it in case we want to use it again +ExitOutputN: + rts ;------------------------------------------------------------------------------------- DigitsMathRoutine: - lda OperMode ; check mode of operation - cmp #TitleScreenModeValue - beq EraseDMods ; if in title screen mode, branch to lock score - ldx #$05 -AddModLoop: lda DigitModifier,x ; load digit amount to increment - clc - adc DisplayDigits,y ; add to current digit - bmi BorrowOne ; if result is a negative number, branch to subtract - cmp #10 - bcs CarryOne ; if digit greater than $09, branch to add -StoreNewD: sta DisplayDigits,y ; store as new score or game timer digit - dey ; move onto next digits in score or game timer - dex ; and digit amounts to increment - bpl AddModLoop ; loop back if we're not done yet -EraseDMods: lda #$00 ; store zero here - ldx #$06 ; start with the last digit -EraseMLoop: sta DigitModifier-1,x ; initialize the digit amounts to increment - dex - bpl EraseMLoop ; do this until they're all reset, then leave - rts -BorrowOne: dec DigitModifier-1,x ; decrement the previous digit, then put $09 in - lda #$09 ; the game timer digit we're currently on to "borrow - bne StoreNewD ; the one", then do an unconditional branch back -CarryOne: sec ; subtract ten from our digit to make it a - sbc #10 ; proper BCD number, then increment the digit - inc DigitModifier-1,x ; preceding current digit to "carry the one" properly - jmp StoreNewD ; go back to just after we branched here + lda OperMode ; check mode of operation + cmp #TitleScreenModeValue + beq EraseDMods ; if in title screen mode, branch to lock score + ldx #$05 +AddModLoop: + lda DigitModifier,x ; load digit amount to increment + clc + adc DisplayDigits,y ; add to current digit + bmi BorrowOne ; if result is a negative number, branch to subtract + cmp #10 + bcs CarryOne ; if digit greater than $09, branch to add +StoreNewD: + sta DisplayDigits,y ; store as new score or game timer digit + dey ; move onto next digits in score or game timer + dex ; and digit amounts to increment + bpl AddModLoop ; loop back if we're not done yet +EraseDMods: + lda #$00 ; store zero here + ldx #$06 ; start with the last digit +EraseMLoop: + sta DigitModifier-1,x ; initialize the digit amounts to increment + dex + bpl EraseMLoop ; do this until they're all reset, then leave + rts +BorrowOne: + dec DigitModifier-1,x ; decrement the previous digit, then put $09 in + lda #$09 ; the game timer digit we're currently on to "borrow + bne StoreNewD ; the one", then do an unconditional branch back +CarryOne: + sec ; subtract ten from our digit to make it a + sbc #10 ; proper BCD number, then increment the digit + inc DigitModifier-1,x ; preceding current digit to "carry the one" properly + jmp StoreNewD ; go back to just after we branched here ;------------------------------------------------------------------------------------- UpdateTopScore: - ldx #$05 ; start with mario's score - jsr TopScoreCheck - ldx #$0b ; now do luigi's score + ldx #$05 ; start with mario's score + jsr TopScoreCheck + ldx #$0b ; now do luigi's score TopScoreCheck: - ldy #$05 ; start with the lowest digit - sec -GetScoreDiff: lda PlayerScoreDisplay,x ; subtract each player digit from each high score digit - sbc TopScoreDisplay,y ; from lowest to highest, if any top score digit exceeds - dex ; any player digit, borrow will be set until a subsequent - dey ; subtraction clears it (player digit is higher than top) - bpl GetScoreDiff - bcc NoTopSc ; check to see if borrow is still set, if so, no new high score - inx ; increment X and Y once to the start of the score - iny -CopyScore: lda PlayerScoreDisplay,x ; store player's score digits into high score memory area - sta TopScoreDisplay,y - inx - iny - cpy #$06 ; do this until we have stored them all - bcc CopyScore -NoTopSc: rts + ldy #$05 ; start with the lowest digit + sec +GetScoreDiff: + lda PlayerScoreDisplay,x ; subtract each player digit from each high score digit + sbc TopScoreDisplay,y ; from lowest to highest, if any top score digit exceeds + dex ; any player digit, borrow will be set until a subsequent + dey ; subtraction clears it (player digit is higher than top) + bpl GetScoreDiff + bcc NoTopSc ; check to see if borrow is still set, if so, no new high score + inx ; increment X and Y once to the start of the score + iny +CopyScore: + lda PlayerScoreDisplay,x ; store player's score digits into high score memory area + sta TopScoreDisplay,y + inx + iny + cpy #$06 ; do this until we have stored them all + bcc CopyScore +NoTopSc: + rts ;------------------------------------------------------------------------------------- DefaultSprOffsets: - .byte $04, $30, $48, $60, $78, $90, $a8, $c0 - .byte $d8, $e8, $24, $f8, $fc, $28, $2c + .byte $04, $30, $48, $60, $78, $90, $a8, $c0 + .byte $d8, $e8, $24, $f8, $fc, $28, $2c Sprite0Data: - .byte $18, $ff, $23, $58 + .byte $18, $ff, $23, $58 ;------------------------------------------------------------------------------------- InitializeGame: - ldy #$6f ; clear all memory as in initialization procedure, - jsr InitializeMemory ; but this time, clear only as far as $076f - ldy #$1f -ClrSndLoop: sta SoundMemory,y ; clear out memory used - dey ; by the sound engines - bpl ClrSndLoop - lda #$18 ; set demo timer - sta DemoTimer - jsr LoadAreaPointer + ldy #$6f ; clear all memory as in initialization procedure, + jsr InitializeMemory ; but this time, clear only as far as $076f + ldy #$1f +ClrSndLoop: + sta SoundMemory,y ; clear out memory used + dey ; by the sound engines + bpl ClrSndLoop + lda #$18 ; set demo timer + sta DemoTimer + jsr LoadAreaPointer InitializeArea: - ldy #$4b ; clear all memory again, only as far as $074b - jsr InitializeMemory ; this is only necessary in game mode - ldx #$21 - lda #$00 -ClrTimersLoop: sta Timers,x ; clear out memory between - dex ; $0780 and $07a1 - bpl ClrTimersLoop - lda HalfwayPage - ldy AltEntranceControl ; if AltEntranceControl not set, use halfway page, if any found - beq StartPage - lda EntrancePage ; otherwise use saved entry page number here -StartPage: sta ScreenLeft_PageLoc ; set as value here - sta CurrentPageLoc ; also set as current page - sta BackloadingFlag ; set flag here if halfway page or saved entry page number found - jsr GetScreenPosition ; get pixel coordinates for screen borders - ldy #$20 ; if on odd numbered page, use $2480 as start of rendering - and #%00000001 ; otherwise use $2080, this address used later as name table - beq SetInitNTHigh ; address for rendering of game area - ldy #$24 -SetInitNTHigh: sty CurrentNTAddr_High ; store name table address - ldy #$80 - sty CurrentNTAddr_Low - asl ; store LSB of page number in high nybble - asl ; of block buffer column position - asl - asl - sta BlockBufferColumnPos - dec AreaObjectLength ; set area object lengths for all empty - dec AreaObjectLength+1 - dec AreaObjectLength+2 - lda #$0b ; set value for renderer to update 12 column sets - sta ColumnSets ; 12 column sets = 24 metatile columns = 1 1/2 screens - jsr GetAreaDataAddrs ; get enemy and level addresses and load header - lda PrimaryHardMode ; check to see if primary hard mode has been activated - bne SetSecHard ; if so, activate the secondary no matter where we're at - lda WorldNumber ; otherwise check world number - cmp #World5 ; if less than 5, do not activate secondary - bcc CheckHalfway - bne SetSecHard ; if not equal to, then world > 5, thus activate - lda LevelNumber ; otherwise, world 5, so check level number - cmp #Level3 ; if 1 or 2, do not set secondary hard mode flag - bcc CheckHalfway -SetSecHard: inc SecondaryHardMode ; set secondary hard mode flag for areas 5-3 and beyond -CheckHalfway: lda HalfwayPage - beq DoneInitArea - lda #$02 ; if halfway page set, overwrite start position from header - sta PlayerEntranceCtrl -DoneInitArea: lda #Silence ; silence music - sta AreaMusicQueue - lda #$01 ; disable screen output - sta DisableScreenFlag - inc OperMode_Task ; increment one of the modes - rts + ldy #$4b ; clear all memory again, only as far as $074b + jsr InitializeMemory ; this is only necessary in game mode + ldx #$21 + lda #$00 +ClrTimersLoop: + sta Timers,x ; clear out memory between + dex ; $0780 and $07a1 + bpl ClrTimersLoop + lda HalfwayPage + ldy AltEntranceControl ; if AltEntranceControl not set, use halfway page, if any found + beq StartPage + lda EntrancePage ; otherwise use saved entry page number here +StartPage: + sta ScreenLeft_PageLoc ; set as value here + sta CurrentPageLoc ; also set as current page + sta BackloadingFlag ; set flag here if halfway page or saved entry page number found + jsr GetScreenPosition ; get pixel coordinates for screen borders + ldy #$20 ; if on odd numbered page, use $2480 as start of rendering + and #%00000001 ; otherwise use $2080, this address used later as name table + beq SetInitNTHigh ; address for rendering of game area + ldy #$24 +SetInitNTHigh: + sty CurrentNTAddr_High ; store name table address + ldy #$80 + sty CurrentNTAddr_Low + asl ; store LSB of page number in high nybble + asl ; of block buffer column position + asl + asl + sta BlockBufferColumnPos + dec AreaObjectLength ; set area object lengths for all empty + dec AreaObjectLength+1 + dec AreaObjectLength+2 + lda #$0b ; set value for renderer to update 12 column sets + sta ColumnSets ; 12 column sets = 24 metatile columns = 1 1/2 screens + jsr GetAreaDataAddrs ; get enemy and level addresses and load header + lda PrimaryHardMode ; check to see if primary hard mode has been activated + bne SetSecHard ; if so, activate the secondary no matter where we're at + lda WorldNumber ; otherwise check world number + cmp #World5 ; if less than 5, do not activate secondary + bcc CheckHalfway + bne SetSecHard ; if not equal to, then world > 5, thus activate + lda LevelNumber ; otherwise, world 5, so check level number + cmp #Level3 ; if 1 or 2, do not set secondary hard mode flag + bcc CheckHalfway +SetSecHard: + inc SecondaryHardMode ; set secondary hard mode flag for areas 5-3 and beyond +CheckHalfway: + lda HalfwayPage + beq DoneInitArea + lda #$02 ; if halfway page set, overwrite start position from header + sta PlayerEntranceCtrl +DoneInitArea: + lda #Silence ; silence music + sta AreaMusicQueue + lda #$01 ; disable screen output + sta DisableScreenFlag + inc OperMode_Task ; increment one of the modes + rts ;------------------------------------------------------------------------------------- PrimaryGameSetup: - lda #$01 - sta FetchNewGameTimerFlag ; set flag to load game timer from header - sta PlayerSize ; set player's size to small - lda #$02 - sta NumberofLives ; give each player three lives - sta OffScr_NumberofLives + lda #$01 + sta FetchNewGameTimerFlag ; set flag to load game timer from header + sta PlayerSize ; set player's size to small + lda #$02 + sta NumberofLives ; give each player three lives + sta OffScr_NumberofLives SecondaryGameSetup: - lda #$00 - sta DisableScreenFlag ; enable screen output - tay -ClearVRLoop: sta VRAM_Buffer1-1,y ; clear buffer at $0300-$03ff - iny - bne ClearVRLoop - sta GameTimerExpiredFlag ; clear game timer exp flag - sta DisableIntermediate ; clear skip lives display flag - sta BackloadingFlag ; clear value here - lda #$ff - sta BalPlatformAlignment ; initialize balance platform assignment flag - lda ScreenLeft_PageLoc ; get left side page location - lsr Mirror_PPU_CTRL_REG1 ; shift LSB of ppu register #1 mirror out - and #$01 ; mask out all but LSB of page location - ror ; rotate LSB of page location into carry then onto mirror - rol Mirror_PPU_CTRL_REG1 ; this is to set the proper PPU name table - jsr GetAreaMusic ; load proper music into queue - lda #$38 ; load sprite shuffle amounts to be used later - sta SprShuffleAmt+2 - lda #$48 - sta SprShuffleAmt+1 - lda #$58 - sta SprShuffleAmt - ldx #$0e ; load default OAM offsets into $06e4-$06f2 -ShufAmtLoop: lda DefaultSprOffsets,x - sta SprDataOffset,x - dex ; do this until they're all set - bpl ShufAmtLoop - ldy #$03 ; set up sprite #0 -ISpr0Loop: lda Sprite0Data,y - sta Sprite_Data,y - dey - bpl ISpr0Loop - jsr DoNothing2 ; these jsrs doesn't do anything useful - jsr DoNothing1 - inc Sprite0HitDetectFlag ; set sprite #0 check flag - inc OperMode_Task ; increment to next task - rts + lda #$00 + sta DisableScreenFlag ; enable screen output + tay +ClearVRLoop: + sta VRAM_Buffer1-1,y ; clear buffer at $0300-$03ff + iny + bne ClearVRLoop + sta GameTimerExpiredFlag ; clear game timer exp flag + sta DisableIntermediate ; clear skip lives display flag + sta BackloadingFlag ; clear value here + lda #$ff + sta BalPlatformAlignment ; initialize balance platform assignment flag + lda ScreenLeft_PageLoc ; get left side page location + lsr Mirror_PPU_CTRL_REG1 ; shift LSB of ppu register #1 mirror out + and #$01 ; mask out all but LSB of page location + ror ; rotate LSB of page location into carry then onto mirror + rol Mirror_PPU_CTRL_REG1 ; this is to set the proper PPU name table + jsr GetAreaMusic ; load proper music into queue + lda #$38 ; load sprite shuffle amounts to be used later + sta SprShuffleAmt+2 + lda #$48 + sta SprShuffleAmt+1 + lda #$58 + sta SprShuffleAmt + ldx #$0e ; load default OAM offsets into $06e4-$06f2 +ShufAmtLoop: + lda DefaultSprOffsets,x + sta SprDataOffset,x + dex ; do this until they're all set + bpl ShufAmtLoop + ldy #$03 ; set up sprite #0 +ISpr0Loop: + lda Sprite0Data,y + sta Sprite_Data,y + dey + bpl ISpr0Loop + jsr DoNothing2 ; these jsrs doesn't do anything useful + jsr DoNothing1 + inc Sprite0HitDetectFlag ; set sprite #0 check flag + inc OperMode_Task ; increment to next task + rts ;------------------------------------------------------------------------------------- @@ -2758,309 +2918,333 @@ ISpr0Loop: lda Sprite0Data,y ; $07 - RAM address high InitializeMemory: - ldx #$07 ; set initial high byte to $0700-$07ff - lda #$00 ; set initial low byte to start of page (at $00 of page) - sta $06 -InitPageLoop: stx $07 -InitByteLoop: cpx #$01 ; check to see if we're on the stack ($0100-$01ff) - bne InitByte ; if not, go ahead anyway - cpy #$60 ; otherwise, check to see if we're at $0160-$01ff - bcs SkipByte ; if so, skip write -InitByte: sta ($06),y ; otherwise, initialize byte with current low byte in Y -SkipByte: dey - cpy #$ff ; do this until all bytes in page have been erased - bne InitByteLoop - dex ; go onto the next page - bpl InitPageLoop ; do this until all pages of memory have been erased - rts + ldx #$07 ; set initial high byte to $0700-$07ff + lda #$00 ; set initial low byte to start of page (at $00 of page) + sta $06 +InitPageLoop: + stx $07 +InitByteLoop: + cpx #$01 ; check to see if we're on the stack ($0100-$01ff) + bne InitByte ; if not, go ahead anyway + cpy #$60 ; otherwise, check to see if we're at $0160-$01ff + bcs SkipByte ; if so, skip write +InitByte: + sta ($06),y ; otherwise, initialize byte with current low byte in Y +SkipByte: + dey + cpy #$ff ; do this until all bytes in page have been erased + bne InitByteLoop + dex ; go onto the next page + bpl InitPageLoop ; do this until all pages of memory have been erased + rts ;------------------------------------------------------------------------------------- MusicSelectData: - .byte WaterMusic, GroundMusic, UndergroundMusic, CastleMusic - .byte CloudMusic, PipeIntroMusic + .byte WaterMusic, GroundMusic, UndergroundMusic, CastleMusic + .byte CloudMusic, PipeIntroMusic GetAreaMusic: - lda OperMode ; if in title screen mode, leave - beq ExitGetM - lda AltEntranceControl ; check for specific alternate mode of entry - cmp #$02 ; if found, branch without checking starting position - beq ChkAreaType ; from area object data header - ldy #$05 ; select music for pipe intro scene by default - lda PlayerEntranceCtrl ; check value from level header for certain values - cmp #$06 - beq StoreMusic ; load music for pipe intro scene if header - cmp #$07 ; start position either value $06 or $07 - beq StoreMusic -ChkAreaType: ldy AreaType ; load area type as offset for music bit - lda CloudTypeOverride - beq StoreMusic ; check for cloud type override - ldy #$04 ; select music for cloud type level if found -StoreMusic: lda MusicSelectData,y ; otherwise select appropriate music for level type - sta AreaMusicQueue ; store in queue and leave -ExitGetM: rts + lda OperMode ; if in title screen mode, leave + beq ExitGetM + lda AltEntranceControl ; check for specific alternate mode of entry + cmp #$02 ; if found, branch without checking starting position + beq ChkAreaType ; from area object data header + ldy #$05 ; select music for pipe intro scene by default + lda PlayerEntranceCtrl ; check value from level header for certain values + cmp #$06 + beq StoreMusic ; load music for pipe intro scene if header + cmp #$07 ; start position either value $06 or $07 + beq StoreMusic +ChkAreaType: + ldy AreaType ; load area type as offset for music bit + lda CloudTypeOverride + beq StoreMusic ; check for cloud type override + ldy #$04 ; select music for cloud type level if found +StoreMusic: + lda MusicSelectData,y ; otherwise select appropriate music for level type + sta AreaMusicQueue ; store in queue and leave +ExitGetM: + rts ;------------------------------------------------------------------------------------- PlayerStarting_X_Pos: - .byte $28, $18 - .byte $38, $28 + .byte $28, $18 + .byte $38, $28 AltYPosOffset: - .byte $08, $00 + .byte $08, $00 PlayerStarting_Y_Pos: - .byte $00, $20, $b0, $50, $00, $00, $b0, $b0 - .byte $f0 + .byte $00, $20, $b0, $50, $00, $00, $b0, $b0 + .byte $f0 PlayerBGPriorityData: - .byte $00, $20, $00, $00, $00, $00, $00, $00 + .byte $00, $20, $00, $00, $00, $00, $00, $00 GameTimerData: - .byte $20 ; dummy byte, used as part of bg priority data - .byte $04, $03, $02 + .byte $20 ; dummy byte, used as part of bg priority data + .byte $04, $03, $02 Entrance_GameTimerSetup: - lda ScreenLeft_PageLoc ; set current page for area objects - sta Player_PageLoc ; as page location for player - lda #$28 ; store value here - sta VerticalForceDown ; for fractional movement downwards if necessary - lda #$01 ; set high byte of player position and - sta PlayerFacingDir ; set facing direction so that player faces right - sta Player_Y_HighPos - lda #$00 ; set player state to on the ground by default - sta Player_State - dec Player_CollisionBits ; initialize player's collision bits - ldy #$00 ; initialize halfway page - sty HalfwayPage - lda AreaType ; check area type - bne ChkStPos ; if water type, set swimming flag, otherwise do not set - iny -ChkStPos: sty SwimmingFlag - ldx PlayerEntranceCtrl ; get starting position loaded from header - ldy AltEntranceControl ; check alternate mode of entry flag for 0 or 1 - beq SetStPos - cpy #$01 - beq SetStPos - ldx AltYPosOffset-2,y ; if not 0 or 1, override $0710 with new offset in X -SetStPos: lda PlayerStarting_X_Pos,y ; load appropriate horizontal position - sta Player_X_Position ; and vertical positions for the player, using - lda PlayerStarting_Y_Pos,x ; AltEntranceControl as offset for horizontal and either $0710 - sta Player_Y_Position ; or value that overwrote $0710 as offset for vertical - lda PlayerBGPriorityData,x - sta Player_SprAttrib ; set player sprite attributes using offset in X - jsr GetPlayerColors ; get appropriate player palette - ldy GameTimerSetting ; get timer control value from header - beq ChkOverR ; if set to zero, branch (do not use dummy byte for this) - lda FetchNewGameTimerFlag ; do we need to set the game timer? if not, use - beq ChkOverR ; old game timer setting - lda GameTimerData,y ; if game timer is set and game timer flag is also set, - sta GameTimerDisplay ; use value of game timer control for first digit of game timer - lda #$01 - sta GameTimerDisplay+2 ; set last digit of game timer to 1 - lsr - sta GameTimerDisplay+1 ; set second digit of game timer - sta FetchNewGameTimerFlag ; clear flag for game timer reset - sta StarInvincibleTimer ; clear star mario timer -ChkOverR: ldy JoypadOverride ; if controller bits not set, branch to skip this part - beq ChkSwimE - lda #$03 ; set player state to climbing - sta Player_State - ldx #$00 ; set offset for first slot, for block object - jsr InitBlock_XY_Pos - lda #$f0 ; set vertical coordinate for block object - sta Block_Y_Position - ldx #$05 ; set offset in X for last enemy object buffer slot - ldy #$00 ; set offset in Y for object coordinates used earlier - jsr Setup_Vine ; do a sub to grow vine -ChkSwimE: ldy AreaType ; if level not water-type, - bne SetPESub ; skip this subroutine - jsr SetupBubble ; otherwise, execute sub to set up air bubbles -SetPESub: lda #$07 ; set to run player entrance subroutine - sta GameEngineSubroutine ; on the next frame of game engine - rts + lda ScreenLeft_PageLoc ; set current page for area objects + sta Player_PageLoc ; as page location for player + lda #$28 ; store value here + sta VerticalForceDown ; for fractional movement downwards if necessary + lda #$01 ; set high byte of player position and + sta PlayerFacingDir ; set facing direction so that player faces right + sta Player_Y_HighPos + lda #$00 ; set player state to on the ground by default + sta Player_State + dec Player_CollisionBits ; initialize player's collision bits + ldy #$00 ; initialize halfway page + sty HalfwayPage + lda AreaType ; check area type + bne ChkStPos ; if water type, set swimming flag, otherwise do not set + iny +ChkStPos: + sty SwimmingFlag + ldx PlayerEntranceCtrl ; get starting position loaded from header + ldy AltEntranceControl ; check alternate mode of entry flag for 0 or 1 + beq SetStPos + cpy #$01 + beq SetStPos + ldx AltYPosOffset-2,y ; if not 0 or 1, override $0710 with new offset in X +SetStPos: + lda PlayerStarting_X_Pos,y ; load appropriate horizontal position + sta Player_X_Position ; and vertical positions for the player, using + lda PlayerStarting_Y_Pos,x ; AltEntranceControl as offset for horizontal and either $0710 + sta Player_Y_Position ; or value that overwrote $0710 as offset for vertical + lda PlayerBGPriorityData,x + sta Player_SprAttrib ; set player sprite attributes using offset in X + jsr GetPlayerColors ; get appropriate player palette + ldy GameTimerSetting ; get timer control value from header + beq ChkOverR ; if set to zero, branch (do not use dummy byte for this) + lda FetchNewGameTimerFlag ; do we need to set the game timer? if not, use + beq ChkOverR ; old game timer setting + lda GameTimerData,y ; if game timer is set and game timer flag is also set, + sta GameTimerDisplay ; use value of game timer control for first digit of game timer + lda #$01 + sta GameTimerDisplay+2 ; set last digit of game timer to 1 + lsr + sta GameTimerDisplay+1 ; set second digit of game timer + sta FetchNewGameTimerFlag ; clear flag for game timer reset + sta StarInvincibleTimer ; clear star mario timer +ChkOverR: + ldy JoypadOverride ; if controller bits not set, branch to skip this part + beq ChkSwimE + lda #$03 ; set player state to climbing + sta Player_State + ldx #$00 ; set offset for first slot, for block object + jsr InitBlock_XY_Pos + lda #$f0 ; set vertical coordinate for block object + sta Block_Y_Position + ldx #$05 ; set offset in X for last enemy object buffer slot + ldy #$00 ; set offset in Y for object coordinates used earlier + jsr Setup_Vine ; do a sub to grow vine +ChkSwimE: + ldy AreaType ; if level not water-type, + bne SetPESub ; skip this subroutine + jsr SetupBubble ; otherwise, execute sub to set up air bubbles +SetPESub: + lda #$07 ; set to run player entrance subroutine + sta GameEngineSubroutine ; on the next frame of game engine + rts ;------------------------------------------------------------------------------------- ; page numbers are in order from -1 to -4 HalfwayPageNybbles: - .byte $56, $40 - .byte $65, $70 - .byte $66, $40 - .byte $66, $40 - .byte $66, $40 - .byte $66, $60 - .byte $65, $70 - .byte $00, $00 + .byte $56, $40 + .byte $65, $70 + .byte $66, $40 + .byte $66, $40 + .byte $66, $40 + .byte $66, $60 + .byte $65, $70 + .byte $00, $00 PlayerLoseLife: - inc DisableScreenFlag ; disable screen and sprite 0 check - lda #$00 - sta Sprite0HitDetectFlag - lda #Silence ; silence music - sta EventMusicQueue - dec NumberofLives ; take one life from player - bpl StillInGame ; if player still has lives, branch - lda #$00 - sta OperMode_Task ; initialize mode task, - lda #GameOverModeValue ; switch to game over mode - sta OperMode ; and leave - rts -StillInGame: lda WorldNumber ; multiply world number by 2 and use - asl ; as offset - tax - lda LevelNumber ; if in area -3 or -4, increment - and #$02 ; offset by one byte, otherwise - beq GetHalfway ; leave offset alone - inx -GetHalfway: ldy HalfwayPageNybbles,x ; get halfway page number with offset - lda LevelNumber ; check area number's LSB - lsr - tya ; if in area -2 or -4, use lower nybble - bcs MaskHPNyb - lsr ; move higher nybble to lower if area - lsr ; number is -1 or -3 - lsr - lsr -MaskHPNyb: and #%00001111 ; mask out all but lower nybble - cmp ScreenLeft_PageLoc - beq SetHalfway ; left side of screen must be at the halfway page, - bcc SetHalfway ; otherwise player must start at the - lda #$00 ; beginning of the level -SetHalfway: sta HalfwayPage ; store as halfway page for player - jsr TransposePlayers ; switch players around if 2-player game - jmp ContinueGame ; continue the game + inc DisableScreenFlag ; disable screen and sprite 0 check + lda #$00 + sta Sprite0HitDetectFlag + lda #Silence ; silence music + sta EventMusicQueue + dec NumberofLives ; take one life from player + bpl StillInGame ; if player still has lives, branch + lda #$00 + sta OperMode_Task ; initialize mode task, + lda #GameOverModeValue ; switch to game over mode + sta OperMode ; and leave + rts +StillInGame: + lda WorldNumber ; multiply world number by 2 and use + asl ; as offset + tax + lda LevelNumber ; if in area -3 or -4, increment + and #$02 ; offset by one byte, otherwise + beq GetHalfway ; leave offset alone + inx +GetHalfway: + ldy HalfwayPageNybbles,x ; get halfway page number with offset + lda LevelNumber ; check area number's LSB + lsr + tya ; if in area -2 or -4, use lower nybble + bcs MaskHPNyb + lsr ; move higher nybble to lower if area + lsr ; number is -1 or -3 + lsr + lsr +MaskHPNyb: + and #%00001111 ; mask out all but lower nybble + cmp ScreenLeft_PageLoc + beq SetHalfway ; left side of screen must be at the halfway page, + bcc SetHalfway ; otherwise player must start at the + lda #$00 ; beginning of the level +SetHalfway: + sta HalfwayPage ; store as halfway page for player + jsr TransposePlayers ; switch players around if 2-player game + jmp ContinueGame ; continue the game ;------------------------------------------------------------------------------------- GameOverMode: - lda OperMode_Task - jsr JumpEngine + lda OperMode_Task + jsr JumpEngine - .addr SetupGameOver - .addr ScreenRoutines - .addr RunGameOver + .addr SetupGameOver + .addr ScreenRoutines + .addr RunGameOver ;------------------------------------------------------------------------------------- SetupGameOver: - lda #$00 ; reset screen routine task control for title screen, game, - sta ScreenRoutineTask ; and game over modes - sta Sprite0HitDetectFlag ; disable sprite 0 check - lda #GameOverMusic - sta EventMusicQueue ; put game over music in secondary queue - inc DisableScreenFlag ; disable screen output - inc OperMode_Task ; set secondary mode to 1 - rts + lda #$00 ; reset screen routine task control for title screen, game, + sta ScreenRoutineTask ; and game over modes + sta Sprite0HitDetectFlag ; disable sprite 0 check + lda #GameOverMusic + sta EventMusicQueue ; put game over music in secondary queue + inc DisableScreenFlag ; disable screen output + inc OperMode_Task ; set secondary mode to 1 + rts ;------------------------------------------------------------------------------------- RunGameOver: - lda #$00 ; reenable screen - sta DisableScreenFlag - lda SavedJoypad1Bits ; check controller for start pressed - and #Start_Button - bne TerminateGame - lda ScreenTimer ; if not pressed, wait for - bne GameIsOn ; screen timer to expire + lda #$00 ; reenable screen + sta DisableScreenFlag + lda SavedJoypad1Bits ; check controller for start pressed + and #Start_Button + bne TerminateGame + lda ScreenTimer ; if not pressed, wait for + bne GameIsOn ; screen timer to expire + TerminateGame: - lda #Silence ; silence music - sta EventMusicQueue - jsr TransposePlayers ; check if other player can keep - bcc ContinueGame ; going, and do so if possible - lda WorldNumber ; otherwise put world number of current - sta ContinueWorld ; player into secret continue function variable - lda #$00 - asl ; residual ASL instruction - sta OperMode_Task ; reset all modes to title screen and - sta ScreenTimer ; leave - sta OperMode - rts + lda #Silence ; silence music + sta EventMusicQueue + jsr TransposePlayers ; check if other player can keep + bcc ContinueGame ; going, and do so if possible + lda WorldNumber ; otherwise put world number of current + sta ContinueWorld ; player into secret continue function variable + lda #$00 + asl ; residual ASL instruction + sta OperMode_Task ; reset all modes to title screen and + sta ScreenTimer ; leave + sta OperMode + rts ContinueGame: - jsr LoadAreaPointer ; update level pointer with - lda #$01 ; actual world and area numbers, then - sta PlayerSize ; reset player's size, status, and - inc FetchNewGameTimerFlag ; set game timer flag to reload - lda #$00 ; game timer from header - sta TimerControl ; also set flag for timers to count again - sta PlayerStatus - sta GameEngineSubroutine ; reset task for game core - sta OperMode_Task ; set modes and leave - lda #$01 ; if in game over mode, switch back to - sta OperMode ; game mode, because game is still on -GameIsOn: rts + jsr LoadAreaPointer ; update level pointer with + lda #$01 ; actual world and area numbers, then + sta PlayerSize ; reset player's size, status, and + inc FetchNewGameTimerFlag ; set game timer flag to reload + lda #$00 ; game timer from header + sta TimerControl ; also set flag for timers to count again + sta PlayerStatus + sta GameEngineSubroutine ; reset task for game core + sta OperMode_Task ; set modes and leave + lda #$01 ; if in game over mode, switch back to + sta OperMode ; game mode, because game is still on +GameIsOn: + rts TransposePlayers: - sec ; set carry flag by default to end game - lda NumberOfPlayers ; if only a 1 player game, leave - beq ExTrans - lda OffScr_NumberofLives ; does offscreen player have any lives left? - bmi ExTrans ; branch if not - lda CurrentPlayer ; invert bit to update - eor #%00000001 ; which player is on the screen - sta CurrentPlayer - ldx #$06 -TransLoop: lda OnscreenPlayerInfo,x ; transpose the information - pha ; of the onscreen player - lda OffscreenPlayerInfo,x ; with that of the offscreen player - sta OnscreenPlayerInfo,x - pla - sta OffscreenPlayerInfo,x - dex - bpl TransLoop - clc ; clear carry flag to get game going -ExTrans: rts + sec ; set carry flag by default to end game + lda NumberOfPlayers ; if only a 1 player game, leave + beq ExTrans + lda OffScr_NumberofLives ; does offscreen player have any lives left? + bmi ExTrans ; branch if not + lda CurrentPlayer ; invert bit to update + eor #%00000001 ; which player is on the screen + sta CurrentPlayer + ldx #$06 +TransLoop: + lda OnscreenPlayerInfo,x ; transpose the information + pha ; of the onscreen player + lda OffscreenPlayerInfo,x ; with that of the offscreen player + sta OnscreenPlayerInfo,x + pla + sta OffscreenPlayerInfo,x + dex + bpl TransLoop + clc ; clear carry flag to get game going +ExTrans: + rts ;------------------------------------------------------------------------------------- DoNothing1: - lda #$ff ; this is residual code, this value is - sta $06c9 ; not used anywhere in the program + lda #$ff ; this is residual code, this value is + sta $06c9 ; not used anywhere in the program + DoNothing2: - rts + rts ;------------------------------------------------------------------------------------- AreaParserTaskHandler: - ldy AreaParserTaskNum ; check number of tasks here - bne DoAPTasks ; if already set, go ahead - ldy #$08 - sty AreaParserTaskNum ; otherwise, set eight by default -DoAPTasks: dey - tya - jsr AreaParserTasks - dec AreaParserTaskNum ; if all tasks not complete do not - bne SkipATRender ; render attribute table yet - jsr RenderAttributeTables -SkipATRender: rts + ldy AreaParserTaskNum ; check number of tasks here + bne DoAPTasks ; if already set, go ahead + ldy #$08 + sty AreaParserTaskNum ; otherwise, set eight by default +DoAPTasks: + dey + tya + jsr AreaParserTasks + dec AreaParserTaskNum ; if all tasks not complete do not + bne SkipATRender ; render attribute table yet + jsr RenderAttributeTables +SkipATRender: + rts AreaParserTasks: - jsr JumpEngine + jsr JumpEngine - .addr IncrementColumnPos - .addr RenderAreaGraphics - .addr RenderAreaGraphics - .addr AreaParserCore - .addr IncrementColumnPos - .addr RenderAreaGraphics - .addr RenderAreaGraphics - .addr AreaParserCore + .addr IncrementColumnPos + .addr RenderAreaGraphics + .addr RenderAreaGraphics + .addr AreaParserCore + .addr IncrementColumnPos + .addr RenderAreaGraphics + .addr RenderAreaGraphics + .addr AreaParserCore ;------------------------------------------------------------------------------------- IncrementColumnPos: - inc CurrentColumnPos ; increment column where we're at - lda CurrentColumnPos - and #%00001111 ; mask out higher nybble - bne NoColWrap - sta CurrentColumnPos ; if no bits left set, wrap back to zero (0-f) - inc CurrentPageLoc ; and increment page number where we're at -NoColWrap: inc BlockBufferColumnPos ; increment column offset where we're at - lda BlockBufferColumnPos - and #%00011111 ; mask out all but 5 LSB (0-1f) - sta BlockBufferColumnPos ; and save - rts + inc CurrentColumnPos ; increment column where we're at + lda CurrentColumnPos + and #%00001111 ; mask out higher nybble + bne NoColWrap + sta CurrentColumnPos ; if no bits left set, wrap back to zero (0-f) + inc CurrentPageLoc ; and increment page number where we're at +NoColWrap: + inc BlockBufferColumnPos ; increment column offset where we're at + lda BlockBufferColumnPos + and #%00011111 ; mask out all but 5 LSB (0-1f) + sta BlockBufferColumnPos ; and save + rts ;------------------------------------------------------------------------------------- ; $00 - used as counter, store for low nybble for background, ceiling byte for terrain @@ -3069,454 +3253,498 @@ NoColWrap: inc BlockBufferColumnPos ; increment column offset where we're at ; $06-$07 - used to store block buffer address BSceneDataOffsets: - .byte $00, $30, $60 + .byte $00, $30, $60 BackSceneryData: - .byte $93, $00, $00, $11, $12, $12, $13, $00 ; clouds - .byte $00, $51, $52, $53, $00, $00, $00, $00 - .byte $00, $00, $01, $02, $02, $03, $00, $00 - .byte $00, $00, $00, $00, $91, $92, $93, $00 - .byte $00, $00, $00, $51, $52, $53, $41, $42 - .byte $43, $00, $00, $00, $00, $00, $91, $92 + .byte $93, $00, $00, $11, $12, $12, $13, $00 ; clouds + .byte $00, $51, $52, $53, $00, $00, $00, $00 + .byte $00, $00, $01, $02, $02, $03, $00, $00 + .byte $00, $00, $00, $00, $91, $92, $93, $00 + .byte $00, $00, $00, $51, $52, $53, $41, $42 + .byte $43, $00, $00, $00, $00, $00, $91, $92 - .byte $97, $87, $88, $89, $99, $00, $00, $00 ; mountains and bushes - .byte $11, $12, $13, $a4, $a5, $a5, $a5, $a6 - .byte $97, $98, $99, $01, $02, $03, $00, $a4 - .byte $a5, $a6, $00, $11, $12, $12, $12, $13 - .byte $00, $00, $00, $00, $01, $02, $02, $03 - .byte $00, $a4, $a5, $a5, $a6, $00, $00, $00 + .byte $97, $87, $88, $89, $99, $00, $00, $00 ; mountains and bushes + .byte $11, $12, $13, $a4, $a5, $a5, $a5, $a6 + .byte $97, $98, $99, $01, $02, $03, $00, $a4 + .byte $a5, $a6, $00, $11, $12, $12, $12, $13 + .byte $00, $00, $00, $00, $01, $02, $02, $03 + .byte $00, $a4, $a5, $a5, $a6, $00, $00, $00 - .byte $11, $12, $12, $13, $00, $00, $00, $00 ; trees and fences - .byte $00, $00, $00, $9c, $00, $8b, $aa, $aa - .byte $aa, $aa, $11, $12, $13, $8b, $00, $9c - .byte $9c, $00, $00, $01, $02, $03, $11, $12 - .byte $12, $13, $00, $00, $00, $00, $aa, $aa - .byte $9c, $aa, $00, $8b, $00, $01, $02, $03 + .byte $11, $12, $12, $13, $00, $00, $00, $00 ; trees and fences + .byte $00, $00, $00, $9c, $00, $8b, $aa, $aa + .byte $aa, $aa, $11, $12, $13, $8b, $00, $9c + .byte $9c, $00, $00, $01, $02, $03, $11, $12 + .byte $12, $13, $00, $00, $00, $00, $aa, $aa + .byte $9c, $aa, $00, $8b, $00, $01, $02, $03 BackSceneryMetatiles: - .byte $80, $83, $00 ; cloud left - .byte $81, $84, $00 ; cloud middle - .byte $82, $85, $00 ; cloud right - .byte $02, $00, $00 ; bush left - .byte $03, $00, $00 ; bush middle - .byte $04, $00, $00 ; bush right - .byte $00, $05, $06 ; mountain left - .byte $07, $06, $0a ; mountain middle - .byte $00, $08, $09 ; mountain right - .byte $4d, $00, $00 ; fence - .byte $0d, $0f, $4e ; tall tree - .byte $0e, $4e, $4e ; short tree + .byte $80, $83, $00 ; cloud left + .byte $81, $84, $00 ; cloud middle + .byte $82, $85, $00 ; cloud right + .byte $02, $00, $00 ; bush left + .byte $03, $00, $00 ; bush middle + .byte $04, $00, $00 ; bush right + .byte $00, $05, $06 ; mountain left + .byte $07, $06, $0a ; mountain middle + .byte $00, $08, $09 ; mountain right + .byte $4d, $00, $00 ; fence + .byte $0d, $0f, $4e ; tall tree + .byte $0e, $4e, $4e ; short tree FSceneDataOffsets: - .byte $00, $0d, $1a + .byte $00, $0d, $1a ForeSceneryData: - .byte $86, $87, $87, $87, $87, $87, $87 ; in water - .byte $87, $87, $87, $87, $69, $69 + .byte $86, $87, $87, $87, $87, $87, $87 ; in water + .byte $87, $87, $87, $87, $69, $69 - .byte $00, $00, $00, $00, $00, $45, $47 ; wall - .byte $47, $47, $47, $47, $00, $00 + .byte $00, $00, $00, $00, $00, $45, $47 ; wall + .byte $47, $47, $47, $47, $00, $00 - .byte $00, $00, $00, $00, $00, $00, $00 ; over water - .byte $00, $00, $00, $00, $86, $87 + .byte $00, $00, $00, $00, $00, $00, $00 ; over water + .byte $00, $00, $00, $00, $86, $87 TerrainMetatiles: - .byte $69, $54, $52, $62 + .byte $69, $54, $52, $62 TerrainRenderBits: - .byte %00000000, %00000000 ; no ceiling or floor - .byte %00000000, %00011000 ; no ceiling, floor 2 - .byte %00000001, %00011000 ; ceiling 1, floor 2 - .byte %00000111, %00011000 ; ceiling 3, floor 2 - .byte %00001111, %00011000 ; ceiling 4, floor 2 - .byte %11111111, %00011000 ; ceiling 8, floor 2 - .byte %00000001, %00011111 ; ceiling 1, floor 5 - .byte %00000111, %00011111 ; ceiling 3, floor 5 - .byte %00001111, %00011111 ; ceiling 4, floor 5 - .byte %10000001, %00011111 ; ceiling 1, floor 6 - .byte %00000001, %00000000 ; ceiling 1, no floor - .byte %10001111, %00011111 ; ceiling 4, floor 6 - .byte %11110001, %00011111 ; ceiling 1, floor 9 - .byte %11111001, %00011000 ; ceiling 1, middle 5, floor 2 - .byte %11110001, %00011000 ; ceiling 1, middle 4, floor 2 - .byte %11111111, %00011111 ; completely solid top to bottom + .byte %00000000, %00000000 ; no ceiling or floor + .byte %00000000, %00011000 ; no ceiling, floor 2 + .byte %00000001, %00011000 ; ceiling 1, floor 2 + .byte %00000111, %00011000 ; ceiling 3, floor 2 + .byte %00001111, %00011000 ; ceiling 4, floor 2 + .byte %11111111, %00011000 ; ceiling 8, floor 2 + .byte %00000001, %00011111 ; ceiling 1, floor 5 + .byte %00000111, %00011111 ; ceiling 3, floor 5 + .byte %00001111, %00011111 ; ceiling 4, floor 5 + .byte %10000001, %00011111 ; ceiling 1, floor 6 + .byte %00000001, %00000000 ; ceiling 1, no floor + .byte %10001111, %00011111 ; ceiling 4, floor 6 + .byte %11110001, %00011111 ; ceiling 1, floor 9 + .byte %11111001, %00011000 ; ceiling 1, middle 5, floor 2 + .byte %11110001, %00011000 ; ceiling 1, middle 4, floor 2 + .byte %11111111, %00011111 ; completely solid top to bottom AreaParserCore: - lda BackloadingFlag ; check to see if we are starting right of start - beq RenderSceneryTerrain ; if not, go ahead and render background, foreground and terrain - jsr ProcessAreaData ; otherwise skip ahead and load level data + lda BackloadingFlag ; check to see if we are starting right of start + beq RenderSceneryTerrain ; if not, go ahead and render background, foreground and terrain + jsr ProcessAreaData ; otherwise skip ahead and load level data RenderSceneryTerrain: - ldx #$0c - lda #$00 -ClrMTBuf: sta MetatileBuffer,x ; clear out metatile buffer - dex - bpl ClrMTBuf - ldy BackgroundScenery ; do we need to render the background scenery? - beq RendFore ; if not, skip to check the foreground - lda CurrentPageLoc ; otherwise check for every third page -ThirdP: cmp #$03 - bmi RendBack ; if less than three we're there - sec - sbc #$03 ; if 3 or more, subtract 3 and - bpl ThirdP ; do an unconditional branch -RendBack: asl ; move results to higher nybble - asl - asl - asl - adc BSceneDataOffsets-1,y ; add to it offset loaded from here - adc CurrentColumnPos ; add to the result our current column position - tax - lda BackSceneryData,x ; load data from sum of offsets - beq RendFore ; if zero, no scenery for that part - pha - and #$0f ; save to stack and clear high nybble - sec - sbc #$01 ; subtract one (because low nybble is $01-$0c) - sta $00 ; save low nybble - asl ; multiply by three (shift to left and add result to old one) - adc $00 ; note that since d7 was nulled, the carry flag is always clear - tax ; save as offset for background scenery metatile data - pla ; get high nybble from stack, move low - lsr - lsr - lsr - lsr - tay ; use as second offset (used to determine height) - lda #$03 ; use previously saved memory location for counter - sta $00 -SceLoop1: lda BackSceneryMetatiles,x ; load metatile data from offset of (lsb - 1) * 3 - sta MetatileBuffer,y ; store into buffer from offset of (msb / 16) - inx - iny - cpy #$0b ; if at this location, leave loop - beq RendFore - dec $00 ; decrement until counter expires, barring exception - bne SceLoop1 -RendFore: ldx ForegroundScenery ; check for foreground data needed or not - beq RendTerr ; if not, skip this part - ldy FSceneDataOffsets-1,x ; load offset from location offset by header value, then - ldx #$00 ; reinit X -SceLoop2: lda ForeSceneryData,y ; load data until counter expires - beq NoFore ; do not store if zero found - sta MetatileBuffer,x -NoFore: iny - inx - cpx #$0d ; store up to end of metatile buffer - bne SceLoop2 -RendTerr: ldy AreaType ; check world type for water level - bne TerMTile ; if not water level, skip this part - lda WorldNumber ; check world number, if not world number eight - cmp #World8 ; then skip this part - bne TerMTile - lda #$62 ; if set as water level and world number eight, - jmp StoreMT ; use castle wall metatile as terrain type -TerMTile: lda TerrainMetatiles,y ; otherwise get appropriate metatile for area type - ldy CloudTypeOverride ; check for cloud type override - beq StoreMT ; if not set, keep value otherwise - lda #$88 ; use cloud block terrain -StoreMT: sta $07 ; store value here - ldx #$00 ; initialize X, use as metatile buffer offset - lda TerrainControl ; use yet another value from the header - asl ; multiply by 2 and use as yet another offset - tay -TerrLoop: lda TerrainRenderBits,y ; get one of the terrain rendering bit data - sta $00 - iny ; increment Y and use as offset next time around - sty $01 - lda CloudTypeOverride ; skip if value here is zero - beq NoCloud2 - cpx #$00 ; otherwise, check if we're doing the ceiling byte - beq NoCloud2 - lda $00 ; if not, mask out all but d3 - and #%00001000 - sta $00 -NoCloud2: ldy #$00 ; start at beginning of bitmasks -TerrBChk: lda Bitmasks,y ; load bitmask, then perform AND on contents of first byte - bit $00 - beq NextTBit ; if not set, skip this part (do not write terrain to buffer) - lda $07 - sta MetatileBuffer,x ; load terrain type metatile number and store into buffer here -NextTBit: inx ; continue until end of buffer - cpx #$0d - beq RendBBuf ; if we're at the end, break out of this loop - lda AreaType ; check world type for underground area - cmp #$02 - bne EndUChk ; if not underground, skip this part - cpx #$0b - bne EndUChk ; if we're at the bottom of the screen, override - lda #$54 ; old terrain type with ground level terrain type - sta $07 -EndUChk: iny ; increment bitmasks offset in Y - cpy #$08 - bne TerrBChk ; if not all bits checked, loop back - ldy $01 - bne TerrLoop ; unconditional branch, use Y to load next byte -RendBBuf: jsr ProcessAreaData ; do the area data loading routine now - lda BlockBufferColumnPos - jsr GetBlockBufferAddr ; get block buffer address from where we're at - ldx #$00 - ldy #$00 ; init index regs and start at beginning of smaller buffer -ChkMTLow: sty $00 - lda MetatileBuffer,x ; load stored metatile number - and #%11000000 ; mask out all but 2 MSB - asl - rol ; make %xx000000 into %000000xx - rol - tay ; use as offset in Y - lda MetatileBuffer,x ; reload original unmasked value here - cmp BlockBuffLowBounds,y ; check for certain values depending on bits set - bcs StrBlock ; if equal or greater, branch - lda #$00 ; if less, init value before storing -StrBlock: ldy $00 ; get offset for block buffer - sta ($06),y ; store value into block buffer - tya - clc ; add 16 (move down one row) to offset - adc #$10 - tay - inx ; increment column value - cpx #$0d - bcc ChkMTLow ; continue until we pass last row, then leave - rts + ldx #$0c + lda #$00 +ClrMTBuf: + sta MetatileBuffer,x ; clear out metatile buffer + dex + bpl ClrMTBuf + ldy BackgroundScenery ; do we need to render the background scenery? + beq RendFore ; if not, skip to check the foreground + lda CurrentPageLoc ; otherwise check for every third page +ThirdP: + cmp #$03 + bmi RendBack ; if less than three we're there + sec + sbc #$03 ; if 3 or more, subtract 3 and + bpl ThirdP ; do an unconditional branch +RendBack: + asl ; move results to higher nybble + asl + asl + asl + adc BSceneDataOffsets-1,y ; add to it offset loaded from here + adc CurrentColumnPos ; add to the result our current column position + tax + lda BackSceneryData,x ; load data from sum of offsets + beq RendFore ; if zero, no scenery for that part + pha + and #$0f ; save to stack and clear high nybble + sec + sbc #$01 ; subtract one (because low nybble is $01-$0c) + sta $00 ; save low nybble + asl ; multiply by three (shift to left and add result to old one) + adc $00 ; note that since d7 was nulled, the carry flag is always clear + tax ; save as offset for background scenery metatile data + pla ; get high nybble from stack, move low + lsr + lsr + lsr + lsr + tay ; use as second offset (used to determine height) + lda #$03 ; use previously saved memory location for counter + sta $00 +SceLoop1: + lda BackSceneryMetatiles,x ; load metatile data from offset of (lsb - 1) * 3 + sta MetatileBuffer,y ; store into buffer from offset of (msb / 16) + inx + iny + cpy #$0b ; if at this location, leave loop + beq RendFore + dec $00 ; decrement until counter expires, barring exception + bne SceLoop1 +RendFore: + ldx ForegroundScenery ; check for foreground data needed or not + beq RendTerr ; if not, skip this part + ldy FSceneDataOffsets-1,x ; load offset from location offset by header value, then + ldx #$00 ; reinit X +SceLoop2: + lda ForeSceneryData,y ; load data until counter expires + beq NoFore ; do not store if zero found + sta MetatileBuffer,x +NoFore: + iny + inx + cpx #$0d ; store up to end of metatile buffer + bne SceLoop2 +RendTerr: + ldy AreaType ; check world type for water level + bne TerMTile ; if not water level, skip this part + lda WorldNumber ; check world number, if not world number eight + cmp #World8 ; then skip this part + bne TerMTile + lda #$62 ; if set as water level and world number eight, + jmp StoreMT ; use castle wall metatile as terrain type +TerMTile: + lda TerrainMetatiles,y ; otherwise get appropriate metatile for area type + ldy CloudTypeOverride ; check for cloud type override + beq StoreMT ; if not set, keep value otherwise + lda #$88 ; use cloud block terrain +StoreMT: + sta $07 ; store value here + ldx #$00 ; initialize X, use as metatile buffer offset + lda TerrainControl ; use yet another value from the header + asl ; multiply by 2 and use as yet another offset + tay +TerrLoop: + lda TerrainRenderBits,y ; get one of the terrain rendering bit data + sta $00 + iny ; increment Y and use as offset next time around + sty $01 + lda CloudTypeOverride ; skip if value here is zero + beq NoCloud2 + cpx #$00 ; otherwise, check if we're doing the ceiling byte + beq NoCloud2 + lda $00 ; if not, mask out all but d3 + and #%00001000 + sta $00 +NoCloud2: + ldy #$00 ; start at beginning of bitmasks +TerrBChk: + lda Bitmasks,y ; load bitmask, then perform AND on contents of first byte + bit $00 + beq NextTBit ; if not set, skip this part (do not write terrain to buffer) + lda $07 + sta MetatileBuffer,x ; load terrain type metatile number and store into buffer here +NextTBit: + inx ; continue until end of buffer + cpx #$0d + beq RendBBuf ; if we're at the end, break out of this loop + lda AreaType ; check world type for underground area + cmp #$02 + bne EndUChk ; if not underground, skip this part + cpx #$0b + bne EndUChk ; if we're at the bottom of the screen, override + lda #$54 ; old terrain type with ground level terrain type + sta $07 +EndUChk: + iny ; increment bitmasks offset in Y + cpy #$08 + bne TerrBChk ; if not all bits checked, loop back + ldy $01 + bne TerrLoop ; unconditional branch, use Y to load next byte +RendBBuf: + jsr ProcessAreaData ; do the area data loading routine now + lda BlockBufferColumnPos + jsr GetBlockBufferAddr ; get block buffer address from where we're at + ldx #$00 + ldy #$00 ; init index regs and start at beginning of smaller buffer +ChkMTLow: + sty $00 + lda MetatileBuffer,x ; load stored metatile number + and #%11000000 ; mask out all but 2 MSB + asl + rol ; make %xx000000 into %000000xx + rol + tay ; use as offset in Y + lda MetatileBuffer,x ; reload original unmasked value here + cmp BlockBuffLowBounds,y ; check for certain values depending on bits set + bcs StrBlock ; if equal or greater, branch + lda #$00 ; if less, init value before storing +StrBlock: + ldy $00 ; get offset for block buffer + sta ($06),y ; store value into block buffer + tya + clc ; add 16 (move down one row) to offset + adc #$10 + tay + inx ; increment column value + cpx #$0d + bcc ChkMTLow ; continue until we pass last row, then leave + rts ; numbers lower than these with the same attribute bits ; will not be stored in the block buffer BlockBuffLowBounds: - .byte $10, $51, $88, $c0 + .byte $10, $51, $88, $c0 ;------------------------------------------------------------------------------------- ; $00 - used to store area object identifier ; $07 - used as adder to find proper area object code -ProcessAreaData: - ldx #$02 ; start at the end of area object buffer -ProcADLoop: stx ObjectOffset - lda #$00 ; reset flag - sta BehindAreaParserFlag - ldy AreaDataOffset ; get offset of area data pointer - lda (AreaData),y ; get first byte of area object - cmp #$fd ; if end-of-area, skip all this crap - beq RdyDecode - lda AreaObjectLength,x ; check area object buffer flag - bpl RdyDecode ; if buffer not negative, branch, otherwise - iny - lda (AreaData),y ; get second byte of area object - asl ; check for page select bit (d7), branch if not set - bcc Chk1Row13 - lda AreaObjectPageSel ; check page select - bne Chk1Row13 - inc AreaObjectPageSel ; if not already set, set it now - inc AreaObjectPageLoc ; and increment page location -Chk1Row13: dey - lda (AreaData),y ; reread first byte of level object - and #$0f ; mask out high nybble - cmp #$0d ; row 13? - bne Chk1Row14 - iny ; if so, reread second byte of level object - lda (AreaData),y - dey ; decrement to get ready to read first byte - and #%01000000 ; check for d6 set (if not, object is page control) - bne CheckRear - lda AreaObjectPageSel ; if page select is set, do not reread - bne CheckRear - iny ; if d6 not set, reread second byte - lda (AreaData),y - and #%00011111 ; mask out all but 5 LSB and store in page control - sta AreaObjectPageLoc - inc AreaObjectPageSel ; increment page select - jmp NextAObj -Chk1Row14: cmp #$0e ; row 14? - bne CheckRear - lda BackloadingFlag ; check flag for saved page number and branch if set - bne RdyDecode ; to render the object (otherwise bg might not look right) -CheckRear: lda AreaObjectPageLoc ; check to see if current page of level object is - cmp CurrentPageLoc ; behind current page of renderer - bcc SetBehind ; if so branch -RdyDecode: jsr DecodeAreaData ; do sub and do not turn on flag - jmp ChkLength -SetBehind: inc BehindAreaParserFlag ; turn on flag if object is behind renderer -NextAObj: jsr IncAreaObjOffset ; increment buffer offset and move on -ChkLength: ldx ObjectOffset ; get buffer offset - lda AreaObjectLength,x ; check object length for anything stored here - bmi ProcLoopb ; if not, branch to handle loopback - dec AreaObjectLength,x ; otherwise decrement length or get rid of it -ProcLoopb: dex ; decrement buffer offset - bpl ProcADLoop ; and loopback unless exceeded buffer - lda BehindAreaParserFlag ; check for flag set if objects were behind renderer - bne ProcessAreaData ; branch if true to load more level data, otherwise - lda BackloadingFlag ; check for flag set if starting right of page $00 - bne ProcessAreaData ; branch if true to load more level data, otherwise leave -EndAParse: rts +ProcessAreaData: + ldx #$02 ; start at the end of area object buffer +ProcADLoop: + stx ObjectOffset + lda #$00 ; reset flag + sta BehindAreaParserFlag + ldy AreaDataOffset ; get offset of area data pointer + lda (AreaData),y ; get first byte of area object + cmp #$fd ; if end-of-area, skip all this crap + beq RdyDecode + lda AreaObjectLength,x ; check area object buffer flag + bpl RdyDecode ; if buffer not negative, branch, otherwise + iny + lda (AreaData),y ; get second byte of area object + asl ; check for page select bit (d7), branch if not set + bcc Chk1Row13 + lda AreaObjectPageSel ; check page select + bne Chk1Row13 + inc AreaObjectPageSel ; if not already set, set it now + inc AreaObjectPageLoc ; and increment page location +Chk1Row13: + dey + lda (AreaData),y ; reread first byte of level object + and #$0f ; mask out high nybble + cmp #$0d ; row 13? + bne Chk1Row14 + iny ; if so, reread second byte of level object + lda (AreaData),y + dey ; decrement to get ready to read first byte + and #%01000000 ; check for d6 set (if not, object is page control) + bne CheckRear + lda AreaObjectPageSel ; if page select is set, do not reread + bne CheckRear + iny ; if d6 not set, reread second byte + lda (AreaData),y + and #%00011111 ; mask out all but 5 LSB and store in page control + sta AreaObjectPageLoc + inc AreaObjectPageSel ; increment page select + jmp NextAObj +Chk1Row14: + cmp #$0e ; row 14? + bne CheckRear + lda BackloadingFlag ; check flag for saved page number and branch if set + bne RdyDecode ; to render the object (otherwise bg might not look right) +CheckRear: + lda AreaObjectPageLoc ; check to see if current page of level object is + cmp CurrentPageLoc ; behind current page of renderer + bcc SetBehind ; if so branch +RdyDecode: + jsr DecodeAreaData ; do sub and do not turn on flag + jmp ChkLength +SetBehind: + inc BehindAreaParserFlag ; turn on flag if object is behind renderer +NextAObj: + jsr IncAreaObjOffset ; increment buffer offset and move on +ChkLength: + ldx ObjectOffset ; get buffer offset + lda AreaObjectLength,x ; check object length for anything stored here + bmi ProcLoopb ; if not, branch to handle loopback + dec AreaObjectLength,x ; otherwise decrement length or get rid of it +ProcLoopb: + dex ; decrement buffer offset + bpl ProcADLoop ; and loopback unless exceeded buffer + lda BehindAreaParserFlag ; check for flag set if objects were behind renderer + bne ProcessAreaData ; branch if true to load more level data, otherwise + lda BackloadingFlag ; check for flag set if starting right of page $00 + bne ProcessAreaData ; branch if true to load more level data, otherwise leave +EndAParse: + rts IncAreaObjOffset: - inc AreaDataOffset ; increment offset of level pointer - inc AreaDataOffset - lda #$00 ; reset page select - sta AreaObjectPageSel - rts + inc AreaDataOffset ; increment offset of level pointer + inc AreaDataOffset + lda #$00 ; reset page select + sta AreaObjectPageSel + rts DecodeAreaData: - lda AreaObjectLength,x ; check current buffer flag - bmi Chk1stB - ldy AreaObjOffsetBuffer,x ; if not, get offset from buffer -Chk1stB: ldx #$10 ; load offset of 16 for special row 15 - lda (AreaData),y ; get first byte of level object again - cmp #$fd - beq EndAParse ; if end of level, leave this routine - and #$0f ; otherwise, mask out low nybble - cmp #$0f ; row 15? - beq ChkRow14 ; if so, keep the offset of 16 - ldx #$08 ; otherwise load offset of 8 for special row 12 - cmp #$0c ; row 12? - beq ChkRow14 ; if so, keep the offset value of 8 - ldx #$00 ; otherwise nullify value by default -ChkRow14: stx $07 ; store whatever value we just loaded here - ldx ObjectOffset ; get object offset again - cmp #$0e ; row 14? - bne ChkRow13 - lda #$00 ; if so, load offset with $00 - sta $07 - lda #$2e ; and load A with another value - bne NormObj ; unconditional branch -ChkRow13: cmp #$0d ; row 13? - bne ChkSRows - lda #$22 ; if so, load offset with 34 - sta $07 - iny ; get next byte - lda (AreaData),y - and #%01000000 ; mask out all but d6 (page control obj bit) - beq LeavePar ; if d6 clear, branch to leave (we handled this earlier) - lda (AreaData),y ; otherwise, get byte again - and #%01111111 ; mask out d7 - cmp #$4b ; check for loop command in low nybble - bne Mask2MSB ; (plus d6 set for object other than page control) - inc LoopCommand ; if loop command, set loop command flag -Mask2MSB: and #%00111111 ; mask out d7 and d6 - jmp NormObj ; and jump -ChkSRows: cmp #$0c ; row 12-15? - bcs SpecObj - iny ; if not, get second byte of level object - lda (AreaData),y - and #%01110000 ; mask out all but d6-d4 - bne LrgObj ; if any bits set, branch to handle large object - lda #$16 - sta $07 ; otherwise set offset of 24 for small object - lda (AreaData),y ; reload second byte of level object - and #%00001111 ; mask out higher nybble and jump - jmp NormObj -LrgObj: sta $00 ; store value here (branch for large objects) - cmp #$70 ; check for vertical pipe object - bne NotWPipe - lda (AreaData),y ; if not, reload second byte - and #%00001000 ; mask out all but d3 (usage control bit) - beq NotWPipe ; if d3 clear, branch to get original value - lda #$00 ; otherwise, nullify value for warp pipe - sta $00 -NotWPipe: lda $00 ; get value and jump ahead - jmp MoveAOId -SpecObj: iny ; branch here for rows 12-15 - lda (AreaData),y - and #%01110000 ; get next byte and mask out all but d6-d4 -MoveAOId: lsr ; move d6-d4 to lower nybble - lsr - lsr - lsr -NormObj: sta $00 ; store value here (branch for small objects and rows 13 and 14) - lda AreaObjectLength,x ; is there something stored here already? - bpl RunAObj ; if so, branch to do its particular sub - lda AreaObjectPageLoc ; otherwise check to see if the object we've loaded is on the - cmp CurrentPageLoc ; same page as the renderer, and if so, branch - beq InitRear - ldy AreaDataOffset ; if not, get old offset of level pointer - lda (AreaData),y ; and reload first byte - and #%00001111 - cmp #$0e ; row 14? - bne LeavePar - lda BackloadingFlag ; if so, check backloading flag - bne StrAObj ; if set, branch to render object, else leave -LeavePar: rts -InitRear: lda BackloadingFlag ; check backloading flag to see if it's been initialized - beq BackColC ; branch to column-wise check - lda #$00 ; if not, initialize both backloading and - sta BackloadingFlag ; behind-renderer flags and leave - sta BehindAreaParserFlag - sta ObjectOffset -LoopCmdE: rts -BackColC: ldy AreaDataOffset ; get first byte again - lda (AreaData),y - and #%11110000 ; mask out low nybble and move high to low - lsr - lsr - lsr - lsr - cmp CurrentColumnPos ; is this where we're at? - bne LeavePar ; if not, branch to leave -StrAObj: lda AreaDataOffset ; if so, load area obj offset and store in buffer - sta AreaObjOffsetBuffer,x - jsr IncAreaObjOffset ; do sub to increment to next object data -RunAObj: lda $00 ; get stored value and add offset to it - clc ; then use the jump engine with current contents of A - adc $07 - jsr JumpEngine + lda AreaObjectLength,x ; check current buffer flag + bmi Chk1stB + ldy AreaObjOffsetBuffer,x ; if not, get offset from buffer +Chk1stB: + ldx #$10 ; load offset of 16 for special row 15 + lda (AreaData),y ; get first byte of level object again + cmp #$fd + beq EndAParse ; if end of level, leave this routine + and #$0f ; otherwise, mask out low nybble + cmp #$0f ; row 15? + beq ChkRow14 ; if so, keep the offset of 16 + ldx #$08 ; otherwise load offset of 8 for special row 12 + cmp #$0c ; row 12? + beq ChkRow14 ; if so, keep the offset value of 8 + ldx #$00 ; otherwise nullify value by default +ChkRow14: + stx $07 ; store whatever value we just loaded here + ldx ObjectOffset ; get object offset again + cmp #$0e ; row 14? + bne ChkRow13 + lda #$00 ; if so, load offset with $00 + sta $07 + lda #$2e ; and load A with another value + bne NormObj ; unconditional branch +ChkRow13: + cmp #$0d ; row 13? + bne ChkSRows + lda #$22 ; if so, load offset with 34 + sta $07 + iny ; get next byte + lda (AreaData),y + and #%01000000 ; mask out all but d6 (page control obj bit) + beq LeavePar ; if d6 clear, branch to leave (we handled this earlier) + lda (AreaData),y ; otherwise, get byte again + and #%01111111 ; mask out d7 + cmp #$4b ; check for loop command in low nybble + bne Mask2MSB ; (plus d6 set for object other than page control) + inc LoopCommand ; if loop command, set loop command flag +Mask2MSB: + and #%00111111 ; mask out d7 and d6 + jmp NormObj ; and jump +ChkSRows: + cmp #$0c ; row 12-15? + bcs SpecObj + iny ; if not, get second byte of level object + lda (AreaData),y + and #%01110000 ; mask out all but d6-d4 + bne LrgObj ; if any bits set, branch to handle large object + lda #$16 + sta $07 ; otherwise set offset of 24 for small object + lda (AreaData),y ; reload second byte of level object + and #%00001111 ; mask out higher nybble and jump + jmp NormObj +LrgObj: + sta $00 ; store value here (branch for large objects) + cmp #$70 ; check for vertical pipe object + bne NotWPipe + lda (AreaData),y ; if not, reload second byte + and #%00001000 ; mask out all but d3 (usage control bit) + beq NotWPipe ; if d3 clear, branch to get original value + lda #$00 ; otherwise, nullify value for warp pipe + sta $00 +NotWPipe: + lda $00 ; get value and jump ahead + jmp MoveAOId +SpecObj: + iny ; branch here for rows 12-15 + lda (AreaData),y + and #%01110000 ; get next byte and mask out all but d6-d4 +MoveAOId: + lsr ; move d6-d4 to lower nybble + lsr + lsr + lsr +NormObj: + sta $00 ; store value here (branch for small objects and rows 13 and 14) + lda AreaObjectLength,x ; is there something stored here already? + bpl RunAObj ; if so, branch to do its particular sub + lda AreaObjectPageLoc ; otherwise check to see if the object we've loaded is on the + cmp CurrentPageLoc ; same page as the renderer, and if so, branch + beq InitRear + ldy AreaDataOffset ; if not, get old offset of level pointer + lda (AreaData),y ; and reload first byte + and #%00001111 + cmp #$0e ; row 14? + bne LeavePar + lda BackloadingFlag ; if so, check backloading flag + bne StrAObj ; if set, branch to render object, else leave +LeavePar: + rts +InitRear: + lda BackloadingFlag ; check backloading flag to see if it's been initialized + beq BackColC ; branch to column-wise check + lda #$00 ; if not, initialize both backloading and + sta BackloadingFlag ; behind-renderer flags and leave + sta BehindAreaParserFlag + sta ObjectOffset +LoopCmdE: + rts +BackColC: + ldy AreaDataOffset ; get first byte again + lda (AreaData),y + and #%11110000 ; mask out low nybble and move high to low + lsr + lsr + lsr + lsr + cmp CurrentColumnPos ; is this where we're at? + bne LeavePar ; if not, branch to leave +StrAObj: + lda AreaDataOffset ; if so, load area obj offset and store in buffer + sta AreaObjOffsetBuffer,x + jsr IncAreaObjOffset ; do sub to increment to next object data +RunAObj: + lda $00 ; get stored value and add offset to it + clc ; then use the jump engine with current contents of A + adc $07 + jsr JumpEngine ; large objects (rows $00-$0b or 00-11, d6-d4 set) - .addr VerticalPipe ; used by warp pipes - .addr AreaStyleObject - .addr RowOfBricks - .addr RowOfSolidBlocks - .addr RowOfCoins - .addr ColumnOfBricks - .addr ColumnOfSolidBlocks - .addr VerticalPipe ; used by decoration pipes + .addr VerticalPipe ; used by warp pipes + .addr AreaStyleObject + .addr RowOfBricks + .addr RowOfSolidBlocks + .addr RowOfCoins + .addr ColumnOfBricks + .addr ColumnOfSolidBlocks + .addr VerticalPipe ; used by decoration pipes ; objects for special row $0c or 12 - .addr Hole_Empty - .addr PulleyRopeObject - .addr Bridge_High - .addr Bridge_Middle - .addr Bridge_Low - .addr Hole_Water - .addr QuestionBlockRow_High - .addr QuestionBlockRow_Low + .addr Hole_Empty + .addr PulleyRopeObject + .addr Bridge_High + .addr Bridge_Middle + .addr Bridge_Low + .addr Hole_Water + .addr QuestionBlockRow_High + .addr QuestionBlockRow_Low ; objects for special row $0f or 15 - .addr EndlessRope - .addr BalancePlatRope - .addr CastleObject - .addr StaircaseObject - .addr ExitPipe - .addr FlagBalls_Residual + .addr EndlessRope + .addr BalancePlatRope + .addr CastleObject + .addr StaircaseObject + .addr ExitPipe + .addr FlagBalls_Residual ; small objects (rows $00-$0b or 00-11, d6-d4 all clear) - .addr QuestionBlock ; power-up - .addr QuestionBlock ; coin - .addr QuestionBlock ; hidden, coin - .addr Hidden1UpBlock ; hidden, 1-up - .addr BrickWithItem ; brick, power-up - .addr BrickWithItem ; brick, vine - .addr BrickWithItem ; brick, star - .addr BrickWithCoins ; brick, coins - .addr BrickWithItem ; brick, 1-up - .addr WaterPipe - .addr EmptyBlock - .addr Jumpspring + .addr QuestionBlock ; power-up + .addr QuestionBlock ; coin + .addr QuestionBlock ; hidden, coin + .addr Hidden1UpBlock ; hidden, 1-up + .addr BrickWithItem ; brick, power-up + .addr BrickWithItem ; brick, vine + .addr BrickWithItem ; brick, star + .addr BrickWithCoins ; brick, coins + .addr BrickWithItem ; brick, 1-up + .addr WaterPipe + .addr EmptyBlock + .addr Jumpspring ; objects for special row $0d or 13 (d6 set) - .addr IntroPipe - .addr FlagpoleObject - .addr AxeObj - .addr ChainObj - .addr CastleBridgeObj - .addr ScrollLockObject_Warp - .addr ScrollLockObject - .addr ScrollLockObject - .addr AreaFrenzy ; flying cheep-cheeps - .addr AreaFrenzy ; bullet bills or swimming cheep-cheeps - .addr AreaFrenzy ; stop frenzy - .addr LoopCmdE + .addr IntroPipe + .addr FlagpoleObject + .addr AxeObj + .addr ChainObj + .addr CastleBridgeObj + .addr ScrollLockObject_Warp + .addr ScrollLockObject + .addr ScrollLockObject + .addr AreaFrenzy ; flying cheep-cheeps + .addr AreaFrenzy ; bullet bills or swimming cheep-cheeps + .addr AreaFrenzy ; stop frenzy + .addr LoopCmdE ; object for special row $0e or 14 - .addr AlterAreaAttributes + .addr AlterAreaAttributes ;------------------------------------------------------------------------------------- ; (these apply to all area object subroutines in this section unless otherwise stated) @@ -3524,248 +3752,268 @@ RunAObj: lda $00 ; get stored value and add offset to it ; $07 - starts with adder from area parser, used to store row offset AlterAreaAttributes: - ldy AreaObjOffsetBuffer,x ; load offset for level object data saved in buffer - iny ; load second byte - lda (AreaData),y - pha ; save in stack for now - and #%01000000 - bne Alter2 ; branch if d6 is set - pla - pha ; pull and push offset to copy to A - and #%00001111 ; mask out high nybble and store as - sta TerrainControl ; new terrain height type bits - pla - and #%00110000 ; pull and mask out all but d5 and d4 - lsr ; move bits to lower nybble and store - lsr ; as new background scenery bits - lsr - lsr - sta BackgroundScenery ; then leave - rts -Alter2: pla - and #%00000111 ; mask out all but 3 LSB - cmp #$04 ; if four or greater, set color control bits - bcc SetFore ; and nullify foreground scenery bits - sta BackgroundColorCtrl - lda #$00 -SetFore: sta ForegroundScenery ; otherwise set new foreground scenery bits - rts + ldy AreaObjOffsetBuffer,x ; load offset for level object data saved in buffer + iny ; load second byte + lda (AreaData),y + pha ; save in stack for now + and #%01000000 + bne Alter2 ; branch if d6 is set + pla + pha ; pull and push offset to copy to A + and #%00001111 ; mask out high nybble and store as + sta TerrainControl ; new terrain height type bits + pla + and #%00110000 ; pull and mask out all but d5 and d4 + lsr ; move bits to lower nybble and store + lsr ; as new background scenery bits + lsr + lsr + sta BackgroundScenery ; then leave + rts +Alter2: + pla + and #%00000111 ; mask out all but 3 LSB + cmp #$04 ; if four or greater, set color control bits + bcc SetFore ; and nullify foreground scenery bits + sta BackgroundColorCtrl + lda #$00 +SetFore: + sta ForegroundScenery ; otherwise set new foreground scenery bits + rts ;-------------------------------- ScrollLockObject_Warp: - ldx #$04 ; load value of 4 for game text routine as default - lda WorldNumber ; warp zone (4-3-2), then check world number - beq WarpNum - inx ; if world number > 1, increment for next warp zone (5) - ldy AreaType ; check area type - dey - bne WarpNum ; if ground area type, increment for last warp zone - inx ; (8-7-6) and move on -WarpNum: txa - sta WarpZoneControl ; store number here to be used by warp zone routine - jsr WriteGameText ; print text and warp zone numbers - lda #PiranhaPlant - jsr KillEnemies ; load identifier for piranha plants and do sub + ldx #$04 ; load value of 4 for game text routine as default + lda WorldNumber ; warp zone (4-3-2), then check world number + beq WarpNum + inx ; if world number > 1, increment for next warp zone (5) + ldy AreaType ; check area type + dey + bne WarpNum ; if ground area type, increment for last warp zone + inx ; (8-7-6) and move on +WarpNum: + txa + sta WarpZoneControl ; store number here to be used by warp zone routine + jsr WriteGameText ; print text and warp zone numbers + lda #PiranhaPlant + jsr KillEnemies ; load identifier for piranha plants and do sub ScrollLockObject: - lda ScrollLock ; invert scroll lock to turn it on - eor #%00000001 - sta ScrollLock - rts + lda ScrollLock ; invert scroll lock to turn it on + eor #%00000001 + sta ScrollLock + rts ;-------------------------------- ; $00 - used to store enemy identifier in KillEnemies KillEnemies: - sta $00 ; store identifier here - lda #$00 - ldx #$04 ; check for identifier in enemy object buffer -KillELoop: ldy Enemy_ID,x - cpy $00 ; if not found, branch - bne NoKillE - sta Enemy_Flag,x ; if found, deactivate enemy object flag -NoKillE: dex ; do this until all slots are checked - bpl KillELoop - rts + sta $00 ; store identifier here + lda #$00 + ldx #$04 ; check for identifier in enemy object buffer +KillELoop: + ldy Enemy_ID,x + cpy $00 ; if not found, branch + bne NoKillE + sta Enemy_Flag,x ; if found, deactivate enemy object flag +NoKillE: + dex ; do this until all slots are checked + bpl KillELoop + rts ;-------------------------------- FrenzyIDData: - .byte FlyCheepCheepFrenzy, BBill_CCheep_Frenzy, Stop_Frenzy + .byte FlyCheepCheepFrenzy, BBill_CCheep_Frenzy, Stop_Frenzy -AreaFrenzy: ldx $00 ; use area object identifier bit as offset - lda FrenzyIDData-8,x ; note that it starts at 8, thus weird address here - ldy #$05 -FreCompLoop: dey ; check regular slots of enemy object buffer - bmi ExitAFrenzy ; if all slots checked and enemy object not found, branch to store - cmp Enemy_ID,y ; check for enemy object in buffer versus frenzy object - bne FreCompLoop - lda #$00 ; if enemy object already present, nullify queue and leave -ExitAFrenzy: sta EnemyFrenzyQueue ; store enemy into frenzy queue - rts +AreaFrenzy: + ldx $00 ; use area object identifier bit as offset + lda FrenzyIDData-8,x ; note that it starts at 8, thus weird address here + ldy #$05 +FreCompLoop: + dey ; check regular slots of enemy object buffer + bmi ExitAFrenzy ; if all slots checked and enemy object not found, branch to store + cmp Enemy_ID,y ; check for enemy object in buffer versus frenzy object + bne FreCompLoop + lda #$00 ; if enemy object already present, nullify queue and leave +ExitAFrenzy: + sta EnemyFrenzyQueue ; store enemy into frenzy queue + rts ;-------------------------------- ; $06 - used by MushroomLedge to store length AreaStyleObject: - lda AreaStyle ; load level object style and jump to the right sub - jsr JumpEngine - .addr TreeLedge ; also used for cloud type levels - .addr MushroomLedge - .addr BulletBillCannon + lda AreaStyle ; load level object style and jump to the right sub + jsr JumpEngine + .addr TreeLedge ; also used for cloud type levels + .addr MushroomLedge + .addr BulletBillCannon TreeLedge: - jsr GetLrgObjAttrib ; get row and length of green ledge - lda AreaObjectLength,x ; check length counter for expiration - beq EndTreeL - bpl MidTreeL - tya - sta AreaObjectLength,x ; store lower nybble into buffer flag as length of ledge - lda CurrentPageLoc - ora CurrentColumnPos ; are we at the start of the level? - beq MidTreeL - lda #$16 ; render start of tree ledge - jmp NoUnder -MidTreeL: ldx $07 - lda #$17 ; render middle of tree ledge - sta MetatileBuffer,x ; note that this is also used if ledge position is - lda #$4c ; at the start of level for continuous effect - jmp AllUnder ; now render the part underneath -EndTreeL: lda #$18 ; render end of tree ledge - jmp NoUnder + jsr GetLrgObjAttrib ; get row and length of green ledge + lda AreaObjectLength,x ; check length counter for expiration + beq EndTreeL + bpl MidTreeL + tya + sta AreaObjectLength,x ; store lower nybble into buffer flag as length of ledge + lda CurrentPageLoc + ora CurrentColumnPos ; are we at the start of the level? + beq MidTreeL + lda #$16 ; render start of tree ledge + jmp NoUnder +MidTreeL: + ldx $07 + lda #$17 ; render middle of tree ledge + sta MetatileBuffer,x ; note that this is also used if ledge position is + lda #$4c ; at the start of level for continuous effect + jmp AllUnder ; now render the part underneath +EndTreeL: + lda #$18 ; render end of tree ledge + jmp NoUnder MushroomLedge: - jsr ChkLrgObjLength ; get shroom dimensions - sty $06 ; store length here for now - bcc EndMushL - lda AreaObjectLength,x ; divide length by 2 and store elsewhere - lsr - sta MushroomLedgeHalfLen,x - lda #$19 ; render start of mushroom - jmp NoUnder -EndMushL: lda #$1b ; if at the end, render end of mushroom - ldy AreaObjectLength,x - beq NoUnder - lda MushroomLedgeHalfLen,x ; get divided length and store where length - sta $06 ; was stored originally - ldx $07 - lda #$1a - sta MetatileBuffer,x ; render middle of mushroom - cpy $06 ; are we smack dab in the center? - bne MushLExit ; if not, branch to leave - inx - lda #$4f - sta MetatileBuffer,x ; render stem top of mushroom underneath the middle - lda #$50 -AllUnder: inx - ldy #$0f ; set $0f to render all way down - jmp RenderUnderPart ; now render the stem of mushroom -NoUnder: ldx $07 ; load row of ledge - ldy #$00 ; set 0 for no bottom on this part - jmp RenderUnderPart + jsr ChkLrgObjLength ; get shroom dimensions + sty $06 ; store length here for now + bcc EndMushL + lda AreaObjectLength,x ; divide length by 2 and store elsewhere + lsr + sta MushroomLedgeHalfLen,x + lda #$19 ; render start of mushroom + jmp NoUnder +EndMushL: + lda #$1b ; if at the end, render end of mushroom + ldy AreaObjectLength,x + beq NoUnder + lda MushroomLedgeHalfLen,x ; get divided length and store where length + sta $06 ; was stored originally + ldx $07 + lda #$1a + sta MetatileBuffer,x ; render middle of mushroom + cpy $06 ; are we smack dab in the center? + bne MushLExit ; if not, branch to leave + inx + lda #$4f + sta MetatileBuffer,x ; render stem top of mushroom underneath the middle + lda #$50 +AllUnder: + inx + ldy #$0f ; set $0f to render all way down + jmp RenderUnderPart ; now render the stem of mushroom +NoUnder: + ldx $07 ; load row of ledge + ldy #$00 ; set 0 for no bottom on this part + jmp RenderUnderPart ;-------------------------------- ; tiles used by pulleys and rope object PulleyRopeMetatiles: - .byte $42, $41, $43 + .byte $42, $41, $43 PulleyRopeObject: - jsr ChkLrgObjLength ; get length of pulley/rope object - ldy #$00 ; initialize metatile offset - bcs RenderPul ; if starting, render left pulley - iny - lda AreaObjectLength,x ; if not at the end, render rope - bne RenderPul - iny ; otherwise render right pulley -RenderPul: lda PulleyRopeMetatiles,y - sta MetatileBuffer ; render at the top of the screen -MushLExit: rts ; and leave + jsr ChkLrgObjLength ; get length of pulley/rope object + ldy #$00 ; initialize metatile offset + bcs RenderPul ; if starting, render left pulley + iny + lda AreaObjectLength,x ; if not at the end, render rope + bne RenderPul + iny ; otherwise render right pulley +RenderPul: + lda PulleyRopeMetatiles,y + sta MetatileBuffer ; render at the top of the screen +MushLExit: + rts ; and leave ;-------------------------------- ; $06 - used to store upper limit of rows for CastleObject CastleMetatiles: - .byte $00, $45, $45, $45, $00 - .byte $00, $48, $47, $46, $00 - .byte $45, $49, $49, $49, $45 - .byte $47, $47, $4a, $47, $47 - .byte $47, $47, $4b, $47, $47 - .byte $49, $49, $49, $49, $49 - .byte $47, $4a, $47, $4a, $47 - .byte $47, $4b, $47, $4b, $47 - .byte $47, $47, $47, $47, $47 - .byte $4a, $47, $4a, $47, $4a - .byte $4b, $47, $4b, $47, $4b + .byte $00, $45, $45, $45, $00 + .byte $00, $48, $47, $46, $00 + .byte $45, $49, $49, $49, $45 + .byte $47, $47, $4a, $47, $47 + .byte $47, $47, $4b, $47, $47 + .byte $49, $49, $49, $49, $49 + .byte $47, $4a, $47, $4a, $47 + .byte $47, $4b, $47, $4b, $47 + .byte $47, $47, $47, $47, $47 + .byte $4a, $47, $4a, $47, $4a + .byte $4b, $47, $4b, $47, $4b CastleObject: - jsr GetLrgObjAttrib ; save lower nybble as starting row - sty $07 ; if starting row is above $0a, game will crash!!! - ldy #$04 - jsr ChkLrgObjFixedLength ; load length of castle if not already loaded - txa - pha ; save obj buffer offset to stack - ldy AreaObjectLength,x ; use current length as offset for castle data - ldx $07 ; begin at starting row - lda #$0b - sta $06 ; load upper limit of number of rows to print -CRendLoop: lda CastleMetatiles,y ; load current byte using offset - sta MetatileBuffer,x - inx ; store in buffer and increment buffer offset - lda $06 - beq ChkCFloor ; have we reached upper limit yet? - iny ; if not, increment column-wise - iny ; to byte in next row - iny - iny - iny - dec $06 ; move closer to upper limit -ChkCFloor: cpx #$0b ; have we reached the row just before floor? - bne CRendLoop ; if not, go back and do another row - pla - tax ; get obj buffer offset from before - lda CurrentPageLoc - beq ExitCastle ; if we're at page 0, we do not need to do anything else - lda AreaObjectLength,x ; check length - cmp #$01 ; if length almost about to expire, put brick at floor - beq PlayerStop - ldy $07 ; check starting row for tall castle ($00) - bne NotTall - cmp #$03 ; if found, then check to see if we're at the second column - beq PlayerStop -NotTall: cmp #$02 ; if not tall castle, check to see if we're at the third column - bne ExitCastle ; if we aren't and the castle is tall, don't create flag yet - jsr GetAreaObjXPosition ; otherwise, obtain and save horizontal pixel coordinate - pha - jsr FindEmptyEnemySlot ; find an empty place on the enemy object buffer - pla - sta Enemy_X_Position,x ; then write horizontal coordinate for star flag - lda CurrentPageLoc - sta Enemy_PageLoc,x ; set page location for star flag - lda #$01 - sta Enemy_Y_HighPos,x ; set vertical high byte - sta Enemy_Flag,x ; set flag for buffer - lda #$90 - sta Enemy_Y_Position,x ; set vertical coordinate - lda #StarFlagObject ; set star flag value in buffer itself - sta Enemy_ID,x - rts -PlayerStop: ldy #$52 ; put brick at floor to stop player at end of level - sty MetatileBuffer+10 ; this is only done if we're on the second column -ExitCastle: rts + jsr GetLrgObjAttrib ; save lower nybble as starting row + sty $07 ; if starting row is above $0a, game will crash!!! + ldy #$04 + jsr ChkLrgObjFixedLength ; load length of castle if not already loaded + txa + pha ; save obj buffer offset to stack + ldy AreaObjectLength,x ; use current length as offset for castle data + ldx $07 ; begin at starting row + lda #$0b + sta $06 ; load upper limit of number of rows to print +CRendLoop: + lda CastleMetatiles,y ; load current byte using offset + sta MetatileBuffer,x + inx ; store in buffer and increment buffer offset + lda $06 + beq ChkCFloor ; have we reached upper limit yet? + iny ; if not, increment column-wise + iny ; to byte in next row + iny + iny + iny + dec $06 ; move closer to upper limit +ChkCFloor: + cpx #$0b ; have we reached the row just before floor? + bne CRendLoop ; if not, go back and do another row + pla + tax ; get obj buffer offset from before + lda CurrentPageLoc + beq ExitCastle ; if we're at page 0, we do not need to do anything else + lda AreaObjectLength,x ; check length + cmp #$01 ; if length almost about to expire, put brick at floor + beq PlayerStop + ldy $07 ; check starting row for tall castle ($00) + bne NotTall + cmp #$03 ; if found, then check to see if we're at the second column + beq PlayerStop +NotTall: + cmp #$02 ; if not tall castle, check to see if we're at the third column + bne ExitCastle ; if we aren't and the castle is tall, don't create flag yet + jsr GetAreaObjXPosition ; otherwise, obtain and save horizontal pixel coordinate + pha + jsr FindEmptyEnemySlot ; find an empty place on the enemy object buffer + pla + sta Enemy_X_Position,x ; then write horizontal coordinate for star flag + lda CurrentPageLoc + sta Enemy_PageLoc,x ; set page location for star flag + lda #$01 + sta Enemy_Y_HighPos,x ; set vertical high byte + sta Enemy_Flag,x ; set flag for buffer + lda #$90 + sta Enemy_Y_Position,x ; set vertical coordinate + lda #StarFlagObject ; set star flag value in buffer itself + sta Enemy_ID,x + rts +PlayerStop: + ldy #$52 ; put brick at floor to stop player at end of level + sty MetatileBuffer+10 ; this is only done if we're on the second column +ExitCastle: + rts ;-------------------------------- WaterPipe: - jsr GetLrgObjAttrib ; get row and lower nybble - ldy AreaObjectLength,x ; get length (residual code, water pipe is 1 col thick) - ldx $07 ; get row - lda #$6b - sta MetatileBuffer,x ; draw something here and below it - lda #$6c - sta MetatileBuffer+1,x - rts + jsr GetLrgObjAttrib ; get row and lower nybble + ldy AreaObjectLength,x ; get length (residual code, water pipe is 1 col thick) + ldx $07 ; get row + lda #$6b + sta MetatileBuffer,x ; draw something here and below it + lda #$6c + sta MetatileBuffer+1,x + rts ;-------------------------------- ; $05 - used to store length of vertical shaft in RenderSidewaysPipe @@ -3773,694 +4021,736 @@ WaterPipe: ; and vertical length in VerticalPipe and GetPipeHeight IntroPipe: - ldy #$03 ; check if length set, if not set, set it - jsr ChkLrgObjFixedLength - ldy #$0a ; set fixed value and render the sideways part - jsr RenderSidewaysPipe - bcs NoBlankP ; if carry flag set, not time to draw vertical pipe part - ldx #$06 ; blank everything above the vertical pipe part -VPipeSectLoop: lda #$00 ; all the way to the top of the screen - sta MetatileBuffer,x ; because otherwise it will look like exit pipe - dex - bpl VPipeSectLoop - lda VerticalPipeData,y ; draw the end of the vertical pipe part - sta MetatileBuffer+7 -NoBlankP: rts + ldy #$03 ; check if length set, if not set, set it + jsr ChkLrgObjFixedLength + ldy #$0a ; set fixed value and render the sideways part + jsr RenderSidewaysPipe + bcs NoBlankP ; if carry flag set, not time to draw vertical pipe part + ldx #$06 ; blank everything above the vertical pipe part +VPipeSectLoop: + lda #$00 ; all the way to the top of the screen + sta MetatileBuffer,x ; because otherwise it will look like exit pipe + dex + bpl VPipeSectLoop + lda VerticalPipeData,y ; draw the end of the vertical pipe part + sta MetatileBuffer+7 +NoBlankP: + rts SidePipeShaftData: - .byte $15, $14 ; used to control whether or not vertical pipe shaft - .byte $00, $00 ; is drawn, and if so, controls the metatile number + .byte $15, $14 ; used to control whether or not vertical pipe shaft + .byte $00, $00 ; is drawn, and if so, controls the metatile number SidePipeTopPart: - .byte $15, $1e ; top part of sideways part of pipe - .byte $1d, $1c + .byte $15, $1e ; top part of sideways part of pipe + .byte $1d, $1c SidePipeBottomPart: - .byte $15, $21 ; bottom part of sideways part of pipe - .byte $20, $1f + .byte $15, $21 ; bottom part of sideways part of pipe + .byte $20, $1f ExitPipe: - ldy #$03 ; check if length set, if not set, set it - jsr ChkLrgObjFixedLength - jsr GetLrgObjAttrib ; get vertical length, then plow on through RenderSidewaysPipe + ldy #$03 ; check if length set, if not set, set it + jsr ChkLrgObjFixedLength + jsr GetLrgObjAttrib ; get vertical length, then plow on through RenderSidewaysPipe RenderSidewaysPipe: - dey ; decrement twice to make room for shaft at bottom - dey ; and store here for now as vertical length - sty $05 - ldy AreaObjectLength,x ; get length left over and store here - sty $06 - ldx $05 ; get vertical length plus one, use as buffer offset - inx - lda SidePipeShaftData,y ; check for value $00 based on horizontal offset - cmp #$00 - beq DrawSidePart ; if found, do not draw the vertical pipe shaft - ldx #$00 - ldy $05 ; init buffer offset and get vertical length - jsr RenderUnderPart ; and render vertical shaft using tile number in A - clc ; clear carry flag to be used by IntroPipe -DrawSidePart: ldy $06 ; render side pipe part at the bottom - lda SidePipeTopPart,y - sta MetatileBuffer,x ; note that the pipe parts are stored - lda SidePipeBottomPart,y ; backwards horizontally - sta MetatileBuffer+1,x - rts + dey ; decrement twice to make room for shaft at bottom + dey ; and store here for now as vertical length + sty $05 + ldy AreaObjectLength,x ; get length left over and store here + sty $06 + ldx $05 ; get vertical length plus one, use as buffer offset + inx + lda SidePipeShaftData,y ; check for value $00 based on horizontal offset + cmp #$00 + beq DrawSidePart ; if found, do not draw the vertical pipe shaft + ldx #$00 + ldy $05 ; init buffer offset and get vertical length + jsr RenderUnderPart ; and render vertical shaft using tile number in A + clc ; clear carry flag to be used by IntroPipe +DrawSidePart: + ldy $06 ; render side pipe part at the bottom + lda SidePipeTopPart,y + sta MetatileBuffer,x ; note that the pipe parts are stored + lda SidePipeBottomPart,y ; backwards horizontally + sta MetatileBuffer+1,x + rts VerticalPipeData: - .byte $11, $10 ; used by pipes that lead somewhere - .byte $15, $14 - .byte $13, $12 ; used by decoration pipes - .byte $15, $14 + .byte $11, $10 ; used by pipes that lead somewhere + .byte $15, $14 + .byte $13, $12 ; used by decoration pipes + .byte $15, $14 VerticalPipe: - jsr GetPipeHeight - lda $00 ; check to see if value was nullified earlier - beq WarpPipe ; (if d3, the usage control bit of second byte, was set) - iny - iny - iny - iny ; add four if usage control bit was not set -WarpPipe: tya ; save value in stack - pha - lda AreaNumber - ora WorldNumber ; if at world 1-1, do not add piranha plant ever - beq DrawPipe - ldy AreaObjectLength,x ; if on second column of pipe, branch - beq DrawPipe ; (because we only need to do this once) - jsr FindEmptyEnemySlot ; check for an empty moving data buffer space - bcs DrawPipe ; if not found, too many enemies, thus skip - jsr GetAreaObjXPosition ; get horizontal pixel coordinate - clc - adc #$08 ; add eight to put the piranha plant in the center - sta Enemy_X_Position,x ; store as enemy's horizontal coordinate - lda CurrentPageLoc ; add carry to current page number - adc #$00 - sta Enemy_PageLoc,x ; store as enemy's page coordinate - lda #$01 - sta Enemy_Y_HighPos,x - sta Enemy_Flag,x ; activate enemy flag - jsr GetAreaObjYPosition ; get piranha plant's vertical coordinate and store here - sta Enemy_Y_Position,x - lda #PiranhaPlant ; write piranha plant's value into buffer - sta Enemy_ID,x - jsr InitPiranhaPlant -DrawPipe: pla ; get value saved earlier and use as Y - tay - ldx $07 ; get buffer offset - lda VerticalPipeData,y ; draw the appropriate pipe with the Y we loaded earlier - sta MetatileBuffer,x ; render the top of the pipe - inx - lda VerticalPipeData+2,y ; render the rest of the pipe - ldy $06 ; subtract one from length and render the part underneath - dey - jmp RenderUnderPart + jsr GetPipeHeight + lda $00 ; check to see if value was nullified earlier + beq WarpPipe ; (if d3, the usage control bit of second byte, was set) + iny + iny + iny + iny ; add four if usage control bit was not set +WarpPipe: + tya ; save value in stack + pha + lda AreaNumber + ora WorldNumber ; if at world 1-1, do not add piranha plant ever + beq DrawPipe + ldy AreaObjectLength,x ; if on second column of pipe, branch + beq DrawPipe ; (because we only need to do this once) + jsr FindEmptyEnemySlot ; check for an empty moving data buffer space + bcs DrawPipe ; if not found, too many enemies, thus skip + jsr GetAreaObjXPosition ; get horizontal pixel coordinate + clc + adc #$08 ; add eight to put the piranha plant in the center + sta Enemy_X_Position,x ; store as enemy's horizontal coordinate + lda CurrentPageLoc ; add carry to current page number + adc #$00 + sta Enemy_PageLoc,x ; store as enemy's page coordinate + lda #$01 + sta Enemy_Y_HighPos,x + sta Enemy_Flag,x ; activate enemy flag + jsr GetAreaObjYPosition ; get piranha plant's vertical coordinate and store here + sta Enemy_Y_Position,x + lda #PiranhaPlant ; write piranha plant's value into buffer + sta Enemy_ID,x + jsr InitPiranhaPlant +DrawPipe: + pla ; get value saved earlier and use as Y + tay + ldx $07 ; get buffer offset + lda VerticalPipeData,y ; draw the appropriate pipe with the Y we loaded earlier + sta MetatileBuffer,x ; render the top of the pipe + inx + lda VerticalPipeData+2,y ; render the rest of the pipe + ldy $06 ; subtract one from length and render the part underneath + dey + jmp RenderUnderPart GetPipeHeight: - ldy #$01 ; check for length loaded, if not, load - jsr ChkLrgObjFixedLength ; pipe length of 2 (horizontal) - jsr GetLrgObjAttrib - tya ; get saved lower nybble as height - and #$07 ; save only the three lower bits as - sta $06 ; vertical length, then load Y with - ldy AreaObjectLength,x ; length left over - rts + ldy #$01 ; check for length loaded, if not, load + jsr ChkLrgObjFixedLength ; pipe length of 2 (horizontal) + jsr GetLrgObjAttrib + tya ; get saved lower nybble as height + and #$07 ; save only the three lower bits as + sta $06 ; vertical length, then load Y with + ldy AreaObjectLength,x ; length left over + rts FindEmptyEnemySlot: - ldx #$00 ; start at first enemy slot -EmptyChkLoop: clc ; clear carry flag by default - lda Enemy_Flag,x ; check enemy buffer for nonzero - beq ExitEmptyChk ; if zero, leave - inx - cpx #$05 ; if nonzero, check next value - bne EmptyChkLoop -ExitEmptyChk: rts ; if all values nonzero, carry flag is set + ldx #$00 ; start at first enemy slot +EmptyChkLoop: + clc ; clear carry flag by default + lda Enemy_Flag,x ; check enemy buffer for nonzero + beq ExitEmptyChk ; if zero, leave + inx + cpx #$05 ; if nonzero, check next value + bne EmptyChkLoop +ExitEmptyChk: + rts ; if all values nonzero, carry flag is set ;-------------------------------- Hole_Water: - jsr ChkLrgObjLength ; get low nybble and save as length - lda #$86 ; render waves - sta MetatileBuffer+10 - ldx #$0b - ldy #$01 ; now render the water underneath - lda #$87 - jmp RenderUnderPart + jsr ChkLrgObjLength ; get low nybble and save as length + lda #$86 ; render waves + sta MetatileBuffer+10 + ldx #$0b + ldy #$01 ; now render the water underneath + lda #$87 + jmp RenderUnderPart ;-------------------------------- QuestionBlockRow_High: - lda #$03 ; start on the fourth row - .byte $2c ; BIT instruction opcode + lda #$03 ; start on the fourth row + .byte $2c ; BIT instruction opcode QuestionBlockRow_Low: - lda #$07 ; start on the eighth row - pha ; save whatever row to the stack for now - jsr ChkLrgObjLength ; get low nybble and save as length - pla - tax ; render question boxes with coins - lda #$c0 - sta MetatileBuffer,x - rts + lda #$07 ; start on the eighth row + pha ; save whatever row to the stack for now + jsr ChkLrgObjLength ; get low nybble and save as length + pla + tax ; render question boxes with coins + lda #$c0 + sta MetatileBuffer,x + rts ;-------------------------------- Bridge_High: - lda #$06 ; start on the seventh row from top of screen - .byte $2c ; BIT instruction opcode + lda #$06 ; start on the seventh row from top of screen + .byte $2c ; BIT instruction opcode Bridge_Middle: - lda #$07 ; start on the eighth row - .byte $2c ; BIT instruction opcode + lda #$07 ; start on the eighth row + .byte $2c ; BIT instruction opcode Bridge_Low: - lda #$09 ; start on the tenth row - pha ; save whatever row to the stack for now - jsr ChkLrgObjLength ; get low nybble and save as length - pla - tax ; render bridge railing - lda #$0b - sta MetatileBuffer,x - inx - ldy #$00 ; now render the bridge itself - lda #$63 - jmp RenderUnderPart + lda #$09 ; start on the tenth row + pha ; save whatever row to the stack for now + jsr ChkLrgObjLength ; get low nybble and save as length + pla + tax ; render bridge railing + lda #$0b + sta MetatileBuffer,x + inx + ldy #$00 ; now render the bridge itself + lda #$63 + jmp RenderUnderPart ;-------------------------------- FlagBalls_Residual: - jsr GetLrgObjAttrib ; get low nybble from object byte - ldx #$02 ; render flag balls on third row from top - lda #$6d ; of screen downwards based on low nybble - jmp RenderUnderPart + jsr GetLrgObjAttrib ; get low nybble from object byte + ldx #$02 ; render flag balls on third row from top + lda #$6d ; of screen downwards based on low nybble + jmp RenderUnderPart ;-------------------------------- FlagpoleObject: - lda #$24 ; render flagpole ball on top - sta MetatileBuffer - ldx #$01 ; now render the flagpole shaft - ldy #$08 - lda #$25 - jsr RenderUnderPart - lda #$61 ; render solid block at the bottom - sta MetatileBuffer+10 - jsr GetAreaObjXPosition - sec ; get pixel coordinate of where the flagpole is, - sbc #$08 ; subtract eight pixels and use as horizontal - sta Enemy_X_Position+5 ; coordinate for the flag - lda CurrentPageLoc - sbc #$00 ; subtract borrow from page location and use as - sta Enemy_PageLoc+5 ; page location for the flag - lda #$30 - sta Enemy_Y_Position+5 ; set vertical coordinate for flag - lda #$b0 - sta FlagpoleFNum_Y_Pos ; set initial vertical coordinate for flagpole's floatey number - lda #FlagpoleFlagObject - sta Enemy_ID+5 ; set flag identifier, note that identifier and coordinates - inc Enemy_Flag+5 ; use last space in enemy object buffer - rts + lda #$24 ; render flagpole ball on top + sta MetatileBuffer + ldx #$01 ; now render the flagpole shaft + ldy #$08 + lda #$25 + jsr RenderUnderPart + lda #$61 ; render solid block at the bottom + sta MetatileBuffer+10 + jsr GetAreaObjXPosition + sec ; get pixel coordinate of where the flagpole is, + sbc #$08 ; subtract eight pixels and use as horizontal + sta Enemy_X_Position+5 ; coordinate for the flag + lda CurrentPageLoc + sbc #$00 ; subtract borrow from page location and use as + sta Enemy_PageLoc+5 ; page location for the flag + lda #$30 + sta Enemy_Y_Position+5 ; set vertical coordinate for flag + lda #$b0 + sta FlagpoleFNum_Y_Pos ; set initial vertical coordinate for flagpole's floatey number + lda #FlagpoleFlagObject + sta Enemy_ID+5 ; set flag identifier, note that identifier and coordinates + inc Enemy_Flag+5 ; use last space in enemy object buffer + rts ;-------------------------------- EndlessRope: - ldx #$00 ; render rope from the top to the bottom of screen - ldy #$0f - jmp DrawRope + ldx #$00 ; render rope from the top to the bottom of screen + ldy #$0f + jmp DrawRope BalancePlatRope: - txa ; save object buffer offset for now - pha - ldx #$01 ; blank out all from second row to the bottom - ldy #$0f ; with blank used for balance platform rope - lda #$44 - jsr RenderUnderPart - pla ; get back object buffer offset - tax - jsr GetLrgObjAttrib ; get vertical length from lower nybble - ldx #$01 -DrawRope: lda #$40 ; render the actual rope - jmp RenderUnderPart + txa ; save object buffer offset for now + pha + ldx #$01 ; blank out all from second row to the bottom + ldy #$0f ; with blank used for balance platform rope + lda #$44 + jsr RenderUnderPart + pla ; get back object buffer offset + tax + jsr GetLrgObjAttrib ; get vertical length from lower nybble + ldx #$01 +DrawRope: + lda #$40 ; render the actual rope + jmp RenderUnderPart ;-------------------------------- CoinMetatileData: - .byte $c3, $c2, $c2, $c2 + .byte $c3, $c2, $c2, $c2 RowOfCoins: - ldy AreaType ; get area type - lda CoinMetatileData,y ; load appropriate coin metatile - jmp GetRow + ldy AreaType ; get area type + lda CoinMetatileData,y ; load appropriate coin metatile + jmp GetRow ;-------------------------------- C_ObjectRow: - .byte $06, $07, $08 + .byte $06, $07, $08 C_ObjectMetatile: - .byte $c5, $0c, $89 + .byte $c5, $0c, $89 CastleBridgeObj: - ldy #$0c ; load length of 13 columns - jsr ChkLrgObjFixedLength - jmp ChainObj + ldy #$0c ; load length of 13 columns + jsr ChkLrgObjFixedLength + jmp ChainObj AxeObj: - lda #$08 ; load bowser's palette into sprite portion of palette - sta VRAM_Buffer_AddrCtrl + lda #$08 ; load bowser's palette into sprite portion of palette + sta VRAM_Buffer_AddrCtrl ChainObj: - ldy $00 ; get value loaded earlier from decoder - ldx C_ObjectRow-2,y ; get appropriate row and metatile for object - lda C_ObjectMetatile-2,y - jmp ColObj + ldy $00 ; get value loaded earlier from decoder + ldx C_ObjectRow-2,y ; get appropriate row and metatile for object + lda C_ObjectMetatile-2,y + jmp ColObj EmptyBlock: - jsr GetLrgObjAttrib ; get row location - ldx $07 - lda #$c4 -ColObj: ldy #$00 ; column length of 1 - jmp RenderUnderPart + jsr GetLrgObjAttrib ; get row location + ldx $07 + lda #$c4 +ColObj: + ldy #$00 ; column length of 1 + jmp RenderUnderPart ;-------------------------------- SolidBlockMetatiles: - .byte $69, $61, $61, $62 + .byte $69, $61, $61, $62 BrickMetatiles: - .byte $22, $51, $52, $52 - .byte $88 ; used only by row of bricks object + .byte $22, $51, $52, $52 + .byte $88 ; used only by row of bricks object RowOfBricks: - ldy AreaType ; load area type obtained from area offset pointer - lda CloudTypeOverride ; check for cloud type override - beq DrawBricks - ldy #$04 ; if cloud type, override area type -DrawBricks: lda BrickMetatiles,y ; get appropriate metatile - jmp GetRow ; and go render it + ldy AreaType ; load area type obtained from area offset pointer + lda CloudTypeOverride ; check for cloud type override + beq DrawBricks + ldy #$04 ; if cloud type, override area type +DrawBricks: + lda BrickMetatiles,y ; get appropriate metatile + jmp GetRow ; and go render it RowOfSolidBlocks: - ldy AreaType ; load area type obtained from area offset pointer - lda SolidBlockMetatiles,y ; get metatile -GetRow: pha ; store metatile here - jsr ChkLrgObjLength ; get row number, load length -DrawRow: ldx $07 - ldy #$00 ; set vertical height of 1 - pla - jmp RenderUnderPart ; render object + ldy AreaType ; load area type obtained from area offset pointer + lda SolidBlockMetatiles,y ; get metatile +GetRow: + pha ; store metatile here + jsr ChkLrgObjLength ; get row number, load length +DrawRow: + ldx $07 + ldy #$00 ; set vertical height of 1 + pla + jmp RenderUnderPart ; render object ColumnOfBricks: - ldy AreaType ; load area type obtained from area offset - lda BrickMetatiles,y ; get metatile (no cloud override as for row) - jmp GetRow2 + ldy AreaType ; load area type obtained from area offset + lda BrickMetatiles,y ; get metatile (no cloud override as for row) + jmp GetRow2 ColumnOfSolidBlocks: - ldy AreaType ; load area type obtained from area offset - lda SolidBlockMetatiles,y ; get metatile -GetRow2: pha ; save metatile to stack for now - jsr GetLrgObjAttrib ; get length and row - pla ; restore metatile - ldx $07 ; get starting row - jmp RenderUnderPart ; now render the column + ldy AreaType ; load area type obtained from area offset + lda SolidBlockMetatiles,y ; get metatile +GetRow2: + pha ; save metatile to stack for now + jsr GetLrgObjAttrib ; get length and row + pla ; restore metatile + ldx $07 ; get starting row + jmp RenderUnderPart ; now render the column ;-------------------------------- BulletBillCannon: - jsr GetLrgObjAttrib ; get row and length of bullet bill cannon - ldx $07 ; start at first row - lda #$64 ; render bullet bill cannon - sta MetatileBuffer,x - inx - dey ; done yet? - bmi SetupCannon - lda #$65 ; if not, render middle part - sta MetatileBuffer,x - inx - dey ; done yet? - bmi SetupCannon - lda #$66 ; if not, render bottom until length expires - jsr RenderUnderPart -SetupCannon: ldx Cannon_Offset ; get offset for data used by cannons and whirlpools - jsr GetAreaObjYPosition ; get proper vertical coordinate for cannon - sta Cannon_Y_Position,x ; and store it here - lda CurrentPageLoc - sta Cannon_PageLoc,x ; store page number for cannon here - jsr GetAreaObjXPosition ; get proper horizontal coordinate for cannon - sta Cannon_X_Position,x ; and store it here - inx - cpx #$06 ; increment and check offset - bcc StrCOffset ; if not yet reached sixth cannon, branch to save offset - ldx #$00 ; otherwise initialize it -StrCOffset: stx Cannon_Offset ; save new offset and leave - rts + jsr GetLrgObjAttrib ; get row and length of bullet bill cannon + ldx $07 ; start at first row + lda #$64 ; render bullet bill cannon + sta MetatileBuffer,x + inx + dey ; done yet? + bmi SetupCannon + lda #$65 ; if not, render middle part + sta MetatileBuffer,x + inx + dey ; done yet? + bmi SetupCannon + lda #$66 ; if not, render bottom until length expires + jsr RenderUnderPart +SetupCannon: + ldx Cannon_Offset ; get offset for data used by cannons and whirlpools + jsr GetAreaObjYPosition ; get proper vertical coordinate for cannon + sta Cannon_Y_Position,x ; and store it here + lda CurrentPageLoc + sta Cannon_PageLoc,x ; store page number for cannon here + jsr GetAreaObjXPosition ; get proper horizontal coordinate for cannon + sta Cannon_X_Position,x ; and store it here + inx + cpx #$06 ; increment and check offset + bcc StrCOffset ; if not yet reached sixth cannon, branch to save offset + ldx #$00 ; otherwise initialize it +StrCOffset: + stx Cannon_Offset ; save new offset and leave + rts ;-------------------------------- StaircaseHeightData: - .byte $07, $07, $06, $05, $04, $03, $02, $01, $00 + .byte $07, $07, $06, $05, $04, $03, $02, $01, $00 StaircaseRowData: - .byte $03, $03, $04, $05, $06, $07, $08, $09, $0a + .byte $03, $03, $04, $05, $06, $07, $08, $09, $0a StaircaseObject: - jsr ChkLrgObjLength ; check and load length - bcc NextStair ; if length already loaded, skip init part - lda #$09 ; start past the end for the bottom - sta StaircaseControl ; of the staircase -NextStair: dec StaircaseControl ; move onto next step (or first if starting) - ldy StaircaseControl - ldx StaircaseRowData,y ; get starting row and height to render - lda StaircaseHeightData,y - tay - lda #$61 ; now render solid block staircase - jmp RenderUnderPart + jsr ChkLrgObjLength ; check and load length + bcc NextStair ; if length already loaded, skip init part + lda #$09 ; start past the end for the bottom + sta StaircaseControl ; of the staircase +NextStair: + dec StaircaseControl ; move onto next step (or first if starting) + ldy StaircaseControl + ldx StaircaseRowData,y ; get starting row and height to render + lda StaircaseHeightData,y + tay + lda #$61 ; now render solid block staircase + jmp RenderUnderPart ;-------------------------------- Jumpspring: - jsr GetLrgObjAttrib - jsr FindEmptyEnemySlot ; find empty space in enemy object buffer - jsr GetAreaObjXPosition ; get horizontal coordinate for jumpspring - sta Enemy_X_Position,x ; and store - lda CurrentPageLoc ; store page location of jumpspring - sta Enemy_PageLoc,x - jsr GetAreaObjYPosition ; get vertical coordinate for jumpspring - sta Enemy_Y_Position,x ; and store - sta Jumpspring_FixedYPos,x ; store as permanent coordinate here - lda #JumpspringObject - sta Enemy_ID,x ; write jumpspring object to enemy object buffer - ldy #$01 - sty Enemy_Y_HighPos,x ; store vertical high byte - inc Enemy_Flag,x ; set flag for enemy object buffer - ldx $07 - lda #$67 ; draw metatiles in two rows where jumpspring is - sta MetatileBuffer,x - lda #$68 - sta MetatileBuffer+1,x - rts + jsr GetLrgObjAttrib + jsr FindEmptyEnemySlot ; find empty space in enemy object buffer + jsr GetAreaObjXPosition ; get horizontal coordinate for jumpspring + sta Enemy_X_Position,x ; and store + lda CurrentPageLoc ; store page location of jumpspring + sta Enemy_PageLoc,x + jsr GetAreaObjYPosition ; get vertical coordinate for jumpspring + sta Enemy_Y_Position,x ; and store + sta Jumpspring_FixedYPos,x ; store as permanent coordinate here + lda #JumpspringObject + sta Enemy_ID,x ; write jumpspring object to enemy object buffer + ldy #$01 + sty Enemy_Y_HighPos,x ; store vertical high byte + inc Enemy_Flag,x ; set flag for enemy object buffer + ldx $07 + lda #$67 ; draw metatiles in two rows where jumpspring is + sta MetatileBuffer,x + lda #$68 + sta MetatileBuffer+1,x + rts ;-------------------------------- ; $07 - used to save ID of brick object Hidden1UpBlock: - lda Hidden1UpFlag ; if flag not set, do not render object - beq ExitDecBlock - lda #$00 ; if set, init for the next one - sta Hidden1UpFlag - jmp BrickWithItem ; jump to code shared with unbreakable bricks + lda Hidden1UpFlag ; if flag not set, do not render object + beq ExitDecBlock + lda #$00 ; if set, init for the next one + sta Hidden1UpFlag + jmp BrickWithItem ; jump to code shared with unbreakable bricks QuestionBlock: - jsr GetAreaObjectID ; get value from level decoder routine - jmp DrawQBlk ; go to render it + jsr GetAreaObjectID ; get value from level decoder routine + jmp DrawQBlk ; go to render it BrickWithCoins: - lda #$00 ; initialize multi-coin timer flag - sta BrickCoinTimerFlag + lda #$00 ; initialize multi-coin timer flag + sta BrickCoinTimerFlag BrickWithItem: - jsr GetAreaObjectID ; save area object ID - sty $07 - lda #$00 ; load default adder for bricks with lines - ldy AreaType ; check level type for ground level - dey - beq BWithL ; if ground type, do not start with 5 - lda #$05 ; otherwise use adder for bricks without lines -BWithL: clc ; add object ID to adder - adc $07 - tay ; use as offset for metatile -DrawQBlk: lda BrickQBlockMetatiles,y ; get appropriate metatile for brick (question block - pha ; if branched to here from question block routine) - jsr GetLrgObjAttrib ; get row from location byte - jmp DrawRow ; now render the object + jsr GetAreaObjectID ; save area object ID + sty $07 + lda #$00 ; load default adder for bricks with lines + ldy AreaType ; check level type for ground level + dey + beq BWithL ; if ground type, do not start with 5 + lda #$05 ; otherwise use adder for bricks without lines +BWithL: + clc ; add object ID to adder + adc $07 + tay ; use as offset for metatile +DrawQBlk: + lda BrickQBlockMetatiles,y ; get appropriate metatile for brick (question block + pha ; if branched to here from question block routine) + jsr GetLrgObjAttrib ; get row from location byte + jmp DrawRow ; now render the object GetAreaObjectID: - lda $00 ; get value saved from area parser routine - sec - sbc #$00 ; possibly residual code - tay ; save to Y -ExitDecBlock: rts + lda $00 ; get value saved from area parser routine + sec + sbc #$00 ; possibly residual code + tay ; save to Y +ExitDecBlock: + rts ;-------------------------------- HoleMetatiles: - .byte $87, $00, $00, $00 + .byte $87, $00, $00, $00 Hole_Empty: - jsr ChkLrgObjLength ; get lower nybble and save as length - bcc NoWhirlP ; skip this part if length already loaded - lda AreaType ; check for water type level - bne NoWhirlP ; if not water type, skip this part - ldx Whirlpool_Offset ; get offset for data used by cannons and whirlpools - jsr GetAreaObjXPosition ; get proper vertical coordinate of where we're at - sec - sbc #$10 ; subtract 16 pixels - sta Whirlpool_LeftExtent,x ; store as left extent of whirlpool - lda CurrentPageLoc ; get page location of where we're at - sbc #$00 ; subtract borrow - sta Whirlpool_PageLoc,x ; save as page location of whirlpool - iny - iny ; increment length by 2 - tya - asl ; multiply by 16 to get size of whirlpool - asl ; note that whirlpool will always be - asl ; two blocks bigger than actual size of hole - asl ; and extend one block beyond each edge - sta Whirlpool_Length,x ; save size of whirlpool here - inx - cpx #$05 ; increment and check offset - bcc StrWOffset ; if not yet reached fifth whirlpool, branch to save offset - ldx #$00 ; otherwise initialize it -StrWOffset: stx Whirlpool_Offset ; save new offset here -NoWhirlP: ldx AreaType ; get appropriate metatile, then - lda HoleMetatiles,x ; render the hole proper - ldx #$08 - ldy #$0f ; start at ninth row and go to bottom, run RenderUnderPart + jsr ChkLrgObjLength ; get lower nybble and save as length + bcc NoWhirlP ; skip this part if length already loaded + lda AreaType ; check for water type level + bne NoWhirlP ; if not water type, skip this part + ldx Whirlpool_Offset ; get offset for data used by cannons and whirlpools + jsr GetAreaObjXPosition ; get proper vertical coordinate of where we're at + sec + sbc #$10 ; subtract 16 pixels + sta Whirlpool_LeftExtent,x ; store as left extent of whirlpool + lda CurrentPageLoc ; get page location of where we're at + sbc #$00 ; subtract borrow + sta Whirlpool_PageLoc,x ; save as page location of whirlpool + iny + iny ; increment length by 2 + tya + asl ; multiply by 16 to get size of whirlpool + asl ; note that whirlpool will always be + asl ; two blocks bigger than actual size of hole + asl ; and extend one block beyond each edge + sta Whirlpool_Length,x ; save size of whirlpool here + inx + cpx #$05 ; increment and check offset + bcc StrWOffset ; if not yet reached fifth whirlpool, branch to save offset + ldx #$00 ; otherwise initialize it +StrWOffset: + stx Whirlpool_Offset ; save new offset here +NoWhirlP: + ldx AreaType ; get appropriate metatile, then + lda HoleMetatiles,x ; render the hole proper + ldx #$08 + ldy #$0f ; start at ninth row and go to bottom, run RenderUnderPart ;-------------------------------- RenderUnderPart: - sty AreaObjectHeight ; store vertical length to render - ldy MetatileBuffer,x ; check current spot to see if there's something - beq DrawThisRow ; we need to keep, if nothing, go ahead - cpy #$17 - beq WaitOneRow ; if middle part (tree ledge), wait until next row - cpy #$1a - beq WaitOneRow ; if middle part (mushroom ledge), wait until next row - cpy #$c0 - beq DrawThisRow ; if question block w/ coin, overwrite - cpy #$c0 - bcs WaitOneRow ; if any other metatile with palette 3, wait until next row - cpy #$54 - bne DrawThisRow ; if cracked rock terrain, overwrite - cmp #$50 - beq WaitOneRow ; if stem top of mushroom, wait until next row -DrawThisRow: sta MetatileBuffer,x ; render contents of A from routine that called this -WaitOneRow: inx - cpx #$0d ; stop rendering if we're at the bottom of the screen - bcs ExitUPartR - ldy AreaObjectHeight ; decrement, and stop rendering if there is no more length - dey - bpl RenderUnderPart -ExitUPartR: rts + sty AreaObjectHeight ; store vertical length to render + ldy MetatileBuffer,x ; check current spot to see if there's something + beq DrawThisRow ; we need to keep, if nothing, go ahead + cpy #$17 + beq WaitOneRow ; if middle part (tree ledge), wait until next row + cpy #$1a + beq WaitOneRow ; if middle part (mushroom ledge), wait until next row + cpy #$c0 + beq DrawThisRow ; if question block w/ coin, overwrite + cpy #$c0 + bcs WaitOneRow ; if any other metatile with palette 3, wait until next row + cpy #$54 + bne DrawThisRow ; if cracked rock terrain, overwrite + cmp #$50 + beq WaitOneRow ; if stem top of mushroom, wait until next row +DrawThisRow: + sta MetatileBuffer,x ; render contents of A from routine that called this +WaitOneRow: + inx + cpx #$0d ; stop rendering if we're at the bottom of the screen + bcs ExitUPartR + ldy AreaObjectHeight ; decrement, and stop rendering if there is no more length + dey + bpl RenderUnderPart +ExitUPartR: + rts ;-------------------------------- ChkLrgObjLength: - jsr GetLrgObjAttrib ; get row location and size (length if branched to from here) + jsr GetLrgObjAttrib ; get row location and size (length if branched to from here) ChkLrgObjFixedLength: - lda AreaObjectLength,x ; check for set length counter - clc ; clear carry flag for not just starting - bpl LenSet ; if counter not set, load it, otherwise leave alone - tya ; save length into length counter - sta AreaObjectLength,x - sec ; set carry flag if just starting -LenSet: rts + lda AreaObjectLength,x ; check for set length counter + clc ; clear carry flag for not just starting + bpl LenSet ; if counter not set, load it, otherwise leave alone + tya ; save length into length counter + sta AreaObjectLength,x + sec ; set carry flag if just starting +LenSet: + rts GetLrgObjAttrib: - ldy AreaObjOffsetBuffer,x ; get offset saved from area obj decoding routine - lda (AreaData),y ; get first byte of level object - and #%00001111 - sta $07 ; save row location - iny - lda (AreaData),y ; get next byte, save lower nybble (length or height) - and #%00001111 ; as Y, then leave - tay - rts + ldy AreaObjOffsetBuffer,x ; get offset saved from area obj decoding routine + lda (AreaData),y ; get first byte of level object + and #%00001111 + sta $07 ; save row location + iny + lda (AreaData),y ; get next byte, save lower nybble (length or height) + and #%00001111 ; as Y, then leave + tay + rts ;-------------------------------- GetAreaObjXPosition: - lda CurrentColumnPos ; multiply current offset where we're at by 16 - asl ; to obtain horizontal pixel coordinate - asl - asl - asl - rts + lda CurrentColumnPos ; multiply current offset where we're at by 16 + asl ; to obtain horizontal pixel coordinate + asl + asl + asl + rts ;-------------------------------- GetAreaObjYPosition: - lda $07 ; multiply value by 16 - asl - asl ; this will give us the proper vertical pixel coordinate - asl - asl - clc - adc #32 ; add 32 pixels for the status bar - rts + lda $07 ; multiply value by 16 + asl + asl ; this will give us the proper vertical pixel coordinate + asl + asl + clc + adc #32 ; add 32 pixels for the status bar + rts ;------------------------------------------------------------------------------------- ; $06-$07 - used to store block buffer address used as indirect BlockBufferAddr: - .byte Block_Buffer_1, >Block_Buffer_2 + .byte Block_Buffer_1, >Block_Buffer_2 GetBlockBufferAddr: - pha ; take value of A, save - lsr ; move high nybble to low - lsr - lsr - lsr - tay ; use nybble as pointer to high byte - lda BlockBufferAddr+2,y ; of indirect here - sta $07 - pla - and #%00001111 ; pull from stack, mask out high nybble - clc - adc BlockBufferAddr,y ; add to low byte - sta $06 ; store here and leave - rts + pha ; take value of A, save + lsr ; move high nybble to low + lsr + lsr + lsr + tay ; use nybble as pointer to high byte + lda BlockBufferAddr+2,y ; of indirect here + sta $07 + pla + and #%00001111 ; pull from stack, mask out high nybble + clc + adc BlockBufferAddr,y ; add to low byte + sta $06 ; store here and leave + rts ;------------------------------------------------------------------------------------- ; unused space - .byte $ff, $ff + .byte $ff, $ff ;------------------------------------------------------------------------------------- AreaDataOfsLoopback: - .byte $12, $36, $0e, $0e, $0e, $32, $32, $32, $0a, $26, $40 + .byte $12, $36, $0e, $0e, $0e, $32, $32, $32, $0a, $26, $40 ;------------------------------------------------------------------------------------- LoadAreaPointer: - jsr FindAreaPointer ; find it and store it here - sta AreaPointer -GetAreaType: and #%01100000 ; mask out all but d6 and d5 - asl - rol - rol - rol ; make %0xx00000 into %000000xx - sta AreaType ; save 2 MSB as area type - rts + jsr FindAreaPointer ; find it and store it here + sta AreaPointer +GetAreaType: + and #%01100000 ; mask out all but d6 and d5 + asl + rol + rol + rol ; make %0xx00000 into %000000xx + sta AreaType ; save 2 MSB as area type + rts FindAreaPointer: - ldy WorldNumber ; load offset from world variable - lda WorldAddrOffsets,y - clc ; add area number used to find data - adc AreaNumber - tay - lda AreaAddrOffsets,y ; from there we have our area pointer - rts - + ldy WorldNumber ; load offset from world variable + lda WorldAddrOffsets,y + clc ; add area number used to find data + adc AreaNumber + tay + lda AreaAddrOffsets,y ; from there we have our area pointer + rts GetAreaDataAddrs: - lda AreaPointer ; use 2 MSB for Y - jsr GetAreaType - tay - lda AreaPointer ; mask out all but 5 LSB - and #%00011111 - sta AreaAddrsLOffset ; save as low offset - lda EnemyAddrHOffsets,y ; load base value with 2 altered MSB, - clc ; then add base value to 5 LSB, result - adc AreaAddrsLOffset ; becomes offset for level data - tay - lda EnemyDataAddrLow,y ; use offset to load pointer - sta EnemyDataLow - lda EnemyDataAddrHigh,y - sta EnemyDataHigh - ldy AreaType ; use area type as offset - lda AreaDataHOffsets,y ; do the same thing but with different base value - clc - adc AreaAddrsLOffset - tay - lda AreaDataAddrLow,y ; use this offset to load another pointer - sta AreaDataLow - lda AreaDataAddrHigh,y - sta AreaDataHigh - ldy #$00 ; load first byte of header - lda (AreaData),y - pha ; save it to the stack for now - and #%00000111 ; save 3 LSB for foreground scenery or bg color control - cmp #$04 - bcc StoreFore - sta BackgroundColorCtrl ; if 4 or greater, save value here as bg color control - lda #$00 -StoreFore: sta ForegroundScenery ; if less, save value here as foreground scenery - pla ; pull byte from stack and push it back - pha - and #%00111000 ; save player entrance control bits - lsr ; shift bits over to LSBs - lsr - lsr - sta PlayerEntranceCtrl ; save value here as player entrance control - pla ; pull byte again but do not push it back - and #%11000000 ; save 2 MSB for game timer setting - clc - rol ; rotate bits over to LSBs - rol - rol - sta GameTimerSetting ; save value here as game timer setting - iny - lda (AreaData),y ; load second byte of header - pha ; save to stack - and #%00001111 ; mask out all but lower nybble - sta TerrainControl - pla ; pull and push byte to copy it to A - pha - and #%00110000 ; save 2 MSB for background scenery type - lsr - lsr ; shift bits to LSBs - lsr - lsr - sta BackgroundScenery ; save as background scenery - pla - and #%11000000 - clc - rol ; rotate bits over to LSBs - rol - rol - cmp #%00000011 ; if set to 3, store here - bne StoreStyle ; and nullify other value - sta CloudTypeOverride ; otherwise store value in other place - lda #$00 -StoreStyle: sta AreaStyle - lda AreaDataLow ; increment area data address by 2 bytes - clc - adc #$02 - sta AreaDataLow - lda AreaDataHigh - adc #$00 - sta AreaDataHigh - rts + lda AreaPointer ; use 2 MSB for Y + jsr GetAreaType + tay + lda AreaPointer ; mask out all but 5 LSB + and #%00011111 + sta AreaAddrsLOffset ; save as low offset + lda EnemyAddrHOffsets,y ; load base value with 2 altered MSB, + clc ; then add base value to 5 LSB, result + adc AreaAddrsLOffset ; becomes offset for level data + tay + lda EnemyDataAddrLow,y ; use offset to load pointer + sta EnemyDataLow + lda EnemyDataAddrHigh,y + sta EnemyDataHigh + ldy AreaType ; use area type as offset + lda AreaDataHOffsets,y ; do the same thing but with different base value + clc + adc AreaAddrsLOffset + tay + lda AreaDataAddrLow,y ; use this offset to load another pointer + sta AreaDataLow + lda AreaDataAddrHigh,y + sta AreaDataHigh + ldy #$00 ; load first byte of header + lda (AreaData),y + pha ; save it to the stack for now + and #%00000111 ; save 3 LSB for foreground scenery or bg color control + cmp #$04 + bcc StoreFore + sta BackgroundColorCtrl ; if 4 or greater, save value here as bg color control + lda #$00 +StoreFore: + sta ForegroundScenery ; if less, save value here as foreground scenery + pla ; pull byte from stack and push it back + pha + and #%00111000 ; save player entrance control bits + lsr ; shift bits over to LSBs + lsr + lsr + sta PlayerEntranceCtrl ; save value here as player entrance control + pla ; pull byte again but do not push it back + and #%11000000 ; save 2 MSB for game timer setting + clc + rol ; rotate bits over to LSBs + rol + rol + sta GameTimerSetting ; save value here as game timer setting + iny + lda (AreaData),y ; load second byte of header + pha ; save to stack + and #%00001111 ; mask out all but lower nybble + sta TerrainControl + pla ; pull and push byte to copy it to A + pha + and #%00110000 ; save 2 MSB for background scenery type + lsr + lsr ; shift bits to LSBs + lsr + lsr + sta BackgroundScenery ; save as background scenery + pla + and #%11000000 + clc + rol ; rotate bits over to LSBs + rol + rol + cmp #%00000011 ; if set to 3, store here + bne StoreStyle ; and nullify other value + sta CloudTypeOverride ; otherwise store value in other place + lda #$00 +StoreStyle: + sta AreaStyle + lda AreaDataLow ; increment area data address by 2 bytes + clc + adc #$02 + sta AreaDataLow + lda AreaDataHigh + adc #$00 + sta AreaDataHigh + rts ;------------------------------------------------------------------------------------- ; GAME LEVELS DATA WorldAddrOffsets: - .byte World1Areas-AreaAddrOffsets, World2Areas-AreaAddrOffsets - .byte World3Areas-AreaAddrOffsets, World4Areas-AreaAddrOffsets - .byte World5Areas-AreaAddrOffsets, World6Areas-AreaAddrOffsets - .byte World7Areas-AreaAddrOffsets, World8Areas-AreaAddrOffsets + .byte World1Areas-AreaAddrOffsets, World2Areas-AreaAddrOffsets + .byte World3Areas-AreaAddrOffsets, World4Areas-AreaAddrOffsets + .byte World5Areas-AreaAddrOffsets, World6Areas-AreaAddrOffsets + .byte World7Areas-AreaAddrOffsets, World8Areas-AreaAddrOffsets AreaAddrOffsets: -World1Areas: .byte $25, $29, $c0, $26, $60 -World2Areas: .byte $28, $29, $01, $27, $62 -World3Areas: .byte $24, $35, $20, $63 -World4Areas: .byte $22, $29, $41, $2c, $61 -World5Areas: .byte $2a, $31, $26, $62 -World6Areas: .byte $2e, $23, $2d, $60 -World7Areas: .byte $33, $29, $01, $27, $64 -World8Areas: .byte $30, $32, $21, $65 +World1Areas: + .byte $25, $29, $c0, $26, $60 + +World2Areas: + .byte $28, $29, $01, $27, $62 + +World3Areas: + .byte $24, $35, $20, $63 + +World4Areas: + .byte $22, $29, $41, $2c, $61 + +World5Areas: + .byte $2a, $31, $26, $62 + +World6Areas: + .byte $2e, $23, $2d, $60 + +World7Areas: + .byte $33, $29, $01, $27, $64 + +World8Areas: + .byte $30, $32, $21, $65 ; bonus area data offsets, included here for comparison purposes ; underground bonus area - c2 @@ -4471,1788 +4761,1877 @@ World8Areas: .byte $30, $32, $21, $65 ; warp zone area (4-2) - 2f EnemyAddrHOffsets: - .byte $1f, $06, $1c, $00 + .byte $1f, $06, $1c, $00 EnemyDataAddrLow: - .byte E_CastleArea1, >E_CastleArea2, >E_CastleArea3, >E_CastleArea4, >E_CastleArea5, >E_CastleArea6 - .byte >E_GroundArea1, >E_GroundArea2, >E_GroundArea3, >E_GroundArea4, >E_GroundArea5, >E_GroundArea6 - .byte >E_GroundArea7, >E_GroundArea8, >E_GroundArea9, >E_GroundArea10, >E_GroundArea11, >E_GroundArea12 - .byte >E_GroundArea13, >E_GroundArea14, >E_GroundArea15, >E_GroundArea16, >E_GroundArea17, >E_GroundArea18 - .byte >E_GroundArea19, >E_GroundArea20, >E_GroundArea21, >E_GroundArea22, >E_UndergroundArea1 - .byte >E_UndergroundArea2, >E_UndergroundArea3, >E_WaterArea1, >E_WaterArea2, >E_WaterArea3 + .byte >E_CastleArea1, >E_CastleArea2, >E_CastleArea3, >E_CastleArea4, >E_CastleArea5, >E_CastleArea6 + .byte >E_GroundArea1, >E_GroundArea2, >E_GroundArea3, >E_GroundArea4, >E_GroundArea5, >E_GroundArea6 + .byte >E_GroundArea7, >E_GroundArea8, >E_GroundArea9, >E_GroundArea10, >E_GroundArea11, >E_GroundArea12 + .byte >E_GroundArea13, >E_GroundArea14, >E_GroundArea15, >E_GroundArea16, >E_GroundArea17, >E_GroundArea18 + .byte >E_GroundArea19, >E_GroundArea20, >E_GroundArea21, >E_GroundArea22, >E_UndergroundArea1 + .byte >E_UndergroundArea2, >E_UndergroundArea3, >E_WaterArea1, >E_WaterArea2, >E_WaterArea3 AreaDataHOffsets: - .byte $00, $03, $19, $1c + .byte $00, $03, $19, $1c AreaDataAddrLow: - .byte L_WaterArea1, >L_WaterArea2, >L_WaterArea3, >L_GroundArea1, >L_GroundArea2, >L_GroundArea3 - .byte >L_GroundArea4, >L_GroundArea5, >L_GroundArea6, >L_GroundArea7, >L_GroundArea8, >L_GroundArea9 - .byte >L_GroundArea10, >L_GroundArea11, >L_GroundArea12, >L_GroundArea13, >L_GroundArea14, >L_GroundArea15 - .byte >L_GroundArea16, >L_GroundArea17, >L_GroundArea18, >L_GroundArea19, >L_GroundArea20, >L_GroundArea21 - .byte >L_GroundArea22, >L_UndergroundArea1, >L_UndergroundArea2, >L_UndergroundArea3, >L_CastleArea1 - .byte >L_CastleArea2, >L_CastleArea3, >L_CastleArea4, >L_CastleArea5, >L_CastleArea6 + .byte >L_WaterArea1, >L_WaterArea2, >L_WaterArea3, >L_GroundArea1, >L_GroundArea2, >L_GroundArea3 + .byte >L_GroundArea4, >L_GroundArea5, >L_GroundArea6, >L_GroundArea7, >L_GroundArea8, >L_GroundArea9 + .byte >L_GroundArea10, >L_GroundArea11, >L_GroundArea12, >L_GroundArea13, >L_GroundArea14, >L_GroundArea15 + .byte >L_GroundArea16, >L_GroundArea17, >L_GroundArea18, >L_GroundArea19, >L_GroundArea20, >L_GroundArea21 + .byte >L_GroundArea22, >L_UndergroundArea1, >L_UndergroundArea2, >L_UndergroundArea3, >L_CastleArea1 + .byte >L_CastleArea2, >L_CastleArea3, >L_CastleArea4, >L_CastleArea5, >L_CastleArea6 ; ENEMY OBJECT DATA ; level 1-4/6-4 E_CastleArea1: - .byte $76, $dd, $bb, $4c, $ea, $1d, $1b, $cc, $56, $5d - .byte $16, $9d, $c6, $1d, $36, $9d, $c9, $1d, $04, $db - .byte $49, $1d, $84, $1b, $c9, $5d, $88, $95, $0f, $08 - .byte $30, $4c, $78, $2d, $a6, $28, $90, $b5 - .byte $ff + .byte $76, $dd, $bb, $4c, $ea, $1d, $1b, $cc, $56, $5d + .byte $16, $9d, $c6, $1d, $36, $9d, $c9, $1d, $04, $db + .byte $49, $1d, $84, $1b, $c9, $5d, $88, $95, $0f, $08 + .byte $30, $4c, $78, $2d, $a6, $28, $90, $b5 + .byte $ff ; level 4-4 E_CastleArea2: - .byte $0f, $03, $56, $1b, $c9, $1b, $0f, $07, $36, $1b - .byte $aa, $1b, $48, $95, $0f, $0a, $2a, $1b, $5b, $0c - .byte $78, $2d, $90, $b5 - .byte $ff + .byte $0f, $03, $56, $1b, $c9, $1b, $0f, $07, $36, $1b + .byte $aa, $1b, $48, $95, $0f, $0a, $2a, $1b, $5b, $0c + .byte $78, $2d, $90, $b5 + .byte $ff ; level 2-4/5-4 E_CastleArea3: - .byte $0b, $8c, $4b, $4c, $77, $5f, $eb, $0c, $bd, $db - .byte $19, $9d, $75, $1d, $7d, $5b, $d9, $1d, $3d, $dd - .byte $99, $1d, $26, $9d, $5a, $2b, $8a, $2c, $ca, $1b - .byte $20, $95, $7b, $5c, $db, $4c, $1b, $cc, $3b, $cc - .byte $78, $2d, $a6, $28, $90, $b5 - .byte $ff + .byte $0b, $8c, $4b, $4c, $77, $5f, $eb, $0c, $bd, $db + .byte $19, $9d, $75, $1d, $7d, $5b, $d9, $1d, $3d, $dd + .byte $99, $1d, $26, $9d, $5a, $2b, $8a, $2c, $ca, $1b + .byte $20, $95, $7b, $5c, $db, $4c, $1b, $cc, $3b, $cc + .byte $78, $2d, $a6, $28, $90, $b5 + .byte $ff ; level 3-4 E_CastleArea4: - .byte $0b, $8c, $3b, $1d, $8b, $1d, $ab, $0c, $db, $1d - .byte $0f, $03, $65, $1d, $6b, $1b, $05, $9d, $0b, $1b - .byte $05, $9b, $0b, $1d, $8b, $0c, $1b, $8c, $70, $15 - .byte $7b, $0c, $db, $0c, $0f, $08, $78, $2d, $a6, $28 - .byte $90, $b5 - .byte $ff + .byte $0b, $8c, $3b, $1d, $8b, $1d, $ab, $0c, $db, $1d + .byte $0f, $03, $65, $1d, $6b, $1b, $05, $9d, $0b, $1b + .byte $05, $9b, $0b, $1d, $8b, $0c, $1b, $8c, $70, $15 + .byte $7b, $0c, $db, $0c, $0f, $08, $78, $2d, $a6, $28 + .byte $90, $b5 + .byte $ff ; level 7-4 E_CastleArea5: - .byte $27, $a9, $4b, $0c, $68, $29, $0f, $06, $77, $1b - .byte $0f, $0b, $60, $15, $4b, $8c, $78, $2d, $90, $b5 - .byte $ff + .byte $27, $a9, $4b, $0c, $68, $29, $0f, $06, $77, $1b + .byte $0f, $0b, $60, $15, $4b, $8c, $78, $2d, $90, $b5 + .byte $ff ; level 8-4 E_CastleArea6: - .byte $0f, $03, $8e, $65, $e1, $bb, $38, $6d, $a8, $3e, $e5, $e7 - .byte $0f, $08, $0b, $02, $2b, $02, $5e, $65, $e1, $bb, $0e - .byte $db, $0e, $bb, $8e, $db, $0e, $fe, $65, $ec, $0f, $0d - .byte $4e, $65, $e1, $0f, $0e, $4e, $02, $e0, $0f, $10, $fe, $e5, $e1 - .byte $1b, $85, $7b, $0c, $5b, $95, $78, $2d, $90, $b5 - .byte $ff + .byte $0f, $03, $8e, $65, $e1, $bb, $38, $6d, $a8, $3e, $e5, $e7 + .byte $0f, $08, $0b, $02, $2b, $02, $5e, $65, $e1, $bb, $0e + .byte $db, $0e, $bb, $8e, $db, $0e, $fe, $65, $ec, $0f, $0d + .byte $4e, $65, $e1, $0f, $0e, $4e, $02, $e0, $0f, $10, $fe, $e5, $e1 + .byte $1b, $85, $7b, $0c, $5b, $95, $78, $2d, $90, $b5 + .byte $ff ; level 3-3 E_GroundArea1: - .byte $a5, $86, $e4, $28, $18, $a8, $45, $83, $69, $03 - .byte $c6, $29, $9b, $83, $16, $a4, $88, $24, $e9, $28 - .byte $05, $a8, $7b, $28, $24, $8f, $c8, $03, $e8, $03 - .byte $46, $a8, $85, $24, $c8, $24 - .byte $ff + .byte $a5, $86, $e4, $28, $18, $a8, $45, $83, $69, $03 + .byte $c6, $29, $9b, $83, $16, $a4, $88, $24, $e9, $28 + .byte $05, $a8, $7b, $28, $24, $8f, $c8, $03, $e8, $03 + .byte $46, $a8, $85, $24, $c8, $24 + .byte $ff ; level 8-3 E_GroundArea2: - .byte $eb, $8e, $0f, $03, $fb, $05, $17, $85, $db, $8e - .byte $0f, $07, $57, $05, $7b, $05, $9b, $80, $2b, $85 - .byte $fb, $05, $0f, $0b, $1b, $05, $9b, $05 - .byte $ff + .byte $eb, $8e, $0f, $03, $fb, $05, $17, $85, $db, $8e + .byte $0f, $07, $57, $05, $7b, $05, $9b, $80, $2b, $85 + .byte $fb, $05, $0f, $0b, $1b, $05, $9b, $05 + .byte $ff ; level 4-1 E_GroundArea3: - .byte $2e, $c2, $66, $e2, $11, $0f, $07, $02, $11, $0f, $0c - .byte $12, $11 - .byte $ff + .byte $2e, $c2, $66, $e2, $11, $0f, $07, $02, $11, $0f, $0c + .byte $12, $11 + .byte $ff ; level 6-2 E_GroundArea4: - .byte $0e, $c2, $a8, $ab, $00, $bb, $8e, $6b, $82, $de, $00, $a0 - .byte $33, $86, $43, $06, $3e, $b4, $a0, $cb, $02, $0f, $07 - .byte $7e, $42, $a6, $83, $02, $0f, $0a, $3b, $02, $cb, $37 - .byte $0f, $0c, $e3, $0e - .byte $ff + .byte $0e, $c2, $a8, $ab, $00, $bb, $8e, $6b, $82, $de, $00, $a0 + .byte $33, $86, $43, $06, $3e, $b4, $a0, $cb, $02, $0f, $07 + .byte $7e, $42, $a6, $83, $02, $0f, $0a, $3b, $02, $cb, $37 + .byte $0f, $0c, $e3, $0e + .byte $ff ; level 3-1 E_GroundArea5: - .byte $9b, $8e, $ca, $0e, $ee, $42, $44, $5b, $86, $80, $b8 - .byte $1b, $80, $50, $ba, $10, $b7, $5b, $00, $17, $85 - .byte $4b, $05, $fe, $34, $40, $b7, $86, $c6, $06, $5b, $80 - .byte $83, $00, $d0, $38, $5b, $8e, $8a, $0e, $a6, $00 - .byte $bb, $0e, $c5, $80, $f3, $00 - .byte $ff + .byte $9b, $8e, $ca, $0e, $ee, $42, $44, $5b, $86, $80, $b8 + .byte $1b, $80, $50, $ba, $10, $b7, $5b, $00, $17, $85 + .byte $4b, $05, $fe, $34, $40, $b7, $86, $c6, $06, $5b, $80 + .byte $83, $00, $d0, $38, $5b, $8e, $8a, $0e, $a6, $00 + .byte $bb, $0e, $c5, $80, $f3, $00 + .byte $ff ; level 1-1 E_GroundArea6: - .byte $1e, $c2, $00, $6b, $06, $8b, $86, $63, $b7, $0f, $05 - .byte $03, $06, $23, $06, $4b, $b7, $bb, $00, $5b, $b7 - .byte $fb, $37, $3b, $b7, $0f, $0b, $1b, $37 - .byte $ff + .byte $1e, $c2, $00, $6b, $06, $8b, $86, $63, $b7, $0f, $05 + .byte $03, $06, $23, $06, $4b, $b7, $bb, $00, $5b, $b7 + .byte $fb, $37, $3b, $b7, $0f, $0b, $1b, $37 + .byte $ff ; level 1-3/5-3 E_GroundArea7: - .byte $2b, $d7, $e3, $03, $c2, $86, $e2, $06, $76, $a5 - .byte $a3, $8f, $03, $86, $2b, $57, $68, $28, $e9, $28 - .byte $e5, $83, $24, $8f, $36, $a8, $5b, $03 - .byte $ff + .byte $2b, $d7, $e3, $03, $c2, $86, $e2, $06, $76, $a5 + .byte $a3, $8f, $03, $86, $2b, $57, $68, $28, $e9, $28 + .byte $e5, $83, $24, $8f, $36, $a8, $5b, $03 + .byte $ff ; level 2-3/7-3 E_GroundArea8: - .byte $0f, $02, $78, $40, $48, $ce, $f8, $c3, $f8, $c3 - .byte $0f, $07, $7b, $43, $c6, $d0, $0f, $8a, $c8, $50 - .byte $ff + .byte $0f, $02, $78, $40, $48, $ce, $f8, $c3, $f8, $c3 + .byte $0f, $07, $7b, $43, $c6, $d0, $0f, $8a, $c8, $50 + .byte $ff ; level 2-1 E_GroundArea9: - .byte $85, $86, $0b, $80, $1b, $00, $db, $37, $77, $80 - .byte $eb, $37, $fe, $2b, $20, $2b, $80, $7b, $38, $ab, $b8 - .byte $77, $86, $fe, $42, $20, $49, $86, $8b, $06, $9b, $80 - .byte $7b, $8e, $5b, $b7, $9b, $0e, $bb, $0e, $9b, $80 + .byte $85, $86, $0b, $80, $1b, $00, $db, $37, $77, $80 + .byte $eb, $37, $fe, $2b, $20, $2b, $80, $7b, $38, $ab, $b8 + .byte $77, $86, $fe, $42, $20, $49, $86, $8b, $06, $9b, $80 + .byte $7b, $8e, $5b, $b7, $9b, $0e, $bb, $0e, $9b, $80 ; pipe intro area E_GroundArea10: - .byte $ff + .byte $ff ; level 5-1 E_GroundArea11: - .byte $0b, $80, $60, $38, $10, $b8, $c0, $3b, $db, $8e - .byte $40, $b8, $f0, $38, $7b, $8e, $a0, $b8, $c0, $b8 - .byte $fb, $00, $a0, $b8, $30, $bb, $ee, $42, $88, $0f, $0b - .byte $2b, $0e, $67, $0e - .byte $ff + .byte $0b, $80, $60, $38, $10, $b8, $c0, $3b, $db, $8e + .byte $40, $b8, $f0, $38, $7b, $8e, $a0, $b8, $c0, $b8 + .byte $fb, $00, $a0, $b8, $30, $bb, $ee, $42, $88, $0f, $0b + .byte $2b, $0e, $67, $0e + .byte $ff ; cloud level used in levels 2-1 and 5-2 E_GroundArea12: - .byte $0a, $aa, $0e, $28, $2a, $0e, $31, $88 - .byte $ff + .byte $0a, $aa, $0e, $28, $2a, $0e, $31, $88 + .byte $ff ; level 4-3 E_GroundArea13: - .byte $c7, $83, $d7, $03, $42, $8f, $7a, $03, $05, $a4 - .byte $78, $24, $a6, $25, $e4, $25, $4b, $83, $e3, $03 - .byte $05, $a4, $89, $24, $b5, $24, $09, $a4, $65, $24 - .byte $c9, $24, $0f, $08, $85, $25 - .byte $ff + .byte $c7, $83, $d7, $03, $42, $8f, $7a, $03, $05, $a4 + .byte $78, $24, $a6, $25, $e4, $25, $4b, $83, $e3, $03 + .byte $05, $a4, $89, $24, $b5, $24, $09, $a4, $65, $24 + .byte $c9, $24, $0f, $08, $85, $25 + .byte $ff ; level 6-3 E_GroundArea14: - .byte $cd, $a5, $b5, $a8, $07, $a8, $76, $28, $cc, $25 - .byte $65, $a4, $a9, $24, $e5, $24, $19, $a4, $0f, $07 - .byte $95, $28, $e6, $24, $19, $a4, $d7, $29, $16, $a9 - .byte $58, $29, $97, $29 - .byte $ff + .byte $cd, $a5, $b5, $a8, $07, $a8, $76, $28, $cc, $25 + .byte $65, $a4, $a9, $24, $e5, $24, $19, $a4, $0f, $07 + .byte $95, $28, $e6, $24, $19, $a4, $d7, $29, $16, $a9 + .byte $58, $29, $97, $29 + .byte $ff ; level 6-1 E_GroundArea15: - .byte $0f, $02, $02, $11, $0f, $07, $02, $11 - .byte $ff + .byte $0f, $02, $02, $11, $0f, $07, $02, $11 + .byte $ff ; warp zone area used in level 4-2 E_GroundArea16: - .byte $ff + .byte $ff ; level 8-1 E_GroundArea17: - .byte $2b, $82, $ab, $38, $de, $42, $e2, $1b, $b8, $eb - .byte $3b, $db, $80, $8b, $b8, $1b, $82, $fb, $b8, $7b - .byte $80, $fb, $3c, $5b, $bc, $7b, $b8, $1b, $8e, $cb - .byte $0e, $1b, $8e, $0f, $0d, $2b, $3b, $bb, $b8, $eb, $82 - .byte $4b, $b8, $bb, $38, $3b, $b7, $bb, $02, $0f, $13 - .byte $1b, $00, $cb, $80, $6b, $bc - .byte $ff + .byte $2b, $82, $ab, $38, $de, $42, $e2, $1b, $b8, $eb + .byte $3b, $db, $80, $8b, $b8, $1b, $82, $fb, $b8, $7b + .byte $80, $fb, $3c, $5b, $bc, $7b, $b8, $1b, $8e, $cb + .byte $0e, $1b, $8e, $0f, $0d, $2b, $3b, $bb, $b8, $eb, $82 + .byte $4b, $b8, $bb, $38, $3b, $b7, $bb, $02, $0f, $13 + .byte $1b, $00, $cb, $80, $6b, $bc + .byte $ff ; level 5-2 E_GroundArea18: - .byte $7b, $80, $ae, $00, $80, $8b, $8e, $e8, $05, $f9, $86 - .byte $17, $86, $16, $85, $4e, $2b, $80, $ab, $8e, $87, $85 - .byte $c3, $05, $8b, $82, $9b, $02, $ab, $02, $bb, $86 - .byte $cb, $06, $d3, $03, $3b, $8e, $6b, $0e, $a7, $8e - .byte $ff + .byte $7b, $80, $ae, $00, $80, $8b, $8e, $e8, $05, $f9, $86 + .byte $17, $86, $16, $85, $4e, $2b, $80, $ab, $8e, $87, $85 + .byte $c3, $05, $8b, $82, $9b, $02, $ab, $02, $bb, $86 + .byte $cb, $06, $d3, $03, $3b, $8e, $6b, $0e, $a7, $8e + .byte $ff ; level 8-2 E_GroundArea19: - .byte $29, $8e, $52, $11, $83, $0e, $0f, $03, $9b, $0e - .byte $2b, $8e, $5b, $0e, $cb, $8e, $fb, $0e, $fb, $82 - .byte $9b, $82, $bb, $02, $fe, $42, $e8, $bb, $8e, $0f, $0a - .byte $ab, $0e, $cb, $0e, $f9, $0e, $88, $86, $a6, $06 - .byte $db, $02, $b6, $8e - .byte $ff + .byte $29, $8e, $52, $11, $83, $0e, $0f, $03, $9b, $0e + .byte $2b, $8e, $5b, $0e, $cb, $8e, $fb, $0e, $fb, $82 + .byte $9b, $82, $bb, $02, $fe, $42, $e8, $bb, $8e, $0f, $0a + .byte $ab, $0e, $cb, $0e, $f9, $0e, $88, $86, $a6, $06 + .byte $db, $02, $b6, $8e + .byte $ff ; level 7-1 E_GroundArea20: - .byte $ab, $ce, $de, $42, $c0, $cb, $ce, $5b, $8e, $1b, $ce - .byte $4b, $85, $67, $45, $0f, $07, $2b, $00, $7b, $85 - .byte $97, $05, $0f, $0a, $92, $02 - .byte $ff + .byte $ab, $ce, $de, $42, $c0, $cb, $ce, $5b, $8e, $1b, $ce + .byte $4b, $85, $67, $45, $0f, $07, $2b, $00, $7b, $85 + .byte $97, $05, $0f, $0a, $92, $02 + .byte $ff ; cloud level used in levels 3-1 and 6-2 E_GroundArea21: - .byte $0a, $aa, $0e, $24, $4a, $1e, $23, $aa - .byte $ff + .byte $0a, $aa, $0e, $24, $4a, $1e, $23, $aa + .byte $ff ; level 3-2 E_GroundArea22: - .byte $1b, $80, $bb, $38, $4b, $bc, $eb, $3b, $0f, $04 - .byte $2b, $00, $ab, $38, $eb, $00, $cb, $8e, $fb, $80 - .byte $ab, $b8, $6b, $80, $fb, $3c, $9b, $bb, $5b, $bc - .byte $fb, $00, $6b, $b8, $fb, $38 - .byte $ff + .byte $1b, $80, $bb, $38, $4b, $bc, $eb, $3b, $0f, $04 + .byte $2b, $00, $ab, $38, $eb, $00, $cb, $8e, $fb, $80 + .byte $ab, $b8, $6b, $80, $fb, $3c, $9b, $bb, $5b, $bc + .byte $fb, $00, $6b, $b8, $fb, $38 + .byte $ff ; level 1-2 E_UndergroundArea1: - .byte $0b, $86, $1a, $06, $db, $06, $de, $c2, $02, $f0, $3b - .byte $bb, $80, $eb, $06, $0b, $86, $93, $06, $f0, $39 - .byte $0f, $06, $60, $b8, $1b, $86, $a0, $b9, $b7, $27 - .byte $bd, $27, $2b, $83, $a1, $26, $a9, $26, $ee, $25, $0b - .byte $27, $b4 - .byte $ff + .byte $0b, $86, $1a, $06, $db, $06, $de, $c2, $02, $f0, $3b + .byte $bb, $80, $eb, $06, $0b, $86, $93, $06, $f0, $39 + .byte $0f, $06, $60, $b8, $1b, $86, $a0, $b9, $b7, $27 + .byte $bd, $27, $2b, $83, $a1, $26, $a9, $26, $ee, $25, $0b + .byte $27, $b4 + .byte $ff ; level 4-2 E_UndergroundArea2: - .byte $0f, $02, $1e, $2f, $60, $e0, $3a, $a5, $a7, $db, $80 - .byte $3b, $82, $8b, $02, $fe, $42, $68, $70, $bb, $25, $a7 - .byte $2c, $27, $b2, $26, $b9, $26, $9b, $80, $a8, $82 - .byte $b5, $27, $bc, $27, $b0, $bb, $3b, $82, $87, $34 - .byte $ee, $25, $6b - .byte $ff + .byte $0f, $02, $1e, $2f, $60, $e0, $3a, $a5, $a7, $db, $80 + .byte $3b, $82, $8b, $02, $fe, $42, $68, $70, $bb, $25, $a7 + .byte $2c, $27, $b2, $26, $b9, $26, $9b, $80, $a8, $82 + .byte $b5, $27, $bc, $27, $b0, $bb, $3b, $82, $87, $34 + .byte $ee, $25, $6b + .byte $ff ; underground bonus rooms area used in many levels E_UndergroundArea3: - .byte $1e, $a5, $0a, $2e, $28, $27, $2e, $33, $c7, $0f, $03, $1e, $40, $07 - .byte $2e, $30, $e7, $0f, $05, $1e, $24, $44, $0f, $07, $1e, $22, $6a - .byte $2e, $23, $ab, $0f, $09, $1e, $41, $68, $1e, $2a, $8a, $2e, $23, $a2 - .byte $2e, $32, $ea - .byte $ff + .byte $1e, $a5, $0a, $2e, $28, $27, $2e, $33, $c7, $0f, $03, $1e, $40, $07 + .byte $2e, $30, $e7, $0f, $05, $1e, $24, $44, $0f, $07, $1e, $22, $6a + .byte $2e, $23, $ab, $0f, $09, $1e, $41, $68, $1e, $2a, $8a, $2e, $23, $a2 + .byte $2e, $32, $ea + .byte $ff ; water area used in levels 5-2 and 6-2 E_WaterArea1: - .byte $3b, $87, $66, $27, $cc, $27, $ee, $31, $87, $ee, $23, $a7 - .byte $3b, $87, $db, $07 - .byte $ff + .byte $3b, $87, $66, $27, $cc, $27, $ee, $31, $87, $ee, $23, $a7 + .byte $3b, $87, $db, $07 + .byte $ff ; level 2-2/7-2 E_WaterArea2: - .byte $0f, $01, $2e, $25, $2b, $2e, $25, $4b, $4e, $25, $cb, $6b, $07 - .byte $97, $47, $e9, $87, $47, $c7, $7a, $07, $d6, $c7 - .byte $78, $07, $38, $87, $ab, $47, $e3, $07, $9b, $87 - .byte $0f, $09, $68, $47, $db, $c7, $3b, $c7 - .byte $ff + .byte $0f, $01, $2e, $25, $2b, $2e, $25, $4b, $4e, $25, $cb, $6b, $07 + .byte $97, $47, $e9, $87, $47, $c7, $7a, $07, $d6, $c7 + .byte $78, $07, $38, $87, $ab, $47, $e3, $07, $9b, $87 + .byte $0f, $09, $68, $47, $db, $c7, $3b, $c7 + .byte $ff ; water area used in level 8-4 E_WaterArea3: - .byte $47, $9b, $cb, $07, $fa, $1d, $86, $9b, $3a, $87 - .byte $56, $07, $88, $1b, $07, $9d, $2e, $65, $f0 - .byte $ff + .byte $47, $9b, $cb, $07, $fa, $1d, $86, $9b, $3a, $87 + .byte $56, $07, $88, $1b, $07, $9d, $2e, $65, $f0 + .byte $ff ; AREA OBJECT DATA ; level 1-4/6-4 L_CastleArea1: - .byte $9b, $07 - .byte $05, $32, $06, $33, $07, $34, $ce, $03, $dc, $51 - .byte $ee, $07, $73, $e0, $74, $0a, $7e, $06, $9e, $0a - .byte $ce, $06, $e4, $00, $e8, $0a, $fe, $0a, $2e, $89 - .byte $4e, $0b, $54, $0a, $14, $8a, $c4, $0a, $34, $8a - .byte $7e, $06, $c7, $0a, $01, $e0, $02, $0a, $47, $0a - .byte $81, $60, $82, $0a, $c7, $0a, $0e, $87, $7e, $02 - .byte $a7, $02, $b3, $02, $d7, $02, $e3, $02, $07, $82 - .byte $13, $02, $3e, $06, $7e, $02, $ae, $07, $fe, $0a - .byte $0d, $c4, $cd, $43, $ce, $09, $de, $0b, $dd, $42 - .byte $fe, $02, $5d, $c7 - .byte $fd + .byte $9b, $07 + .byte $05, $32, $06, $33, $07, $34, $ce, $03, $dc, $51 + .byte $ee, $07, $73, $e0, $74, $0a, $7e, $06, $9e, $0a + .byte $ce, $06, $e4, $00, $e8, $0a, $fe, $0a, $2e, $89 + .byte $4e, $0b, $54, $0a, $14, $8a, $c4, $0a, $34, $8a + .byte $7e, $06, $c7, $0a, $01, $e0, $02, $0a, $47, $0a + .byte $81, $60, $82, $0a, $c7, $0a, $0e, $87, $7e, $02 + .byte $a7, $02, $b3, $02, $d7, $02, $e3, $02, $07, $82 + .byte $13, $02, $3e, $06, $7e, $02, $ae, $07, $fe, $0a + .byte $0d, $c4, $cd, $43, $ce, $09, $de, $0b, $dd, $42 + .byte $fe, $02, $5d, $c7 + .byte $fd ; level 4-4 L_CastleArea2: - .byte $5b, $07 - .byte $05, $32, $06, $33, $07, $34, $5e, $0a, $68, $64 - .byte $98, $64, $a8, $64, $ce, $06, $fe, $02, $0d, $01 - .byte $1e, $0e, $7e, $02, $94, $63, $b4, $63, $d4, $63 - .byte $f4, $63, $14, $e3, $2e, $0e, $5e, $02, $64, $35 - .byte $88, $72, $be, $0e, $0d, $04, $ae, $02, $ce, $08 - .byte $cd, $4b, $fe, $02, $0d, $05, $68, $31, $7e, $0a - .byte $96, $31, $a9, $63, $a8, $33, $d5, $30, $ee, $02 - .byte $e6, $62, $f4, $61, $04, $b1, $08, $3f, $44, $33 - .byte $94, $63, $a4, $31, $e4, $31, $04, $bf, $08, $3f - .byte $04, $bf, $08, $3f, $cd, $4b, $03, $e4, $0e, $03 - .byte $2e, $01, $7e, $06, $be, $02, $de, $06, $fe, $0a - .byte $0d, $c4, $cd, $43, $ce, $09, $de, $0b, $dd, $42 - .byte $fe, $02, $5d, $c7 - .byte $fd + .byte $5b, $07 + .byte $05, $32, $06, $33, $07, $34, $5e, $0a, $68, $64 + .byte $98, $64, $a8, $64, $ce, $06, $fe, $02, $0d, $01 + .byte $1e, $0e, $7e, $02, $94, $63, $b4, $63, $d4, $63 + .byte $f4, $63, $14, $e3, $2e, $0e, $5e, $02, $64, $35 + .byte $88, $72, $be, $0e, $0d, $04, $ae, $02, $ce, $08 + .byte $cd, $4b, $fe, $02, $0d, $05, $68, $31, $7e, $0a + .byte $96, $31, $a9, $63, $a8, $33, $d5, $30, $ee, $02 + .byte $e6, $62, $f4, $61, $04, $b1, $08, $3f, $44, $33 + .byte $94, $63, $a4, $31, $e4, $31, $04, $bf, $08, $3f + .byte $04, $bf, $08, $3f, $cd, $4b, $03, $e4, $0e, $03 + .byte $2e, $01, $7e, $06, $be, $02, $de, $06, $fe, $0a + .byte $0d, $c4, $cd, $43, $ce, $09, $de, $0b, $dd, $42 + .byte $fe, $02, $5d, $c7 + .byte $fd ; level 2-4/5-4 L_CastleArea3: - .byte $9b, $07 - .byte $05, $32, $06, $33, $07, $34, $fe, $00, $27, $b1 - .byte $65, $32, $75, $0a, $71, $00, $b7, $31, $08, $e4 - .byte $18, $64, $1e, $04, $57, $3b, $bb, $0a, $17, $8a - .byte $27, $3a, $73, $0a, $7b, $0a, $d7, $0a, $e7, $3a - .byte $3b, $8a, $97, $0a, $fe, $08, $24, $8a, $2e, $00 - .byte $3e, $40, $38, $64, $6f, $00, $9f, $00, $be, $43 - .byte $c8, $0a, $c9, $63, $ce, $07, $fe, $07, $2e, $81 - .byte $66, $42, $6a, $42, $79, $0a, $be, $00, $c8, $64 - .byte $f8, $64, $08, $e4, $2e, $07, $7e, $03, $9e, $07 - .byte $be, $03, $de, $07, $fe, $0a, $03, $a5, $0d, $44 - .byte $cd, $43, $ce, $09, $dd, $42, $de, $0b, $fe, $02 - .byte $5d, $c7 - .byte $fd + .byte $9b, $07 + .byte $05, $32, $06, $33, $07, $34, $fe, $00, $27, $b1 + .byte $65, $32, $75, $0a, $71, $00, $b7, $31, $08, $e4 + .byte $18, $64, $1e, $04, $57, $3b, $bb, $0a, $17, $8a + .byte $27, $3a, $73, $0a, $7b, $0a, $d7, $0a, $e7, $3a + .byte $3b, $8a, $97, $0a, $fe, $08, $24, $8a, $2e, $00 + .byte $3e, $40, $38, $64, $6f, $00, $9f, $00, $be, $43 + .byte $c8, $0a, $c9, $63, $ce, $07, $fe, $07, $2e, $81 + .byte $66, $42, $6a, $42, $79, $0a, $be, $00, $c8, $64 + .byte $f8, $64, $08, $e4, $2e, $07, $7e, $03, $9e, $07 + .byte $be, $03, $de, $07, $fe, $0a, $03, $a5, $0d, $44 + .byte $cd, $43, $ce, $09, $dd, $42, $de, $0b, $fe, $02 + .byte $5d, $c7 + .byte $fd ; level 3-4 L_CastleArea4: - .byte $9b, $07 - .byte $05, $32, $06, $33, $07, $34, $fe, $06, $0c, $81 - .byte $39, $0a, $5c, $01, $89, $0a, $ac, $01, $d9, $0a - .byte $fc, $01, $2e, $83, $a7, $01, $b7, $00, $c7, $01 - .byte $de, $0a, $fe, $02, $4e, $83, $5a, $32, $63, $0a - .byte $69, $0a, $7e, $02, $ee, $03, $fa, $32, $03, $8a - .byte $09, $0a, $1e, $02, $ee, $03, $fa, $32, $03, $8a - .byte $09, $0a, $14, $42, $1e, $02, $7e, $0a, $9e, $07 - .byte $fe, $0a, $2e, $86, $5e, $0a, $8e, $06, $be, $0a - .byte $ee, $07, $3e, $83, $5e, $07, $fe, $0a, $0d, $c4 - .byte $41, $52, $51, $52, $cd, $43, $ce, $09, $de, $0b - .byte $dd, $42, $fe, $02, $5d, $c7 - .byte $fd + .byte $9b, $07 + .byte $05, $32, $06, $33, $07, $34, $fe, $06, $0c, $81 + .byte $39, $0a, $5c, $01, $89, $0a, $ac, $01, $d9, $0a + .byte $fc, $01, $2e, $83, $a7, $01, $b7, $00, $c7, $01 + .byte $de, $0a, $fe, $02, $4e, $83, $5a, $32, $63, $0a + .byte $69, $0a, $7e, $02, $ee, $03, $fa, $32, $03, $8a + .byte $09, $0a, $1e, $02, $ee, $03, $fa, $32, $03, $8a + .byte $09, $0a, $14, $42, $1e, $02, $7e, $0a, $9e, $07 + .byte $fe, $0a, $2e, $86, $5e, $0a, $8e, $06, $be, $0a + .byte $ee, $07, $3e, $83, $5e, $07, $fe, $0a, $0d, $c4 + .byte $41, $52, $51, $52, $cd, $43, $ce, $09, $de, $0b + .byte $dd, $42, $fe, $02, $5d, $c7 + .byte $fd ; level 7-4 L_CastleArea5: - .byte $5b, $07 - .byte $05, $32, $06, $33, $07, $34, $fe, $0a, $ae, $86 - .byte $be, $07, $fe, $02, $0d, $02, $27, $32, $46, $61 - .byte $55, $62, $5e, $0e, $1e, $82, $68, $3c, $74, $3a - .byte $7d, $4b, $5e, $8e, $7d, $4b, $7e, $82, $84, $62 - .byte $94, $61, $a4, $31, $bd, $4b, $ce, $06, $fe, $02 - .byte $0d, $06, $34, $31, $3e, $0a, $64, $32, $75, $0a - .byte $7b, $61, $a4, $33, $ae, $02, $de, $0e, $3e, $82 - .byte $64, $32, $78, $32, $b4, $36, $c8, $36, $dd, $4b - .byte $44, $b2, $58, $32, $94, $63, $a4, $3e, $ba, $30 - .byte $c9, $61, $ce, $06, $dd, $4b, $ce, $86, $dd, $4b - .byte $fe, $02, $2e, $86, $5e, $02, $7e, $06, $fe, $02 - .byte $1e, $86, $3e, $02, $5e, $06, $7e, $02, $9e, $06 - .byte $fe, $0a, $0d, $c4, $cd, $43, $ce, $09, $de, $0b - .byte $dd, $42, $fe, $02, $5d, $c7 - .byte $fd + .byte $5b, $07 + .byte $05, $32, $06, $33, $07, $34, $fe, $0a, $ae, $86 + .byte $be, $07, $fe, $02, $0d, $02, $27, $32, $46, $61 + .byte $55, $62, $5e, $0e, $1e, $82, $68, $3c, $74, $3a + .byte $7d, $4b, $5e, $8e, $7d, $4b, $7e, $82, $84, $62 + .byte $94, $61, $a4, $31, $bd, $4b, $ce, $06, $fe, $02 + .byte $0d, $06, $34, $31, $3e, $0a, $64, $32, $75, $0a + .byte $7b, $61, $a4, $33, $ae, $02, $de, $0e, $3e, $82 + .byte $64, $32, $78, $32, $b4, $36, $c8, $36, $dd, $4b + .byte $44, $b2, $58, $32, $94, $63, $a4, $3e, $ba, $30 + .byte $c9, $61, $ce, $06, $dd, $4b, $ce, $86, $dd, $4b + .byte $fe, $02, $2e, $86, $5e, $02, $7e, $06, $fe, $02 + .byte $1e, $86, $3e, $02, $5e, $06, $7e, $02, $9e, $06 + .byte $fe, $0a, $0d, $c4, $cd, $43, $ce, $09, $de, $0b + .byte $dd, $42, $fe, $02, $5d, $c7 + .byte $fd ; level 8-4 L_CastleArea6: - .byte $5b, $06 - .byte $05, $32, $06, $33, $07, $34, $5e, $0a, $ae, $02 - .byte $0d, $01, $39, $73, $0d, $03, $39, $7b, $4d, $4b - .byte $de, $06, $1e, $8a, $ae, $06, $c4, $33, $16, $fe - .byte $a5, $77, $fe, $02, $fe, $82, $0d, $07, $39, $73 - .byte $a8, $74, $ed, $4b, $49, $fb, $e8, $74, $fe, $0a - .byte $2e, $82, $67, $02, $84, $7a, $87, $31, $0d, $0b - .byte $fe, $02, $0d, $0c, $39, $73, $5e, $06, $c6, $76 - .byte $45, $ff, $be, $0a, $dd, $48, $fe, $06, $3d, $cb - .byte $46, $7e, $ad, $4a, $fe, $82, $39, $f3, $a9, $7b - .byte $4e, $8a, $9e, $07, $fe, $0a, $0d, $c4, $cd, $43 - .byte $ce, $09, $de, $0b, $dd, $42, $fe, $02, $5d, $c7 - .byte $fd + .byte $5b, $06 + .byte $05, $32, $06, $33, $07, $34, $5e, $0a, $ae, $02 + .byte $0d, $01, $39, $73, $0d, $03, $39, $7b, $4d, $4b + .byte $de, $06, $1e, $8a, $ae, $06, $c4, $33, $16, $fe + .byte $a5, $77, $fe, $02, $fe, $82, $0d, $07, $39, $73 + .byte $a8, $74, $ed, $4b, $49, $fb, $e8, $74, $fe, $0a + .byte $2e, $82, $67, $02, $84, $7a, $87, $31, $0d, $0b + .byte $fe, $02, $0d, $0c, $39, $73, $5e, $06, $c6, $76 + .byte $45, $ff, $be, $0a, $dd, $48, $fe, $06, $3d, $cb + .byte $46, $7e, $ad, $4a, $fe, $82, $39, $f3, $a9, $7b + .byte $4e, $8a, $9e, $07, $fe, $0a, $0d, $c4, $cd, $43 + .byte $ce, $09, $de, $0b, $dd, $42, $fe, $02, $5d, $c7 + .byte $fd ; level 3-3 L_GroundArea1: - .byte $94, $11 - .byte $0f, $26, $fe, $10, $28, $94, $65, $15, $eb, $12 - .byte $fa, $41, $4a, $96, $54, $40, $a4, $42, $b7, $13 - .byte $e9, $19, $f5, $15, $11, $80, $47, $42, $71, $13 - .byte $80, $41, $15, $92, $1b, $1f, $24, $40, $55, $12 - .byte $64, $40, $95, $12, $a4, $40, $d2, $12, $e1, $40 - .byte $13, $c0, $2c, $17, $2f, $12, $49, $13, $83, $40 - .byte $9f, $14, $a3, $40, $17, $92, $83, $13, $92, $41 - .byte $b9, $14, $c5, $12, $c8, $40, $d4, $40, $4b, $92 - .byte $78, $1b, $9c, $94, $9f, $11, $df, $14, $fe, $11 - .byte $7d, $c1, $9e, $42, $cf, $20 - .byte $fd + .byte $94, $11 + .byte $0f, $26, $fe, $10, $28, $94, $65, $15, $eb, $12 + .byte $fa, $41, $4a, $96, $54, $40, $a4, $42, $b7, $13 + .byte $e9, $19, $f5, $15, $11, $80, $47, $42, $71, $13 + .byte $80, $41, $15, $92, $1b, $1f, $24, $40, $55, $12 + .byte $64, $40, $95, $12, $a4, $40, $d2, $12, $e1, $40 + .byte $13, $c0, $2c, $17, $2f, $12, $49, $13, $83, $40 + .byte $9f, $14, $a3, $40, $17, $92, $83, $13, $92, $41 + .byte $b9, $14, $c5, $12, $c8, $40, $d4, $40, $4b, $92 + .byte $78, $1b, $9c, $94, $9f, $11, $df, $14, $fe, $11 + .byte $7d, $c1, $9e, $42, $cf, $20 + .byte $fd ; level 8-3 L_GroundArea2: - .byte $90, $b1 - .byte $0f, $26, $29, $91, $7e, $42, $fe, $40, $28, $92 - .byte $4e, $42, $2e, $c0, $57, $73, $c3, $25, $c7, $27 - .byte $23, $84, $33, $20, $5c, $01, $77, $63, $88, $62 - .byte $99, $61, $aa, $60, $bc, $01, $ee, $42, $4e, $c0 - .byte $69, $11, $7e, $42, $de, $40, $f8, $62, $0e, $c2 - .byte $ae, $40, $d7, $63, $e7, $63, $33, $a7, $37, $27 - .byte $43, $04, $cc, $01, $e7, $73, $0c, $81, $3e, $42 - .byte $0d, $0a, $5e, $40, $88, $72, $be, $42, $e7, $87 - .byte $fe, $40, $39, $e1, $4e, $00, $69, $60, $87, $60 - .byte $a5, $60, $c3, $31, $fe, $31, $6d, $c1, $be, $42 - .byte $ef, $20 - .byte $fd + .byte $90, $b1 + .byte $0f, $26, $29, $91, $7e, $42, $fe, $40, $28, $92 + .byte $4e, $42, $2e, $c0, $57, $73, $c3, $25, $c7, $27 + .byte $23, $84, $33, $20, $5c, $01, $77, $63, $88, $62 + .byte $99, $61, $aa, $60, $bc, $01, $ee, $42, $4e, $c0 + .byte $69, $11, $7e, $42, $de, $40, $f8, $62, $0e, $c2 + .byte $ae, $40, $d7, $63, $e7, $63, $33, $a7, $37, $27 + .byte $43, $04, $cc, $01, $e7, $73, $0c, $81, $3e, $42 + .byte $0d, $0a, $5e, $40, $88, $72, $be, $42, $e7, $87 + .byte $fe, $40, $39, $e1, $4e, $00, $69, $60, $87, $60 + .byte $a5, $60, $c3, $31, $fe, $31, $6d, $c1, $be, $42 + .byte $ef, $20 + .byte $fd ; level 4-1 L_GroundArea3: - .byte $52, $21 - .byte $0f, $20, $6e, $40, $58, $f2, $93, $01, $97, $00 - .byte $0c, $81, $97, $40, $a6, $41, $c7, $40, $0d, $04 - .byte $03, $01, $07, $01, $23, $01, $27, $01, $ec, $03 - .byte $ac, $f3, $c3, $03, $78, $e2, $94, $43, $47, $f3 - .byte $74, $43, $47, $fb, $74, $43, $2c, $f1, $4c, $63 - .byte $47, $00, $57, $21, $5c, $01, $7c, $72, $39, $f1 - .byte $ec, $02, $4c, $81, $d8, $62, $ec, $01, $0d, $0d - .byte $0f, $38, $c7, $07, $ed, $4a, $1d, $c1, $5f, $26 - .byte $fd + .byte $52, $21 + .byte $0f, $20, $6e, $40, $58, $f2, $93, $01, $97, $00 + .byte $0c, $81, $97, $40, $a6, $41, $c7, $40, $0d, $04 + .byte $03, $01, $07, $01, $23, $01, $27, $01, $ec, $03 + .byte $ac, $f3, $c3, $03, $78, $e2, $94, $43, $47, $f3 + .byte $74, $43, $47, $fb, $74, $43, $2c, $f1, $4c, $63 + .byte $47, $00, $57, $21, $5c, $01, $7c, $72, $39, $f1 + .byte $ec, $02, $4c, $81, $d8, $62, $ec, $01, $0d, $0d + .byte $0f, $38, $c7, $07, $ed, $4a, $1d, $c1, $5f, $26 + .byte $fd ; level 6-2 L_GroundArea4: - .byte $54, $21 - .byte $0f, $26, $a7, $22, $37, $fb, $73, $20, $83, $07 - .byte $87, $02, $93, $20, $c7, $73, $04, $f1, $06, $31 - .byte $39, $71, $59, $71, $e7, $73, $37, $a0, $47, $04 - .byte $86, $7c, $e5, $71, $e7, $31, $33, $a4, $39, $71 - .byte $a9, $71, $d3, $23, $08, $f2, $13, $05, $27, $02 - .byte $49, $71, $75, $75, $e8, $72, $67, $f3, $99, $71 - .byte $e7, $20, $f4, $72, $f7, $31, $17, $a0, $33, $20 - .byte $39, $71, $73, $28, $bc, $05, $39, $f1, $79, $71 - .byte $a6, $21, $c3, $06, $d3, $20, $dc, $00, $fc, $00 - .byte $07, $a2, $13, $21, $5f, $32, $8c, $00, $98, $7a - .byte $c7, $63, $d9, $61, $03, $a2, $07, $22, $74, $72 - .byte $77, $31, $e7, $73, $39, $f1, $58, $72, $77, $73 - .byte $d8, $72, $7f, $b1, $97, $73, $b6, $64, $c5, $65 - .byte $d4, $66, $e3, $67, $f3, $67, $8d, $c1, $cf, $26 - .byte $fd + .byte $54, $21 + .byte $0f, $26, $a7, $22, $37, $fb, $73, $20, $83, $07 + .byte $87, $02, $93, $20, $c7, $73, $04, $f1, $06, $31 + .byte $39, $71, $59, $71, $e7, $73, $37, $a0, $47, $04 + .byte $86, $7c, $e5, $71, $e7, $31, $33, $a4, $39, $71 + .byte $a9, $71, $d3, $23, $08, $f2, $13, $05, $27, $02 + .byte $49, $71, $75, $75, $e8, $72, $67, $f3, $99, $71 + .byte $e7, $20, $f4, $72, $f7, $31, $17, $a0, $33, $20 + .byte $39, $71, $73, $28, $bc, $05, $39, $f1, $79, $71 + .byte $a6, $21, $c3, $06, $d3, $20, $dc, $00, $fc, $00 + .byte $07, $a2, $13, $21, $5f, $32, $8c, $00, $98, $7a + .byte $c7, $63, $d9, $61, $03, $a2, $07, $22, $74, $72 + .byte $77, $31, $e7, $73, $39, $f1, $58, $72, $77, $73 + .byte $d8, $72, $7f, $b1, $97, $73, $b6, $64, $c5, $65 + .byte $d4, $66, $e3, $67, $f3, $67, $8d, $c1, $cf, $26 + .byte $fd ; level 3-1 L_GroundArea5: - .byte $52, $31 - .byte $0f, $20, $6e, $66, $07, $81, $36, $01, $66, $00 - .byte $a7, $22, $08, $f2, $67, $7b, $dc, $02, $98, $f2 - .byte $d7, $20, $39, $f1, $9f, $33, $dc, $27, $dc, $57 - .byte $23, $83, $57, $63, $6c, $51, $87, $63, $99, $61 - .byte $a3, $06, $b3, $21, $77, $f3, $f3, $21, $f7, $2a - .byte $13, $81, $23, $22, $53, $00, $63, $22, $e9, $0b - .byte $0c, $83, $13, $21, $16, $22, $33, $05, $8f, $35 - .byte $ec, $01, $63, $a0, $67, $20, $73, $01, $77, $01 - .byte $83, $20, $87, $20, $b3, $20, $b7, $20, $c3, $01 - .byte $c7, $00, $d3, $20, $d7, $20, $67, $a0, $77, $07 - .byte $87, $22, $e8, $62, $f5, $65, $1c, $82, $7f, $38 - .byte $8d, $c1, $cf, $26 - .byte $fd + .byte $52, $31 + .byte $0f, $20, $6e, $66, $07, $81, $36, $01, $66, $00 + .byte $a7, $22, $08, $f2, $67, $7b, $dc, $02, $98, $f2 + .byte $d7, $20, $39, $f1, $9f, $33, $dc, $27, $dc, $57 + .byte $23, $83, $57, $63, $6c, $51, $87, $63, $99, $61 + .byte $a3, $06, $b3, $21, $77, $f3, $f3, $21, $f7, $2a + .byte $13, $81, $23, $22, $53, $00, $63, $22, $e9, $0b + .byte $0c, $83, $13, $21, $16, $22, $33, $05, $8f, $35 + .byte $ec, $01, $63, $a0, $67, $20, $73, $01, $77, $01 + .byte $83, $20, $87, $20, $b3, $20, $b7, $20, $c3, $01 + .byte $c7, $00, $d3, $20, $d7, $20, $67, $a0, $77, $07 + .byte $87, $22, $e8, $62, $f5, $65, $1c, $82, $7f, $38 + .byte $8d, $c1, $cf, $26 + .byte $fd ; level 1-1 L_GroundArea6: - .byte $50, $21 - .byte $07, $81, $47, $24, $57, $00, $63, $01, $77, $01 - .byte $c9, $71, $68, $f2, $e7, $73, $97, $fb, $06, $83 - .byte $5c, $01, $d7, $22, $e7, $00, $03, $a7, $6c, $02 - .byte $b3, $22, $e3, $01, $e7, $07, $47, $a0, $57, $06 - .byte $a7, $01, $d3, $00, $d7, $01, $07, $81, $67, $20 - .byte $93, $22, $03, $a3, $1c, $61, $17, $21, $6f, $33 - .byte $c7, $63, $d8, $62, $e9, $61, $fa, $60, $4f, $b3 - .byte $87, $63, $9c, $01, $b7, $63, $c8, $62, $d9, $61 - .byte $ea, $60, $39, $f1, $87, $21, $a7, $01, $b7, $20 - .byte $39, $f1, $5f, $38, $6d, $c1, $af, $26 - .byte $fd + .byte $50, $21 + .byte $07, $81, $47, $24, $57, $00, $63, $01, $77, $01 + .byte $c9, $71, $68, $f2, $e7, $73, $97, $fb, $06, $83 + .byte $5c, $01, $d7, $22, $e7, $00, $03, $a7, $6c, $02 + .byte $b3, $22, $e3, $01, $e7, $07, $47, $a0, $57, $06 + .byte $a7, $01, $d3, $00, $d7, $01, $07, $81, $67, $20 + .byte $93, $22, $03, $a3, $1c, $61, $17, $21, $6f, $33 + .byte $c7, $63, $d8, $62, $e9, $61, $fa, $60, $4f, $b3 + .byte $87, $63, $9c, $01, $b7, $63, $c8, $62, $d9, $61 + .byte $ea, $60, $39, $f1, $87, $21, $a7, $01, $b7, $20 + .byte $39, $f1, $5f, $38, $6d, $c1, $af, $26 + .byte $fd ; level 1-3/5-3 L_GroundArea7: - .byte $90, $11 - .byte $0f, $26, $fe, $10, $2a, $93, $87, $17, $a3, $14 - .byte $b2, $42, $0a, $92, $19, $40, $36, $14, $50, $41 - .byte $82, $16, $2b, $93, $24, $41, $bb, $14, $b8, $00 - .byte $c2, $43, $c3, $13, $1b, $94, $67, $12, $c4, $15 - .byte $53, $c1, $d2, $41, $12, $c1, $29, $13, $85, $17 - .byte $1b, $92, $1a, $42, $47, $13, $83, $41, $a7, $13 - .byte $0e, $91, $a7, $63, $b7, $63, $c5, $65, $d5, $65 - .byte $dd, $4a, $e3, $67, $f3, $67, $8d, $c1, $ae, $42 - .byte $df, $20 - .byte $fd + .byte $90, $11 + .byte $0f, $26, $fe, $10, $2a, $93, $87, $17, $a3, $14 + .byte $b2, $42, $0a, $92, $19, $40, $36, $14, $50, $41 + .byte $82, $16, $2b, $93, $24, $41, $bb, $14, $b8, $00 + .byte $c2, $43, $c3, $13, $1b, $94, $67, $12, $c4, $15 + .byte $53, $c1, $d2, $41, $12, $c1, $29, $13, $85, $17 + .byte $1b, $92, $1a, $42, $47, $13, $83, $41, $a7, $13 + .byte $0e, $91, $a7, $63, $b7, $63, $c5, $65, $d5, $65 + .byte $dd, $4a, $e3, $67, $f3, $67, $8d, $c1, $ae, $42 + .byte $df, $20 + .byte $fd ; level 2-3/7-3 L_GroundArea8: - .byte $90, $11 - .byte $0f, $26, $6e, $10, $8b, $17, $af, $32, $d8, $62 - .byte $e8, $62, $fc, $3f, $ad, $c8, $f8, $64, $0c, $be - .byte $43, $43, $f8, $64, $0c, $bf, $73, $40, $84, $40 - .byte $93, $40, $a4, $40, $b3, $40, $f8, $64, $48, $e4 - .byte $5c, $39, $83, $40, $92, $41, $b3, $40, $f8, $64 - .byte $48, $e4, $5c, $39, $f8, $64, $13, $c2, $37, $65 - .byte $4c, $24, $63, $00, $97, $65, $c3, $42, $0b, $97 - .byte $ac, $32, $f8, $64, $0c, $be, $53, $45, $9d, $48 - .byte $f8, $64, $2a, $e2, $3c, $47, $56, $43, $ba, $62 - .byte $f8, $64, $0c, $b7, $88, $64, $bc, $31, $d4, $45 - .byte $fc, $31, $3c, $b1, $78, $64, $8c, $38, $0b, $9c - .byte $1a, $33, $18, $61, $28, $61, $39, $60, $5d, $4a - .byte $ee, $11, $0f, $b8, $1d, $c1, $3e, $42, $6f, $20 - .byte $fd + .byte $90, $11 + .byte $0f, $26, $6e, $10, $8b, $17, $af, $32, $d8, $62 + .byte $e8, $62, $fc, $3f, $ad, $c8, $f8, $64, $0c, $be + .byte $43, $43, $f8, $64, $0c, $bf, $73, $40, $84, $40 + .byte $93, $40, $a4, $40, $b3, $40, $f8, $64, $48, $e4 + .byte $5c, $39, $83, $40, $92, $41, $b3, $40, $f8, $64 + .byte $48, $e4, $5c, $39, $f8, $64, $13, $c2, $37, $65 + .byte $4c, $24, $63, $00, $97, $65, $c3, $42, $0b, $97 + .byte $ac, $32, $f8, $64, $0c, $be, $53, $45, $9d, $48 + .byte $f8, $64, $2a, $e2, $3c, $47, $56, $43, $ba, $62 + .byte $f8, $64, $0c, $b7, $88, $64, $bc, $31, $d4, $45 + .byte $fc, $31, $3c, $b1, $78, $64, $8c, $38, $0b, $9c + .byte $1a, $33, $18, $61, $28, $61, $39, $60, $5d, $4a + .byte $ee, $11, $0f, $b8, $1d, $c1, $3e, $42, $6f, $20 + .byte $fd ; level 2-1 L_GroundArea9: - .byte $52, $31 - .byte $0f, $20, $6e, $40, $f7, $20, $07, $84, $17, $20 - .byte $4f, $34, $c3, $03, $c7, $02, $d3, $22, $27, $e3 - .byte $39, $61, $e7, $73, $5c, $e4, $57, $00, $6c, $73 - .byte $47, $a0, $53, $06, $63, $22, $a7, $73, $fc, $73 - .byte $13, $a1, $33, $05, $43, $21, $5c, $72, $c3, $23 - .byte $cc, $03, $77, $fb, $ac, $02, $39, $f1, $a7, $73 - .byte $d3, $04, $e8, $72, $e3, $22, $26, $f4, $bc, $02 - .byte $8c, $81, $a8, $62, $17, $87, $43, $24, $a7, $01 - .byte $c3, $04, $08, $f2, $97, $21, $a3, $02, $c9, $0b - .byte $e1, $69, $f1, $69, $8d, $c1, $cf, $26 - .byte $fd + .byte $52, $31 + .byte $0f, $20, $6e, $40, $f7, $20, $07, $84, $17, $20 + .byte $4f, $34, $c3, $03, $c7, $02, $d3, $22, $27, $e3 + .byte $39, $61, $e7, $73, $5c, $e4, $57, $00, $6c, $73 + .byte $47, $a0, $53, $06, $63, $22, $a7, $73, $fc, $73 + .byte $13, $a1, $33, $05, $43, $21, $5c, $72, $c3, $23 + .byte $cc, $03, $77, $fb, $ac, $02, $39, $f1, $a7, $73 + .byte $d3, $04, $e8, $72, $e3, $22, $26, $f4, $bc, $02 + .byte $8c, $81, $a8, $62, $17, $87, $43, $24, $a7, $01 + .byte $c3, $04, $08, $f2, $97, $21, $a3, $02, $c9, $0b + .byte $e1, $69, $f1, $69, $8d, $c1, $cf, $26 + .byte $fd ; pipe intro area L_GroundArea10: - .byte $38, $11 - .byte $0f, $26, $ad, $40, $3d, $c7 - .byte $fd + .byte $38, $11 + .byte $0f, $26, $ad, $40, $3d, $c7 + .byte $fd ; level 5-1 L_GroundArea11: - .byte $95, $b1 - .byte $0f, $26, $0d, $02, $c8, $72, $1c, $81, $38, $72 - .byte $0d, $05, $97, $34, $98, $62, $a3, $20, $b3, $06 - .byte $c3, $20, $cc, $03, $f9, $91, $2c, $81, $48, $62 - .byte $0d, $09, $37, $63, $47, $03, $57, $21, $8c, $02 - .byte $c5, $79, $c7, $31, $f9, $11, $39, $f1, $a9, $11 - .byte $6f, $b4, $d3, $65, $e3, $65, $7d, $c1, $bf, $26 - .byte $fd + .byte $95, $b1 + .byte $0f, $26, $0d, $02, $c8, $72, $1c, $81, $38, $72 + .byte $0d, $05, $97, $34, $98, $62, $a3, $20, $b3, $06 + .byte $c3, $20, $cc, $03, $f9, $91, $2c, $81, $48, $62 + .byte $0d, $09, $37, $63, $47, $03, $57, $21, $8c, $02 + .byte $c5, $79, $c7, $31, $f9, $11, $39, $f1, $a9, $11 + .byte $6f, $b4, $d3, $65, $e3, $65, $7d, $c1, $bf, $26 + .byte $fd ; cloud level used in levels 2-1 and 5-2 L_GroundArea12: - .byte $00, $c1 - .byte $4c, $00, $f4, $4f, $0d, $02, $02, $42, $43, $4f - .byte $52, $c2, $de, $00, $5a, $c2, $4d, $c7 - .byte $fd + .byte $00, $c1 + .byte $4c, $00, $f4, $4f, $0d, $02, $02, $42, $43, $4f + .byte $52, $c2, $de, $00, $5a, $c2, $4d, $c7 + .byte $fd ; level 4-3 L_GroundArea13: - .byte $90, $51 - .byte $0f, $26, $ee, $10, $0b, $94, $33, $14, $42, $42 - .byte $77, $16, $86, $44, $02, $92, $4a, $16, $69, $42 - .byte $73, $14, $b0, $00, $c7, $12, $05, $c0, $1c, $17 - .byte $1f, $11, $36, $12, $8f, $14, $91, $40, $1b, $94 - .byte $35, $12, $34, $42, $60, $42, $61, $12, $87, $12 - .byte $96, $40, $a3, $14, $1c, $98, $1f, $11, $47, $12 - .byte $9f, $15, $cc, $15, $cf, $11, $05, $c0, $1f, $15 - .byte $39, $12, $7c, $16, $7f, $11, $82, $40, $98, $12 - .byte $df, $15, $16, $c4, $17, $14, $54, $12, $9b, $16 - .byte $28, $94, $ce, $01, $3d, $c1, $5e, $42, $8f, $20 - .byte $fd + .byte $90, $51 + .byte $0f, $26, $ee, $10, $0b, $94, $33, $14, $42, $42 + .byte $77, $16, $86, $44, $02, $92, $4a, $16, $69, $42 + .byte $73, $14, $b0, $00, $c7, $12, $05, $c0, $1c, $17 + .byte $1f, $11, $36, $12, $8f, $14, $91, $40, $1b, $94 + .byte $35, $12, $34, $42, $60, $42, $61, $12, $87, $12 + .byte $96, $40, $a3, $14, $1c, $98, $1f, $11, $47, $12 + .byte $9f, $15, $cc, $15, $cf, $11, $05, $c0, $1f, $15 + .byte $39, $12, $7c, $16, $7f, $11, $82, $40, $98, $12 + .byte $df, $15, $16, $c4, $17, $14, $54, $12, $9b, $16 + .byte $28, $94, $ce, $01, $3d, $c1, $5e, $42, $8f, $20 + .byte $fd ; level 6-3 L_GroundArea14: - .byte $97, $11 - .byte $0f, $26, $fe, $10, $2b, $92, $57, $12, $8b, $12 - .byte $c0, $41, $f7, $13, $5b, $92, $69, $0b, $bb, $12 - .byte $b2, $46, $19, $93, $71, $00, $17, $94, $7c, $14 - .byte $7f, $11, $93, $41, $bf, $15, $fc, $13, $ff, $11 - .byte $2f, $95, $50, $42, $51, $12, $58, $14, $a6, $12 - .byte $db, $12, $1b, $93, $46, $43, $7b, $12, $8d, $49 - .byte $b7, $14, $1b, $94, $49, $0b, $bb, $12, $fc, $13 - .byte $ff, $12, $03, $c1, $2f, $15, $43, $12, $4b, $13 - .byte $77, $13, $9d, $4a, $15, $c1, $a1, $41, $c3, $12 - .byte $fe, $01, $7d, $c1, $9e, $42, $cf, $20 - .byte $fd + .byte $97, $11 + .byte $0f, $26, $fe, $10, $2b, $92, $57, $12, $8b, $12 + .byte $c0, $41, $f7, $13, $5b, $92, $69, $0b, $bb, $12 + .byte $b2, $46, $19, $93, $71, $00, $17, $94, $7c, $14 + .byte $7f, $11, $93, $41, $bf, $15, $fc, $13, $ff, $11 + .byte $2f, $95, $50, $42, $51, $12, $58, $14, $a6, $12 + .byte $db, $12, $1b, $93, $46, $43, $7b, $12, $8d, $49 + .byte $b7, $14, $1b, $94, $49, $0b, $bb, $12, $fc, $13 + .byte $ff, $12, $03, $c1, $2f, $15, $43, $12, $4b, $13 + .byte $77, $13, $9d, $4a, $15, $c1, $a1, $41, $c3, $12 + .byte $fe, $01, $7d, $c1, $9e, $42, $cf, $20 + .byte $fd ; level 6-1 L_GroundArea15: - .byte $52, $21 - .byte $0f, $20, $6e, $44, $0c, $f1, $4c, $01, $aa, $35 - .byte $d9, $34, $ee, $20, $08, $b3, $37, $32, $43, $04 - .byte $4e, $21, $53, $20, $7c, $01, $97, $21, $b7, $07 - .byte $9c, $81, $e7, $42, $5f, $b3, $97, $63, $ac, $02 - .byte $c5, $41, $49, $e0, $58, $61, $76, $64, $85, $65 - .byte $94, $66, $a4, $22, $a6, $03, $c8, $22, $dc, $02 - .byte $68, $f2, $96, $42, $13, $82, $17, $02, $af, $34 - .byte $f6, $21, $fc, $06, $26, $80, $2a, $24, $36, $01 - .byte $8c, $00, $ff, $35, $4e, $a0, $55, $21, $77, $20 - .byte $87, $07, $89, $22, $ae, $21, $4c, $82, $9f, $34 - .byte $ec, $01, $03, $e7, $13, $67, $8d, $4a, $ad, $41 - .byte $0f, $a6 - .byte $fd + .byte $52, $21 + .byte $0f, $20, $6e, $44, $0c, $f1, $4c, $01, $aa, $35 + .byte $d9, $34, $ee, $20, $08, $b3, $37, $32, $43, $04 + .byte $4e, $21, $53, $20, $7c, $01, $97, $21, $b7, $07 + .byte $9c, $81, $e7, $42, $5f, $b3, $97, $63, $ac, $02 + .byte $c5, $41, $49, $e0, $58, $61, $76, $64, $85, $65 + .byte $94, $66, $a4, $22, $a6, $03, $c8, $22, $dc, $02 + .byte $68, $f2, $96, $42, $13, $82, $17, $02, $af, $34 + .byte $f6, $21, $fc, $06, $26, $80, $2a, $24, $36, $01 + .byte $8c, $00, $ff, $35, $4e, $a0, $55, $21, $77, $20 + .byte $87, $07, $89, $22, $ae, $21, $4c, $82, $9f, $34 + .byte $ec, $01, $03, $e7, $13, $67, $8d, $4a, $ad, $41 + .byte $0f, $a6 + .byte $fd ; warp zone area used in level 4-2 L_GroundArea16: - .byte $10, $51 - .byte $4c, $00, $c7, $12, $c6, $42, $03, $92, $02, $42 - .byte $29, $12, $63, $12, $62, $42, $69, $14, $a5, $12 - .byte $a4, $42, $e2, $14, $e1, $44, $f8, $16, $37, $c1 - .byte $8f, $38, $02, $bb, $28, $7a, $68, $7a, $a8, $7a - .byte $e0, $6a, $f0, $6a, $6d, $c5 - .byte $fd + .byte $10, $51 + .byte $4c, $00, $c7, $12, $c6, $42, $03, $92, $02, $42 + .byte $29, $12, $63, $12, $62, $42, $69, $14, $a5, $12 + .byte $a4, $42, $e2, $14, $e1, $44, $f8, $16, $37, $c1 + .byte $8f, $38, $02, $bb, $28, $7a, $68, $7a, $a8, $7a + .byte $e0, $6a, $f0, $6a, $6d, $c5 + .byte $fd ; level 8-1 L_GroundArea17: - .byte $92, $31 - .byte $0f, $20, $6e, $40, $0d, $02, $37, $73, $ec, $00 - .byte $0c, $80, $3c, $00, $6c, $00, $9c, $00, $06, $c0 - .byte $c7, $73, $06, $83, $28, $72, $96, $40, $e7, $73 - .byte $26, $c0, $87, $7b, $d2, $41, $39, $f1, $c8, $f2 - .byte $97, $e3, $a3, $23, $e7, $02, $e3, $07, $f3, $22 - .byte $37, $e3, $9c, $00, $bc, $00, $ec, $00, $0c, $80 - .byte $3c, $00, $86, $21, $a6, $06, $b6, $24, $5c, $80 - .byte $7c, $00, $9c, $00, $29, $e1, $dc, $05, $f6, $41 - .byte $dc, $80, $e8, $72, $0c, $81, $27, $73, $4c, $01 - .byte $66, $74, $0d, $11, $3f, $35, $b6, $41, $2c, $82 - .byte $36, $40, $7c, $02, $86, $40, $f9, $61, $39, $e1 - .byte $ac, $04, $c6, $41, $0c, $83, $16, $41, $88, $f2 - .byte $39, $f1, $7c, $00, $89, $61, $9c, $00, $a7, $63 - .byte $bc, $00, $c5, $65, $dc, $00, $e3, $67, $f3, $67 - .byte $8d, $c1, $cf, $26 - .byte $fd + .byte $92, $31 + .byte $0f, $20, $6e, $40, $0d, $02, $37, $73, $ec, $00 + .byte $0c, $80, $3c, $00, $6c, $00, $9c, $00, $06, $c0 + .byte $c7, $73, $06, $83, $28, $72, $96, $40, $e7, $73 + .byte $26, $c0, $87, $7b, $d2, $41, $39, $f1, $c8, $f2 + .byte $97, $e3, $a3, $23, $e7, $02, $e3, $07, $f3, $22 + .byte $37, $e3, $9c, $00, $bc, $00, $ec, $00, $0c, $80 + .byte $3c, $00, $86, $21, $a6, $06, $b6, $24, $5c, $80 + .byte $7c, $00, $9c, $00, $29, $e1, $dc, $05, $f6, $41 + .byte $dc, $80, $e8, $72, $0c, $81, $27, $73, $4c, $01 + .byte $66, $74, $0d, $11, $3f, $35, $b6, $41, $2c, $82 + .byte $36, $40, $7c, $02, $86, $40, $f9, $61, $39, $e1 + .byte $ac, $04, $c6, $41, $0c, $83, $16, $41, $88, $f2 + .byte $39, $f1, $7c, $00, $89, $61, $9c, $00, $a7, $63 + .byte $bc, $00, $c5, $65, $dc, $00, $e3, $67, $f3, $67 + .byte $8d, $c1, $cf, $26 + .byte $fd ; level 5-2 L_GroundArea18: - .byte $55, $b1 - .byte $0f, $26, $cf, $33, $07, $b2, $15, $11, $52, $42 - .byte $99, $0b, $ac, $02, $d3, $24, $d6, $42, $d7, $25 - .byte $23, $84, $cf, $33, $07, $e3, $19, $61, $78, $7a - .byte $ef, $33, $2c, $81, $46, $64, $55, $65, $65, $65 - .byte $ec, $74, $47, $82, $53, $05, $63, $21, $62, $41 - .byte $96, $22, $9a, $41, $cc, $03, $b9, $91, $39, $f1 - .byte $63, $26, $67, $27, $d3, $06, $fc, $01, $18, $e2 - .byte $d9, $07, $e9, $04, $0c, $86, $37, $22, $93, $24 - .byte $87, $84, $ac, $02, $c2, $41, $c3, $23, $d9, $71 - .byte $fc, $01, $7f, $b1, $9c, $00, $a7, $63, $b6, $64 - .byte $cc, $00, $d4, $66, $e3, $67, $f3, $67, $8d, $c1 - .byte $cf, $26 - .byte $fd + .byte $55, $b1 + .byte $0f, $26, $cf, $33, $07, $b2, $15, $11, $52, $42 + .byte $99, $0b, $ac, $02, $d3, $24, $d6, $42, $d7, $25 + .byte $23, $84, $cf, $33, $07, $e3, $19, $61, $78, $7a + .byte $ef, $33, $2c, $81, $46, $64, $55, $65, $65, $65 + .byte $ec, $74, $47, $82, $53, $05, $63, $21, $62, $41 + .byte $96, $22, $9a, $41, $cc, $03, $b9, $91, $39, $f1 + .byte $63, $26, $67, $27, $d3, $06, $fc, $01, $18, $e2 + .byte $d9, $07, $e9, $04, $0c, $86, $37, $22, $93, $24 + .byte $87, $84, $ac, $02, $c2, $41, $c3, $23, $d9, $71 + .byte $fc, $01, $7f, $b1, $9c, $00, $a7, $63, $b6, $64 + .byte $cc, $00, $d4, $66, $e3, $67, $f3, $67, $8d, $c1 + .byte $cf, $26 + .byte $fd ; level 8-2 L_GroundArea19: - .byte $50, $b1 - .byte $0f, $26, $fc, $00, $1f, $b3, $5c, $00, $65, $65 - .byte $74, $66, $83, $67, $93, $67, $dc, $73, $4c, $80 - .byte $b3, $20, $c9, $0b, $c3, $08, $d3, $2f, $dc, $00 - .byte $2c, $80, $4c, $00, $8c, $00, $d3, $2e, $ed, $4a - .byte $fc, $00, $d7, $a1, $ec, $01, $4c, $80, $59, $11 - .byte $d8, $11, $da, $10, $37, $a0, $47, $04, $99, $11 - .byte $e7, $21, $3a, $90, $67, $20, $76, $10, $77, $60 - .byte $87, $07, $d8, $12, $39, $f1, $ac, $00, $e9, $71 - .byte $0c, $80, $2c, $00, $4c, $05, $c7, $7b, $39, $f1 - .byte $ec, $00, $f9, $11, $0c, $82, $6f, $34, $f8, $11 - .byte $fa, $10, $7f, $b2, $ac, $00, $b6, $64, $cc, $01 - .byte $e3, $67, $f3, $67, $8d, $c1, $cf, $26 - .byte $fd + .byte $50, $b1 + .byte $0f, $26, $fc, $00, $1f, $b3, $5c, $00, $65, $65 + .byte $74, $66, $83, $67, $93, $67, $dc, $73, $4c, $80 + .byte $b3, $20, $c9, $0b, $c3, $08, $d3, $2f, $dc, $00 + .byte $2c, $80, $4c, $00, $8c, $00, $d3, $2e, $ed, $4a + .byte $fc, $00, $d7, $a1, $ec, $01, $4c, $80, $59, $11 + .byte $d8, $11, $da, $10, $37, $a0, $47, $04, $99, $11 + .byte $e7, $21, $3a, $90, $67, $20, $76, $10, $77, $60 + .byte $87, $07, $d8, $12, $39, $f1, $ac, $00, $e9, $71 + .byte $0c, $80, $2c, $00, $4c, $05, $c7, $7b, $39, $f1 + .byte $ec, $00, $f9, $11, $0c, $82, $6f, $34, $f8, $11 + .byte $fa, $10, $7f, $b2, $ac, $00, $b6, $64, $cc, $01 + .byte $e3, $67, $f3, $67, $8d, $c1, $cf, $26 + .byte $fd ; level 7-1 L_GroundArea20: - .byte $52, $b1 - .byte $0f, $20, $6e, $45, $39, $91, $b3, $04, $c3, $21 - .byte $c8, $11, $ca, $10, $49, $91, $7c, $73, $e8, $12 - .byte $88, $91, $8a, $10, $e7, $21, $05, $91, $07, $30 - .byte $17, $07, $27, $20, $49, $11, $9c, $01, $c8, $72 - .byte $23, $a6, $27, $26, $d3, $03, $d8, $7a, $89, $91 - .byte $d8, $72, $39, $f1, $a9, $11, $09, $f1, $63, $24 - .byte $67, $24, $d8, $62, $28, $91, $2a, $10, $56, $21 - .byte $70, $04, $79, $0b, $8c, $00, $94, $21, $9f, $35 - .byte $2f, $b8, $3d, $c1, $7f, $26 - .byte $fd + .byte $52, $b1 + .byte $0f, $20, $6e, $45, $39, $91, $b3, $04, $c3, $21 + .byte $c8, $11, $ca, $10, $49, $91, $7c, $73, $e8, $12 + .byte $88, $91, $8a, $10, $e7, $21, $05, $91, $07, $30 + .byte $17, $07, $27, $20, $49, $11, $9c, $01, $c8, $72 + .byte $23, $a6, $27, $26, $d3, $03, $d8, $7a, $89, $91 + .byte $d8, $72, $39, $f1, $a9, $11, $09, $f1, $63, $24 + .byte $67, $24, $d8, $62, $28, $91, $2a, $10, $56, $21 + .byte $70, $04, $79, $0b, $8c, $00, $94, $21, $9f, $35 + .byte $2f, $b8, $3d, $c1, $7f, $26 + .byte $fd ; cloud level used in levels 3-1 and 6-2 L_GroundArea21: - .byte $06, $c1 - .byte $4c, $00, $f4, $4f, $0d, $02, $06, $20, $24, $4f - .byte $35, $a0, $36, $20, $53, $46, $d5, $20, $d6, $20 - .byte $34, $a1, $73, $49, $74, $20, $94, $20, $b4, $20 - .byte $d4, $20, $f4, $20, $2e, $80, $59, $42, $4d, $c7 - .byte $fd + .byte $06, $c1 + .byte $4c, $00, $f4, $4f, $0d, $02, $06, $20, $24, $4f + .byte $35, $a0, $36, $20, $53, $46, $d5, $20, $d6, $20 + .byte $34, $a1, $73, $49, $74, $20, $94, $20, $b4, $20 + .byte $d4, $20, $f4, $20, $2e, $80, $59, $42, $4d, $c7 + .byte $fd ; level 3-2 L_GroundArea22: - .byte $96, $31 - .byte $0f, $26, $0d, $03, $1a, $60, $77, $42, $c4, $00 - .byte $c8, $62, $b9, $e1, $d3, $06, $d7, $07, $f9, $61 - .byte $0c, $81, $4e, $b1, $8e, $b1, $bc, $01, $e4, $50 - .byte $e9, $61, $0c, $81, $0d, $0a, $84, $43, $98, $72 - .byte $0d, $0c, $0f, $38, $1d, $c1, $5f, $26 - .byte $fd + .byte $96, $31 + .byte $0f, $26, $0d, $03, $1a, $60, $77, $42, $c4, $00 + .byte $c8, $62, $b9, $e1, $d3, $06, $d7, $07, $f9, $61 + .byte $0c, $81, $4e, $b1, $8e, $b1, $bc, $01, $e4, $50 + .byte $e9, $61, $0c, $81, $0d, $0a, $84, $43, $98, $72 + .byte $0d, $0c, $0f, $38, $1d, $c1, $5f, $26 + .byte $fd ; level 1-2 L_UndergroundArea1: - .byte $48, $0f - .byte $0e, $01, $5e, $02, $a7, $00, $bc, $73, $1a, $e0 - .byte $39, $61, $58, $62, $77, $63, $97, $63, $b8, $62 - .byte $d6, $07, $f8, $62, $19, $e1, $75, $52, $86, $40 - .byte $87, $50, $95, $52, $93, $43, $a5, $21, $c5, $52 - .byte $d6, $40, $d7, $20, $e5, $06, $e6, $51, $3e, $8d - .byte $5e, $03, $67, $52, $77, $52, $7e, $02, $9e, $03 - .byte $a6, $43, $a7, $23, $de, $05, $fe, $02, $1e, $83 - .byte $33, $54, $46, $40, $47, $21, $56, $04, $5e, $02 - .byte $83, $54, $93, $52, $96, $07, $97, $50, $be, $03 - .byte $c7, $23, $fe, $02, $0c, $82, $43, $45, $45, $24 - .byte $46, $24, $90, $08, $95, $51, $78, $fa, $d7, $73 - .byte $39, $f1, $8c, $01, $a8, $52, $b8, $52, $cc, $01 - .byte $5f, $b3, $97, $63, $9e, $00, $0e, $81, $16, $24 - .byte $66, $04, $8e, $00, $fe, $01, $08, $d2, $0e, $06 - .byte $6f, $47, $9e, $0f, $0e, $82, $2d, $47, $28, $7a - .byte $68, $7a, $a8, $7a, $ae, $01, $de, $0f, $6d, $c5 - .byte $fd + .byte $48, $0f + .byte $0e, $01, $5e, $02, $a7, $00, $bc, $73, $1a, $e0 + .byte $39, $61, $58, $62, $77, $63, $97, $63, $b8, $62 + .byte $d6, $07, $f8, $62, $19, $e1, $75, $52, $86, $40 + .byte $87, $50, $95, $52, $93, $43, $a5, $21, $c5, $52 + .byte $d6, $40, $d7, $20, $e5, $06, $e6, $51, $3e, $8d + .byte $5e, $03, $67, $52, $77, $52, $7e, $02, $9e, $03 + .byte $a6, $43, $a7, $23, $de, $05, $fe, $02, $1e, $83 + .byte $33, $54, $46, $40, $47, $21, $56, $04, $5e, $02 + .byte $83, $54, $93, $52, $96, $07, $97, $50, $be, $03 + .byte $c7, $23, $fe, $02, $0c, $82, $43, $45, $45, $24 + .byte $46, $24, $90, $08, $95, $51, $78, $fa, $d7, $73 + .byte $39, $f1, $8c, $01, $a8, $52, $b8, $52, $cc, $01 + .byte $5f, $b3, $97, $63, $9e, $00, $0e, $81, $16, $24 + .byte $66, $04, $8e, $00, $fe, $01, $08, $d2, $0e, $06 + .byte $6f, $47, $9e, $0f, $0e, $82, $2d, $47, $28, $7a + .byte $68, $7a, $a8, $7a, $ae, $01, $de, $0f, $6d, $c5 + .byte $fd ; level 4-2 L_UndergroundArea2: - .byte $48, $0f - .byte $0e, $01, $5e, $02, $bc, $01, $fc, $01, $2c, $82 - .byte $41, $52, $4e, $04, $67, $25, $68, $24, $69, $24 - .byte $ba, $42, $c7, $04, $de, $0b, $b2, $87, $fe, $02 - .byte $2c, $e1, $2c, $71, $67, $01, $77, $00, $87, $01 - .byte $8e, $00, $ee, $01, $f6, $02, $03, $85, $05, $02 - .byte $13, $21, $16, $02, $27, $02, $2e, $02, $88, $72 - .byte $c7, $20, $d7, $07, $e4, $76, $07, $a0, $17, $06 - .byte $48, $7a, $76, $20, $98, $72, $79, $e1, $88, $62 - .byte $9c, $01, $b7, $73, $dc, $01, $f8, $62, $fe, $01 - .byte $08, $e2, $0e, $00, $6e, $02, $73, $20, $77, $23 - .byte $83, $04, $93, $20, $ae, $00, $fe, $0a, $0e, $82 - .byte $39, $71, $a8, $72, $e7, $73, $0c, $81, $8f, $32 - .byte $ae, $00, $fe, $04, $04, $d1, $17, $04, $26, $49 - .byte $27, $29, $df, $33, $fe, $02, $44, $f6, $7c, $01 - .byte $8e, $06, $bf, $47, $ee, $0f, $4d, $c7, $0e, $82 - .byte $68, $7a, $ae, $01, $de, $0f, $6d, $c5 - .byte $fd + .byte $48, $0f + .byte $0e, $01, $5e, $02, $bc, $01, $fc, $01, $2c, $82 + .byte $41, $52, $4e, $04, $67, $25, $68, $24, $69, $24 + .byte $ba, $42, $c7, $04, $de, $0b, $b2, $87, $fe, $02 + .byte $2c, $e1, $2c, $71, $67, $01, $77, $00, $87, $01 + .byte $8e, $00, $ee, $01, $f6, $02, $03, $85, $05, $02 + .byte $13, $21, $16, $02, $27, $02, $2e, $02, $88, $72 + .byte $c7, $20, $d7, $07, $e4, $76, $07, $a0, $17, $06 + .byte $48, $7a, $76, $20, $98, $72, $79, $e1, $88, $62 + .byte $9c, $01, $b7, $73, $dc, $01, $f8, $62, $fe, $01 + .byte $08, $e2, $0e, $00, $6e, $02, $73, $20, $77, $23 + .byte $83, $04, $93, $20, $ae, $00, $fe, $0a, $0e, $82 + .byte $39, $71, $a8, $72, $e7, $73, $0c, $81, $8f, $32 + .byte $ae, $00, $fe, $04, $04, $d1, $17, $04, $26, $49 + .byte $27, $29, $df, $33, $fe, $02, $44, $f6, $7c, $01 + .byte $8e, $06, $bf, $47, $ee, $0f, $4d, $c7, $0e, $82 + .byte $68, $7a, $ae, $01, $de, $0f, $6d, $c5 + .byte $fd ; underground bonus rooms area used in many levels L_UndergroundArea3: - .byte $48, $01 - .byte $0e, $01, $00, $5a, $3e, $06, $45, $46, $47, $46 - .byte $53, $44, $ae, $01, $df, $4a, $4d, $c7, $0e, $81 - .byte $00, $5a, $2e, $04, $37, $28, $3a, $48, $46, $47 - .byte $c7, $07, $ce, $0f, $df, $4a, $4d, $c7, $0e, $81 - .byte $00, $5a, $33, $53, $43, $51, $46, $40, $47, $50 - .byte $53, $04, $55, $40, $56, $50, $62, $43, $64, $40 - .byte $65, $50, $71, $41, $73, $51, $83, $51, $94, $40 - .byte $95, $50, $a3, $50, $a5, $40, $a6, $50, $b3, $51 - .byte $b6, $40, $b7, $50, $c3, $53, $df, $4a, $4d, $c7 - .byte $0e, $81, $00, $5a, $2e, $02, $36, $47, $37, $52 - .byte $3a, $49, $47, $25, $a7, $52, $d7, $04, $df, $4a - .byte $4d, $c7, $0e, $81, $00, $5a, $3e, $02, $44, $51 - .byte $53, $44, $54, $44, $55, $24, $a1, $54, $ae, $01 - .byte $b4, $21, $df, $4a, $e5, $07, $4d, $c7 - .byte $fd + .byte $48, $01 + .byte $0e, $01, $00, $5a, $3e, $06, $45, $46, $47, $46 + .byte $53, $44, $ae, $01, $df, $4a, $4d, $c7, $0e, $81 + .byte $00, $5a, $2e, $04, $37, $28, $3a, $48, $46, $47 + .byte $c7, $07, $ce, $0f, $df, $4a, $4d, $c7, $0e, $81 + .byte $00, $5a, $33, $53, $43, $51, $46, $40, $47, $50 + .byte $53, $04, $55, $40, $56, $50, $62, $43, $64, $40 + .byte $65, $50, $71, $41, $73, $51, $83, $51, $94, $40 + .byte $95, $50, $a3, $50, $a5, $40, $a6, $50, $b3, $51 + .byte $b6, $40, $b7, $50, $c3, $53, $df, $4a, $4d, $c7 + .byte $0e, $81, $00, $5a, $2e, $02, $36, $47, $37, $52 + .byte $3a, $49, $47, $25, $a7, $52, $d7, $04, $df, $4a + .byte $4d, $c7, $0e, $81, $00, $5a, $3e, $02, $44, $51 + .byte $53, $44, $54, $44, $55, $24, $a1, $54, $ae, $01 + .byte $b4, $21, $df, $4a, $e5, $07, $4d, $c7 + .byte $fd ; water area used in levels 5-2 and 6-2 L_WaterArea1: - .byte $41, $01 - .byte $b4, $34, $c8, $52, $f2, $51, $47, $d3, $6c, $03 - .byte $65, $49, $9e, $07, $be, $01, $cc, $03, $fe, $07 - .byte $0d, $c9, $1e, $01, $6c, $01, $62, $35, $63, $53 - .byte $8a, $41, $ac, $01, $b3, $53, $e9, $51, $26, $c3 - .byte $27, $33, $63, $43, $64, $33, $ba, $60, $c9, $61 - .byte $ce, $0b, $e5, $09, $ee, $0f, $7d, $ca, $7d, $47 - .byte $fd + .byte $41, $01 + .byte $b4, $34, $c8, $52, $f2, $51, $47, $d3, $6c, $03 + .byte $65, $49, $9e, $07, $be, $01, $cc, $03, $fe, $07 + .byte $0d, $c9, $1e, $01, $6c, $01, $62, $35, $63, $53 + .byte $8a, $41, $ac, $01, $b3, $53, $e9, $51, $26, $c3 + .byte $27, $33, $63, $43, $64, $33, $ba, $60, $c9, $61 + .byte $ce, $0b, $e5, $09, $ee, $0f, $7d, $ca, $7d, $47 + .byte $fd ; level 2-2/7-2 L_WaterArea2: - .byte $41, $01 - .byte $b8, $52, $ea, $41, $27, $b2, $b3, $42, $16, $d4 - .byte $4a, $42, $a5, $51, $a7, $31, $27, $d3, $08, $e2 - .byte $16, $64, $2c, $04, $38, $42, $76, $64, $88, $62 - .byte $de, $07, $fe, $01, $0d, $c9, $23, $32, $31, $51 - .byte $98, $52, $0d, $c9, $59, $42, $63, $53, $67, $31 - .byte $14, $c2, $36, $31, $87, $53, $17, $e3, $29, $61 - .byte $30, $62, $3c, $08, $42, $37, $59, $40, $6a, $42 - .byte $99, $40, $c9, $61, $d7, $63, $39, $d1, $58, $52 - .byte $c3, $67, $d3, $31, $dc, $06, $f7, $42, $fa, $42 - .byte $23, $b1, $43, $67, $c3, $34, $c7, $34, $d1, $51 - .byte $43, $b3, $47, $33, $9a, $30, $a9, $61, $b8, $62 - .byte $be, $0b, $d5, $09, $de, $0f, $0d, $ca, $7d, $47 - .byte $fd + .byte $41, $01 + .byte $b8, $52, $ea, $41, $27, $b2, $b3, $42, $16, $d4 + .byte $4a, $42, $a5, $51, $a7, $31, $27, $d3, $08, $e2 + .byte $16, $64, $2c, $04, $38, $42, $76, $64, $88, $62 + .byte $de, $07, $fe, $01, $0d, $c9, $23, $32, $31, $51 + .byte $98, $52, $0d, $c9, $59, $42, $63, $53, $67, $31 + .byte $14, $c2, $36, $31, $87, $53, $17, $e3, $29, $61 + .byte $30, $62, $3c, $08, $42, $37, $59, $40, $6a, $42 + .byte $99, $40, $c9, $61, $d7, $63, $39, $d1, $58, $52 + .byte $c3, $67, $d3, $31, $dc, $06, $f7, $42, $fa, $42 + .byte $23, $b1, $43, $67, $c3, $34, $c7, $34, $d1, $51 + .byte $43, $b3, $47, $33, $9a, $30, $a9, $61, $b8, $62 + .byte $be, $0b, $d5, $09, $de, $0f, $0d, $ca, $7d, $47 + .byte $fd ; water area used in level 8-4 L_WaterArea3: - .byte $49, $0f - .byte $1e, $01, $39, $73, $5e, $07, $ae, $0b, $1e, $82 - .byte $6e, $88, $9e, $02, $0d, $04, $2e, $0b, $45, $09 - .byte $4e, $0f, $ed, $47 - .byte $fd + .byte $49, $0f + .byte $1e, $01, $39, $73, $5e, $07, $ae, $0b, $1e, $82 + .byte $6e, $88, $9e, $02, $0d, $04, $2e, $0b, $45, $09 + .byte $4e, $0f, $ed, $47 + .byte $fd ;------------------------------------------------------------------------------------- ; unused space - .byte $ff + .byte $ff ;------------------------------------------------------------------------------------- ; indirect jump routine called when ; $0770 is set to 1 GameMode: - lda OperMode_Task - jsr JumpEngine + lda OperMode_Task + jsr JumpEngine - .addr InitializeArea - .addr ScreenRoutines - .addr SecondaryGameSetup - .addr GameCoreRoutine + .addr InitializeArea + .addr ScreenRoutines + .addr SecondaryGameSetup + .addr GameCoreRoutine ;------------------------------------------------------------------------------------- GameCoreRoutine: - ldx CurrentPlayer ; get which player is on the screen - lda SavedJoypadBits,x ; use appropriate player's controller bits - sta SavedJoypadBits ; as the master controller bits - jsr GameRoutines ; execute one of many possible subs - lda OperMode_Task ; check major task of operating mode - cmp #$03 ; if we are supposed to be here, - bcs GameEngine ; branch to the game engine itself - rts + ldx CurrentPlayer ; get which player is on the screen + lda SavedJoypadBits,x ; use appropriate player's controller bits + sta SavedJoypadBits ; as the master controller bits + jsr GameRoutines ; execute one of many possible subs + lda OperMode_Task ; check major task of operating mode + cmp #$03 ; if we are supposed to be here, + bcs GameEngine ; branch to the game engine itself + rts GameEngine: - jsr ProcFireball_Bubble ; process fireballs and air bubbles - ldx #$00 -ProcELoop: stx ObjectOffset ; put incremented offset in X as enemy object offset - jsr EnemiesAndLoopsCore ; process enemy objects - jsr FloateyNumbersRoutine ; process floatey numbers - inx - cpx #$06 ; do these two subroutines until the whole buffer is done - bne ProcELoop - jsr GetPlayerOffscreenBits ; get offscreen bits for player object - jsr RelativePlayerPosition ; get relative coordinates for player object - jsr PlayerGfxHandler ; draw the player - jsr BlockObjMT_Updater ; replace block objects with metatiles if necessary - ldx #$01 - stx ObjectOffset ; set offset for second - jsr BlockObjectsCore ; process second block object - dex - stx ObjectOffset ; set offset for first - jsr BlockObjectsCore ; process first block object - jsr MiscObjectsCore ; process misc objects (hammer, jumping coins) - jsr ProcessCannons ; process bullet bill cannons - jsr ProcessWhirlpools ; process whirlpools - jsr FlagpoleRoutine ; process the flagpole - jsr RunGameTimer ; count down the game timer - jsr ColorRotation ; cycle one of the background colors - lda Player_Y_HighPos - cmp #$02 ; if player is below the screen, don't bother with the music - bpl NoChgMus - lda StarInvincibleTimer ; if star mario invincibility timer at zero, - beq ClrPlrPal ; skip this part - cmp #$04 - bne NoChgMus ; if not yet at a certain point, continue - lda IntervalTimerControl ; if interval timer not yet expired, - bne NoChgMus ; branch ahead, don't bother with the music - jsr GetAreaMusic ; to re-attain appropriate level music -NoChgMus: ldy StarInvincibleTimer ; get invincibility timer - lda FrameCounter ; get frame counter - cpy #$08 ; if timer still above certain point, - bcs CycleTwo ; branch to cycle player's palette quickly - lsr ; otherwise, divide by 8 to cycle every eighth frame - lsr -CycleTwo: lsr ; if branched here, divide by 2 to cycle every other frame - jsr CyclePlayerPalette ; do sub to cycle the palette (note: shares fire flower code) - jmp SaveAB ; then skip this sub to finish up the game engine -ClrPlrPal: jsr ResetPalStar ; do sub to clear player's palette bits in attributes -SaveAB: lda A_B_Buttons ; save current A and B button - sta PreviousA_B_Buttons ; into temp variable to be used on next frame - lda #$00 - sta Left_Right_Buttons ; nullify left and right buttons temp variable -UpdScrollVar: lda VRAM_Buffer_AddrCtrl - cmp #$06 ; if vram address controller set to 6 (one of two $0341s) - beq ExitEng ; then branch to leave - lda AreaParserTaskNum ; otherwise check number of tasks - bne RunParser - lda ScrollThirtyTwo ; get horizontal scroll in 0-31 or $00-$20 range - cmp #$20 ; check to see if exceeded $21 - bmi ExitEng ; branch to leave if not - lda ScrollThirtyTwo - sbc #$20 ; otherwise subtract $20 to set appropriately - sta ScrollThirtyTwo ; and store - lda #$00 ; reset vram buffer offset used in conjunction with - sta VRAM_Buffer2_Offset ; level graphics buffer at $0341-$035f -RunParser: jsr AreaParserTaskHandler ; update the name table with more level graphics -ExitEng: rts ; and after all that, we're finally done! + jsr ProcFireball_Bubble ; process fireballs and air bubbles + ldx #$00 +ProcELoop: + stx ObjectOffset ; put incremented offset in X as enemy object offset + jsr EnemiesAndLoopsCore ; process enemy objects + jsr FloateyNumbersRoutine ; process floatey numbers + inx + cpx #$06 ; do these two subroutines until the whole buffer is done + bne ProcELoop + jsr GetPlayerOffscreenBits ; get offscreen bits for player object + jsr RelativePlayerPosition ; get relative coordinates for player object + jsr PlayerGfxHandler ; draw the player + jsr BlockObjMT_Updater ; replace block objects with metatiles if necessary + ldx #$01 + stx ObjectOffset ; set offset for second + jsr BlockObjectsCore ; process second block object + dex + stx ObjectOffset ; set offset for first + jsr BlockObjectsCore ; process first block object + jsr MiscObjectsCore ; process misc objects (hammer, jumping coins) + jsr ProcessCannons ; process bullet bill cannons + jsr ProcessWhirlpools ; process whirlpools + jsr FlagpoleRoutine ; process the flagpole + jsr RunGameTimer ; count down the game timer + jsr ColorRotation ; cycle one of the background colors + lda Player_Y_HighPos + cmp #$02 ; if player is below the screen, don't bother with the music + bpl NoChgMus + lda StarInvincibleTimer ; if star mario invincibility timer at zero, + beq ClrPlrPal ; skip this part + cmp #$04 + bne NoChgMus ; if not yet at a certain point, continue + lda IntervalTimerControl ; if interval timer not yet expired, + bne NoChgMus ; branch ahead, don't bother with the music + jsr GetAreaMusic ; to re-attain appropriate level music +NoChgMus: + ldy StarInvincibleTimer ; get invincibility timer + lda FrameCounter ; get frame counter + cpy #$08 ; if timer still above certain point, + bcs CycleTwo ; branch to cycle player's palette quickly + lsr ; otherwise, divide by 8 to cycle every eighth frame + lsr +CycleTwo: + lsr ; if branched here, divide by 2 to cycle every other frame + jsr CyclePlayerPalette ; do sub to cycle the palette (note: shares fire flower code) + jmp SaveAB ; then skip this sub to finish up the game engine +ClrPlrPal: + jsr ResetPalStar ; do sub to clear player's palette bits in attributes +SaveAB: + lda A_B_Buttons ; save current A and B button + sta PreviousA_B_Buttons ; into temp variable to be used on next frame + lda #$00 + sta Left_Right_Buttons ; nullify left and right buttons temp variable +UpdScrollVar: + lda VRAM_Buffer_AddrCtrl + cmp #$06 ; if vram address controller set to 6 (one of two $0341s) + beq ExitEng ; then branch to leave + lda AreaParserTaskNum ; otherwise check number of tasks + bne RunParser + lda ScrollThirtyTwo ; get horizontal scroll in 0-31 or $00-$20 range + cmp #$20 ; check to see if exceeded $21 + bmi ExitEng ; branch to leave if not + lda ScrollThirtyTwo + sbc #$20 ; otherwise subtract $20 to set appropriately + sta ScrollThirtyTwo ; and store + lda #$00 ; reset vram buffer offset used in conjunction with + sta VRAM_Buffer2_Offset ; level graphics buffer at $0341-$035f +RunParser: + jsr AreaParserTaskHandler ; update the name table with more level graphics +ExitEng: + rts ; and after all that, we're finally done! ;------------------------------------------------------------------------------------- ScrollHandler: - lda Player_X_Scroll ; load value saved here - clc - adc Platform_X_Scroll ; add value used by left/right platforms - sta Player_X_Scroll ; save as new value here to impose force on scroll - lda ScrollLock ; check scroll lock flag - bne InitScrlAmt ; skip a bunch of code here if set - lda Player_Pos_ForScroll - cmp #$50 ; check player's horizontal screen position - bcc InitScrlAmt ; if less than 80 pixels to the right, branch - lda SideCollisionTimer ; if timer related to player's side collision - bne InitScrlAmt ; not expired, branch - ldy Player_X_Scroll ; get value and decrement by one - dey ; if value originally set to zero or otherwise - bmi InitScrlAmt ; negative for left movement, branch - iny - cpy #$02 ; if value $01, branch and do not decrement - bcc ChkNearMid - dey ; otherwise decrement by one -ChkNearMid: lda Player_Pos_ForScroll - cmp #$70 ; check player's horizontal screen position - bcc ScrollScreen ; if less than 112 pixels to the right, branch - ldy Player_X_Scroll ; otherwise get original value undecremented + lda Player_X_Scroll ; load value saved here + clc + adc Platform_X_Scroll ; add value used by left/right platforms + sta Player_X_Scroll ; save as new value here to impose force on scroll + lda ScrollLock ; check scroll lock flag + bne InitScrlAmt ; skip a bunch of code here if set + lda Player_Pos_ForScroll + cmp #$50 ; check player's horizontal screen position + bcc InitScrlAmt ; if less than 80 pixels to the right, branch + lda SideCollisionTimer ; if timer related to player's side collision + bne InitScrlAmt ; not expired, branch + ldy Player_X_Scroll ; get value and decrement by one + dey ; if value originally set to zero or otherwise + bmi InitScrlAmt ; negative for left movement, branch + iny + cpy #$02 ; if value $01, branch and do not decrement + bcc ChkNearMid + dey ; otherwise decrement by one +ChkNearMid: + lda Player_Pos_ForScroll + cmp #$70 ; check player's horizontal screen position + bcc ScrollScreen ; if less than 112 pixels to the right, branch + ldy Player_X_Scroll ; otherwise get original value undecremented ScrollScreen: - tya - sta ScrollAmount ; save value here - clc - adc ScrollThirtyTwo ; add to value already set here - sta ScrollThirtyTwo ; save as new value here - tya - clc - adc ScreenLeft_X_Pos ; add to left side coordinate - sta ScreenLeft_X_Pos ; save as new left side coordinate - sta HorizontalScroll ; save here also - lda ScreenLeft_PageLoc - adc #$00 ; add carry to page location for left - sta ScreenLeft_PageLoc ; side of the screen - and #$01 ; get LSB of page location - sta $00 ; save as temp variable for PPU register 1 mirror - lda Mirror_PPU_CTRL_REG1 ; get PPU register 1 mirror - and #%11111110 ; save all bits except d0 - ora $00 ; get saved bit here and save in PPU register 1 - sta Mirror_PPU_CTRL_REG1 ; mirror to be used to set name table later - jsr GetScreenPosition ; figure out where the right side is - lda #$08 - sta ScrollIntervalTimer ; set scroll timer (residual, not used elsewhere) - jmp ChkPOffscr ; skip this part -InitScrlAmt: lda #$00 - sta ScrollAmount ; initialize value here -ChkPOffscr: ldx #$00 ; set X for player offset - jsr GetXOffscreenBits ; get horizontal offscreen bits for player - sta $00 ; save them here - ldy #$00 ; load default offset (left side) - asl ; if d7 of offscreen bits are set, - bcs KeepOnscr ; branch with default offset - iny ; otherwise use different offset (right side) - lda $00 - and #%00100000 ; check offscreen bits for d5 set - beq InitPlatScrl ; if not set, branch ahead of this part -KeepOnscr: lda ScreenEdge_X_Pos,y ; get left or right side coordinate based on offset - sec - sbc X_SubtracterData,y ; subtract amount based on offset - sta Player_X_Position ; store as player position to prevent movement further - lda ScreenEdge_PageLoc,y ; get left or right page location based on offset - sbc #$00 ; subtract borrow - sta Player_PageLoc ; save as player's page location - lda Left_Right_Buttons ; check saved controller bits - cmp OffscrJoypadBitsData,y ; against bits based on offset - beq InitPlatScrl ; if not equal, branch - lda #$00 - sta Player_X_Speed ; otherwise nullify horizontal speed of player -InitPlatScrl: lda #$00 ; nullify platform force imposed on scroll - sta Platform_X_Scroll - rts + tya + sta ScrollAmount ; save value here + clc + adc ScrollThirtyTwo ; add to value already set here + sta ScrollThirtyTwo ; save as new value here + tya + clc + adc ScreenLeft_X_Pos ; add to left side coordinate + sta ScreenLeft_X_Pos ; save as new left side coordinate + sta HorizontalScroll ; save here also + lda ScreenLeft_PageLoc + adc #$00 ; add carry to page location for left + sta ScreenLeft_PageLoc ; side of the screen + and #$01 ; get LSB of page location + sta $00 ; save as temp variable for PPU register 1 mirror + lda Mirror_PPU_CTRL_REG1 ; get PPU register 1 mirror + and #%11111110 ; save all bits except d0 + ora $00 ; get saved bit here and save in PPU register 1 + sta Mirror_PPU_CTRL_REG1 ; mirror to be used to set name table later + jsr GetScreenPosition ; figure out where the right side is + lda #$08 + sta ScrollIntervalTimer ; set scroll timer (residual, not used elsewhere) + jmp ChkPOffscr ; skip this part +InitScrlAmt: + lda #$00 + sta ScrollAmount ; initialize value here +ChkPOffscr: + ldx #$00 ; set X for player offset + jsr GetXOffscreenBits ; get horizontal offscreen bits for player + sta $00 ; save them here + ldy #$00 ; load default offset (left side) + asl ; if d7 of offscreen bits are set, + bcs KeepOnscr ; branch with default offset + iny ; otherwise use different offset (right side) + lda $00 + and #%00100000 ; check offscreen bits for d5 set + beq InitPlatScrl ; if not set, branch ahead of this part +KeepOnscr: + lda ScreenEdge_X_Pos,y ; get left or right side coordinate based on offset + sec + sbc X_SubtracterData,y ; subtract amount based on offset + sta Player_X_Position ; store as player position to prevent movement further + lda ScreenEdge_PageLoc,y ; get left or right page location based on offset + sbc #$00 ; subtract borrow + sta Player_PageLoc ; save as player's page location + lda Left_Right_Buttons ; check saved controller bits + cmp OffscrJoypadBitsData,y ; against bits based on offset + beq InitPlatScrl ; if not equal, branch + lda #$00 + sta Player_X_Speed ; otherwise nullify horizontal speed of player +InitPlatScrl: + lda #$00 ; nullify platform force imposed on scroll + sta Platform_X_Scroll + rts X_SubtracterData: - .byte $00, $10 + .byte $00, $10 OffscrJoypadBitsData: - .byte $01, $02 + .byte $01, $02 ;------------------------------------------------------------------------------------- GetScreenPosition: - lda ScreenLeft_X_Pos ; get coordinate of screen's left boundary - clc - adc #$ff ; add 255 pixels - sta ScreenRight_X_Pos ; store as coordinate of screen's right boundary - lda ScreenLeft_PageLoc ; get page number where left boundary is - adc #$00 ; add carry from before - sta ScreenRight_PageLoc ; store as page number where right boundary is - rts + lda ScreenLeft_X_Pos ; get coordinate of screen's left boundary + clc + adc #$ff ; add 255 pixels + sta ScreenRight_X_Pos ; store as coordinate of screen's right boundary + lda ScreenLeft_PageLoc ; get page number where left boundary is + adc #$00 ; add carry from before + sta ScreenRight_PageLoc ; store as page number where right boundary is + rts ;------------------------------------------------------------------------------------- GameRoutines: - lda GameEngineSubroutine ; run routine based on number (a few of these routines are - jsr JumpEngine ; merely placeholders as conditions for other routines) + lda GameEngineSubroutine ; run routine based on number (a few of these routines are + jsr JumpEngine ; merely placeholders as conditions for other routines) - .addr Entrance_GameTimerSetup - .addr Vine_AutoClimb - .addr SideExitPipeEntry - .addr VerticalPipeEntry - .addr FlagpoleSlide - .addr PlayerEndLevel - .addr PlayerLoseLife - .addr PlayerEntrance - .addr PlayerCtrlRoutine - .addr PlayerChangeSize - .addr PlayerInjuryBlink - .addr PlayerDeath - .addr PlayerFireFlower + .addr Entrance_GameTimerSetup + .addr Vine_AutoClimb + .addr SideExitPipeEntry + .addr VerticalPipeEntry + .addr FlagpoleSlide + .addr PlayerEndLevel + .addr PlayerLoseLife + .addr PlayerEntrance + .addr PlayerCtrlRoutine + .addr PlayerChangeSize + .addr PlayerInjuryBlink + .addr PlayerDeath + .addr PlayerFireFlower ;------------------------------------------------------------------------------------- PlayerEntrance: - lda AltEntranceControl ; check for mode of alternate entry - cmp #$02 - beq EntrMode2 ; if found, branch to enter from pipe or with vine - lda #$00 - ldy Player_Y_Position ; if vertical position above a certain - cpy #$30 ; point, nullify controller bits and continue - bcc AutoControlPlayer ; with player movement code, do not return - lda PlayerEntranceCtrl ; check player entry bits from header - cmp #$06 - beq ChkBehPipe ; if set to 6 or 7, execute pipe intro code - cmp #$07 ; otherwise branch to normal entry - bne PlayerRdy -ChkBehPipe: lda Player_SprAttrib ; check for sprite attributes - bne IntroEntr ; branch if found - lda #$01 - jmp AutoControlPlayer ; force player to walk to the right -IntroEntr: jsr EnterSidePipe ; execute sub to move player to the right - dec ChangeAreaTimer ; decrement timer for change of area - bne ExitEntr ; branch to exit if not yet expired - inc DisableIntermediate ; set flag to skip world and lives display - jmp NextArea ; jump to increment to next area and set modes -EntrMode2: lda JoypadOverride ; if controller override bits set here, - bne VineEntr ; branch to enter with vine - lda #$ff ; otherwise, set value here then execute sub - jsr MovePlayerYAxis ; to move player upwards - lda Player_Y_Position ; check to see if player is at a specific coordinate - cmp #$91 ; if player risen to a certain point (this requires pipes - bcc PlayerRdy ; to be at specific height to look/function right) branch - rts ; to the last part, otherwise leave -VineEntr: lda VineHeight - cmp #$60 ; check vine height - bne ExitEntr ; if vine not yet reached maximum height, branch to leave - lda Player_Y_Position ; get player's vertical coordinate - cmp #$99 ; check player's vertical coordinate against preset value - ldy #$00 ; load default values to be written to - lda #$01 ; this value moves player to the right off the vine - bcc OffVine ; if vertical coordinate < preset value, use defaults - lda #$03 - sta Player_State ; otherwise set player state to climbing - iny ; increment value in Y - lda #$08 ; set block in block buffer to cover hole, then - sta Block_Buffer_1+$b4 ; use same value to force player to climb -OffVine: sty DisableCollisionDet ; set collision detection disable flag - jsr AutoControlPlayer ; use contents of A to move player up or right, execute sub - lda Player_X_Position - cmp #$48 ; check player's horizontal position - bcc ExitEntr ; if not far enough to the right, branch to leave -PlayerRdy: lda #$08 ; set routine to be executed by game engine next frame - sta GameEngineSubroutine - lda #$01 ; set to face player to the right - sta PlayerFacingDir - lsr ; init A - sta AltEntranceControl ; init mode of entry - sta DisableCollisionDet ; init collision detection disable flag - sta JoypadOverride ; nullify controller override bits -ExitEntr: rts ; leave! + lda AltEntranceControl ; check for mode of alternate entry + cmp #$02 + beq EntrMode2 ; if found, branch to enter from pipe or with vine + lda #$00 + ldy Player_Y_Position ; if vertical position above a certain + cpy #$30 ; point, nullify controller bits and continue + bcc AutoControlPlayer ; with player movement code, do not return + lda PlayerEntranceCtrl ; check player entry bits from header + cmp #$06 + beq ChkBehPipe ; if set to 6 or 7, execute pipe intro code + cmp #$07 ; otherwise branch to normal entry + bne PlayerRdy +ChkBehPipe: + lda Player_SprAttrib ; check for sprite attributes + bne IntroEntr ; branch if found + lda #$01 + jmp AutoControlPlayer ; force player to walk to the right +IntroEntr: + jsr EnterSidePipe ; execute sub to move player to the right + dec ChangeAreaTimer ; decrement timer for change of area + bne ExitEntr ; branch to exit if not yet expired + inc DisableIntermediate ; set flag to skip world and lives display + jmp NextArea ; jump to increment to next area and set modes +EntrMode2: + lda JoypadOverride ; if controller override bits set here, + bne VineEntr ; branch to enter with vine + lda #$ff ; otherwise, set value here then execute sub + jsr MovePlayerYAxis ; to move player upwards + lda Player_Y_Position ; check to see if player is at a specific coordinate + cmp #$91 ; if player risen to a certain point (this requires pipes + bcc PlayerRdy ; to be at specific height to look/function right) branch + rts ; to the last part, otherwise leave +VineEntr: + lda VineHeight + cmp #$60 ; check vine height + bne ExitEntr ; if vine not yet reached maximum height, branch to leave + lda Player_Y_Position ; get player's vertical coordinate + cmp #$99 ; check player's vertical coordinate against preset value + ldy #$00 ; load default values to be written to + lda #$01 ; this value moves player to the right off the vine + bcc OffVine ; if vertical coordinate < preset value, use defaults + lda #$03 + sta Player_State ; otherwise set player state to climbing + iny ; increment value in Y + lda #$08 ; set block in block buffer to cover hole, then + sta Block_Buffer_1+$b4 ; use same value to force player to climb +OffVine: + sty DisableCollisionDet ; set collision detection disable flag + jsr AutoControlPlayer ; use contents of A to move player up or right, execute sub + lda Player_X_Position + cmp #$48 ; check player's horizontal position + bcc ExitEntr ; if not far enough to the right, branch to leave +PlayerRdy: + lda #$08 ; set routine to be executed by game engine next frame + sta GameEngineSubroutine + lda #$01 ; set to face player to the right + sta PlayerFacingDir + lsr ; init A + sta AltEntranceControl ; init mode of entry + sta DisableCollisionDet ; init collision detection disable flag + sta JoypadOverride ; nullify controller override bits +ExitEntr: + rts ; leave! ;------------------------------------------------------------------------------------- ; $07 - used to hold upper limit of high byte when player falls down hole AutoControlPlayer: - sta SavedJoypadBits ; override controller bits with contents of A if executing here + sta SavedJoypadBits ; override controller bits with contents of A if executing here PlayerCtrlRoutine: - lda GameEngineSubroutine ; check task here - cmp #$0b ; if certain value is set, branch to skip controller bit loading - beq SizeChk - lda AreaType ; are we in a water type area? - bne SaveJoyp ; if not, branch - ldy Player_Y_HighPos - dey ; if not in vertical area between - bne DisJoyp ; status bar and bottom, branch - lda Player_Y_Position - cmp #$d0 ; if nearing the bottom of the screen or - bcc SaveJoyp ; not in the vertical area between status bar or bottom, -DisJoyp: lda #$00 ; disable controller bits - sta SavedJoypadBits -SaveJoyp: lda SavedJoypadBits ; otherwise store A and B buttons in $0a - and #%11000000 - sta A_B_Buttons - lda SavedJoypadBits ; store left and right buttons in $0c - and #%00000011 - sta Left_Right_Buttons - lda SavedJoypadBits ; store up and down buttons in $0b - and #%00001100 - sta Up_Down_Buttons - and #%00000100 ; check for pressing down - beq SizeChk ; if not, branch - lda Player_State ; check player's state - bne SizeChk ; if not on the ground, branch - ldy Left_Right_Buttons ; check left and right - beq SizeChk ; if neither pressed, branch - lda #$00 - sta Left_Right_Buttons ; if pressing down while on the ground, - sta Up_Down_Buttons ; nullify directional bits -SizeChk: jsr PlayerMovementSubs ; run movement subroutines - ldy #$01 ; is player small? - lda PlayerSize - bne ChkMoveDir - ldy #$00 ; check for if crouching - lda CrouchingFlag - beq ChkMoveDir ; if not, branch ahead - ldy #$02 ; if big and crouching, load y with 2 -ChkMoveDir: sty Player_BoundBoxCtrl ; set contents of Y as player's bounding box size control - lda #$01 ; set moving direction to right by default - ldy Player_X_Speed ; check player's horizontal speed - beq PlayerSubs ; if not moving at all horizontally, skip this part - bpl SetMoveDir ; if moving to the right, use default moving direction - asl ; otherwise change to move to the left -SetMoveDir: sta Player_MovingDir ; set moving direction -PlayerSubs: jsr ScrollHandler ; move the screen if necessary - jsr GetPlayerOffscreenBits ; get player's offscreen bits - jsr RelativePlayerPosition ; get coordinates relative to the screen - ldx #$00 ; set offset for player object - jsr BoundingBoxCore ; get player's bounding box coordinates - jsr PlayerBGCollision ; do collision detection and process - lda Player_Y_Position - cmp #$40 ; check to see if player is higher than 64th pixel - bcc PlayerHole ; if so, branch ahead - lda GameEngineSubroutine - cmp #$05 ; if running end-of-level routine, branch ahead - beq PlayerHole - cmp #$07 ; if running player entrance routine, branch ahead - beq PlayerHole - cmp #$04 ; if running routines $00-$03, branch ahead - bcc PlayerHole - lda Player_SprAttrib - and #%11011111 ; otherwise nullify player's - sta Player_SprAttrib ; background priority flag -PlayerHole: lda Player_Y_HighPos ; check player's vertical high byte - cmp #$02 ; for below the screen - bmi ExitCtrl ; branch to leave if not that far down - ldx #$01 - stx ScrollLock ; set scroll lock - ldy #$04 - sty $07 ; set value here - ldx #$00 ; use X as flag, and clear for cloud level - ldy GameTimerExpiredFlag ; check game timer expiration flag - bne HoleDie ; if set, branch - ldy CloudTypeOverride ; check for cloud type override - bne ChkHoleX ; skip to last part if found -HoleDie: inx ; set flag in X for player death - ldy GameEngineSubroutine - cpy #$0b ; check for some other routine running - beq ChkHoleX ; if so, branch ahead - ldy DeathMusicLoaded ; check value here - bne HoleBottom ; if already set, branch to next part - iny - sty EventMusicQueue ; otherwise play death music - sty DeathMusicLoaded ; and set value here -HoleBottom: ldy #$06 - sty $07 ; change value here -ChkHoleX: cmp $07 ; compare vertical high byte with value set here - bmi ExitCtrl ; if less, branch to leave - dex ; otherwise decrement flag in X - bmi CloudExit ; if flag was clear, branch to set modes and other values - ldy EventMusicBuffer ; check to see if music is still playing - bne ExitCtrl ; branch to leave if so - lda #$06 ; otherwise set to run lose life routine - sta GameEngineSubroutine ; on next frame -ExitCtrl: rts ; leave + lda GameEngineSubroutine ; check task here + cmp #$0b ; if certain value is set, branch to skip controller bit loading + beq SizeChk + lda AreaType ; are we in a water type area? + bne SaveJoyp ; if not, branch + ldy Player_Y_HighPos + dey ; if not in vertical area between + bne DisJoyp ; status bar and bottom, branch + lda Player_Y_Position + cmp #$d0 ; if nearing the bottom of the screen or + bcc SaveJoyp ; not in the vertical area between status bar or bottom, +DisJoyp: + lda #$00 ; disable controller bits + sta SavedJoypadBits +SaveJoyp: + lda SavedJoypadBits ; otherwise store A and B buttons in $0a + and #%11000000 + sta A_B_Buttons + lda SavedJoypadBits ; store left and right buttons in $0c + and #%00000011 + sta Left_Right_Buttons + lda SavedJoypadBits ; store up and down buttons in $0b + and #%00001100 + sta Up_Down_Buttons + and #%00000100 ; check for pressing down + beq SizeChk ; if not, branch + lda Player_State ; check player's state + bne SizeChk ; if not on the ground, branch + ldy Left_Right_Buttons ; check left and right + beq SizeChk ; if neither pressed, branch + lda #$00 + sta Left_Right_Buttons ; if pressing down while on the ground, + sta Up_Down_Buttons ; nullify directional bits +SizeChk: + jsr PlayerMovementSubs ; run movement subroutines + ldy #$01 ; is player small? + lda PlayerSize + bne ChkMoveDir + ldy #$00 ; check for if crouching + lda CrouchingFlag + beq ChkMoveDir ; if not, branch ahead + ldy #$02 ; if big and crouching, load y with 2 +ChkMoveDir: + sty Player_BoundBoxCtrl ; set contents of Y as player's bounding box size control + lda #$01 ; set moving direction to right by default + ldy Player_X_Speed ; check player's horizontal speed + beq PlayerSubs ; if not moving at all horizontally, skip this part + bpl SetMoveDir ; if moving to the right, use default moving direction + asl ; otherwise change to move to the left +SetMoveDir: + sta Player_MovingDir ; set moving direction +PlayerSubs: + jsr ScrollHandler ; move the screen if necessary + jsr GetPlayerOffscreenBits ; get player's offscreen bits + jsr RelativePlayerPosition ; get coordinates relative to the screen + ldx #$00 ; set offset for player object + jsr BoundingBoxCore ; get player's bounding box coordinates + jsr PlayerBGCollision ; do collision detection and process + lda Player_Y_Position + cmp #$40 ; check to see if player is higher than 64th pixel + bcc PlayerHole ; if so, branch ahead + lda GameEngineSubroutine + cmp #$05 ; if running end-of-level routine, branch ahead + beq PlayerHole + cmp #$07 ; if running player entrance routine, branch ahead + beq PlayerHole + cmp #$04 ; if running routines $00-$03, branch ahead + bcc PlayerHole + lda Player_SprAttrib + and #%11011111 ; otherwise nullify player's + sta Player_SprAttrib ; background priority flag +PlayerHole: + lda Player_Y_HighPos ; check player's vertical high byte + cmp #$02 ; for below the screen + bmi ExitCtrl ; branch to leave if not that far down + ldx #$01 + stx ScrollLock ; set scroll lock + ldy #$04 + sty $07 ; set value here + ldx #$00 ; use X as flag, and clear for cloud level + ldy GameTimerExpiredFlag ; check game timer expiration flag + bne HoleDie ; if set, branch + ldy CloudTypeOverride ; check for cloud type override + bne ChkHoleX ; skip to last part if found +HoleDie: + inx ; set flag in X for player death + ldy GameEngineSubroutine + cpy #$0b ; check for some other routine running + beq ChkHoleX ; if so, branch ahead + ldy DeathMusicLoaded ; check value here + bne HoleBottom ; if already set, branch to next part + iny + sty EventMusicQueue ; otherwise play death music + sty DeathMusicLoaded ; and set value here +HoleBottom: + ldy #$06 + sty $07 ; change value here +ChkHoleX: + cmp $07 ; compare vertical high byte with value set here + bmi ExitCtrl ; if less, branch to leave + dex ; otherwise decrement flag in X + bmi CloudExit ; if flag was clear, branch to set modes and other values + ldy EventMusicBuffer ; check to see if music is still playing + bne ExitCtrl ; branch to leave if so + lda #$06 ; otherwise set to run lose life routine + sta GameEngineSubroutine ; on next frame +ExitCtrl: + rts ; leave CloudExit: - lda #$00 - sta JoypadOverride ; clear controller override bits if any are set - jsr SetEntr ; do sub to set secondary mode - inc AltEntranceControl ; set mode of entry to 3 - rts + lda #$00 + sta JoypadOverride ; clear controller override bits if any are set + jsr SetEntr ; do sub to set secondary mode + inc AltEntranceControl ; set mode of entry to 3 + rts ;------------------------------------------------------------------------------------- Vine_AutoClimb: - lda Player_Y_HighPos ; check to see whether player reached position - bne AutoClimb ; above the status bar yet and if so, set modes - lda Player_Y_Position - cmp #$e4 - bcc SetEntr -AutoClimb: lda #%00001000 ; set controller bits override to up - sta JoypadOverride - ldy #$03 ; set player state to climbing - sty Player_State - jmp AutoControlPlayer -SetEntr: lda #$02 ; set starting position to override - sta AltEntranceControl - jmp ChgAreaMode ; set modes + lda Player_Y_HighPos ; check to see whether player reached position + bne AutoClimb ; above the status bar yet and if so, set modes + lda Player_Y_Position + cmp #$e4 + bcc SetEntr +AutoClimb: + lda #%00001000 ; set controller bits override to up + sta JoypadOverride + ldy #$03 ; set player state to climbing + sty Player_State + jmp AutoControlPlayer +SetEntr: + lda #$02 ; set starting position to override + sta AltEntranceControl + jmp ChgAreaMode ; set modes ;------------------------------------------------------------------------------------- VerticalPipeEntry: - lda #$01 ; set 1 as movement amount - jsr MovePlayerYAxis ; do sub to move player downwards - jsr ScrollHandler ; do sub to scroll screen with saved force if necessary - ldy #$00 ; load default mode of entry - lda WarpZoneControl ; check warp zone control variable/flag - bne ChgAreaPipe ; if set, branch to use mode 0 - iny - lda AreaType ; check for castle level type - cmp #$03 - bne ChgAreaPipe ; if not castle type level, use mode 1 - iny - jmp ChgAreaPipe ; otherwise use mode 2 + lda #$01 ; set 1 as movement amount + jsr MovePlayerYAxis ; do sub to move player downwards + jsr ScrollHandler ; do sub to scroll screen with saved force if necessary + ldy #$00 ; load default mode of entry + lda WarpZoneControl ; check warp zone control variable/flag + bne ChgAreaPipe ; if set, branch to use mode 0 + iny + lda AreaType ; check for castle level type + cmp #$03 + bne ChgAreaPipe ; if not castle type level, use mode 1 + iny + jmp ChgAreaPipe ; otherwise use mode 2 MovePlayerYAxis: - clc - adc Player_Y_Position ; add contents of A to player position - sta Player_Y_Position - rts + clc + adc Player_Y_Position ; add contents of A to player position + sta Player_Y_Position + rts ;------------------------------------------------------------------------------------- SideExitPipeEntry: - jsr EnterSidePipe ; execute sub to move player to the right - ldy #$02 -ChgAreaPipe: dec ChangeAreaTimer ; decrement timer for change of area - bne ExitCAPipe - sty AltEntranceControl ; when timer expires set mode of alternate entry -ChgAreaMode: inc DisableScreenFlag ; set flag to disable screen output - lda #$00 - sta OperMode_Task ; set secondary mode of operation - sta Sprite0HitDetectFlag ; disable sprite 0 check -ExitCAPipe: rts ; leave + jsr EnterSidePipe ; execute sub to move player to the right + ldy #$02 +ChgAreaPipe: + dec ChangeAreaTimer ; decrement timer for change of area + bne ExitCAPipe + sty AltEntranceControl ; when timer expires set mode of alternate entry +ChgAreaMode: + inc DisableScreenFlag ; set flag to disable screen output + lda #$00 + sta OperMode_Task ; set secondary mode of operation + sta Sprite0HitDetectFlag ; disable sprite 0 check +ExitCAPipe: + rts ; leave EnterSidePipe: - lda #$08 ; set player's horizontal speed - sta Player_X_Speed - ldy #$01 ; set controller right button by default - lda Player_X_Position ; mask out higher nybble of player's - and #%00001111 ; horizontal position - bne RightPipe - sta Player_X_Speed ; if lower nybble = 0, set as horizontal speed - tay ; and nullify controller bit override here -RightPipe: tya ; use contents of Y to - jsr AutoControlPlayer ; execute player control routine with ctrl bits nulled - rts + lda #$08 ; set player's horizontal speed + sta Player_X_Speed + ldy #$01 ; set controller right button by default + lda Player_X_Position ; mask out higher nybble of player's + and #%00001111 ; horizontal position + bne RightPipe + sta Player_X_Speed ; if lower nybble = 0, set as horizontal speed + tay ; and nullify controller bit override here +RightPipe: + tya ; use contents of Y to + jsr AutoControlPlayer ; execute player control routine with ctrl bits nulled + rts ;------------------------------------------------------------------------------------- PlayerChangeSize: - lda TimerControl ; check master timer control - cmp #$f8 ; for specific moment in time - bne EndChgSize ; branch if before or after that point - jmp InitChangeSize ; otherwise run code to get growing/shrinking going -EndChgSize: cmp #$c4 ; check again for another specific moment - bne ExitChgSize ; and branch to leave if before or after that point - jsr DonePlayerTask ; otherwise do sub to init timer control and set routine -ExitChgSize: rts ; and then leave + lda TimerControl ; check master timer control + cmp #$f8 ; for specific moment in time + bne EndChgSize ; branch if before or after that point + jmp InitChangeSize ; otherwise run code to get growing/shrinking going +EndChgSize: + cmp #$c4 ; check again for another specific moment + bne ExitChgSize ; and branch to leave if before or after that point + jsr DonePlayerTask ; otherwise do sub to init timer control and set routine +ExitChgSize: + rts ; and then leave ;------------------------------------------------------------------------------------- PlayerInjuryBlink: - lda TimerControl ; check master timer control - cmp #$f0 ; for specific moment in time - bcs ExitBlink ; branch if before that point - cmp #$c8 ; check again for another specific point - beq DonePlayerTask ; branch if at that point, and not before or after - jmp PlayerCtrlRoutine ; otherwise run player control routine -ExitBlink: bne ExitBoth ; do unconditional branch to leave + lda TimerControl ; check master timer control + cmp #$f0 ; for specific moment in time + bcs ExitBlink ; branch if before that point + cmp #$c8 ; check again for another specific point + beq DonePlayerTask ; branch if at that point, and not before or after + jmp PlayerCtrlRoutine ; otherwise run player control routine +ExitBlink: + bne ExitBoth ; do unconditional branch to leave InitChangeSize: - ldy PlayerChangeSizeFlag ; if growing/shrinking flag already set - bne ExitBoth ; then branch to leave - sty PlayerAnimCtrl ; otherwise initialize player's animation frame control - inc PlayerChangeSizeFlag ; set growing/shrinking flag - lda PlayerSize - eor #$01 ; invert player's size - sta PlayerSize -ExitBoth: rts ; leave + ldy PlayerChangeSizeFlag ; if growing/shrinking flag already set + bne ExitBoth ; then branch to leave + sty PlayerAnimCtrl ; otherwise initialize player's animation frame control + inc PlayerChangeSizeFlag ; set growing/shrinking flag + lda PlayerSize + eor #$01 ; invert player's size + sta PlayerSize +ExitBoth: + rts ; leave ;------------------------------------------------------------------------------------- ; $00 - used in CyclePlayerPalette to store current palette to cycle PlayerDeath: - lda TimerControl ; check master timer control - cmp #$f0 ; for specific moment in time - bcs ExitDeath ; branch to leave if before that point - jmp PlayerCtrlRoutine ; otherwise run player control routine + lda TimerControl ; check master timer control + cmp #$f0 ; for specific moment in time + bcs ExitDeath ; branch to leave if before that point + jmp PlayerCtrlRoutine ; otherwise run player control routine DonePlayerTask: - lda #$00 - sta TimerControl ; initialize master timer control to continue timers - lda #$08 - sta GameEngineSubroutine ; set player control routine to run next frame - rts ; leave + lda #$00 + sta TimerControl ; initialize master timer control to continue timers + lda #$08 + sta GameEngineSubroutine ; set player control routine to run next frame + rts ; leave PlayerFireFlower: - lda TimerControl ; check master timer control - cmp #$c0 ; for specific moment in time - beq ResetPalFireFlower ; branch if at moment, not before or after - lda FrameCounter ; get frame counter - lsr - lsr ; divide by four to change every four frames + lda TimerControl ; check master timer control + cmp #$c0 ; for specific moment in time + beq ResetPalFireFlower ; branch if at moment, not before or after + lda FrameCounter ; get frame counter + lsr + lsr ; divide by four to change every four frames CyclePlayerPalette: - and #$03 ; mask out all but d1-d0 (previously d3-d2) - sta $00 ; store result here to use as palette bits - lda Player_SprAttrib ; get player attributes - and #%11111100 ; save any other bits but palette bits - ora $00 ; add palette bits - sta Player_SprAttrib ; store as new player attributes - rts ; and leave + and #$03 ; mask out all but d1-d0 (previously d3-d2) + sta $00 ; store result here to use as palette bits + lda Player_SprAttrib ; get player attributes + and #%11111100 ; save any other bits but palette bits + ora $00 ; add palette bits + sta Player_SprAttrib ; store as new player attributes + rts ; and leave ResetPalFireFlower: - jsr DonePlayerTask ; do sub to init timer control and run player control routine + jsr DonePlayerTask ; do sub to init timer control and run player control routine ResetPalStar: - lda Player_SprAttrib ; get player attributes - and #%11111100 ; mask out palette bits to force palette 0 - sta Player_SprAttrib ; store as new player attributes - rts ; and leave + lda Player_SprAttrib ; get player attributes + and #%11111100 ; mask out palette bits to force palette 0 + sta Player_SprAttrib ; store as new player attributes + rts ; and leave ExitDeath: - rts ; leave from death routine + rts ; leave from death routine ;------------------------------------------------------------------------------------- FlagpoleSlide: - lda Enemy_ID+5 ; check special use enemy slot - cmp #FlagpoleFlagObject ; for flagpole flag object - bne NoFPObj ; if not found, branch to something residual - lda FlagpoleSoundQueue ; load flagpole sound - sta Square1SoundQueue ; into square 1's sfx queue - lda #$00 - sta FlagpoleSoundQueue ; init flagpole sound queue - ldy Player_Y_Position - cpy #$9e ; check to see if player has slid down - bcs SlidePlayer ; far enough, and if so, branch with no controller bits set - lda #$04 ; otherwise force player to climb down (to slide) -SlidePlayer: jmp AutoControlPlayer ; jump to player control routine -NoFPObj: inc GameEngineSubroutine ; increment to next routine (this may - rts ; be residual code) + lda Enemy_ID+5 ; check special use enemy slot + cmp #FlagpoleFlagObject ; for flagpole flag object + bne NoFPObj ; if not found, branch to something residual + lda FlagpoleSoundQueue ; load flagpole sound + sta Square1SoundQueue ; into square 1's sfx queue + lda #$00 + sta FlagpoleSoundQueue ; init flagpole sound queue + ldy Player_Y_Position + cpy #$9e ; check to see if player has slid down + bcs SlidePlayer ; far enough, and if so, branch with no controller bits set + lda #$04 ; otherwise force player to climb down (to slide) +SlidePlayer: + jmp AutoControlPlayer ; jump to player control routine +NoFPObj: + inc GameEngineSubroutine ; increment to next routine (this may + rts ; be residual code) ;------------------------------------------------------------------------------------- Hidden1UpCoinAmts: - .byte $15, $23, $16, $1b, $17, $18, $23, $63 + .byte $15, $23, $16, $1b, $17, $18, $23, $63 PlayerEndLevel: - lda #$01 ; force player to walk to the right - jsr AutoControlPlayer - lda Player_Y_Position ; check player's vertical position - cmp #$ae - bcc ChkStop ; if player is not yet off the flagpole, skip this part - lda ScrollLock ; if scroll lock not set, branch ahead to next part - beq ChkStop ; because we only need to do this part once - lda #EndOfLevelMusic - sta EventMusicQueue ; load win level music in event music queue - lda #$00 - sta ScrollLock ; turn off scroll lock to skip this part later -ChkStop: lda Player_CollisionBits ; get player collision bits - lsr ; check for d0 set - bcs RdyNextA ; if d0 set, skip to next part - lda StarFlagTaskControl ; if star flag task control already set, - bne InCastle ; go ahead with the rest of the code - inc StarFlagTaskControl ; otherwise set task control now (this gets ball rolling!) -InCastle: lda #%00100000 ; set player's background priority bit to - sta Player_SprAttrib ; give illusion of being inside the castle -RdyNextA: lda StarFlagTaskControl - cmp #$05 ; if star flag task control not yet set - bne ExitNA ; beyond last valid task number, branch to leave - inc LevelNumber ; increment level number used for game logic - lda LevelNumber - cmp #$03 ; check to see if we have yet reached level -4 - bne NextArea ; and skip this last part here if not - ldy WorldNumber ; get world number as offset - lda CoinTallyFor1Ups ; check third area coin tally for bonus 1-ups - cmp Hidden1UpCoinAmts,y ; against minimum value, if player has not collected - bcc NextArea ; at least this number of coins, leave flag clear - inc Hidden1UpFlag ; otherwise set hidden 1-up box control flag -NextArea: inc AreaNumber ; increment area number used for address loader - jsr LoadAreaPointer ; get new level pointer - inc FetchNewGameTimerFlag ; set flag to load new game timer - jsr ChgAreaMode ; do sub to set secondary mode, disable screen and sprite 0 - sta HalfwayPage ; reset halfway page to 0 (beginning) - lda #Silence - sta EventMusicQueue ; silence music and leave -ExitNA: rts + lda #$01 ; force player to walk to the right + jsr AutoControlPlayer + lda Player_Y_Position ; check player's vertical position + cmp #$ae + bcc ChkStop ; if player is not yet off the flagpole, skip this part + lda ScrollLock ; if scroll lock not set, branch ahead to next part + beq ChkStop ; because we only need to do this part once + lda #EndOfLevelMusic + sta EventMusicQueue ; load win level music in event music queue + lda #$00 + sta ScrollLock ; turn off scroll lock to skip this part later +ChkStop: + lda Player_CollisionBits ; get player collision bits + lsr ; check for d0 set + bcs RdyNextA ; if d0 set, skip to next part + lda StarFlagTaskControl ; if star flag task control already set, + bne InCastle ; go ahead with the rest of the code + inc StarFlagTaskControl ; otherwise set task control now (this gets ball rolling!) +InCastle: + lda #%00100000 ; set player's background priority bit to + sta Player_SprAttrib ; give illusion of being inside the castle +RdyNextA: + lda StarFlagTaskControl + cmp #$05 ; if star flag task control not yet set + bne ExitNA ; beyond last valid task number, branch to leave + inc LevelNumber ; increment level number used for game logic + lda LevelNumber + cmp #$03 ; check to see if we have yet reached level -4 + bne NextArea ; and skip this last part here if not + ldy WorldNumber ; get world number as offset + lda CoinTallyFor1Ups ; check third area coin tally for bonus 1-ups + cmp Hidden1UpCoinAmts,y ; against minimum value, if player has not collected + bcc NextArea ; at least this number of coins, leave flag clear + inc Hidden1UpFlag ; otherwise set hidden 1-up box control flag +NextArea: + inc AreaNumber ; increment area number used for address loader + jsr LoadAreaPointer ; get new level pointer + inc FetchNewGameTimerFlag ; set flag to load new game timer + jsr ChgAreaMode ; do sub to set secondary mode, disable screen and sprite 0 + sta HalfwayPage ; reset halfway page to 0 (beginning) + lda #Silence + sta EventMusicQueue ; silence music and leave +ExitNA: + rts ;------------------------------------------------------------------------------------- PlayerMovementSubs: - lda #$00 ; set A to init crouch flag by default - ldy PlayerSize ; is player small? - bne SetCrouch ; if so, branch - lda Player_State ; check state of player - bne ProcMove ; if not on the ground, branch - lda Up_Down_Buttons ; load controller bits for up and down - and #%00000100 ; single out bit for down button -SetCrouch: sta CrouchingFlag ; store value in crouch flag -ProcMove: jsr PlayerPhysicsSub ; run sub related to jumping and swimming - lda PlayerChangeSizeFlag ; if growing/shrinking flag set, - bne NoMoveSub ; branch to leave - lda Player_State - cmp #$03 ; get player state - beq MoveSubs ; if climbing, branch ahead, leave timer unset - ldy #$18 - sty ClimbSideTimer ; otherwise reset timer now -MoveSubs: jsr JumpEngine + lda #$00 ; set A to init crouch flag by default + ldy PlayerSize ; is player small? + bne SetCrouch ; if so, branch + lda Player_State ; check state of player + bne ProcMove ; if not on the ground, branch + lda Up_Down_Buttons ; load controller bits for up and down + and #%00000100 ; single out bit for down button +SetCrouch: + sta CrouchingFlag ; store value in crouch flag +ProcMove: + jsr PlayerPhysicsSub ; run sub related to jumping and swimming + lda PlayerChangeSizeFlag ; if growing/shrinking flag set, + bne NoMoveSub ; branch to leave + lda Player_State + cmp #$03 ; get player state + beq MoveSubs ; if climbing, branch ahead, leave timer unset + ldy #$18 + sty ClimbSideTimer ; otherwise reset timer now +MoveSubs: + jsr JumpEngine - .addr OnGroundStateSub - .addr JumpSwimSub - .addr FallingSub - .addr ClimbingSub + .addr OnGroundStateSub + .addr JumpSwimSub + .addr FallingSub + .addr ClimbingSub -NoMoveSub: rts +NoMoveSub: + rts ;------------------------------------------------------------------------------------- ; $00 - used by ClimbingSub to store high vertical adder OnGroundStateSub: - jsr GetPlayerAnimSpeed ; do a sub to set animation frame timing - lda Left_Right_Buttons - beq GndMove ; if left/right controller bits not set, skip instruction - sta PlayerFacingDir ; otherwise set new facing direction -GndMove: jsr ImposeFriction ; do a sub to impose friction on player's walk/run - jsr MovePlayerHorizontally ; do another sub to move player horizontally - sta Player_X_Scroll ; set returned value as player's movement speed for scroll - rts + jsr GetPlayerAnimSpeed ; do a sub to set animation frame timing + lda Left_Right_Buttons + beq GndMove ; if left/right controller bits not set, skip instruction + sta PlayerFacingDir ; otherwise set new facing direction +GndMove: + jsr ImposeFriction ; do a sub to impose friction on player's walk/run + jsr MovePlayerHorizontally ; do another sub to move player horizontally + sta Player_X_Scroll ; set returned value as player's movement speed for scroll + rts ;-------------------------------- FallingSub: - lda VerticalForceDown - sta VerticalForce ; dump vertical movement force for falling into main one - jmp LRAir ; movement force, then skip ahead to process left/right movement + lda VerticalForceDown + sta VerticalForce ; dump vertical movement force for falling into main one + jmp LRAir ; movement force, then skip ahead to process left/right movement ;-------------------------------- JumpSwimSub: - ldy Player_Y_Speed ; if player's vertical speed zero - bpl DumpFall ; or moving downwards, branch to falling - lda A_B_Buttons - and #A_Button ; check to see if A button is being pressed - and PreviousA_B_Buttons ; and was pressed in previous frame - bne ProcSwim ; if so, branch elsewhere - lda JumpOrigin_Y_Position ; get vertical position player jumped from - sec - sbc Player_Y_Position ; subtract current from original vertical coordinate - cmp DiffToHaltJump ; compare to value set here to see if player is in mid-jump - bcc ProcSwim ; or just starting to jump, if just starting, skip ahead -DumpFall: lda VerticalForceDown ; otherwise dump falling into main fractional - sta VerticalForce -ProcSwim: lda SwimmingFlag ; if swimming flag not set, - beq LRAir ; branch ahead to last part - jsr GetPlayerAnimSpeed ; do a sub to get animation frame timing - lda Player_Y_Position - cmp #$14 ; check vertical position against preset value - bcs LRWater ; if not yet reached a certain position, branch ahead - lda #$18 - sta VerticalForce ; otherwise set fractional -LRWater: lda Left_Right_Buttons ; check left/right controller bits (check for swimming) - beq LRAir ; if not pressing any, skip - sta PlayerFacingDir ; otherwise set facing direction accordingly -LRAir: lda Left_Right_Buttons ; check left/right controller bits (check for jumping/falling) - beq JSMove ; if not pressing any, skip - jsr ImposeFriction ; otherwise process horizontal movement -JSMove: jsr MovePlayerHorizontally ; do a sub to move player horizontally - sta Player_X_Scroll ; set player's speed here, to be used for scroll later - lda GameEngineSubroutine - cmp #$0b ; check for specific routine selected - bne ExitMov1 ; branch if not set to run - lda #$28 - sta VerticalForce ; otherwise set fractional -ExitMov1: jmp MovePlayerVertically ; jump to move player vertically, then leave + ldy Player_Y_Speed ; if player's vertical speed zero + bpl DumpFall ; or moving downwards, branch to falling + lda A_B_Buttons + and #A_Button ; check to see if A button is being pressed + and PreviousA_B_Buttons ; and was pressed in previous frame + bne ProcSwim ; if so, branch elsewhere + lda JumpOrigin_Y_Position ; get vertical position player jumped from + sec + sbc Player_Y_Position ; subtract current from original vertical coordinate + cmp DiffToHaltJump ; compare to value set here to see if player is in mid-jump + bcc ProcSwim ; or just starting to jump, if just starting, skip ahead +DumpFall: + lda VerticalForceDown ; otherwise dump falling into main fractional + sta VerticalForce +ProcSwim: + lda SwimmingFlag ; if swimming flag not set, + beq LRAir ; branch ahead to last part + jsr GetPlayerAnimSpeed ; do a sub to get animation frame timing + lda Player_Y_Position + cmp #$14 ; check vertical position against preset value + bcs LRWater ; if not yet reached a certain position, branch ahead + lda #$18 + sta VerticalForce ; otherwise set fractional +LRWater: + lda Left_Right_Buttons ; check left/right controller bits (check for swimming) + beq LRAir ; if not pressing any, skip + sta PlayerFacingDir ; otherwise set facing direction accordingly +LRAir: + lda Left_Right_Buttons ; check left/right controller bits (check for jumping/falling) + beq JSMove ; if not pressing any, skip + jsr ImposeFriction ; otherwise process horizontal movement +JSMove: + jsr MovePlayerHorizontally ; do a sub to move player horizontally + sta Player_X_Scroll ; set player's speed here, to be used for scroll later + lda GameEngineSubroutine + cmp #$0b ; check for specific routine selected + bne ExitMov1 ; branch if not set to run + lda #$28 + sta VerticalForce ; otherwise set fractional +ExitMov1: + jmp MovePlayerVertically ; jump to move player vertically, then leave ;-------------------------------- ClimbAdderLow: - .byte $0e, $04, $fc, $f2 + .byte $0e, $04, $fc, $f2 ClimbAdderHigh: - .byte $00, $00, $ff, $ff + .byte $00, $00, $ff, $ff ClimbingSub: - lda Player_YMF_Dummy - clc ; add movement force to dummy variable - adc Player_Y_MoveForce ; save with carry - sta Player_YMF_Dummy - ldy #$00 ; set default adder here - lda Player_Y_Speed ; get player's vertical speed - bpl MoveOnVine ; if not moving upwards, branch - dey ; otherwise set adder to $ff -MoveOnVine: sty $00 ; store adder here - adc Player_Y_Position ; add carry to player's vertical position - sta Player_Y_Position ; and store to move player up or down - lda Player_Y_HighPos - adc $00 ; add carry to player's page location - sta Player_Y_HighPos ; and store - lda Left_Right_Buttons ; compare left/right controller bits - and Player_CollisionBits ; to collision flag - beq InitCSTimer ; if not set, skip to end - ldy ClimbSideTimer ; otherwise check timer - bne ExitCSub ; if timer not expired, branch to leave - ldy #$18 - sty ClimbSideTimer ; otherwise set timer now - ldx #$00 ; set default offset here - ldy PlayerFacingDir ; get facing direction - lsr ; move right button controller bit to carry - bcs ClimbFD ; if controller right pressed, branch ahead - inx - inx ; otherwise increment offset by 2 bytes -ClimbFD: dey ; check to see if facing right - beq CSetFDir ; if so, branch, do not increment - inx ; otherwise increment by 1 byte -CSetFDir: lda Player_X_Position - clc ; add or subtract from player's horizontal position - adc ClimbAdderLow,x ; using value here as adder and X as offset - sta Player_X_Position - lda Player_PageLoc ; add or subtract carry or borrow using value here - adc ClimbAdderHigh,x ; from the player's page location - sta Player_PageLoc - lda Left_Right_Buttons ; get left/right controller bits again - eor #%00000011 ; invert them and store them while player - sta PlayerFacingDir ; is on vine to face player in opposite direction -ExitCSub: rts ; then leave -InitCSTimer: sta ClimbSideTimer ; initialize timer here - rts + lda Player_YMF_Dummy + clc ; add movement force to dummy variable + adc Player_Y_MoveForce ; save with carry + sta Player_YMF_Dummy + ldy #$00 ; set default adder here + lda Player_Y_Speed ; get player's vertical speed + bpl MoveOnVine ; if not moving upwards, branch + dey ; otherwise set adder to $ff +MoveOnVine: + sty $00 ; store adder here + adc Player_Y_Position ; add carry to player's vertical position + sta Player_Y_Position ; and store to move player up or down + lda Player_Y_HighPos + adc $00 ; add carry to player's page location + sta Player_Y_HighPos ; and store + lda Left_Right_Buttons ; compare left/right controller bits + and Player_CollisionBits ; to collision flag + beq InitCSTimer ; if not set, skip to end + ldy ClimbSideTimer ; otherwise check timer + bne ExitCSub ; if timer not expired, branch to leave + ldy #$18 + sty ClimbSideTimer ; otherwise set timer now + ldx #$00 ; set default offset here + ldy PlayerFacingDir ; get facing direction + lsr ; move right button controller bit to carry + bcs ClimbFD ; if controller right pressed, branch ahead + inx + inx ; otherwise increment offset by 2 bytes +ClimbFD: + dey ; check to see if facing right + beq CSetFDir ; if so, branch, do not increment + inx ; otherwise increment by 1 byte +CSetFDir: + lda Player_X_Position + clc ; add or subtract from player's horizontal position + adc ClimbAdderLow,x ; using value here as adder and X as offset + sta Player_X_Position + lda Player_PageLoc ; add or subtract carry or borrow using value here + adc ClimbAdderHigh,x ; from the player's page location + sta Player_PageLoc + lda Left_Right_Buttons ; get left/right controller bits again + eor #%00000011 ; invert them and store them while player + sta PlayerFacingDir ; is on vine to face player in opposite direction +ExitCSub: + rts ; then leave +InitCSTimer: + sta ClimbSideTimer ; initialize timer here + rts ;------------------------------------------------------------------------------------- ; $00 - used to store offset to friction data JumpMForceData: - .byte $20, $20, $1e, $28, $28, $0d, $04 + .byte $20, $20, $1e, $28, $28, $0d, $04 FallMForceData: - .byte $70, $70, $60, $90, $90, $0a, $09 + .byte $70, $70, $60, $90, $90, $0a, $09 PlayerYSpdData: - .byte $fc, $fc, $fc, $fb, $fb, $fe, $ff + .byte $fc, $fc, $fc, $fb, $fb, $fe, $ff InitMForceData: - .byte $00, $00, $00, $00, $00, $80, $00 + .byte $00, $00, $00, $00, $00, $80, $00 MaxLeftXSpdData: - .byte $d8, $e8, $f0 + .byte $d8, $e8, $f0 MaxRightXSpdData: - .byte $28, $18, $10 - .byte $0c ; used for pipe intros + .byte $28, $18, $10 + .byte $0c ; used for pipe intros FrictionData: - .byte $e4, $98, $d0 + .byte $e4, $98, $d0 Climb_Y_SpeedData: - .byte $00, $ff, $01 + .byte $00, $ff, $01 Climb_Y_MForceData: - .byte $00, $20, $ff + .byte $00, $20, $ff PlayerPhysicsSub: - lda Player_State ; check player state - cmp #$03 - bne CheckForJumping ; if not climbing, branch - ldy #$00 - lda Up_Down_Buttons ; get controller bits for up/down - and Player_CollisionBits ; check against player's collision detection bits - beq ProcClimb ; if not pressing up or down, branch - iny - and #%00001000 ; check for pressing up - bne ProcClimb - iny -ProcClimb: ldx Climb_Y_MForceData,y ; load value here - stx Player_Y_MoveForce ; store as vertical movement force - lda #$08 ; load default animation timing - ldx Climb_Y_SpeedData,y ; load some other value here - stx Player_Y_Speed ; store as vertical speed - bmi SetCAnim ; if climbing down, use default animation timing value - lsr ; otherwise divide timer setting by 2 -SetCAnim: sta PlayerAnimTimerSet ; store animation timer setting and leave - rts + lda Player_State ; check player state + cmp #$03 + bne CheckForJumping ; if not climbing, branch + ldy #$00 + lda Up_Down_Buttons ; get controller bits for up/down + and Player_CollisionBits ; check against player's collision detection bits + beq ProcClimb ; if not pressing up or down, branch + iny + and #%00001000 ; check for pressing up + bne ProcClimb + iny +ProcClimb: + ldx Climb_Y_MForceData,y ; load value here + stx Player_Y_MoveForce ; store as vertical movement force + lda #$08 ; load default animation timing + ldx Climb_Y_SpeedData,y ; load some other value here + stx Player_Y_Speed ; store as vertical speed + bmi SetCAnim ; if climbing down, use default animation timing value + lsr ; otherwise divide timer setting by 2 +SetCAnim: + sta PlayerAnimTimerSet ; store animation timer setting and leave + rts CheckForJumping: - lda JumpspringAnimCtrl ; if jumpspring animating, - bne NoJump ; skip ahead to something else - lda A_B_Buttons ; check for A button press - and #A_Button - beq NoJump ; if not, branch to something else - and PreviousA_B_Buttons ; if button not pressed in previous frame, branch - beq ProcJumping -NoJump: jmp X_Physics ; otherwise, jump to something else + lda JumpspringAnimCtrl ; if jumpspring animating, + bne NoJump ; skip ahead to something else + lda A_B_Buttons ; check for A button press + and #A_Button + beq NoJump ; if not, branch to something else + and PreviousA_B_Buttons ; if button not pressed in previous frame, branch + beq ProcJumping +NoJump: + jmp X_Physics ; otherwise, jump to something else ProcJumping: - lda Player_State ; check player state - beq InitJS ; if on the ground, branch - lda SwimmingFlag ; if swimming flag not set, jump to do something else - beq NoJump ; to prevent midair jumping, otherwise continue - lda JumpSwimTimer ; if jump/swim timer nonzero, branch - bne InitJS - lda Player_Y_Speed ; check player's vertical speed - bpl InitJS ; if player's vertical speed motionless or down, branch - jmp X_Physics ; if timer at zero and player still rising, do not swim -InitJS: lda #$20 ; set jump/swim timer - sta JumpSwimTimer - ldy #$00 ; initialize vertical force and dummy variable - sty Player_YMF_Dummy - sty Player_Y_MoveForce - lda Player_Y_HighPos ; get vertical high and low bytes of jump origin - sta JumpOrigin_Y_HighPos ; and store them next to each other here - lda Player_Y_Position - sta JumpOrigin_Y_Position - lda #$01 ; set player state to jumping/swimming - sta Player_State - lda Player_XSpeedAbsolute ; check value related to walking/running speed - cmp #$09 - bcc ChkWtr ; branch if below certain values, increment Y - iny ; for each amount equal or exceeded - cmp #$10 - bcc ChkWtr - iny - cmp #$19 - bcc ChkWtr - iny - cmp #$1c - bcc ChkWtr ; note that for jumping, range is 0-4 for Y - iny -ChkWtr: lda #$01 ; set value here (apparently always set to 1) - sta DiffToHaltJump - lda SwimmingFlag ; if swimming flag disabled, branch - beq GetYPhy - ldy #$05 ; otherwise set Y to 5, range is 5-6 - lda Whirlpool_Flag ; if whirlpool flag not set, branch - beq GetYPhy - iny ; otherwise increment to 6 -GetYPhy: lda JumpMForceData,y ; store appropriate jump/swim - sta VerticalForce ; data here - lda FallMForceData,y - sta VerticalForceDown - lda InitMForceData,y - sta Player_Y_MoveForce - lda PlayerYSpdData,y - sta Player_Y_Speed - lda SwimmingFlag ; if swimming flag disabled, branch - beq PJumpSnd - lda #Sfx_EnemyStomp ; load swim/goomba stomp sound into - sta Square1SoundQueue ; square 1's sfx queue - lda Player_Y_Position - cmp #$14 ; check vertical low byte of player position - bcs X_Physics ; if below a certain point, branch - lda #$00 ; otherwise reset player's vertical speed - sta Player_Y_Speed ; and jump to something else to keep player - jmp X_Physics ; from swimming above water level -PJumpSnd: lda #Sfx_BigJump ; load big mario's jump sound by default - ldy PlayerSize ; is mario big? - beq SJumpSnd - lda #Sfx_SmallJump ; if not, load small mario's jump sound -SJumpSnd: sta Square1SoundQueue ; store appropriate jump sound in square 1 sfx queue -X_Physics: ldy #$00 - sty $00 ; init value here - lda Player_State ; if mario is on the ground, branch - beq ProcPRun - lda Player_XSpeedAbsolute ; check something that seems to be related - cmp #$19 ; to mario's speed - bcs GetXPhy ; if =>$19 branch here - bcc ChkRFast ; if not branch elsewhere -ProcPRun: iny ; if mario on the ground, increment Y - lda AreaType ; check area type - beq ChkRFast ; if water type, branch - dey ; decrement Y by default for non-water type area - lda Left_Right_Buttons ; get left/right controller bits - cmp Player_MovingDir ; check against moving direction - bne ChkRFast ; if controller bits <> moving direction, skip this part - lda A_B_Buttons ; check for b button pressed - and #B_Button - bne SetRTmr ; if pressed, skip ahead to set timer - lda RunningTimer ; check for running timer set - bne GetXPhy ; if set, branch -ChkRFast: iny ; if running timer not set or level type is water, - inc $00 ; increment Y again and temp variable in memory - lda RunningSpeed - bne FastXSp ; if running speed set here, branch - lda Player_XSpeedAbsolute - cmp #$21 ; otherwise check player's walking/running speed - bcc GetXPhy ; if less than a certain amount, branch ahead -FastXSp: inc $00 ; if running speed set or speed => $21 increment $00 - jmp GetXPhy ; and jump ahead -SetRTmr: lda #$0a ; if b button pressed, set running timer - sta RunningTimer -GetXPhy: lda MaxLeftXSpdData,y ; get maximum speed to the left - sta MaximumLeftSpeed - lda GameEngineSubroutine ; check for specific routine running - cmp #$07 ; (player entrance) - bne GetXPhy2 ; if not running, skip and use old value of Y - ldy #$03 ; otherwise set Y to 3 -GetXPhy2: lda MaxRightXSpdData,y ; get maximum speed to the right - sta MaximumRightSpeed - ldy $00 ; get other value in memory - lda FrictionData,y ; get value using value in memory as offset - sta FrictionAdderLow - lda #$00 - sta FrictionAdderHigh ; init something here - lda PlayerFacingDir - cmp Player_MovingDir ; check facing direction against moving direction - beq ExitPhy ; if the same, branch to leave - asl FrictionAdderLow ; otherwise multiply friction by 2 - rol FrictionAdderHigh ; then leave -ExitPhy: rts + lda Player_State ; check player state + beq InitJS ; if on the ground, branch + lda SwimmingFlag ; if swimming flag not set, jump to do something else + beq NoJump ; to prevent midair jumping, otherwise continue + lda JumpSwimTimer ; if jump/swim timer nonzero, branch + bne InitJS + lda Player_Y_Speed ; check player's vertical speed + bpl InitJS ; if player's vertical speed motionless or down, branch + jmp X_Physics ; if timer at zero and player still rising, do not swim +InitJS: + lda #$20 ; set jump/swim timer + sta JumpSwimTimer + ldy #$00 ; initialize vertical force and dummy variable + sty Player_YMF_Dummy + sty Player_Y_MoveForce + lda Player_Y_HighPos ; get vertical high and low bytes of jump origin + sta JumpOrigin_Y_HighPos ; and store them next to each other here + lda Player_Y_Position + sta JumpOrigin_Y_Position + lda #$01 ; set player state to jumping/swimming + sta Player_State + lda Player_XSpeedAbsolute ; check value related to walking/running speed + cmp #$09 + bcc ChkWtr ; branch if below certain values, increment Y + iny ; for each amount equal or exceeded + cmp #$10 + bcc ChkWtr + iny + cmp #$19 + bcc ChkWtr + iny + cmp #$1c + bcc ChkWtr ; note that for jumping, range is 0-4 for Y + iny +ChkWtr: + lda #$01 ; set value here (apparently always set to 1) + sta DiffToHaltJump + lda SwimmingFlag ; if swimming flag disabled, branch + beq GetYPhy + ldy #$05 ; otherwise set Y to 5, range is 5-6 + lda Whirlpool_Flag ; if whirlpool flag not set, branch + beq GetYPhy + iny ; otherwise increment to 6 +GetYPhy: + lda JumpMForceData,y ; store appropriate jump/swim + sta VerticalForce ; data here + lda FallMForceData,y + sta VerticalForceDown + lda InitMForceData,y + sta Player_Y_MoveForce + lda PlayerYSpdData,y + sta Player_Y_Speed + lda SwimmingFlag ; if swimming flag disabled, branch + beq PJumpSnd + lda #Sfx_EnemyStomp ; load swim/goomba stomp sound into + sta Square1SoundQueue ; square 1's sfx queue + lda Player_Y_Position + cmp #$14 ; check vertical low byte of player position + bcs X_Physics ; if below a certain point, branch + lda #$00 ; otherwise reset player's vertical speed + sta Player_Y_Speed ; and jump to something else to keep player + jmp X_Physics ; from swimming above water level +PJumpSnd: + lda #Sfx_BigJump ; load big mario's jump sound by default + ldy PlayerSize ; is mario big? + beq SJumpSnd + lda #Sfx_SmallJump ; if not, load small mario's jump sound +SJumpSnd: + sta Square1SoundQueue ; store appropriate jump sound in square 1 sfx queue +X_Physics: + ldy #$00 + sty $00 ; init value here + lda Player_State ; if mario is on the ground, branch + beq ProcPRun + lda Player_XSpeedAbsolute ; check something that seems to be related + cmp #$19 ; to mario's speed + bcs GetXPhy ; if =>$19 branch here + bcc ChkRFast ; if not branch elsewhere +ProcPRun: + iny ; if mario on the ground, increment Y + lda AreaType ; check area type + beq ChkRFast ; if water type, branch + dey ; decrement Y by default for non-water type area + lda Left_Right_Buttons ; get left/right controller bits + cmp Player_MovingDir ; check against moving direction + bne ChkRFast ; if controller bits <> moving direction, skip this part + lda A_B_Buttons ; check for b button pressed + and #B_Button + bne SetRTmr ; if pressed, skip ahead to set timer + lda RunningTimer ; check for running timer set + bne GetXPhy ; if set, branch +ChkRFast: + iny ; if running timer not set or level type is water, + inc $00 ; increment Y again and temp variable in memory + lda RunningSpeed + bne FastXSp ; if running speed set here, branch + lda Player_XSpeedAbsolute + cmp #$21 ; otherwise check player's walking/running speed + bcc GetXPhy ; if less than a certain amount, branch ahead +FastXSp: + inc $00 ; if running speed set or speed => $21 increment $00 + jmp GetXPhy ; and jump ahead +SetRTmr: + lda #$0a ; if b button pressed, set running timer + sta RunningTimer +GetXPhy: + lda MaxLeftXSpdData,y ; get maximum speed to the left + sta MaximumLeftSpeed + lda GameEngineSubroutine ; check for specific routine running + cmp #$07 ; (player entrance) + bne GetXPhy2 ; if not running, skip and use old value of Y + ldy #$03 ; otherwise set Y to 3 +GetXPhy2: + lda MaxRightXSpdData,y ; get maximum speed to the right + sta MaximumRightSpeed + ldy $00 ; get other value in memory + lda FrictionData,y ; get value using value in memory as offset + sta FrictionAdderLow + lda #$00 + sta FrictionAdderHigh ; init something here + lda PlayerFacingDir + cmp Player_MovingDir ; check facing direction against moving direction + beq ExitPhy ; if the same, branch to leave + asl FrictionAdderLow ; otherwise multiply friction by 2 + rol FrictionAdderHigh ; then leave +ExitPhy: + rts ;------------------------------------------------------------------------------------- PlayerAnimTmrData: - .byte $02, $04, $07 + .byte $02, $04, $07 GetPlayerAnimSpeed: - ldy #$00 ; initialize offset in Y - lda Player_XSpeedAbsolute ; check player's walking/running speed - cmp #$1c ; against preset amount - bcs SetRunSpd ; if greater than a certain amount, branch ahead - iny ; otherwise increment Y - cmp #$0e ; compare against lower amount - bcs ChkSkid ; if greater than this but not greater than first, skip increment - iny ; otherwise increment Y again -ChkSkid: lda SavedJoypadBits ; get controller bits - and #%01111111 ; mask out A button - beq SetAnimSpd ; if no other buttons pressed, branch ahead of all this - and #$03 ; mask out all others except left and right - cmp Player_MovingDir ; check against moving direction - bne ProcSkid ; if left/right controller bits <> moving direction, branch - lda #$00 ; otherwise set zero value here -SetRunSpd: sta RunningSpeed ; store zero or running speed here - jmp SetAnimSpd -ProcSkid: lda Player_XSpeedAbsolute ; check player's walking/running speed - cmp #$0b ; against one last amount - bcs SetAnimSpd ; if greater than this amount, branch - lda PlayerFacingDir - sta Player_MovingDir ; otherwise use facing direction to set moving direction - lda #$00 - sta Player_X_Speed ; nullify player's horizontal speed - sta Player_X_MoveForce ; and dummy variable for player -SetAnimSpd: lda PlayerAnimTmrData,y ; get animation timer setting using Y as offset - sta PlayerAnimTimerSet - rts + ldy #$00 ; initialize offset in Y + lda Player_XSpeedAbsolute ; check player's walking/running speed + cmp #$1c ; against preset amount + bcs SetRunSpd ; if greater than a certain amount, branch ahead + iny ; otherwise increment Y + cmp #$0e ; compare against lower amount + bcs ChkSkid ; if greater than this but not greater than first, skip increment + iny ; otherwise increment Y again +ChkSkid: + lda SavedJoypadBits ; get controller bits + and #%01111111 ; mask out A button + beq SetAnimSpd ; if no other buttons pressed, branch ahead of all this + and #$03 ; mask out all others except left and right + cmp Player_MovingDir ; check against moving direction + bne ProcSkid ; if left/right controller bits <> moving direction, branch + lda #$00 ; otherwise set zero value here +SetRunSpd: + sta RunningSpeed ; store zero or running speed here + jmp SetAnimSpd +ProcSkid: + lda Player_XSpeedAbsolute ; check player's walking/running speed + cmp #$0b ; against one last amount + bcs SetAnimSpd ; if greater than this amount, branch + lda PlayerFacingDir + sta Player_MovingDir ; otherwise use facing direction to set moving direction + lda #$00 + sta Player_X_Speed ; nullify player's horizontal speed + sta Player_X_MoveForce ; and dummy variable for player +SetAnimSpd: + lda PlayerAnimTmrData,y ; get animation timer setting using Y as offset + sta PlayerAnimTimerSet + rts ;------------------------------------------------------------------------------------- ImposeFriction: - and Player_CollisionBits ; perform AND between left/right controller bits and collision flag - cmp #$00 ; then compare to zero (this instruction is redundant) - bne JoypFrict ; if any bits set, branch to next part - lda Player_X_Speed - beq SetAbsSpd ; if player has no horizontal speed, branch ahead to last part - bpl RghtFrict ; if player moving to the right, branch to slow - bmi LeftFrict ; otherwise logic dictates player moving left, branch to slow -JoypFrict: lsr ; put right controller bit into carry - bcc RghtFrict ; if left button pressed, carry = 0, thus branch -LeftFrict: lda Player_X_MoveForce ; load value set here - clc - adc FrictionAdderLow ; add to it another value set here - sta Player_X_MoveForce ; store here - lda Player_X_Speed - adc FrictionAdderHigh ; add value plus carry to horizontal speed - sta Player_X_Speed ; set as new horizontal speed - cmp MaximumRightSpeed ; compare against maximum value for right movement - bmi XSpdSign ; if horizontal speed greater negatively, branch - lda MaximumRightSpeed ; otherwise set preset value as horizontal speed - sta Player_X_Speed ; thus slowing the player's left movement down - jmp SetAbsSpd ; skip to the end -RghtFrict: lda Player_X_MoveForce ; load value set here - sec - sbc FrictionAdderLow ; subtract from it another value set here - sta Player_X_MoveForce ; store here - lda Player_X_Speed - sbc FrictionAdderHigh ; subtract value plus borrow from horizontal speed - sta Player_X_Speed ; set as new horizontal speed - cmp MaximumLeftSpeed ; compare against maximum value for left movement - bpl XSpdSign ; if horizontal speed greater positively, branch - lda MaximumLeftSpeed ; otherwise set preset value as horizontal speed - sta Player_X_Speed ; thus slowing the player's right movement down -XSpdSign: cmp #$00 ; if player not moving or moving to the right, - bpl SetAbsSpd ; branch and leave horizontal speed value unmodified - eor #$ff - clc ; otherwise get two's compliment to get absolute - adc #$01 ; unsigned walking/running speed -SetAbsSpd: sta Player_XSpeedAbsolute ; store walking/running speed here and leave - rts + and Player_CollisionBits ; perform AND between left/right controller bits and collision flag + cmp #$00 ; then compare to zero (this instruction is redundant) + bne JoypFrict ; if any bits set, branch to next part + lda Player_X_Speed + beq SetAbsSpd ; if player has no horizontal speed, branch ahead to last part + bpl RghtFrict ; if player moving to the right, branch to slow + bmi LeftFrict ; otherwise logic dictates player moving left, branch to slow +JoypFrict: + lsr ; put right controller bit into carry + bcc RghtFrict ; if left button pressed, carry = 0, thus branch +LeftFrict: + lda Player_X_MoveForce ; load value set here + clc + adc FrictionAdderLow ; add to it another value set here + sta Player_X_MoveForce ; store here + lda Player_X_Speed + adc FrictionAdderHigh ; add value plus carry to horizontal speed + sta Player_X_Speed ; set as new horizontal speed + cmp MaximumRightSpeed ; compare against maximum value for right movement + bmi XSpdSign ; if horizontal speed greater negatively, branch + lda MaximumRightSpeed ; otherwise set preset value as horizontal speed + sta Player_X_Speed ; thus slowing the player's left movement down + jmp SetAbsSpd ; skip to the end +RghtFrict: + lda Player_X_MoveForce ; load value set here + sec + sbc FrictionAdderLow ; subtract from it another value set here + sta Player_X_MoveForce ; store here + lda Player_X_Speed + sbc FrictionAdderHigh ; subtract value plus borrow from horizontal speed + sta Player_X_Speed ; set as new horizontal speed + cmp MaximumLeftSpeed ; compare against maximum value for left movement + bpl XSpdSign ; if horizontal speed greater positively, branch + lda MaximumLeftSpeed ; otherwise set preset value as horizontal speed + sta Player_X_Speed ; thus slowing the player's right movement down +XSpdSign: + cmp #$00 ; if player not moving or moving to the right, + bpl SetAbsSpd ; branch and leave horizontal speed value unmodified + eor #$ff + clc ; otherwise get two's compliment to get absolute + adc #$01 ; unsigned walking/running speed +SetAbsSpd: + sta Player_XSpeedAbsolute ; store walking/running speed here and leave + rts ;------------------------------------------------------------------------------------- ; $00 - used to store downward movement force in FireballObjCore @@ -6260,217 +6639,229 @@ SetAbsSpd: sta Player_XSpeedAbsolute ; store walking/running speed here and leav ; $07 - used to store pseudorandom bit in BubbleCheck ProcFireball_Bubble: - lda PlayerStatus ; check player's status - cmp #$02 - bcc ProcAirBubbles ; if not fiery, branch - lda A_B_Buttons - and #B_Button ; check for b button pressed - beq ProcFireballs ; branch if not pressed - and PreviousA_B_Buttons - bne ProcFireballs ; if button pressed in previous frame, branch - lda FireballCounter ; load fireball counter - and #%00000001 ; get LSB and use as offset for buffer - tax - lda Fireball_State,x ; load fireball state - bne ProcFireballs ; if not inactive, branch - ldy Player_Y_HighPos ; if player too high or too low, branch - dey - bne ProcFireballs - lda CrouchingFlag ; if player crouching, branch - bne ProcFireballs - lda Player_State ; if player's state = climbing, branch - cmp #$03 - beq ProcFireballs - lda #Sfx_Fireball ; play fireball sound effect - sta Square1SoundQueue - lda #$02 ; load state - sta Fireball_State,x - ldy PlayerAnimTimerSet ; copy animation frame timer setting - sty FireballThrowingTimer ; into fireball throwing timer - dey - sty PlayerAnimTimer ; decrement and store in player's animation timer - inc FireballCounter ; increment fireball counter + lda PlayerStatus ; check player's status + cmp #$02 + bcc ProcAirBubbles ; if not fiery, branch + lda A_B_Buttons + and #B_Button ; check for b button pressed + beq ProcFireballs ; branch if not pressed + and PreviousA_B_Buttons + bne ProcFireballs ; if button pressed in previous frame, branch + lda FireballCounter ; load fireball counter + and #%00000001 ; get LSB and use as offset for buffer + tax + lda Fireball_State,x ; load fireball state + bne ProcFireballs ; if not inactive, branch + ldy Player_Y_HighPos ; if player too high or too low, branch + dey + bne ProcFireballs + lda CrouchingFlag ; if player crouching, branch + bne ProcFireballs + lda Player_State ; if player's state = climbing, branch + cmp #$03 + beq ProcFireballs + lda #Sfx_Fireball ; play fireball sound effect + sta Square1SoundQueue + lda #$02 ; load state + sta Fireball_State,x + ldy PlayerAnimTimerSet ; copy animation frame timer setting + sty FireballThrowingTimer ; into fireball throwing timer + dey + sty PlayerAnimTimer ; decrement and store in player's animation timer + inc FireballCounter ; increment fireball counter ProcFireballs: - ldx #$00 - jsr FireballObjCore ; process first fireball object - ldx #$01 - jsr FireballObjCore ; process second fireball object, then do air bubbles + ldx #$00 + jsr FireballObjCore ; process first fireball object + ldx #$01 + jsr FireballObjCore ; process second fireball object, then do air bubbles ProcAirBubbles: - lda AreaType ; if not water type level, skip the rest of this - bne BublExit - ldx #$02 ; otherwise load counter and use as offset -BublLoop: stx ObjectOffset ; store offset - jsr BubbleCheck ; check timers and coordinates, create air bubble - jsr RelativeBubblePosition ; get relative coordinates - jsr GetBubbleOffscreenBits ; get offscreen information - jsr DrawBubble ; draw the air bubble - dex - bpl BublLoop ; do this until all three are handled -BublExit: rts ; then leave + lda AreaType ; if not water type level, skip the rest of this + bne BublExit + ldx #$02 ; otherwise load counter and use as offset +BublLoop: + stx ObjectOffset ; store offset + jsr BubbleCheck ; check timers and coordinates, create air bubble + jsr RelativeBubblePosition ; get relative coordinates + jsr GetBubbleOffscreenBits ; get offscreen information + jsr DrawBubble ; draw the air bubble + dex + bpl BublLoop ; do this until all three are handled +BublExit: + rts ; then leave FireballXSpdData: - .byte $40, $c0 + .byte $40, $c0 FireballObjCore: - stx ObjectOffset ; store offset as current object - lda Fireball_State,x ; check for d7 = 1 - asl - bcs FireballExplosion ; if so, branch to get relative coordinates and draw explosion - ldy Fireball_State,x ; if fireball inactive, branch to leave - beq NoFBall - dey ; if fireball state set to 1, skip this part and just run it - beq RunFB - lda Player_X_Position ; get player's horizontal position - adc #$04 ; add four pixels and store as fireball's horizontal position - sta Fireball_X_Position,x - lda Player_PageLoc ; get player's page location - adc #$00 ; add carry and store as fireball's page location - sta Fireball_PageLoc,x - lda Player_Y_Position ; get player's vertical position and store - sta Fireball_Y_Position,x - lda #$01 ; set high byte of vertical position - sta Fireball_Y_HighPos,x - ldy PlayerFacingDir ; get player's facing direction - dey ; decrement to use as offset here - lda FireballXSpdData,y ; set horizontal speed of fireball accordingly - sta Fireball_X_Speed,x - lda #$04 ; set vertical speed of fireball - sta Fireball_Y_Speed,x - lda #$07 - sta Fireball_BoundBoxCtrl,x ; set bounding box size control for fireball - dec Fireball_State,x ; decrement state to 1 to skip this part from now on -RunFB: txa ; add 7 to offset to use - clc ; as fireball offset for next routines - adc #$07 - tax - lda #$50 ; set downward movement force here - sta $00 - lda #$03 ; set maximum speed here - sta $02 - lda #$00 - jsr ImposeGravity ; do sub here to impose gravity on fireball and move vertically - jsr MoveObjectHorizontally ; do another sub to move it horizontally - ldx ObjectOffset ; return fireball offset to X - jsr RelativeFireballPosition ; get relative coordinates - jsr GetFireballOffscreenBits ; get offscreen information - jsr GetFireballBoundBox ; get bounding box coordinates - jsr FireballBGCollision ; do fireball to background collision detection - lda FBall_OffscreenBits ; get fireball offscreen bits - and #%11001100 ; mask out certain bits - bne EraseFB ; if any bits still set, branch to kill fireball - jsr FireballEnemyCollision ; do fireball to enemy collision detection and deal with collisions - jmp DrawFireball ; draw fireball appropriately and leave -EraseFB: lda #$00 ; erase fireball state - sta Fireball_State,x -NoFBall: rts ; leave + stx ObjectOffset ; store offset as current object + lda Fireball_State,x ; check for d7 = 1 + asl + bcs FireballExplosion ; if so, branch to get relative coordinates and draw explosion + ldy Fireball_State,x ; if fireball inactive, branch to leave + beq NoFBall + dey ; if fireball state set to 1, skip this part and just run it + beq RunFB + lda Player_X_Position ; get player's horizontal position + adc #$04 ; add four pixels and store as fireball's horizontal position + sta Fireball_X_Position,x + lda Player_PageLoc ; get player's page location + adc #$00 ; add carry and store as fireball's page location + sta Fireball_PageLoc,x + lda Player_Y_Position ; get player's vertical position and store + sta Fireball_Y_Position,x + lda #$01 ; set high byte of vertical position + sta Fireball_Y_HighPos,x + ldy PlayerFacingDir ; get player's facing direction + dey ; decrement to use as offset here + lda FireballXSpdData,y ; set horizontal speed of fireball accordingly + sta Fireball_X_Speed,x + lda #$04 ; set vertical speed of fireball + sta Fireball_Y_Speed,x + lda #$07 + sta Fireball_BoundBoxCtrl,x ; set bounding box size control for fireball + dec Fireball_State,x ; decrement state to 1 to skip this part from now on +RunFB: + txa ; add 7 to offset to use + clc ; as fireball offset for next routines + adc #$07 + tax + lda #$50 ; set downward movement force here + sta $00 + lda #$03 ; set maximum speed here + sta $02 + lda #$00 + jsr ImposeGravity ; do sub here to impose gravity on fireball and move vertically + jsr MoveObjectHorizontally ; do another sub to move it horizontally + ldx ObjectOffset ; return fireball offset to X + jsr RelativeFireballPosition ; get relative coordinates + jsr GetFireballOffscreenBits ; get offscreen information + jsr GetFireballBoundBox ; get bounding box coordinates + jsr FireballBGCollision ; do fireball to background collision detection + lda FBall_OffscreenBits ; get fireball offscreen bits + and #%11001100 ; mask out certain bits + bne EraseFB ; if any bits still set, branch to kill fireball + jsr FireballEnemyCollision ; do fireball to enemy collision detection and deal with collisions + jmp DrawFireball ; draw fireball appropriately and leave +EraseFB: + lda #$00 ; erase fireball state + sta Fireball_State,x +NoFBall: + rts ; leave FireballExplosion: - jsr RelativeFireballPosition - jmp DrawExplosion_Fireball + jsr RelativeFireballPosition + jmp DrawExplosion_Fireball BubbleCheck: - lda PseudoRandomBitReg+1,x ; get part of LSFR - and #$01 - sta $07 ; store pseudorandom bit here - lda Bubble_Y_Position,x ; get vertical coordinate for air bubble - cmp #$f8 ; if offscreen coordinate not set, - bne MoveBubl ; branch to move air bubble - lda AirBubbleTimer ; if air bubble timer not expired, - bne ExitBubl ; branch to leave, otherwise create new air bubble + lda PseudoRandomBitReg+1,x ; get part of LSFR + and #$01 + sta $07 ; store pseudorandom bit here + lda Bubble_Y_Position,x ; get vertical coordinate for air bubble + cmp #$f8 ; if offscreen coordinate not set, + bne MoveBubl ; branch to move air bubble + lda AirBubbleTimer ; if air bubble timer not expired, + bne ExitBubl ; branch to leave, otherwise create new air bubble SetupBubble: - ldy #$00 ; load default value here - lda PlayerFacingDir ; get player's facing direction - lsr ; move d0 to carry - bcc PosBubl ; branch to use default value if facing left - ldy #$08 ; otherwise load alternate value here -PosBubl: tya ; use value loaded as adder - adc Player_X_Position ; add to player's horizontal position - sta Bubble_X_Position,x ; save as horizontal position for airbubble - lda Player_PageLoc - adc #$00 ; add carry to player's page location - sta Bubble_PageLoc,x ; save as page location for airbubble - lda Player_Y_Position - clc ; add eight pixels to player's vertical position - adc #$08 - sta Bubble_Y_Position,x ; save as vertical position for air bubble - lda #$01 - sta Bubble_Y_HighPos,x ; set vertical high byte for air bubble - ldy $07 ; get pseudorandom bit, use as offset - lda BubbleTimerData,y ; get data for air bubble timer - sta AirBubbleTimer ; set air bubble timer -MoveBubl: ldy $07 ; get pseudorandom bit again, use as offset - lda Bubble_YMF_Dummy,x - sec ; subtract pseudorandom amount from dummy variable - sbc Bubble_MForceData,y - sta Bubble_YMF_Dummy,x ; save dummy variable - lda Bubble_Y_Position,x - sbc #$00 ; subtract borrow from airbubble's vertical coordinate - cmp #$20 ; if below the status bar, - bcs Y_Bubl ; branch to go ahead and use to move air bubble upwards - lda #$f8 ; otherwise set offscreen coordinate -Y_Bubl: sta Bubble_Y_Position,x ; store as new vertical coordinate for air bubble -ExitBubl: rts ; leave + ldy #$00 ; load default value here + lda PlayerFacingDir ; get player's facing direction + lsr ; move d0 to carry + bcc PosBubl ; branch to use default value if facing left + ldy #$08 ; otherwise load alternate value here +PosBubl: + tya ; use value loaded as adder + adc Player_X_Position ; add to player's horizontal position + sta Bubble_X_Position,x ; save as horizontal position for airbubble + lda Player_PageLoc + adc #$00 ; add carry to player's page location + sta Bubble_PageLoc,x ; save as page location for airbubble + lda Player_Y_Position + clc ; add eight pixels to player's vertical position + adc #$08 + sta Bubble_Y_Position,x ; save as vertical position for air bubble + lda #$01 + sta Bubble_Y_HighPos,x ; set vertical high byte for air bubble + ldy $07 ; get pseudorandom bit, use as offset + lda BubbleTimerData,y ; get data for air bubble timer + sta AirBubbleTimer ; set air bubble timer +MoveBubl: + ldy $07 ; get pseudorandom bit again, use as offset + lda Bubble_YMF_Dummy,x + sec ; subtract pseudorandom amount from dummy variable + sbc Bubble_MForceData,y + sta Bubble_YMF_Dummy,x ; save dummy variable + lda Bubble_Y_Position,x + sbc #$00 ; subtract borrow from airbubble's vertical coordinate + cmp #$20 ; if below the status bar, + bcs Y_Bubl ; branch to go ahead and use to move air bubble upwards + lda #$f8 ; otherwise set offscreen coordinate +Y_Bubl: + sta Bubble_Y_Position,x ; store as new vertical coordinate for air bubble +ExitBubl: + rts ; leave Bubble_MForceData: - .byte $ff, $50 + .byte $ff, $50 BubbleTimerData: - .byte $40, $20 + .byte $40, $20 ;------------------------------------------------------------------------------------- RunGameTimer: - lda OperMode ; get primary mode of operation - beq ExGTimer ; branch to leave if in title screen mode - lda GameEngineSubroutine - cmp #$08 ; if routine number less than eight running, - bcc ExGTimer ; branch to leave - cmp #$0b ; if running death routine, - beq ExGTimer ; branch to leave - lda Player_Y_HighPos - cmp #$02 ; if player below the screen, - bcs ExGTimer ; branch to leave regardless of level type - lda GameTimerCtrlTimer ; if game timer control not yet expired, - bne ExGTimer ; branch to leave - lda GameTimerDisplay - ora GameTimerDisplay+1 ; otherwise check game timer digits - ora GameTimerDisplay+2 - beq TimeUpOn ; if game timer digits at 000, branch to time-up code - ldy GameTimerDisplay ; otherwise check first digit - dey ; if first digit not on 1, - bne ResGTCtrl ; branch to reset game timer control - lda GameTimerDisplay+1 ; otherwise check second and third digits - ora GameTimerDisplay+2 - bne ResGTCtrl ; if timer not at 100, branch to reset game timer control - lda #TimeRunningOutMusic - sta EventMusicQueue ; otherwise load time running out music -ResGTCtrl: lda #$18 ; reset game timer control - sta GameTimerCtrlTimer - ldy #$23 ; set offset for last digit - lda #$ff ; set value to decrement game timer digit - sta DigitModifier+5 - jsr DigitsMathRoutine ; do sub to decrement game timer slowly - lda #$a4 ; set status nybbles to update game timer display - jmp PrintStatusBarNumbers ; do sub to update the display -TimeUpOn: sta PlayerStatus ; init player status (note A will always be zero here) - jsr ForceInjury ; do sub to kill the player (note player is small here) - inc GameTimerExpiredFlag ; set game timer expiration flag -ExGTimer: rts ; leave + lda OperMode ; get primary mode of operation + beq ExGTimer ; branch to leave if in title screen mode + lda GameEngineSubroutine + cmp #$08 ; if routine number less than eight running, + bcc ExGTimer ; branch to leave + cmp #$0b ; if running death routine, + beq ExGTimer ; branch to leave + lda Player_Y_HighPos + cmp #$02 ; if player below the screen, + bcs ExGTimer ; branch to leave regardless of level type + lda GameTimerCtrlTimer ; if game timer control not yet expired, + bne ExGTimer ; branch to leave + lda GameTimerDisplay + ora GameTimerDisplay+1 ; otherwise check game timer digits + ora GameTimerDisplay+2 + beq TimeUpOn ; if game timer digits at 000, branch to time-up code + ldy GameTimerDisplay ; otherwise check first digit + dey ; if first digit not on 1, + bne ResGTCtrl ; branch to reset game timer control + lda GameTimerDisplay+1 ; otherwise check second and third digits + ora GameTimerDisplay+2 + bne ResGTCtrl ; if timer not at 100, branch to reset game timer control + lda #TimeRunningOutMusic + sta EventMusicQueue ; otherwise load time running out music +ResGTCtrl: + lda #$18 ; reset game timer control + sta GameTimerCtrlTimer + ldy #$23 ; set offset for last digit + lda #$ff ; set value to decrement game timer digit + sta DigitModifier+5 + jsr DigitsMathRoutine ; do sub to decrement game timer slowly + lda #$a4 ; set status nybbles to update game timer display + jmp PrintStatusBarNumbers ; do sub to update the display +TimeUpOn: + sta PlayerStatus ; init player status (note A will always be zero here) + jsr ForceInjury ; do sub to kill the player (note player is small here) + inc GameTimerExpiredFlag ; set game timer expiration flag +ExGTimer: + rts ; leave ;------------------------------------------------------------------------------------- WarpZoneObject: - lda ScrollLock ; check for scroll lock flag - beq ExGTimer ; branch if not set to leave - lda Player_Y_Position ; check to see if player's vertical coordinate has - and Player_Y_HighPos ; same bits set as in vertical high byte (why?) - bne ExGTimer ; if so, branch to leave - sta ScrollLock ; otherwise nullify scroll lock flag - inc WarpZoneControl ; increment warp zone flag to make warp pipes for warp zone - jmp EraseEnemyObject ; kill this object + lda ScrollLock ; check for scroll lock flag + beq ExGTimer ; branch if not set to leave + lda Player_Y_Position ; check to see if player's vertical coordinate has + and Player_Y_HighPos ; same bits set as in vertical high byte (why?) + bne ExGTimer ; if so, branch to leave + sta ScrollLock ; otherwise nullify scroll lock flag + inc WarpZoneControl ; increment warp zone flag to make warp pipes for warp zone + jmp EraseEnemyObject ; kill this object ;------------------------------------------------------------------------------------- ; $00 - used in WhirlpoolActivate to store whirlpool length / 2, page location of center of whirlpool @@ -6481,408 +6872,440 @@ WarpZoneObject: ; WhirlpoolActivate to store maximum vertical speed ProcessWhirlpools: - lda AreaType ; check for water type level - bne ExitWh ; branch to leave if not found - sta Whirlpool_Flag ; otherwise initialize whirlpool flag - lda TimerControl ; if master timer control set, - bne ExitWh ; branch to leave - ldy #$04 ; otherwise start with last whirlpool data -WhLoop: lda Whirlpool_LeftExtent,y ; get left extent of whirlpool - clc - adc Whirlpool_Length,y ; add length of whirlpool - sta $02 ; store result as right extent here - lda Whirlpool_PageLoc,y ; get page location - beq NextWh ; if none or page 0, branch to get next data - adc #$00 ; add carry - sta $01 ; store result as page location of right extent here - lda Player_X_Position ; get player's horizontal position - sec - sbc Whirlpool_LeftExtent,y ; subtract left extent - lda Player_PageLoc ; get player's page location - sbc Whirlpool_PageLoc,y ; subtract borrow - bmi NextWh ; if player too far left, branch to get next data - lda $02 ; otherwise get right extent - sec - sbc Player_X_Position ; subtract player's horizontal coordinate - lda $01 ; get right extent's page location - sbc Player_PageLoc ; subtract borrow - bpl WhirlpoolActivate ; if player within right extent, branch to whirlpool code -NextWh: dey ; move onto next whirlpool data - bpl WhLoop ; do this until all whirlpools are checked -ExitWh: rts ; leave + lda AreaType ; check for water type level + bne ExitWh ; branch to leave if not found + sta Whirlpool_Flag ; otherwise initialize whirlpool flag + lda TimerControl ; if master timer control set, + bne ExitWh ; branch to leave + ldy #$04 ; otherwise start with last whirlpool data +WhLoop: + lda Whirlpool_LeftExtent,y ; get left extent of whirlpool + clc + adc Whirlpool_Length,y ; add length of whirlpool + sta $02 ; store result as right extent here + lda Whirlpool_PageLoc,y ; get page location + beq NextWh ; if none or page 0, branch to get next data + adc #$00 ; add carry + sta $01 ; store result as page location of right extent here + lda Player_X_Position ; get player's horizontal position + sec + sbc Whirlpool_LeftExtent,y ; subtract left extent + lda Player_PageLoc ; get player's page location + sbc Whirlpool_PageLoc,y ; subtract borrow + bmi NextWh ; if player too far left, branch to get next data + lda $02 ; otherwise get right extent + sec + sbc Player_X_Position ; subtract player's horizontal coordinate + lda $01 ; get right extent's page location + sbc Player_PageLoc ; subtract borrow + bpl WhirlpoolActivate ; if player within right extent, branch to whirlpool code +NextWh: + dey ; move onto next whirlpool data + bpl WhLoop ; do this until all whirlpools are checked +ExitWh: + rts ; leave WhirlpoolActivate: - lda Whirlpool_Length,y ; get length of whirlpool - lsr ; divide by 2 - sta $00 ; save here - lda Whirlpool_LeftExtent,y ; get left extent of whirlpool - clc - adc $00 ; add length divided by 2 - sta $01 ; save as center of whirlpool - lda Whirlpool_PageLoc,y ; get page location - adc #$00 ; add carry - sta $00 ; save as page location of whirlpool center - lda FrameCounter ; get frame counter - lsr ; shift d0 into carry (to run on every other frame) - bcc WhPull ; if d0 not set, branch to last part of code - lda $01 ; get center - sec - sbc Player_X_Position ; subtract player's horizontal coordinate - lda $00 ; get page location of center - sbc Player_PageLoc ; subtract borrow - bpl LeftWh ; if player to the left of center, branch - lda Player_X_Position ; otherwise slowly pull player left, towards the center - sec - sbc #$01 ; subtract one pixel - sta Player_X_Position ; set player's new horizontal coordinate - lda Player_PageLoc - sbc #$00 ; subtract borrow - jmp SetPWh ; jump to set player's new page location -LeftWh: lda Player_CollisionBits ; get player's collision bits - lsr ; shift d0 into carry - bcc WhPull ; if d0 not set, branch - lda Player_X_Position ; otherwise slowly pull player right, towards the center - clc - adc #$01 ; add one pixel - sta Player_X_Position ; set player's new horizontal coordinate - lda Player_PageLoc - adc #$00 ; add carry -SetPWh: sta Player_PageLoc ; set player's new page location -WhPull: lda #$10 - sta $00 ; set vertical movement force - lda #$01 - sta Whirlpool_Flag ; set whirlpool flag to be used later - sta $02 ; also set maximum vertical speed - lsr - tax ; set X for player offset - jmp ImposeGravity ; jump to put whirlpool effect on player vertically, do not return + lda Whirlpool_Length,y ; get length of whirlpool + lsr ; divide by 2 + sta $00 ; save here + lda Whirlpool_LeftExtent,y ; get left extent of whirlpool + clc + adc $00 ; add length divided by 2 + sta $01 ; save as center of whirlpool + lda Whirlpool_PageLoc,y ; get page location + adc #$00 ; add carry + sta $00 ; save as page location of whirlpool center + lda FrameCounter ; get frame counter + lsr ; shift d0 into carry (to run on every other frame) + bcc WhPull ; if d0 not set, branch to last part of code + lda $01 ; get center + sec + sbc Player_X_Position ; subtract player's horizontal coordinate + lda $00 ; get page location of center + sbc Player_PageLoc ; subtract borrow + bpl LeftWh ; if player to the left of center, branch + lda Player_X_Position ; otherwise slowly pull player left, towards the center + sec + sbc #$01 ; subtract one pixel + sta Player_X_Position ; set player's new horizontal coordinate + lda Player_PageLoc + sbc #$00 ; subtract borrow + jmp SetPWh ; jump to set player's new page location +LeftWh: + lda Player_CollisionBits ; get player's collision bits + lsr ; shift d0 into carry + bcc WhPull ; if d0 not set, branch + lda Player_X_Position ; otherwise slowly pull player right, towards the center + clc + adc #$01 ; add one pixel + sta Player_X_Position ; set player's new horizontal coordinate + lda Player_PageLoc + adc #$00 ; add carry +SetPWh: + sta Player_PageLoc ; set player's new page location +WhPull: + lda #$10 + sta $00 ; set vertical movement force + lda #$01 + sta Whirlpool_Flag ; set whirlpool flag to be used later + sta $02 ; also set maximum vertical speed + lsr + tax ; set X for player offset + jmp ImposeGravity ; jump to put whirlpool effect on player vertically, do not return ;------------------------------------------------------------------------------------- FlagpoleScoreMods: - .byte $05, $02, $08, $04, $01 + .byte $05, $02, $08, $04, $01 FlagpoleScoreDigits: - .byte $03, $03, $04, $04, $04 + .byte $03, $03, $04, $04, $04 FlagpoleRoutine: - ldx #$05 ; set enemy object offset - stx ObjectOffset ; to special use slot - lda Enemy_ID,x - cmp #FlagpoleFlagObject ; if flagpole flag not found, - bne ExitFlagP ; branch to leave - lda GameEngineSubroutine - cmp #$04 ; if flagpole slide routine not running, - bne SkipScore ; branch to near the end of code - lda Player_State - cmp #$03 ; if player state not climbing, - bne SkipScore ; branch to near the end of code - lda Enemy_Y_Position,x ; check flagpole flag's vertical coordinate - cmp #$aa ; if flagpole flag down to a certain point, - bcs GiveFPScr ; branch to end the level - lda Player_Y_Position ; check player's vertical coordinate - cmp #$a2 ; if player down to a certain point, - bcs GiveFPScr ; branch to end the level - lda Enemy_YMF_Dummy,x - adc #$ff ; add movement amount to dummy variable - sta Enemy_YMF_Dummy,x ; save dummy variable - lda Enemy_Y_Position,x ; get flag's vertical coordinate - adc #$01 ; add 1 plus carry to move flag, and - sta Enemy_Y_Position,x ; store vertical coordinate - lda FlagpoleFNum_YMFDummy - sec ; subtract movement amount from dummy variable - sbc #$ff - sta FlagpoleFNum_YMFDummy ; save dummy variable - lda FlagpoleFNum_Y_Pos - sbc #$01 ; subtract one plus borrow to move floatey number, - sta FlagpoleFNum_Y_Pos ; and store vertical coordinate here -SkipScore: jmp FPGfx ; jump to skip ahead and draw flag and floatey number -GiveFPScr: ldy FlagpoleScore ; get score offset from earlier (when player touched flagpole) - lda FlagpoleScoreMods,y ; get amount to award player points - ldx FlagpoleScoreDigits,y ; get digit with which to award points - sta DigitModifier,x ; store in digit modifier - jsr AddToScore ; do sub to award player points depending on height of collision - lda #$05 - sta GameEngineSubroutine ; set to run end-of-level subroutine on next frame -FPGfx: jsr GetEnemyOffscreenBits ; get offscreen information - jsr RelativeEnemyPosition ; get relative coordinates - jsr FlagpoleGfxHandler ; draw flagpole flag and floatey number -ExitFlagP: rts + ldx #$05 ; set enemy object offset + stx ObjectOffset ; to special use slot + lda Enemy_ID,x + cmp #FlagpoleFlagObject ; if flagpole flag not found, + bne ExitFlagP ; branch to leave + lda GameEngineSubroutine + cmp #$04 ; if flagpole slide routine not running, + bne SkipScore ; branch to near the end of code + lda Player_State + cmp #$03 ; if player state not climbing, + bne SkipScore ; branch to near the end of code + lda Enemy_Y_Position,x ; check flagpole flag's vertical coordinate + cmp #$aa ; if flagpole flag down to a certain point, + bcs GiveFPScr ; branch to end the level + lda Player_Y_Position ; check player's vertical coordinate + cmp #$a2 ; if player down to a certain point, + bcs GiveFPScr ; branch to end the level + lda Enemy_YMF_Dummy,x + adc #$ff ; add movement amount to dummy variable + sta Enemy_YMF_Dummy,x ; save dummy variable + lda Enemy_Y_Position,x ; get flag's vertical coordinate + adc #$01 ; add 1 plus carry to move flag, and + sta Enemy_Y_Position,x ; store vertical coordinate + lda FlagpoleFNum_YMFDummy + sec ; subtract movement amount from dummy variable + sbc #$ff + sta FlagpoleFNum_YMFDummy ; save dummy variable + lda FlagpoleFNum_Y_Pos + sbc #$01 ; subtract one plus borrow to move floatey number, + sta FlagpoleFNum_Y_Pos ; and store vertical coordinate here +SkipScore: + jmp FPGfx ; jump to skip ahead and draw flag and floatey number +GiveFPScr: + ldy FlagpoleScore ; get score offset from earlier (when player touched flagpole) + lda FlagpoleScoreMods,y ; get amount to award player points + ldx FlagpoleScoreDigits,y ; get digit with which to award points + sta DigitModifier,x ; store in digit modifier + jsr AddToScore ; do sub to award player points depending on height of collision + lda #$05 + sta GameEngineSubroutine ; set to run end-of-level subroutine on next frame +FPGfx: + jsr GetEnemyOffscreenBits ; get offscreen information + jsr RelativeEnemyPosition ; get relative coordinates + jsr FlagpoleGfxHandler ; draw flagpole flag and floatey number +ExitFlagP: + rts ;------------------------------------------------------------------------------------- Jumpspring_Y_PosData: - .byte $08, $10, $08, $00 + .byte $08, $10, $08, $00 JumpspringHandler: - jsr GetEnemyOffscreenBits ; get offscreen information - lda TimerControl ; check master timer control - bne DrawJSpr ; branch to last section if set - lda JumpspringAnimCtrl ; check jumpspring frame control - beq DrawJSpr ; branch to last section if not set - tay - dey ; subtract one from frame control, - tya ; the only way a poor nmos 6502 can - and #%00000010 ; mask out all but d1, original value still in Y - bne DownJSpr ; if set, branch to move player up - inc Player_Y_Position - inc Player_Y_Position ; move player's vertical position down two pixels - jmp PosJSpr ; skip to next part -DownJSpr: dec Player_Y_Position ; move player's vertical position up two pixels - dec Player_Y_Position -PosJSpr: lda Jumpspring_FixedYPos,x ; get permanent vertical position - clc - adc Jumpspring_Y_PosData,y ; add value using frame control as offset - sta Enemy_Y_Position,x ; store as new vertical position - cpy #$01 ; check frame control offset (second frame is $00) - bcc BounceJS ; if offset not yet at third frame ($01), skip to next part - lda A_B_Buttons - and #A_Button ; check saved controller bits for A button press - beq BounceJS ; skip to next part if A not pressed - and PreviousA_B_Buttons ; check for A button pressed in previous frame - bne BounceJS ; skip to next part if so - lda #$f4 - sta JumpspringForce ; otherwise write new jumpspring force here -BounceJS: cpy #$03 ; check frame control offset again - bne DrawJSpr ; skip to last part if not yet at fifth frame ($03) - lda JumpspringForce - sta Player_Y_Speed ; store jumpspring force as player's new vertical speed - lda #$00 - sta JumpspringAnimCtrl ; initialize jumpspring frame control -DrawJSpr: jsr RelativeEnemyPosition ; get jumpspring's relative coordinates - jsr EnemyGfxHandler ; draw jumpspring - jsr OffscreenBoundsCheck ; check to see if we need to kill it - lda JumpspringAnimCtrl ; if frame control at zero, don't bother - beq ExJSpring ; trying to animate it, just leave - lda JumpspringTimer - bne ExJSpring ; if jumpspring timer not expired yet, leave - lda #$04 - sta JumpspringTimer ; otherwise initialize jumpspring timer - inc JumpspringAnimCtrl ; increment frame control to animate jumpspring -ExJSpring: rts ; leave + jsr GetEnemyOffscreenBits ; get offscreen information + lda TimerControl ; check master timer control + bne DrawJSpr ; branch to last section if set + lda JumpspringAnimCtrl ; check jumpspring frame control + beq DrawJSpr ; branch to last section if not set + tay + dey ; subtract one from frame control, + tya ; the only way a poor nmos 6502 can + and #%00000010 ; mask out all but d1, original value still in Y + bne DownJSpr ; if set, branch to move player up + inc Player_Y_Position + inc Player_Y_Position ; move player's vertical position down two pixels + jmp PosJSpr ; skip to next part +DownJSpr: + dec Player_Y_Position ; move player's vertical position up two pixels + dec Player_Y_Position +PosJSpr: + lda Jumpspring_FixedYPos,x ; get permanent vertical position + clc + adc Jumpspring_Y_PosData,y ; add value using frame control as offset + sta Enemy_Y_Position,x ; store as new vertical position + cpy #$01 ; check frame control offset (second frame is $00) + bcc BounceJS ; if offset not yet at third frame ($01), skip to next part + lda A_B_Buttons + and #A_Button ; check saved controller bits for A button press + beq BounceJS ; skip to next part if A not pressed + and PreviousA_B_Buttons ; check for A button pressed in previous frame + bne BounceJS ; skip to next part if so + lda #$f4 + sta JumpspringForce ; otherwise write new jumpspring force here +BounceJS: + cpy #$03 ; check frame control offset again + bne DrawJSpr ; skip to last part if not yet at fifth frame ($03) + lda JumpspringForce + sta Player_Y_Speed ; store jumpspring force as player's new vertical speed + lda #$00 + sta JumpspringAnimCtrl ; initialize jumpspring frame control +DrawJSpr: + jsr RelativeEnemyPosition ; get jumpspring's relative coordinates + jsr EnemyGfxHandler ; draw jumpspring + jsr OffscreenBoundsCheck ; check to see if we need to kill it + lda JumpspringAnimCtrl ; if frame control at zero, don't bother + beq ExJSpring ; trying to animate it, just leave + lda JumpspringTimer + bne ExJSpring ; if jumpspring timer not expired yet, leave + lda #$04 + sta JumpspringTimer ; otherwise initialize jumpspring timer + inc JumpspringAnimCtrl ; increment frame control to animate jumpspring +ExJSpring: + rts ; leave ;------------------------------------------------------------------------------------- Setup_Vine: - lda #VineObject ; load identifier for vine object - sta Enemy_ID,x ; store in buffer - lda #$01 - sta Enemy_Flag,x ; set flag for enemy object buffer - lda Block_PageLoc,y - sta Enemy_PageLoc,x ; copy page location from previous object - lda Block_X_Position,y - sta Enemy_X_Position,x ; copy horizontal coordinate from previous object - lda Block_Y_Position,y - sta Enemy_Y_Position,x ; copy vertical coordinate from previous object - ldy VineFlagOffset ; load vine flag/offset to next available vine slot - bne NextVO ; if set at all, don't bother to store vertical - sta VineStart_Y_Position ; otherwise store vertical coordinate here -NextVO: txa ; store object offset to next available vine slot - sta VineObjOffset,y ; using vine flag as offset - inc VineFlagOffset ; increment vine flag offset - lda #Sfx_GrowVine - sta Square2SoundQueue ; load vine grow sound - rts + lda #VineObject ; load identifier for vine object + sta Enemy_ID,x ; store in buffer + lda #$01 + sta Enemy_Flag,x ; set flag for enemy object buffer + lda Block_PageLoc,y + sta Enemy_PageLoc,x ; copy page location from previous object + lda Block_X_Position,y + sta Enemy_X_Position,x ; copy horizontal coordinate from previous object + lda Block_Y_Position,y + sta Enemy_Y_Position,x ; copy vertical coordinate from previous object + ldy VineFlagOffset ; load vine flag/offset to next available vine slot + bne NextVO ; if set at all, don't bother to store vertical + sta VineStart_Y_Position ; otherwise store vertical coordinate here +NextVO: + txa ; store object offset to next available vine slot + sta VineObjOffset,y ; using vine flag as offset + inc VineFlagOffset ; increment vine flag offset + lda #Sfx_GrowVine + sta Square2SoundQueue ; load vine grow sound + rts ;------------------------------------------------------------------------------------- ; $06-$07 - used as address to block buffer data ; $02 - used as vertical high nybble of block buffer offset VineHeightData: - .byte $30, $60 + .byte $30, $60 VineObjectHandler: - cpx #$05 ; check enemy offset for special use slot - bne ExitVH ; if not in last slot, branch to leave - ldy VineFlagOffset - dey ; decrement vine flag in Y, use as offset - lda VineHeight - cmp VineHeightData,y ; if vine has reached certain height, - beq RunVSubs ; branch ahead to skip this part - lda FrameCounter ; get frame counter - lsr ; shift d1 into carry - lsr - bcc RunVSubs ; if d1 not set (2 frames every 4) skip this part - lda Enemy_Y_Position+5 - sbc #$01 ; subtract vertical position of vine - sta Enemy_Y_Position+5 ; one pixel every frame it's time - inc VineHeight ; increment vine height -RunVSubs: lda VineHeight ; if vine still very small, - cmp #$08 ; branch to leave - bcc ExitVH - jsr RelativeEnemyPosition ; get relative coordinates of vine, - jsr GetEnemyOffscreenBits ; and any offscreen bits - ldy #$00 ; initialize offset used in draw vine sub -VDrawLoop: jsr DrawVine ; draw vine - iny ; increment offset - cpy VineFlagOffset ; if offset in Y and offset here - bne VDrawLoop ; do not yet match, loop back to draw more vine - lda Enemy_OffscreenBits - and #%00001100 ; mask offscreen bits - beq WrCMTile ; if none of the saved offscreen bits set, skip ahead - dey ; otherwise decrement Y to get proper offset again -KillVine: ldx VineObjOffset,y ; get enemy object offset for this vine object - jsr EraseEnemyObject ; kill this vine object - dey ; decrement Y - bpl KillVine ; if any vine objects left, loop back to kill it - sta VineFlagOffset ; initialize vine flag/offset - sta VineHeight ; initialize vine height -WrCMTile: lda VineHeight ; check vine height - cmp #$20 ; if vine small (less than 32 pixels tall) - bcc ExitVH ; then branch ahead to leave - ldx #$06 ; set offset in X to last enemy slot - lda #$01 ; set A to obtain horizontal in $04, but we don't care - ldy #$1b ; set Y to offset to get block at ($04, $10) of coordinates - jsr BlockBufferCollision ; do a sub to get block buffer address set, return contents - ldy $02 - cpy #$d0 ; if vertical high nybble offset beyond extent of - bcs ExitVH ; current block buffer, branch to leave, do not write - lda ($06),y ; otherwise check contents of block buffer at - bne ExitVH ; current offset, if not empty, branch to leave - lda #$26 - sta ($06),y ; otherwise, write climbing metatile to block buffer -ExitVH: ldx ObjectOffset ; get enemy object offset and leave - rts + cpx #$05 ; check enemy offset for special use slot + bne ExitVH ; if not in last slot, branch to leave + ldy VineFlagOffset + dey ; decrement vine flag in Y, use as offset + lda VineHeight + cmp VineHeightData,y ; if vine has reached certain height, + beq RunVSubs ; branch ahead to skip this part + lda FrameCounter ; get frame counter + lsr ; shift d1 into carry + lsr + bcc RunVSubs ; if d1 not set (2 frames every 4) skip this part + lda Enemy_Y_Position+5 + sbc #$01 ; subtract vertical position of vine + sta Enemy_Y_Position+5 ; one pixel every frame it's time + inc VineHeight ; increment vine height +RunVSubs: + lda VineHeight ; if vine still very small, + cmp #$08 ; branch to leave + bcc ExitVH + jsr RelativeEnemyPosition ; get relative coordinates of vine, + jsr GetEnemyOffscreenBits ; and any offscreen bits + ldy #$00 ; initialize offset used in draw vine sub +VDrawLoop: + jsr DrawVine ; draw vine + iny ; increment offset + cpy VineFlagOffset ; if offset in Y and offset here + bne VDrawLoop ; do not yet match, loop back to draw more vine + lda Enemy_OffscreenBits + and #%00001100 ; mask offscreen bits + beq WrCMTile ; if none of the saved offscreen bits set, skip ahead + dey ; otherwise decrement Y to get proper offset again +KillVine: + ldx VineObjOffset,y ; get enemy object offset for this vine object + jsr EraseEnemyObject ; kill this vine object + dey ; decrement Y + bpl KillVine ; if any vine objects left, loop back to kill it + sta VineFlagOffset ; initialize vine flag/offset + sta VineHeight ; initialize vine height +WrCMTile: + lda VineHeight ; check vine height + cmp #$20 ; if vine small (less than 32 pixels tall) + bcc ExitVH ; then branch ahead to leave + ldx #$06 ; set offset in X to last enemy slot + lda #$01 ; set A to obtain horizontal in $04, but we don't care + ldy #$1b ; set Y to offset to get block at ($04, $10) of coordinates + jsr BlockBufferCollision ; do a sub to get block buffer address set, return contents + ldy $02 + cpy #$d0 ; if vertical high nybble offset beyond extent of + bcs ExitVH ; current block buffer, branch to leave, do not write + lda ($06),y ; otherwise check contents of block buffer at + bne ExitVH ; current offset, if not empty, branch to leave + lda #$26 + sta ($06),y ; otherwise, write climbing metatile to block buffer +ExitVH: + ldx ObjectOffset ; get enemy object offset and leave + rts ;------------------------------------------------------------------------------------- CannonBitmasks: - .byte %00001111, %00000111 + .byte %00001111, %00000111 ProcessCannons: - lda AreaType ; get area type - beq ExCannon ; if water type area, branch to leave - ldx #$02 -ThreeSChk: stx ObjectOffset ; start at third enemy slot - lda Enemy_Flag,x ; check enemy buffer flag - bne Chk_BB ; if set, branch to check enemy - lda PseudoRandomBitReg+1,x ; otherwise get part of LSFR - ldy SecondaryHardMode ; get secondary hard mode flag, use as offset - and CannonBitmasks,y ; mask out bits of LSFR as decided by flag - cmp #$06 ; check to see if lower nybble is above certain value - bcs Chk_BB ; if so, branch to check enemy - tay ; transfer masked contents of LSFR to Y as pseudorandom offset - lda Cannon_PageLoc,y ; get page location - beq Chk_BB ; if not set or on page 0, branch to check enemy - lda Cannon_Timer,y ; get cannon timer - beq FireCannon ; if expired, branch to fire cannon - sbc #$00 ; otherwise subtract borrow (note carry will always be clear here) - sta Cannon_Timer,y ; to count timer down - jmp Chk_BB ; then jump ahead to check enemy + lda AreaType ; get area type + beq ExCannon ; if water type area, branch to leave + ldx #$02 +ThreeSChk: + stx ObjectOffset ; start at third enemy slot + lda Enemy_Flag,x ; check enemy buffer flag + bne Chk_BB ; if set, branch to check enemy + lda PseudoRandomBitReg+1,x ; otherwise get part of LSFR + ldy SecondaryHardMode ; get secondary hard mode flag, use as offset + and CannonBitmasks,y ; mask out bits of LSFR as decided by flag + cmp #$06 ; check to see if lower nybble is above certain value + bcs Chk_BB ; if so, branch to check enemy + tay ; transfer masked contents of LSFR to Y as pseudorandom offset + lda Cannon_PageLoc,y ; get page location + beq Chk_BB ; if not set or on page 0, branch to check enemy + lda Cannon_Timer,y ; get cannon timer + beq FireCannon ; if expired, branch to fire cannon + sbc #$00 ; otherwise subtract borrow (note carry will always be clear here) + sta Cannon_Timer,y ; to count timer down + jmp Chk_BB ; then jump ahead to check enemy FireCannon: - lda TimerControl ; if master timer control set, - bne Chk_BB ; branch to check enemy - lda #$0e ; otherwise we start creating one - sta Cannon_Timer,y ; first, reset cannon timer - lda Cannon_PageLoc,y ; get page location of cannon - sta Enemy_PageLoc,x ; save as page location of bullet bill - lda Cannon_X_Position,y ; get horizontal coordinate of cannon - sta Enemy_X_Position,x ; save as horizontal coordinate of bullet bill - lda Cannon_Y_Position,y ; get vertical coordinate of cannon - sec - sbc #$08 ; subtract eight pixels (because enemies are 24 pixels tall) - sta Enemy_Y_Position,x ; save as vertical coordinate of bullet bill - lda #$01 - sta Enemy_Y_HighPos,x ; set vertical high byte of bullet bill - sta Enemy_Flag,x ; set buffer flag - lsr ; shift right once to init A - sta Enemy_State,x ; then initialize enemy's state - lda #$09 - sta Enemy_BoundBoxCtrl,x ; set bounding box size control for bullet bill - lda #BulletBill_CannonVar - sta Enemy_ID,x ; load identifier for bullet bill (cannon variant) - jmp Next3Slt ; move onto next slot -Chk_BB: lda Enemy_ID,x ; check enemy identifier for bullet bill (cannon variant) - cmp #BulletBill_CannonVar - bne Next3Slt ; if not found, branch to get next slot - jsr OffscreenBoundsCheck ; otherwise, check to see if it went offscreen - lda Enemy_Flag,x ; check enemy buffer flag - beq Next3Slt ; if not set, branch to get next slot - jsr GetEnemyOffscreenBits ; otherwise, get offscreen information - jsr BulletBillHandler ; then do sub to handle bullet bill -Next3Slt: dex ; move onto next slot - bpl ThreeSChk ; do this until first three slots are checked -ExCannon: rts ; then leave + lda TimerControl ; if master timer control set, + bne Chk_BB ; branch to check enemy + lda #$0e ; otherwise we start creating one + sta Cannon_Timer,y ; first, reset cannon timer + lda Cannon_PageLoc,y ; get page location of cannon + sta Enemy_PageLoc,x ; save as page location of bullet bill + lda Cannon_X_Position,y ; get horizontal coordinate of cannon + sta Enemy_X_Position,x ; save as horizontal coordinate of bullet bill + lda Cannon_Y_Position,y ; get vertical coordinate of cannon + sec + sbc #$08 ; subtract eight pixels (because enemies are 24 pixels tall) + sta Enemy_Y_Position,x ; save as vertical coordinate of bullet bill + lda #$01 + sta Enemy_Y_HighPos,x ; set vertical high byte of bullet bill + sta Enemy_Flag,x ; set buffer flag + lsr ; shift right once to init A + sta Enemy_State,x ; then initialize enemy's state + lda #$09 + sta Enemy_BoundBoxCtrl,x ; set bounding box size control for bullet bill + lda #BulletBill_CannonVar + sta Enemy_ID,x ; load identifier for bullet bill (cannon variant) + jmp Next3Slt ; move onto next slot +Chk_BB: + lda Enemy_ID,x ; check enemy identifier for bullet bill (cannon variant) + cmp #BulletBill_CannonVar + bne Next3Slt ; if not found, branch to get next slot + jsr OffscreenBoundsCheck ; otherwise, check to see if it went offscreen + lda Enemy_Flag,x ; check enemy buffer flag + beq Next3Slt ; if not set, branch to get next slot + jsr GetEnemyOffscreenBits ; otherwise, get offscreen information + jsr BulletBillHandler ; then do sub to handle bullet bill +Next3Slt: + dex ; move onto next slot + bpl ThreeSChk ; do this until first three slots are checked +ExCannon: + rts ; then leave ;-------------------------------- BulletBillXSpdData: - .byte $18, $e8 + .byte $18, $e8 BulletBillHandler: - lda TimerControl ; if master timer control set, - bne RunBBSubs ; branch to run subroutines except movement sub - lda Enemy_State,x - bne ChkDSte ; if bullet bill's state set, branch to check defeated state - lda Enemy_OffscreenBits ; otherwise load offscreen bits - and #%00001100 ; mask out bits - cmp #%00001100 ; check to see if all bits are set - beq KillBB ; if so, branch to kill this object - ldy #$01 ; set to move right by default - jsr PlayerEnemyDiff ; get horizontal difference between player and bullet bill - bmi SetupBB ; if enemy to the left of player, branch - iny ; otherwise increment to move left -SetupBB: sty Enemy_MovingDir,x ; set bullet bill's moving direction - dey ; decrement to use as offset - lda BulletBillXSpdData,y ; get horizontal speed based on moving direction - sta Enemy_X_Speed,x ; and store it - lda $00 ; get horizontal difference - adc #$28 ; add 40 pixels - cmp #$50 ; if less than a certain amount, player is too close - bcc KillBB ; to cannon either on left or right side, thus branch - lda #$01 - sta Enemy_State,x ; otherwise set bullet bill's state - lda #$0a - sta EnemyFrameTimer,x ; set enemy frame timer - lda #Sfx_Blast - sta Square2SoundQueue ; play fireworks/gunfire sound -ChkDSte: lda Enemy_State,x ; check enemy state for d5 set - and #%00100000 - beq BBFly ; if not set, skip to move horizontally - jsr MoveD_EnemyVertically ; otherwise do sub to move bullet bill vertically -BBFly: jsr MoveEnemyHorizontally ; do sub to move bullet bill horizontally -RunBBSubs: jsr GetEnemyOffscreenBits ; get offscreen information - jsr RelativeEnemyPosition ; get relative coordinates - jsr GetEnemyBoundBox ; get bounding box coordinates - jsr PlayerEnemyCollision ; handle player to enemy collisions - jmp EnemyGfxHandler ; draw the bullet bill and leave -KillBB: jsr EraseEnemyObject ; kill bullet bill and leave - rts + lda TimerControl ; if master timer control set, + bne RunBBSubs ; branch to run subroutines except movement sub + lda Enemy_State,x + bne ChkDSte ; if bullet bill's state set, branch to check defeated state + lda Enemy_OffscreenBits ; otherwise load offscreen bits + and #%00001100 ; mask out bits + cmp #%00001100 ; check to see if all bits are set + beq KillBB ; if so, branch to kill this object + ldy #$01 ; set to move right by default + jsr PlayerEnemyDiff ; get horizontal difference between player and bullet bill + bmi SetupBB ; if enemy to the left of player, branch + iny ; otherwise increment to move left +SetupBB: + sty Enemy_MovingDir,x ; set bullet bill's moving direction + dey ; decrement to use as offset + lda BulletBillXSpdData,y ; get horizontal speed based on moving direction + sta Enemy_X_Speed,x ; and store it + lda $00 ; get horizontal difference + adc #$28 ; add 40 pixels + cmp #$50 ; if less than a certain amount, player is too close + bcc KillBB ; to cannon either on left or right side, thus branch + lda #$01 + sta Enemy_State,x ; otherwise set bullet bill's state + lda #$0a + sta EnemyFrameTimer,x ; set enemy frame timer + lda #Sfx_Blast + sta Square2SoundQueue ; play fireworks/gunfire sound +ChkDSte: + lda Enemy_State,x ; check enemy state for d5 set + and #%00100000 + beq BBFly ; if not set, skip to move horizontally + jsr MoveD_EnemyVertically ; otherwise do sub to move bullet bill vertically +BBFly: + jsr MoveEnemyHorizontally ; do sub to move bullet bill horizontally +RunBBSubs: + jsr GetEnemyOffscreenBits ; get offscreen information + jsr RelativeEnemyPosition ; get relative coordinates + jsr GetEnemyBoundBox ; get bounding box coordinates + jsr PlayerEnemyCollision ; handle player to enemy collisions + jmp EnemyGfxHandler ; draw the bullet bill and leave +KillBB: + jsr EraseEnemyObject ; kill bullet bill and leave + rts ;------------------------------------------------------------------------------------- HammerEnemyOfsData: - .byte $04, $04, $04, $05, $05, $05 - .byte $06, $06, $06 + .byte $04, $04, $04, $05, $05, $05 + .byte $06, $06, $06 HammerXSpdData: - .byte $10, $f0 + .byte $10, $f0 SpawnHammerObj: - lda PseudoRandomBitReg+1 ; get pseudorandom bits from - and #%00000111 ; second part of LSFR - bne SetMOfs ; if any bits are set, branch and use as offset - lda PseudoRandomBitReg+1 - and #%00001000 ; get d3 from same part of LSFR -SetMOfs: tay ; use either d3 or d2-d0 for offset here - lda Misc_State,y ; if any values loaded in - bne NoHammer ; $2a-$32 where offset is then leave with carry clear - ldx HammerEnemyOfsData,y ; get offset of enemy slot to check using Y as offset - lda Enemy_Flag,x ; check enemy buffer flag at offset - bne NoHammer ; if buffer flag set, branch to leave with carry clear - ldx ObjectOffset ; get original enemy object offset - txa - sta HammerEnemyOffset,y ; save here - lda #$90 - sta Misc_State,y ; save hammer's state here - lda #$07 - sta Misc_BoundBoxCtrl,y ; set something else entirely, here - sec ; return with carry set - rts -NoHammer: ldx ObjectOffset ; get original enemy object offset - clc ; return with carry clear - rts + lda PseudoRandomBitReg+1 ; get pseudorandom bits from + and #%00000111 ; second part of LSFR + bne SetMOfs ; if any bits are set, branch and use as offset + lda PseudoRandomBitReg+1 + and #%00001000 ; get d3 from same part of LSFR +SetMOfs: + tay ; use either d3 or d2-d0 for offset here + lda Misc_State,y ; if any values loaded in + bne NoHammer ; $2a-$32 where offset is then leave with carry clear + ldx HammerEnemyOfsData,y ; get offset of enemy slot to check using Y as offset + lda Enemy_Flag,x ; check enemy buffer flag at offset + bne NoHammer ; if buffer flag set, branch to leave with carry clear + ldx ObjectOffset ; get original enemy object offset + txa + sta HammerEnemyOffset,y ; save here + lda #$90 + sta Misc_State,y ; save hammer's state here + lda #$07 + sta Misc_BoundBoxCtrl,y ; set something else entirely, here + sec ; return with carry set + rts +NoHammer: + ldx ObjectOffset ; get original enemy object offset + clc ; return with carry clear + rts ;-------------------------------- ; $00 - used to set downward force @@ -6890,124 +7313,132 @@ NoHammer: ldx ObjectOffset ; get original enemy object offset ; $02 - used to set maximum speed ProcHammerObj: - lda TimerControl ; if master timer control set - bne RunHSubs ; skip all of this code and go to last subs at the end - lda Misc_State,x ; otherwise get hammer's state - and #%01111111 ; mask out d7 - ldy HammerEnemyOffset,x ; get enemy object offset that spawned this hammer - cmp #$02 ; check hammer's state - beq SetHSpd ; if currently at 2, branch - bcs SetHPos ; if greater than 2, branch elsewhere - txa - clc ; add 13 bytes to use - adc #$0d ; proper misc object - tax ; return offset to X - lda #$10 - sta $00 ; set downward movement force - lda #$0f - sta $01 ; set upward movement force (not used) - lda #$04 - sta $02 ; set maximum vertical speed - lda #$00 ; set A to impose gravity on hammer - jsr ImposeGravity ; do sub to impose gravity on hammer and move vertically - jsr MoveObjectHorizontally ; do sub to move it horizontally - ldx ObjectOffset ; get original misc object offset - jmp RunAllH ; branch to essential subroutines -SetHSpd: lda #$fe - sta Misc_Y_Speed,x ; set hammer's vertical speed - lda Enemy_State,y ; get enemy object state - and #%11110111 ; mask out d3 - sta Enemy_State,y ; store new state - ldx Enemy_MovingDir,y ; get enemy's moving direction - dex ; decrement to use as offset - lda HammerXSpdData,x ; get proper speed to use based on moving direction - ldx ObjectOffset ; reobtain hammer's buffer offset - sta Misc_X_Speed,x ; set hammer's horizontal speed -SetHPos: dec Misc_State,x ; decrement hammer's state - lda Enemy_X_Position,y ; get enemy's horizontal position - clc - adc #$02 ; set position 2 pixels to the right - sta Misc_X_Position,x ; store as hammer's horizontal position - lda Enemy_PageLoc,y ; get enemy's page location - adc #$00 ; add carry - sta Misc_PageLoc,x ; store as hammer's page location - lda Enemy_Y_Position,y ; get enemy's vertical position - sec - sbc #$0a ; move position 10 pixels upward - sta Misc_Y_Position,x ; store as hammer's vertical position - lda #$01 - sta Misc_Y_HighPos,x ; set hammer's vertical high byte - bne RunHSubs ; unconditional branch to skip first routine -RunAllH: jsr PlayerHammerCollision ; handle collisions -RunHSubs: jsr GetMiscOffscreenBits ; get offscreen information - jsr RelativeMiscPosition ; get relative coordinates - jsr GetMiscBoundBox ; get bounding box coordinates - jsr DrawHammer ; draw the hammer - rts ; and we are done here + lda TimerControl ; if master timer control set + bne RunHSubs ; skip all of this code and go to last subs at the end + lda Misc_State,x ; otherwise get hammer's state + and #%01111111 ; mask out d7 + ldy HammerEnemyOffset,x ; get enemy object offset that spawned this hammer + cmp #$02 ; check hammer's state + beq SetHSpd ; if currently at 2, branch + bcs SetHPos ; if greater than 2, branch elsewhere + txa + clc ; add 13 bytes to use + adc #$0d ; proper misc object + tax ; return offset to X + lda #$10 + sta $00 ; set downward movement force + lda #$0f + sta $01 ; set upward movement force (not used) + lda #$04 + sta $02 ; set maximum vertical speed + lda #$00 ; set A to impose gravity on hammer + jsr ImposeGravity ; do sub to impose gravity on hammer and move vertically + jsr MoveObjectHorizontally ; do sub to move it horizontally + ldx ObjectOffset ; get original misc object offset + jmp RunAllH ; branch to essential subroutines +SetHSpd: + lda #$fe + sta Misc_Y_Speed,x ; set hammer's vertical speed + lda Enemy_State,y ; get enemy object state + and #%11110111 ; mask out d3 + sta Enemy_State,y ; store new state + ldx Enemy_MovingDir,y ; get enemy's moving direction + dex ; decrement to use as offset + lda HammerXSpdData,x ; get proper speed to use based on moving direction + ldx ObjectOffset ; reobtain hammer's buffer offset + sta Misc_X_Speed,x ; set hammer's horizontal speed +SetHPos: + dec Misc_State,x ; decrement hammer's state + lda Enemy_X_Position,y ; get enemy's horizontal position + clc + adc #$02 ; set position 2 pixels to the right + sta Misc_X_Position,x ; store as hammer's horizontal position + lda Enemy_PageLoc,y ; get enemy's page location + adc #$00 ; add carry + sta Misc_PageLoc,x ; store as hammer's page location + lda Enemy_Y_Position,y ; get enemy's vertical position + sec + sbc #$0a ; move position 10 pixels upward + sta Misc_Y_Position,x ; store as hammer's vertical position + lda #$01 + sta Misc_Y_HighPos,x ; set hammer's vertical high byte + bne RunHSubs ; unconditional branch to skip first routine +RunAllH: + jsr PlayerHammerCollision ; handle collisions +RunHSubs: + jsr GetMiscOffscreenBits ; get offscreen information + jsr RelativeMiscPosition ; get relative coordinates + jsr GetMiscBoundBox ; get bounding box coordinates + jsr DrawHammer ; draw the hammer + rts ; and we are done here ;------------------------------------------------------------------------------------- ; $02 - used to store vertical high nybble offset from block buffer routine ; $06 - used to store low byte of block buffer address CoinBlock: - jsr FindEmptyMiscSlot ; set offset for empty or last misc object buffer slot - lda Block_PageLoc,x ; get page location of block object - sta Misc_PageLoc,y ; store as page location of misc object - lda Block_X_Position,x ; get horizontal coordinate of block object - ora #$05 ; add 5 pixels - sta Misc_X_Position,y ; store as horizontal coordinate of misc object - lda Block_Y_Position,x ; get vertical coordinate of block object - sbc #$10 ; subtract 16 pixels - sta Misc_Y_Position,y ; store as vertical coordinate of misc object - jmp JCoinC ; jump to rest of code as applies to this misc object + jsr FindEmptyMiscSlot ; set offset for empty or last misc object buffer slot + lda Block_PageLoc,x ; get page location of block object + sta Misc_PageLoc,y ; store as page location of misc object + lda Block_X_Position,x ; get horizontal coordinate of block object + ora #$05 ; add 5 pixels + sta Misc_X_Position,y ; store as horizontal coordinate of misc object + lda Block_Y_Position,x ; get vertical coordinate of block object + sbc #$10 ; subtract 16 pixels + sta Misc_Y_Position,y ; store as vertical coordinate of misc object + jmp JCoinC ; jump to rest of code as applies to this misc object SetupJumpCoin: - jsr FindEmptyMiscSlot ; set offset for empty or last misc object buffer slot - lda Block_PageLoc2,x ; get page location saved earlier - sta Misc_PageLoc,y ; and save as page location for misc object - lda $06 ; get low byte of block buffer offset - asl - asl ; multiply by 16 to use lower nybble - asl - asl - ora #$05 ; add five pixels - sta Misc_X_Position,y ; save as horizontal coordinate for misc object - lda $02 ; get vertical high nybble offset from earlier - adc #$20 ; add 32 pixels for the status bar - sta Misc_Y_Position,y ; store as vertical coordinate -JCoinC: lda #$fb - sta Misc_Y_Speed,y ; set vertical speed - lda #$01 - sta Misc_Y_HighPos,y ; set vertical high byte - sta Misc_State,y ; set state for misc object - sta Square2SoundQueue ; load coin grab sound - stx ObjectOffset ; store current control bit as misc object offset - jsr GiveOneCoin ; update coin tally on the screen and coin amount variable - inc CoinTallyFor1Ups ; increment coin tally used to activate 1-up block flag - rts + jsr FindEmptyMiscSlot ; set offset for empty or last misc object buffer slot + lda Block_PageLoc2,x ; get page location saved earlier + sta Misc_PageLoc,y ; and save as page location for misc object + lda $06 ; get low byte of block buffer offset + asl + asl ; multiply by 16 to use lower nybble + asl + asl + ora #$05 ; add five pixels + sta Misc_X_Position,y ; save as horizontal coordinate for misc object + lda $02 ; get vertical high nybble offset from earlier + adc #$20 ; add 32 pixels for the status bar + sta Misc_Y_Position,y ; store as vertical coordinate +JCoinC: + lda #$fb + sta Misc_Y_Speed,y ; set vertical speed + lda #$01 + sta Misc_Y_HighPos,y ; set vertical high byte + sta Misc_State,y ; set state for misc object + sta Square2SoundQueue ; load coin grab sound + stx ObjectOffset ; store current control bit as misc object offset + jsr GiveOneCoin ; update coin tally on the screen and coin amount variable + inc CoinTallyFor1Ups ; increment coin tally used to activate 1-up block flag + rts FindEmptyMiscSlot: - ldy #$08 ; start at end of misc objects buffer -FMiscLoop: lda Misc_State,y ; get misc object state - beq UseMiscS ; branch if none found to use current offset - dey ; decrement offset - cpy #$05 ; do this for three slots - bne FMiscLoop ; do this until all slots are checked - ldy #$08 ; if no empty slots found, use last slot -UseMiscS: sty JumpCoinMiscOffset ; store offset of misc object buffer here (residual) - rts + ldy #$08 ; start at end of misc objects buffer +FMiscLoop: + lda Misc_State,y ; get misc object state + beq UseMiscS ; branch if none found to use current offset + dey ; decrement offset + cpy #$05 ; do this for three slots + bne FMiscLoop ; do this until all slots are checked + ldy #$08 ; if no empty slots found, use last slot +UseMiscS: + sty JumpCoinMiscOffset ; store offset of misc object buffer here (residual) + rts ;------------------------------------------------------------------------------------- MiscObjectsCore: - ldx #$08 ; set at end of misc object buffer -MiscLoop: stx ObjectOffset ; store misc object offset here - lda Misc_State,x ; check misc object state - beq MiscLoopBack ; branch to check next slot - asl ; otherwise shift d7 into carry - bcc ProcJumpCoin ; if d7 not set, jumping coin, thus skip to rest of code here - jsr ProcHammerObj ; otherwise go to process hammer, - jmp MiscLoopBack ; then check next slot + ldx #$08 ; set at end of misc object buffer +MiscLoop: + stx ObjectOffset ; store misc object offset here + lda Misc_State,x ; check misc object state + beq MiscLoopBack ; branch to check next slot + asl ; otherwise shift d7 into carry + bcc ProcJumpCoin ; if d7 not set, jumping coin, thus skip to rest of code here + jsr ProcHammerObj ; otherwise go to process hammer, + jmp MiscLoopBack ; then check next slot ;-------------------------------- ; $00 - used to set downward force @@ -7015,185 +7446,195 @@ MiscLoop: stx ObjectOffset ; store misc object offset here ; $02 - used to set maximum speed ProcJumpCoin: - ldy Misc_State,x ; check misc object state - dey ; decrement to see if it's set to 1 - beq JCoinRun ; if so, branch to handle jumping coin - inc Misc_State,x ; otherwise increment state to either start off or as timer - lda Misc_X_Position,x ; get horizontal coordinate for misc object - clc ; whether its jumping coin (state 0 only) or floatey number - adc ScrollAmount ; add current scroll speed - sta Misc_X_Position,x ; store as new horizontal coordinate - lda Misc_PageLoc,x ; get page location - adc #$00 ; add carry - sta Misc_PageLoc,x ; store as new page location - lda Misc_State,x - cmp #$30 ; check state of object for preset value - bne RunJCSubs ; if not yet reached, branch to subroutines - lda #$00 - sta Misc_State,x ; otherwise nullify object state - jmp MiscLoopBack ; and move onto next slot -JCoinRun: txa - clc ; add 13 bytes to offset for next subroutine - adc #$0d - tax - lda #$50 ; set downward movement amount - sta $00 - lda #$06 ; set maximum vertical speed - sta $02 - lsr ; divide by 2 and set - sta $01 ; as upward movement amount (apparently residual) - lda #$00 ; set A to impose gravity on jumping coin - jsr ImposeGravity ; do sub to move coin vertically and impose gravity on it - ldx ObjectOffset ; get original misc object offset - lda Misc_Y_Speed,x ; check vertical speed - cmp #$05 - bne RunJCSubs ; if not moving downward fast enough, keep state as-is - inc Misc_State,x ; otherwise increment state to change to floatey number -RunJCSubs: jsr RelativeMiscPosition ; get relative coordinates - jsr GetMiscOffscreenBits ; get offscreen information - jsr GetMiscBoundBox ; get bounding box coordinates (why?) - jsr JCoinGfxHandler ; draw the coin or floatey number + ldy Misc_State,x ; check misc object state + dey ; decrement to see if it's set to 1 + beq JCoinRun ; if so, branch to handle jumping coin + inc Misc_State,x ; otherwise increment state to either start off or as timer + lda Misc_X_Position,x ; get horizontal coordinate for misc object + clc ; whether its jumping coin (state 0 only) or floatey number + adc ScrollAmount ; add current scroll speed + sta Misc_X_Position,x ; store as new horizontal coordinate + lda Misc_PageLoc,x ; get page location + adc #$00 ; add carry + sta Misc_PageLoc,x ; store as new page location + lda Misc_State,x + cmp #$30 ; check state of object for preset value + bne RunJCSubs ; if not yet reached, branch to subroutines + lda #$00 + sta Misc_State,x ; otherwise nullify object state + jmp MiscLoopBack ; and move onto next slot +JCoinRun: + txa + clc ; add 13 bytes to offset for next subroutine + adc #$0d + tax + lda #$50 ; set downward movement amount + sta $00 + lda #$06 ; set maximum vertical speed + sta $02 + lsr ; divide by 2 and set + sta $01 ; as upward movement amount (apparently residual) + lda #$00 ; set A to impose gravity on jumping coin + jsr ImposeGravity ; do sub to move coin vertically and impose gravity on it + ldx ObjectOffset ; get original misc object offset + lda Misc_Y_Speed,x ; check vertical speed + cmp #$05 + bne RunJCSubs ; if not moving downward fast enough, keep state as-is + inc Misc_State,x ; otherwise increment state to change to floatey number +RunJCSubs: + jsr RelativeMiscPosition ; get relative coordinates + jsr GetMiscOffscreenBits ; get offscreen information + jsr GetMiscBoundBox ; get bounding box coordinates (why?) + jsr JCoinGfxHandler ; draw the coin or floatey number MiscLoopBack: - dex ; decrement misc object offset - bpl MiscLoop ; loop back until all misc objects handled - rts ; then leave + dex ; decrement misc object offset + bpl MiscLoop ; loop back until all misc objects handled + rts ; then leave ;------------------------------------------------------------------------------------- CoinTallyOffsets: - .byte $17, $1d + .byte $17, $1d ScoreOffsets: - .byte $0b, $11 + .byte $0b, $11 StatusBarNybbles: - .byte $02, $13 + .byte $02, $13 GiveOneCoin: - lda #$01 ; set digit modifier to add 1 coin - sta DigitModifier+5 ; to the current player's coin tally - ldx CurrentPlayer ; get current player on the screen - ldy CoinTallyOffsets,x ; get offset for player's coin tally - jsr DigitsMathRoutine ; update the coin tally - inc CoinTally ; increment onscreen player's coin amount - lda CoinTally - cmp #100 ; does player have 100 coins yet? - bne CoinPoints ; if not, skip all of this - lda #$00 - sta CoinTally ; otherwise, reinitialize coin amount - inc NumberofLives ; give the player an extra life - lda #Sfx_ExtraLife - sta Square2SoundQueue ; play 1-up sound + lda #$01 ; set digit modifier to add 1 coin + sta DigitModifier+5 ; to the current player's coin tally + ldx CurrentPlayer ; get current player on the screen + ldy CoinTallyOffsets,x ; get offset for player's coin tally + jsr DigitsMathRoutine ; update the coin tally + inc CoinTally ; increment onscreen player's coin amount + lda CoinTally + cmp #100 ; does player have 100 coins yet? + bne CoinPoints ; if not, skip all of this + lda #$00 + sta CoinTally ; otherwise, reinitialize coin amount + inc NumberofLives ; give the player an extra life + lda #Sfx_ExtraLife + sta Square2SoundQueue ; play 1-up sound CoinPoints: - lda #$02 ; set digit modifier to award - sta DigitModifier+4 ; 200 points to the player + lda #$02 ; set digit modifier to award + sta DigitModifier+4 ; 200 points to the player AddToScore: - ldx CurrentPlayer ; get current player - ldy ScoreOffsets,x ; get offset for player's score - jsr DigitsMathRoutine ; update the score internally with value in digit modifier + ldx CurrentPlayer ; get current player + ldy ScoreOffsets,x ; get offset for player's score + jsr DigitsMathRoutine ; update the score internally with value in digit modifier GetSBNybbles: - ldy CurrentPlayer ; get current player - lda StatusBarNybbles,y ; get nybbles based on player, use to update score and coins + ldy CurrentPlayer ; get current player + lda StatusBarNybbles,y ; get nybbles based on player, use to update score and coins UpdateNumber: - jsr PrintStatusBarNumbers ; print status bar numbers based on nybbles, whatever they be - ldy VRAM_Buffer1_Offset - lda VRAM_Buffer1-6,y ; check highest digit of score - bne NoZSup ; if zero, overwrite with space tile for zero suppression - lda #$24 - sta VRAM_Buffer1-6,y -NoZSup: ldx ObjectOffset ; get enemy object buffer offset - rts + jsr PrintStatusBarNumbers ; print status bar numbers based on nybbles, whatever they be + ldy VRAM_Buffer1_Offset + lda VRAM_Buffer1-6,y ; check highest digit of score + bne NoZSup ; if zero, overwrite with space tile for zero suppression + lda #$24 + sta VRAM_Buffer1-6,y +NoZSup: + ldx ObjectOffset ; get enemy object buffer offset + rts ;------------------------------------------------------------------------------------- SetupPowerUp: - lda #PowerUpObject ; load power-up identifier into - sta Enemy_ID+5 ; special use slot of enemy object buffer - lda Block_PageLoc,x ; store page location of block object - sta Enemy_PageLoc+5 ; as page location of power-up object - lda Block_X_Position,x ; store horizontal coordinate of block object - sta Enemy_X_Position+5 ; as horizontal coordinate of power-up object - lda #$01 - sta Enemy_Y_HighPos+5 ; set vertical high byte of power-up object - lda Block_Y_Position,x ; get vertical coordinate of block object - sec - sbc #$08 ; subtract 8 pixels - sta Enemy_Y_Position+5 ; and use as vertical coordinate of power-up object -PwrUpJmp: lda #$01 ; this is a residual jump point in enemy object jump table - sta Enemy_State+5 ; set power-up object's state - sta Enemy_Flag+5 ; set buffer flag - lda #$03 - sta Enemy_BoundBoxCtrl+5 ; set bounding box size control for power-up object - lda PowerUpType - cmp #$02 ; check currently loaded power-up type - bcs PutBehind ; if star or 1-up, branch ahead - lda PlayerStatus ; otherwise check player's current status - cmp #$02 - bcc StrType ; if player not fiery, use status as power-up type - lsr ; otherwise shift right to force fire flower type -StrType: sta PowerUpType ; store type here -PutBehind: lda #%00100000 - sta Enemy_SprAttrib+5 ; set background priority bit - lda #Sfx_GrowPowerUp - sta Square2SoundQueue ; load power-up reveal sound and leave - rts + lda #PowerUpObject ; load power-up identifier into + sta Enemy_ID+5 ; special use slot of enemy object buffer + lda Block_PageLoc,x ; store page location of block object + sta Enemy_PageLoc+5 ; as page location of power-up object + lda Block_X_Position,x ; store horizontal coordinate of block object + sta Enemy_X_Position+5 ; as horizontal coordinate of power-up object + lda #$01 + sta Enemy_Y_HighPos+5 ; set vertical high byte of power-up object + lda Block_Y_Position,x ; get vertical coordinate of block object + sec + sbc #$08 ; subtract 8 pixels + sta Enemy_Y_Position+5 ; and use as vertical coordinate of power-up object +PwrUpJmp: + lda #$01 ; this is a residual jump point in enemy object jump table + sta Enemy_State+5 ; set power-up object's state + sta Enemy_Flag+5 ; set buffer flag + lda #$03 + sta Enemy_BoundBoxCtrl+5 ; set bounding box size control for power-up object + lda PowerUpType + cmp #$02 ; check currently loaded power-up type + bcs PutBehind ; if star or 1-up, branch ahead + lda PlayerStatus ; otherwise check player's current status + cmp #$02 + bcc StrType ; if player not fiery, use status as power-up type + lsr ; otherwise shift right to force fire flower type +StrType: + sta PowerUpType ; store type here +PutBehind: + lda #%00100000 + sta Enemy_SprAttrib+5 ; set background priority bit + lda #Sfx_GrowPowerUp + sta Square2SoundQueue ; load power-up reveal sound and leave + rts ;------------------------------------------------------------------------------------- PowerUpObjHandler: - ldx #$05 ; set object offset for last slot in enemy object buffer - stx ObjectOffset - lda Enemy_State+5 ; check power-up object's state - beq ExitPUp ; if not set, branch to leave - asl ; shift to check if d7 was set in object state - bcc GrowThePowerUp ; if not set, branch ahead to skip this part - lda TimerControl ; if master timer control set, - bne RunPUSubs ; branch ahead to enemy object routines - lda PowerUpType ; check power-up type - beq ShroomM ; if normal mushroom, branch ahead to move it - cmp #$03 - beq ShroomM ; if 1-up mushroom, branch ahead to move it - cmp #$02 - bne RunPUSubs ; if not star, branch elsewhere to skip movement - jsr MoveJumpingEnemy ; otherwise impose gravity on star power-up and make it jump - jsr EnemyJump ; note that green paratroopa shares the same code here - jmp RunPUSubs ; then jump to other power-up subroutines -ShroomM: jsr MoveNormalEnemy ; do sub to make mushrooms move - jsr EnemyToBGCollisionDet ; deal with collisions - jmp RunPUSubs ; run the other subroutines + ldx #$05 ; set object offset for last slot in enemy object buffer + stx ObjectOffset + lda Enemy_State+5 ; check power-up object's state + beq ExitPUp ; if not set, branch to leave + asl ; shift to check if d7 was set in object state + bcc GrowThePowerUp ; if not set, branch ahead to skip this part + lda TimerControl ; if master timer control set, + bne RunPUSubs ; branch ahead to enemy object routines + lda PowerUpType ; check power-up type + beq ShroomM ; if normal mushroom, branch ahead to move it + cmp #$03 + beq ShroomM ; if 1-up mushroom, branch ahead to move it + cmp #$02 + bne RunPUSubs ; if not star, branch elsewhere to skip movement + jsr MoveJumpingEnemy ; otherwise impose gravity on star power-up and make it jump + jsr EnemyJump ; note that green paratroopa shares the same code here + jmp RunPUSubs ; then jump to other power-up subroutines +ShroomM: + jsr MoveNormalEnemy ; do sub to make mushrooms move + jsr EnemyToBGCollisionDet ; deal with collisions + jmp RunPUSubs ; run the other subroutines GrowThePowerUp: - lda FrameCounter ; get frame counter - and #$03 ; mask out all but 2 LSB - bne ChkPUSte ; if any bits set here, branch - dec Enemy_Y_Position+5 ; otherwise decrement vertical coordinate slowly - lda Enemy_State+5 ; load power-up object state - inc Enemy_State+5 ; increment state for next frame (to make power-up rise) - cmp #$11 ; if power-up object state not yet past 16th pixel, - bcc ChkPUSte ; branch ahead to last part here - lda #$10 - sta Enemy_X_Speed,x ; otherwise set horizontal speed - lda #%10000000 - sta Enemy_State+5 ; and then set d7 in power-up object's state - asl ; shift once to init A - sta Enemy_SprAttrib+5 ; initialize background priority bit set here - rol ; rotate A to set right moving direction - sta Enemy_MovingDir,x ; set moving direction -ChkPUSte: lda Enemy_State+5 ; check power-up object's state - cmp #$06 ; for if power-up has risen enough - bcc ExitPUp ; if not, don't even bother running these routines -RunPUSubs: jsr RelativeEnemyPosition ; get coordinates relative to screen - jsr GetEnemyOffscreenBits ; get offscreen bits - jsr GetEnemyBoundBox ; get bounding box coordinates - jsr DrawPowerUp ; draw the power-up object - jsr PlayerEnemyCollision ; check for collision with player - jsr OffscreenBoundsCheck ; check to see if it went offscreen -ExitPUp: rts ; and we're done + lda FrameCounter ; get frame counter + and #$03 ; mask out all but 2 LSB + bne ChkPUSte ; if any bits set here, branch + dec Enemy_Y_Position+5 ; otherwise decrement vertical coordinate slowly + lda Enemy_State+5 ; load power-up object state + inc Enemy_State+5 ; increment state for next frame (to make power-up rise) + cmp #$11 ; if power-up object state not yet past 16th pixel, + bcc ChkPUSte ; branch ahead to last part here + lda #$10 + sta Enemy_X_Speed,x ; otherwise set horizontal speed + lda #%10000000 + sta Enemy_State+5 ; and then set d7 in power-up object's state + asl ; shift once to init A + sta Enemy_SprAttrib+5 ; initialize background priority bit set here + rol ; rotate A to set right moving direction + sta Enemy_MovingDir,x ; set moving direction +ChkPUSte: + lda Enemy_State+5 ; check power-up object's state + cmp #$06 ; for if power-up has risen enough + bcc ExitPUp ; if not, don't even bother running these routines +RunPUSubs: + jsr RelativeEnemyPosition ; get coordinates relative to screen + jsr GetEnemyOffscreenBits ; get offscreen bits + jsr GetEnemyBoundBox ; get bounding box coordinates + jsr DrawPowerUp ; draw the power-up object + jsr PlayerEnemyCollision ; check for collision with player + jsr OffscreenBoundsCheck ; check to see if it went offscreen +ExitPUp: + rts ; and we're done ;------------------------------------------------------------------------------------- ; These apply to all routines in this section unless otherwise noted: @@ -7203,313 +7644,332 @@ ExitPUp: rts ; and we're done ; $06-$07 - used as block buffer address indirect BlockYPosAdderData: - .byte $04, $12 + .byte $04, $12 PlayerHeadCollision: - pha ; store metatile number to stack - lda #$11 ; load unbreakable block object state by default - ldx SprDataOffset_Ctrl ; load offset control bit here - ldy PlayerSize ; check player's size - bne DBlockSte ; if small, branch - lda #$12 ; otherwise load breakable block object state -DBlockSte: sta Block_State,x ; store into block object buffer - jsr DestroyBlockMetatile ; store blank metatile in vram buffer to write to name table - ldx SprDataOffset_Ctrl ; load offset control bit - lda $02 ; get vertical high nybble offset used in block buffer routine - sta Block_Orig_YPos,x ; set as vertical coordinate for block object - tay - lda $06 ; get low byte of block buffer address used in same routine - sta Block_BBuf_Low,x ; save as offset here to be used later - lda ($06),y ; get contents of block buffer at old address at $06, $07 - jsr BlockBumpedChk ; do a sub to check which block player bumped head on - sta $00 ; store metatile here - ldy PlayerSize ; check player's size - bne ChkBrick ; if small, use metatile itself as contents of A - tya ; otherwise init A (note: big = 0) -ChkBrick: bcc PutMTileB ; if no match was found in previous sub, skip ahead - ldy #$11 ; otherwise load unbreakable state into block object buffer - sty Block_State,x ; note this applies to both player sizes - lda #$c4 ; load empty block metatile into A for now - ldy $00 ; get metatile from before - cpy #$58 ; is it brick with coins (with line)? - beq StartBTmr ; if so, branch - cpy #$5d ; is it brick with coins (without line)? - bne PutMTileB ; if not, branch ahead to store empty block metatile -StartBTmr: lda BrickCoinTimerFlag ; check brick coin timer flag - bne ContBTmr ; if set, timer expired or counting down, thus branch - lda #$0b - sta BrickCoinTimer ; if not set, set brick coin timer - inc BrickCoinTimerFlag ; and set flag linked to it -ContBTmr: lda BrickCoinTimer ; check brick coin timer - bne PutOldMT ; if not yet expired, branch to use current metatile - ldy #$c4 ; otherwise use empty block metatile -PutOldMT: tya ; put metatile into A -PutMTileB: sta Block_Metatile,x ; store whatever metatile be appropriate here - jsr InitBlock_XY_Pos ; get block object horizontal coordinates saved - ldy $02 ; get vertical high nybble offset - lda #$23 - sta ($06),y ; write blank metatile $23 to block buffer - lda #$10 - sta BlockBounceTimer ; set block bounce timer - pla ; pull original metatile from stack - sta $05 ; and save here - ldy #$00 ; set default offset - lda CrouchingFlag ; is player crouching? - bne SmallBP ; if so, branch to increment offset - lda PlayerSize ; is player big? - beq BigBP ; if so, branch to use default offset -SmallBP: iny ; increment for small or big and crouching -BigBP: lda Player_Y_Position ; get player's vertical coordinate - clc - adc BlockYPosAdderData,y ; add value determined by size - and #$f0 ; mask out low nybble to get 16-pixel correspondence - sta Block_Y_Position,x ; save as vertical coordinate for block object - ldy Block_State,x ; get block object state - cpy #$11 - beq Unbreak ; if set to value loaded for unbreakable, branch - jsr BrickShatter ; execute code for breakable brick - jmp InvOBit ; skip subroutine to do last part of code here -Unbreak: jsr BumpBlock ; execute code for unbreakable brick or question block -InvOBit: lda SprDataOffset_Ctrl ; invert control bit used by block objects - eor #$01 ; and floatey numbers - sta SprDataOffset_Ctrl - rts ; leave! + pha ; store metatile number to stack + lda #$11 ; load unbreakable block object state by default + ldx SprDataOffset_Ctrl ; load offset control bit here + ldy PlayerSize ; check player's size + bne DBlockSte ; if small, branch + lda #$12 ; otherwise load breakable block object state +DBlockSte: + sta Block_State,x ; store into block object buffer + jsr DestroyBlockMetatile ; store blank metatile in vram buffer to write to name table + ldx SprDataOffset_Ctrl ; load offset control bit + lda $02 ; get vertical high nybble offset used in block buffer routine + sta Block_Orig_YPos,x ; set as vertical coordinate for block object + tay + lda $06 ; get low byte of block buffer address used in same routine + sta Block_BBuf_Low,x ; save as offset here to be used later + lda ($06),y ; get contents of block buffer at old address at $06, $07 + jsr BlockBumpedChk ; do a sub to check which block player bumped head on + sta $00 ; store metatile here + ldy PlayerSize ; check player's size + bne ChkBrick ; if small, use metatile itself as contents of A + tya ; otherwise init A (note: big = 0) +ChkBrick: + bcc PutMTileB ; if no match was found in previous sub, skip ahead + ldy #$11 ; otherwise load unbreakable state into block object buffer + sty Block_State,x ; note this applies to both player sizes + lda #$c4 ; load empty block metatile into A for now + ldy $00 ; get metatile from before + cpy #$58 ; is it brick with coins (with line)? + beq StartBTmr ; if so, branch + cpy #$5d ; is it brick with coins (without line)? + bne PutMTileB ; if not, branch ahead to store empty block metatile +StartBTmr: + lda BrickCoinTimerFlag ; check brick coin timer flag + bne ContBTmr ; if set, timer expired or counting down, thus branch + lda #$0b + sta BrickCoinTimer ; if not set, set brick coin timer + inc BrickCoinTimerFlag ; and set flag linked to it +ContBTmr: + lda BrickCoinTimer ; check brick coin timer + bne PutOldMT ; if not yet expired, branch to use current metatile + ldy #$c4 ; otherwise use empty block metatile +PutOldMT: + tya ; put metatile into A +PutMTileB: + sta Block_Metatile,x ; store whatever metatile be appropriate here + jsr InitBlock_XY_Pos ; get block object horizontal coordinates saved + ldy $02 ; get vertical high nybble offset + lda #$23 + sta ($06),y ; write blank metatile $23 to block buffer + lda #$10 + sta BlockBounceTimer ; set block bounce timer + pla ; pull original metatile from stack + sta $05 ; and save here + ldy #$00 ; set default offset + lda CrouchingFlag ; is player crouching? + bne SmallBP ; if so, branch to increment offset + lda PlayerSize ; is player big? + beq BigBP ; if so, branch to use default offset +SmallBP: + iny ; increment for small or big and crouching +BigBP: + lda Player_Y_Position ; get player's vertical coordinate + clc + adc BlockYPosAdderData,y ; add value determined by size + and #$f0 ; mask out low nybble to get 16-pixel correspondence + sta Block_Y_Position,x ; save as vertical coordinate for block object + ldy Block_State,x ; get block object state + cpy #$11 + beq Unbreak ; if set to value loaded for unbreakable, branch + jsr BrickShatter ; execute code for breakable brick + jmp InvOBit ; skip subroutine to do last part of code here +Unbreak: + jsr BumpBlock ; execute code for unbreakable brick or question block +InvOBit: + lda SprDataOffset_Ctrl ; invert control bit used by block objects + eor #$01 ; and floatey numbers + sta SprDataOffset_Ctrl + rts ; leave! ;-------------------------------- InitBlock_XY_Pos: - lda Player_X_Position ; get player's horizontal coordinate - clc - adc #$08 ; add eight pixels - and #$f0 ; mask out low nybble to give 16-pixel correspondence - sta Block_X_Position,x ; save as horizontal coordinate for block object - lda Player_PageLoc - adc #$00 ; add carry to page location of player - sta Block_PageLoc,x ; save as page location of block object - sta Block_PageLoc2,x ; save elsewhere to be used later - lda Player_Y_HighPos - sta Block_Y_HighPos,x ; save vertical high byte of player into - rts ; vertical high byte of block object and leave + lda Player_X_Position ; get player's horizontal coordinate + clc + adc #$08 ; add eight pixels + and #$f0 ; mask out low nybble to give 16-pixel correspondence + sta Block_X_Position,x ; save as horizontal coordinate for block object + lda Player_PageLoc + adc #$00 ; add carry to page location of player + sta Block_PageLoc,x ; save as page location of block object + sta Block_PageLoc2,x ; save elsewhere to be used later + lda Player_Y_HighPos + sta Block_Y_HighPos,x ; save vertical high byte of player into + rts ; vertical high byte of block object and leave ;-------------------------------- BumpBlock: - jsr CheckTopOfBlock ; check to see if there's a coin directly above this block - lda #Sfx_Bump - sta Square1SoundQueue ; play bump sound - lda #$00 - sta Block_X_Speed,x ; initialize horizontal speed for block object - sta Block_Y_MoveForce,x ; init fractional movement force - sta Player_Y_Speed ; init player's vertical speed - lda #$fe - sta Block_Y_Speed,x ; set vertical speed for block object - lda $05 ; get original metatile from stack - jsr BlockBumpedChk ; do a sub to check which block player bumped head on - bcc ExitBlockChk ; if no match was found, branch to leave - tya ; move block number to A - cmp #$09 ; if block number was within 0-8 range, - bcc BlockCode ; branch to use current number - sbc #$05 ; otherwise subtract 5 for second set to get proper number -BlockCode: jsr JumpEngine ; run appropriate subroutine depending on block number + jsr CheckTopOfBlock ; check to see if there's a coin directly above this block + lda #Sfx_Bump + sta Square1SoundQueue ; play bump sound + lda #$00 + sta Block_X_Speed,x ; initialize horizontal speed for block object + sta Block_Y_MoveForce,x ; init fractional movement force + sta Player_Y_Speed ; init player's vertical speed + lda #$fe + sta Block_Y_Speed,x ; set vertical speed for block object + lda $05 ; get original metatile from stack + jsr BlockBumpedChk ; do a sub to check which block player bumped head on + bcc ExitBlockChk ; if no match was found, branch to leave + tya ; move block number to A + cmp #$09 ; if block number was within 0-8 range, + bcc BlockCode ; branch to use current number + sbc #$05 ; otherwise subtract 5 for second set to get proper number +BlockCode: + jsr JumpEngine ; run appropriate subroutine depending on block number - .addr MushFlowerBlock - .addr CoinBlock - .addr CoinBlock - .addr ExtraLifeMushBlock - .addr MushFlowerBlock - .addr VineBlock - .addr StarBlock - .addr CoinBlock - .addr ExtraLifeMushBlock + .addr MushFlowerBlock + .addr CoinBlock + .addr CoinBlock + .addr ExtraLifeMushBlock + .addr MushFlowerBlock + .addr VineBlock + .addr StarBlock + .addr CoinBlock + .addr ExtraLifeMushBlock ;-------------------------------- MushFlowerBlock: - lda #$00 ; load mushroom/fire flower into power-up type - .byte $2c ; BIT instruction opcode + lda #$00 ; load mushroom/fire flower into power-up type + .byte $2c ; BIT instruction opcode StarBlock: - lda #$02 ; load star into power-up type - .byte $2c ; BIT instruction opcode + lda #$02 ; load star into power-up type + .byte $2c ; BIT instruction opcode ExtraLifeMushBlock: - lda #$03 ; load 1-up mushroom into power-up type - sta $39 ; store correct power-up type - jmp SetupPowerUp + lda #$03 ; load 1-up mushroom into power-up type + sta $39 ; store correct power-up type + jmp SetupPowerUp VineBlock: - ldx #$05 ; load last slot for enemy object buffer - ldy SprDataOffset_Ctrl ; get control bit - jsr Setup_Vine ; set up vine object + ldx #$05 ; load last slot for enemy object buffer + ldy SprDataOffset_Ctrl ; get control bit + jsr Setup_Vine ; set up vine object ExitBlockChk: - rts ; leave + rts ; leave ;-------------------------------- BrickQBlockMetatiles: - .byte $c1, $c0, $5f, $60 ; used by question blocks + .byte $c1, $c0, $5f, $60 ; used by question blocks - ; these two sets are functionally identical, but look different - .byte $55, $56, $57, $58, $59 ; used by ground level types - .byte $5a, $5b, $5c, $5d, $5e ; used by other level types +; these two sets are functionally identical, but look different + .byte $55, $56, $57, $58, $59 ; used by ground level types + .byte $5a, $5b, $5c, $5d, $5e ; used by other level types BlockBumpedChk: - ldy #$0d ; start at end of metatile data -BumpChkLoop: cmp BrickQBlockMetatiles,y ; check to see if current metatile matches - beq MatchBump ; metatile found in block buffer, branch if so - dey ; otherwise move onto next metatile - bpl BumpChkLoop ; do this until all metatiles are checked - clc ; if none match, return with carry clear -MatchBump: rts ; note carry is set if found match + ldy #$0d ; start at end of metatile data +BumpChkLoop: + cmp BrickQBlockMetatiles,y ; check to see if current metatile matches + beq MatchBump ; metatile found in block buffer, branch if so + dey ; otherwise move onto next metatile + bpl BumpChkLoop ; do this until all metatiles are checked + clc ; if none match, return with carry clear +MatchBump: + rts ; note carry is set if found match ;-------------------------------- BrickShatter: - jsr CheckTopOfBlock ; check to see if there's a coin directly above this block - lda #Sfx_BrickShatter - sta Block_RepFlag,x ; set flag for block object to immediately replace metatile - sta NoiseSoundQueue ; load brick shatter sound - jsr SpawnBrickChunks ; create brick chunk objects - lda #$fe - sta Player_Y_Speed ; set vertical speed for player - lda #$05 - sta DigitModifier+5 ; set digit modifier to give player 50 points - jsr AddToScore ; do sub to update the score - ldx SprDataOffset_Ctrl ; load control bit and leave - rts + jsr CheckTopOfBlock ; check to see if there's a coin directly above this block + lda #Sfx_BrickShatter + sta Block_RepFlag,x ; set flag for block object to immediately replace metatile + sta NoiseSoundQueue ; load brick shatter sound + jsr SpawnBrickChunks ; create brick chunk objects + lda #$fe + sta Player_Y_Speed ; set vertical speed for player + lda #$05 + sta DigitModifier+5 ; set digit modifier to give player 50 points + jsr AddToScore ; do sub to update the score + ldx SprDataOffset_Ctrl ; load control bit and leave + rts ;-------------------------------- CheckTopOfBlock: - ldx SprDataOffset_Ctrl ; load control bit - ldy $02 ; get vertical high nybble offset used in block buffer - beq TopEx ; branch to leave if set to zero, because we're at the top - tya ; otherwise set to A - sec - sbc #$10 ; subtract $10 to move up one row in the block buffer - sta $02 ; store as new vertical high nybble offset - tay - lda ($06),y ; get contents of block buffer in same column, one row up - cmp #$c2 ; is it a coin? (not underwater) - bne TopEx ; if not, branch to leave - lda #$00 - sta ($06),y ; otherwise put blank metatile where coin was - jsr RemoveCoin_Axe ; write blank metatile to vram buffer - ldx SprDataOffset_Ctrl ; get control bit - jsr SetupJumpCoin ; create jumping coin object and update coin variables -TopEx: rts ; leave! + ldx SprDataOffset_Ctrl ; load control bit + ldy $02 ; get vertical high nybble offset used in block buffer + beq TopEx ; branch to leave if set to zero, because we're at the top + tya ; otherwise set to A + sec + sbc #$10 ; subtract $10 to move up one row in the block buffer + sta $02 ; store as new vertical high nybble offset + tay + lda ($06),y ; get contents of block buffer in same column, one row up + cmp #$c2 ; is it a coin? (not underwater) + bne TopEx ; if not, branch to leave + lda #$00 + sta ($06),y ; otherwise put blank metatile where coin was + jsr RemoveCoin_Axe ; write blank metatile to vram buffer + ldx SprDataOffset_Ctrl ; get control bit + jsr SetupJumpCoin ; create jumping coin object and update coin variables +TopEx: + rts ; leave! ;-------------------------------- SpawnBrickChunks: - lda Block_X_Position,x ; set horizontal coordinate of block object - sta Block_Orig_XPos,x ; as original horizontal coordinate here - lda #$f0 - sta Block_X_Speed,x ; set horizontal speed for brick chunk objects - sta Block_X_Speed+2,x - lda #$fa - sta Block_Y_Speed,x ; set vertical speed for one - lda #$fc - sta Block_Y_Speed+2,x ; set lower vertical speed for the other - lda #$00 - sta Block_Y_MoveForce,x ; init fractional movement force for both - sta Block_Y_MoveForce+2,x - lda Block_PageLoc,x - sta Block_PageLoc+2,x ; copy page location - lda Block_X_Position,x - sta Block_X_Position+2,x ; copy horizontal coordinate - lda Block_Y_Position,x - clc ; add 8 pixels to vertical coordinate - adc #$08 ; and save as vertical coordinate for one of them - sta Block_Y_Position+2,x - lda #$fa - sta Block_Y_Speed,x ; set vertical speed...again??? (redundant) - rts + lda Block_X_Position,x ; set horizontal coordinate of block object + sta Block_Orig_XPos,x ; as original horizontal coordinate here + lda #$f0 + sta Block_X_Speed,x ; set horizontal speed for brick chunk objects + sta Block_X_Speed+2,x + lda #$fa + sta Block_Y_Speed,x ; set vertical speed for one + lda #$fc + sta Block_Y_Speed+2,x ; set lower vertical speed for the other + lda #$00 + sta Block_Y_MoveForce,x ; init fractional movement force for both + sta Block_Y_MoveForce+2,x + lda Block_PageLoc,x + sta Block_PageLoc+2,x ; copy page location + lda Block_X_Position,x + sta Block_X_Position+2,x ; copy horizontal coordinate + lda Block_Y_Position,x + clc ; add 8 pixels to vertical coordinate + adc #$08 ; and save as vertical coordinate for one of them + sta Block_Y_Position+2,x + lda #$fa + sta Block_Y_Speed,x ; set vertical speed...again??? (redundant) + rts ;------------------------------------------------------------------------------------- BlockObjectsCore: - lda Block_State,x ; get state of block object - beq UpdSte ; if not set, branch to leave - and #$0f ; mask out high nybble - pha ; push to stack - tay ; put in Y for now - txa - clc - adc #$09 ; add 9 bytes to offset (note two block objects are created - tax ; when using brick chunks, but only one offset for both) - dey ; decrement Y to check for solid block state - beq BouncingBlockHandler ; branch if found, otherwise continue for brick chunks - jsr ImposeGravityBlock ; do sub to impose gravity on one block object object - jsr MoveObjectHorizontally ; do another sub to move horizontally - txa - clc ; move onto next block object - adc #$02 - tax - jsr ImposeGravityBlock ; do sub to impose gravity on other block object - jsr MoveObjectHorizontally ; do another sub to move horizontally - ldx ObjectOffset ; get block object offset used for both - jsr RelativeBlockPosition ; get relative coordinates - jsr GetBlockOffscreenBits ; get offscreen information - jsr DrawBrickChunks ; draw the brick chunks - pla ; get lower nybble of saved state - ldy Block_Y_HighPos,x ; check vertical high byte of block object - beq UpdSte ; if above the screen, branch to kill it - pha ; otherwise save state back into stack - lda #$f0 - cmp Block_Y_Position+2,x ; check to see if bottom block object went - bcs ChkTop ; to the bottom of the screen, and branch if not - sta Block_Y_Position+2,x ; otherwise set offscreen coordinate -ChkTop: lda Block_Y_Position,x ; get top block object's vertical coordinate - cmp #$f0 ; see if it went to the bottom of the screen - pla ; pull block object state from stack - bcc UpdSte ; if not, branch to save state - bcs KillBlock ; otherwise do unconditional branch to kill it + lda Block_State,x ; get state of block object + beq UpdSte ; if not set, branch to leave + and #$0f ; mask out high nybble + pha ; push to stack + tay ; put in Y for now + txa + clc + adc #$09 ; add 9 bytes to offset (note two block objects are created + tax ; when using brick chunks, but only one offset for both) + dey ; decrement Y to check for solid block state + beq BouncingBlockHandler ; branch if found, otherwise continue for brick chunks + jsr ImposeGravityBlock ; do sub to impose gravity on one block object object + jsr MoveObjectHorizontally ; do another sub to move horizontally + txa + clc ; move onto next block object + adc #$02 + tax + jsr ImposeGravityBlock ; do sub to impose gravity on other block object + jsr MoveObjectHorizontally ; do another sub to move horizontally + ldx ObjectOffset ; get block object offset used for both + jsr RelativeBlockPosition ; get relative coordinates + jsr GetBlockOffscreenBits ; get offscreen information + jsr DrawBrickChunks ; draw the brick chunks + pla ; get lower nybble of saved state + ldy Block_Y_HighPos,x ; check vertical high byte of block object + beq UpdSte ; if above the screen, branch to kill it + pha ; otherwise save state back into stack + lda #$f0 + cmp Block_Y_Position+2,x ; check to see if bottom block object went + bcs ChkTop ; to the bottom of the screen, and branch if not + sta Block_Y_Position+2,x ; otherwise set offscreen coordinate +ChkTop: + lda Block_Y_Position,x ; get top block object's vertical coordinate + cmp #$f0 ; see if it went to the bottom of the screen + pla ; pull block object state from stack + bcc UpdSte ; if not, branch to save state + bcs KillBlock ; otherwise do unconditional branch to kill it BouncingBlockHandler: - jsr ImposeGravityBlock ; do sub to impose gravity on block object - ldx ObjectOffset ; get block object offset - jsr RelativeBlockPosition ; get relative coordinates - jsr GetBlockOffscreenBits ; get offscreen information - jsr DrawBlock ; draw the block - lda Block_Y_Position,x ; get vertical coordinate - and #$0f ; mask out high nybble - cmp #$05 ; check to see if low nybble wrapped around - pla ; pull state from stack - bcs UpdSte ; if still above amount, not time to kill block yet, thus branch - lda #$01 - sta Block_RepFlag,x ; otherwise set flag to replace metatile -KillBlock: lda #$00 ; if branched here, nullify object state -UpdSte: sta Block_State,x ; store contents of A in block object state - rts + jsr ImposeGravityBlock ; do sub to impose gravity on block object + ldx ObjectOffset ; get block object offset + jsr RelativeBlockPosition ; get relative coordinates + jsr GetBlockOffscreenBits ; get offscreen information + jsr DrawBlock ; draw the block + lda Block_Y_Position,x ; get vertical coordinate + and #$0f ; mask out high nybble + cmp #$05 ; check to see if low nybble wrapped around + pla ; pull state from stack + bcs UpdSte ; if still above amount, not time to kill block yet, thus branch + lda #$01 + sta Block_RepFlag,x ; otherwise set flag to replace metatile +KillBlock: + lda #$00 ; if branched here, nullify object state +UpdSte: + sta Block_State,x ; store contents of A in block object state + rts ;------------------------------------------------------------------------------------- ; $02 - used to store offset to block buffer ; $06-$07 - used to store block buffer address BlockObjMT_Updater: - ldx #$01 ; set offset to start with second block object -UpdateLoop: stx ObjectOffset ; set offset here - lda VRAM_Buffer1 ; if vram buffer already being used here, - bne NextBUpd ; branch to move onto next block object - lda Block_RepFlag,x ; if flag for block object already clear, - beq NextBUpd ; branch to move onto next block object - lda Block_BBuf_Low,x ; get low byte of block buffer - sta $06 ; store into block buffer address - lda #$05 - sta $07 ; set high byte of block buffer address - lda Block_Orig_YPos,x ; get original vertical coordinate of block object - sta $02 ; store here and use as offset to block buffer - tay - lda Block_Metatile,x ; get metatile to be written - sta ($06),y ; write it to the block buffer - jsr ReplaceBlockMetatile ; do sub to replace metatile where block object is - lda #$00 - sta Block_RepFlag,x ; clear block object flag -NextBUpd: dex ; decrement block object offset - bpl UpdateLoop ; do this until both block objects are dealt with - rts ; then leave + ldx #$01 ; set offset to start with second block object +UpdateLoop: + stx ObjectOffset ; set offset here + lda VRAM_Buffer1 ; if vram buffer already being used here, + bne NextBUpd ; branch to move onto next block object + lda Block_RepFlag,x ; if flag for block object already clear, + beq NextBUpd ; branch to move onto next block object + lda Block_BBuf_Low,x ; get low byte of block buffer + sta $06 ; store into block buffer address + lda #$05 + sta $07 ; set high byte of block buffer address + lda Block_Orig_YPos,x ; get original vertical coordinate of block object + sta $02 ; store here and use as offset to block buffer + tay + lda Block_Metatile,x ; get metatile to be written + sta ($06),y ; write it to the block buffer + jsr ReplaceBlockMetatile ; do sub to replace metatile where block object is + lda #$00 + sta Block_RepFlag,x ; clear block object flag +NextBUpd: + dex ; decrement block object offset + bpl UpdateLoop ; do this until both block objects are dealt with + rts ; then leave ;------------------------------------------------------------------------------------- ; $00 - used to store high nybble of horizontal speed as adder @@ -7517,55 +7977,58 @@ NextBUpd: dex ; decrement block object offset ; $02 - used to store adder to page location MoveEnemyHorizontally: - inx ; increment offset for enemy offset - jsr MoveObjectHorizontally ; position object horizontally according to - ldx ObjectOffset ; counters, return with saved value in A, - rts ; put enemy offset back in X and leave + inx ; increment offset for enemy offset + jsr MoveObjectHorizontally ; position object horizontally according to + ldx ObjectOffset ; counters, return with saved value in A, + rts ; put enemy offset back in X and leave MovePlayerHorizontally: - lda JumpspringAnimCtrl ; if jumpspring currently animating, - bne ExXMove ; branch to leave - tax ; otherwise set zero for offset to use player's stuff + lda JumpspringAnimCtrl ; if jumpspring currently animating, + bne ExXMove ; branch to leave + tax ; otherwise set zero for offset to use player's stuff MoveObjectHorizontally: - lda SprObject_X_Speed,x ; get currently saved value (horizontal - asl ; speed, secondary counter, whatever) - asl ; and move low nybble to high - asl - asl - sta $01 ; store result here - lda SprObject_X_Speed,x ; get saved value again - lsr ; move high nybble to low - lsr - lsr - lsr - cmp #$08 ; if < 8, branch, do not change - bcc SaveXSpd - ora #%11110000 ; otherwise alter high nybble -SaveXSpd: sta $00 ; save result here - ldy #$00 ; load default Y value here - cmp #$00 ; if result positive, leave Y alone - bpl UseAdder - dey ; otherwise decrement Y -UseAdder: sty $02 ; save Y here - lda SprObject_X_MoveForce,x ; get whatever number's here - clc - adc $01 ; add low nybble moved to high - sta SprObject_X_MoveForce,x ; store result here - lda #$00 ; init A - rol ; rotate carry into d0 - pha ; push onto stack - ror ; rotate d0 back onto carry - lda SprObject_X_Position,x - adc $00 ; add carry plus saved value (high nybble moved to low - sta SprObject_X_Position,x ; plus $f0 if necessary) to object's horizontal position - lda SprObject_PageLoc,x - adc $02 ; add carry plus other saved value to the - sta SprObject_PageLoc,x ; object's page location and save - pla - clc ; pull old carry from stack and add - adc $00 ; to high nybble moved to low -ExXMove: rts ; and leave + lda SprObject_X_Speed,x ; get currently saved value (horizontal + asl ; speed, secondary counter, whatever) + asl ; and move low nybble to high + asl + asl + sta $01 ; store result here + lda SprObject_X_Speed,x ; get saved value again + lsr ; move high nybble to low + lsr + lsr + lsr + cmp #$08 ; if < 8, branch, do not change + bcc SaveXSpd + ora #%11110000 ; otherwise alter high nybble +SaveXSpd: + sta $00 ; save result here + ldy #$00 ; load default Y value here + cmp #$00 ; if result positive, leave Y alone + bpl UseAdder + dey ; otherwise decrement Y +UseAdder: + sty $02 ; save Y here + lda SprObject_X_MoveForce,x ; get whatever number's here + clc + adc $01 ; add low nybble moved to high + sta SprObject_X_MoveForce,x ; store result here + lda #$00 ; init A + rol ; rotate carry into d0 + pha ; push onto stack + ror ; rotate d0 back onto carry + lda SprObject_X_Position,x + adc $00 ; add carry plus saved value (high nybble moved to low + sta SprObject_X_Position,x ; plus $f0 if necessary) to object's horizontal position + lda SprObject_PageLoc,x + adc $02 ; add carry plus other saved value to the + sta SprObject_PageLoc,x ; object's page location and save + pla + clc ; pull old carry from stack and add + adc $00 ; to high nybble moved to low +ExXMove: + rts ; and leave ;------------------------------------------------------------------------------------- ; $00 - used for downward force @@ -7573,117 +8036,123 @@ ExXMove: rts ; and leave ; $02 - used for maximum vertical speed MovePlayerVertically: - ldx #$00 ; set X for player offset - lda TimerControl - bne NoJSChk ; if master timer control set, branch ahead - lda JumpspringAnimCtrl ; otherwise check to see if jumpspring is animating - bne ExXMove ; branch to leave if so -NoJSChk: lda VerticalForce ; dump vertical force - sta $00 - lda #$04 ; set maximum vertical speed here - jmp ImposeGravitySprObj ; then jump to move player vertically + ldx #$00 ; set X for player offset + lda TimerControl + bne NoJSChk ; if master timer control set, branch ahead + lda JumpspringAnimCtrl ; otherwise check to see if jumpspring is animating + bne ExXMove ; branch to leave if so +NoJSChk: + lda VerticalForce ; dump vertical force + sta $00 + lda #$04 ; set maximum vertical speed here + jmp ImposeGravitySprObj ; then jump to move player vertically ;-------------------------------- MoveD_EnemyVertically: - ldy #$3d ; set quick movement amount downwards - lda Enemy_State,x ; then check enemy state - cmp #$05 ; if not set to unique state for spiny's egg, go ahead - bne ContVMove ; and use, otherwise set different movement amount, continue on + ldy #$3d ; set quick movement amount downwards + lda Enemy_State,x ; then check enemy state + cmp #$05 ; if not set to unique state for spiny's egg, go ahead + bne ContVMove ; and use, otherwise set different movement amount, continue on MoveFallingPlatform: - ldy #$20 ; set movement amount -ContVMove: jmp SetHiMax ; jump to skip the rest of this + ldy #$20 ; set movement amount +ContVMove: + jmp SetHiMax ; jump to skip the rest of this ;-------------------------------- MoveRedPTroopaDown: - ldy #$00 ; set Y to move downwards - jmp MoveRedPTroopa ; skip to movement routine + ldy #$00 ; set Y to move downwards + jmp MoveRedPTroopa ; skip to movement routine MoveRedPTroopaUp: - ldy #$01 ; set Y to move upwards + ldy #$01 ; set Y to move upwards MoveRedPTroopa: - inx ; increment X for enemy offset - lda #$03 - sta $00 ; set downward movement amount here - lda #$06 - sta $01 ; set upward movement amount here - lda #$02 - sta $02 ; set maximum speed here - tya ; set movement direction in A, and - jmp RedPTroopaGrav ; jump to move this thing + inx ; increment X for enemy offset + lda #$03 + sta $00 ; set downward movement amount here + lda #$06 + sta $01 ; set upward movement amount here + lda #$02 + sta $02 ; set maximum speed here + tya ; set movement direction in A, and + jmp RedPTroopaGrav ; jump to move this thing ;-------------------------------- MoveDropPlatform: - ldy #$7f ; set movement amount for drop platform - bne SetMdMax ; skip ahead of other value set here + ldy #$7f ; set movement amount for drop platform + bne SetMdMax ; skip ahead of other value set here MoveEnemySlowVert: - ldy #$0f ; set movement amount for bowser/other objects -SetMdMax: lda #$02 ; set maximum speed in A - bne SetXMoveAmt ; unconditional branch + ldy #$0f ; set movement amount for bowser/other objects +SetMdMax: + lda #$02 ; set maximum speed in A + bne SetXMoveAmt ; unconditional branch ;-------------------------------- MoveJ_EnemyVertically: - ldy #$1c ; set movement amount for podoboo/other objects -SetHiMax: lda #$03 ; set maximum speed in A -SetXMoveAmt: sty $00 ; set movement amount here - inx ; increment X for enemy offset - jsr ImposeGravitySprObj ; do a sub to move enemy object downwards - ldx ObjectOffset ; get enemy object buffer offset and leave - rts + ldy #$1c ; set movement amount for podoboo/other objects +SetHiMax: + lda #$03 ; set maximum speed in A +SetXMoveAmt: + sty $00 ; set movement amount here + inx ; increment X for enemy offset + jsr ImposeGravitySprObj ; do a sub to move enemy object downwards + ldx ObjectOffset ; get enemy object buffer offset and leave + rts ;-------------------------------- MaxSpdBlockData: - .byte $06, $08 + .byte $06, $08 ResidualGravityCode: - ldy #$00 ; this part appears to be residual, - .byte $2c ; no code branches or jumps to it... + ldy #$00 ; this part appears to be residual, + .byte $2c ; no code branches or jumps to it... ImposeGravityBlock: - ldy #$01 ; set offset for maximum speed - lda #$50 ; set movement amount here - sta $00 - lda MaxSpdBlockData,y ; get maximum speed + ldy #$01 ; set offset for maximum speed + lda #$50 ; set movement amount here + sta $00 + lda MaxSpdBlockData,y ; get maximum speed ImposeGravitySprObj: - sta $02 ; set maximum speed here - lda #$00 ; set value to move downwards - jmp ImposeGravity ; jump to the code that actually moves it + sta $02 ; set maximum speed here + lda #$00 ; set value to move downwards + jmp ImposeGravity ; jump to the code that actually moves it ;-------------------------------- MovePlatformDown: - lda #$00 ; save value to stack (if branching here, execute next - .byte $2c ; part as BIT instruction) + lda #$00 ; save value to stack (if branching here, execute next + .byte $2c ; part as BIT instruction) MovePlatformUp: - lda #$01 ; save value to stack - pha - ldy Enemy_ID,x ; get enemy object identifier - inx ; increment offset for enemy object - lda #$05 ; load default value here - cpy #$29 ; residual comparison, object #29 never executes - bne SetDplSpd ; this code, thus unconditional branch here - lda #$09 ; residual code -SetDplSpd: sta $00 ; save downward movement amount here - lda #$0a ; save upward movement amount here - sta $01 - lda #$03 ; save maximum vertical speed here - sta $02 - pla ; get value from stack - tay ; use as Y, then move onto code shared by red koopa + lda #$01 ; save value to stack + pha + ldy Enemy_ID,x ; get enemy object identifier + inx ; increment offset for enemy object + lda #$05 ; load default value here + cpy #$29 ; residual comparison, object #29 never executes + bne SetDplSpd ; this code, thus unconditional branch here + lda #$09 ; residual code +SetDplSpd: + sta $00 ; save downward movement amount here + lda #$0a ; save upward movement amount here + sta $01 + lda #$03 ; save maximum vertical speed here + sta $02 + pla ; get value from stack + tay ; use as Y, then move onto code shared by red koopa RedPTroopaGrav: - jsr ImposeGravity ; do a sub to move object gradually - ldx ObjectOffset ; get enemy object offset and leave - rts + jsr ImposeGravity ; do a sub to move object gradually + ldx ObjectOffset ; get enemy object offset and leave + rts ;------------------------------------------------------------------------------------- ; $00 - used for downward force @@ -7691,1049 +8160,1104 @@ RedPTroopaGrav: ; $07 - used as adder for vertical position ImposeGravity: - pha ; push value to stack - lda SprObject_YMF_Dummy,x - clc ; add value in movement force to contents of dummy variable - adc SprObject_Y_MoveForce,x - sta SprObject_YMF_Dummy,x - ldy #$00 ; set Y to zero by default - lda SprObject_Y_Speed,x ; get current vertical speed - bpl AlterYP ; if currently moving downwards, do not decrement Y - dey ; otherwise decrement Y -AlterYP: sty $07 ; store Y here - adc SprObject_Y_Position,x ; add vertical position to vertical speed plus carry - sta SprObject_Y_Position,x ; store as new vertical position - lda SprObject_Y_HighPos,x - adc $07 ; add carry plus contents of $07 to vertical high byte - sta SprObject_Y_HighPos,x ; store as new vertical high byte - lda SprObject_Y_MoveForce,x - clc - adc $00 ; add downward movement amount to contents of $0433 - sta SprObject_Y_MoveForce,x - lda SprObject_Y_Speed,x ; add carry to vertical speed and store - adc #$00 - sta SprObject_Y_Speed,x - cmp $02 ; compare to maximum speed - bmi ChkUpM ; if less than preset value, skip this part - lda SprObject_Y_MoveForce,x - cmp #$80 ; if less positively than preset maximum, skip this part - bcc ChkUpM - lda $02 - sta SprObject_Y_Speed,x ; keep vertical speed within maximum value - lda #$00 - sta SprObject_Y_MoveForce,x ; clear fractional -ChkUpM: pla ; get value from stack - beq ExVMove ; if set to zero, branch to leave - lda $02 - eor #%11111111 ; otherwise get two's compliment of maximum speed - tay - iny - sty $07 ; store two's compliment here - lda SprObject_Y_MoveForce,x - sec ; subtract upward movement amount from contents - sbc $01 ; of movement force, note that $01 is twice as large as $00, - sta SprObject_Y_MoveForce,x ; thus it effectively undoes add we did earlier - lda SprObject_Y_Speed,x - sbc #$00 ; subtract borrow from vertical speed and store - sta SprObject_Y_Speed,x - cmp $07 ; compare vertical speed to two's compliment - bpl ExVMove ; if less negatively than preset maximum, skip this part - lda SprObject_Y_MoveForce,x - cmp #$80 ; check if fractional part is above certain amount, - bcs ExVMove ; and if so, branch to leave - lda $07 - sta SprObject_Y_Speed,x ; keep vertical speed within maximum value - lda #$ff - sta SprObject_Y_MoveForce,x ; clear fractional -ExVMove: rts ; leave! + pha ; push value to stack + lda SprObject_YMF_Dummy,x + clc ; add value in movement force to contents of dummy variable + adc SprObject_Y_MoveForce,x + sta SprObject_YMF_Dummy,x + ldy #$00 ; set Y to zero by default + lda SprObject_Y_Speed,x ; get current vertical speed + bpl AlterYP ; if currently moving downwards, do not decrement Y + dey ; otherwise decrement Y +AlterYP: + sty $07 ; store Y here + adc SprObject_Y_Position,x ; add vertical position to vertical speed plus carry + sta SprObject_Y_Position,x ; store as new vertical position + lda SprObject_Y_HighPos,x + adc $07 ; add carry plus contents of $07 to vertical high byte + sta SprObject_Y_HighPos,x ; store as new vertical high byte + lda SprObject_Y_MoveForce,x + clc + adc $00 ; add downward movement amount to contents of $0433 + sta SprObject_Y_MoveForce,x + lda SprObject_Y_Speed,x ; add carry to vertical speed and store + adc #$00 + sta SprObject_Y_Speed,x + cmp $02 ; compare to maximum speed + bmi ChkUpM ; if less than preset value, skip this part + lda SprObject_Y_MoveForce,x + cmp #$80 ; if less positively than preset maximum, skip this part + bcc ChkUpM + lda $02 + sta SprObject_Y_Speed,x ; keep vertical speed within maximum value + lda #$00 + sta SprObject_Y_MoveForce,x ; clear fractional +ChkUpM: + pla ; get value from stack + beq ExVMove ; if set to zero, branch to leave + lda $02 + eor #%11111111 ; otherwise get two's compliment of maximum speed + tay + iny + sty $07 ; store two's compliment here + lda SprObject_Y_MoveForce,x + sec ; subtract upward movement amount from contents + sbc $01 ; of movement force, note that $01 is twice as large as $00, + sta SprObject_Y_MoveForce,x ; thus it effectively undoes add we did earlier + lda SprObject_Y_Speed,x + sbc #$00 ; subtract borrow from vertical speed and store + sta SprObject_Y_Speed,x + cmp $07 ; compare vertical speed to two's compliment + bpl ExVMove ; if less negatively than preset maximum, skip this part + lda SprObject_Y_MoveForce,x + cmp #$80 ; check if fractional part is above certain amount, + bcs ExVMove ; and if so, branch to leave + lda $07 + sta SprObject_Y_Speed,x ; keep vertical speed within maximum value + lda #$ff + sta SprObject_Y_MoveForce,x ; clear fractional +ExVMove: + rts ; leave! ;------------------------------------------------------------------------------------- EnemiesAndLoopsCore: - lda Enemy_Flag,x ; check data here for MSB set - pha ; save in stack - asl - bcs ChkBowserF ; if MSB set in enemy flag, branch ahead of jumps - pla ; get from stack - beq ChkAreaTsk ; if data zero, branch - jmp RunEnemyObjectsCore ; otherwise, jump to run enemy subroutines -ChkAreaTsk: lda AreaParserTaskNum ; check number of tasks to perform - and #$07 - cmp #$07 ; if at a specific task, jump and leave - beq ExitELCore - jmp ProcLoopCommand ; otherwise, jump to process loop command/load enemies -ChkBowserF: pla ; get data from stack - and #%00001111 ; mask out high nybble - tay - lda Enemy_Flag,y ; use as pointer and load same place with different offset - bne ExitELCore - sta Enemy_Flag,x ; if second enemy flag not set, also clear first one -ExitELCore: rts + lda Enemy_Flag,x ; check data here for MSB set + pha ; save in stack + asl + bcs ChkBowserF ; if MSB set in enemy flag, branch ahead of jumps + pla ; get from stack + beq ChkAreaTsk ; if data zero, branch + jmp RunEnemyObjectsCore ; otherwise, jump to run enemy subroutines +ChkAreaTsk: + lda AreaParserTaskNum ; check number of tasks to perform + and #$07 + cmp #$07 ; if at a specific task, jump and leave + beq ExitELCore + jmp ProcLoopCommand ; otherwise, jump to process loop command/load enemies +ChkBowserF: + pla ; get data from stack + and #%00001111 ; mask out high nybble + tay + lda Enemy_Flag,y ; use as pointer and load same place with different offset + bne ExitELCore + sta Enemy_Flag,x ; if second enemy flag not set, also clear first one +ExitELCore: + rts ;-------------------------------- ; loop command data LoopCmdWorldNumber: - .byte $03, $03, $06, $06, $06, $06, $06, $06, $07, $07, $07 + .byte $03, $03, $06, $06, $06, $06, $06, $06, $07, $07, $07 LoopCmdPageNumber: - .byte $05, $09, $04, $05, $06, $08, $09, $0a, $06, $0b, $10 + .byte $05, $09, $04, $05, $06, $08, $09, $0a, $06, $0b, $10 LoopCmdYPosition: - .byte $40, $b0, $b0, $80, $40, $40, $80, $40, $f0, $f0, $f0 + .byte $40, $b0, $b0, $80, $40, $40, $80, $40, $f0, $f0, $f0 ExecGameLoopback: - lda Player_PageLoc ; send player back four pages - sec - sbc #$04 - sta Player_PageLoc - lda CurrentPageLoc ; send current page back four pages - sec - sbc #$04 - sta CurrentPageLoc - lda ScreenLeft_PageLoc ; subtract four from page location - sec ; of screen's left border - sbc #$04 - sta ScreenLeft_PageLoc - lda ScreenRight_PageLoc ; do the same for the page location - sec ; of screen's right border - sbc #$04 - sta ScreenRight_PageLoc - lda AreaObjectPageLoc ; subtract four from page control - sec ; for area objects - sbc #$04 - sta AreaObjectPageLoc - lda #$00 ; initialize page select for both - sta EnemyObjectPageSel ; area and enemy objects - sta AreaObjectPageSel - sta EnemyDataOffset ; initialize enemy object data offset - sta EnemyObjectPageLoc ; and enemy object page control - lda AreaDataOfsLoopback,y ; adjust area object offset based on - sta AreaDataOffset ; which loop command we encountered - rts + lda Player_PageLoc ; send player back four pages + sec + sbc #$04 + sta Player_PageLoc + lda CurrentPageLoc ; send current page back four pages + sec + sbc #$04 + sta CurrentPageLoc + lda ScreenLeft_PageLoc ; subtract four from page location + sec ; of screen's left border + sbc #$04 + sta ScreenLeft_PageLoc + lda ScreenRight_PageLoc ; do the same for the page location + sec ; of screen's right border + sbc #$04 + sta ScreenRight_PageLoc + lda AreaObjectPageLoc ; subtract four from page control + sec ; for area objects + sbc #$04 + sta AreaObjectPageLoc + lda #$00 ; initialize page select for both + sta EnemyObjectPageSel ; area and enemy objects + sta AreaObjectPageSel + sta EnemyDataOffset ; initialize enemy object data offset + sta EnemyObjectPageLoc ; and enemy object page control + lda AreaDataOfsLoopback,y ; adjust area object offset based on + sta AreaDataOffset ; which loop command we encountered + rts ProcLoopCommand: - lda LoopCommand ; check if loop command was found - beq ChkEnemyFrenzy - lda CurrentColumnPos ; check to see if we're still on the first page - bne ChkEnemyFrenzy ; if not, do not loop yet - ldy #$0b ; start at the end of each set of loop data -FindLoop: dey - bmi ChkEnemyFrenzy ; if all data is checked and not match, do not loop - lda WorldNumber ; check to see if one of the world numbers - cmp LoopCmdWorldNumber,y ; matches our current world number - bne FindLoop - lda CurrentPageLoc ; check to see if one of the page numbers - cmp LoopCmdPageNumber,y ; matches the page we're currently on - bne FindLoop - lda Player_Y_Position ; check to see if the player is at the correct position - cmp LoopCmdYPosition,y ; if not, branch to check for world 7 - bne WrongChk - lda Player_State ; check to see if the player is - cmp #$00 ; on solid ground (i.e. not jumping or falling) - bne WrongChk ; if not, player fails to pass loop, and loopback - lda WorldNumber ; are we in world 7? (check performed on correct - cmp #World7 ; vertical position and on solid ground) - bne InitMLp ; if not, initialize flags used there, otherwise - inc MultiLoopCorrectCntr ; increment counter for correct progression -IncMLoop: inc MultiLoopPassCntr ; increment master multi-part counter - lda MultiLoopPassCntr ; have we done all three parts? - cmp #$03 - bne InitLCmd ; if not, skip this part - lda MultiLoopCorrectCntr ; if so, have we done them all correctly? - cmp #$03 - beq InitMLp ; if so, branch past unnecessary check here - bne DoLpBack ; unconditional branch if previous branch fails -WrongChk: lda WorldNumber ; are we in world 7? (check performed on - cmp #World7 ; incorrect vertical position or not on solid ground) - beq IncMLoop -DoLpBack: jsr ExecGameLoopback ; if player is not in right place, loop back - jsr KillAllEnemies -InitMLp: lda #$00 ; initialize counters used for multi-part loop commands - sta MultiLoopPassCntr - sta MultiLoopCorrectCntr -InitLCmd: lda #$00 ; initialize loop command flag - sta LoopCommand + lda LoopCommand ; check if loop command was found + beq ChkEnemyFrenzy + lda CurrentColumnPos ; check to see if we're still on the first page + bne ChkEnemyFrenzy ; if not, do not loop yet + ldy #$0b ; start at the end of each set of loop data +FindLoop: + dey + bmi ChkEnemyFrenzy ; if all data is checked and not match, do not loop + lda WorldNumber ; check to see if one of the world numbers + cmp LoopCmdWorldNumber,y ; matches our current world number + bne FindLoop + lda CurrentPageLoc ; check to see if one of the page numbers + cmp LoopCmdPageNumber,y ; matches the page we're currently on + bne FindLoop + lda Player_Y_Position ; check to see if the player is at the correct position + cmp LoopCmdYPosition,y ; if not, branch to check for world 7 + bne WrongChk + lda Player_State ; check to see if the player is + cmp #$00 ; on solid ground (i.e. not jumping or falling) + bne WrongChk ; if not, player fails to pass loop, and loopback + lda WorldNumber ; are we in world 7? (check performed on correct + cmp #World7 ; vertical position and on solid ground) + bne InitMLp ; if not, initialize flags used there, otherwise + inc MultiLoopCorrectCntr ; increment counter for correct progression +IncMLoop: + inc MultiLoopPassCntr ; increment master multi-part counter + lda MultiLoopPassCntr ; have we done all three parts? + cmp #$03 + bne InitLCmd ; if not, skip this part + lda MultiLoopCorrectCntr ; if so, have we done them all correctly? + cmp #$03 + beq InitMLp ; if so, branch past unnecessary check here + bne DoLpBack ; unconditional branch if previous branch fails +WrongChk: + lda WorldNumber ; are we in world 7? (check performed on + cmp #World7 ; incorrect vertical position or not on solid ground) + beq IncMLoop +DoLpBack: + jsr ExecGameLoopback ; if player is not in right place, loop back + jsr KillAllEnemies +InitMLp: + lda #$00 ; initialize counters used for multi-part loop commands + sta MultiLoopPassCntr + sta MultiLoopCorrectCntr +InitLCmd: + lda #$00 ; initialize loop command flag + sta LoopCommand ;-------------------------------- ChkEnemyFrenzy: - lda EnemyFrenzyQueue ; check for enemy object in frenzy queue - beq ProcessEnemyData ; if not, skip this part - sta Enemy_ID,x ; store as enemy object identifier here - lda #$01 - sta Enemy_Flag,x ; activate enemy object flag - lda #$00 - sta Enemy_State,x ; initialize state and frenzy queue - sta EnemyFrenzyQueue - jmp InitEnemyObject ; and then jump to deal with this enemy + lda EnemyFrenzyQueue ; check for enemy object in frenzy queue + beq ProcessEnemyData ; if not, skip this part + sta Enemy_ID,x ; store as enemy object identifier here + lda #$01 + sta Enemy_Flag,x ; activate enemy object flag + lda #$00 + sta Enemy_State,x ; initialize state and frenzy queue + sta EnemyFrenzyQueue + jmp InitEnemyObject ; and then jump to deal with this enemy ;-------------------------------- ; $06 - used to hold page location of extended right boundary ; $07 - used to hold high nybble of position of extended right boundary ProcessEnemyData: - ldy EnemyDataOffset ; get offset of enemy object data - lda (EnemyData),y ; load first byte - cmp #$ff ; check for EOD terminator - bne CheckEndofBuffer - jmp CheckFrenzyBuffer ; if found, jump to check frenzy buffer, otherwise + ldy EnemyDataOffset ; get offset of enemy object data + lda (EnemyData),y ; load first byte + cmp #$ff ; check for EOD terminator + bne CheckEndofBuffer + jmp CheckFrenzyBuffer ; if found, jump to check frenzy buffer, otherwise CheckEndofBuffer: - and #%00001111 ; check for special row $0e - cmp #$0e - beq CheckRightBounds ; if found, branch, otherwise - cpx #$05 ; check for end of buffer - bcc CheckRightBounds ; if not at end of buffer, branch - iny - lda (EnemyData),y ; check for specific value here - and #%00111111 ; not sure what this was intended for, exactly - cmp #$2e ; this part is quite possibly residual code - beq CheckRightBounds ; but it has the effect of keeping enemies out of - rts ; the sixth slot + and #%00001111 ; check for special row $0e + cmp #$0e + beq CheckRightBounds ; if found, branch, otherwise + cpx #$05 ; check for end of buffer + bcc CheckRightBounds ; if not at end of buffer, branch + iny + lda (EnemyData),y ; check for specific value here + and #%00111111 ; not sure what this was intended for, exactly + cmp #$2e ; this part is quite possibly residual code + beq CheckRightBounds ; but it has the effect of keeping enemies out of + rts ; the sixth slot CheckRightBounds: - lda ScreenRight_X_Pos ; add 48 to pixel coordinate of right boundary - clc - adc #$30 - and #%11110000 ; store high nybble - sta $07 - lda ScreenRight_PageLoc ; add carry to page location of right boundary - adc #$00 - sta $06 ; store page location + carry - ldy EnemyDataOffset - iny - lda (EnemyData),y ; if MSB of enemy object is clear, branch to check for row $0f - asl - bcc CheckPageCtrlRow - lda EnemyObjectPageSel ; if page select already set, do not set again - bne CheckPageCtrlRow - inc EnemyObjectPageSel ; otherwise, if MSB is set, set page select - inc EnemyObjectPageLoc ; and increment page control + lda ScreenRight_X_Pos ; add 48 to pixel coordinate of right boundary + clc + adc #$30 + and #%11110000 ; store high nybble + sta $07 + lda ScreenRight_PageLoc ; add carry to page location of right boundary + adc #$00 + sta $06 ; store page location + carry + ldy EnemyDataOffset + iny + lda (EnemyData),y ; if MSB of enemy object is clear, branch to check for row $0f + asl + bcc CheckPageCtrlRow + lda EnemyObjectPageSel ; if page select already set, do not set again + bne CheckPageCtrlRow + inc EnemyObjectPageSel ; otherwise, if MSB is set, set page select + inc EnemyObjectPageLoc ; and increment page control CheckPageCtrlRow: - dey - lda (EnemyData),y ; reread first byte - and #$0f - cmp #$0f ; check for special row $0f - bne PositionEnemyObj ; if not found, branch to position enemy object - lda EnemyObjectPageSel ; if page select set, - bne PositionEnemyObj ; branch without reading second byte - iny - lda (EnemyData),y ; otherwise, get second byte, mask out 2 MSB - and #%00111111 - sta EnemyObjectPageLoc ; store as page control for enemy object data - inc EnemyDataOffset ; increment enemy object data offset 2 bytes - inc EnemyDataOffset - inc EnemyObjectPageSel ; set page select for enemy object data and - jmp ProcLoopCommand ; jump back to process loop commands again + dey + lda (EnemyData),y ; reread first byte + and #$0f + cmp #$0f ; check for special row $0f + bne PositionEnemyObj ; if not found, branch to position enemy object + lda EnemyObjectPageSel ; if page select set, + bne PositionEnemyObj ; branch without reading second byte + iny + lda (EnemyData),y ; otherwise, get second byte, mask out 2 MSB + and #%00111111 + sta EnemyObjectPageLoc ; store as page control for enemy object data + inc EnemyDataOffset ; increment enemy object data offset 2 bytes + inc EnemyDataOffset + inc EnemyObjectPageSel ; set page select for enemy object data and + jmp ProcLoopCommand ; jump back to process loop commands again PositionEnemyObj: - lda EnemyObjectPageLoc ; store page control as page location - sta Enemy_PageLoc,x ; for enemy object - lda (EnemyData),y ; get first byte of enemy object - and #%11110000 - sta Enemy_X_Position,x ; store column position - cmp ScreenRight_X_Pos ; check column position against right boundary - lda Enemy_PageLoc,x ; without subtracting, then subtract borrow - sbc ScreenRight_PageLoc ; from page location - bcs CheckRightExtBounds ; if enemy object beyond or at boundary, branch - lda (EnemyData),y - and #%00001111 ; check for special row $0e - cmp #$0e ; if found, jump elsewhere - beq ParseRow0e - jmp CheckThreeBytes ; if not found, unconditional jump + lda EnemyObjectPageLoc ; store page control as page location + sta Enemy_PageLoc,x ; for enemy object + lda (EnemyData),y ; get first byte of enemy object + and #%11110000 + sta Enemy_X_Position,x ; store column position + cmp ScreenRight_X_Pos ; check column position against right boundary + lda Enemy_PageLoc,x ; without subtracting, then subtract borrow + sbc ScreenRight_PageLoc ; from page location + bcs CheckRightExtBounds ; if enemy object beyond or at boundary, branch + lda (EnemyData),y + and #%00001111 ; check for special row $0e + cmp #$0e ; if found, jump elsewhere + beq ParseRow0e + jmp CheckThreeBytes ; if not found, unconditional jump CheckRightExtBounds: - lda $07 ; check right boundary + 48 against - cmp Enemy_X_Position,x ; column position without subtracting, - lda $06 ; then subtract borrow from page control temp - sbc Enemy_PageLoc,x ; plus carry - bcc CheckFrenzyBuffer ; if enemy object beyond extended boundary, branch - lda #$01 ; store value in vertical high byte - sta Enemy_Y_HighPos,x - lda (EnemyData),y ; get first byte again - asl ; multiply by four to get the vertical - asl ; coordinate - asl - asl - sta Enemy_Y_Position,x - cmp #$e0 ; do one last check for special row $0e - beq ParseRow0e ; (necessary if branched to $c1cb) - iny - lda (EnemyData),y ; get second byte of object - and #%01000000 ; check to see if hard mode bit is set - beq CheckForEnemyGroup ; if not, branch to check for group enemy objects - lda SecondaryHardMode ; if set, check to see if secondary hard mode flag - beq Inc2B ; is on, and if not, branch to skip this object completely + lda $07 ; check right boundary + 48 against + cmp Enemy_X_Position,x ; column position without subtracting, + lda $06 ; then subtract borrow from page control temp + sbc Enemy_PageLoc,x ; plus carry + bcc CheckFrenzyBuffer ; if enemy object beyond extended boundary, branch + lda #$01 ; store value in vertical high byte + sta Enemy_Y_HighPos,x + lda (EnemyData),y ; get first byte again + asl ; multiply by four to get the vertical + asl ; coordinate + asl + asl + sta Enemy_Y_Position,x + cmp #$e0 ; do one last check for special row $0e + beq ParseRow0e ; (necessary if branched to $c1cb) + iny + lda (EnemyData),y ; get second byte of object + and #%01000000 ; check to see if hard mode bit is set + beq CheckForEnemyGroup ; if not, branch to check for group enemy objects + lda SecondaryHardMode ; if set, check to see if secondary hard mode flag + beq Inc2B ; is on, and if not, branch to skip this object completely CheckForEnemyGroup: - lda (EnemyData),y ; get second byte and mask out 2 MSB - and #%00111111 - cmp #$37 ; check for value below $37 - bcc BuzzyBeetleMutate - cmp #$3f ; if $37 or greater, check for value - bcc DoGroup ; below $3f, branch if below $3f + lda (EnemyData),y ; get second byte and mask out 2 MSB + and #%00111111 + cmp #$37 ; check for value below $37 + bcc BuzzyBeetleMutate + cmp #$3f ; if $37 or greater, check for value + bcc DoGroup ; below $3f, branch if below $3f BuzzyBeetleMutate: - cmp #Goomba ; if below $37, check for goomba - bne StrID ; value ($3f or more always fails) - ldy PrimaryHardMode ; check if primary hard mode flag is set - beq StrID ; and if so, change goomba to buzzy beetle - lda #BuzzyBeetle -StrID: sta Enemy_ID,x ; store enemy object number into buffer - lda #$01 - sta Enemy_Flag,x ; set flag for enemy in buffer - jsr InitEnemyObject - lda Enemy_Flag,x ; check to see if flag is set - bne Inc2B ; if not, leave, otherwise branch - rts + cmp #Goomba ; if below $37, check for goomba + bne StrID ; value ($3f or more always fails) + ldy PrimaryHardMode ; check if primary hard mode flag is set + beq StrID ; and if so, change goomba to buzzy beetle + lda #BuzzyBeetle +StrID: + sta Enemy_ID,x ; store enemy object number into buffer + lda #$01 + sta Enemy_Flag,x ; set flag for enemy in buffer + jsr InitEnemyObject + lda Enemy_Flag,x ; check to see if flag is set + bne Inc2B ; if not, leave, otherwise branch + rts CheckFrenzyBuffer: - lda EnemyFrenzyBuffer ; if enemy object stored in frenzy buffer - bne StrFre ; then branch ahead to store in enemy object buffer - lda VineFlagOffset ; otherwise check vine flag offset - cmp #$01 - bne ExEPar ; if other value <> 1, leave - lda #VineObject ; otherwise put vine in enemy identifier -StrFre: sta Enemy_ID,x ; store contents of frenzy buffer into enemy identifier value + lda EnemyFrenzyBuffer ; if enemy object stored in frenzy buffer + bne StrFre ; then branch ahead to store in enemy object buffer + lda VineFlagOffset ; otherwise check vine flag offset + cmp #$01 + bne ExEPar ; if other value <> 1, leave + lda #VineObject ; otherwise put vine in enemy identifier +StrFre: + sta Enemy_ID,x ; store contents of frenzy buffer into enemy identifier value InitEnemyObject: - lda #$00 ; initialize enemy state - sta Enemy_State,x - jsr CheckpointEnemyID ; jump ahead to run jump engine and subroutines -ExEPar: rts ; then leave + lda #$00 ; initialize enemy state + sta Enemy_State,x + jsr CheckpointEnemyID ; jump ahead to run jump engine and subroutines +ExEPar: + rts ; then leave DoGroup: - jmp HandleGroupEnemies ; handle enemy group objects + jmp HandleGroupEnemies ; handle enemy group objects ParseRow0e: - iny ; increment Y to load third byte of object - iny - lda (EnemyData),y - lsr ; move 3 MSB to the bottom, effectively - lsr ; making %xxx00000 into %00000xxx - lsr - lsr - lsr - cmp WorldNumber ; is it the same world number as we're on? - bne NotUse ; if not, do not use (this allows multiple uses - dey ; of the same area, like the underground bonus areas) - lda (EnemyData),y ; otherwise, get second byte and use as offset - sta AreaPointer ; to addresses for level and enemy object data - iny - lda (EnemyData),y ; get third byte again, and this time mask out - and #%00011111 ; the 3 MSB from before, save as page number to be - sta EntrancePage ; used upon entry to area, if area is entered -NotUse: jmp Inc3B + iny ; increment Y to load third byte of object + iny + lda (EnemyData),y + lsr ; move 3 MSB to the bottom, effectively + lsr ; making %xxx00000 into %00000xxx + lsr + lsr + lsr + cmp WorldNumber ; is it the same world number as we're on? + bne NotUse ; if not, do not use (this allows multiple uses + dey ; of the same area, like the underground bonus areas) + lda (EnemyData),y ; otherwise, get second byte and use as offset + sta AreaPointer ; to addresses for level and enemy object data + iny + lda (EnemyData),y ; get third byte again, and this time mask out + and #%00011111 ; the 3 MSB from before, save as page number to be + sta EntrancePage ; used upon entry to area, if area is entered +NotUse: + jmp Inc3B CheckThreeBytes: - ldy EnemyDataOffset ; load current offset for enemy object data - lda (EnemyData),y ; get first byte - and #%00001111 ; check for special row $0e - cmp #$0e - bne Inc2B -Inc3B: inc EnemyDataOffset ; if row = $0e, increment three bytes -Inc2B: inc EnemyDataOffset ; otherwise increment two bytes - inc EnemyDataOffset - lda #$00 ; init page select for enemy objects - sta EnemyObjectPageSel - ldx ObjectOffset ; reload current offset in enemy buffers - rts ; and leave + ldy EnemyDataOffset ; load current offset for enemy object data + lda (EnemyData),y ; get first byte + and #%00001111 ; check for special row $0e + cmp #$0e + bne Inc2B +Inc3B: + inc EnemyDataOffset ; if row = $0e, increment three bytes +Inc2B: + inc EnemyDataOffset ; otherwise increment two bytes + inc EnemyDataOffset + lda #$00 ; init page select for enemy objects + sta EnemyObjectPageSel + ldx ObjectOffset ; reload current offset in enemy buffers + rts ; and leave CheckpointEnemyID: - lda Enemy_ID,x - cmp #$15 ; check enemy object identifier for $15 or greater - bcs InitEnemyRoutines ; and branch straight to the jump engine if found - tay ; save identifier in Y register for now - lda Enemy_Y_Position,x - adc #$08 ; add eight pixels to what will eventually be the - sta Enemy_Y_Position,x ; enemy object's vertical coordinate ($00-$14 only) - lda #$01 - sta EnemyOffscrBitsMasked,x ; set offscreen masked bit - tya ; get identifier back and use as offset for jump engine + lda Enemy_ID,x + cmp #$15 ; check enemy object identifier for $15 or greater + bcs InitEnemyRoutines ; and branch straight to the jump engine if found + tay ; save identifier in Y register for now + lda Enemy_Y_Position,x + adc #$08 ; add eight pixels to what will eventually be the + sta Enemy_Y_Position,x ; enemy object's vertical coordinate ($00-$14 only) + lda #$01 + sta EnemyOffscrBitsMasked,x ; set offscreen masked bit + tya ; get identifier back and use as offset for jump engine InitEnemyRoutines: - jsr JumpEngine + jsr JumpEngine ; jump engine table for newly loaded enemy objects - .addr InitNormalEnemy ; for objects $00-$0f - .addr InitNormalEnemy - .addr InitNormalEnemy - .addr InitRedKoopa - .addr NoInitCode - .addr InitHammerBro - .addr InitGoomba - .addr InitBloober - .addr InitBulletBill - .addr NoInitCode - .addr InitCheepCheep - .addr InitCheepCheep - .addr InitPodoboo - .addr InitPiranhaPlant - .addr InitJumpGPTroopa - .addr InitRedPTroopa + .addr InitNormalEnemy ; for objects $00-$0f + .addr InitNormalEnemy + .addr InitNormalEnemy + .addr InitRedKoopa + .addr NoInitCode + .addr InitHammerBro + .addr InitGoomba + .addr InitBloober + .addr InitBulletBill + .addr NoInitCode + .addr InitCheepCheep + .addr InitCheepCheep + .addr InitPodoboo + .addr InitPiranhaPlant + .addr InitJumpGPTroopa + .addr InitRedPTroopa - .addr InitHorizFlySwimEnemy ; for objects $10-$1f - .addr InitLakitu - .addr InitEnemyFrenzy - .addr NoInitCode - .addr InitEnemyFrenzy - .addr InitEnemyFrenzy - .addr InitEnemyFrenzy - .addr InitEnemyFrenzy - .addr EndFrenzy - .addr NoInitCode - .addr NoInitCode - .addr InitShortFirebar - .addr InitShortFirebar - .addr InitShortFirebar - .addr InitShortFirebar - .addr InitLongFirebar + .addr InitHorizFlySwimEnemy ; for objects $10-$1f + .addr InitLakitu + .addr InitEnemyFrenzy + .addr NoInitCode + .addr InitEnemyFrenzy + .addr InitEnemyFrenzy + .addr InitEnemyFrenzy + .addr InitEnemyFrenzy + .addr EndFrenzy + .addr NoInitCode + .addr NoInitCode + .addr InitShortFirebar + .addr InitShortFirebar + .addr InitShortFirebar + .addr InitShortFirebar + .addr InitLongFirebar - .addr NoInitCode ; for objects $20-$2f - .addr NoInitCode - .addr NoInitCode - .addr NoInitCode - .addr InitBalPlatform - .addr InitVertPlatform - .addr LargeLiftUp - .addr LargeLiftDown - .addr InitHoriPlatform - .addr InitDropPlatform - .addr InitHoriPlatform - .addr PlatLiftUp - .addr PlatLiftDown - .addr InitBowser - .addr PwrUpJmp ; possibly dummy value - .addr Setup_Vine + .addr NoInitCode ; for objects $20-$2f + .addr NoInitCode + .addr NoInitCode + .addr NoInitCode + .addr InitBalPlatform + .addr InitVertPlatform + .addr LargeLiftUp + .addr LargeLiftDown + .addr InitHoriPlatform + .addr InitDropPlatform + .addr InitHoriPlatform + .addr PlatLiftUp + .addr PlatLiftDown + .addr InitBowser + .addr PwrUpJmp ; possibly dummy value + .addr Setup_Vine - .addr NoInitCode ; for objects $30-$36 - .addr NoInitCode - .addr NoInitCode - .addr NoInitCode - .addr NoInitCode - .addr InitRetainerObj - .addr EndOfEnemyInitCode + .addr NoInitCode ; for objects $30-$36 + .addr NoInitCode + .addr NoInitCode + .addr NoInitCode + .addr NoInitCode + .addr InitRetainerObj + .addr EndOfEnemyInitCode ;------------------------------------------------------------------------------------- NoInitCode: - rts ; this executed when enemy object has no init code + rts ; this executed when enemy object has no init code ;-------------------------------- InitGoomba: - jsr InitNormalEnemy ; set appropriate horizontal speed - jmp SmallBBox ; set $09 as bounding box control, set other values + jsr InitNormalEnemy ; set appropriate horizontal speed + jmp SmallBBox ; set $09 as bounding box control, set other values ;-------------------------------- InitPodoboo: - lda #$02 ; set enemy position to below - sta Enemy_Y_HighPos,x ; the bottom of the screen - sta Enemy_Y_Position,x - lsr - sta EnemyIntervalTimer,x ; set timer for enemy - lsr - sta Enemy_State,x ; initialize enemy state, then jump to use - jmp SmallBBox ; $09 as bounding box size and set other things + lda #$02 ; set enemy position to below + sta Enemy_Y_HighPos,x ; the bottom of the screen + sta Enemy_Y_Position,x + lsr + sta EnemyIntervalTimer,x ; set timer for enemy + lsr + sta Enemy_State,x ; initialize enemy state, then jump to use + jmp SmallBBox ; $09 as bounding box size and set other things ;-------------------------------- InitRetainerObj: - lda #$b8 ; set fixed vertical position for - sta Enemy_Y_Position,x ; princess/mushroom retainer object - rts + lda #$b8 ; set fixed vertical position for + sta Enemy_Y_Position,x ; princess/mushroom retainer object + rts ;-------------------------------- NormalXSpdData: - .byte $f8, $f4 + .byte $f8, $f4 InitNormalEnemy: - ldy #$01 ; load offset of 1 by default - lda PrimaryHardMode ; check for primary hard mode flag set - bne GetESpd - dey ; if not set, decrement offset -GetESpd: lda NormalXSpdData,y ; get appropriate horizontal speed -SetESpd: sta Enemy_X_Speed,x ; store as speed for enemy object - jmp TallBBox ; branch to set bounding box control and other data + ldy #$01 ; load offset of 1 by default + lda PrimaryHardMode ; check for primary hard mode flag set + bne GetESpd + dey ; if not set, decrement offset +GetESpd: + lda NormalXSpdData,y ; get appropriate horizontal speed +SetESpd: + sta Enemy_X_Speed,x ; store as speed for enemy object + jmp TallBBox ; branch to set bounding box control and other data ;-------------------------------- InitRedKoopa: - jsr InitNormalEnemy ; load appropriate horizontal speed - lda #$01 ; set enemy state for red koopa troopa $03 - sta Enemy_State,x - rts + jsr InitNormalEnemy ; load appropriate horizontal speed + lda #$01 ; set enemy state for red koopa troopa $03 + sta Enemy_State,x + rts ;-------------------------------- HBroWalkingTimerData: - .byte $80, $50 + .byte $80, $50 InitHammerBro: - lda #$00 ; init horizontal speed and timer used by hammer bro - sta HammerThrowingTimer,x ; apparently to time hammer throwing - sta Enemy_X_Speed,x - ldy SecondaryHardMode ; get secondary hard mode flag - lda HBroWalkingTimerData,y - sta EnemyIntervalTimer,x ; set value as delay for hammer bro to walk left - lda #$0b ; set specific value for bounding box size control - jmp SetBBox + lda #$00 ; init horizontal speed and timer used by hammer bro + sta HammerThrowingTimer,x ; apparently to time hammer throwing + sta Enemy_X_Speed,x + ldy SecondaryHardMode ; get secondary hard mode flag + lda HBroWalkingTimerData,y + sta EnemyIntervalTimer,x ; set value as delay for hammer bro to walk left + lda #$0b ; set specific value for bounding box size control + jmp SetBBox ;-------------------------------- InitHorizFlySwimEnemy: - lda #$00 ; initialize horizontal speed - jmp SetESpd + lda #$00 ; initialize horizontal speed + jmp SetESpd ;-------------------------------- InitBloober: - lda #$00 ; initialize horizontal speed - sta BlooperMoveSpeed,x -SmallBBox: lda #$09 ; set specific bounding box size control - bne SetBBox ; unconditional branch + lda #$00 ; initialize horizontal speed + sta BlooperMoveSpeed,x +SmallBBox: + lda #$09 ; set specific bounding box size control + bne SetBBox ; unconditional branch ;-------------------------------- InitRedPTroopa: - ldy #$30 ; load central position adder for 48 pixels down - lda Enemy_Y_Position,x ; set vertical coordinate into location to - sta RedPTroopaOrigXPos,x ; be used as original vertical coordinate - bpl GetCent ; if vertical coordinate < $80 - ldy #$e0 ; if => $80, load position adder for 32 pixels up -GetCent: tya ; send central position adder to A - adc Enemy_Y_Position,x ; add to current vertical coordinate - sta RedPTroopaCenterYPos,x ; store as central vertical coordinate -TallBBox: lda #$03 ; set specific bounding box size control -SetBBox: sta Enemy_BoundBoxCtrl,x ; set bounding box control here - lda #$02 ; set moving direction for left - sta Enemy_MovingDir,x -InitVStf: lda #$00 ; initialize vertical speed - sta Enemy_Y_Speed,x ; and movement force - sta Enemy_Y_MoveForce,x - rts + ldy #$30 ; load central position adder for 48 pixels down + lda Enemy_Y_Position,x ; set vertical coordinate into location to + sta RedPTroopaOrigXPos,x ; be used as original vertical coordinate + bpl GetCent ; if vertical coordinate < $80 + ldy #$e0 ; if => $80, load position adder for 32 pixels up +GetCent: + tya ; send central position adder to A + adc Enemy_Y_Position,x ; add to current vertical coordinate + sta RedPTroopaCenterYPos,x ; store as central vertical coordinate +TallBBox: + lda #$03 ; set specific bounding box size control +SetBBox: + sta Enemy_BoundBoxCtrl,x ; set bounding box control here + lda #$02 ; set moving direction for left + sta Enemy_MovingDir,x +InitVStf: + lda #$00 ; initialize vertical speed + sta Enemy_Y_Speed,x ; and movement force + sta Enemy_Y_MoveForce,x + rts ;-------------------------------- InitBulletBill: - lda #$02 ; set moving direction for left - sta Enemy_MovingDir,x - lda #$09 ; set bounding box control for $09 - sta Enemy_BoundBoxCtrl,x - rts + lda #$02 ; set moving direction for left + sta Enemy_MovingDir,x + lda #$09 ; set bounding box control for $09 + sta Enemy_BoundBoxCtrl,x + rts ;-------------------------------- InitCheepCheep: - jsr SmallBBox ; set vertical bounding box, speed, init others - lda PseudoRandomBitReg,x ; check one portion of LSFR - and #%00010000 ; get d4 from it - sta CheepCheepMoveMFlag,x ; save as movement flag of some sort - lda Enemy_Y_Position,x - sta CheepCheepOrigYPos,x ; save original vertical coordinate here - rts + jsr SmallBBox ; set vertical bounding box, speed, init others + lda PseudoRandomBitReg,x ; check one portion of LSFR + and #%00010000 ; get d4 from it + sta CheepCheepMoveMFlag,x ; save as movement flag of some sort + lda Enemy_Y_Position,x + sta CheepCheepOrigYPos,x ; save original vertical coordinate here + rts ;-------------------------------- InitLakitu: - lda EnemyFrenzyBuffer ; check to see if an enemy is already in - bne KillLakitu ; the frenzy buffer, and branch to kill lakitu if so + lda EnemyFrenzyBuffer ; check to see if an enemy is already in + bne KillLakitu ; the frenzy buffer, and branch to kill lakitu if so SetupLakitu: - lda #$00 ; erase counter for lakitu's reappearance - sta LakituReappearTimer - jsr InitHorizFlySwimEnemy ; set $03 as bounding box, set other attributes - jmp TallBBox2 ; set $03 as bounding box again (not necessary) and leave + lda #$00 ; erase counter for lakitu's reappearance + sta LakituReappearTimer + jsr InitHorizFlySwimEnemy ; set $03 as bounding box, set other attributes + jmp TallBBox2 ; set $03 as bounding box again (not necessary) and leave KillLakitu: - jmp EraseEnemyObject + jmp EraseEnemyObject ;-------------------------------- ; $01-$03 - used to hold pseudorandom difference adjusters PRDiffAdjustData: - .byte $26, $2c, $32, $38 - .byte $20, $22, $24, $26 - .byte $13, $14, $15, $16 + .byte $26, $2c, $32, $38 + .byte $20, $22, $24, $26 + .byte $13, $14, $15, $16 LakituAndSpinyHandler: - lda FrenzyEnemyTimer ; if timer here not expired, leave - bne ExLSHand - cpx #$05 ; if we are on the special use slot, leave - bcs ExLSHand - lda #$80 ; set timer - sta FrenzyEnemyTimer - ldy #$04 ; start with the last enemy slot -ChkLak: lda Enemy_ID,y ; check all enemy slots to see - cmp #Lakitu ; if lakitu is on one of them - beq CreateSpiny ; if so, branch out of this loop - dey ; otherwise check another slot - bpl ChkLak ; loop until all slots are checked - inc LakituReappearTimer ; increment reappearance timer - lda LakituReappearTimer - cmp #$07 ; check to see if we're up to a certain value yet - bcc ExLSHand ; if not, leave - ldx #$04 ; start with the last enemy slot again -ChkNoEn: lda Enemy_Flag,x ; check enemy buffer flag for non-active enemy slot - beq CreateL ; branch out of loop if found - dex ; otherwise check next slot - bpl ChkNoEn ; branch until all slots are checked - bmi RetEOfs ; if no empty slots were found, branch to leave -CreateL: lda #$00 ; initialize enemy state - sta Enemy_State,x - lda #Lakitu ; create lakitu enemy object - sta Enemy_ID,x - jsr SetupLakitu ; do a sub to set up lakitu - lda #$20 - jsr PutAtRightExtent ; finish setting up lakitu -RetEOfs: ldx ObjectOffset ; get enemy object buffer offset again and leave -ExLSHand: rts + lda FrenzyEnemyTimer ; if timer here not expired, leave + bne ExLSHand + cpx #$05 ; if we are on the special use slot, leave + bcs ExLSHand + lda #$80 ; set timer + sta FrenzyEnemyTimer + ldy #$04 ; start with the last enemy slot +ChkLak: + lda Enemy_ID,y ; check all enemy slots to see + cmp #Lakitu ; if lakitu is on one of them + beq CreateSpiny ; if so, branch out of this loop + dey ; otherwise check another slot + bpl ChkLak ; loop until all slots are checked + inc LakituReappearTimer ; increment reappearance timer + lda LakituReappearTimer + cmp #$07 ; check to see if we're up to a certain value yet + bcc ExLSHand ; if not, leave + ldx #$04 ; start with the last enemy slot again +ChkNoEn: + lda Enemy_Flag,x ; check enemy buffer flag for non-active enemy slot + beq CreateL ; branch out of loop if found + dex ; otherwise check next slot + bpl ChkNoEn ; branch until all slots are checked + bmi RetEOfs ; if no empty slots were found, branch to leave +CreateL: + lda #$00 ; initialize enemy state + sta Enemy_State,x + lda #Lakitu ; create lakitu enemy object + sta Enemy_ID,x + jsr SetupLakitu ; do a sub to set up lakitu + lda #$20 + jsr PutAtRightExtent ; finish setting up lakitu +RetEOfs: + ldx ObjectOffset ; get enemy object buffer offset again and leave +ExLSHand: + rts ;-------------------------------- CreateSpiny: - lda Player_Y_Position ; if player above a certain point, branch to leave - cmp #$2c - bcc ExLSHand - lda Enemy_State,y ; if lakitu is not in normal state, branch to leave - bne ExLSHand - lda Enemy_PageLoc,y ; store horizontal coordinates (high and low) of lakitu - sta Enemy_PageLoc,x ; into the coordinates of the spiny we're going to create - lda Enemy_X_Position,y - sta Enemy_X_Position,x - lda #$01 ; put spiny within vertical screen unit - sta Enemy_Y_HighPos,x - lda Enemy_Y_Position,y ; put spiny eight pixels above where lakitu is - sec - sbc #$08 - sta Enemy_Y_Position,x - lda PseudoRandomBitReg,x ; get 2 LSB of LSFR and save to Y - and #%00000011 - tay - ldx #$02 -DifLoop: lda PRDiffAdjustData,y ; get three values and save them - sta $01,x ; to $01-$03 - iny - iny ; increment Y four bytes for each value - iny - iny - dex ; decrement X for each one - bpl DifLoop ; loop until all three are written - ldx ObjectOffset ; get enemy object buffer offset - jsr PlayerLakituDiff ; move enemy, change direction, get value - difference - ldy Player_X_Speed ; check player's horizontal speed - cpy #$08 - bcs SetSpSpd ; if moving faster than a certain amount, branch elsewhere - tay ; otherwise save value in A to Y for now - lda PseudoRandomBitReg+1,x - and #%00000011 ; get one of the LSFR parts and save the 2 LSB - beq UsePosv ; branch if neither bits are set - tya - eor #%11111111 ; otherwise get two's compliment of Y - tay - iny -UsePosv: tya ; put value from A in Y back to A (they will be lost anyway) -SetSpSpd: jsr SmallBBox ; set bounding box control, init attributes, lose contents of A - ldy #$02 ; (putting this call elsewhere will preserve A) - sta Enemy_X_Speed,x ; set horizontal speed to zero because previous contents - cmp #$00 ; of A were lost...branch here will never be taken for - bmi SpinyRte ; the same reason - dey -SpinyRte: sty Enemy_MovingDir,x ; set moving direction to the right - lda #$fd - sta Enemy_Y_Speed,x ; set vertical speed to move upwards - lda #$01 - sta Enemy_Flag,x ; enable enemy object by setting flag - lda #$05 - sta Enemy_State,x ; put spiny in egg state and leave -ChpChpEx: rts + lda Player_Y_Position ; if player above a certain point, branch to leave + cmp #$2c + bcc ExLSHand + lda Enemy_State,y ; if lakitu is not in normal state, branch to leave + bne ExLSHand + lda Enemy_PageLoc,y ; store horizontal coordinates (high and low) of lakitu + sta Enemy_PageLoc,x ; into the coordinates of the spiny we're going to create + lda Enemy_X_Position,y + sta Enemy_X_Position,x + lda #$01 ; put spiny within vertical screen unit + sta Enemy_Y_HighPos,x + lda Enemy_Y_Position,y ; put spiny eight pixels above where lakitu is + sec + sbc #$08 + sta Enemy_Y_Position,x + lda PseudoRandomBitReg,x ; get 2 LSB of LSFR and save to Y + and #%00000011 + tay + ldx #$02 +DifLoop: + lda PRDiffAdjustData,y ; get three values and save them + sta $01,x ; to $01-$03 + iny + iny ; increment Y four bytes for each value + iny + iny + dex ; decrement X for each one + bpl DifLoop ; loop until all three are written + ldx ObjectOffset ; get enemy object buffer offset + jsr PlayerLakituDiff ; move enemy, change direction, get value - difference + ldy Player_X_Speed ; check player's horizontal speed + cpy #$08 + bcs SetSpSpd ; if moving faster than a certain amount, branch elsewhere + tay ; otherwise save value in A to Y for now + lda PseudoRandomBitReg+1,x + and #%00000011 ; get one of the LSFR parts and save the 2 LSB + beq UsePosv ; branch if neither bits are set + tya + eor #%11111111 ; otherwise get two's compliment of Y + tay + iny +UsePosv: + tya ; put value from A in Y back to A (they will be lost anyway) +SetSpSpd: + jsr SmallBBox ; set bounding box control, init attributes, lose contents of A + ldy #$02 ; (putting this call elsewhere will preserve A) + sta Enemy_X_Speed,x ; set horizontal speed to zero because previous contents + cmp #$00 ; of A were lost...branch here will never be taken for + bmi SpinyRte ; the same reason + dey +SpinyRte: + sty Enemy_MovingDir,x ; set moving direction to the right + lda #$fd + sta Enemy_Y_Speed,x ; set vertical speed to move upwards + lda #$01 + sta Enemy_Flag,x ; enable enemy object by setting flag + lda #$05 + sta Enemy_State,x ; put spiny in egg state and leave +ChpChpEx: + rts ;-------------------------------- FirebarSpinSpdData: - .byte $28, $38, $28, $38, $28 + .byte $28, $38, $28, $38, $28 FirebarSpinDirData: - .byte $00, $00, $10, $10, $00 + .byte $00, $00, $10, $10, $00 InitLongFirebar: - jsr DuplicateEnemyObj ; create enemy object for long firebar + jsr DuplicateEnemyObj ; create enemy object for long firebar InitShortFirebar: - lda #$00 ; initialize low byte of spin state - sta FirebarSpinState_Low,x - lda Enemy_ID,x ; subtract $1b from enemy identifier - sec ; to get proper offset for firebar data - sbc #$1b - tay - lda FirebarSpinSpdData,y ; get spinning speed of firebar - sta FirebarSpinSpeed,x - lda FirebarSpinDirData,y ; get spinning direction of firebar - sta FirebarSpinDirection,x - lda Enemy_Y_Position,x - clc ; add four pixels to vertical coordinate - adc #$04 - sta Enemy_Y_Position,x - lda Enemy_X_Position,x - clc ; add four pixels to horizontal coordinate - adc #$04 - sta Enemy_X_Position,x - lda Enemy_PageLoc,x - adc #$00 ; add carry to page location - sta Enemy_PageLoc,x - jmp TallBBox2 ; set bounding box control (not used) and leave + lda #$00 ; initialize low byte of spin state + sta FirebarSpinState_Low,x + lda Enemy_ID,x ; subtract $1b from enemy identifier + sec ; to get proper offset for firebar data + sbc #$1b + tay + lda FirebarSpinSpdData,y ; get spinning speed of firebar + sta FirebarSpinSpeed,x + lda FirebarSpinDirData,y ; get spinning direction of firebar + sta FirebarSpinDirection,x + lda Enemy_Y_Position,x + clc ; add four pixels to vertical coordinate + adc #$04 + sta Enemy_Y_Position,x + lda Enemy_X_Position,x + clc ; add four pixels to horizontal coordinate + adc #$04 + sta Enemy_X_Position,x + lda Enemy_PageLoc,x + adc #$00 ; add carry to page location + sta Enemy_PageLoc,x + jmp TallBBox2 ; set bounding box control (not used) and leave ;-------------------------------- ; $00-$01 - used to hold pseudorandom bits FlyCCXPositionData: - .byte $80, $30, $40, $80 - .byte $30, $50, $50, $70 - .byte $20, $40, $80, $a0 - .byte $70, $40, $90, $68 + .byte $80, $30, $40, $80 + .byte $30, $50, $50, $70 + .byte $20, $40, $80, $a0 + .byte $70, $40, $90, $68 FlyCCXSpeedData: - .byte $0e, $05, $06, $0e - .byte $1c, $20, $10, $0c - .byte $1e, $22, $18, $14 + .byte $0e, $05, $06, $0e + .byte $1c, $20, $10, $0c + .byte $1e, $22, $18, $14 FlyCCTimerData: - .byte $10, $60, $20, $48 + .byte $10, $60, $20, $48 InitFlyingCheepCheep: - lda FrenzyEnemyTimer ; if timer here not expired yet, branch to leave - bne ChpChpEx - jsr SmallBBox ; jump to set bounding box size $09 and init other values - lda PseudoRandomBitReg+1,x - and #%00000011 ; set pseudorandom offset here - tay - lda FlyCCTimerData,y ; load timer with pseudorandom offset - sta FrenzyEnemyTimer - ldy #$03 ; load Y with default value - lda SecondaryHardMode - beq MaxCC ; if secondary hard mode flag not set, do not increment Y - iny ; otherwise, increment Y to allow as many as four onscreen -MaxCC: sty $00 ; store whatever pseudorandom bits are in Y - cpx $00 ; compare enemy object buffer offset with Y - bcs ChpChpEx ; if X => Y, branch to leave - lda PseudoRandomBitReg,x - and #%00000011 ; get last two bits of LSFR, first part - sta $00 ; and store in two places - sta $01 - lda #$fb ; set vertical speed for cheep-cheep - sta Enemy_Y_Speed,x - lda #$00 ; load default value - ldy Player_X_Speed ; check player's horizontal speed - beq GSeed ; if player not moving left or right, skip this part - lda #$04 - cpy #$19 ; if moving to the right but not very quickly, - bcc GSeed ; do not change A - asl ; otherwise, multiply A by 2 -GSeed: pha ; save to stack - clc - adc $00 ; add to last two bits of LSFR we saved earlier - sta $00 ; save it there - lda PseudoRandomBitReg+1,x - and #%00000011 ; if neither of the last two bits of second LSFR set, - beq RSeed ; skip this part and save contents of $00 - lda PseudoRandomBitReg+2,x - and #%00001111 ; otherwise overwrite with lower nybble of - sta $00 ; third LSFR part -RSeed: pla ; get value from stack we saved earlier - clc - adc $01 ; add to last two bits of LSFR we saved in other place - tay ; use as pseudorandom offset here - lda FlyCCXSpeedData,y ; get horizontal speed using pseudorandom offset - sta Enemy_X_Speed,x - lda #$01 ; set to move towards the right - sta Enemy_MovingDir,x - lda Player_X_Speed ; if player moving left or right, branch ahead of this part - bne D2XPos1 - ldy $00 ; get first LSFR or third LSFR lower nybble - tya ; and check for d1 set - and #%00000010 - beq D2XPos1 ; if d1 not set, branch - lda Enemy_X_Speed,x - eor #$ff ; if d1 set, change horizontal speed - clc ; into two's compliment, thus moving in the opposite - adc #$01 ; direction - sta Enemy_X_Speed,x - inc Enemy_MovingDir,x ; increment to move towards the left -D2XPos1: tya ; get first LSFR or third LSFR lower nybble again - and #%00000010 - beq D2XPos2 ; check for d1 set again, branch again if not set - lda Player_X_Position ; get player's horizontal position - clc - adc FlyCCXPositionData,y ; if d1 set, add value obtained from pseudorandom offset - sta Enemy_X_Position,x ; and save as enemy's horizontal position - lda Player_PageLoc ; get player's page location - adc #$00 ; add carry and jump past this part - jmp FinCCSt -D2XPos2: lda Player_X_Position ; get player's horizontal position - sec - sbc FlyCCXPositionData,y ; if d1 not set, subtract value obtained from pseudorandom - sta Enemy_X_Position,x ; offset and save as enemy's horizontal position - lda Player_PageLoc ; get player's page location - sbc #$00 ; subtract borrow -FinCCSt: sta Enemy_PageLoc,x ; save as enemy's page location - lda #$01 - sta Enemy_Flag,x ; set enemy's buffer flag - sta Enemy_Y_HighPos,x ; set enemy's high vertical byte - lda #$f8 - sta Enemy_Y_Position,x ; put enemy below the screen, and we are done - rts + lda FrenzyEnemyTimer ; if timer here not expired yet, branch to leave + bne ChpChpEx + jsr SmallBBox ; jump to set bounding box size $09 and init other values + lda PseudoRandomBitReg+1,x + and #%00000011 ; set pseudorandom offset here + tay + lda FlyCCTimerData,y ; load timer with pseudorandom offset + sta FrenzyEnemyTimer + ldy #$03 ; load Y with default value + lda SecondaryHardMode + beq MaxCC ; if secondary hard mode flag not set, do not increment Y + iny ; otherwise, increment Y to allow as many as four onscreen +MaxCC: + sty $00 ; store whatever pseudorandom bits are in Y + cpx $00 ; compare enemy object buffer offset with Y + bcs ChpChpEx ; if X => Y, branch to leave + lda PseudoRandomBitReg,x + and #%00000011 ; get last two bits of LSFR, first part + sta $00 ; and store in two places + sta $01 + lda #$fb ; set vertical speed for cheep-cheep + sta Enemy_Y_Speed,x + lda #$00 ; load default value + ldy Player_X_Speed ; check player's horizontal speed + beq GSeed ; if player not moving left or right, skip this part + lda #$04 + cpy #$19 ; if moving to the right but not very quickly, + bcc GSeed ; do not change A + asl ; otherwise, multiply A by 2 +GSeed: + pha ; save to stack + clc + adc $00 ; add to last two bits of LSFR we saved earlier + sta $00 ; save it there + lda PseudoRandomBitReg+1,x + and #%00000011 ; if neither of the last two bits of second LSFR set, + beq RSeed ; skip this part and save contents of $00 + lda PseudoRandomBitReg+2,x + and #%00001111 ; otherwise overwrite with lower nybble of + sta $00 ; third LSFR part +RSeed: + pla ; get value from stack we saved earlier + clc + adc $01 ; add to last two bits of LSFR we saved in other place + tay ; use as pseudorandom offset here + lda FlyCCXSpeedData,y ; get horizontal speed using pseudorandom offset + sta Enemy_X_Speed,x + lda #$01 ; set to move towards the right + sta Enemy_MovingDir,x + lda Player_X_Speed ; if player moving left or right, branch ahead of this part + bne D2XPos1 + ldy $00 ; get first LSFR or third LSFR lower nybble + tya ; and check for d1 set + and #%00000010 + beq D2XPos1 ; if d1 not set, branch + lda Enemy_X_Speed,x + eor #$ff ; if d1 set, change horizontal speed + clc ; into two's compliment, thus moving in the opposite + adc #$01 ; direction + sta Enemy_X_Speed,x + inc Enemy_MovingDir,x ; increment to move towards the left +D2XPos1: + tya ; get first LSFR or third LSFR lower nybble again + and #%00000010 + beq D2XPos2 ; check for d1 set again, branch again if not set + lda Player_X_Position ; get player's horizontal position + clc + adc FlyCCXPositionData,y ; if d1 set, add value obtained from pseudorandom offset + sta Enemy_X_Position,x ; and save as enemy's horizontal position + lda Player_PageLoc ; get player's page location + adc #$00 ; add carry and jump past this part + jmp FinCCSt +D2XPos2: + lda Player_X_Position ; get player's horizontal position + sec + sbc FlyCCXPositionData,y ; if d1 not set, subtract value obtained from pseudorandom + sta Enemy_X_Position,x ; offset and save as enemy's horizontal position + lda Player_PageLoc ; get player's page location + sbc #$00 ; subtract borrow +FinCCSt: + sta Enemy_PageLoc,x ; save as enemy's page location + lda #$01 + sta Enemy_Flag,x ; set enemy's buffer flag + sta Enemy_Y_HighPos,x ; set enemy's high vertical byte + lda #$f8 + sta Enemy_Y_Position,x ; put enemy below the screen, and we are done + rts ;-------------------------------- InitBowser: - jsr DuplicateEnemyObj ; jump to create another bowser object - stx BowserFront_Offset ; save offset of first here - lda #$00 - sta BowserBodyControls ; initialize bowser's body controls - sta BridgeCollapseOffset ; and bridge collapse offset - lda Enemy_X_Position,x - sta BowserOrigXPos ; store original horizontal position here - lda #$df - sta BowserFireBreathTimer ; store something here - sta Enemy_MovingDir,x ; and in moving direction - lda #$20 - sta BowserFeetCounter ; set bowser's feet timer and in enemy timer - sta EnemyFrameTimer,x - lda #$05 - sta BowserHitPoints ; give bowser 5 hit points - lsr - sta BowserMovementSpeed ; set default movement speed here - rts + jsr DuplicateEnemyObj ; jump to create another bowser object + stx BowserFront_Offset ; save offset of first here + lda #$00 + sta BowserBodyControls ; initialize bowser's body controls + sta BridgeCollapseOffset ; and bridge collapse offset + lda Enemy_X_Position,x + sta BowserOrigXPos ; store original horizontal position here + lda #$df + sta BowserFireBreathTimer ; store something here + sta Enemy_MovingDir,x ; and in moving direction + lda #$20 + sta BowserFeetCounter ; set bowser's feet timer and in enemy timer + sta EnemyFrameTimer,x + lda #$05 + sta BowserHitPoints ; give bowser 5 hit points + lsr + sta BowserMovementSpeed ; set default movement speed here + rts ;-------------------------------- DuplicateEnemyObj: - ldy #$ff ; start at beginning of enemy slots -FSLoop: iny ; increment one slot - lda Enemy_Flag,y ; check enemy buffer flag for empty slot - bne FSLoop ; if set, branch and keep checking - sty DuplicateObj_Offset ; otherwise set offset here - txa ; transfer original enemy buffer offset - ora #%10000000 ; store with d7 set as flag in new enemy - sta Enemy_Flag,y ; slot as well as enemy offset - lda Enemy_PageLoc,x - sta Enemy_PageLoc,y ; copy page location and horizontal coordinates - lda Enemy_X_Position,x ; from original enemy to new enemy - sta Enemy_X_Position,y - lda #$01 - sta Enemy_Flag,x ; set flag as normal for original enemy - sta Enemy_Y_HighPos,y ; set high vertical byte for new enemy - lda Enemy_Y_Position,x - sta Enemy_Y_Position,y ; copy vertical coordinate from original to new -FlmEx: rts ; and then leave + ldy #$ff ; start at beginning of enemy slots +FSLoop: + iny ; increment one slot + lda Enemy_Flag,y ; check enemy buffer flag for empty slot + bne FSLoop ; if set, branch and keep checking + sty DuplicateObj_Offset ; otherwise set offset here + txa ; transfer original enemy buffer offset + ora #%10000000 ; store with d7 set as flag in new enemy + sta Enemy_Flag,y ; slot as well as enemy offset + lda Enemy_PageLoc,x + sta Enemy_PageLoc,y ; copy page location and horizontal coordinates + lda Enemy_X_Position,x ; from original enemy to new enemy + sta Enemy_X_Position,y + lda #$01 + sta Enemy_Flag,x ; set flag as normal for original enemy + sta Enemy_Y_HighPos,y ; set high vertical byte for new enemy + lda Enemy_Y_Position,x + sta Enemy_Y_Position,y ; copy vertical coordinate from original to new +FlmEx: + rts ; and then leave ;-------------------------------- FlameYPosData: - .byte $90, $80, $70, $90 + .byte $90, $80, $70, $90 FlameYMFAdderData: - .byte $ff, $01 + .byte $ff, $01 InitBowserFlame: - lda FrenzyEnemyTimer ; if timer not expired yet, branch to leave - bne FlmEx - sta Enemy_Y_MoveForce,x ; reset something here - lda NoiseSoundQueue - ora #Sfx_BowserFlame ; load bowser's flame sound into queue - sta NoiseSoundQueue - ldy BowserFront_Offset ; get bowser's buffer offset - lda Enemy_ID,y ; check for bowser - cmp #Bowser - beq SpawnFromMouth ; branch if found - jsr SetFlameTimer ; get timer data based on flame counter - clc - adc #$20 ; add 32 frames by default - ldy SecondaryHardMode - beq SetFrT ; if secondary mode flag not set, use as timer setting - sec - sbc #$10 ; otherwise subtract 16 frames for secondary hard mode -SetFrT: sta FrenzyEnemyTimer ; set timer accordingly - lda PseudoRandomBitReg,x - and #%00000011 ; get 2 LSB from first part of LSFR - sta BowserFlamePRandomOfs,x ; set here - tay ; use as offset - lda FlameYPosData,y ; load vertical position based on pseudorandom offset + lda FrenzyEnemyTimer ; if timer not expired yet, branch to leave + bne FlmEx + sta Enemy_Y_MoveForce,x ; reset something here + lda NoiseSoundQueue + ora #Sfx_BowserFlame ; load bowser's flame sound into queue + sta NoiseSoundQueue + ldy BowserFront_Offset ; get bowser's buffer offset + lda Enemy_ID,y ; check for bowser + cmp #Bowser + beq SpawnFromMouth ; branch if found + jsr SetFlameTimer ; get timer data based on flame counter + clc + adc #$20 ; add 32 frames by default + ldy SecondaryHardMode + beq SetFrT ; if secondary mode flag not set, use as timer setting + sec + sbc #$10 ; otherwise subtract 16 frames for secondary hard mode +SetFrT: + sta FrenzyEnemyTimer ; set timer accordingly + lda PseudoRandomBitReg,x + and #%00000011 ; get 2 LSB from first part of LSFR + sta BowserFlamePRandomOfs,x ; set here + tay ; use as offset + lda FlameYPosData,y ; load vertical position based on pseudorandom offset PutAtRightExtent: - sta Enemy_Y_Position,x ; set vertical position - lda ScreenRight_X_Pos - clc - adc #$20 ; place enemy 32 pixels beyond right side of screen - sta Enemy_X_Position,x - lda ScreenRight_PageLoc - adc #$00 ; add carry - sta Enemy_PageLoc,x - jmp FinishFlame ; skip this part to finish setting values + sta Enemy_Y_Position,x ; set vertical position + lda ScreenRight_X_Pos + clc + adc #$20 ; place enemy 32 pixels beyond right side of screen + sta Enemy_X_Position,x + lda ScreenRight_PageLoc + adc #$00 ; add carry + sta Enemy_PageLoc,x + jmp FinishFlame ; skip this part to finish setting values SpawnFromMouth: - lda Enemy_X_Position,y ; get bowser's horizontal position - sec - sbc #$0e ; subtract 14 pixels - sta Enemy_X_Position,x ; save as flame's horizontal position - lda Enemy_PageLoc,y - sta Enemy_PageLoc,x ; copy page location from bowser to flame - lda Enemy_Y_Position,y - clc ; add 8 pixels to bowser's vertical position - adc #$08 - sta Enemy_Y_Position,x ; save as flame's vertical position - lda PseudoRandomBitReg,x - and #%00000011 ; get 2 LSB from first part of LSFR - sta Enemy_YMF_Dummy,x ; save here - tay ; use as offset - lda FlameYPosData,y ; get value here using bits as offset - ldy #$00 ; load default offset - cmp Enemy_Y_Position,x ; compare value to flame's current vertical position - bcc SetMF ; if less, do not increment offset - iny ; otherwise increment now -SetMF: lda FlameYMFAdderData,y ; get value here and save - sta Enemy_Y_MoveForce,x ; to vertical movement force - lda #$00 - sta EnemyFrenzyBuffer ; clear enemy frenzy buffer + lda Enemy_X_Position,y ; get bowser's horizontal position + sec + sbc #$0e ; subtract 14 pixels + sta Enemy_X_Position,x ; save as flame's horizontal position + lda Enemy_PageLoc,y + sta Enemy_PageLoc,x ; copy page location from bowser to flame + lda Enemy_Y_Position,y + clc ; add 8 pixels to bowser's vertical position + adc #$08 + sta Enemy_Y_Position,x ; save as flame's vertical position + lda PseudoRandomBitReg,x + and #%00000011 ; get 2 LSB from first part of LSFR + sta Enemy_YMF_Dummy,x ; save here + tay ; use as offset + lda FlameYPosData,y ; get value here using bits as offset + ldy #$00 ; load default offset + cmp Enemy_Y_Position,x ; compare value to flame's current vertical position + bcc SetMF ; if less, do not increment offset + iny ; otherwise increment now +SetMF: + lda FlameYMFAdderData,y ; get value here and save + sta Enemy_Y_MoveForce,x ; to vertical movement force + lda #$00 + sta EnemyFrenzyBuffer ; clear enemy frenzy buffer FinishFlame: - lda #$08 ; set $08 for bounding box control - sta Enemy_BoundBoxCtrl,x - lda #$01 ; set high byte of vertical and - sta Enemy_Y_HighPos,x ; enemy buffer flag - sta Enemy_Flag,x - lsr - sta Enemy_X_MoveForce,x ; initialize horizontal movement force, and - sta Enemy_State,x ; enemy state - rts + lda #$08 ; set $08 for bounding box control + sta Enemy_BoundBoxCtrl,x + lda #$01 ; set high byte of vertical and + sta Enemy_Y_HighPos,x ; enemy buffer flag + sta Enemy_Flag,x + lsr + sta Enemy_X_MoveForce,x ; initialize horizontal movement force, and + sta Enemy_State,x ; enemy state + rts ;-------------------------------- FireworksXPosData: - .byte $00, $30, $60, $60, $00, $20 + .byte $00, $30, $60, $60, $00, $20 FireworksYPosData: - .byte $60, $40, $70, $40, $60, $30 + .byte $60, $40, $70, $40, $60, $30 InitFireworks: - lda FrenzyEnemyTimer ; if timer not expired yet, branch to leave - bne ExitFWk - lda #$20 ; otherwise reset timer - sta FrenzyEnemyTimer - dec FireworksCounter ; decrement for each explosion - ldy #$06 ; start at last slot -StarFChk: dey - lda Enemy_ID,y ; check for presence of star flag object - cmp #StarFlagObject ; if there isn't a star flag object, - bne StarFChk ; routine goes into infinite loop = crash - lda Enemy_X_Position,y - sec ; get horizontal coordinate of star flag object, then - sbc #$30 ; subtract 48 pixels from it and save to - pha ; the stack - lda Enemy_PageLoc,y - sbc #$00 ; subtract the carry from the page location - sta $00 ; of the star flag object - lda FireworksCounter ; get fireworks counter - clc - adc Enemy_State,y ; add state of star flag object (possibly not necessary) - tay ; use as offset - pla ; get saved horizontal coordinate of star flag - 48 pixels - clc - adc FireworksXPosData,y ; add number based on offset of fireworks counter - sta Enemy_X_Position,x ; store as the fireworks object horizontal coordinate - lda $00 - adc #$00 ; add carry and store as page location for - sta Enemy_PageLoc,x ; the fireworks object - lda FireworksYPosData,y ; get vertical position using same offset - sta Enemy_Y_Position,x ; and store as vertical coordinate for fireworks object - lda #$01 - sta Enemy_Y_HighPos,x ; store in vertical high byte - sta Enemy_Flag,x ; and activate enemy buffer flag - lsr - sta ExplosionGfxCounter,x ; initialize explosion counter - lda #$08 - sta ExplosionTimerCounter,x ; set explosion timing counter -ExitFWk: rts + lda FrenzyEnemyTimer ; if timer not expired yet, branch to leave + bne ExitFWk + lda #$20 ; otherwise reset timer + sta FrenzyEnemyTimer + dec FireworksCounter ; decrement for each explosion + ldy #$06 ; start at last slot +StarFChk: + dey + lda Enemy_ID,y ; check for presence of star flag object + cmp #StarFlagObject ; if there isn't a star flag object, + bne StarFChk ; routine goes into infinite loop = crash + lda Enemy_X_Position,y + sec ; get horizontal coordinate of star flag object, then + sbc #$30 ; subtract 48 pixels from it and save to + pha ; the stack + lda Enemy_PageLoc,y + sbc #$00 ; subtract the carry from the page location + sta $00 ; of the star flag object + lda FireworksCounter ; get fireworks counter + clc + adc Enemy_State,y ; add state of star flag object (possibly not necessary) + tay ; use as offset + pla ; get saved horizontal coordinate of star flag - 48 pixels + clc + adc FireworksXPosData,y ; add number based on offset of fireworks counter + sta Enemy_X_Position,x ; store as the fireworks object horizontal coordinate + lda $00 + adc #$00 ; add carry and store as page location for + sta Enemy_PageLoc,x ; the fireworks object + lda FireworksYPosData,y ; get vertical position using same offset + sta Enemy_Y_Position,x ; and store as vertical coordinate for fireworks object + lda #$01 + sta Enemy_Y_HighPos,x ; store in vertical high byte + sta Enemy_Flag,x ; and activate enemy buffer flag + lsr + sta ExplosionGfxCounter,x ; initialize explosion counter + lda #$08 + sta ExplosionTimerCounter,x ; set explosion timing counter +ExitFWk: + rts ;-------------------------------- Bitmasks: - .byte %00000001, %00000010, %00000100, %00001000, %00010000, %00100000, %01000000, %10000000 + .byte %00000001, %00000010, %00000100, %00001000, %00010000, %00100000, %01000000, %10000000 Enemy17YPosData: - .byte $40, $30, $90, $50, $20, $60, $a0, $70 + .byte $40, $30, $90, $50, $20, $60, $a0, $70 SwimCC_IDData: - .byte $0a, $0b + .byte $0a, $0b BulletBillCheepCheep: - lda FrenzyEnemyTimer ; if timer not expired yet, branch to leave - bne ExF17 - lda AreaType ; are we in a water-type level? - bne DoBulletBills ; if not, branch elsewhere - cpx #$03 ; are we past third enemy slot? - bcs ExF17 ; if so, branch to leave - ldy #$00 ; load default offset - lda PseudoRandomBitReg,x - cmp #$aa ; check first part of LSFR against preset value - bcc ChkW2 ; if less than preset, do not increment offset - iny ; otherwise increment -ChkW2: lda WorldNumber ; check world number - cmp #World2 - beq Get17ID ; if we're on world 2, do not increment offset - iny ; otherwise increment -Get17ID: tya - and #%00000001 ; mask out all but last bit of offset - tay - lda SwimCC_IDData,y ; load identifier for cheep-cheeps -Set17ID: sta Enemy_ID,x ; store whatever's in A as enemy identifier - lda BitMFilter - cmp #$ff ; if not all bits set, skip init part and compare bits - bne GetRBit - lda #$00 ; initialize vertical position filter - sta BitMFilter -GetRBit: lda PseudoRandomBitReg,x ; get first part of LSFR - and #%00000111 ; mask out all but 3 LSB -ChkRBit: tay ; use as offset - lda Bitmasks,y ; load bitmask - bit BitMFilter ; perform AND on filter without changing it - beq AddFBit - iny ; increment offset - tya - and #%00000111 ; mask out all but 3 LSB thus keeping it 0-7 - jmp ChkRBit ; do another check -AddFBit: ora BitMFilter ; add bit to already set bits in filter - sta BitMFilter ; and store - lda Enemy17YPosData,y ; load vertical position using offset - jsr PutAtRightExtent ; set vertical position and other values - sta Enemy_YMF_Dummy,x ; initialize dummy variable - lda #$20 ; set timer - sta FrenzyEnemyTimer - jmp CheckpointEnemyID ; process our new enemy object + lda FrenzyEnemyTimer ; if timer not expired yet, branch to leave + bne ExF17 + lda AreaType ; are we in a water-type level? + bne DoBulletBills ; if not, branch elsewhere + cpx #$03 ; are we past third enemy slot? + bcs ExF17 ; if so, branch to leave + ldy #$00 ; load default offset + lda PseudoRandomBitReg,x + cmp #$aa ; check first part of LSFR against preset value + bcc ChkW2 ; if less than preset, do not increment offset + iny ; otherwise increment +ChkW2: + lda WorldNumber ; check world number + cmp #World2 + beq Get17ID ; if we're on world 2, do not increment offset + iny ; otherwise increment +Get17ID: + tya + and #%00000001 ; mask out all but last bit of offset + tay + lda SwimCC_IDData,y ; load identifier for cheep-cheeps +Set17ID: + sta Enemy_ID,x ; store whatever's in A as enemy identifier + lda BitMFilter + cmp #$ff ; if not all bits set, skip init part and compare bits + bne GetRBit + lda #$00 ; initialize vertical position filter + sta BitMFilter +GetRBit: + lda PseudoRandomBitReg,x ; get first part of LSFR + and #%00000111 ; mask out all but 3 LSB +ChkRBit: + tay ; use as offset + lda Bitmasks,y ; load bitmask + bit BitMFilter ; perform AND on filter without changing it + beq AddFBit + iny ; increment offset + tya + and #%00000111 ; mask out all but 3 LSB thus keeping it 0-7 + jmp ChkRBit ; do another check +AddFBit: + ora BitMFilter ; add bit to already set bits in filter + sta BitMFilter ; and store + lda Enemy17YPosData,y ; load vertical position using offset + jsr PutAtRightExtent ; set vertical position and other values + sta Enemy_YMF_Dummy,x ; initialize dummy variable + lda #$20 ; set timer + sta FrenzyEnemyTimer + jmp CheckpointEnemyID ; process our new enemy object DoBulletBills: - ldy #$ff ; start at beginning of enemy slots -BB_SLoop: iny ; move onto the next slot - cpy #$05 ; branch to play sound if we've done all slots - bcs FireBulletBill - lda Enemy_Flag,y ; if enemy buffer flag not set, - beq BB_SLoop ; loop back and check another slot - lda Enemy_ID,y - cmp #BulletBill_FrenzyVar ; check enemy identifier for - bne BB_SLoop ; bullet bill object (frenzy variant) -ExF17: rts ; if found, leave + ldy #$ff ; start at beginning of enemy slots +BB_SLoop: + iny ; move onto the next slot + cpy #$05 ; branch to play sound if we've done all slots + bcs FireBulletBill + lda Enemy_Flag,y ; if enemy buffer flag not set, + beq BB_SLoop ; loop back and check another slot + lda Enemy_ID,y + cmp #BulletBill_FrenzyVar ; check enemy identifier for + bne BB_SLoop ; bullet bill object (frenzy variant) +ExF17: + rts ; if found, leave FireBulletBill: - lda Square2SoundQueue - ora #Sfx_Blast ; play fireworks/gunfire sound - sta Square2SoundQueue - lda #BulletBill_FrenzyVar ; load identifier for bullet bill object - bne Set17ID ; unconditional branch + lda Square2SoundQueue + ora #Sfx_Blast ; play fireworks/gunfire sound + sta Square2SoundQueue + lda #BulletBill_FrenzyVar ; load identifier for bullet bill object + bne Set17ID ; unconditional branch ;-------------------------------- ; $00 - used to store Y position of group enemies @@ -8742,912 +9266,963 @@ FireBulletBill: ; $03 - used to store X position of right side of screen HandleGroupEnemies: - ldy #$00 ; load value for green koopa troopa - sec - sbc #$37 ; subtract $37 from second byte read - pha ; save result in stack for now - cmp #$04 ; was byte in $3b-$3e range? - bcs SnglID ; if so, branch - pha ; save another copy to stack - ldy #Goomba ; load value for goomba enemy - lda PrimaryHardMode ; if primary hard mode flag not set, - beq PullID ; branch, otherwise change to value - ldy #BuzzyBeetle ; for buzzy beetle -PullID: pla ; get second copy from stack -SnglID: sty $01 ; save enemy id here - ldy #$b0 ; load default y coordinate - and #$02 ; check to see if d1 was set - beq SetYGp ; if so, move y coordinate up, - ldy #$70 ; otherwise branch and use default -SetYGp: sty $00 ; save y coordinate here - lda ScreenRight_PageLoc ; get page number of right edge of screen - sta $02 ; save here - lda ScreenRight_X_Pos ; get pixel coordinate of right edge - sta $03 ; save here - ldy #$02 ; load two enemies by default - pla ; get first copy from stack - lsr ; check to see if d0 was set - bcc CntGrp ; if not, use default value - iny ; otherwise increment to three enemies -CntGrp: sty NumberofGroupEnemies ; save number of enemies here -GrLoop: ldx #$ff ; start at beginning of enemy buffers -GSltLp: inx ; increment and branch if past - cpx #$05 ; end of buffers - bcs NextED - lda Enemy_Flag,x ; check to see if enemy is already - bne GSltLp ; stored in buffer, and branch if so - lda $01 - sta Enemy_ID,x ; store enemy object identifier - lda $02 - sta Enemy_PageLoc,x ; store page location for enemy object - lda $03 - sta Enemy_X_Position,x ; store x coordinate for enemy object - clc - adc #$18 ; add 24 pixels for next enemy - sta $03 - lda $02 ; add carry to page location for - adc #$00 ; next enemy - sta $02 - lda $00 ; store y coordinate for enemy object - sta Enemy_Y_Position,x - lda #$01 ; activate flag for buffer, and - sta Enemy_Y_HighPos,x ; put enemy within the screen vertically - sta Enemy_Flag,x - jsr CheckpointEnemyID ; process each enemy object separately - dec NumberofGroupEnemies ; do this until we run out of enemy objects - bne GrLoop -NextED: jmp Inc2B ; jump to increment data offset and leave + ldy #$00 ; load value for green koopa troopa + sec + sbc #$37 ; subtract $37 from second byte read + pha ; save result in stack for now + cmp #$04 ; was byte in $3b-$3e range? + bcs SnglID ; if so, branch + pha ; save another copy to stack + ldy #Goomba ; load value for goomba enemy + lda PrimaryHardMode ; if primary hard mode flag not set, + beq PullID ; branch, otherwise change to value + ldy #BuzzyBeetle ; for buzzy beetle +PullID: + pla ; get second copy from stack +SnglID: + sty $01 ; save enemy id here + ldy #$b0 ; load default y coordinate + and #$02 ; check to see if d1 was set + beq SetYGp ; if so, move y coordinate up, + ldy #$70 ; otherwise branch and use default +SetYGp: + sty $00 ; save y coordinate here + lda ScreenRight_PageLoc ; get page number of right edge of screen + sta $02 ; save here + lda ScreenRight_X_Pos ; get pixel coordinate of right edge + sta $03 ; save here + ldy #$02 ; load two enemies by default + pla ; get first copy from stack + lsr ; check to see if d0 was set + bcc CntGrp ; if not, use default value + iny ; otherwise increment to three enemies +CntGrp: + sty NumberofGroupEnemies ; save number of enemies here +GrLoop: + ldx #$ff ; start at beginning of enemy buffers +GSltLp: + inx ; increment and branch if past + cpx #$05 ; end of buffers + bcs NextED + lda Enemy_Flag,x ; check to see if enemy is already + bne GSltLp ; stored in buffer, and branch if so + lda $01 + sta Enemy_ID,x ; store enemy object identifier + lda $02 + sta Enemy_PageLoc,x ; store page location for enemy object + lda $03 + sta Enemy_X_Position,x ; store x coordinate for enemy object + clc + adc #$18 ; add 24 pixels for next enemy + sta $03 + lda $02 ; add carry to page location for + adc #$00 ; next enemy + sta $02 + lda $00 ; store y coordinate for enemy object + sta Enemy_Y_Position,x + lda #$01 ; activate flag for buffer, and + sta Enemy_Y_HighPos,x ; put enemy within the screen vertically + sta Enemy_Flag,x + jsr CheckpointEnemyID ; process each enemy object separately + dec NumberofGroupEnemies ; do this until we run out of enemy objects + bne GrLoop +NextED: + jmp Inc2B ; jump to increment data offset and leave ;-------------------------------- InitPiranhaPlant: - lda #$01 ; set initial speed - sta PiranhaPlant_Y_Speed,x - lsr - sta Enemy_State,x ; initialize enemy state and what would normally - sta PiranhaPlant_MoveFlag,x ; be used as vertical speed, but not in this case - lda Enemy_Y_Position,x - sta PiranhaPlantDownYPos,x ; save original vertical coordinate here - sec - sbc #$18 - sta PiranhaPlantUpYPos,x ; save original vertical coordinate - 24 pixels here - lda #$09 - jmp SetBBox2 ; set specific value for bounding box control + lda #$01 ; set initial speed + sta PiranhaPlant_Y_Speed,x + lsr + sta Enemy_State,x ; initialize enemy state and what would normally + sta PiranhaPlant_MoveFlag,x ; be used as vertical speed, but not in this case + lda Enemy_Y_Position,x + sta PiranhaPlantDownYPos,x ; save original vertical coordinate here + sec + sbc #$18 + sta PiranhaPlantUpYPos,x ; save original vertical coordinate - 24 pixels here + lda #$09 + jmp SetBBox2 ; set specific value for bounding box control ;-------------------------------- InitEnemyFrenzy: - lda Enemy_ID,x ; load enemy identifier - sta EnemyFrenzyBuffer ; save in enemy frenzy buffer - sec - sbc #$12 ; subtract 12 and use as offset for jump engine - jsr JumpEngine + lda Enemy_ID,x ; load enemy identifier + sta EnemyFrenzyBuffer ; save in enemy frenzy buffer + sec + sbc #$12 ; subtract 12 and use as offset for jump engine + jsr JumpEngine ; frenzy object jump table - .addr LakituAndSpinyHandler - .addr NoFrenzyCode - .addr InitFlyingCheepCheep - .addr InitBowserFlame - .addr InitFireworks - .addr BulletBillCheepCheep + .addr LakituAndSpinyHandler + .addr NoFrenzyCode + .addr InitFlyingCheepCheep + .addr InitBowserFlame + .addr InitFireworks + .addr BulletBillCheepCheep ;-------------------------------- NoFrenzyCode: - rts + rts ;-------------------------------- EndFrenzy: - ldy #$05 ; start at last slot -LakituChk: lda Enemy_ID,y ; check enemy identifiers - cmp #Lakitu ; for lakitu - bne NextFSlot - lda #$01 ; if found, set state - sta Enemy_State,y -NextFSlot: dey ; move onto the next slot - bpl LakituChk ; do this until all slots are checked - lda #$00 - sta EnemyFrenzyBuffer ; empty enemy frenzy buffer - sta Enemy_Flag,x ; disable enemy buffer flag for this object - rts + ldy #$05 ; start at last slot +LakituChk: + lda Enemy_ID,y ; check enemy identifiers + cmp #Lakitu ; for lakitu + bne NextFSlot + lda #$01 ; if found, set state + sta Enemy_State,y +NextFSlot: + dey ; move onto the next slot + bpl LakituChk ; do this until all slots are checked + lda #$00 + sta EnemyFrenzyBuffer ; empty enemy frenzy buffer + sta Enemy_Flag,x ; disable enemy buffer flag for this object + rts ;-------------------------------- InitJumpGPTroopa: - lda #$02 ; set for movement to the left - sta Enemy_MovingDir,x - lda #$f8 ; set horizontal speed - sta Enemy_X_Speed,x -TallBBox2: lda #$03 ; set specific value for bounding box control -SetBBox2: sta Enemy_BoundBoxCtrl,x ; set bounding box control then leave - rts + lda #$02 ; set for movement to the left + sta Enemy_MovingDir,x + lda #$f8 ; set horizontal speed + sta Enemy_X_Speed,x +TallBBox2: + lda #$03 ; set specific value for bounding box control +SetBBox2: + sta Enemy_BoundBoxCtrl,x ; set bounding box control then leave + rts ;-------------------------------- InitBalPlatform: - dec Enemy_Y_Position,x ; raise vertical position by two pixels - dec Enemy_Y_Position,x - ldy SecondaryHardMode ; if secondary hard mode flag not set, - bne AlignP ; branch ahead - ldy #$02 ; otherwise set value here - jsr PosPlatform ; do a sub to add or subtract pixels -AlignP: ldy #$ff ; set default value here for now - lda BalPlatformAlignment ; get current balance platform alignment - sta Enemy_State,x ; set platform alignment to object state here - bpl SetBPA ; if old alignment $ff, put $ff as alignment for negative - txa ; if old contents already $ff, put - tay ; object offset as alignment to make next positive -SetBPA: sty BalPlatformAlignment ; store whatever value's in Y here - lda #$00 - sta Enemy_MovingDir,x ; init moving direction - tay ; init Y - jsr PosPlatform ; do a sub to add 8 pixels, then run shared code here + dec Enemy_Y_Position,x ; raise vertical position by two pixels + dec Enemy_Y_Position,x + ldy SecondaryHardMode ; if secondary hard mode flag not set, + bne AlignP ; branch ahead + ldy #$02 ; otherwise set value here + jsr PosPlatform ; do a sub to add or subtract pixels +AlignP: + ldy #$ff ; set default value here for now + lda BalPlatformAlignment ; get current balance platform alignment + sta Enemy_State,x ; set platform alignment to object state here + bpl SetBPA ; if old alignment $ff, put $ff as alignment for negative + txa ; if old contents already $ff, put + tay ; object offset as alignment to make next positive +SetBPA: + sty BalPlatformAlignment ; store whatever value's in Y here + lda #$00 + sta Enemy_MovingDir,x ; init moving direction + tay ; init Y + jsr PosPlatform ; do a sub to add 8 pixels, then run shared code here ;-------------------------------- InitDropPlatform: - lda #$ff - sta PlatformCollisionFlag,x ; set some value here - jmp CommonPlatCode ; then jump ahead to execute more code + lda #$ff + sta PlatformCollisionFlag,x ; set some value here + jmp CommonPlatCode ; then jump ahead to execute more code ;-------------------------------- InitHoriPlatform: - lda #$00 - sta XMoveSecondaryCounter,x ; init one of the moving counters - jmp CommonPlatCode ; jump ahead to execute more code + lda #$00 + sta XMoveSecondaryCounter,x ; init one of the moving counters + jmp CommonPlatCode ; jump ahead to execute more code ;-------------------------------- InitVertPlatform: - ldy #$40 ; set default value here - lda Enemy_Y_Position,x ; check vertical position - bpl SetYO ; if above a certain point, skip this part - eor #$ff - clc ; otherwise get two's compliment - adc #$01 - ldy #$c0 ; get alternate value to add to vertical position -SetYO: sta YPlatformTopYPos,x ; save as top vertical position - tya - clc ; load value from earlier, add number of pixels - adc Enemy_Y_Position,x ; to vertical position - sta YPlatformCenterYPos,x ; save result as central vertical position + ldy #$40 ; set default value here + lda Enemy_Y_Position,x ; check vertical position + bpl SetYO ; if above a certain point, skip this part + eor #$ff + clc ; otherwise get two's compliment + adc #$01 + ldy #$c0 ; get alternate value to add to vertical position +SetYO: + sta YPlatformTopYPos,x ; save as top vertical position + tya + clc ; load value from earlier, add number of pixels + adc Enemy_Y_Position,x ; to vertical position + sta YPlatformCenterYPos,x ; save result as central vertical position ;-------------------------------- CommonPlatCode: - jsr InitVStf ; do a sub to init certain other values -SPBBox: lda #$05 ; set default bounding box size control - ldy AreaType - cpy #$03 ; check for castle-type level - beq CasPBB ; use default value if found - ldy SecondaryHardMode ; otherwise check for secondary hard mode flag - bne CasPBB ; if set, use default value - lda #$06 ; use alternate value if not castle or secondary not set -CasPBB: sta Enemy_BoundBoxCtrl,x ; set bounding box size control here and leave - rts + jsr InitVStf ; do a sub to init certain other values +SPBBox: + lda #$05 ; set default bounding box size control + ldy AreaType + cpy #$03 ; check for castle-type level + beq CasPBB ; use default value if found + ldy SecondaryHardMode ; otherwise check for secondary hard mode flag + bne CasPBB ; if set, use default value + lda #$06 ; use alternate value if not castle or secondary not set +CasPBB: + sta Enemy_BoundBoxCtrl,x ; set bounding box size control here and leave + rts ;-------------------------------- LargeLiftUp: - jsr PlatLiftUp ; execute code for platforms going up - jmp LargeLiftBBox ; overwrite bounding box for large platforms + jsr PlatLiftUp ; execute code for platforms going up + jmp LargeLiftBBox ; overwrite bounding box for large platforms LargeLiftDown: - jsr PlatLiftDown ; execute code for platforms going down + jsr PlatLiftDown ; execute code for platforms going down LargeLiftBBox: - jmp SPBBox ; jump to overwrite bounding box size control + jmp SPBBox ; jump to overwrite bounding box size control ;-------------------------------- PlatLiftUp: - lda #$10 ; set movement amount here - sta Enemy_Y_MoveForce,x - lda #$ff ; set moving speed for platforms going up - sta Enemy_Y_Speed,x - jmp CommonSmallLift ; skip ahead to part we should be executing + lda #$10 ; set movement amount here + sta Enemy_Y_MoveForce,x + lda #$ff ; set moving speed for platforms going up + sta Enemy_Y_Speed,x + jmp CommonSmallLift ; skip ahead to part we should be executing ;-------------------------------- PlatLiftDown: - lda #$f0 ; set movement amount here - sta Enemy_Y_MoveForce,x - lda #$00 ; set moving speed for platforms going down - sta Enemy_Y_Speed,x + lda #$f0 ; set movement amount here + sta Enemy_Y_MoveForce,x + lda #$00 ; set moving speed for platforms going down + sta Enemy_Y_Speed,x ;-------------------------------- CommonSmallLift: - ldy #$01 - jsr PosPlatform ; do a sub to add 12 pixels due to preset value - lda #$04 - sta Enemy_BoundBoxCtrl,x ; set bounding box control for small platforms - rts + ldy #$01 + jsr PosPlatform ; do a sub to add 12 pixels due to preset value + lda #$04 + sta Enemy_BoundBoxCtrl,x ; set bounding box control for small platforms + rts ;-------------------------------- PlatPosDataLow: - .byte $08,$0c,$f8 + .byte $08, $0c, $f8 PlatPosDataHigh: - .byte $00,$00,$ff + .byte $00, $00, $ff PosPlatform: - lda Enemy_X_Position,x ; get horizontal coordinate - clc - adc PlatPosDataLow,y ; add or subtract pixels depending on offset - sta Enemy_X_Position,x ; store as new horizontal coordinate - lda Enemy_PageLoc,x - adc PlatPosDataHigh,y ; add or subtract page location depending on offset - sta Enemy_PageLoc,x ; store as new page location - rts ; and go back + lda Enemy_X_Position,x ; get horizontal coordinate + clc + adc PlatPosDataLow,y ; add or subtract pixels depending on offset + sta Enemy_X_Position,x ; store as new horizontal coordinate + lda Enemy_PageLoc,x + adc PlatPosDataHigh,y ; add or subtract page location depending on offset + sta Enemy_PageLoc,x ; store as new page location + rts ; and go back ;-------------------------------- EndOfEnemyInitCode: - rts + rts ;------------------------------------------------------------------------------------- RunEnemyObjectsCore: - ldx ObjectOffset ; get offset for enemy object buffer - lda #$00 ; load value 0 for jump engine by default - ldy Enemy_ID,x - cpy #$15 ; if enemy object < $15, use default value - bcc JmpEO - tya ; otherwise subtract $14 from the value and use - sbc #$14 ; as value for jump engine -JmpEO: jsr JumpEngine + ldx ObjectOffset ; get offset for enemy object buffer + lda #$00 ; load value 0 for jump engine by default + ldy Enemy_ID,x + cpy #$15 ; if enemy object < $15, use default value + bcc JmpEO + tya ; otherwise subtract $14 from the value and use + sbc #$14 ; as value for jump engine +JmpEO: + jsr JumpEngine - .addr RunNormalEnemies ; for objects $00-$14 + .addr RunNormalEnemies ; for objects $00-$14 - .addr RunBowserFlame ; for objects $15-$1f - .addr RunFireworks - .addr NoRunCode - .addr NoRunCode - .addr NoRunCode - .addr NoRunCode - .addr RunFirebarObj - .addr RunFirebarObj - .addr RunFirebarObj - .addr RunFirebarObj - .addr RunFirebarObj + .addr RunBowserFlame ; for objects $15-$1f + .addr RunFireworks + .addr NoRunCode + .addr NoRunCode + .addr NoRunCode + .addr NoRunCode + .addr RunFirebarObj + .addr RunFirebarObj + .addr RunFirebarObj + .addr RunFirebarObj + .addr RunFirebarObj - .addr RunFirebarObj ; for objects $20-$2f - .addr RunFirebarObj - .addr RunFirebarObj - .addr NoRunCode - .addr RunLargePlatform - .addr RunLargePlatform - .addr RunLargePlatform - .addr RunLargePlatform - .addr RunLargePlatform - .addr RunLargePlatform - .addr RunLargePlatform - .addr RunSmallPlatform - .addr RunSmallPlatform - .addr RunBowser - .addr PowerUpObjHandler - .addr VineObjectHandler + .addr RunFirebarObj ; for objects $20-$2f + .addr RunFirebarObj + .addr RunFirebarObj + .addr NoRunCode + .addr RunLargePlatform + .addr RunLargePlatform + .addr RunLargePlatform + .addr RunLargePlatform + .addr RunLargePlatform + .addr RunLargePlatform + .addr RunLargePlatform + .addr RunSmallPlatform + .addr RunSmallPlatform + .addr RunBowser + .addr PowerUpObjHandler + .addr VineObjectHandler - .addr NoRunCode ; for objects $30-$35 - .addr RunStarFlagObj - .addr JumpspringHandler - .addr NoRunCode - .addr WarpZoneObject - .addr RunRetainerObj + .addr NoRunCode ; for objects $30-$35 + .addr RunStarFlagObj + .addr JumpspringHandler + .addr NoRunCode + .addr WarpZoneObject + .addr RunRetainerObj ;-------------------------------- NoRunCode: - rts + rts ;-------------------------------- RunRetainerObj: - jsr GetEnemyOffscreenBits - jsr RelativeEnemyPosition - jmp EnemyGfxHandler + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jmp EnemyGfxHandler ;-------------------------------- RunNormalEnemies: - lda #$00 ; init sprite attributes - sta Enemy_SprAttrib,x - jsr GetEnemyOffscreenBits - jsr RelativeEnemyPosition - jsr EnemyGfxHandler - jsr GetEnemyBoundBox - jsr EnemyToBGCollisionDet - jsr EnemiesCollision - jsr PlayerEnemyCollision - ldy TimerControl ; if master timer control set, skip to last routine - bne SkipMove - jsr EnemyMovementSubs -SkipMove: jmp OffscreenBoundsCheck + lda #$00 ; init sprite attributes + sta Enemy_SprAttrib,x + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jsr EnemyGfxHandler + jsr GetEnemyBoundBox + jsr EnemyToBGCollisionDet + jsr EnemiesCollision + jsr PlayerEnemyCollision + ldy TimerControl ; if master timer control set, skip to last routine + bne SkipMove + jsr EnemyMovementSubs +SkipMove: + jmp OffscreenBoundsCheck EnemyMovementSubs: - lda Enemy_ID,x - jsr JumpEngine + lda Enemy_ID,x + jsr JumpEngine - .addr MoveNormalEnemy ; only objects $00-$14 use this table - .addr MoveNormalEnemy - .addr MoveNormalEnemy - .addr MoveNormalEnemy - .addr MoveNormalEnemy - .addr ProcHammerBro - .addr MoveNormalEnemy - .addr MoveBloober - .addr MoveBulletBill - .addr NoMoveCode - .addr MoveSwimmingCheepCheep - .addr MoveSwimmingCheepCheep - .addr MovePodoboo - .addr MovePiranhaPlant - .addr MoveJumpingEnemy - .addr ProcMoveRedPTroopa - .addr MoveFlyGreenPTroopa - .addr MoveLakitu - .addr MoveNormalEnemy - .addr NoMoveCode ; dummy - .addr MoveFlyingCheepCheep + .addr MoveNormalEnemy ; only objects $00-$14 use this table + .addr MoveNormalEnemy + .addr MoveNormalEnemy + .addr MoveNormalEnemy + .addr MoveNormalEnemy + .addr ProcHammerBro + .addr MoveNormalEnemy + .addr MoveBloober + .addr MoveBulletBill + .addr NoMoveCode + .addr MoveSwimmingCheepCheep + .addr MoveSwimmingCheepCheep + .addr MovePodoboo + .addr MovePiranhaPlant + .addr MoveJumpingEnemy + .addr ProcMoveRedPTroopa + .addr MoveFlyGreenPTroopa + .addr MoveLakitu + .addr MoveNormalEnemy + .addr NoMoveCode ; dummy + .addr MoveFlyingCheepCheep ;-------------------------------- NoMoveCode: - rts + rts ;-------------------------------- RunBowserFlame: - jsr ProcBowserFlame - jsr GetEnemyOffscreenBits - jsr RelativeEnemyPosition - jsr GetEnemyBoundBox - jsr PlayerEnemyCollision - jmp OffscreenBoundsCheck + jsr ProcBowserFlame + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jsr GetEnemyBoundBox + jsr PlayerEnemyCollision + jmp OffscreenBoundsCheck ;-------------------------------- RunFirebarObj: - jsr ProcFirebar - jmp OffscreenBoundsCheck + jsr ProcFirebar + jmp OffscreenBoundsCheck ;-------------------------------- RunSmallPlatform: - jsr GetEnemyOffscreenBits - jsr RelativeEnemyPosition - jsr SmallPlatformBoundBox - jsr SmallPlatformCollision - jsr RelativeEnemyPosition - jsr DrawSmallPlatform - jsr MoveSmallPlatform - jmp OffscreenBoundsCheck + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jsr SmallPlatformBoundBox + jsr SmallPlatformCollision + jsr RelativeEnemyPosition + jsr DrawSmallPlatform + jsr MoveSmallPlatform + jmp OffscreenBoundsCheck ;-------------------------------- RunLargePlatform: - jsr GetEnemyOffscreenBits - jsr RelativeEnemyPosition - jsr LargePlatformBoundBox - jsr LargePlatformCollision - lda TimerControl ; if master timer control set, - bne SkipPT ; skip subroutine tree - jsr LargePlatformSubroutines -SkipPT: jsr RelativeEnemyPosition - jsr DrawLargePlatform - jmp OffscreenBoundsCheck + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jsr LargePlatformBoundBox + jsr LargePlatformCollision + lda TimerControl ; if master timer control set, + bne SkipPT ; skip subroutine tree + jsr LargePlatformSubroutines +SkipPT: + jsr RelativeEnemyPosition + jsr DrawLargePlatform + jmp OffscreenBoundsCheck ;-------------------------------- LargePlatformSubroutines: - lda Enemy_ID,x ; subtract $24 to get proper offset for jump table - sec - sbc #$24 - jsr JumpEngine + lda Enemy_ID,x ; subtract $24 to get proper offset for jump table + sec + sbc #$24 + jsr JumpEngine - .addr BalancePlatform ; table used by objects $24-$2a - .addr YMovingPlatform - .addr MoveLargeLiftPlat - .addr MoveLargeLiftPlat - .addr XMovingPlatform - .addr DropPlatform - .addr RightPlatform + .addr BalancePlatform ; table used by objects $24-$2a + .addr YMovingPlatform + .addr MoveLargeLiftPlat + .addr MoveLargeLiftPlat + .addr XMovingPlatform + .addr DropPlatform + .addr RightPlatform ;------------------------------------------------------------------------------------- EraseEnemyObject: - lda #$00 ; clear all enemy object variables - sta Enemy_Flag,x - sta Enemy_ID,x - sta Enemy_State,x - sta FloateyNum_Control,x - sta EnemyIntervalTimer,x - sta ShellChainCounter,x - sta Enemy_SprAttrib,x - sta EnemyFrameTimer,x - rts + lda #$00 ; clear all enemy object variables + sta Enemy_Flag,x + sta Enemy_ID,x + sta Enemy_State,x + sta FloateyNum_Control,x + sta EnemyIntervalTimer,x + sta ShellChainCounter,x + sta Enemy_SprAttrib,x + sta EnemyFrameTimer,x + rts ;------------------------------------------------------------------------------------- MovePodoboo: - lda EnemyIntervalTimer,x ; check enemy timer - bne PdbM ; branch to move enemy if not expired - jsr InitPodoboo ; otherwise set up podoboo again - lda PseudoRandomBitReg+1,x ; get part of LSFR - ora #%10000000 ; set d7 - sta Enemy_Y_MoveForce,x ; store as movement force - and #%00001111 ; mask out high nybble - ora #$06 ; set for at least six intervals - sta EnemyIntervalTimer,x ; store as new enemy timer - lda #$f9 - sta Enemy_Y_Speed,x ; set vertical speed to move podoboo upwards -PdbM: jmp MoveJ_EnemyVertically ; branch to impose gravity on podoboo + lda EnemyIntervalTimer,x ; check enemy timer + bne PdbM ; branch to move enemy if not expired + jsr InitPodoboo ; otherwise set up podoboo again + lda PseudoRandomBitReg+1,x ; get part of LSFR + ora #%10000000 ; set d7 + sta Enemy_Y_MoveForce,x ; store as movement force + and #%00001111 ; mask out high nybble + ora #$06 ; set for at least six intervals + sta EnemyIntervalTimer,x ; store as new enemy timer + lda #$f9 + sta Enemy_Y_Speed,x ; set vertical speed to move podoboo upwards +PdbM: + jmp MoveJ_EnemyVertically ; branch to impose gravity on podoboo ;-------------------------------- ; $00 - used in HammerBroJumpCode as bitmask HammerThrowTmrData: - .byte $30, $1c + .byte $30, $1c XSpeedAdderData: - .byte $00, $e8, $00, $18 + .byte $00, $e8, $00, $18 RevivedXSpeed: - .byte $08, $f8, $0c, $f4 + .byte $08, $f8, $0c, $f4 ProcHammerBro: - lda Enemy_State,x ; check hammer bro's enemy state for d5 set - and #%00100000 - beq ChkJH ; if not set, go ahead with code - jmp MoveDefeatedEnemy ; otherwise jump to something else -ChkJH: lda HammerBroJumpTimer,x ; check jump timer - beq HammerBroJumpCode ; if expired, branch to jump - dec HammerBroJumpTimer,x ; otherwise decrement jump timer - lda Enemy_OffscreenBits - and #%00001100 ; check offscreen bits - bne MoveHammerBroXDir ; if hammer bro a little offscreen, skip to movement code - lda HammerThrowingTimer,x ; check hammer throwing timer - bne DecHT ; if not expired, skip ahead, do not throw hammer - ldy SecondaryHardMode ; otherwise get secondary hard mode flag - lda HammerThrowTmrData,y ; get timer data using flag as offset - sta HammerThrowingTimer,x ; set as new timer - jsr SpawnHammerObj ; do a sub here to spawn hammer object - bcc DecHT ; if carry clear, hammer not spawned, skip to decrement timer - lda Enemy_State,x - ora #%00001000 ; set d3 in enemy state for hammer throw - sta Enemy_State,x - jmp MoveHammerBroXDir ; jump to move hammer bro -DecHT: dec HammerThrowingTimer,x ; decrement timer - jmp MoveHammerBroXDir ; jump to move hammer bro + lda Enemy_State,x ; check hammer bro's enemy state for d5 set + and #%00100000 + beq ChkJH ; if not set, go ahead with code + jmp MoveDefeatedEnemy ; otherwise jump to something else +ChkJH: + lda HammerBroJumpTimer,x ; check jump timer + beq HammerBroJumpCode ; if expired, branch to jump + dec HammerBroJumpTimer,x ; otherwise decrement jump timer + lda Enemy_OffscreenBits + and #%00001100 ; check offscreen bits + bne MoveHammerBroXDir ; if hammer bro a little offscreen, skip to movement code + lda HammerThrowingTimer,x ; check hammer throwing timer + bne DecHT ; if not expired, skip ahead, do not throw hammer + ldy SecondaryHardMode ; otherwise get secondary hard mode flag + lda HammerThrowTmrData,y ; get timer data using flag as offset + sta HammerThrowingTimer,x ; set as new timer + jsr SpawnHammerObj ; do a sub here to spawn hammer object + bcc DecHT ; if carry clear, hammer not spawned, skip to decrement timer + lda Enemy_State,x + ora #%00001000 ; set d3 in enemy state for hammer throw + sta Enemy_State,x + jmp MoveHammerBroXDir ; jump to move hammer bro +DecHT: + dec HammerThrowingTimer,x ; decrement timer + jmp MoveHammerBroXDir ; jump to move hammer bro HammerBroJumpLData: - .byte $20, $37 + .byte $20, $37 HammerBroJumpCode: - lda Enemy_State,x ; get hammer bro's enemy state - and #%00000111 ; mask out all but 3 LSB - cmp #$01 ; check for d0 set (for jumping) - beq MoveHammerBroXDir ; if set, branch ahead to moving code - lda #$00 ; load default value here - sta $00 ; save into temp variable for now - ldy #$fa ; set default vertical speed - lda Enemy_Y_Position,x ; check hammer bro's vertical coordinate - bmi SetHJ ; if on the bottom half of the screen, use current speed - ldy #$fd ; otherwise set alternate vertical speed - cmp #$70 ; check to see if hammer bro is above the middle of screen - inc $00 ; increment preset value to $01 - bcc SetHJ ; if above the middle of the screen, use current speed and $01 - dec $00 ; otherwise return value to $00 - lda PseudoRandomBitReg+1,x ; get part of LSFR, mask out all but LSB - and #$01 - bne SetHJ ; if d0 of LSFR set, branch and use current speed and $00 - ldy #$fa ; otherwise reset to default vertical speed -SetHJ: sty Enemy_Y_Speed,x ; set vertical speed for jumping - lda Enemy_State,x ; set d0 in enemy state for jumping - ora #$01 - sta Enemy_State,x - lda $00 ; load preset value here to use as bitmask - and PseudoRandomBitReg+2,x ; and do bit-wise comparison with part of LSFR - tay ; then use as offset - lda SecondaryHardMode ; check secondary hard mode flag - bne HJump - tay ; if secondary hard mode flag clear, set offset to 0 -HJump: lda HammerBroJumpLData,y ; get jump length timer data using offset from before - sta EnemyFrameTimer,x ; save in enemy timer - lda PseudoRandomBitReg+1,x - ora #%11000000 ; get contents of part of LSFR, set d7 and d6, then - sta HammerBroJumpTimer,x ; store in jump timer + lda Enemy_State,x ; get hammer bro's enemy state + and #%00000111 ; mask out all but 3 LSB + cmp #$01 ; check for d0 set (for jumping) + beq MoveHammerBroXDir ; if set, branch ahead to moving code + lda #$00 ; load default value here + sta $00 ; save into temp variable for now + ldy #$fa ; set default vertical speed + lda Enemy_Y_Position,x ; check hammer bro's vertical coordinate + bmi SetHJ ; if on the bottom half of the screen, use current speed + ldy #$fd ; otherwise set alternate vertical speed + cmp #$70 ; check to see if hammer bro is above the middle of screen + inc $00 ; increment preset value to $01 + bcc SetHJ ; if above the middle of the screen, use current speed and $01 + dec $00 ; otherwise return value to $00 + lda PseudoRandomBitReg+1,x ; get part of LSFR, mask out all but LSB + and #$01 + bne SetHJ ; if d0 of LSFR set, branch and use current speed and $00 + ldy #$fa ; otherwise reset to default vertical speed +SetHJ: + sty Enemy_Y_Speed,x ; set vertical speed for jumping + lda Enemy_State,x ; set d0 in enemy state for jumping + ora #$01 + sta Enemy_State,x + lda $00 ; load preset value here to use as bitmask + and PseudoRandomBitReg+2,x ; and do bit-wise comparison with part of LSFR + tay ; then use as offset + lda SecondaryHardMode ; check secondary hard mode flag + bne HJump + tay ; if secondary hard mode flag clear, set offset to 0 +HJump: + lda HammerBroJumpLData,y ; get jump length timer data using offset from before + sta EnemyFrameTimer,x ; save in enemy timer + lda PseudoRandomBitReg+1,x + ora #%11000000 ; get contents of part of LSFR, set d7 and d6, then + sta HammerBroJumpTimer,x ; store in jump timer MoveHammerBroXDir: - ldy #$fc ; move hammer bro a little to the left - lda FrameCounter - and #%01000000 ; change hammer bro's direction every 64 frames - bne Shimmy - ldy #$04 ; if d6 set in counter, move him a little to the right -Shimmy: sty Enemy_X_Speed,x ; store horizontal speed - ldy #$01 ; set to face right by default - jsr PlayerEnemyDiff ; get horizontal difference between player and hammer bro - bmi SetShim ; if enemy to the left of player, skip this part - iny ; set to face left - lda EnemyIntervalTimer,x ; check walking timer - bne SetShim ; if not yet expired, skip to set moving direction - lda #$f8 - sta Enemy_X_Speed,x ; otherwise, make the hammer bro walk left towards player -SetShim: sty Enemy_MovingDir,x ; set moving direction + ldy #$fc ; move hammer bro a little to the left + lda FrameCounter + and #%01000000 ; change hammer bro's direction every 64 frames + bne Shimmy + ldy #$04 ; if d6 set in counter, move him a little to the right +Shimmy: + sty Enemy_X_Speed,x ; store horizontal speed + ldy #$01 ; set to face right by default + jsr PlayerEnemyDiff ; get horizontal difference between player and hammer bro + bmi SetShim ; if enemy to the left of player, skip this part + iny ; set to face left + lda EnemyIntervalTimer,x ; check walking timer + bne SetShim ; if not yet expired, skip to set moving direction + lda #$f8 + sta Enemy_X_Speed,x ; otherwise, make the hammer bro walk left towards player +SetShim: + sty Enemy_MovingDir,x ; set moving direction MoveNormalEnemy: - ldy #$00 ; init Y to leave horizontal movement as-is - lda Enemy_State,x - and #%01000000 ; check enemy state for d6 set, if set skip - bne FallE ; to move enemy vertically, then horizontally if necessary - lda Enemy_State,x - asl ; check enemy state for d7 set - bcs SteadM ; if set, branch to move enemy horizontally - lda Enemy_State,x - and #%00100000 ; check enemy state for d5 set - bne MoveDefeatedEnemy ; if set, branch to move defeated enemy object - lda Enemy_State,x - and #%00000111 ; check d2-d0 of enemy state for any set bits - beq SteadM ; if enemy in normal state, branch to move enemy horizontally - cmp #$05 - beq FallE ; if enemy in state used by spiny's egg, go ahead here - cmp #$03 - bcs ReviveStunned ; if enemy in states $03 or $04, skip ahead to yet another part -FallE: jsr MoveD_EnemyVertically ; do a sub here to move enemy downwards - ldy #$00 - lda Enemy_State,x ; check for enemy state $02 - cmp #$02 - beq MEHor ; if found, branch to move enemy horizontally - and #%01000000 ; check for d6 set - beq SteadM ; if not set, branch to something else - lda Enemy_ID,x - cmp #PowerUpObject ; check for power-up object - beq SteadM - bne SlowM ; if any other object where d6 set, jump to set Y -MEHor: jmp MoveEnemyHorizontally ; jump here to move enemy horizontally for <> $2e and d6 set + ldy #$00 ; init Y to leave horizontal movement as-is + lda Enemy_State,x + and #%01000000 ; check enemy state for d6 set, if set skip + bne FallE ; to move enemy vertically, then horizontally if necessary + lda Enemy_State,x + asl ; check enemy state for d7 set + bcs SteadM ; if set, branch to move enemy horizontally + lda Enemy_State,x + and #%00100000 ; check enemy state for d5 set + bne MoveDefeatedEnemy ; if set, branch to move defeated enemy object + lda Enemy_State,x + and #%00000111 ; check d2-d0 of enemy state for any set bits + beq SteadM ; if enemy in normal state, branch to move enemy horizontally + cmp #$05 + beq FallE ; if enemy in state used by spiny's egg, go ahead here + cmp #$03 + bcs ReviveStunned ; if enemy in states $03 or $04, skip ahead to yet another part +FallE: + jsr MoveD_EnemyVertically ; do a sub here to move enemy downwards + ldy #$00 + lda Enemy_State,x ; check for enemy state $02 + cmp #$02 + beq MEHor ; if found, branch to move enemy horizontally + and #%01000000 ; check for d6 set + beq SteadM ; if not set, branch to something else + lda Enemy_ID,x + cmp #PowerUpObject ; check for power-up object + beq SteadM + bne SlowM ; if any other object where d6 set, jump to set Y +MEHor: + jmp MoveEnemyHorizontally ; jump here to move enemy horizontally for <> $2e and d6 set -SlowM: ldy #$01 ; if branched here, increment Y to slow horizontal movement -SteadM: lda Enemy_X_Speed,x ; get current horizontal speed - pha ; save to stack - bpl AddHS ; if not moving or moving right, skip, leave Y alone - iny - iny ; otherwise increment Y to next data -AddHS: clc - adc XSpeedAdderData,y ; add value here to slow enemy down if necessary - sta Enemy_X_Speed,x ; save as horizontal speed temporarily - jsr MoveEnemyHorizontally ; then do a sub to move horizontally - pla - sta Enemy_X_Speed,x ; get old horizontal speed from stack and return to - rts ; original memory location, then leave +SlowM: + ldy #$01 ; if branched here, increment Y to slow horizontal movement +SteadM: + lda Enemy_X_Speed,x ; get current horizontal speed + pha ; save to stack + bpl AddHS ; if not moving or moving right, skip, leave Y alone + iny + iny ; otherwise increment Y to next data +AddHS: + clc + adc XSpeedAdderData,y ; add value here to slow enemy down if necessary + sta Enemy_X_Speed,x ; save as horizontal speed temporarily + jsr MoveEnemyHorizontally ; then do a sub to move horizontally + pla + sta Enemy_X_Speed,x ; get old horizontal speed from stack and return to + rts ; original memory location, then leave ReviveStunned: - lda EnemyIntervalTimer,x ; if enemy timer not expired yet, - bne ChkKillGoomba ; skip ahead to something else - sta Enemy_State,x ; otherwise initialize enemy state to normal - lda FrameCounter - and #$01 ; get d0 of frame counter - tay ; use as Y and increment for movement direction - iny - sty Enemy_MovingDir,x ; store as pseudorandom movement direction - dey ; decrement for use as pointer - lda PrimaryHardMode ; check primary hard mode flag - beq SetRSpd ; if not set, use pointer as-is - iny - iny ; otherwise increment 2 bytes to next data -SetRSpd: lda RevivedXSpeed,y ; load and store new horizontal speed - sta Enemy_X_Speed,x ; and leave - rts + lda EnemyIntervalTimer,x ; if enemy timer not expired yet, + bne ChkKillGoomba ; skip ahead to something else + sta Enemy_State,x ; otherwise initialize enemy state to normal + lda FrameCounter + and #$01 ; get d0 of frame counter + tay ; use as Y and increment for movement direction + iny + sty Enemy_MovingDir,x ; store as pseudorandom movement direction + dey ; decrement for use as pointer + lda PrimaryHardMode ; check primary hard mode flag + beq SetRSpd ; if not set, use pointer as-is + iny + iny ; otherwise increment 2 bytes to next data +SetRSpd: + lda RevivedXSpeed,y ; load and store new horizontal speed + sta Enemy_X_Speed,x ; and leave + rts MoveDefeatedEnemy: - jsr MoveD_EnemyVertically ; execute sub to move defeated enemy downwards - jmp MoveEnemyHorizontally ; now move defeated enemy horizontally + jsr MoveD_EnemyVertically ; execute sub to move defeated enemy downwards + jmp MoveEnemyHorizontally ; now move defeated enemy horizontally ChkKillGoomba: - cmp #$0e ; check to see if enemy timer has reached - bne NKGmba ; a certain point, and branch to leave if not - lda Enemy_ID,x - cmp #Goomba ; check for goomba object - bne NKGmba ; branch if not found - jsr EraseEnemyObject ; otherwise, kill this goomba object -NKGmba: rts ; leave! + cmp #$0e ; check to see if enemy timer has reached + bne NKGmba ; a certain point, and branch to leave if not + lda Enemy_ID,x + cmp #Goomba ; check for goomba object + bne NKGmba ; branch if not found + jsr EraseEnemyObject ; otherwise, kill this goomba object +NKGmba: + rts ; leave! ;-------------------------------- MoveJumpingEnemy: - jsr MoveJ_EnemyVertically ; do a sub to impose gravity on green paratroopa - jmp MoveEnemyHorizontally ; jump to move enemy horizontally + jsr MoveJ_EnemyVertically ; do a sub to impose gravity on green paratroopa + jmp MoveEnemyHorizontally ; jump to move enemy horizontally ;-------------------------------- ProcMoveRedPTroopa: - lda Enemy_Y_Speed,x - ora Enemy_Y_MoveForce,x ; check for any vertical force or speed - bne MoveRedPTUpOrDown ; branch if any found - sta Enemy_YMF_Dummy,x ; initialize something here - lda Enemy_Y_Position,x ; check current vs. original vertical coordinate - cmp RedPTroopaOrigXPos,x - bcs MoveRedPTUpOrDown ; if current => original, skip ahead to more code - lda FrameCounter ; get frame counter - and #%00000111 ; mask out all but 3 LSB - bne NoIncPT ; if any bits set, branch to leave - inc Enemy_Y_Position,x ; otherwise increment red paratroopa's vertical position -NoIncPT: rts ; leave + lda Enemy_Y_Speed,x + ora Enemy_Y_MoveForce,x ; check for any vertical force or speed + bne MoveRedPTUpOrDown ; branch if any found + sta Enemy_YMF_Dummy,x ; initialize something here + lda Enemy_Y_Position,x ; check current vs. original vertical coordinate + cmp RedPTroopaOrigXPos,x + bcs MoveRedPTUpOrDown ; if current => original, skip ahead to more code + lda FrameCounter ; get frame counter + and #%00000111 ; mask out all but 3 LSB + bne NoIncPT ; if any bits set, branch to leave + inc Enemy_Y_Position,x ; otherwise increment red paratroopa's vertical position +NoIncPT: + rts ; leave MoveRedPTUpOrDown: - lda Enemy_Y_Position,x ; check current vs. central vertical coordinate - cmp RedPTroopaCenterYPos,x - bcc MovPTDwn ; if current < central, jump to move downwards - jmp MoveRedPTroopaUp ; otherwise jump to move upwards -MovPTDwn: jmp MoveRedPTroopaDown ; move downwards + lda Enemy_Y_Position,x ; check current vs. central vertical coordinate + cmp RedPTroopaCenterYPos,x + bcc MovPTDwn ; if current < central, jump to move downwards + jmp MoveRedPTroopaUp ; otherwise jump to move upwards +MovPTDwn: + jmp MoveRedPTroopaDown ; move downwards ;-------------------------------- ; $00 - used to store adder for movement, also used as adder for platform ; $01 - used to store maximum value for secondary counter MoveFlyGreenPTroopa: - jsr XMoveCntr_GreenPTroopa ; do sub to increment primary and secondary counters - jsr MoveWithXMCntrs ; do sub to move green paratroopa accordingly, and horizontally - ldy #$01 ; set Y to move green paratroopa down - lda FrameCounter - and #%00000011 ; check frame counter 2 LSB for any bits set - bne NoMGPT ; branch to leave if set to move up/down every fourth frame - lda FrameCounter - and #%01000000 ; check frame counter for d6 set - bne YSway ; branch to move green paratroopa down if set - ldy #$ff ; otherwise set Y to move green paratroopa up -YSway: sty $00 ; store adder here - lda Enemy_Y_Position,x - clc ; add or subtract from vertical position - adc $00 ; to give green paratroopa a wavy flight - sta Enemy_Y_Position,x -NoMGPT: rts ; leave! + jsr XMoveCntr_GreenPTroopa ; do sub to increment primary and secondary counters + jsr MoveWithXMCntrs ; do sub to move green paratroopa accordingly, and horizontally + ldy #$01 ; set Y to move green paratroopa down + lda FrameCounter + and #%00000011 ; check frame counter 2 LSB for any bits set + bne NoMGPT ; branch to leave if set to move up/down every fourth frame + lda FrameCounter + and #%01000000 ; check frame counter for d6 set + bne YSway ; branch to move green paratroopa down if set + ldy #$ff ; otherwise set Y to move green paratroopa up +YSway: + sty $00 ; store adder here + lda Enemy_Y_Position,x + clc ; add or subtract from vertical position + adc $00 ; to give green paratroopa a wavy flight + sta Enemy_Y_Position,x +NoMGPT: + rts ; leave! XMoveCntr_GreenPTroopa: - lda #$13 ; load preset maximum value for secondary counter + lda #$13 ; load preset maximum value for secondary counter XMoveCntr_Platform: - sta $01 ; store value here - lda FrameCounter - and #%00000011 ; branch to leave if not on - bne NoIncXM ; every fourth frame - ldy XMoveSecondaryCounter,x ; get secondary counter - lda XMovePrimaryCounter,x ; get primary counter - lsr - bcs DecSeXM ; if d0 of primary counter set, branch elsewhere - cpy $01 ; compare secondary counter to preset maximum value - beq IncPXM ; if equal, branch ahead of this part - inc XMoveSecondaryCounter,x ; increment secondary counter and leave -NoIncXM: rts -IncPXM: inc XMovePrimaryCounter,x ; increment primary counter and leave - rts -DecSeXM: tya ; put secondary counter in A - beq IncPXM ; if secondary counter at zero, branch back - dec XMoveSecondaryCounter,x ; otherwise decrement secondary counter and leave - rts + sta $01 ; store value here + lda FrameCounter + and #%00000011 ; branch to leave if not on + bne NoIncXM ; every fourth frame + ldy XMoveSecondaryCounter,x ; get secondary counter + lda XMovePrimaryCounter,x ; get primary counter + lsr + bcs DecSeXM ; if d0 of primary counter set, branch elsewhere + cpy $01 ; compare secondary counter to preset maximum value + beq IncPXM ; if equal, branch ahead of this part + inc XMoveSecondaryCounter,x ; increment secondary counter and leave +NoIncXM: + rts +IncPXM: + inc XMovePrimaryCounter,x ; increment primary counter and leave + rts +DecSeXM: + tya ; put secondary counter in A + beq IncPXM ; if secondary counter at zero, branch back + dec XMoveSecondaryCounter,x ; otherwise decrement secondary counter and leave + rts MoveWithXMCntrs: - lda XMoveSecondaryCounter,x ; save secondary counter to stack - pha - ldy #$01 ; set value here by default - lda XMovePrimaryCounter,x - and #%00000010 ; if d1 of primary counter is - bne XMRight ; set, branch ahead of this part here - lda XMoveSecondaryCounter,x - eor #$ff ; otherwise change secondary - clc ; counter to two's compliment - adc #$01 - sta XMoveSecondaryCounter,x - ldy #$02 ; load alternate value here -XMRight: sty Enemy_MovingDir,x ; store as moving direction - jsr MoveEnemyHorizontally - sta $00 ; save value obtained from sub here - pla ; get secondary counter from stack - sta XMoveSecondaryCounter,x ; and return to original place - rts + lda XMoveSecondaryCounter,x ; save secondary counter to stack + pha + ldy #$01 ; set value here by default + lda XMovePrimaryCounter,x + and #%00000010 ; if d1 of primary counter is + bne XMRight ; set, branch ahead of this part here + lda XMoveSecondaryCounter,x + eor #$ff ; otherwise change secondary + clc ; counter to two's compliment + adc #$01 + sta XMoveSecondaryCounter,x + ldy #$02 ; load alternate value here +XMRight: + sty Enemy_MovingDir,x ; store as moving direction + jsr MoveEnemyHorizontally + sta $00 ; save value obtained from sub here + pla ; get secondary counter from stack + sta XMoveSecondaryCounter,x ; and return to original place + rts ;-------------------------------- BlooberBitmasks: - .byte %00111111, %00000011 + .byte %00111111, %00000011 MoveBloober: - lda Enemy_State,x - and #%00100000 ; check enemy state for d5 set - bne MoveDefeatedBloober ; branch if set to move defeated bloober - ldy SecondaryHardMode ; use secondary hard mode flag as offset - lda PseudoRandomBitReg+1,x ; get LSFR - and BlooberBitmasks,y ; mask out bits in LSFR using bitmask loaded with offset - bne BlooberSwim ; if any bits set, skip ahead to make swim - txa - lsr ; check to see if on second or fourth slot (1 or 3) - bcc FBLeft ; if not, branch to figure out moving direction - ldy Player_MovingDir ; otherwise, load player's moving direction and - bcs SBMDir ; do an unconditional branch to set -FBLeft: ldy #$02 ; set left moving direction by default - jsr PlayerEnemyDiff ; get horizontal difference between player and bloober - bpl SBMDir ; if enemy to the right of player, keep left - dey ; otherwise decrement to set right moving direction -SBMDir: sty Enemy_MovingDir,x ; set moving direction of bloober, then continue on here + lda Enemy_State,x + and #%00100000 ; check enemy state for d5 set + bne MoveDefeatedBloober ; branch if set to move defeated bloober + ldy SecondaryHardMode ; use secondary hard mode flag as offset + lda PseudoRandomBitReg+1,x ; get LSFR + and BlooberBitmasks,y ; mask out bits in LSFR using bitmask loaded with offset + bne BlooberSwim ; if any bits set, skip ahead to make swim + txa + lsr ; check to see if on second or fourth slot (1 or 3) + bcc FBLeft ; if not, branch to figure out moving direction + ldy Player_MovingDir ; otherwise, load player's moving direction and + bcs SBMDir ; do an unconditional branch to set +FBLeft: + ldy #$02 ; set left moving direction by default + jsr PlayerEnemyDiff ; get horizontal difference between player and bloober + bpl SBMDir ; if enemy to the right of player, keep left + dey ; otherwise decrement to set right moving direction +SBMDir: + sty Enemy_MovingDir,x ; set moving direction of bloober, then continue on here BlooberSwim: - jsr ProcSwimmingB ; execute sub to make bloober swim characteristically - lda Enemy_Y_Position,x ; get vertical coordinate - sec - sbc Enemy_Y_MoveForce,x ; subtract movement force - cmp #$20 ; check to see if position is above edge of status bar - bcc SwimX ; if so, don't do it - sta Enemy_Y_Position,x ; otherwise, set new vertical position, make bloober swim -SwimX: ldy Enemy_MovingDir,x ; check moving direction - dey - bne LeftSwim ; if moving to the left, branch to second part - lda Enemy_X_Position,x - clc ; add movement speed to horizontal coordinate - adc BlooperMoveSpeed,x - sta Enemy_X_Position,x ; store result as new horizontal coordinate - lda Enemy_PageLoc,x - adc #$00 ; add carry to page location - sta Enemy_PageLoc,x ; store as new page location and leave - rts + jsr ProcSwimmingB ; execute sub to make bloober swim characteristically + lda Enemy_Y_Position,x ; get vertical coordinate + sec + sbc Enemy_Y_MoveForce,x ; subtract movement force + cmp #$20 ; check to see if position is above edge of status bar + bcc SwimX ; if so, don't do it + sta Enemy_Y_Position,x ; otherwise, set new vertical position, make bloober swim +SwimX: + ldy Enemy_MovingDir,x ; check moving direction + dey + bne LeftSwim ; if moving to the left, branch to second part + lda Enemy_X_Position,x + clc ; add movement speed to horizontal coordinate + adc BlooperMoveSpeed,x + sta Enemy_X_Position,x ; store result as new horizontal coordinate + lda Enemy_PageLoc,x + adc #$00 ; add carry to page location + sta Enemy_PageLoc,x ; store as new page location and leave + rts LeftSwim: - lda Enemy_X_Position,x - sec ; subtract movement speed from horizontal coordinate - sbc BlooperMoveSpeed,x - sta Enemy_X_Position,x ; store result as new horizontal coordinate - lda Enemy_PageLoc,x - sbc #$00 ; subtract borrow from page location - sta Enemy_PageLoc,x ; store as new page location and leave - rts + lda Enemy_X_Position,x + sec ; subtract movement speed from horizontal coordinate + sbc BlooperMoveSpeed,x + sta Enemy_X_Position,x ; store result as new horizontal coordinate + lda Enemy_PageLoc,x + sbc #$00 ; subtract borrow from page location + sta Enemy_PageLoc,x ; store as new page location and leave + rts MoveDefeatedBloober: - jmp MoveEnemySlowVert ; jump to move defeated bloober downwards + jmp MoveEnemySlowVert ; jump to move defeated bloober downwards ProcSwimmingB: - lda BlooperMoveCounter,x ; get enemy's movement counter - and #%00000010 ; check for d1 set - bne ChkForFloatdown ; branch if set - lda FrameCounter - and #%00000111 ; get 3 LSB of frame counter - pha ; and save it to the stack - lda BlooperMoveCounter,x ; get enemy's movement counter - lsr ; check for d0 set - bcs SlowSwim ; branch if set - pla ; pull 3 LSB of frame counter from the stack - bne BSwimE ; branch to leave, execute code only every eighth frame - lda Enemy_Y_MoveForce,x - clc ; add to movement force to speed up swim - adc #$01 - sta Enemy_Y_MoveForce,x ; set movement force - sta BlooperMoveSpeed,x ; set as movement speed - cmp #$02 - bne BSwimE ; if certain horizontal speed, branch to leave - inc BlooperMoveCounter,x ; otherwise increment movement counter -BSwimE: rts + lda BlooperMoveCounter,x ; get enemy's movement counter + and #%00000010 ; check for d1 set + bne ChkForFloatdown ; branch if set + lda FrameCounter + and #%00000111 ; get 3 LSB of frame counter + pha ; and save it to the stack + lda BlooperMoveCounter,x ; get enemy's movement counter + lsr ; check for d0 set + bcs SlowSwim ; branch if set + pla ; pull 3 LSB of frame counter from the stack + bne BSwimE ; branch to leave, execute code only every eighth frame + lda Enemy_Y_MoveForce,x + clc ; add to movement force to speed up swim + adc #$01 + sta Enemy_Y_MoveForce,x ; set movement force + sta BlooperMoveSpeed,x ; set as movement speed + cmp #$02 + bne BSwimE ; if certain horizontal speed, branch to leave + inc BlooperMoveCounter,x ; otherwise increment movement counter +BSwimE: + rts SlowSwim: - pla ; pull 3 LSB of frame counter from the stack - bne NoSSw ; branch to leave, execute code only every eighth frame - lda Enemy_Y_MoveForce,x - sec ; subtract from movement force to slow swim - sbc #$01 - sta Enemy_Y_MoveForce,x ; set movement force - sta BlooperMoveSpeed,x ; set as movement speed - bne NoSSw ; if any speed, branch to leave - inc BlooperMoveCounter,x ; otherwise increment movement counter - lda #$02 - sta EnemyIntervalTimer,x ; set enemy's timer -NoSSw: rts ; leave + pla ; pull 3 LSB of frame counter from the stack + bne NoSSw ; branch to leave, execute code only every eighth frame + lda Enemy_Y_MoveForce,x + sec ; subtract from movement force to slow swim + sbc #$01 + sta Enemy_Y_MoveForce,x ; set movement force + sta BlooperMoveSpeed,x ; set as movement speed + bne NoSSw ; if any speed, branch to leave + inc BlooperMoveCounter,x ; otherwise increment movement counter + lda #$02 + sta EnemyIntervalTimer,x ; set enemy's timer +NoSSw: + rts ; leave ChkForFloatdown: - lda EnemyIntervalTimer,x ; get enemy timer - beq ChkNearPlayer ; branch if expired + lda EnemyIntervalTimer,x ; get enemy timer + beq ChkNearPlayer ; branch if expired Floatdown: - lda FrameCounter ; get frame counter - lsr ; check for d0 set - bcs NoFD ; branch to leave on every other frame - inc Enemy_Y_Position,x ; otherwise increment vertical coordinate -NoFD: rts ; leave + lda FrameCounter ; get frame counter + lsr ; check for d0 set + bcs NoFD ; branch to leave on every other frame + inc Enemy_Y_Position,x ; otherwise increment vertical coordinate +NoFD: + rts ; leave ChkNearPlayer: - lda Enemy_Y_Position,x ; get vertical coordinate - adc #$10 ; add sixteen pixels - cmp Player_Y_Position ; compare result with player's vertical coordinate - bcc Floatdown ; if modified vertical less than player's, branch - lda #$00 - sta BlooperMoveCounter,x ; otherwise nullify movement counter - rts + lda Enemy_Y_Position,x ; get vertical coordinate + adc #$10 ; add sixteen pixels + cmp Player_Y_Position ; compare result with player's vertical coordinate + bcc Floatdown ; if modified vertical less than player's, branch + lda #$00 + sta BlooperMoveCounter,x ; otherwise nullify movement counter + rts ;-------------------------------- MoveBulletBill: - lda Enemy_State,x ; check bullet bill's enemy object state for d5 set - and #%00100000 - beq NotDefB ; if not set, continue with movement code - jmp MoveJ_EnemyVertically ; otherwise jump to move defeated bullet bill downwards -NotDefB: lda #$e8 ; set bullet bill's horizontal speed - sta Enemy_X_Speed,x ; and move it accordingly (note: this bullet bill - jmp MoveEnemyHorizontally ; object occurs in frenzy object $17, not from cannons) + lda Enemy_State,x ; check bullet bill's enemy object state for d5 set + and #%00100000 + beq NotDefB ; if not set, continue with movement code + jmp MoveJ_EnemyVertically ; otherwise jump to move defeated bullet bill downwards +NotDefB: + lda #$e8 ; set bullet bill's horizontal speed + sta Enemy_X_Speed,x ; and move it accordingly (note: this bullet bill + jmp MoveEnemyHorizontally ; object occurs in frenzy object $17, not from cannons) ;-------------------------------- ; $02 - used to hold preset values ; $03 - used to hold enemy state SwimCCXMoveData: - .byte $40, $80 - .byte $04, $04 ; residual data, not used + .byte $40, $80 + .byte $04, $04 ; residual data, not used MoveSwimmingCheepCheep: - lda Enemy_State,x ; check cheep-cheep's enemy object state - and #%00100000 ; for d5 set - beq CCSwim ; if not set, continue with movement code - jmp MoveEnemySlowVert ; otherwise jump to move defeated cheep-cheep downwards -CCSwim: sta $03 ; save enemy state in $03 - lda Enemy_ID,x ; get enemy identifier - sec - sbc #$0a ; subtract ten for cheep-cheep identifiers - tay ; use as offset - lda SwimCCXMoveData,y ; load value here - sta $02 - lda Enemy_X_MoveForce,x ; load horizontal force - sec - sbc $02 ; subtract preset value from horizontal force - sta Enemy_X_MoveForce,x ; store as new horizontal force - lda Enemy_X_Position,x ; get horizontal coordinate - sbc #$00 ; subtract borrow (thus moving it slowly) - sta Enemy_X_Position,x ; and save as new horizontal coordinate - lda Enemy_PageLoc,x - sbc #$00 ; subtract borrow again, this time from the - sta Enemy_PageLoc,x ; page location, then save - lda #$20 - sta $02 ; save new value here - cpx #$02 ; check enemy object offset - bcc ExSwCC ; if in first or second slot, branch to leave - lda CheepCheepMoveMFlag,x ; check movement flag - cmp #$10 ; if movement speed set to $00, - bcc CCSwimUpwards ; branch to move upwards - lda Enemy_YMF_Dummy,x - clc - adc $02 ; add preset value to dummy variable to get carry - sta Enemy_YMF_Dummy,x ; and save dummy - lda Enemy_Y_Position,x ; get vertical coordinate - adc $03 ; add carry to it plus enemy state to slowly move it downwards - sta Enemy_Y_Position,x ; save as new vertical coordinate - lda Enemy_Y_HighPos,x - adc #$00 ; add carry to page location and - jmp ChkSwimYPos ; jump to end of movement code + lda Enemy_State,x ; check cheep-cheep's enemy object state + and #%00100000 ; for d5 set + beq CCSwim ; if not set, continue with movement code + jmp MoveEnemySlowVert ; otherwise jump to move defeated cheep-cheep downwards +CCSwim: + sta $03 ; save enemy state in $03 + lda Enemy_ID,x ; get enemy identifier + sec + sbc #$0a ; subtract ten for cheep-cheep identifiers + tay ; use as offset + lda SwimCCXMoveData,y ; load value here + sta $02 + lda Enemy_X_MoveForce,x ; load horizontal force + sec + sbc $02 ; subtract preset value from horizontal force + sta Enemy_X_MoveForce,x ; store as new horizontal force + lda Enemy_X_Position,x ; get horizontal coordinate + sbc #$00 ; subtract borrow (thus moving it slowly) + sta Enemy_X_Position,x ; and save as new horizontal coordinate + lda Enemy_PageLoc,x + sbc #$00 ; subtract borrow again, this time from the + sta Enemy_PageLoc,x ; page location, then save + lda #$20 + sta $02 ; save new value here + cpx #$02 ; check enemy object offset + bcc ExSwCC ; if in first or second slot, branch to leave + lda CheepCheepMoveMFlag,x ; check movement flag + cmp #$10 ; if movement speed set to $00, + bcc CCSwimUpwards ; branch to move upwards + lda Enemy_YMF_Dummy,x + clc + adc $02 ; add preset value to dummy variable to get carry + sta Enemy_YMF_Dummy,x ; and save dummy + lda Enemy_Y_Position,x ; get vertical coordinate + adc $03 ; add carry to it plus enemy state to slowly move it downwards + sta Enemy_Y_Position,x ; save as new vertical coordinate + lda Enemy_Y_HighPos,x + adc #$00 ; add carry to page location and + jmp ChkSwimYPos ; jump to end of movement code CCSwimUpwards: - lda Enemy_YMF_Dummy,x - sec - sbc $02 ; subtract preset value to dummy variable to get borrow - sta Enemy_YMF_Dummy,x ; and save dummy - lda Enemy_Y_Position,x ; get vertical coordinate - sbc $03 ; subtract borrow to it plus enemy state to slowly move it upwards - sta Enemy_Y_Position,x ; save as new vertical coordinate - lda Enemy_Y_HighPos,x - sbc #$00 ; subtract borrow from page location + lda Enemy_YMF_Dummy,x + sec + sbc $02 ; subtract preset value to dummy variable to get borrow + sta Enemy_YMF_Dummy,x ; and save dummy + lda Enemy_Y_Position,x ; get vertical coordinate + sbc $03 ; subtract borrow to it plus enemy state to slowly move it upwards + sta Enemy_Y_Position,x ; save as new vertical coordinate + lda Enemy_Y_HighPos,x + sbc #$00 ; subtract borrow from page location ChkSwimYPos: - sta Enemy_Y_HighPos,x ; save new page location here - ldy #$00 ; load movement speed to upwards by default - lda Enemy_Y_Position,x ; get vertical coordinate - sec - sbc CheepCheepOrigYPos,x ; subtract original coordinate from current - bpl YPDiff ; if result positive, skip to next part - ldy #$10 ; otherwise load movement speed to downwards - eor #$ff - clc ; get two's compliment of result - adc #$01 ; to obtain total difference of original vs. current -YPDiff: cmp #$0f ; if difference between original vs. current vertical - bcc ExSwCC ; coordinates < 15 pixels, leave movement speed alone - tya - sta CheepCheepMoveMFlag,x ; otherwise change movement speed -ExSwCC: rts ; leave + sta Enemy_Y_HighPos,x ; save new page location here + ldy #$00 ; load movement speed to upwards by default + lda Enemy_Y_Position,x ; get vertical coordinate + sec + sbc CheepCheepOrigYPos,x ; subtract original coordinate from current + bpl YPDiff ; if result positive, skip to next part + ldy #$10 ; otherwise load movement speed to downwards + eor #$ff + clc ; get two's compliment of result + adc #$01 ; to obtain total difference of original vs. current +YPDiff: + cmp #$0f ; if difference between original vs. current vertical + bcc ExSwCC ; coordinates < 15 pixels, leave movement speed alone + tya + sta CheepCheepMoveMFlag,x ; otherwise change movement speed +ExSwCC: + rts ; leave ;-------------------------------- ; $00 - used as counter for firebar parts @@ -9665,988 +10240,1061 @@ ExSwCC: rts ; leave ; vertical adder is same + 8 bytes, two's compliment ; if greater than $08 for proper oscillation FirebarPosLookupTbl: - .byte $00, $01, $03, $04, $05, $06, $07, $07, $08 - .byte $00, $03, $06, $09, $0b, $0d, $0e, $0f, $10 - .byte $00, $04, $09, $0d, $10, $13, $16, $17, $18 - .byte $00, $06, $0c, $12, $16, $1a, $1d, $1f, $20 - .byte $00, $07, $0f, $16, $1c, $21, $25, $27, $28 - .byte $00, $09, $12, $1b, $21, $27, $2c, $2f, $30 - .byte $00, $0b, $15, $1f, $27, $2e, $33, $37, $38 - .byte $00, $0c, $18, $24, $2d, $35, $3b, $3e, $40 - .byte $00, $0e, $1b, $28, $32, $3b, $42, $46, $48 - .byte $00, $0f, $1f, $2d, $38, $42, $4a, $4e, $50 - .byte $00, $11, $22, $31, $3e, $49, $51, $56, $58 + .byte $00, $01, $03, $04, $05, $06, $07, $07, $08 + .byte $00, $03, $06, $09, $0b, $0d, $0e, $0f, $10 + .byte $00, $04, $09, $0d, $10, $13, $16, $17, $18 + .byte $00, $06, $0c, $12, $16, $1a, $1d, $1f, $20 + .byte $00, $07, $0f, $16, $1c, $21, $25, $27, $28 + .byte $00, $09, $12, $1b, $21, $27, $2c, $2f, $30 + .byte $00, $0b, $15, $1f, $27, $2e, $33, $37, $38 + .byte $00, $0c, $18, $24, $2d, $35, $3b, $3e, $40 + .byte $00, $0e, $1b, $28, $32, $3b, $42, $46, $48 + .byte $00, $0f, $1f, $2d, $38, $42, $4a, $4e, $50 + .byte $00, $11, $22, $31, $3e, $49, $51, $56, $58 FirebarMirrorData: - .byte $01, $03, $02, $00 + .byte $01, $03, $02, $00 FirebarTblOffsets: - .byte $00, $09, $12, $1b, $24, $2d - .byte $36, $3f, $48, $51, $5a, $63 + .byte $00, $09, $12, $1b, $24, $2d + .byte $36, $3f, $48, $51, $5a, $63 FirebarYPos: - .byte $0c, $18 + .byte $0c, $18 ProcFirebar: - jsr GetEnemyOffscreenBits ; get offscreen information - lda Enemy_OffscreenBits ; check for d3 set - and #%00001000 ; if so, branch to leave - bne SkipFBar - lda TimerControl ; if master timer control set, branch - bne SusFbar ; ahead of this part - lda FirebarSpinSpeed,x ; load spinning speed of firebar - jsr FirebarSpin ; modify current spinstate - and #%00011111 ; mask out all but 5 LSB - sta FirebarSpinState_High,x ; and store as new high byte of spinstate -SusFbar: lda FirebarSpinState_High,x ; get high byte of spinstate - ldy Enemy_ID,x ; check enemy identifier - cpy #$1f - bcc SetupGFB ; if < $1f (long firebar), branch - cmp #$08 ; check high byte of spinstate - beq SkpFSte ; if eight, branch to change - cmp #$18 - bne SetupGFB ; if not at twenty-four branch to not change -SkpFSte: clc - adc #$01 ; add one to spinning thing to avoid horizontal state - sta FirebarSpinState_High,x -SetupGFB: sta $ef ; save high byte of spinning thing, modified or otherwise - jsr RelativeEnemyPosition ; get relative coordinates to screen - jsr GetFirebarPosition ; do a sub here (residual, too early to be used now) - ldy Enemy_SprDataOffset,x ; get OAM data offset - lda Enemy_Rel_YPos ; get relative vertical coordinate - sta Sprite_Y_Position,y ; store as Y in OAM data - sta $07 ; also save here - lda Enemy_Rel_XPos ; get relative horizontal coordinate - sta Sprite_X_Position,y ; store as X in OAM data - sta $06 ; also save here - lda #$01 - sta $00 ; set $01 value here (not necessary) - jsr FirebarCollision ; draw fireball part and do collision detection - ldy #$05 ; load value for short firebars by default - lda Enemy_ID,x - cmp #$1f ; are we doing a long firebar? - bcc SetMFbar ; no, branch then - ldy #$0b ; otherwise load value for long firebars -SetMFbar: sty $ed ; store maximum value for length of firebars - lda #$00 - sta $00 ; initialize counter here -DrawFbar: lda $ef ; load high byte of spinstate - jsr GetFirebarPosition ; get fireball position data depending on firebar part - jsr DrawFirebar_Collision ; position it properly, draw it and do collision detection - lda $00 ; check which firebar part - cmp #$04 - bne NextFbar - ldy DuplicateObj_Offset ; if we arrive at fifth firebar part, - lda Enemy_SprDataOffset,y ; get offset from long firebar and load OAM data offset - sta $06 ; using long firebar offset, then store as new one here -NextFbar: inc $00 ; move onto the next firebar part - lda $00 - cmp $ed ; if we end up at the maximum part, go on and leave - bcc DrawFbar ; otherwise go back and do another -SkipFBar: rts + jsr GetEnemyOffscreenBits ; get offscreen information + lda Enemy_OffscreenBits ; check for d3 set + and #%00001000 ; if so, branch to leave + bne SkipFBar + lda TimerControl ; if master timer control set, branch + bne SusFbar ; ahead of this part + lda FirebarSpinSpeed,x ; load spinning speed of firebar + jsr FirebarSpin ; modify current spinstate + and #%00011111 ; mask out all but 5 LSB + sta FirebarSpinState_High,x ; and store as new high byte of spinstate +SusFbar: + lda FirebarSpinState_High,x ; get high byte of spinstate + ldy Enemy_ID,x ; check enemy identifier + cpy #$1f + bcc SetupGFB ; if < $1f (long firebar), branch + cmp #$08 ; check high byte of spinstate + beq SkpFSte ; if eight, branch to change + cmp #$18 + bne SetupGFB ; if not at twenty-four branch to not change +SkpFSte: + clc + adc #$01 ; add one to spinning thing to avoid horizontal state + sta FirebarSpinState_High,x +SetupGFB: + sta $ef ; save high byte of spinning thing, modified or otherwise + jsr RelativeEnemyPosition ; get relative coordinates to screen + jsr GetFirebarPosition ; do a sub here (residual, too early to be used now) + ldy Enemy_SprDataOffset,x ; get OAM data offset + lda Enemy_Rel_YPos ; get relative vertical coordinate + sta Sprite_Y_Position,y ; store as Y in OAM data + sta $07 ; also save here + lda Enemy_Rel_XPos ; get relative horizontal coordinate + sta Sprite_X_Position,y ; store as X in OAM data + sta $06 ; also save here + lda #$01 + sta $00 ; set $01 value here (not necessary) + jsr FirebarCollision ; draw fireball part and do collision detection + ldy #$05 ; load value for short firebars by default + lda Enemy_ID,x + cmp #$1f ; are we doing a long firebar? + bcc SetMFbar ; no, branch then + ldy #$0b ; otherwise load value for long firebars +SetMFbar: + sty $ed ; store maximum value for length of firebars + lda #$00 + sta $00 ; initialize counter here +DrawFbar: + lda $ef ; load high byte of spinstate + jsr GetFirebarPosition ; get fireball position data depending on firebar part + jsr DrawFirebar_Collision ; position it properly, draw it and do collision detection + lda $00 ; check which firebar part + cmp #$04 + bne NextFbar + ldy DuplicateObj_Offset ; if we arrive at fifth firebar part, + lda Enemy_SprDataOffset,y ; get offset from long firebar and load OAM data offset + sta $06 ; using long firebar offset, then store as new one here +NextFbar: + inc $00 ; move onto the next firebar part + lda $00 + cmp $ed ; if we end up at the maximum part, go on and leave + bcc DrawFbar ; otherwise go back and do another +SkipFBar: + rts DrawFirebar_Collision: - lda $03 ; store mirror data elsewhere - sta $05 - ldy $06 ; load OAM data offset for firebar - lda $01 ; load horizontal adder we got from position loader - lsr $05 ; shift LSB of mirror data - bcs AddHA ; if carry was set, skip this part - eor #$ff - adc #$01 ; otherwise get two's compliment of horizontal adder -AddHA: clc ; add horizontal coordinate relative to screen to - adc Enemy_Rel_XPos ; horizontal adder, modified or otherwise - sta Sprite_X_Position,y ; store as X coordinate here - sta $06 ; store here for now, note offset is saved in Y still - cmp Enemy_Rel_XPos ; compare X coordinate of sprite to original X of firebar - bcs SubtR1 ; if sprite coordinate => original coordinate, branch - lda Enemy_Rel_XPos - sec ; otherwise subtract sprite X from the - sbc $06 ; original one and skip this part - jmp ChkFOfs -SubtR1: sec ; subtract original X from the - sbc Enemy_Rel_XPos ; current sprite X -ChkFOfs: cmp #$59 ; if difference of coordinates within a certain range, - bcc VAHandl ; continue by handling vertical adder - lda #$f8 ; otherwise, load offscreen Y coordinate - bne SetVFbr ; and unconditionally branch to move sprite offscreen -VAHandl: lda Enemy_Rel_YPos ; if vertical relative coordinate offscreen, - cmp #$f8 ; skip ahead of this part and write into sprite Y coordinate - beq SetVFbr - lda $02 ; load vertical adder we got from position loader - lsr $05 ; shift LSB of mirror data one more time - bcs AddVA ; if carry was set, skip this part - eor #$ff - adc #$01 ; otherwise get two's compliment of second part -AddVA: clc ; add vertical coordinate relative to screen to - adc Enemy_Rel_YPos ; the second data, modified or otherwise -SetVFbr: sta Sprite_Y_Position,y ; store as Y coordinate here - sta $07 ; also store here for now + lda $03 ; store mirror data elsewhere + sta $05 + ldy $06 ; load OAM data offset for firebar + lda $01 ; load horizontal adder we got from position loader + lsr $05 ; shift LSB of mirror data + bcs AddHA ; if carry was set, skip this part + eor #$ff + adc #$01 ; otherwise get two's compliment of horizontal adder +AddHA: + clc ; add horizontal coordinate relative to screen to + adc Enemy_Rel_XPos ; horizontal adder, modified or otherwise + sta Sprite_X_Position,y ; store as X coordinate here + sta $06 ; store here for now, note offset is saved in Y still + cmp Enemy_Rel_XPos ; compare X coordinate of sprite to original X of firebar + bcs SubtR1 ; if sprite coordinate => original coordinate, branch + lda Enemy_Rel_XPos + sec ; otherwise subtract sprite X from the + sbc $06 ; original one and skip this part + jmp ChkFOfs +SubtR1: + sec ; subtract original X from the + sbc Enemy_Rel_XPos ; current sprite X +ChkFOfs: + cmp #$59 ; if difference of coordinates within a certain range, + bcc VAHandl ; continue by handling vertical adder + lda #$f8 ; otherwise, load offscreen Y coordinate + bne SetVFbr ; and unconditionally branch to move sprite offscreen +VAHandl: + lda Enemy_Rel_YPos ; if vertical relative coordinate offscreen, + cmp #$f8 ; skip ahead of this part and write into sprite Y coordinate + beq SetVFbr + lda $02 ; load vertical adder we got from position loader + lsr $05 ; shift LSB of mirror data one more time + bcs AddVA ; if carry was set, skip this part + eor #$ff + adc #$01 ; otherwise get two's compliment of second part +AddVA: + clc ; add vertical coordinate relative to screen to + adc Enemy_Rel_YPos ; the second data, modified or otherwise +SetVFbr: + sta Sprite_Y_Position,y ; store as Y coordinate here + sta $07 ; also store here for now FirebarCollision: - jsr DrawFirebar ; run sub here to draw current tile of firebar - tya ; return OAM data offset and save - pha ; to the stack for now - lda StarInvincibleTimer ; if star mario invincibility timer - ora TimerControl ; or master timer controls set - bne NoColFB ; then skip all of this - sta $05 ; otherwise initialize counter - ldy Player_Y_HighPos - dey ; if player's vertical high byte offscreen, - bne NoColFB ; skip all of this - ldy Player_Y_Position ; get player's vertical position - lda PlayerSize ; get player's size - bne AdjSm ; if player small, branch to alter variables - lda CrouchingFlag - beq BigJp ; if player big and not crouching, jump ahead -AdjSm: inc $05 ; if small or big but crouching, execute this part - inc $05 ; first increment our counter twice (setting $02 as flag) - tya - clc ; then add 24 pixels to the player's - adc #$18 ; vertical coordinate - tay -BigJp: tya ; get vertical coordinate, altered or otherwise, from Y -FBCLoop: sec ; subtract vertical position of firebar - sbc $07 ; from the vertical coordinate of the player - bpl ChkVFBD ; if player lower on the screen than firebar, - eor #$ff ; skip two's compliment part - clc ; otherwise get two's compliment - adc #$01 -ChkVFBD: cmp #$08 ; if difference => 8 pixels, skip ahead of this part - bcs Chk2Ofs - lda $06 ; if firebar on far right on the screen, skip this, - cmp #$f0 ; because, really, what's the point? - bcs Chk2Ofs - lda Sprite_X_Position+4 ; get OAM X coordinate for sprite #1 - clc - adc #$04 ; add four pixels - sta $04 ; store here - sec ; subtract horizontal coordinate of firebar - sbc $06 ; from the X coordinate of player's sprite 1 - bpl ChkFBCl ; if modded X coordinate to the right of firebar - eor #$ff ; skip two's compliment part - clc ; otherwise get two's compliment - adc #$01 -ChkFBCl: cmp #$08 ; if difference < 8 pixels, collision, thus branch - bcc ChgSDir ; to process -Chk2Ofs: lda $05 ; if value of $02 was set earlier for whatever reason, - cmp #$02 ; branch to increment OAM offset and leave, no collision - beq NoColFB - ldy $05 ; otherwise get temp here and use as offset - lda Player_Y_Position - clc - adc FirebarYPos,y ; add value loaded with offset to player's vertical coordinate - inc $05 ; then increment temp and jump back - jmp FBCLoop -ChgSDir: ldx #$01 ; set movement direction by default - lda $04 ; if OAM X coordinate of player's sprite 1 - cmp $06 ; is greater than horizontal coordinate of firebar - bcs SetSDir ; then do not alter movement direction - inx ; otherwise increment it -SetSDir: stx Enemy_MovingDir ; store movement direction here - ldx #$00 - lda $00 ; save value written to $00 to stack - pha - jsr InjurePlayer ; perform sub to hurt or kill player - pla - sta $00 ; get value of $00 from stack -NoColFB: pla ; get OAM data offset - clc ; add four to it and save - adc #$04 - sta $06 - ldx ObjectOffset ; get enemy object buffer offset and leave - rts + jsr DrawFirebar ; run sub here to draw current tile of firebar + tya ; return OAM data offset and save + pha ; to the stack for now + lda StarInvincibleTimer ; if star mario invincibility timer + ora TimerControl ; or master timer controls set + bne NoColFB ; then skip all of this + sta $05 ; otherwise initialize counter + ldy Player_Y_HighPos + dey ; if player's vertical high byte offscreen, + bne NoColFB ; skip all of this + ldy Player_Y_Position ; get player's vertical position + lda PlayerSize ; get player's size + bne AdjSm ; if player small, branch to alter variables + lda CrouchingFlag + beq BigJp ; if player big and not crouching, jump ahead +AdjSm: + inc $05 ; if small or big but crouching, execute this part + inc $05 ; first increment our counter twice (setting $02 as flag) + tya + clc ; then add 24 pixels to the player's + adc #$18 ; vertical coordinate + tay +BigJp: + tya ; get vertical coordinate, altered or otherwise, from Y +FBCLoop: + sec ; subtract vertical position of firebar + sbc $07 ; from the vertical coordinate of the player + bpl ChkVFBD ; if player lower on the screen than firebar, + eor #$ff ; skip two's compliment part + clc ; otherwise get two's compliment + adc #$01 +ChkVFBD: + cmp #$08 ; if difference => 8 pixels, skip ahead of this part + bcs Chk2Ofs + lda $06 ; if firebar on far right on the screen, skip this, + cmp #$f0 ; because, really, what's the point? + bcs Chk2Ofs + lda Sprite_X_Position+4 ; get OAM X coordinate for sprite #1 + clc + adc #$04 ; add four pixels + sta $04 ; store here + sec ; subtract horizontal coordinate of firebar + sbc $06 ; from the X coordinate of player's sprite 1 + bpl ChkFBCl ; if modded X coordinate to the right of firebar + eor #$ff ; skip two's compliment part + clc ; otherwise get two's compliment + adc #$01 +ChkFBCl: + cmp #$08 ; if difference < 8 pixels, collision, thus branch + bcc ChgSDir ; to process +Chk2Ofs: + lda $05 ; if value of $02 was set earlier for whatever reason, + cmp #$02 ; branch to increment OAM offset and leave, no collision + beq NoColFB + ldy $05 ; otherwise get temp here and use as offset + lda Player_Y_Position + clc + adc FirebarYPos,y ; add value loaded with offset to player's vertical coordinate + inc $05 ; then increment temp and jump back + jmp FBCLoop +ChgSDir: + ldx #$01 ; set movement direction by default + lda $04 ; if OAM X coordinate of player's sprite 1 + cmp $06 ; is greater than horizontal coordinate of firebar + bcs SetSDir ; then do not alter movement direction + inx ; otherwise increment it +SetSDir: + stx Enemy_MovingDir ; store movement direction here + ldx #$00 + lda $00 ; save value written to $00 to stack + pha + jsr InjurePlayer ; perform sub to hurt or kill player + pla + sta $00 ; get value of $00 from stack +NoColFB: + pla ; get OAM data offset + clc ; add four to it and save + adc #$04 + sta $06 + ldx ObjectOffset ; get enemy object buffer offset and leave + rts GetFirebarPosition: - pha ; save high byte of spinstate to the stack - and #%00001111 ; mask out low nybble - cmp #$09 - bcc GetHAdder ; if lower than $09, branch ahead - eor #%00001111 ; otherwise get two's compliment to oscillate - clc - adc #$01 -GetHAdder: sta $01 ; store result, modified or not, here - ldy $00 ; load number of firebar ball where we're at - lda FirebarTblOffsets,y ; load offset to firebar position data - clc - adc $01 ; add oscillated high byte of spinstate - tay ; to offset here and use as new offset - lda FirebarPosLookupTbl,y ; get data here and store as horizontal adder - sta $01 - pla ; pull whatever was in A from the stack - pha ; save it again because we still need it - clc - adc #$08 ; add eight this time, to get vertical adder - and #%00001111 ; mask out high nybble - cmp #$09 ; if lower than $09, branch ahead - bcc GetVAdder - eor #%00001111 ; otherwise get two's compliment - clc - adc #$01 -GetVAdder: sta $02 ; store result here - ldy $00 - lda FirebarTblOffsets,y ; load offset to firebar position data again - clc - adc $02 ; this time add value in $02 to offset here and use as offset - tay - lda FirebarPosLookupTbl,y ; get data here and store as vertica adder - sta $02 - pla ; pull out whatever was in A one last time - lsr ; divide by eight or shift three to the right - lsr - lsr - tay ; use as offset - lda FirebarMirrorData,y ; load mirroring data here - sta $03 ; store - rts + pha ; save high byte of spinstate to the stack + and #%00001111 ; mask out low nybble + cmp #$09 + bcc GetHAdder ; if lower than $09, branch ahead + eor #%00001111 ; otherwise get two's compliment to oscillate + clc + adc #$01 +GetHAdder: + sta $01 ; store result, modified or not, here + ldy $00 ; load number of firebar ball where we're at + lda FirebarTblOffsets,y ; load offset to firebar position data + clc + adc $01 ; add oscillated high byte of spinstate + tay ; to offset here and use as new offset + lda FirebarPosLookupTbl,y ; get data here and store as horizontal adder + sta $01 + pla ; pull whatever was in A from the stack + pha ; save it again because we still need it + clc + adc #$08 ; add eight this time, to get vertical adder + and #%00001111 ; mask out high nybble + cmp #$09 ; if lower than $09, branch ahead + bcc GetVAdder + eor #%00001111 ; otherwise get two's compliment + clc + adc #$01 +GetVAdder: + sta $02 ; store result here + ldy $00 + lda FirebarTblOffsets,y ; load offset to firebar position data again + clc + adc $02 ; this time add value in $02 to offset here and use as offset + tay + lda FirebarPosLookupTbl,y ; get data here and store as vertica adder + sta $02 + pla ; pull out whatever was in A one last time + lsr ; divide by eight or shift three to the right + lsr + lsr + tay ; use as offset + lda FirebarMirrorData,y ; load mirroring data here + sta $03 ; store + rts ;-------------------------------- PRandomSubtracter: - .byte $f8, $a0, $70, $bd, $00 + .byte $f8, $a0, $70, $bd, $00 FlyCCBPriority: - .byte $20, $20, $20, $00, $00 + .byte $20, $20, $20, $00, $00 MoveFlyingCheepCheep: - lda Enemy_State,x ; check cheep-cheep's enemy state - and #%00100000 ; for d5 set - beq FlyCC ; branch to continue code if not set - lda #$00 - sta Enemy_SprAttrib,x ; otherwise clear sprite attributes - jmp MoveJ_EnemyVertically ; and jump to move defeated cheep-cheep downwards -FlyCC: jsr MoveEnemyHorizontally ; move cheep-cheep horizontally based on speed and force - ldy #$0d ; set vertical movement amount - lda #$05 ; set maximum speed - jsr SetXMoveAmt ; branch to impose gravity on flying cheep-cheep - lda Enemy_Y_MoveForce,x - lsr ; get vertical movement force and - lsr ; move high nybble to low - lsr - lsr - tay ; save as offset (note this tends to go into reach of code) - lda Enemy_Y_Position,x ; get vertical position - sec ; subtract pseudorandom value based on offset from position - sbc PRandomSubtracter,y - bpl AddCCF ; if result within top half of screen, skip this part - eor #$ff - clc ; otherwise get two's compliment - adc #$01 -AddCCF: cmp #$08 ; if result or two's compliment greater than eight, - bcs BPGet ; skip to the end without changing movement force - lda Enemy_Y_MoveForce,x - clc - adc #$10 ; otherwise add to it - sta Enemy_Y_MoveForce,x - lsr ; move high nybble to low again - lsr - lsr - lsr - tay -BPGet: lda FlyCCBPriority,y ; load bg priority data and store (this is very likely - sta Enemy_SprAttrib,x ; broken or residual code, value is overwritten before - rts ; drawing it next frame), then leave + lda Enemy_State,x ; check cheep-cheep's enemy state + and #%00100000 ; for d5 set + beq FlyCC ; branch to continue code if not set + lda #$00 + sta Enemy_SprAttrib,x ; otherwise clear sprite attributes + jmp MoveJ_EnemyVertically ; and jump to move defeated cheep-cheep downwards +FlyCC: + jsr MoveEnemyHorizontally ; move cheep-cheep horizontally based on speed and force + ldy #$0d ; set vertical movement amount + lda #$05 ; set maximum speed + jsr SetXMoveAmt ; branch to impose gravity on flying cheep-cheep + lda Enemy_Y_MoveForce,x + lsr ; get vertical movement force and + lsr ; move high nybble to low + lsr + lsr + tay ; save as offset (note this tends to go into reach of code) + lda Enemy_Y_Position,x ; get vertical position + sec ; subtract pseudorandom value based on offset from position + sbc PRandomSubtracter,y + bpl AddCCF ; if result within top half of screen, skip this part + eor #$ff + clc ; otherwise get two's compliment + adc #$01 +AddCCF: + cmp #$08 ; if result or two's compliment greater than eight, + bcs BPGet ; skip to the end without changing movement force + lda Enemy_Y_MoveForce,x + clc + adc #$10 ; otherwise add to it + sta Enemy_Y_MoveForce,x + lsr ; move high nybble to low again + lsr + lsr + lsr + tay +BPGet: + lda FlyCCBPriority,y ; load bg priority data and store (this is very likely + sta Enemy_SprAttrib,x ; broken or residual code, value is overwritten before + rts ; drawing it next frame), then leave ;-------------------------------- ; $00 - used to hold horizontal difference ; $01-$03 - used to hold difference adjusters LakituDiffAdj: - .byte $15, $30, $40 + .byte $15, $30, $40 MoveLakitu: - lda Enemy_State,x ; check lakitu's enemy state - and #%00100000 ; for d5 set - beq ChkLS ; if not set, continue with code - jmp MoveD_EnemyVertically ; otherwise jump to move defeated lakitu downwards -ChkLS: lda Enemy_State,x ; if lakitu's enemy state not set at all, - beq Fr12S ; go ahead and continue with code - lda #$00 - sta LakituMoveDirection,x ; otherwise initialize moving direction to move to left - sta EnemyFrenzyBuffer ; initialize frenzy buffer - lda #$10 - bne SetLSpd ; load horizontal speed and do unconditional branch -Fr12S: lda #Spiny - sta EnemyFrenzyBuffer ; set spiny identifier in frenzy buffer - ldy #$02 -LdLDa: lda LakituDiffAdj,y ; load values - sta $0001,y ; store in zero page - dey - bpl LdLDa ; do this until all values are stired - jsr PlayerLakituDiff ; execute sub to set speed and create spinys -SetLSpd: sta LakituMoveSpeed,x ; set movement speed returned from sub - ldy #$01 ; set moving direction to right by default - lda LakituMoveDirection,x - and #$01 ; get LSB of moving direction - bne SetLMov ; if set, branch to the end to use moving direction - lda LakituMoveSpeed,x - eor #$ff ; get two's compliment of moving speed - clc - adc #$01 - sta LakituMoveSpeed,x ; store as new moving speed - iny ; increment moving direction to left -SetLMov: sty Enemy_MovingDir,x ; store moving direction - jmp MoveEnemyHorizontally ; move lakitu horizontally + lda Enemy_State,x ; check lakitu's enemy state + and #%00100000 ; for d5 set + beq ChkLS ; if not set, continue with code + jmp MoveD_EnemyVertically ; otherwise jump to move defeated lakitu downwards +ChkLS: + lda Enemy_State,x ; if lakitu's enemy state not set at all, + beq Fr12S ; go ahead and continue with code + lda #$00 + sta LakituMoveDirection,x ; otherwise initialize moving direction to move to left + sta EnemyFrenzyBuffer ; initialize frenzy buffer + lda #$10 + bne SetLSpd ; load horizontal speed and do unconditional branch +Fr12S: + lda #Spiny + sta EnemyFrenzyBuffer ; set spiny identifier in frenzy buffer + ldy #$02 +LdLDa: + lda LakituDiffAdj,y ; load values + sta $0001,y ; store in zero page + dey + bpl LdLDa ; do this until all values are stired + jsr PlayerLakituDiff ; execute sub to set speed and create spinys +SetLSpd: + sta LakituMoveSpeed,x ; set movement speed returned from sub + ldy #$01 ; set moving direction to right by default + lda LakituMoveDirection,x + and #$01 ; get LSB of moving direction + bne SetLMov ; if set, branch to the end to use moving direction + lda LakituMoveSpeed,x + eor #$ff ; get two's compliment of moving speed + clc + adc #$01 + sta LakituMoveSpeed,x ; store as new moving speed + iny ; increment moving direction to left +SetLMov: + sty Enemy_MovingDir,x ; store moving direction + jmp MoveEnemyHorizontally ; move lakitu horizontally PlayerLakituDiff: - ldy #$00 ; set Y for default value - jsr PlayerEnemyDiff ; get horizontal difference between enemy and player - bpl ChkLakDif ; branch if enemy is to the right of the player - iny ; increment Y for left of player - lda $00 - eor #$ff ; get two's compliment of low byte of horizontal difference - clc - adc #$01 ; store two's compliment as horizontal difference - sta $00 -ChkLakDif: lda $00 ; get low byte of horizontal difference - cmp #$3c ; if within a certain distance of player, branch - bcc ChkPSpeed - lda #$3c ; otherwise set maximum distance - sta $00 - lda Enemy_ID,x ; check if lakitu is in our current enemy slot - cmp #Lakitu - bne ChkPSpeed ; if not, branch elsewhere - tya ; compare contents of Y, now in A - cmp LakituMoveDirection,x ; to what is being used as horizontal movement direction - beq ChkPSpeed ; if moving toward the player, branch, do not alter - lda LakituMoveDirection,x ; if moving to the left beyond maximum distance, - beq SetLMovD ; branch and alter without delay - dec LakituMoveSpeed,x ; decrement horizontal speed - lda LakituMoveSpeed,x ; if horizontal speed not yet at zero, branch to leave - bne ExMoveLak -SetLMovD: tya ; set horizontal direction depending on horizontal - sta LakituMoveDirection,x ; difference between enemy and player if necessary -ChkPSpeed: lda $00 - and #%00111100 ; mask out all but four bits in the middle - lsr ; divide masked difference by four - lsr - sta $00 ; store as new value - ldy #$00 ; init offset - lda Player_X_Speed - beq SubDifAdj ; if player not moving horizontally, branch - lda ScrollAmount - beq SubDifAdj ; if scroll speed not set, branch to same place - iny ; otherwise increment offset - lda Player_X_Speed - cmp #$19 ; if player not running, branch - bcc ChkSpinyO - lda ScrollAmount - cmp #$02 ; if scroll speed below a certain amount, branch - bcc ChkSpinyO ; to same place - iny ; otherwise increment once more -ChkSpinyO: lda Enemy_ID,x ; check for spiny object - cmp #Spiny - bne ChkEmySpd ; branch if not found - lda Player_X_Speed ; if player not moving, skip this part - bne SubDifAdj -ChkEmySpd: lda Enemy_Y_Speed,x ; check vertical speed - bne SubDifAdj ; branch if nonzero - ldy #$00 ; otherwise reinit offset -SubDifAdj: lda $0001,y ; get one of three saved values from earlier - ldy $00 ; get saved horizontal difference -SPixelLak: sec ; subtract one for each pixel of horizontal difference - sbc #$01 ; from one of three saved values - dey - bpl SPixelLak ; branch until all pixels are subtracted, to adjust difference -ExMoveLak: rts ; leave!!! + ldy #$00 ; set Y for default value + jsr PlayerEnemyDiff ; get horizontal difference between enemy and player + bpl ChkLakDif ; branch if enemy is to the right of the player + iny ; increment Y for left of player + lda $00 + eor #$ff ; get two's compliment of low byte of horizontal difference + clc + adc #$01 ; store two's compliment as horizontal difference + sta $00 +ChkLakDif: + lda $00 ; get low byte of horizontal difference + cmp #$3c ; if within a certain distance of player, branch + bcc ChkPSpeed + lda #$3c ; otherwise set maximum distance + sta $00 + lda Enemy_ID,x ; check if lakitu is in our current enemy slot + cmp #Lakitu + bne ChkPSpeed ; if not, branch elsewhere + tya ; compare contents of Y, now in A + cmp LakituMoveDirection,x ; to what is being used as horizontal movement direction + beq ChkPSpeed ; if moving toward the player, branch, do not alter + lda LakituMoveDirection,x ; if moving to the left beyond maximum distance, + beq SetLMovD ; branch and alter without delay + dec LakituMoveSpeed,x ; decrement horizontal speed + lda LakituMoveSpeed,x ; if horizontal speed not yet at zero, branch to leave + bne ExMoveLak +SetLMovD: + tya ; set horizontal direction depending on horizontal + sta LakituMoveDirection,x ; difference between enemy and player if necessary +ChkPSpeed: + lda $00 + and #%00111100 ; mask out all but four bits in the middle + lsr ; divide masked difference by four + lsr + sta $00 ; store as new value + ldy #$00 ; init offset + lda Player_X_Speed + beq SubDifAdj ; if player not moving horizontally, branch + lda ScrollAmount + beq SubDifAdj ; if scroll speed not set, branch to same place + iny ; otherwise increment offset + lda Player_X_Speed + cmp #$19 ; if player not running, branch + bcc ChkSpinyO + lda ScrollAmount + cmp #$02 ; if scroll speed below a certain amount, branch + bcc ChkSpinyO ; to same place + iny ; otherwise increment once more +ChkSpinyO: + lda Enemy_ID,x ; check for spiny object + cmp #Spiny + bne ChkEmySpd ; branch if not found + lda Player_X_Speed ; if player not moving, skip this part + bne SubDifAdj +ChkEmySpd: + lda Enemy_Y_Speed,x ; check vertical speed + bne SubDifAdj ; branch if nonzero + ldy #$00 ; otherwise reinit offset +SubDifAdj: + lda $0001,y ; get one of three saved values from earlier + ldy $00 ; get saved horizontal difference +SPixelLak: + sec ; subtract one for each pixel of horizontal difference + sbc #$01 ; from one of three saved values + dey + bpl SPixelLak ; branch until all pixels are subtracted, to adjust difference +ExMoveLak: + rts ; leave!!! ;------------------------------------------------------------------------------------- ; $04-$05 - used to store name table address in little endian order BridgeCollapseData: - .byte $1a ; axe - .byte $58 ; chain - .byte $98, $96, $94, $92, $90, $8e, $8c ; bridge - .byte $8a, $88, $86, $84, $82, $80 + .byte $1a ; axe + .byte $58 ; chain + .byte $98, $96, $94, $92, $90, $8e, $8c ; bridge + .byte $8a, $88, $86, $84, $82, $80 BridgeCollapse: - ldx BowserFront_Offset ; get enemy offset for bowser - lda Enemy_ID,x ; check enemy object identifier for bowser - cmp #Bowser ; if not found, branch ahead, - bne SetM2 ; metatile removal not necessary - stx ObjectOffset ; store as enemy offset here - lda Enemy_State,x ; if bowser in normal state, skip all of this - beq RemoveBridge - and #%01000000 ; if bowser's state has d6 clear, skip to silence music - beq SetM2 - lda Enemy_Y_Position,x ; check bowser's vertical coordinate - cmp #$e0 ; if bowser not yet low enough, skip this part ahead - bcc MoveD_Bowser -SetM2: lda #Silence ; silence music - sta EventMusicQueue - inc OperMode_Task ; move onto next secondary mode in autoctrl mode - jmp KillAllEnemies ; jump to empty all enemy slots and then leave + ldx BowserFront_Offset ; get enemy offset for bowser + lda Enemy_ID,x ; check enemy object identifier for bowser + cmp #Bowser ; if not found, branch ahead, + bne SetM2 ; metatile removal not necessary + stx ObjectOffset ; store as enemy offset here + lda Enemy_State,x ; if bowser in normal state, skip all of this + beq RemoveBridge + and #%01000000 ; if bowser's state has d6 clear, skip to silence music + beq SetM2 + lda Enemy_Y_Position,x ; check bowser's vertical coordinate + cmp #$e0 ; if bowser not yet low enough, skip this part ahead + bcc MoveD_Bowser +SetM2: + lda #Silence ; silence music + sta EventMusicQueue + inc OperMode_Task ; move onto next secondary mode in autoctrl mode + jmp KillAllEnemies ; jump to empty all enemy slots and then leave MoveD_Bowser: - jsr MoveEnemySlowVert ; do a sub to move bowser downwards - jmp BowserGfxHandler ; jump to draw bowser's front and rear, then leave + jsr MoveEnemySlowVert ; do a sub to move bowser downwards + jmp BowserGfxHandler ; jump to draw bowser's front and rear, then leave RemoveBridge: - dec BowserFeetCounter ; decrement timer to control bowser's feet - bne NoBFall ; if not expired, skip all of this - lda #$04 - sta BowserFeetCounter ; otherwise, set timer now - lda BowserBodyControls - eor #$01 ; invert bit to control bowser's feet - sta BowserBodyControls - lda #$22 ; put high byte of name table address here for now - sta $05 - ldy BridgeCollapseOffset ; get bridge collapse offset here - lda BridgeCollapseData,y ; load low byte of name table address and store here - sta $04 - ldy VRAM_Buffer1_Offset ; increment vram buffer offset - iny - ldx #$0c ; set offset for tile data for sub to draw blank metatile - jsr RemBridge ; do sub here to remove bowser's bridge metatiles - ldx ObjectOffset ; get enemy offset - jsr MoveVOffset ; set new vram buffer offset - lda #Sfx_Blast ; load the fireworks/gunfire sound into the square 2 sfx - sta Square2SoundQueue ; queue while at the same time loading the brick - lda #Sfx_BrickShatter ; shatter sound into the noise sfx queue thus - sta NoiseSoundQueue ; producing the unique sound of the bridge collapsing - inc BridgeCollapseOffset ; increment bridge collapse offset - lda BridgeCollapseOffset - cmp #$0f ; if bridge collapse offset has not yet reached - bne NoBFall ; the end, go ahead and skip this part - jsr InitVStf ; initialize whatever vertical speed bowser has - lda #%01000000 - sta Enemy_State,x ; set bowser's state to one of defeated states (d6 set) - lda #Sfx_BowserFall - sta Square2SoundQueue ; play bowser defeat sound -NoBFall: jmp BowserGfxHandler ; jump to code that draws bowser + dec BowserFeetCounter ; decrement timer to control bowser's feet + bne NoBFall ; if not expired, skip all of this + lda #$04 + sta BowserFeetCounter ; otherwise, set timer now + lda BowserBodyControls + eor #$01 ; invert bit to control bowser's feet + sta BowserBodyControls + lda #$22 ; put high byte of name table address here for now + sta $05 + ldy BridgeCollapseOffset ; get bridge collapse offset here + lda BridgeCollapseData,y ; load low byte of name table address and store here + sta $04 + ldy VRAM_Buffer1_Offset ; increment vram buffer offset + iny + ldx #$0c ; set offset for tile data for sub to draw blank metatile + jsr RemBridge ; do sub here to remove bowser's bridge metatiles + ldx ObjectOffset ; get enemy offset + jsr MoveVOffset ; set new vram buffer offset + lda #Sfx_Blast ; load the fireworks/gunfire sound into the square 2 sfx + sta Square2SoundQueue ; queue while at the same time loading the brick + lda #Sfx_BrickShatter ; shatter sound into the noise sfx queue thus + sta NoiseSoundQueue ; producing the unique sound of the bridge collapsing + inc BridgeCollapseOffset ; increment bridge collapse offset + lda BridgeCollapseOffset + cmp #$0f ; if bridge collapse offset has not yet reached + bne NoBFall ; the end, go ahead and skip this part + jsr InitVStf ; initialize whatever vertical speed bowser has + lda #%01000000 + sta Enemy_State,x ; set bowser's state to one of defeated states (d6 set) + lda #Sfx_BowserFall + sta Square2SoundQueue ; play bowser defeat sound +NoBFall: + jmp BowserGfxHandler ; jump to code that draws bowser ;-------------------------------- PRandomRange: - .byte $21, $41, $11, $31 + .byte $21, $41, $11, $31 RunBowser: - lda Enemy_State,x ; if d5 in enemy state is not set - and #%00100000 ; then branch elsewhere to run bowser - beq BowserControl - lda Enemy_Y_Position,x ; otherwise check vertical position - cmp #$e0 ; if above a certain point, branch to move defeated bowser - bcc MoveD_Bowser ; otherwise proceed to KillAllEnemies + lda Enemy_State,x ; if d5 in enemy state is not set + and #%00100000 ; then branch elsewhere to run bowser + beq BowserControl + lda Enemy_Y_Position,x ; otherwise check vertical position + cmp #$e0 ; if above a certain point, branch to move defeated bowser + bcc MoveD_Bowser ; otherwise proceed to KillAllEnemies KillAllEnemies: - ldx #$04 ; start with last enemy slot -KillLoop: jsr EraseEnemyObject ; branch to kill enemy objects - dex ; move onto next enemy slot - bpl KillLoop ; do this until all slots are emptied - sta EnemyFrenzyBuffer ; empty frenzy buffer - ldx ObjectOffset ; get enemy object offset and leave - rts + ldx #$04 ; start with last enemy slot +KillLoop: + jsr EraseEnemyObject ; branch to kill enemy objects + dex ; move onto next enemy slot + bpl KillLoop ; do this until all slots are emptied + sta EnemyFrenzyBuffer ; empty frenzy buffer + ldx ObjectOffset ; get enemy object offset and leave + rts BowserControl: - lda #$00 - sta EnemyFrenzyBuffer ; empty frenzy buffer - lda TimerControl ; if master timer control not set, - beq ChkMouth ; skip jump and execute code here - jmp SkipToFB ; otherwise, jump over a bunch of code -ChkMouth: lda BowserBodyControls ; check bowser's mouth - bpl FeetTmr ; if bit clear, go ahead with code here - jmp HammerChk ; otherwise skip a whole section starting here -FeetTmr: dec BowserFeetCounter ; decrement timer to control bowser's feet - bne ResetMDr ; if not expired, skip this part - lda #$20 ; otherwise, reset timer - sta BowserFeetCounter - lda BowserBodyControls ; and invert bit used - eor #%00000001 ; to control bowser's feet - sta BowserBodyControls -ResetMDr: lda FrameCounter ; check frame counter - and #%00001111 ; if not on every sixteenth frame, skip - bne B_FaceP ; ahead to continue code - lda #$02 ; otherwise reset moving/facing direction every - sta Enemy_MovingDir,x ; sixteen frames -B_FaceP: lda EnemyFrameTimer,x ; if timer set here expired, - beq GetPRCmp ; branch to next section - jsr PlayerEnemyDiff ; get horizontal difference between player and bowser, - bpl GetPRCmp ; and branch if bowser to the right of the player - lda #$01 - sta Enemy_MovingDir,x ; set bowser to move and face to the right - lda #$02 - sta BowserMovementSpeed ; set movement speed - lda #$20 - sta EnemyFrameTimer,x ; set timer here - sta BowserFireBreathTimer ; set timer used for bowser's flame - lda Enemy_X_Position,x - cmp #$c8 ; if bowser to the right past a certain point, - bcs HammerChk ; skip ahead to some other section -GetPRCmp: lda FrameCounter ; get frame counter - and #%00000011 - bne HammerChk ; execute this code every fourth frame, otherwise branch - lda Enemy_X_Position,x - cmp BowserOrigXPos ; if bowser not at original horizontal position, - bne GetDToO ; branch to skip this part - lda PseudoRandomBitReg,x - and #%00000011 ; get pseudorandom offset - tay - lda PRandomRange,y ; load value using pseudorandom offset - sta MaxRangeFromOrigin ; and store here -GetDToO: lda Enemy_X_Position,x - clc ; add movement speed to bowser's horizontal - adc BowserMovementSpeed ; coordinate and save as new horizontal position - sta Enemy_X_Position,x - ldy Enemy_MovingDir,x - cpy #$01 ; if bowser moving and facing to the right, skip ahead - beq HammerChk - ldy #$ff ; set default movement speed here (move left) - sec ; get difference of current vs. original - sbc BowserOrigXPos ; horizontal position - bpl CompDToO ; if current position to the right of original, skip ahead - eor #$ff - clc ; get two's compliment - adc #$01 - ldy #$01 ; set alternate movement speed here (move right) -CompDToO: cmp MaxRangeFromOrigin ; compare difference with pseudorandom value - bcc HammerChk ; if difference < pseudorandom value, leave speed alone - sty BowserMovementSpeed ; otherwise change bowser's movement speed -HammerChk: lda EnemyFrameTimer,x ; if timer set here not expired yet, skip ahead to - bne MakeBJump ; some other section of code - jsr MoveEnemySlowVert ; otherwise start by moving bowser downwards - lda WorldNumber ; check world number - cmp #World6 - bcc SetHmrTmr ; if world 1-5, skip this part (not time to throw hammers yet) - lda FrameCounter - and #%00000011 ; check to see if it's time to execute sub - bne SetHmrTmr ; if not, skip sub, otherwise - jsr SpawnHammerObj ; execute sub on every fourth frame to spawn misc object (hammer) -SetHmrTmr: lda Enemy_Y_Position,x ; get current vertical position - cmp #$80 ; if still above a certain point - bcc ChkFireB ; then skip to world number check for flames - lda PseudoRandomBitReg,x - and #%00000011 ; get pseudorandom offset - tay - lda PRandomRange,y ; get value using pseudorandom offset - sta EnemyFrameTimer,x ; set for timer here -SkipToFB: jmp ChkFireB ; jump to execute flames code -MakeBJump: cmp #$01 ; if timer not yet about to expire, - bne ChkFireB ; skip ahead to next part - dec Enemy_Y_Position,x ; otherwise decrement vertical coordinate - jsr InitVStf ; initialize movement amount - lda #$fe - sta Enemy_Y_Speed,x ; set vertical speed to move bowser upwards -ChkFireB: lda WorldNumber ; check world number here - cmp #World8 ; world 8? - beq SpawnFBr ; if so, execute this part here - cmp #World6 ; world 6-7? - bcs BowserGfxHandler ; if so, skip this part here -SpawnFBr: lda BowserFireBreathTimer ; check timer here - bne BowserGfxHandler ; if not expired yet, skip all of this - lda #$20 - sta BowserFireBreathTimer ; set timer here - lda BowserBodyControls - eor #%10000000 ; invert bowser's mouth bit to open - sta BowserBodyControls ; and close bowser's mouth - bmi ChkFireB ; if bowser's mouth open, loop back - jsr SetFlameTimer ; get timing for bowser's flame - ldy SecondaryHardMode - beq SetFBTmr ; if secondary hard mode flag not set, skip this - sec - sbc #$10 ; otherwise subtract from value in A -SetFBTmr: sta BowserFireBreathTimer ; set value as timer here - lda #BowserFlame ; put bowser's flame identifier - sta EnemyFrenzyBuffer ; in enemy frenzy buffer + lda #$00 + sta EnemyFrenzyBuffer ; empty frenzy buffer + lda TimerControl ; if master timer control not set, + beq ChkMouth ; skip jump and execute code here + jmp SkipToFB ; otherwise, jump over a bunch of code +ChkMouth: + lda BowserBodyControls ; check bowser's mouth + bpl FeetTmr ; if bit clear, go ahead with code here + jmp HammerChk ; otherwise skip a whole section starting here +FeetTmr: + dec BowserFeetCounter ; decrement timer to control bowser's feet + bne ResetMDr ; if not expired, skip this part + lda #$20 ; otherwise, reset timer + sta BowserFeetCounter + lda BowserBodyControls ; and invert bit used + eor #%00000001 ; to control bowser's feet + sta BowserBodyControls +ResetMDr: + lda FrameCounter ; check frame counter + and #%00001111 ; if not on every sixteenth frame, skip + bne B_FaceP ; ahead to continue code + lda #$02 ; otherwise reset moving/facing direction every + sta Enemy_MovingDir,x ; sixteen frames +B_FaceP: + lda EnemyFrameTimer,x ; if timer set here expired, + beq GetPRCmp ; branch to next section + jsr PlayerEnemyDiff ; get horizontal difference between player and bowser, + bpl GetPRCmp ; and branch if bowser to the right of the player + lda #$01 + sta Enemy_MovingDir,x ; set bowser to move and face to the right + lda #$02 + sta BowserMovementSpeed ; set movement speed + lda #$20 + sta EnemyFrameTimer,x ; set timer here + sta BowserFireBreathTimer ; set timer used for bowser's flame + lda Enemy_X_Position,x + cmp #$c8 ; if bowser to the right past a certain point, + bcs HammerChk ; skip ahead to some other section +GetPRCmp: + lda FrameCounter ; get frame counter + and #%00000011 + bne HammerChk ; execute this code every fourth frame, otherwise branch + lda Enemy_X_Position,x + cmp BowserOrigXPos ; if bowser not at original horizontal position, + bne GetDToO ; branch to skip this part + lda PseudoRandomBitReg,x + and #%00000011 ; get pseudorandom offset + tay + lda PRandomRange,y ; load value using pseudorandom offset + sta MaxRangeFromOrigin ; and store here +GetDToO: + lda Enemy_X_Position,x + clc ; add movement speed to bowser's horizontal + adc BowserMovementSpeed ; coordinate and save as new horizontal position + sta Enemy_X_Position,x + ldy Enemy_MovingDir,x + cpy #$01 ; if bowser moving and facing to the right, skip ahead + beq HammerChk + ldy #$ff ; set default movement speed here (move left) + sec ; get difference of current vs. original + sbc BowserOrigXPos ; horizontal position + bpl CompDToO ; if current position to the right of original, skip ahead + eor #$ff + clc ; get two's compliment + adc #$01 + ldy #$01 ; set alternate movement speed here (move right) +CompDToO: + cmp MaxRangeFromOrigin ; compare difference with pseudorandom value + bcc HammerChk ; if difference < pseudorandom value, leave speed alone + sty BowserMovementSpeed ; otherwise change bowser's movement speed +HammerChk: + lda EnemyFrameTimer,x ; if timer set here not expired yet, skip ahead to + bne MakeBJump ; some other section of code + jsr MoveEnemySlowVert ; otherwise start by moving bowser downwards + lda WorldNumber ; check world number + cmp #World6 + bcc SetHmrTmr ; if world 1-5, skip this part (not time to throw hammers yet) + lda FrameCounter + and #%00000011 ; check to see if it's time to execute sub + bne SetHmrTmr ; if not, skip sub, otherwise + jsr SpawnHammerObj ; execute sub on every fourth frame to spawn misc object (hammer) +SetHmrTmr: + lda Enemy_Y_Position,x ; get current vertical position + cmp #$80 ; if still above a certain point + bcc ChkFireB ; then skip to world number check for flames + lda PseudoRandomBitReg,x + and #%00000011 ; get pseudorandom offset + tay + lda PRandomRange,y ; get value using pseudorandom offset + sta EnemyFrameTimer,x ; set for timer here +SkipToFB: + jmp ChkFireB ; jump to execute flames code +MakeBJump: + cmp #$01 ; if timer not yet about to expire, + bne ChkFireB ; skip ahead to next part + dec Enemy_Y_Position,x ; otherwise decrement vertical coordinate + jsr InitVStf ; initialize movement amount + lda #$fe + sta Enemy_Y_Speed,x ; set vertical speed to move bowser upwards +ChkFireB: + lda WorldNumber ; check world number here + cmp #World8 ; world 8? + beq SpawnFBr ; if so, execute this part here + cmp #World6 ; world 6-7? + bcs BowserGfxHandler ; if so, skip this part here +SpawnFBr: + lda BowserFireBreathTimer ; check timer here + bne BowserGfxHandler ; if not expired yet, skip all of this + lda #$20 + sta BowserFireBreathTimer ; set timer here + lda BowserBodyControls + eor #%10000000 ; invert bowser's mouth bit to open + sta BowserBodyControls ; and close bowser's mouth + bmi ChkFireB ; if bowser's mouth open, loop back + jsr SetFlameTimer ; get timing for bowser's flame + ldy SecondaryHardMode + beq SetFBTmr ; if secondary hard mode flag not set, skip this + sec + sbc #$10 ; otherwise subtract from value in A +SetFBTmr: + sta BowserFireBreathTimer ; set value as timer here + lda #BowserFlame ; put bowser's flame identifier + sta EnemyFrenzyBuffer ; in enemy frenzy buffer ;-------------------------------- BowserGfxHandler: - jsr ProcessBowserHalf ; do a sub here to process bowser's front - ldy #$10 ; load default value here to position bowser's rear - lda Enemy_MovingDir,x ; check moving direction - lsr - bcc CopyFToR ; if moving left, use default - ldy #$f0 ; otherwise load alternate positioning value here -CopyFToR: tya ; move bowser's rear object position value to A - clc - adc Enemy_X_Position,x ; add to bowser's front object horizontal coordinate - ldy DuplicateObj_Offset ; get bowser's rear object offset - sta Enemy_X_Position,y ; store A as bowser's rear horizontal coordinate - lda Enemy_Y_Position,x - clc ; add eight pixels to bowser's front object - adc #$08 ; vertical coordinate and store as vertical coordinate - sta Enemy_Y_Position,y ; for bowser's rear - lda Enemy_State,x - sta Enemy_State,y ; copy enemy state directly from front to rear - lda Enemy_MovingDir,x - sta Enemy_MovingDir,y ; copy moving direction also - lda ObjectOffset ; save enemy object offset of front to stack - pha - ldx DuplicateObj_Offset ; put enemy object offset of rear as current - stx ObjectOffset - lda #Bowser ; set bowser's enemy identifier - sta Enemy_ID,x ; store in bowser's rear object - jsr ProcessBowserHalf ; do a sub here to process bowser's rear - pla - sta ObjectOffset ; get original enemy object offset - tax - lda #$00 ; nullify bowser's front/rear graphics flag - sta BowserGfxFlag -ExBGfxH: rts ; leave! + jsr ProcessBowserHalf ; do a sub here to process bowser's front + ldy #$10 ; load default value here to position bowser's rear + lda Enemy_MovingDir,x ; check moving direction + lsr + bcc CopyFToR ; if moving left, use default + ldy #$f0 ; otherwise load alternate positioning value here +CopyFToR: + tya ; move bowser's rear object position value to A + clc + adc Enemy_X_Position,x ; add to bowser's front object horizontal coordinate + ldy DuplicateObj_Offset ; get bowser's rear object offset + sta Enemy_X_Position,y ; store A as bowser's rear horizontal coordinate + lda Enemy_Y_Position,x + clc ; add eight pixels to bowser's front object + adc #$08 ; vertical coordinate and store as vertical coordinate + sta Enemy_Y_Position,y ; for bowser's rear + lda Enemy_State,x + sta Enemy_State,y ; copy enemy state directly from front to rear + lda Enemy_MovingDir,x + sta Enemy_MovingDir,y ; copy moving direction also + lda ObjectOffset ; save enemy object offset of front to stack + pha + ldx DuplicateObj_Offset ; put enemy object offset of rear as current + stx ObjectOffset + lda #Bowser ; set bowser's enemy identifier + sta Enemy_ID,x ; store in bowser's rear object + jsr ProcessBowserHalf ; do a sub here to process bowser's rear + pla + sta ObjectOffset ; get original enemy object offset + tax + lda #$00 ; nullify bowser's front/rear graphics flag + sta BowserGfxFlag +ExBGfxH: + rts ; leave! ProcessBowserHalf: - inc BowserGfxFlag ; increment bowser's graphics flag, then run subroutines - jsr RunRetainerObj ; to get offscreen bits, relative position and draw bowser (finally!) - lda Enemy_State,x - bne ExBGfxH ; if either enemy object not in normal state, branch to leave - lda #$0a - sta Enemy_BoundBoxCtrl,x ; set bounding box size control - jsr GetEnemyBoundBox ; get bounding box coordinates - jmp PlayerEnemyCollision ; do player-to-enemy collision detection + inc BowserGfxFlag ; increment bowser's graphics flag, then run subroutines + jsr RunRetainerObj ; to get offscreen bits, relative position and draw bowser (finally!) + lda Enemy_State,x + bne ExBGfxH ; if either enemy object not in normal state, branch to leave + lda #$0a + sta Enemy_BoundBoxCtrl,x ; set bounding box size control + jsr GetEnemyBoundBox ; get bounding box coordinates + jmp PlayerEnemyCollision ; do player-to-enemy collision detection ;------------------------------------------------------------------------------------- ; $00 - used to hold movement force and tile number ; $01 - used to hold sprite attribute data FlameTimerData: - .byte $bf, $40, $bf, $bf, $bf, $40, $40, $bf + .byte $bf, $40, $bf, $bf, $bf, $40, $40, $bf SetFlameTimer: - ldy BowserFlameTimerCtrl ; load counter as offset - inc BowserFlameTimerCtrl ; increment - lda BowserFlameTimerCtrl ; mask out all but 3 LSB - and #%00000111 ; to keep in range of 0-7 - sta BowserFlameTimerCtrl - lda FlameTimerData,y ; load value to be used then leave -ExFl: rts + ldy BowserFlameTimerCtrl ; load counter as offset + inc BowserFlameTimerCtrl ; increment + lda BowserFlameTimerCtrl ; mask out all but 3 LSB + and #%00000111 ; to keep in range of 0-7 + sta BowserFlameTimerCtrl + lda FlameTimerData,y ; load value to be used then leave +ExFl: + rts ProcBowserFlame: - lda TimerControl ; if master timer control flag set, - bne SetGfxF ; skip all of this - lda #$40 ; load default movement force - ldy SecondaryHardMode - beq SFlmX ; if secondary hard mode flag not set, use default - lda #$60 ; otherwise load alternate movement force to go faster -SFlmX: sta $00 ; store value here - lda Enemy_X_MoveForce,x - sec ; subtract value from movement force - sbc $00 - sta Enemy_X_MoveForce,x ; save new value - lda Enemy_X_Position,x - sbc #$01 ; subtract one from horizontal position to move - sta Enemy_X_Position,x ; to the left - lda Enemy_PageLoc,x - sbc #$00 ; subtract borrow from page location - sta Enemy_PageLoc,x - ldy BowserFlamePRandomOfs,x ; get some value here and use as offset - lda Enemy_Y_Position,x ; load vertical coordinate - cmp FlameYPosData,y ; compare against coordinate data using $0417,x as offset - beq SetGfxF ; if equal, branch and do not modify coordinate - clc - adc Enemy_Y_MoveForce,x ; otherwise add value here to coordinate and store - sta Enemy_Y_Position,x ; as new vertical coordinate -SetGfxF: jsr RelativeEnemyPosition ; get new relative coordinates - lda Enemy_State,x ; if bowser's flame not in normal state, - bne ExFl ; branch to leave - lda #$51 ; otherwise, continue - sta $00 ; write first tile number - ldy #$02 ; load attributes without vertical flip by default - lda FrameCounter - and #%00000010 ; invert vertical flip bit every 2 frames - beq FlmeAt ; if d1 not set, write default value - ldy #$82 ; otherwise write value with vertical flip bit set -FlmeAt: sty $01 ; set bowser's flame sprite attributes here - ldy Enemy_SprDataOffset,x ; get OAM data offset - ldx #$00 + lda TimerControl ; if master timer control flag set, + bne SetGfxF ; skip all of this + lda #$40 ; load default movement force + ldy SecondaryHardMode + beq SFlmX ; if secondary hard mode flag not set, use default + lda #$60 ; otherwise load alternate movement force to go faster +SFlmX: + sta $00 ; store value here + lda Enemy_X_MoveForce,x + sec ; subtract value from movement force + sbc $00 + sta Enemy_X_MoveForce,x ; save new value + lda Enemy_X_Position,x + sbc #$01 ; subtract one from horizontal position to move + sta Enemy_X_Position,x ; to the left + lda Enemy_PageLoc,x + sbc #$00 ; subtract borrow from page location + sta Enemy_PageLoc,x + ldy BowserFlamePRandomOfs,x ; get some value here and use as offset + lda Enemy_Y_Position,x ; load vertical coordinate + cmp FlameYPosData,y ; compare against coordinate data using $0417,x as offset + beq SetGfxF ; if equal, branch and do not modify coordinate + clc + adc Enemy_Y_MoveForce,x ; otherwise add value here to coordinate and store + sta Enemy_Y_Position,x ; as new vertical coordinate +SetGfxF: + jsr RelativeEnemyPosition ; get new relative coordinates + lda Enemy_State,x ; if bowser's flame not in normal state, + bne ExFl ; branch to leave + lda #$51 ; otherwise, continue + sta $00 ; write first tile number + ldy #$02 ; load attributes without vertical flip by default + lda FrameCounter + and #%00000010 ; invert vertical flip bit every 2 frames + beq FlmeAt ; if d1 not set, write default value + ldy #$82 ; otherwise write value with vertical flip bit set +FlmeAt: + sty $01 ; set bowser's flame sprite attributes here + ldy Enemy_SprDataOffset,x ; get OAM data offset + ldx #$00 DrawFlameLoop: - lda Enemy_Rel_YPos ; get Y relative coordinate of current enemy object - sta Sprite_Y_Position,y ; write into Y coordinate of OAM data - lda $00 - sta Sprite_Tilenumber,y ; write current tile number into OAM data - inc $00 ; increment tile number to draw more bowser's flame - lda $01 - sta Sprite_Attributes,y ; write saved attributes into OAM data - lda Enemy_Rel_XPos - sta Sprite_X_Position,y ; write X relative coordinate of current enemy object - clc - adc #$08 - sta Enemy_Rel_XPos ; then add eight to it and store - iny - iny - iny - iny ; increment Y four times to move onto the next OAM - inx ; move onto the next OAM, and branch if three - cpx #$03 ; have not yet been done - bcc DrawFlameLoop - ldx ObjectOffset ; reload original enemy offset - jsr GetEnemyOffscreenBits ; get offscreen information - ldy Enemy_SprDataOffset,x ; get OAM data offset - lda Enemy_OffscreenBits ; get enemy object offscreen bits - lsr ; move d0 to carry and result to stack - pha - bcc M3FOfs ; branch if carry not set - lda #$f8 ; otherwise move sprite offscreen, this part likely - sta Sprite_Y_Position+12,y ; residual since flame is only made of three sprites -M3FOfs: pla ; get bits from stack - lsr ; move d1 to carry and move bits back to stack - pha - bcc M2FOfs ; branch if carry not set again - lda #$f8 ; otherwise move third sprite offscreen - sta Sprite_Y_Position+8,y -M2FOfs: pla ; get bits from stack again - lsr ; move d2 to carry and move bits back to stack again - pha - bcc M1FOfs ; branch if carry not set yet again - lda #$f8 ; otherwise move second sprite offscreen - sta Sprite_Y_Position+4,y -M1FOfs: pla ; get bits from stack one last time - lsr ; move d3 to carry - bcc ExFlmeD ; branch if carry not set one last time - lda #$f8 - sta Sprite_Y_Position,y ; otherwise move first sprite offscreen -ExFlmeD: rts ; leave + lda Enemy_Rel_YPos ; get Y relative coordinate of current enemy object + sta Sprite_Y_Position,y ; write into Y coordinate of OAM data + lda $00 + sta Sprite_Tilenumber,y ; write current tile number into OAM data + inc $00 ; increment tile number to draw more bowser's flame + lda $01 + sta Sprite_Attributes,y ; write saved attributes into OAM data + lda Enemy_Rel_XPos + sta Sprite_X_Position,y ; write X relative coordinate of current enemy object + clc + adc #$08 + sta Enemy_Rel_XPos ; then add eight to it and store + iny + iny + iny + iny ; increment Y four times to move onto the next OAM + inx ; move onto the next OAM, and branch if three + cpx #$03 ; have not yet been done + bcc DrawFlameLoop + ldx ObjectOffset ; reload original enemy offset + jsr GetEnemyOffscreenBits ; get offscreen information + ldy Enemy_SprDataOffset,x ; get OAM data offset + lda Enemy_OffscreenBits ; get enemy object offscreen bits + lsr ; move d0 to carry and result to stack + pha + bcc M3FOfs ; branch if carry not set + lda #$f8 ; otherwise move sprite offscreen, this part likely + sta Sprite_Y_Position+12,y ; residual since flame is only made of three sprites +M3FOfs: + pla ; get bits from stack + lsr ; move d1 to carry and move bits back to stack + pha + bcc M2FOfs ; branch if carry not set again + lda #$f8 ; otherwise move third sprite offscreen + sta Sprite_Y_Position+8,y +M2FOfs: + pla ; get bits from stack again + lsr ; move d2 to carry and move bits back to stack again + pha + bcc M1FOfs ; branch if carry not set yet again + lda #$f8 ; otherwise move second sprite offscreen + sta Sprite_Y_Position+4,y +M1FOfs: + pla ; get bits from stack one last time + lsr ; move d3 to carry + bcc ExFlmeD ; branch if carry not set one last time + lda #$f8 + sta Sprite_Y_Position,y ; otherwise move first sprite offscreen +ExFlmeD: + rts ; leave ;-------------------------------- RunFireworks: - dec ExplosionTimerCounter,x ; decrement explosion timing counter here - bne SetupExpl ; if not expired, skip this part - lda #$08 - sta ExplosionTimerCounter,x ; reset counter - inc ExplosionGfxCounter,x ; increment explosion graphics counter - lda ExplosionGfxCounter,x - cmp #$03 ; check explosion graphics counter - bcs FireworksSoundScore ; if at a certain point, branch to kill this object -SetupExpl: jsr RelativeEnemyPosition ; get relative coordinates of explosion - lda Enemy_Rel_YPos ; copy relative coordinates - sta Fireball_Rel_YPos ; from the enemy object to the fireball object - lda Enemy_Rel_XPos ; first vertical, then horizontal - sta Fireball_Rel_XPos - ldy Enemy_SprDataOffset,x ; get OAM data offset - lda ExplosionGfxCounter,x ; get explosion graphics counter - jsr DrawExplosion_Fireworks ; do a sub to draw the explosion then leave - rts + dec ExplosionTimerCounter,x ; decrement explosion timing counter here + bne SetupExpl ; if not expired, skip this part + lda #$08 + sta ExplosionTimerCounter,x ; reset counter + inc ExplosionGfxCounter,x ; increment explosion graphics counter + lda ExplosionGfxCounter,x + cmp #$03 ; check explosion graphics counter + bcs FireworksSoundScore ; if at a certain point, branch to kill this object +SetupExpl: + jsr RelativeEnemyPosition ; get relative coordinates of explosion + lda Enemy_Rel_YPos ; copy relative coordinates + sta Fireball_Rel_YPos ; from the enemy object to the fireball object + lda Enemy_Rel_XPos ; first vertical, then horizontal + sta Fireball_Rel_XPos + ldy Enemy_SprDataOffset,x ; get OAM data offset + lda ExplosionGfxCounter,x ; get explosion graphics counter + jsr DrawExplosion_Fireworks ; do a sub to draw the explosion then leave + rts FireworksSoundScore: - lda #$00 ; disable enemy buffer flag - sta Enemy_Flag,x - lda #Sfx_Blast ; play fireworks/gunfire sound - sta Square2SoundQueue - lda #$05 ; set part of score modifier for 500 points - sta DigitModifier+4 - jmp EndAreaPoints ; jump to award points accordingly then leave + lda #$00 ; disable enemy buffer flag + sta Enemy_Flag,x + lda #Sfx_Blast ; play fireworks/gunfire sound + sta Square2SoundQueue + lda #$05 ; set part of score modifier for 500 points + sta DigitModifier+4 + jmp EndAreaPoints ; jump to award points accordingly then leave ;-------------------------------- StarFlagYPosAdder: - .byte $00, $00, $08, $08 + .byte $00, $00, $08, $08 StarFlagXPosAdder: - .byte $00, $08, $00, $08 + .byte $00, $08, $00, $08 StarFlagTileData: - .byte $54, $55, $56, $57 + .byte $54, $55, $56, $57 RunStarFlagObj: - lda #$00 ; initialize enemy frenzy buffer - sta EnemyFrenzyBuffer - lda StarFlagTaskControl ; check star flag object task number here - cmp #$05 ; if greater than 5, branch to exit - bcs StarFlagExit - jsr JumpEngine ; otherwise jump to appropriate sub + lda #$00 ; initialize enemy frenzy buffer + sta EnemyFrenzyBuffer + lda StarFlagTaskControl ; check star flag object task number here + cmp #$05 ; if greater than 5, branch to exit + bcs StarFlagExit + jsr JumpEngine ; otherwise jump to appropriate sub - .addr StarFlagExit - .addr GameTimerFireworks - .addr AwardGameTimerPoints - .addr RaiseFlagSetoffFWorks - .addr DelayToAreaEnd + .addr StarFlagExit + .addr GameTimerFireworks + .addr AwardGameTimerPoints + .addr RaiseFlagSetoffFWorks + .addr DelayToAreaEnd GameTimerFireworks: - ldy #$05 ; set default state for star flag object - lda GameTimerDisplay+2 ; get game timer's last digit - cmp #$01 - beq SetFWC ; if last digit of game timer set to 1, skip ahead - ldy #$03 ; otherwise load new value for state - cmp #$03 - beq SetFWC ; if last digit of game timer set to 3, skip ahead - ldy #$00 ; otherwise load one more potential value for state - cmp #$06 - beq SetFWC ; if last digit of game timer set to 6, skip ahead - lda #$ff ; otherwise set value for no fireworks -SetFWC: sta FireworksCounter ; set fireworks counter here - sty Enemy_State,x ; set whatever state we have in star flag object + ldy #$05 ; set default state for star flag object + lda GameTimerDisplay+2 ; get game timer's last digit + cmp #$01 + beq SetFWC ; if last digit of game timer set to 1, skip ahead + ldy #$03 ; otherwise load new value for state + cmp #$03 + beq SetFWC ; if last digit of game timer set to 3, skip ahead + ldy #$00 ; otherwise load one more potential value for state + cmp #$06 + beq SetFWC ; if last digit of game timer set to 6, skip ahead + lda #$ff ; otherwise set value for no fireworks +SetFWC: + sta FireworksCounter ; set fireworks counter here + sty Enemy_State,x ; set whatever state we have in star flag object IncrementSFTask1: - inc StarFlagTaskControl ; increment star flag object task number + inc StarFlagTaskControl ; increment star flag object task number StarFlagExit: - rts ; leave + rts ; leave AwardGameTimerPoints: - lda GameTimerDisplay ; check all game timer digits for any intervals left - ora GameTimerDisplay+1 - ora GameTimerDisplay+2 - beq IncrementSFTask1 ; if no time left on game timer at all, branch to next task - lda FrameCounter - and #%00000100 ; check frame counter for d2 set (skip ahead - beq NoTTick ; for four frames every four frames) branch if not set - lda #Sfx_TimerTick - sta Square2SoundQueue ; load timer tick sound -NoTTick: ldy #$23 ; set offset here to subtract from game timer's last digit - lda #$ff ; set adder here to $ff, or -1, to subtract one - sta DigitModifier+5 ; from the last digit of the game timer - jsr DigitsMathRoutine ; subtract digit - lda #$05 ; set now to add 50 points - sta DigitModifier+5 ; per game timer interval subtracted + lda GameTimerDisplay ; check all game timer digits for any intervals left + ora GameTimerDisplay+1 + ora GameTimerDisplay+2 + beq IncrementSFTask1 ; if no time left on game timer at all, branch to next task + lda FrameCounter + and #%00000100 ; check frame counter for d2 set (skip ahead + beq NoTTick ; for four frames every four frames) branch if not set + lda #Sfx_TimerTick + sta Square2SoundQueue ; load timer tick sound +NoTTick: + ldy #$23 ; set offset here to subtract from game timer's last digit + lda #$ff ; set adder here to $ff, or -1, to subtract one + sta DigitModifier+5 ; from the last digit of the game timer + jsr DigitsMathRoutine ; subtract digit + lda #$05 ; set now to add 50 points + sta DigitModifier+5 ; per game timer interval subtracted EndAreaPoints: - ldy #$0b ; load offset for mario's score by default - lda CurrentPlayer ; check player on the screen - beq ELPGive ; if mario, do not change - ldy #$11 ; otherwise load offset for luigi's score -ELPGive: jsr DigitsMathRoutine ; award 50 points per game timer interval - lda CurrentPlayer ; get player on the screen (or 500 points per - asl ; fireworks explosion if branched here from there) - asl ; shift to high nybble - asl - asl - ora #%00000100 ; add four to set nybble for game timer - jmp UpdateNumber ; jump to print the new score and game timer + ldy #$0b ; load offset for mario's score by default + lda CurrentPlayer ; check player on the screen + beq ELPGive ; if mario, do not change + ldy #$11 ; otherwise load offset for luigi's score +ELPGive: + jsr DigitsMathRoutine ; award 50 points per game timer interval + lda CurrentPlayer ; get player on the screen (or 500 points per + asl ; fireworks explosion if branched here from there) + asl ; shift to high nybble + asl + asl + ora #%00000100 ; add four to set nybble for game timer + jmp UpdateNumber ; jump to print the new score and game timer RaiseFlagSetoffFWorks: - lda Enemy_Y_Position,x ; check star flag's vertical position - cmp #$72 ; against preset value - bcc SetoffF ; if star flag higher vertically, branch to other code - dec Enemy_Y_Position,x ; otherwise, raise star flag by one pixel - jmp DrawStarFlag ; and skip this part here -SetoffF: lda FireworksCounter ; check fireworks counter - beq DrawFlagSetTimer ; if no fireworks left to go off, skip this part - bmi DrawFlagSetTimer ; if no fireworks set to go off, skip this part - lda #Fireworks - sta EnemyFrenzyBuffer ; otherwise set fireworks object in frenzy queue + lda Enemy_Y_Position,x ; check star flag's vertical position + cmp #$72 ; against preset value + bcc SetoffF ; if star flag higher vertically, branch to other code + dec Enemy_Y_Position,x ; otherwise, raise star flag by one pixel + jmp DrawStarFlag ; and skip this part here +SetoffF: + lda FireworksCounter ; check fireworks counter + beq DrawFlagSetTimer ; if no fireworks left to go off, skip this part + bmi DrawFlagSetTimer ; if no fireworks set to go off, skip this part + lda #Fireworks + sta EnemyFrenzyBuffer ; otherwise set fireworks object in frenzy queue DrawStarFlag: - jsr RelativeEnemyPosition ; get relative coordinates of star flag - ldy Enemy_SprDataOffset,x ; get OAM data offset - ldx #$03 ; do four sprites -DSFLoop: lda Enemy_Rel_YPos ; get relative vertical coordinate - clc - adc StarFlagYPosAdder,x ; add Y coordinate adder data - sta Sprite_Y_Position,y ; store as Y coordinate - lda StarFlagTileData,x ; get tile number - sta Sprite_Tilenumber,y ; store as tile number - lda #$22 ; set palette and background priority bits - sta Sprite_Attributes,y ; store as attributes - lda Enemy_Rel_XPos ; get relative horizontal coordinate - clc - adc StarFlagXPosAdder,x ; add X coordinate adder data - sta Sprite_X_Position,y ; store as X coordinate - iny - iny ; increment OAM data offset four bytes - iny ; for next sprite - iny - dex ; move onto next sprite - bpl DSFLoop ; do this until all sprites are done - ldx ObjectOffset ; get enemy object offset and leave - rts + jsr RelativeEnemyPosition ; get relative coordinates of star flag + ldy Enemy_SprDataOffset,x ; get OAM data offset + ldx #$03 ; do four sprites +DSFLoop: + lda Enemy_Rel_YPos ; get relative vertical coordinate + clc + adc StarFlagYPosAdder,x ; add Y coordinate adder data + sta Sprite_Y_Position,y ; store as Y coordinate + lda StarFlagTileData,x ; get tile number + sta Sprite_Tilenumber,y ; store as tile number + lda #$22 ; set palette and background priority bits + sta Sprite_Attributes,y ; store as attributes + lda Enemy_Rel_XPos ; get relative horizontal coordinate + clc + adc StarFlagXPosAdder,x ; add X coordinate adder data + sta Sprite_X_Position,y ; store as X coordinate + iny + iny ; increment OAM data offset four bytes + iny ; for next sprite + iny + dex ; move onto next sprite + bpl DSFLoop ; do this until all sprites are done + ldx ObjectOffset ; get enemy object offset and leave + rts DrawFlagSetTimer: - jsr DrawStarFlag ; do sub to draw star flag - lda #$06 - sta EnemyIntervalTimer,x ; set interval timer here + jsr DrawStarFlag ; do sub to draw star flag + lda #$06 + sta EnemyIntervalTimer,x ; set interval timer here IncrementSFTask2: - inc StarFlagTaskControl ; move onto next task - rts + inc StarFlagTaskControl ; move onto next task + rts DelayToAreaEnd: - jsr DrawStarFlag ; do sub to draw star flag - lda EnemyIntervalTimer,x ; if interval timer set in previous task - bne StarFlagExit2 ; not yet expired, branch to leave - lda EventMusicBuffer ; if event music buffer empty, - beq IncrementSFTask2 ; branch to increment task + jsr DrawStarFlag ; do sub to draw star flag + lda EnemyIntervalTimer,x ; if interval timer set in previous task + bne StarFlagExit2 ; not yet expired, branch to leave + lda EventMusicBuffer ; if event music buffer empty, + beq IncrementSFTask2 ; branch to increment task StarFlagExit2: - rts ; otherwise leave + rts ; otherwise leave ;-------------------------------- ; $00 - used to store horizontal difference between player and piranha plant MovePiranhaPlant: - lda Enemy_State,x ; check enemy state - bne PutinPipe ; if set at all, branch to leave - lda EnemyFrameTimer,x ; check enemy's timer here - bne PutinPipe ; branch to end if not yet expired - lda PiranhaPlant_MoveFlag,x ; check movement flag - bne SetupToMovePPlant ; if moving, skip to part ahead - lda PiranhaPlant_Y_Speed,x ; if currently rising, branch - bmi ReversePlantSpeed ; to move enemy upwards out of pipe - jsr PlayerEnemyDiff ; get horizontal difference between player and - bpl ChkPlayerNearPipe ; piranha plant, and branch if enemy to right of player - lda $00 ; otherwise get saved horizontal difference - eor #$ff - clc ; and change to two's compliment - adc #$01 - sta $00 ; save as new horizontal difference + lda Enemy_State,x ; check enemy state + bne PutinPipe ; if set at all, branch to leave + lda EnemyFrameTimer,x ; check enemy's timer here + bne PutinPipe ; branch to end if not yet expired + lda PiranhaPlant_MoveFlag,x ; check movement flag + bne SetupToMovePPlant ; if moving, skip to part ahead + lda PiranhaPlant_Y_Speed,x ; if currently rising, branch + bmi ReversePlantSpeed ; to move enemy upwards out of pipe + jsr PlayerEnemyDiff ; get horizontal difference between player and + bpl ChkPlayerNearPipe ; piranha plant, and branch if enemy to right of player + lda $00 ; otherwise get saved horizontal difference + eor #$ff + clc ; and change to two's compliment + adc #$01 + sta $00 ; save as new horizontal difference ChkPlayerNearPipe: - lda $00 ; get saved horizontal difference - cmp #$21 - bcc PutinPipe ; if player within a certain distance, branch to leave + lda $00 ; get saved horizontal difference + cmp #$21 + bcc PutinPipe ; if player within a certain distance, branch to leave ReversePlantSpeed: - lda PiranhaPlant_Y_Speed,x ; get vertical speed - eor #$ff - clc ; change to two's compliment - adc #$01 - sta PiranhaPlant_Y_Speed,x ; save as new vertical speed - inc PiranhaPlant_MoveFlag,x ; increment to set movement flag + lda PiranhaPlant_Y_Speed,x ; get vertical speed + eor #$ff + clc ; change to two's compliment + adc #$01 + sta PiranhaPlant_Y_Speed,x ; save as new vertical speed + inc PiranhaPlant_MoveFlag,x ; increment to set movement flag SetupToMovePPlant: - lda PiranhaPlantDownYPos,x ; get original vertical coordinate (lowest point) - ldy PiranhaPlant_Y_Speed,x ; get vertical speed - bpl RiseFallPiranhaPlant ; branch if moving downwards - lda PiranhaPlantUpYPos,x ; otherwise get other vertical coordinate (highest point) + lda PiranhaPlantDownYPos,x ; get original vertical coordinate (lowest point) + ldy PiranhaPlant_Y_Speed,x ; get vertical speed + bpl RiseFallPiranhaPlant ; branch if moving downwards + lda PiranhaPlantUpYPos,x ; otherwise get other vertical coordinate (highest point) RiseFallPiranhaPlant: - sta $00 ; save vertical coordinate here - lda FrameCounter ; get frame counter - lsr - bcc PutinPipe ; branch to leave if d0 set (execute code every other frame) - lda TimerControl ; get master timer control - bne PutinPipe ; branch to leave if set (likely not necessary) - lda Enemy_Y_Position,x ; get current vertical coordinate - clc - adc PiranhaPlant_Y_Speed,x ; add vertical speed to move up or down - sta Enemy_Y_Position,x ; save as new vertical coordinate - cmp $00 ; compare against low or high coordinate - bne PutinPipe ; branch to leave if not yet reached - lda #$00 - sta PiranhaPlant_MoveFlag,x ; otherwise clear movement flag - lda #$40 - sta EnemyFrameTimer,x ; set timer to delay piranha plant movement + sta $00 ; save vertical coordinate here + lda FrameCounter ; get frame counter + lsr + bcc PutinPipe ; branch to leave if d0 set (execute code every other frame) + lda TimerControl ; get master timer control + bne PutinPipe ; branch to leave if set (likely not necessary) + lda Enemy_Y_Position,x ; get current vertical coordinate + clc + adc PiranhaPlant_Y_Speed,x ; add vertical speed to move up or down + sta Enemy_Y_Position,x ; save as new vertical coordinate + cmp $00 ; compare against low or high coordinate + bne PutinPipe ; branch to leave if not yet reached + lda #$00 + sta PiranhaPlant_MoveFlag,x ; otherwise clear movement flag + lda #$40 + sta EnemyFrameTimer,x ; set timer to delay piranha plant movement PutinPipe: - lda #%00100000 ; set background priority bit in sprite - sta Enemy_SprAttrib,x ; attributes to give illusion of being inside pipe - rts ; then leave + lda #%00100000 ; set background priority bit in sprite + sta Enemy_SprAttrib,x ; attributes to give illusion of being inside pipe + rts ; then leave ;------------------------------------------------------------------------------------- ; $07 - spinning speed FirebarSpin: - sta $07 ; save spinning speed here - lda FirebarSpinDirection,x ; check spinning direction - bne SpinCounterClockwise ; if moving counter-clockwise, branch to other part - ldy #$18 ; possibly residual ldy - lda FirebarSpinState_Low,x - clc ; add spinning speed to what would normally be - adc $07 ; the horizontal speed - sta FirebarSpinState_Low,x - lda FirebarSpinState_High,x ; add carry to what would normally be the vertical speed - adc #$00 - rts + sta $07 ; save spinning speed here + lda FirebarSpinDirection,x ; check spinning direction + bne SpinCounterClockwise ; if moving counter-clockwise, branch to other part + ldy #$18 ; possibly residual ldy + lda FirebarSpinState_Low,x + clc ; add spinning speed to what would normally be + adc $07 ; the horizontal speed + sta FirebarSpinState_Low,x + lda FirebarSpinState_High,x ; add carry to what would normally be the vertical speed + adc #$00 + rts SpinCounterClockwise: - ldy #$08 ; possibly residual ldy - lda FirebarSpinState_Low,x - sec ; subtract spinning speed to what would normally be - sbc $07 ; the horizontal speed - sta FirebarSpinState_Low,x - lda FirebarSpinState_High,x ; add carry to what would normally be the vertical speed - sbc #$00 - rts + ldy #$08 ; possibly residual ldy + lda FirebarSpinState_Low,x + sec ; subtract spinning speed to what would normally be + sbc $07 ; the horizontal speed + sta FirebarSpinState_Low,x + lda FirebarSpinState_High,x ; add carry to what would normally be the vertical speed + sbc #$00 + rts ;------------------------------------------------------------------------------------- ; $00 - used to hold collision flag, Y movement force + 5 or low byte of name table for rope @@ -10654,337 +11302,359 @@ SpinCounterClockwise: ; $02 - used to hold page location of rope BalancePlatform: - lda Enemy_Y_HighPos,x ; check high byte of vertical position - cmp #$03 - bne DoBPl - jmp EraseEnemyObject ; if far below screen, kill the object -DoBPl: lda Enemy_State,x ; get object's state (set to $ff or other platform offset) - bpl CheckBalPlatform ; if doing other balance platform, branch to leave - rts + lda Enemy_Y_HighPos,x ; check high byte of vertical position + cmp #$03 + bne DoBPl + jmp EraseEnemyObject ; if far below screen, kill the object +DoBPl: + lda Enemy_State,x ; get object's state (set to $ff or other platform offset) + bpl CheckBalPlatform ; if doing other balance platform, branch to leave + rts CheckBalPlatform: - tay ; save offset from state as Y - lda PlatformCollisionFlag,x ; get collision flag of platform - sta $00 ; store here - lda Enemy_MovingDir,x ; get moving direction - beq ChkForFall - jmp PlatformFall ; if set, jump here + tay ; save offset from state as Y + lda PlatformCollisionFlag,x ; get collision flag of platform + sta $00 ; store here + lda Enemy_MovingDir,x ; get moving direction + beq ChkForFall + jmp PlatformFall ; if set, jump here ChkForFall: - lda #$2d ; check if platform is above a certain point - cmp Enemy_Y_Position,x - bcc ChkOtherForFall ; if not, branch elsewhere - cpy $00 ; if collision flag is set to same value as - beq MakePlatformFall ; enemy state, branch to make platforms fall - clc - adc #$02 ; otherwise add 2 pixels to vertical position - sta Enemy_Y_Position,x ; of current platform and branch elsewhere - jmp StopPlatforms ; to make platforms stop + lda #$2d ; check if platform is above a certain point + cmp Enemy_Y_Position,x + bcc ChkOtherForFall ; if not, branch elsewhere + cpy $00 ; if collision flag is set to same value as + beq MakePlatformFall ; enemy state, branch to make platforms fall + clc + adc #$02 ; otherwise add 2 pixels to vertical position + sta Enemy_Y_Position,x ; of current platform and branch elsewhere + jmp StopPlatforms ; to make platforms stop MakePlatformFall: - jmp InitPlatformFall ; make platforms fall + jmp InitPlatformFall ; make platforms fall ChkOtherForFall: - cmp Enemy_Y_Position,y ; check if other platform is above a certain point - bcc ChkToMoveBalPlat ; if not, branch elsewhere - cpx $00 ; if collision flag is set to same value as - beq MakePlatformFall ; enemy state, branch to make platforms fall - clc - adc #$02 ; otherwise add 2 pixels to vertical position - sta Enemy_Y_Position,y ; of other platform and branch elsewhere - jmp StopPlatforms ; jump to stop movement and do not return + cmp Enemy_Y_Position,y ; check if other platform is above a certain point + bcc ChkToMoveBalPlat ; if not, branch elsewhere + cpx $00 ; if collision flag is set to same value as + beq MakePlatformFall ; enemy state, branch to make platforms fall + clc + adc #$02 ; otherwise add 2 pixels to vertical position + sta Enemy_Y_Position,y ; of other platform and branch elsewhere + jmp StopPlatforms ; jump to stop movement and do not return ChkToMoveBalPlat: - lda Enemy_Y_Position,x ; save vertical position to stack - pha - lda PlatformCollisionFlag,x ; get collision flag - bpl ColFlg ; branch if collision - lda Enemy_Y_MoveForce,x - clc ; add $05 to contents of moveforce, whatever they be - adc #$05 - sta $00 ; store here - lda Enemy_Y_Speed,x - adc #$00 ; add carry to vertical speed - bmi PlatDn ; branch if moving downwards - bne PlatUp ; branch elsewhere if moving upwards - lda $00 - cmp #$0b ; check if there's still a little force left - bcc PlatSt ; if not enough, branch to stop movement - bcs PlatUp ; otherwise keep branch to move upwards -ColFlg: cmp ObjectOffset ; if collision flag matches - beq PlatDn ; current enemy object offset, branch -PlatUp: jsr MovePlatformUp ; do a sub to move upwards - jmp DoOtherPlatform ; jump ahead to remaining code -PlatSt: jsr StopPlatforms ; do a sub to stop movement - jmp DoOtherPlatform ; jump ahead to remaining code -PlatDn: jsr MovePlatformDown ; do a sub to move downwards + lda Enemy_Y_Position,x ; save vertical position to stack + pha + lda PlatformCollisionFlag,x ; get collision flag + bpl ColFlg ; branch if collision + lda Enemy_Y_MoveForce,x + clc ; add $05 to contents of moveforce, whatever they be + adc #$05 + sta $00 ; store here + lda Enemy_Y_Speed,x + adc #$00 ; add carry to vertical speed + bmi PlatDn ; branch if moving downwards + bne PlatUp ; branch elsewhere if moving upwards + lda $00 + cmp #$0b ; check if there's still a little force left + bcc PlatSt ; if not enough, branch to stop movement + bcs PlatUp ; otherwise keep branch to move upwards +ColFlg: + cmp ObjectOffset ; if collision flag matches + beq PlatDn ; current enemy object offset, branch +PlatUp: + jsr MovePlatformUp ; do a sub to move upwards + jmp DoOtherPlatform ; jump ahead to remaining code +PlatSt: + jsr StopPlatforms ; do a sub to stop movement + jmp DoOtherPlatform ; jump ahead to remaining code +PlatDn: + jsr MovePlatformDown ; do a sub to move downwards DoOtherPlatform: - ldy Enemy_State,x ; get offset of other platform - pla ; get old vertical coordinate from stack - sec - sbc Enemy_Y_Position,x ; get difference of old vs. new coordinate - clc - adc Enemy_Y_Position,y ; add difference to vertical coordinate of other - sta Enemy_Y_Position,y ; platform to move it in the opposite direction - lda PlatformCollisionFlag,x ; if no collision, skip this part here - bmi DrawEraseRope - tax ; put offset which collision occurred here - jsr PositionPlayerOnVPlat ; and use it to position player accordingly + ldy Enemy_State,x ; get offset of other platform + pla ; get old vertical coordinate from stack + sec + sbc Enemy_Y_Position,x ; get difference of old vs. new coordinate + clc + adc Enemy_Y_Position,y ; add difference to vertical coordinate of other + sta Enemy_Y_Position,y ; platform to move it in the opposite direction + lda PlatformCollisionFlag,x ; if no collision, skip this part here + bmi DrawEraseRope + tax ; put offset which collision occurred here + jsr PositionPlayerOnVPlat ; and use it to position player accordingly DrawEraseRope: - ldy ObjectOffset ; get enemy object offset - lda Enemy_Y_Speed,y ; check to see if current platform is - ora Enemy_Y_MoveForce,y ; moving at all - beq ExitRp ; if not, skip all of this and branch to leave - ldx VRAM_Buffer1_Offset ; get vram buffer offset - cpx #$20 ; if offset beyond a certain point, go ahead - bcs ExitRp ; and skip this, branch to leave - lda Enemy_Y_Speed,y - pha ; save two copies of vertical speed to stack - pha - jsr SetupPlatformRope ; do a sub to figure out where to put new bg tiles - lda $01 ; write name table address to vram buffer - sta VRAM_Buffer1,x ; first the high byte, then the low - lda $00 - sta VRAM_Buffer1+1,x - lda #$02 ; set length for 2 bytes - sta VRAM_Buffer1+2,x - lda Enemy_Y_Speed,y ; if platform moving upwards, branch - bmi EraseR1 ; to do something else - lda #$a2 - sta VRAM_Buffer1+3,x ; otherwise put tile numbers for left - lda #$a3 ; and right sides of rope in vram buffer - sta VRAM_Buffer1+4,x - jmp OtherRope ; jump to skip this part -EraseR1: lda #$24 ; put blank tiles in vram buffer - sta VRAM_Buffer1+3,x ; to erase rope - sta VRAM_Buffer1+4,x + ldy ObjectOffset ; get enemy object offset + lda Enemy_Y_Speed,y ; check to see if current platform is + ora Enemy_Y_MoveForce,y ; moving at all + beq ExitRp ; if not, skip all of this and branch to leave + ldx VRAM_Buffer1_Offset ; get vram buffer offset + cpx #$20 ; if offset beyond a certain point, go ahead + bcs ExitRp ; and skip this, branch to leave + lda Enemy_Y_Speed,y + pha ; save two copies of vertical speed to stack + pha + jsr SetupPlatformRope ; do a sub to figure out where to put new bg tiles + lda $01 ; write name table address to vram buffer + sta VRAM_Buffer1,x ; first the high byte, then the low + lda $00 + sta VRAM_Buffer1+1,x + lda #$02 ; set length for 2 bytes + sta VRAM_Buffer1+2,x + lda Enemy_Y_Speed,y ; if platform moving upwards, branch + bmi EraseR1 ; to do something else + lda #$a2 + sta VRAM_Buffer1+3,x ; otherwise put tile numbers for left + lda #$a3 ; and right sides of rope in vram buffer + sta VRAM_Buffer1+4,x + jmp OtherRope ; jump to skip this part +EraseR1: + lda #$24 ; put blank tiles in vram buffer + sta VRAM_Buffer1+3,x ; to erase rope + sta VRAM_Buffer1+4,x OtherRope: - lda Enemy_State,y ; get offset of other platform from state - tay ; use as Y here - pla ; pull second copy of vertical speed from stack - eor #$ff ; invert bits to reverse speed - jsr SetupPlatformRope ; do sub again to figure out where to put bg tiles - lda $01 ; write name table address to vram buffer - sta VRAM_Buffer1+5,x ; this time we're doing putting tiles for - lda $00 ; the other platform - sta VRAM_Buffer1+6,x - lda #$02 - sta VRAM_Buffer1+7,x ; set length again for 2 bytes - pla ; pull first copy of vertical speed from stack - bpl EraseR2 ; if moving upwards (note inversion earlier), skip this - lda #$a2 - sta VRAM_Buffer1+8,x ; otherwise put tile numbers for left - lda #$a3 ; and right sides of rope in vram - sta VRAM_Buffer1+9,x ; transfer buffer - jmp EndRp ; jump to skip this part -EraseR2: lda #$24 ; put blank tiles in vram buffer - sta VRAM_Buffer1+8,x ; to erase rope - sta VRAM_Buffer1+9,x -EndRp: lda #$00 ; put null terminator at the end - sta VRAM_Buffer1+10,x - lda VRAM_Buffer1_Offset ; add ten bytes to the vram buffer offset - clc ; and store - adc #10 - sta VRAM_Buffer1_Offset -ExitRp: ldx ObjectOffset ; get enemy object buffer offset and leave - rts + lda Enemy_State,y ; get offset of other platform from state + tay ; use as Y here + pla ; pull second copy of vertical speed from stack + eor #$ff ; invert bits to reverse speed + jsr SetupPlatformRope ; do sub again to figure out where to put bg tiles + lda $01 ; write name table address to vram buffer + sta VRAM_Buffer1+5,x ; this time we're doing putting tiles for + lda $00 ; the other platform + sta VRAM_Buffer1+6,x + lda #$02 + sta VRAM_Buffer1+7,x ; set length again for 2 bytes + pla ; pull first copy of vertical speed from stack + bpl EraseR2 ; if moving upwards (note inversion earlier), skip this + lda #$a2 + sta VRAM_Buffer1+8,x ; otherwise put tile numbers for left + lda #$a3 ; and right sides of rope in vram + sta VRAM_Buffer1+9,x ; transfer buffer + jmp EndRp ; jump to skip this part +EraseR2: + lda #$24 ; put blank tiles in vram buffer + sta VRAM_Buffer1+8,x ; to erase rope + sta VRAM_Buffer1+9,x +EndRp: + lda #$00 ; put null terminator at the end + sta VRAM_Buffer1+10,x + lda VRAM_Buffer1_Offset ; add ten bytes to the vram buffer offset + clc ; and store + adc #10 + sta VRAM_Buffer1_Offset +ExitRp: + ldx ObjectOffset ; get enemy object buffer offset and leave + rts SetupPlatformRope: - pha ; save second/third copy to stack - lda Enemy_X_Position,y ; get horizontal coordinate - clc - adc #$08 ; add eight pixels - ldx SecondaryHardMode ; if secondary hard mode flag set, - bne GetLRp ; use coordinate as-is - clc - adc #$10 ; otherwise add sixteen more pixels -GetLRp: pha ; save modified horizontal coordinate to stack - lda Enemy_PageLoc,y - adc #$00 ; add carry to page location - sta $02 ; and save here - pla ; pull modified horizontal coordinate - and #%11110000 ; from the stack, mask out low nybble - lsr ; and shift three bits to the right - lsr - lsr - sta $00 ; store result here as part of name table low byte - ldx Enemy_Y_Position,y ; get vertical coordinate - pla ; get second/third copy of vertical speed from stack - bpl GetHRp ; skip this part if moving downwards or not at all - txa - clc - adc #$08 ; add eight to vertical coordinate and - tax ; save as X -GetHRp: txa ; move vertical coordinate to A - ldx VRAM_Buffer1_Offset ; get vram buffer offset - asl - rol ; rotate d7 to d0 and d6 into carry - pha ; save modified vertical coordinate to stack - rol ; rotate carry to d0, thus d7 and d6 are at 2 LSB - and #%00000011 ; mask out all bits but d7 and d6, then set - ora #%00100000 ; d5 to get appropriate high byte of name table - sta $01 ; address, then store - lda $02 ; get saved page location from earlier - and #$01 ; mask out all but LSB - asl - asl ; shift twice to the left and save with the - ora $01 ; rest of the bits of the high byte, to get - sta $01 ; the proper name table and the right place on it - pla ; get modified vertical coordinate from stack - and #%11100000 ; mask out low nybble and LSB of high nybble - clc - adc $00 ; add to horizontal part saved here - sta $00 ; save as name table low byte - lda Enemy_Y_Position,y - cmp #$e8 ; if vertical position not below the - bcc ExPRp ; bottom of the screen, we're done, branch to leave - lda $00 - and #%10111111 ; mask out d6 of low byte of name table address - sta $00 -ExPRp: rts ; leave! + pha ; save second/third copy to stack + lda Enemy_X_Position,y ; get horizontal coordinate + clc + adc #$08 ; add eight pixels + ldx SecondaryHardMode ; if secondary hard mode flag set, + bne GetLRp ; use coordinate as-is + clc + adc #$10 ; otherwise add sixteen more pixels +GetLRp: + pha ; save modified horizontal coordinate to stack + lda Enemy_PageLoc,y + adc #$00 ; add carry to page location + sta $02 ; and save here + pla ; pull modified horizontal coordinate + and #%11110000 ; from the stack, mask out low nybble + lsr ; and shift three bits to the right + lsr + lsr + sta $00 ; store result here as part of name table low byte + ldx Enemy_Y_Position,y ; get vertical coordinate + pla ; get second/third copy of vertical speed from stack + bpl GetHRp ; skip this part if moving downwards or not at all + txa + clc + adc #$08 ; add eight to vertical coordinate and + tax ; save as X +GetHRp: + txa ; move vertical coordinate to A + ldx VRAM_Buffer1_Offset ; get vram buffer offset + asl + rol ; rotate d7 to d0 and d6 into carry + pha ; save modified vertical coordinate to stack + rol ; rotate carry to d0, thus d7 and d6 are at 2 LSB + and #%00000011 ; mask out all bits but d7 and d6, then set + ora #%00100000 ; d5 to get appropriate high byte of name table + sta $01 ; address, then store + lda $02 ; get saved page location from earlier + and #$01 ; mask out all but LSB + asl + asl ; shift twice to the left and save with the + ora $01 ; rest of the bits of the high byte, to get + sta $01 ; the proper name table and the right place on it + pla ; get modified vertical coordinate from stack + and #%11100000 ; mask out low nybble and LSB of high nybble + clc + adc $00 ; add to horizontal part saved here + sta $00 ; save as name table low byte + lda Enemy_Y_Position,y + cmp #$e8 ; if vertical position not below the + bcc ExPRp ; bottom of the screen, we're done, branch to leave + lda $00 + and #%10111111 ; mask out d6 of low byte of name table address + sta $00 +ExPRp: + rts ; leave! InitPlatformFall: - tya ; move offset of other platform from Y to X - tax - jsr GetEnemyOffscreenBits ; get offscreen bits - lda #$06 - jsr SetupFloateyNumber ; award 1000 points to player - lda Player_Rel_XPos - sta FloateyNum_X_Pos,x ; put floatey number coordinates where player is - lda Player_Y_Position - sta FloateyNum_Y_Pos,x - lda #$01 ; set moving direction as flag for - sta Enemy_MovingDir,x ; falling platforms + tya ; move offset of other platform from Y to X + tax + jsr GetEnemyOffscreenBits ; get offscreen bits + lda #$06 + jsr SetupFloateyNumber ; award 1000 points to player + lda Player_Rel_XPos + sta FloateyNum_X_Pos,x ; put floatey number coordinates where player is + lda Player_Y_Position + sta FloateyNum_Y_Pos,x + lda #$01 ; set moving direction as flag for + sta Enemy_MovingDir,x ; falling platforms StopPlatforms: - jsr InitVStf ; initialize vertical speed and low byte - sta Enemy_Y_Speed,y ; for both platforms and leave - sta Enemy_Y_MoveForce,y - rts + jsr InitVStf ; initialize vertical speed and low byte + sta Enemy_Y_Speed,y ; for both platforms and leave + sta Enemy_Y_MoveForce,y + rts PlatformFall: - tya ; save offset for other platform to stack - pha - jsr MoveFallingPlatform ; make current platform fall - pla - tax ; pull offset from stack and save to X - jsr MoveFallingPlatform ; make other platform fall - ldx ObjectOffset - lda PlatformCollisionFlag,x ; if player not standing on either platform, - bmi ExPF ; skip this part - tax ; transfer collision flag offset as offset to X - jsr PositionPlayerOnVPlat ; and position player appropriately -ExPF: ldx ObjectOffset ; get enemy object buffer offset and leave - rts + tya ; save offset for other platform to stack + pha + jsr MoveFallingPlatform ; make current platform fall + pla + tax ; pull offset from stack and save to X + jsr MoveFallingPlatform ; make other platform fall + ldx ObjectOffset + lda PlatformCollisionFlag,x ; if player not standing on either platform, + bmi ExPF ; skip this part + tax ; transfer collision flag offset as offset to X + jsr PositionPlayerOnVPlat ; and position player appropriately +ExPF: + ldx ObjectOffset ; get enemy object buffer offset and leave + rts ;-------------------------------- YMovingPlatform: - lda Enemy_Y_Speed,x ; if platform moving up or down, skip ahead to - ora Enemy_Y_MoveForce,x ; check on other position - bne ChkYCenterPos - sta Enemy_YMF_Dummy,x ; initialize dummy variable - lda Enemy_Y_Position,x - cmp YPlatformTopYPos,x ; if current vertical position => top position, branch - bcs ChkYCenterPos ; ahead of all this - lda FrameCounter - and #%00000111 ; check for every eighth frame - bne SkipIY - inc Enemy_Y_Position,x ; increase vertical position every eighth frame -SkipIY: jmp ChkYPCollision ; skip ahead to last part + lda Enemy_Y_Speed,x ; if platform moving up or down, skip ahead to + ora Enemy_Y_MoveForce,x ; check on other position + bne ChkYCenterPos + sta Enemy_YMF_Dummy,x ; initialize dummy variable + lda Enemy_Y_Position,x + cmp YPlatformTopYPos,x ; if current vertical position => top position, branch + bcs ChkYCenterPos ; ahead of all this + lda FrameCounter + and #%00000111 ; check for every eighth frame + bne SkipIY + inc Enemy_Y_Position,x ; increase vertical position every eighth frame +SkipIY: + jmp ChkYPCollision ; skip ahead to last part ChkYCenterPos: - lda Enemy_Y_Position,x ; if current vertical position < central position, branch - cmp YPlatformCenterYPos,x ; to slow ascent/move downwards - bcc YMDown - jsr MovePlatformUp ; otherwise start slowing descent/moving upwards - jmp ChkYPCollision -YMDown: jsr MovePlatformDown ; start slowing ascent/moving downwards + lda Enemy_Y_Position,x ; if current vertical position < central position, branch + cmp YPlatformCenterYPos,x ; to slow ascent/move downwards + bcc YMDown + jsr MovePlatformUp ; otherwise start slowing descent/moving upwards + jmp ChkYPCollision +YMDown: + jsr MovePlatformDown ; start slowing ascent/moving downwards ChkYPCollision: - lda PlatformCollisionFlag,x ; if collision flag not set here, branch - bmi ExYPl ; to leave - jsr PositionPlayerOnVPlat ; otherwise position player appropriately -ExYPl: rts ; leave + lda PlatformCollisionFlag,x ; if collision flag not set here, branch + bmi ExYPl ; to leave + jsr PositionPlayerOnVPlat ; otherwise position player appropriately +ExYPl: + rts ; leave ;-------------------------------- ; $00 - used as adder to position player hotizontally XMovingPlatform: - lda #$0e ; load preset maximum value for secondary counter - jsr XMoveCntr_Platform ; do a sub to increment counters for movement - jsr MoveWithXMCntrs ; do a sub to move platform accordingly, and return value - lda PlatformCollisionFlag,x ; if no collision with player, - bmi ExXMP ; branch ahead to leave + lda #$0e ; load preset maximum value for secondary counter + jsr XMoveCntr_Platform ; do a sub to increment counters for movement + jsr MoveWithXMCntrs ; do a sub to move platform accordingly, and return value + lda PlatformCollisionFlag,x ; if no collision with player, + bmi ExXMP ; branch ahead to leave PositionPlayerOnHPlat: - lda Player_X_Position - clc ; add saved value from second subroutine to - adc $00 ; current player's position to position - sta Player_X_Position ; player accordingly in horizontal position - lda Player_PageLoc ; get player's page location - ldy $00 ; check to see if saved value here is positive or negative - bmi PPHSubt ; if negative, branch to subtract - adc #$00 ; otherwise add carry to page location - jmp SetPVar ; jump to skip subtraction -PPHSubt: sbc #$00 ; subtract borrow from page location -SetPVar: sta Player_PageLoc ; save result to player's page location - sty Platform_X_Scroll ; put saved value from second sub here to be used later - jsr PositionPlayerOnVPlat ; position player vertically and appropriately -ExXMP: rts ; and we are done here + lda Player_X_Position + clc ; add saved value from second subroutine to + adc $00 ; current player's position to position + sta Player_X_Position ; player accordingly in horizontal position + lda Player_PageLoc ; get player's page location + ldy $00 ; check to see if saved value here is positive or negative + bmi PPHSubt ; if negative, branch to subtract + adc #$00 ; otherwise add carry to page location + jmp SetPVar ; jump to skip subtraction +PPHSubt: + sbc #$00 ; subtract borrow from page location +SetPVar: + sta Player_PageLoc ; save result to player's page location + sty Platform_X_Scroll ; put saved value from second sub here to be used later + jsr PositionPlayerOnVPlat ; position player vertically and appropriately +ExXMP: + rts ; and we are done here ;-------------------------------- DropPlatform: - lda PlatformCollisionFlag,x ; if no collision between platform and player - bmi ExDPl ; occurred, just leave without moving anything - jsr MoveDropPlatform ; otherwise do a sub to move platform down very quickly - jsr PositionPlayerOnVPlat ; do a sub to position player appropriately -ExDPl: rts ; leave + lda PlatformCollisionFlag,x ; if no collision between platform and player + bmi ExDPl ; occurred, just leave without moving anything + jsr MoveDropPlatform ; otherwise do a sub to move platform down very quickly + jsr PositionPlayerOnVPlat ; do a sub to position player appropriately +ExDPl: + rts ; leave ;-------------------------------- ; $00 - residual value from sub RightPlatform: - jsr MoveEnemyHorizontally ; move platform with current horizontal speed, if any - sta $00 ; store saved value here (residual code) - lda PlatformCollisionFlag,x ; check collision flag, if no collision between player - bmi ExRPl ; and platform, branch ahead, leave speed unaltered - lda #$10 - sta Enemy_X_Speed,x ; otherwise set new speed (gets moving if motionless) - jsr PositionPlayerOnHPlat ; use saved value from earlier sub to position player -ExRPl: rts ; then leave + jsr MoveEnemyHorizontally ; move platform with current horizontal speed, if any + sta $00 ; store saved value here (residual code) + lda PlatformCollisionFlag,x ; check collision flag, if no collision between player + bmi ExRPl ; and platform, branch ahead, leave speed unaltered + lda #$10 + sta Enemy_X_Speed,x ; otherwise set new speed (gets moving if motionless) + jsr PositionPlayerOnHPlat ; use saved value from earlier sub to position player +ExRPl: + rts ; then leave ;-------------------------------- MoveLargeLiftPlat: - jsr MoveLiftPlatforms ; execute common to all large and small lift platforms - jmp ChkYPCollision ; branch to position player correctly + jsr MoveLiftPlatforms ; execute common to all large and small lift platforms + jmp ChkYPCollision ; branch to position player correctly MoveSmallPlatform: - jsr MoveLiftPlatforms ; execute common to all large and small lift platforms - jmp ChkSmallPlatCollision ; branch to position player correctly + jsr MoveLiftPlatforms ; execute common to all large and small lift platforms + jmp ChkSmallPlatCollision ; branch to position player correctly MoveLiftPlatforms: - lda TimerControl ; if master timer control set, skip all of this - bne ExLiftP ; and branch to leave - lda Enemy_YMF_Dummy,x - clc ; add contents of movement amount to whatever's here - adc Enemy_Y_MoveForce,x - sta Enemy_YMF_Dummy,x - lda Enemy_Y_Position,x ; add whatever vertical speed is set to current - adc Enemy_Y_Speed,x ; vertical position plus carry to move up or down - sta Enemy_Y_Position,x ; and then leave - rts + lda TimerControl ; if master timer control set, skip all of this + bne ExLiftP ; and branch to leave + lda Enemy_YMF_Dummy,x + clc ; add contents of movement amount to whatever's here + adc Enemy_Y_MoveForce,x + sta Enemy_YMF_Dummy,x + lda Enemy_Y_Position,x ; add whatever vertical speed is set to current + adc Enemy_Y_Speed,x ; vertical position plus carry to move up or down + sta Enemy_Y_Position,x ; and then leave + rts ChkSmallPlatCollision: - lda PlatformCollisionFlag,x ; get bounding box counter saved in collision flag - beq ExLiftP ; if none found, leave player position alone - jsr PositionPlayerOnS_Plat ; use to position player correctly -ExLiftP: rts ; then leave + lda PlatformCollisionFlag,x ; get bounding box counter saved in collision flag + beq ExLiftP ; if none found, leave player position alone + jsr PositionPlayerOnS_Plat ; use to position player correctly +ExLiftP: + rts ; then leave ;------------------------------------------------------------------------------------- ; $00 - page location of extended left boundary @@ -10993,892 +11663,927 @@ ExLiftP: rts ; then leave ; $03 - extended right boundary position OffscreenBoundsCheck: - lda Enemy_ID,x ; check for cheep-cheep object - cmp #FlyingCheepCheep ; branch to leave if found - beq ExScrnBd - lda ScreenLeft_X_Pos ; get horizontal coordinate for left side of screen - ldy Enemy_ID,x - cpy #HammerBro ; check for hammer bro object - beq LimitB - cpy #PiranhaPlant ; check for piranha plant object - bne ExtendLB ; these two will be erased sooner than others if too far left -LimitB: adc #$38 ; add 56 pixels to coordinate if hammer bro or piranha plant -ExtendLB: sbc #$48 ; subtract 72 pixels regardless of enemy object - sta $01 ; store result here - lda ScreenLeft_PageLoc - sbc #$00 ; subtract borrow from page location of left side - sta $00 ; store result here - lda ScreenRight_X_Pos ; add 72 pixels to the right side horizontal coordinate - adc #$48 - sta $03 ; store result here - lda ScreenRight_PageLoc - adc #$00 ; then add the carry to the page location - sta $02 ; and store result here - lda Enemy_X_Position,x ; compare horizontal coordinate of the enemy object - cmp $01 ; to modified horizontal left edge coordinate to get carry - lda Enemy_PageLoc,x - sbc $00 ; then subtract it from the page coordinate of the enemy object - bmi TooFar ; if enemy object is too far left, branch to erase it - lda Enemy_X_Position,x ; compare horizontal coordinate of the enemy object - cmp $03 ; to modified horizontal right edge coordinate to get carry - lda Enemy_PageLoc,x - sbc $02 ; then subtract it from the page coordinate of the enemy object - bmi ExScrnBd ; if enemy object is on the screen, leave, do not erase enemy - lda Enemy_State,x ; if at this point, enemy is offscreen to the right, so check - cmp #HammerBro ; if in state used by spiny's egg, do not erase - beq ExScrnBd - cpy #PiranhaPlant ; if piranha plant, do not erase - beq ExScrnBd - cpy #FlagpoleFlagObject ; if flagpole flag, do not erase - beq ExScrnBd - cpy #StarFlagObject ; if star flag, do not erase - beq ExScrnBd - cpy #JumpspringObject ; if jumpspring, do not erase - beq ExScrnBd ; erase all others too far to the right -TooFar: jsr EraseEnemyObject ; erase object if necessary -ExScrnBd: rts ; leave + lda Enemy_ID,x ; check for cheep-cheep object + cmp #FlyingCheepCheep ; branch to leave if found + beq ExScrnBd + lda ScreenLeft_X_Pos ; get horizontal coordinate for left side of screen + ldy Enemy_ID,x + cpy #HammerBro ; check for hammer bro object + beq LimitB + cpy #PiranhaPlant ; check for piranha plant object + bne ExtendLB ; these two will be erased sooner than others if too far left +LimitB: + adc #$38 ; add 56 pixels to coordinate if hammer bro or piranha plant +ExtendLB: + sbc #$48 ; subtract 72 pixels regardless of enemy object + sta $01 ; store result here + lda ScreenLeft_PageLoc + sbc #$00 ; subtract borrow from page location of left side + sta $00 ; store result here + lda ScreenRight_X_Pos ; add 72 pixels to the right side horizontal coordinate + adc #$48 + sta $03 ; store result here + lda ScreenRight_PageLoc + adc #$00 ; then add the carry to the page location + sta $02 ; and store result here + lda Enemy_X_Position,x ; compare horizontal coordinate of the enemy object + cmp $01 ; to modified horizontal left edge coordinate to get carry + lda Enemy_PageLoc,x + sbc $00 ; then subtract it from the page coordinate of the enemy object + bmi TooFar ; if enemy object is too far left, branch to erase it + lda Enemy_X_Position,x ; compare horizontal coordinate of the enemy object + cmp $03 ; to modified horizontal right edge coordinate to get carry + lda Enemy_PageLoc,x + sbc $02 ; then subtract it from the page coordinate of the enemy object + bmi ExScrnBd ; if enemy object is on the screen, leave, do not erase enemy + lda Enemy_State,x ; if at this point, enemy is offscreen to the right, so check + cmp #HammerBro ; if in state used by spiny's egg, do not erase + beq ExScrnBd + cpy #PiranhaPlant ; if piranha plant, do not erase + beq ExScrnBd + cpy #FlagpoleFlagObject ; if flagpole flag, do not erase + beq ExScrnBd + cpy #StarFlagObject ; if star flag, do not erase + beq ExScrnBd + cpy #JumpspringObject ; if jumpspring, do not erase + beq ExScrnBd ; erase all others too far to the right +TooFar: + jsr EraseEnemyObject ; erase object if necessary +ExScrnBd: + rts ; leave ;------------------------------------------------------------------------------------- ; some unused space - .byte $ff, $ff, $ff + .byte $ff, $ff, $ff ;------------------------------------------------------------------------------------- ; $01 - enemy buffer offset FireballEnemyCollision: - lda Fireball_State,x ; check to see if fireball state is set at all - beq ExitFBallEnemy ; branch to leave if not - asl - bcs ExitFBallEnemy ; branch to leave also if d7 in state is set - lda FrameCounter - lsr ; get LSB of frame counter - bcs ExitFBallEnemy ; branch to leave if set (do routine every other frame) - txa - asl ; multiply fireball offset by four - asl - clc - adc #$1c ; then add $1c or 28 bytes to it - tay ; to use fireball's bounding box coordinates - ldx #$04 + lda Fireball_State,x ; check to see if fireball state is set at all + beq ExitFBallEnemy ; branch to leave if not + asl + bcs ExitFBallEnemy ; branch to leave also if d7 in state is set + lda FrameCounter + lsr ; get LSB of frame counter + bcs ExitFBallEnemy ; branch to leave if set (do routine every other frame) + txa + asl ; multiply fireball offset by four + asl + clc + adc #$1c ; then add $1c or 28 bytes to it + tay ; to use fireball's bounding box coordinates + ldx #$04 FireballEnemyCDLoop: - stx $01 ; store enemy object offset here - tya - pha ; push fireball offset to the stack - lda Enemy_State,x - and #%00100000 ; check to see if d5 is set in enemy state - bne NoFToECol ; if so, skip to next enemy slot - lda Enemy_Flag,x ; check to see if buffer flag is set - beq NoFToECol ; if not, skip to next enemy slot - lda Enemy_ID,x ; check enemy identifier - cmp #$24 - bcc GoombaDie ; if < $24, branch to check further - cmp #$2b - bcc NoFToECol ; if in range $24-$2a, skip to next enemy slot -GoombaDie: cmp #Goomba ; check for goomba identifier - bne NotGoomba ; if not found, continue with code - lda Enemy_State,x ; otherwise check for defeated state - cmp #$02 ; if stomped or otherwise defeated, - bcs NoFToECol ; skip to next enemy slot -NotGoomba: lda EnemyOffscrBitsMasked,x ; if any masked offscreen bits set, - bne NoFToECol ; skip to next enemy slot - txa - asl ; otherwise multiply enemy offset by four - asl - clc - adc #$04 ; add 4 bytes to it - tax ; to use enemy's bounding box coordinates - jsr SprObjectCollisionCore ; do fireball-to-enemy collision detection - ldx ObjectOffset ; return fireball's original offset - bcc NoFToECol ; if carry clear, no collision, thus do next enemy slot - lda #%10000000 - sta Fireball_State,x ; set d7 in enemy state - ldx $01 ; get enemy offset - jsr HandleEnemyFBallCol ; jump to handle fireball to enemy collision -NoFToECol: pla ; pull fireball offset from stack - tay ; put it in Y - ldx $01 ; get enemy object offset - dex ; decrement it - bpl FireballEnemyCDLoop ; loop back until collision detection done on all enemies + stx $01 ; store enemy object offset here + tya + pha ; push fireball offset to the stack + lda Enemy_State,x + and #%00100000 ; check to see if d5 is set in enemy state + bne NoFToECol ; if so, skip to next enemy slot + lda Enemy_Flag,x ; check to see if buffer flag is set + beq NoFToECol ; if not, skip to next enemy slot + lda Enemy_ID,x ; check enemy identifier + cmp #$24 + bcc GoombaDie ; if < $24, branch to check further + cmp #$2b + bcc NoFToECol ; if in range $24-$2a, skip to next enemy slot +GoombaDie: + cmp #Goomba ; check for goomba identifier + bne NotGoomba ; if not found, continue with code + lda Enemy_State,x ; otherwise check for defeated state + cmp #$02 ; if stomped or otherwise defeated, + bcs NoFToECol ; skip to next enemy slot +NotGoomba: + lda EnemyOffscrBitsMasked,x ; if any masked offscreen bits set, + bne NoFToECol ; skip to next enemy slot + txa + asl ; otherwise multiply enemy offset by four + asl + clc + adc #$04 ; add 4 bytes to it + tax ; to use enemy's bounding box coordinates + jsr SprObjectCollisionCore ; do fireball-to-enemy collision detection + ldx ObjectOffset ; return fireball's original offset + bcc NoFToECol ; if carry clear, no collision, thus do next enemy slot + lda #%10000000 + sta Fireball_State,x ; set d7 in enemy state + ldx $01 ; get enemy offset + jsr HandleEnemyFBallCol ; jump to handle fireball to enemy collision +NoFToECol: + pla ; pull fireball offset from stack + tay ; put it in Y + ldx $01 ; get enemy object offset + dex ; decrement it + bpl FireballEnemyCDLoop ; loop back until collision detection done on all enemies ExitFBallEnemy: - ldx ObjectOffset ; get original fireball offset and leave - rts + ldx ObjectOffset ; get original fireball offset and leave + rts BowserIdentities: - .byte Goomba, GreenKoopa, BuzzyBeetle, Spiny, Lakitu, Bloober, HammerBro, Bowser + .byte Goomba, GreenKoopa, BuzzyBeetle, Spiny, Lakitu, Bloober, HammerBro, Bowser HandleEnemyFBallCol: - jsr RelativeEnemyPosition ; get relative coordinate of enemy - ldx $01 ; get current enemy object offset - lda Enemy_Flag,x ; check buffer flag for d7 set - bpl ChkBuzzyBeetle ; branch if not set to continue - and #%00001111 ; otherwise mask out high nybble and - tax ; use low nybble as enemy offset - lda Enemy_ID,x - cmp #Bowser ; check enemy identifier for bowser - beq HurtBowser ; branch if found - ldx $01 ; otherwise retrieve current enemy offset + jsr RelativeEnemyPosition ; get relative coordinate of enemy + ldx $01 ; get current enemy object offset + lda Enemy_Flag,x ; check buffer flag for d7 set + bpl ChkBuzzyBeetle ; branch if not set to continue + and #%00001111 ; otherwise mask out high nybble and + tax ; use low nybble as enemy offset + lda Enemy_ID,x + cmp #Bowser ; check enemy identifier for bowser + beq HurtBowser ; branch if found + ldx $01 ; otherwise retrieve current enemy offset ChkBuzzyBeetle: - lda Enemy_ID,x - cmp #BuzzyBeetle ; check for buzzy beetle - beq ExHCF ; branch if found to leave (buzzy beetles fireproof) - cmp #Bowser ; check for bowser one more time (necessary if d7 of flag was clear) - bne ChkOtherEnemies ; if not found, branch to check other enemies + lda Enemy_ID,x + cmp #BuzzyBeetle ; check for buzzy beetle + beq ExHCF ; branch if found to leave (buzzy beetles fireproof) + cmp #Bowser ; check for bowser one more time (necessary if d7 of flag was clear) + bne ChkOtherEnemies ; if not found, branch to check other enemies HurtBowser: - dec BowserHitPoints ; decrement bowser's hit points - bne ExHCF ; if bowser still has hit points, branch to leave - jsr InitVStf ; otherwise do sub to init vertical speed and movement force - sta Enemy_X_Speed,x ; initialize horizontal speed - sta EnemyFrenzyBuffer ; init enemy frenzy buffer - lda #$fe - sta Enemy_Y_Speed,x ; set vertical speed to make defeated bowser jump a little - ldy WorldNumber ; use world number as offset - lda BowserIdentities,y ; get enemy identifier to replace bowser with - sta Enemy_ID,x ; set as new enemy identifier - lda #$20 ; set A to use starting value for state - cpy #$03 ; check to see if using offset of 3 or more - bcs SetDBSte ; branch if so - ora #$03 ; otherwise add 3 to enemy state -SetDBSte: sta Enemy_State,x ; set defeated enemy state - lda #Sfx_BowserFall - sta Square2SoundQueue ; load bowser defeat sound - ldx $01 ; get enemy offset - lda #$09 ; award 5000 points to player for defeating bowser - bne EnemySmackScore ; unconditional branch to award points + dec BowserHitPoints ; decrement bowser's hit points + bne ExHCF ; if bowser still has hit points, branch to leave + jsr InitVStf ; otherwise do sub to init vertical speed and movement force + sta Enemy_X_Speed,x ; initialize horizontal speed + sta EnemyFrenzyBuffer ; init enemy frenzy buffer + lda #$fe + sta Enemy_Y_Speed,x ; set vertical speed to make defeated bowser jump a little + ldy WorldNumber ; use world number as offset + lda BowserIdentities,y ; get enemy identifier to replace bowser with + sta Enemy_ID,x ; set as new enemy identifier + lda #$20 ; set A to use starting value for state + cpy #$03 ; check to see if using offset of 3 or more + bcs SetDBSte ; branch if so + ora #$03 ; otherwise add 3 to enemy state +SetDBSte: + sta Enemy_State,x ; set defeated enemy state + lda #Sfx_BowserFall + sta Square2SoundQueue ; load bowser defeat sound + ldx $01 ; get enemy offset + lda #$09 ; award 5000 points to player for defeating bowser + bne EnemySmackScore ; unconditional branch to award points ChkOtherEnemies: - cmp #BulletBill_FrenzyVar - beq ExHCF ; branch to leave if bullet bill (frenzy variant) - cmp #Podoboo - beq ExHCF ; branch to leave if podoboo - cmp #$15 - bcs ExHCF ; branch to leave if identifier => $15 + cmp #BulletBill_FrenzyVar + beq ExHCF ; branch to leave if bullet bill (frenzy variant) + cmp #Podoboo + beq ExHCF ; branch to leave if podoboo + cmp #$15 + bcs ExHCF ; branch to leave if identifier => $15 ShellOrBlockDefeat: - lda Enemy_ID,x ; check for piranha plant - cmp #PiranhaPlant - bne StnE ; branch if not found - lda Enemy_Y_Position,x - adc #$18 ; add 24 pixels to enemy object's vertical position - sta Enemy_Y_Position,x -StnE: jsr ChkToStunEnemies ; do yet another sub - lda Enemy_State,x - and #%00011111 ; mask out 2 MSB of enemy object's state - ora #%00100000 ; set d5 to defeat enemy and save as new state - sta Enemy_State,x - lda #$02 ; award 200 points by default - ldy Enemy_ID,x ; check for hammer bro - cpy #HammerBro - bne GoombaPoints ; branch if not found - lda #$06 ; award 1000 points for hammer bro + lda Enemy_ID,x ; check for piranha plant + cmp #PiranhaPlant + bne StnE ; branch if not found + lda Enemy_Y_Position,x + adc #$18 ; add 24 pixels to enemy object's vertical position + sta Enemy_Y_Position,x +StnE: + jsr ChkToStunEnemies ; do yet another sub + lda Enemy_State,x + and #%00011111 ; mask out 2 MSB of enemy object's state + ora #%00100000 ; set d5 to defeat enemy and save as new state + sta Enemy_State,x + lda #$02 ; award 200 points by default + ldy Enemy_ID,x ; check for hammer bro + cpy #HammerBro + bne GoombaPoints ; branch if not found + lda #$06 ; award 1000 points for hammer bro GoombaPoints: - cpy #Goomba ; check for goomba - bne EnemySmackScore ; branch if not found - lda #$01 ; award 100 points for goomba + cpy #Goomba ; check for goomba + bne EnemySmackScore ; branch if not found + lda #$01 ; award 100 points for goomba EnemySmackScore: - jsr SetupFloateyNumber ; update necessary score variables - lda #Sfx_EnemySmack ; play smack enemy sound - sta Square1SoundQueue -ExHCF: rts ; and now let's leave + jsr SetupFloateyNumber ; update necessary score variables + lda #Sfx_EnemySmack ; play smack enemy sound + sta Square1SoundQueue +ExHCF: + rts ; and now let's leave ;------------------------------------------------------------------------------------- PlayerHammerCollision: - lda FrameCounter ; get frame counter - lsr ; shift d0 into carry - bcc ExPHC ; branch to leave if d0 not set to execute every other frame - lda TimerControl ; if either master timer control - ora Misc_OffscreenBits ; or any offscreen bits for hammer are set, - bne ExPHC ; branch to leave - txa - asl ; multiply misc object offset by four - asl - clc - adc #$24 ; add 36 or $24 bytes to get proper offset - tay ; for misc object bounding box coordinates - jsr PlayerCollisionCore ; do player-to-hammer collision detection - ldx ObjectOffset ; get misc object offset - bcc ClHCol ; if no collision, then branch - lda Misc_Collision_Flag,x ; otherwise read collision flag - bne ExPHC ; if collision flag already set, branch to leave - lda #$01 - sta Misc_Collision_Flag,x ; otherwise set collision flag now - lda Misc_X_Speed,x - eor #$ff ; get two's compliment of - clc ; hammer's horizontal speed - adc #$01 - sta Misc_X_Speed,x ; set to send hammer flying the opposite direction - lda StarInvincibleTimer ; if star mario invincibility timer set, - bne ExPHC ; branch to leave - jmp InjurePlayer ; otherwise jump to hurt player, do not return -ClHCol: lda #$00 ; clear collision flag - sta Misc_Collision_Flag,x -ExPHC: rts + lda FrameCounter ; get frame counter + lsr ; shift d0 into carry + bcc ExPHC ; branch to leave if d0 not set to execute every other frame + lda TimerControl ; if either master timer control + ora Misc_OffscreenBits ; or any offscreen bits for hammer are set, + bne ExPHC ; branch to leave + txa + asl ; multiply misc object offset by four + asl + clc + adc #$24 ; add 36 or $24 bytes to get proper offset + tay ; for misc object bounding box coordinates + jsr PlayerCollisionCore ; do player-to-hammer collision detection + ldx ObjectOffset ; get misc object offset + bcc ClHCol ; if no collision, then branch + lda Misc_Collision_Flag,x ; otherwise read collision flag + bne ExPHC ; if collision flag already set, branch to leave + lda #$01 + sta Misc_Collision_Flag,x ; otherwise set collision flag now + lda Misc_X_Speed,x + eor #$ff ; get two's compliment of + clc ; hammer's horizontal speed + adc #$01 + sta Misc_X_Speed,x ; set to send hammer flying the opposite direction + lda StarInvincibleTimer ; if star mario invincibility timer set, + bne ExPHC ; branch to leave + jmp InjurePlayer ; otherwise jump to hurt player, do not return +ClHCol: + lda #$00 ; clear collision flag + sta Misc_Collision_Flag,x +ExPHC: + rts ;------------------------------------------------------------------------------------- HandlePowerUpCollision: - jsr EraseEnemyObject ; erase the power-up object - lda #$06 - jsr SetupFloateyNumber ; award 1000 points to player by default - lda #Sfx_PowerUpGrab - sta Square2SoundQueue ; play the power-up sound - lda PowerUpType ; check power-up type - cmp #$02 - bcc Shroom_Flower_PUp ; if mushroom or fire flower, branch - cmp #$03 - beq SetFor1Up ; if 1-up mushroom, branch - lda #$23 ; otherwise set star mario invincibility - sta StarInvincibleTimer ; timer, and load the star mario music - lda #StarPowerMusic ; into the area music queue, then leave - sta AreaMusicQueue - rts + jsr EraseEnemyObject ; erase the power-up object + lda #$06 + jsr SetupFloateyNumber ; award 1000 points to player by default + lda #Sfx_PowerUpGrab + sta Square2SoundQueue ; play the power-up sound + lda PowerUpType ; check power-up type + cmp #$02 + bcc Shroom_Flower_PUp ; if mushroom or fire flower, branch + cmp #$03 + beq SetFor1Up ; if 1-up mushroom, branch + lda #$23 ; otherwise set star mario invincibility + sta StarInvincibleTimer ; timer, and load the star mario music + lda #StarPowerMusic ; into the area music queue, then leave + sta AreaMusicQueue + rts Shroom_Flower_PUp: - lda PlayerStatus ; if player status = small, branch - beq UpToSuper - cmp #$01 ; if player status not super, leave - bne NoPUp - ldx ObjectOffset ; get enemy offset, not necessary - lda #$02 ; set player status to fiery - sta PlayerStatus - jsr GetPlayerColors ; run sub to change colors of player - ldx ObjectOffset ; get enemy offset again, and again not necessary - lda #$0c ; set value to be used by subroutine tree (fiery) - jmp UpToFiery ; jump to set values accordingly + lda PlayerStatus ; if player status = small, branch + beq UpToSuper + cmp #$01 ; if player status not super, leave + bne NoPUp + ldx ObjectOffset ; get enemy offset, not necessary + lda #$02 ; set player status to fiery + sta PlayerStatus + jsr GetPlayerColors ; run sub to change colors of player + ldx ObjectOffset ; get enemy offset again, and again not necessary + lda #$0c ; set value to be used by subroutine tree (fiery) + jmp UpToFiery ; jump to set values accordingly SetFor1Up: - lda #$0b ; change 1000 points into 1-up instead - sta FloateyNum_Control,x ; and then leave - rts + lda #$0b ; change 1000 points into 1-up instead + sta FloateyNum_Control,x ; and then leave + rts UpToSuper: - lda #$01 ; set player status to super - sta PlayerStatus - lda #$09 ; set value to be used by subroutine tree (super) + lda #$01 ; set player status to super + sta PlayerStatus + lda #$09 ; set value to be used by subroutine tree (super) UpToFiery: - ldy #$00 ; set value to be used as new player state - jsr SetPRout ; set values to stop certain things in motion -NoPUp: rts + ldy #$00 ; set value to be used as new player state + jsr SetPRout ; set values to stop certain things in motion +NoPUp: + rts ;-------------------------------- ResidualXSpdData: - .byte $18, $e8 + .byte $18, $e8 KickedShellXSpdData: - .byte $30, $d0 + .byte $30, $d0 DemotedKoopaXSpdData: - .byte $08, $f8 + .byte $08, $f8 PlayerEnemyCollision: - lda FrameCounter ; check counter for d0 set - lsr - bcs NoPUp ; if set, branch to leave - jsr CheckPlayerVertical ; if player object is completely offscreen or - bcs NoPECol ; if down past 224th pixel row, branch to leave - lda EnemyOffscrBitsMasked,x ; if current enemy is offscreen by any amount, - bne NoPECol ; go ahead and branch to leave - lda GameEngineSubroutine - cmp #$08 ; if not set to run player control routine - bne NoPECol ; on next frame, branch to leave - lda Enemy_State,x - and #%00100000 ; if enemy state has d5 set, branch to leave - bne NoPECol - jsr GetEnemyBoundBoxOfs ; get bounding box offset for current enemy object - jsr PlayerCollisionCore ; do collision detection on player vs. enemy - ldx ObjectOffset ; get enemy object buffer offset - bcs CheckForPUpCollision ; if collision, branch past this part here - lda Enemy_CollisionBits,x - and #%11111110 ; otherwise, clear d0 of current enemy object's - sta Enemy_CollisionBits,x ; collision bit -NoPECol: rts + lda FrameCounter ; check counter for d0 set + lsr + bcs NoPUp ; if set, branch to leave + jsr CheckPlayerVertical ; if player object is completely offscreen or + bcs NoPECol ; if down past 224th pixel row, branch to leave + lda EnemyOffscrBitsMasked,x ; if current enemy is offscreen by any amount, + bne NoPECol ; go ahead and branch to leave + lda GameEngineSubroutine + cmp #$08 ; if not set to run player control routine + bne NoPECol ; on next frame, branch to leave + lda Enemy_State,x + and #%00100000 ; if enemy state has d5 set, branch to leave + bne NoPECol + jsr GetEnemyBoundBoxOfs ; get bounding box offset for current enemy object + jsr PlayerCollisionCore ; do collision detection on player vs. enemy + ldx ObjectOffset ; get enemy object buffer offset + bcs CheckForPUpCollision ; if collision, branch past this part here + lda Enemy_CollisionBits,x + and #%11111110 ; otherwise, clear d0 of current enemy object's + sta Enemy_CollisionBits,x ; collision bit +NoPECol: + rts CheckForPUpCollision: - ldy Enemy_ID,x - cpy #PowerUpObject ; check for power-up object - bne EColl ; if not found, branch to next part - jmp HandlePowerUpCollision ; otherwise, unconditional jump backwards -EColl: lda StarInvincibleTimer ; if star mario invincibility timer expired, - beq HandlePECollisions ; perform task here, otherwise kill enemy like - jmp ShellOrBlockDefeat ; hit with a shell, or from beneath + ldy Enemy_ID,x + cpy #PowerUpObject ; check for power-up object + bne EColl ; if not found, branch to next part + jmp HandlePowerUpCollision ; otherwise, unconditional jump backwards +EColl: + lda StarInvincibleTimer ; if star mario invincibility timer expired, + beq HandlePECollisions ; perform task here, otherwise kill enemy like + jmp ShellOrBlockDefeat ; hit with a shell, or from beneath KickedShellPtsData: - .byte $0a, $06, $04 + .byte $0a, $06, $04 HandlePECollisions: - lda Enemy_CollisionBits,x ; check enemy collision bits for d0 set - and #%00000001 ; or for being offscreen at all - ora EnemyOffscrBitsMasked,x - bne ExPEC ; branch to leave if either is true - lda #$01 - ora Enemy_CollisionBits,x ; otherwise set d0 now - sta Enemy_CollisionBits,x - cpy #Spiny ; branch if spiny - beq ChkForPlayerInjury - cpy #PiranhaPlant ; branch if piranha plant - beq InjurePlayer - cpy #Podoboo ; branch if podoboo - beq InjurePlayer - cpy #BulletBill_CannonVar ; branch if bullet bill - beq ChkForPlayerInjury - cpy #$15 ; branch if object => $15 - bcs InjurePlayer - lda AreaType ; branch if water type level - beq InjurePlayer - lda Enemy_State,x ; branch if d7 of enemy state was set - asl - bcs ChkForPlayerInjury - lda Enemy_State,x ; mask out all but 3 LSB of enemy state - and #%00000111 - cmp #$02 ; branch if enemy is in normal or falling state - bcc ChkForPlayerInjury - lda Enemy_ID,x ; branch to leave if goomba in defeated state - cmp #Goomba - beq ExPEC - lda #Sfx_EnemySmack ; play smack enemy sound - sta Square1SoundQueue - lda Enemy_State,x ; set d7 in enemy state, thus become moving shell - ora #%10000000 - sta Enemy_State,x - jsr EnemyFacePlayer ; set moving direction and get offset - lda KickedShellXSpdData,y ; load and set horizontal speed data with offset - sta Enemy_X_Speed,x - lda #$03 ; add three to whatever the stomp counter contains - clc ; to give points for kicking the shell - adc StompChainCounter - ldy EnemyIntervalTimer,x ; check shell enemy's timer - cpy #$03 ; if above a certain point, branch using the points - bcs KSPts ; data obtained from the stomp counter + 3 - lda KickedShellPtsData,y ; otherwise, set points based on proximity to timer expiration -KSPts: jsr SetupFloateyNumber ; set values for floatey number now -ExPEC: rts ; leave!!! + lda Enemy_CollisionBits,x ; check enemy collision bits for d0 set + and #%00000001 ; or for being offscreen at all + ora EnemyOffscrBitsMasked,x + bne ExPEC ; branch to leave if either is true + lda #$01 + ora Enemy_CollisionBits,x ; otherwise set d0 now + sta Enemy_CollisionBits,x + cpy #Spiny ; branch if spiny + beq ChkForPlayerInjury + cpy #PiranhaPlant ; branch if piranha plant + beq InjurePlayer + cpy #Podoboo ; branch if podoboo + beq InjurePlayer + cpy #BulletBill_CannonVar ; branch if bullet bill + beq ChkForPlayerInjury + cpy #$15 ; branch if object => $15 + bcs InjurePlayer + lda AreaType ; branch if water type level + beq InjurePlayer + lda Enemy_State,x ; branch if d7 of enemy state was set + asl + bcs ChkForPlayerInjury + lda Enemy_State,x ; mask out all but 3 LSB of enemy state + and #%00000111 + cmp #$02 ; branch if enemy is in normal or falling state + bcc ChkForPlayerInjury + lda Enemy_ID,x ; branch to leave if goomba in defeated state + cmp #Goomba + beq ExPEC + lda #Sfx_EnemySmack ; play smack enemy sound + sta Square1SoundQueue + lda Enemy_State,x ; set d7 in enemy state, thus become moving shell + ora #%10000000 + sta Enemy_State,x + jsr EnemyFacePlayer ; set moving direction and get offset + lda KickedShellXSpdData,y ; load and set horizontal speed data with offset + sta Enemy_X_Speed,x + lda #$03 ; add three to whatever the stomp counter contains + clc ; to give points for kicking the shell + adc StompChainCounter + ldy EnemyIntervalTimer,x ; check shell enemy's timer + cpy #$03 ; if above a certain point, branch using the points + bcs KSPts ; data obtained from the stomp counter + 3 + lda KickedShellPtsData,y ; otherwise, set points based on proximity to timer expiration +KSPts: + jsr SetupFloateyNumber ; set values for floatey number now +ExPEC: + rts ; leave!!! ChkForPlayerInjury: - lda Player_Y_Speed ; check player's vertical speed - bmi ChkInj ; perform procedure below if player moving upwards - bne EnemyStomped ; or not at all, and branch elsewhere if moving downwards -ChkInj: lda Enemy_ID,x ; branch if enemy object < $07 - cmp #Bloober - bcc ChkETmrs - lda Player_Y_Position ; add 12 pixels to player's vertical position - clc - adc #$0c - cmp Enemy_Y_Position,x ; compare modified player's position to enemy's position - bcc EnemyStomped ; branch if this player's position above (less than) enemy's -ChkETmrs: lda StompTimer ; check stomp timer - bne EnemyStomped ; branch if set - lda InjuryTimer ; check to see if injured invincibility timer still - bne ExInjColRoutines ; counting down, and branch elsewhere to leave if so - lda Player_Rel_XPos - cmp Enemy_Rel_XPos ; if player's relative position to the left of enemy's - bcc TInjE ; relative position, branch here - jmp ChkEnemyFaceRight ; otherwise do a jump here -TInjE: lda Enemy_MovingDir,x ; if enemy moving towards the left, - cmp #$01 ; branch, otherwise do a jump here - bne InjurePlayer ; to turn the enemy around - jmp LInj + lda Player_Y_Speed ; check player's vertical speed + bmi ChkInj ; perform procedure below if player moving upwards + bne EnemyStomped ; or not at all, and branch elsewhere if moving downwards +ChkInj: + lda Enemy_ID,x ; branch if enemy object < $07 + cmp #Bloober + bcc ChkETmrs + lda Player_Y_Position ; add 12 pixels to player's vertical position + clc + adc #$0c + cmp Enemy_Y_Position,x ; compare modified player's position to enemy's position + bcc EnemyStomped ; branch if this player's position above (less than) enemy's +ChkETmrs: + lda StompTimer ; check stomp timer + bne EnemyStomped ; branch if set + lda InjuryTimer ; check to see if injured invincibility timer still + bne ExInjColRoutines ; counting down, and branch elsewhere to leave if so + lda Player_Rel_XPos + cmp Enemy_Rel_XPos ; if player's relative position to the left of enemy's + bcc TInjE ; relative position, branch here + jmp ChkEnemyFaceRight ; otherwise do a jump here +TInjE: + lda Enemy_MovingDir,x ; if enemy moving towards the left, + cmp #$01 ; branch, otherwise do a jump here + bne InjurePlayer ; to turn the enemy around + jmp LInj InjurePlayer: - lda InjuryTimer ; check again to see if injured invincibility timer is - bne ExInjColRoutines ; at zero, and branch to leave if so + lda InjuryTimer ; check again to see if injured invincibility timer is + bne ExInjColRoutines ; at zero, and branch to leave if so ForceInjury: - ldx PlayerStatus ; check player's status - beq KillPlayer ; branch if small - sta PlayerStatus ; otherwise set player's status to small - lda #$08 - sta InjuryTimer ; set injured invincibility timer - asl - sta Square1SoundQueue ; play pipedown/injury sound - jsr GetPlayerColors ; change player's palette if necessary - lda #$0a ; set subroutine to run on next frame -SetKRout: ldy #$01 ; set new player state -SetPRout: sta GameEngineSubroutine ; load new value to run subroutine on next frame - sty Player_State ; store new player state - ldy #$ff - sty TimerControl ; set master timer control flag to halt timers - iny - sty ScrollAmount ; initialize scroll speed + ldx PlayerStatus ; check player's status + beq KillPlayer ; branch if small + sta PlayerStatus ; otherwise set player's status to small + lda #$08 + sta InjuryTimer ; set injured invincibility timer + asl + sta Square1SoundQueue ; play pipedown/injury sound + jsr GetPlayerColors ; change player's palette if necessary + lda #$0a ; set subroutine to run on next frame +SetKRout: + ldy #$01 ; set new player state +SetPRout: + sta GameEngineSubroutine ; load new value to run subroutine on next frame + sty Player_State ; store new player state + ldy #$ff + sty TimerControl ; set master timer control flag to halt timers + iny + sty ScrollAmount ; initialize scroll speed ExInjColRoutines: - ldx ObjectOffset ; get enemy offset and leave - rts + ldx ObjectOffset ; get enemy offset and leave + rts KillPlayer: - stx Player_X_Speed ; halt player's horizontal movement by initializing speed - inx - stx EventMusicQueue ; set event music queue to death music - lda #$fc - sta Player_Y_Speed ; set new vertical speed - lda #$0b ; set subroutine to run on next frame - bne SetKRout ; branch to set player's state and other things + stx Player_X_Speed ; halt player's horizontal movement by initializing speed + inx + stx EventMusicQueue ; set event music queue to death music + lda #$fc + sta Player_Y_Speed ; set new vertical speed + lda #$0b ; set subroutine to run on next frame + bne SetKRout ; branch to set player's state and other things StompedEnemyPtsData: - .byte $02, $06, $05, $06 + .byte $02, $06, $05, $06 EnemyStomped: - lda Enemy_ID,x ; check for spiny, branch to hurt player - cmp #Spiny ; if found - beq InjurePlayer - lda #Sfx_EnemyStomp ; otherwise play stomp/swim sound - sta Square1SoundQueue - lda Enemy_ID,x - ldy #$00 ; initialize points data offset for stomped enemies - cmp #FlyingCheepCheep ; branch for cheep-cheep - beq EnemyStompedPts - cmp #BulletBill_FrenzyVar ; branch for either bullet bill object - beq EnemyStompedPts - cmp #BulletBill_CannonVar - beq EnemyStompedPts - cmp #Podoboo ; branch for podoboo (this branch is logically impossible - beq EnemyStompedPts ; for cpu to take due to earlier checking of podoboo) - iny ; increment points data offset - cmp #HammerBro ; branch for hammer bro - beq EnemyStompedPts - iny ; increment points data offset - cmp #Lakitu ; branch for lakitu - beq EnemyStompedPts - iny ; increment points data offset - cmp #Bloober ; branch if NOT bloober - bne ChkForDemoteKoopa + lda Enemy_ID,x ; check for spiny, branch to hurt player + cmp #Spiny ; if found + beq InjurePlayer + lda #Sfx_EnemyStomp ; otherwise play stomp/swim sound + sta Square1SoundQueue + lda Enemy_ID,x + ldy #$00 ; initialize points data offset for stomped enemies + cmp #FlyingCheepCheep ; branch for cheep-cheep + beq EnemyStompedPts + cmp #BulletBill_FrenzyVar ; branch for either bullet bill object + beq EnemyStompedPts + cmp #BulletBill_CannonVar + beq EnemyStompedPts + cmp #Podoboo ; branch for podoboo (this branch is logically impossible + beq EnemyStompedPts ; for cpu to take due to earlier checking of podoboo) + iny ; increment points data offset + cmp #HammerBro ; branch for hammer bro + beq EnemyStompedPts + iny ; increment points data offset + cmp #Lakitu ; branch for lakitu + beq EnemyStompedPts + iny ; increment points data offset + cmp #Bloober ; branch if NOT bloober + bne ChkForDemoteKoopa EnemyStompedPts: - lda StompedEnemyPtsData,y ; load points data using offset in Y - jsr SetupFloateyNumber ; run sub to set floatey number controls - lda Enemy_MovingDir,x - pha ; save enemy movement direction to stack - jsr SetStun ; run sub to kill enemy - pla - sta Enemy_MovingDir,x ; return enemy movement direction from stack - lda #%00100000 - sta Enemy_State,x ; set d5 in enemy state - jsr InitVStf ; nullify vertical speed, physics-related thing, - sta Enemy_X_Speed,x ; and horizontal speed - lda #$fd ; set player's vertical speed, to give bounce - sta Player_Y_Speed - rts + lda StompedEnemyPtsData,y ; load points data using offset in Y + jsr SetupFloateyNumber ; run sub to set floatey number controls + lda Enemy_MovingDir,x + pha ; save enemy movement direction to stack + jsr SetStun ; run sub to kill enemy + pla + sta Enemy_MovingDir,x ; return enemy movement direction from stack + lda #%00100000 + sta Enemy_State,x ; set d5 in enemy state + jsr InitVStf ; nullify vertical speed, physics-related thing, + sta Enemy_X_Speed,x ; and horizontal speed + lda #$fd ; set player's vertical speed, to give bounce + sta Player_Y_Speed + rts ChkForDemoteKoopa: - cmp #$09 ; branch elsewhere if enemy object < $09 - bcc HandleStompedShellE - and #%00000001 ; demote koopa paratroopas to ordinary troopas - sta Enemy_ID,x - ldy #$00 ; return enemy to normal state - sty Enemy_State,x - lda #$03 ; award 400 points to the player - jsr SetupFloateyNumber - jsr InitVStf ; nullify physics-related thing and vertical speed - jsr EnemyFacePlayer ; turn enemy around if necessary - lda DemotedKoopaXSpdData,y - sta Enemy_X_Speed,x ; set appropriate moving speed based on direction - jmp SBnce ; then move onto something else + cmp #$09 ; branch elsewhere if enemy object < $09 + bcc HandleStompedShellE + and #%00000001 ; demote koopa paratroopas to ordinary troopas + sta Enemy_ID,x + ldy #$00 ; return enemy to normal state + sty Enemy_State,x + lda #$03 ; award 400 points to the player + jsr SetupFloateyNumber + jsr InitVStf ; nullify physics-related thing and vertical speed + jsr EnemyFacePlayer ; turn enemy around if necessary + lda DemotedKoopaXSpdData,y + sta Enemy_X_Speed,x ; set appropriate moving speed based on direction + jmp SBnce ; then move onto something else RevivalRateData: - .byte $10, $0b + .byte $10, $0b HandleStompedShellE: - lda #$04 ; set defeated state for enemy - sta Enemy_State,x - inc StompChainCounter ; increment the stomp counter - lda StompChainCounter ; add whatever is in the stomp counter - clc ; to whatever is in the stomp timer - adc StompTimer - jsr SetupFloateyNumber ; award points accordingly - inc StompTimer ; increment stomp timer of some sort - ldy PrimaryHardMode ; check primary hard mode flag - lda RevivalRateData,y ; load timer setting according to flag - sta EnemyIntervalTimer,x ; set as enemy timer to revive stomped enemy -SBnce: lda #$fc ; set player's vertical speed for bounce - sta Player_Y_Speed ; and then leave!!! - rts + lda #$04 ; set defeated state for enemy + sta Enemy_State,x + inc StompChainCounter ; increment the stomp counter + lda StompChainCounter ; add whatever is in the stomp counter + clc ; to whatever is in the stomp timer + adc StompTimer + jsr SetupFloateyNumber ; award points accordingly + inc StompTimer ; increment stomp timer of some sort + ldy PrimaryHardMode ; check primary hard mode flag + lda RevivalRateData,y ; load timer setting according to flag + sta EnemyIntervalTimer,x ; set as enemy timer to revive stomped enemy +SBnce: + lda #$fc ; set player's vertical speed for bounce + sta Player_Y_Speed ; and then leave!!! + rts ChkEnemyFaceRight: - lda Enemy_MovingDir,x ; check to see if enemy is moving to the right - cmp #$01 - bne LInj ; if not, branch - jmp InjurePlayer ; otherwise go back to hurt player -LInj: jsr EnemyTurnAround ; turn the enemy around, if necessary - jmp InjurePlayer ; go back to hurt player - + lda Enemy_MovingDir,x ; check to see if enemy is moving to the right + cmp #$01 + bne LInj ; if not, branch + jmp InjurePlayer ; otherwise go back to hurt player +LInj: + jsr EnemyTurnAround ; turn the enemy around, if necessary + jmp InjurePlayer ; go back to hurt player EnemyFacePlayer: - ldy #$01 ; set to move right by default - jsr PlayerEnemyDiff ; get horizontal difference between player and enemy - bpl SFcRt ; if enemy is to the right of player, do not increment - iny ; otherwise, increment to set to move to the left -SFcRt: sty Enemy_MovingDir,x ; set moving direction here - dey ; then decrement to use as a proper offset - rts + ldy #$01 ; set to move right by default + jsr PlayerEnemyDiff ; get horizontal difference between player and enemy + bpl SFcRt ; if enemy is to the right of player, do not increment + iny ; otherwise, increment to set to move to the left +SFcRt: + sty Enemy_MovingDir,x ; set moving direction here + dey ; then decrement to use as a proper offset + rts SetupFloateyNumber: - sta FloateyNum_Control,x ; set number of points control for floatey numbers - lda #$30 - sta FloateyNum_Timer,x ; set timer for floatey numbers - lda Enemy_Y_Position,x - sta FloateyNum_Y_Pos,x ; set vertical coordinate - lda Enemy_Rel_XPos - sta FloateyNum_X_Pos,x ; set horizontal coordinate and leave -ExSFN: rts + sta FloateyNum_Control,x ; set number of points control for floatey numbers + lda #$30 + sta FloateyNum_Timer,x ; set timer for floatey numbers + lda Enemy_Y_Position,x + sta FloateyNum_Y_Pos,x ; set vertical coordinate + lda Enemy_Rel_XPos + sta FloateyNum_X_Pos,x ; set horizontal coordinate and leave +ExSFN: + rts ;------------------------------------------------------------------------------------- ; $01 - used to hold enemy offset for second enemy SetBitsMask: - .byte %10000000, %01000000, %00100000, %00010000, %00001000, %00000100, %00000010 + .byte %10000000, %01000000, %00100000, %00010000, %00001000, %00000100, %00000010 ClearBitsMask: - .byte %01111111, %10111111, %11011111, %11101111, %11110111, %11111011, %11111101 + .byte %01111111, %10111111, %11011111, %11101111, %11110111, %11111011, %11111101 EnemiesCollision: - lda FrameCounter ; check counter for d0 set - lsr - bcc ExSFN ; if d0 not set, leave - lda AreaType - beq ExSFN ; if water area type, leave - lda Enemy_ID,x - cmp #$15 ; if enemy object => $15, branch to leave - bcs ExitECRoutine - cmp #Lakitu ; if lakitu, branch to leave - beq ExitECRoutine - cmp #PiranhaPlant ; if piranha plant, branch to leave - beq ExitECRoutine - lda EnemyOffscrBitsMasked,x ; if masked offscreen bits nonzero, branch to leave - bne ExitECRoutine - jsr GetEnemyBoundBoxOfs ; otherwise, do sub, get appropriate bounding box offset for - dex ; first enemy we're going to compare, then decrement for second - bmi ExitECRoutine ; branch to leave if there are no other enemies -ECLoop: stx $01 ; save enemy object buffer offset for second enemy here - tya ; save first enemy's bounding box offset to stack - pha - lda Enemy_Flag,x ; check enemy object enable flag - beq ReadyNextEnemy ; branch if flag not set - lda Enemy_ID,x - cmp #$15 ; check for enemy object => $15 - bcs ReadyNextEnemy ; branch if true - cmp #Lakitu - beq ReadyNextEnemy ; branch if enemy object is lakitu - cmp #PiranhaPlant - beq ReadyNextEnemy ; branch if enemy object is piranha plant - lda EnemyOffscrBitsMasked,x - bne ReadyNextEnemy ; branch if masked offscreen bits set - txa ; get second enemy object's bounding box offset - asl ; multiply by four, then add four - asl - clc - adc #$04 - tax ; use as new contents of X - jsr SprObjectCollisionCore ; do collision detection using the two enemies here - ldx ObjectOffset ; use first enemy offset for X - ldy $01 ; use second enemy offset for Y - bcc NoEnemyCollision ; if carry clear, no collision, branch ahead of this - lda Enemy_State,x - ora Enemy_State,y ; check both enemy states for d7 set - and #%10000000 - bne YesEC ; branch if at least one of them is set - lda Enemy_CollisionBits,y ; load first enemy's collision-related bits - and SetBitsMask,x ; check to see if bit connected to second enemy is - bne ReadyNextEnemy ; already set, and move onto next enemy slot if set - lda Enemy_CollisionBits,y - ora SetBitsMask,x ; if the bit is not set, set it now - sta Enemy_CollisionBits,y -YesEC: jsr ProcEnemyCollisions ; react according to the nature of collision - jmp ReadyNextEnemy ; move onto next enemy slot + lda FrameCounter ; check counter for d0 set + lsr + bcc ExSFN ; if d0 not set, leave + lda AreaType + beq ExSFN ; if water area type, leave + lda Enemy_ID,x + cmp #$15 ; if enemy object => $15, branch to leave + bcs ExitECRoutine + cmp #Lakitu ; if lakitu, branch to leave + beq ExitECRoutine + cmp #PiranhaPlant ; if piranha plant, branch to leave + beq ExitECRoutine + lda EnemyOffscrBitsMasked,x ; if masked offscreen bits nonzero, branch to leave + bne ExitECRoutine + jsr GetEnemyBoundBoxOfs ; otherwise, do sub, get appropriate bounding box offset for + dex ; first enemy we're going to compare, then decrement for second + bmi ExitECRoutine ; branch to leave if there are no other enemies +ECLoop: + stx $01 ; save enemy object buffer offset for second enemy here + tya ; save first enemy's bounding box offset to stack + pha + lda Enemy_Flag,x ; check enemy object enable flag + beq ReadyNextEnemy ; branch if flag not set + lda Enemy_ID,x + cmp #$15 ; check for enemy object => $15 + bcs ReadyNextEnemy ; branch if true + cmp #Lakitu + beq ReadyNextEnemy ; branch if enemy object is lakitu + cmp #PiranhaPlant + beq ReadyNextEnemy ; branch if enemy object is piranha plant + lda EnemyOffscrBitsMasked,x + bne ReadyNextEnemy ; branch if masked offscreen bits set + txa ; get second enemy object's bounding box offset + asl ; multiply by four, then add four + asl + clc + adc #$04 + tax ; use as new contents of X + jsr SprObjectCollisionCore ; do collision detection using the two enemies here + ldx ObjectOffset ; use first enemy offset for X + ldy $01 ; use second enemy offset for Y + bcc NoEnemyCollision ; if carry clear, no collision, branch ahead of this + lda Enemy_State,x + ora Enemy_State,y ; check both enemy states for d7 set + and #%10000000 + bne YesEC ; branch if at least one of them is set + lda Enemy_CollisionBits,y ; load first enemy's collision-related bits + and SetBitsMask,x ; check to see if bit connected to second enemy is + bne ReadyNextEnemy ; already set, and move onto next enemy slot if set + lda Enemy_CollisionBits,y + ora SetBitsMask,x ; if the bit is not set, set it now + sta Enemy_CollisionBits,y +YesEC: + jsr ProcEnemyCollisions ; react according to the nature of collision + jmp ReadyNextEnemy ; move onto next enemy slot NoEnemyCollision: - lda Enemy_CollisionBits,y ; load first enemy's collision-related bits - and ClearBitsMask,x ; clear bit connected to second enemy - sta Enemy_CollisionBits,y ; then move onto next enemy slot + lda Enemy_CollisionBits,y ; load first enemy's collision-related bits + and ClearBitsMask,x ; clear bit connected to second enemy + sta Enemy_CollisionBits,y ; then move onto next enemy slot ReadyNextEnemy: - pla ; get first enemy's bounding box offset from the stack - tay ; use as Y again - ldx $01 ; get and decrement second enemy's object buffer offset - dex - bpl ECLoop ; loop until all enemy slots have been checked + pla ; get first enemy's bounding box offset from the stack + tay ; use as Y again + ldx $01 ; get and decrement second enemy's object buffer offset + dex + bpl ECLoop ; loop until all enemy slots have been checked ExitECRoutine: - ldx ObjectOffset ; get enemy object buffer offset - rts ; leave + ldx ObjectOffset ; get enemy object buffer offset + rts ; leave ProcEnemyCollisions: - lda Enemy_State,y ; check both enemy states for d5 set - ora Enemy_State,x - and #%00100000 ; if d5 is set in either state, or both, branch - bne ExitProcessEColl ; to leave and do nothing else at this point - lda Enemy_State,x - cmp #$06 ; if second enemy state < $06, branch elsewhere - bcc ProcSecondEnemyColl - lda Enemy_ID,x ; check second enemy identifier for hammer bro - cmp #HammerBro ; if hammer bro found in alt state, branch to leave - beq ExitProcessEColl - lda Enemy_State,y ; check first enemy state for d7 set - asl - bcc ShellCollisions ; branch if d7 is clear - lda #$06 - jsr SetupFloateyNumber ; award 1000 points for killing enemy - jsr ShellOrBlockDefeat ; then kill enemy, then load - ldy $01 ; original offset of second enemy + lda Enemy_State,y ; check both enemy states for d5 set + ora Enemy_State,x + and #%00100000 ; if d5 is set in either state, or both, branch + bne ExitProcessEColl ; to leave and do nothing else at this point + lda Enemy_State,x + cmp #$06 ; if second enemy state < $06, branch elsewhere + bcc ProcSecondEnemyColl + lda Enemy_ID,x ; check second enemy identifier for hammer bro + cmp #HammerBro ; if hammer bro found in alt state, branch to leave + beq ExitProcessEColl + lda Enemy_State,y ; check first enemy state for d7 set + asl + bcc ShellCollisions ; branch if d7 is clear + lda #$06 + jsr SetupFloateyNumber ; award 1000 points for killing enemy + jsr ShellOrBlockDefeat ; then kill enemy, then load + ldy $01 ; original offset of second enemy ShellCollisions: - tya ; move Y to X - tax - jsr ShellOrBlockDefeat ; kill second enemy - ldx ObjectOffset - lda ShellChainCounter,x ; get chain counter for shell - clc - adc #$04 ; add four to get appropriate point offset - ldx $01 - jsr SetupFloateyNumber ; award appropriate number of points for second enemy - ldx ObjectOffset ; load original offset of first enemy - inc ShellChainCounter,x ; increment chain counter for additional enemies + tya ; move Y to X + tax + jsr ShellOrBlockDefeat ; kill second enemy + ldx ObjectOffset + lda ShellChainCounter,x ; get chain counter for shell + clc + adc #$04 ; add four to get appropriate point offset + ldx $01 + jsr SetupFloateyNumber ; award appropriate number of points for second enemy + ldx ObjectOffset ; load original offset of first enemy + inc ShellChainCounter,x ; increment chain counter for additional enemies ExitProcessEColl: - rts ; leave!!! + rts ; leave!!! ProcSecondEnemyColl: - lda Enemy_State,y ; if first enemy state < $06, branch elsewhere - cmp #$06 - bcc MoveEOfs - lda Enemy_ID,y ; check first enemy identifier for hammer bro - cmp #HammerBro ; if hammer bro found in alt state, branch to leave - beq ExitProcessEColl - jsr ShellOrBlockDefeat ; otherwise, kill first enemy - ldy $01 - lda ShellChainCounter,y ; get chain counter for shell - clc - adc #$04 ; add four to get appropriate point offset - ldx ObjectOffset - jsr SetupFloateyNumber ; award appropriate number of points for first enemy - ldx $01 ; load original offset of second enemy - inc ShellChainCounter,x ; increment chain counter for additional enemies - rts ; leave!!! + lda Enemy_State,y ; if first enemy state < $06, branch elsewhere + cmp #$06 + bcc MoveEOfs + lda Enemy_ID,y ; check first enemy identifier for hammer bro + cmp #HammerBro ; if hammer bro found in alt state, branch to leave + beq ExitProcessEColl + jsr ShellOrBlockDefeat ; otherwise, kill first enemy + ldy $01 + lda ShellChainCounter,y ; get chain counter for shell + clc + adc #$04 ; add four to get appropriate point offset + ldx ObjectOffset + jsr SetupFloateyNumber ; award appropriate number of points for first enemy + ldx $01 ; load original offset of second enemy + inc ShellChainCounter,x ; increment chain counter for additional enemies + rts ; leave!!! MoveEOfs: - tya ; move Y ($01) to X - tax - jsr EnemyTurnAround ; do the sub here using value from $01 - ldx ObjectOffset ; then do it again using value from $08 + tya ; move Y ($01) to X + tax + jsr EnemyTurnAround ; do the sub here using value from $01 + ldx ObjectOffset ; then do it again using value from $08 EnemyTurnAround: - lda Enemy_ID,x ; check for specific enemies - cmp #PiranhaPlant - beq ExTA ; if piranha plant, leave - cmp #Lakitu - beq ExTA ; if lakitu, leave - cmp #HammerBro - beq ExTA ; if hammer bro, leave - cmp #Spiny - beq RXSpd ; if spiny, turn it around - cmp #GreenParatroopaJump - beq RXSpd ; if green paratroopa, turn it around - cmp #$07 - bcs ExTA ; if any OTHER enemy object => $07, leave -RXSpd: lda Enemy_X_Speed,x ; load horizontal speed - eor #$ff ; get two's compliment for horizontal speed - tay - iny - sty Enemy_X_Speed,x ; store as new horizontal speed - lda Enemy_MovingDir,x - eor #%00000011 ; invert moving direction and store, then leave - sta Enemy_MovingDir,x ; thus effectively turning the enemy around -ExTA: rts ; leave!!! + lda Enemy_ID,x ; check for specific enemies + cmp #PiranhaPlant + beq ExTA ; if piranha plant, leave + cmp #Lakitu + beq ExTA ; if lakitu, leave + cmp #HammerBro + beq ExTA ; if hammer bro, leave + cmp #Spiny + beq RXSpd ; if spiny, turn it around + cmp #GreenParatroopaJump + beq RXSpd ; if green paratroopa, turn it around + cmp #$07 + bcs ExTA ; if any OTHER enemy object => $07, leave +RXSpd: + lda Enemy_X_Speed,x ; load horizontal speed + eor #$ff ; get two's compliment for horizontal speed + tay + iny + sty Enemy_X_Speed,x ; store as new horizontal speed + lda Enemy_MovingDir,x + eor #%00000011 ; invert moving direction and store, then leave + sta Enemy_MovingDir,x ; thus effectively turning the enemy around +ExTA: + rts ; leave!!! ;------------------------------------------------------------------------------------- ; $00 - vertical position of platform LargePlatformCollision: - lda #$ff ; save value here - sta PlatformCollisionFlag,x - lda TimerControl ; check master timer control - bne ExLPC ; if set, branch to leave - lda Enemy_State,x ; if d7 set in object state, - bmi ExLPC ; branch to leave - lda Enemy_ID,x - cmp #$24 ; check enemy object identifier for - bne ChkForPlayerC_LargeP ; balance platform, branch if not found - lda Enemy_State,x - tax ; set state as enemy offset here - jsr ChkForPlayerC_LargeP ; perform code with state offset, then original offset, in X + lda #$ff ; save value here + sta PlatformCollisionFlag,x + lda TimerControl ; check master timer control + bne ExLPC ; if set, branch to leave + lda Enemy_State,x ; if d7 set in object state, + bmi ExLPC ; branch to leave + lda Enemy_ID,x + cmp #$24 ; check enemy object identifier for + bne ChkForPlayerC_LargeP ; balance platform, branch if not found + lda Enemy_State,x + tax ; set state as enemy offset here + jsr ChkForPlayerC_LargeP ; perform code with state offset, then original offset, in X ChkForPlayerC_LargeP: - jsr CheckPlayerVertical ; figure out if player is below a certain point - bcs ExLPC ; or offscreen, branch to leave if true - txa - jsr GetEnemyBoundBoxOfsArg ; get bounding box offset in Y - lda Enemy_Y_Position,x ; store vertical coordinate in - sta $00 ; temp variable for now - txa ; send offset we're on to the stack - pha - jsr PlayerCollisionCore ; do player-to-platform collision detection - pla ; retrieve offset from the stack - tax - bcc ExLPC ; if no collision, branch to leave - jsr ProcLPlatCollisions ; otherwise collision, perform sub -ExLPC: ldx ObjectOffset ; get enemy object buffer offset and leave - rts + jsr CheckPlayerVertical ; figure out if player is below a certain point + bcs ExLPC ; or offscreen, branch to leave if true + txa + jsr GetEnemyBoundBoxOfsArg ; get bounding box offset in Y + lda Enemy_Y_Position,x ; store vertical coordinate in + sta $00 ; temp variable for now + txa ; send offset we're on to the stack + pha + jsr PlayerCollisionCore ; do player-to-platform collision detection + pla ; retrieve offset from the stack + tax + bcc ExLPC ; if no collision, branch to leave + jsr ProcLPlatCollisions ; otherwise collision, perform sub +ExLPC: + ldx ObjectOffset ; get enemy object buffer offset and leave + rts ;-------------------------------- ; $00 - counter for bounding boxes SmallPlatformCollision: - lda TimerControl ; if master timer control set, - bne ExSPC ; branch to leave - sta PlatformCollisionFlag,x ; otherwise initialize collision flag - jsr CheckPlayerVertical ; do a sub to see if player is below a certain point - bcs ExSPC ; or entirely offscreen, and branch to leave if true - lda #$02 - sta $00 ; load counter here for 2 bounding boxes + lda TimerControl ; if master timer control set, + bne ExSPC ; branch to leave + sta PlatformCollisionFlag,x ; otherwise initialize collision flag + jsr CheckPlayerVertical ; do a sub to see if player is below a certain point + bcs ExSPC ; or entirely offscreen, and branch to leave if true + lda #$02 + sta $00 ; load counter here for 2 bounding boxes ChkSmallPlatLoop: - ldx ObjectOffset ; get enemy object offset - jsr GetEnemyBoundBoxOfs ; get bounding box offset in Y - and #%00000010 ; if d1 of offscreen lower nybble bits was set - bne ExSPC ; then branch to leave - lda BoundingBox_UL_YPos,y ; check top of platform's bounding box for being - cmp #$20 ; above a specific point - bcc MoveBoundBox ; if so, branch, don't do collision detection - jsr PlayerCollisionCore ; otherwise, perform player-to-platform collision detection - bcs ProcSPlatCollisions ; skip ahead if collision + ldx ObjectOffset ; get enemy object offset + jsr GetEnemyBoundBoxOfs ; get bounding box offset in Y + and #%00000010 ; if d1 of offscreen lower nybble bits was set + bne ExSPC ; then branch to leave + lda BoundingBox_UL_YPos,y ; check top of platform's bounding box for being + cmp #$20 ; above a specific point + bcc MoveBoundBox ; if so, branch, don't do collision detection + jsr PlayerCollisionCore ; otherwise, perform player-to-platform collision detection + bcs ProcSPlatCollisions ; skip ahead if collision MoveBoundBox: - lda BoundingBox_UL_YPos,y ; move bounding box vertical coordinates - clc ; 128 pixels downwards - adc #$80 - sta BoundingBox_UL_YPos,y - lda BoundingBox_DR_YPos,y - clc - adc #$80 - sta BoundingBox_DR_YPos,y - dec $00 ; decrement counter we set earlier - bne ChkSmallPlatLoop ; loop back until both bounding boxes are checked -ExSPC: ldx ObjectOffset ; get enemy object buffer offset, then leave - rts + lda BoundingBox_UL_YPos,y ; move bounding box vertical coordinates + clc ; 128 pixels downwards + adc #$80 + sta BoundingBox_UL_YPos,y + lda BoundingBox_DR_YPos,y + clc + adc #$80 + sta BoundingBox_DR_YPos,y + dec $00 ; decrement counter we set earlier + bne ChkSmallPlatLoop ; loop back until both bounding boxes are checked +ExSPC: + ldx ObjectOffset ; get enemy object buffer offset, then leave + rts ;-------------------------------- ProcSPlatCollisions: - ldx ObjectOffset ; return enemy object buffer offset to X, then continue + ldx ObjectOffset ; return enemy object buffer offset to X, then continue ProcLPlatCollisions: - lda BoundingBox_DR_YPos,y ; get difference by subtracting the top - sec ; of the player's bounding box from the bottom - sbc BoundingBox_UL_YPos ; of the platform's bounding box - cmp #$04 ; if difference too large or negative, - bcs ChkForTopCollision ; branch, do not alter vertical speed of player - lda Player_Y_Speed ; check to see if player's vertical speed is moving down - bpl ChkForTopCollision ; if so, don't mess with it - lda #$01 ; otherwise, set vertical - sta Player_Y_Speed ; speed of player to kill jump + lda BoundingBox_DR_YPos,y ; get difference by subtracting the top + sec ; of the player's bounding box from the bottom + sbc BoundingBox_UL_YPos ; of the platform's bounding box + cmp #$04 ; if difference too large or negative, + bcs ChkForTopCollision ; branch, do not alter vertical speed of player + lda Player_Y_Speed ; check to see if player's vertical speed is moving down + bpl ChkForTopCollision ; if so, don't mess with it + lda #$01 ; otherwise, set vertical + sta Player_Y_Speed ; speed of player to kill jump ChkForTopCollision: - lda BoundingBox_DR_YPos ; get difference by subtracting the top - sec ; of the platform's bounding box from the bottom - sbc BoundingBox_UL_YPos,y ; of the player's bounding box - cmp #$06 - bcs PlatformSideCollisions ; if difference not close enough, skip all of this - lda Player_Y_Speed - bmi PlatformSideCollisions ; if player's vertical speed moving upwards, skip this - lda $00 ; get saved bounding box counter from earlier - ldy Enemy_ID,x - cpy #$2b ; if either of the two small platform objects are found, - beq SetCollisionFlag ; regardless of which one, branch to use bounding box counter - cpy #$2c ; as contents of collision flag - beq SetCollisionFlag - txa ; otherwise use enemy object buffer offset + lda BoundingBox_DR_YPos ; get difference by subtracting the top + sec ; of the platform's bounding box from the bottom + sbc BoundingBox_UL_YPos,y ; of the player's bounding box + cmp #$06 + bcs PlatformSideCollisions ; if difference not close enough, skip all of this + lda Player_Y_Speed + bmi PlatformSideCollisions ; if player's vertical speed moving upwards, skip this + lda $00 ; get saved bounding box counter from earlier + ldy Enemy_ID,x + cpy #$2b ; if either of the two small platform objects are found, + beq SetCollisionFlag ; regardless of which one, branch to use bounding box counter + cpy #$2c ; as contents of collision flag + beq SetCollisionFlag + txa ; otherwise use enemy object buffer offset SetCollisionFlag: - ldx ObjectOffset ; get enemy object buffer offset - sta PlatformCollisionFlag,x ; save either bounding box counter or enemy offset here - lda #$00 - sta Player_State ; set player state to normal then leave - rts + ldx ObjectOffset ; get enemy object buffer offset + sta PlatformCollisionFlag,x ; save either bounding box counter or enemy offset here + lda #$00 + sta Player_State ; set player state to normal then leave + rts PlatformSideCollisions: - lda #$01 ; set value here to indicate possible horizontal - sta $00 ; collision on left side of platform - lda BoundingBox_DR_XPos ; get difference by subtracting platform's left edge - sec ; from player's right edge - sbc BoundingBox_UL_XPos,y - cmp #$08 ; if difference close enough, skip all of this - bcc SideC - inc $00 ; otherwise increment value set here for right side collision - lda BoundingBox_DR_XPos,y ; get difference by subtracting player's left edge - clc ; from platform's right edge - sbc BoundingBox_UL_XPos - cmp #$09 ; if difference not close enough, skip subroutine - bcs NoSideC ; and instead branch to leave (no collision) -SideC: jsr ImpedePlayerMove ; deal with horizontal collision -NoSideC: ldx ObjectOffset ; return with enemy object buffer offset - rts + lda #$01 ; set value here to indicate possible horizontal + sta $00 ; collision on left side of platform + lda BoundingBox_DR_XPos ; get difference by subtracting platform's left edge + sec ; from player's right edge + sbc BoundingBox_UL_XPos,y + cmp #$08 ; if difference close enough, skip all of this + bcc SideC + inc $00 ; otherwise increment value set here for right side collision + lda BoundingBox_DR_XPos,y ; get difference by subtracting player's left edge + clc ; from platform's right edge + sbc BoundingBox_UL_XPos + cmp #$09 ; if difference not close enough, skip subroutine + bcs NoSideC ; and instead branch to leave (no collision) +SideC: + jsr ImpedePlayerMove ; deal with horizontal collision +NoSideC: + ldx ObjectOffset ; return with enemy object buffer offset + rts ;------------------------------------------------------------------------------------- PlayerPosSPlatData: - .byte $80, $00 + .byte $80, $00 PositionPlayerOnS_Plat: - tay ; use bounding box counter saved in collision flag - lda Enemy_Y_Position,x ; for offset - clc ; add positioning data using offset to the vertical - adc PlayerPosSPlatData-1,y ; coordinate - .byte $2c ; BIT instruction opcode + tay ; use bounding box counter saved in collision flag + lda Enemy_Y_Position,x ; for offset + clc ; add positioning data using offset to the vertical + adc PlayerPosSPlatData-1,y ; coordinate + .byte $2c ; BIT instruction opcode PositionPlayerOnVPlat: - lda Enemy_Y_Position,x ; get vertical coordinate - ldy GameEngineSubroutine - cpy #$0b ; if certain routine being executed on this frame, - beq ExPlPos ; skip all of this - ldy Enemy_Y_HighPos,x - cpy #$01 ; if vertical high byte offscreen, skip this - bne ExPlPos - sec ; subtract 32 pixels from vertical coordinate - sbc #$20 ; for the player object's height - sta Player_Y_Position ; save as player's new vertical coordinate - tya - sbc #$00 ; subtract borrow and store as player's - sta Player_Y_HighPos ; new vertical high byte - lda #$00 - sta Player_Y_Speed ; initialize vertical speed and low byte of force - sta Player_Y_MoveForce ; and then leave -ExPlPos: rts + lda Enemy_Y_Position,x ; get vertical coordinate + ldy GameEngineSubroutine + cpy #$0b ; if certain routine being executed on this frame, + beq ExPlPos ; skip all of this + ldy Enemy_Y_HighPos,x + cpy #$01 ; if vertical high byte offscreen, skip this + bne ExPlPos + sec ; subtract 32 pixels from vertical coordinate + sbc #$20 ; for the player object's height + sta Player_Y_Position ; save as player's new vertical coordinate + tya + sbc #$00 ; subtract borrow and store as player's + sta Player_Y_HighPos ; new vertical high byte + lda #$00 + sta Player_Y_Speed ; initialize vertical speed and low byte of force + sta Player_Y_MoveForce ; and then leave +ExPlPos: + rts ;------------------------------------------------------------------------------------- CheckPlayerVertical: - lda Player_OffscreenBits ; if player object is completely offscreen - cmp #$f0 ; vertically, leave this routine - bcs ExCPV - ldy Player_Y_HighPos ; if player high vertical byte is not - dey ; within the screen, leave this routine - bne ExCPV - lda Player_Y_Position ; if on the screen, check to see how far down - cmp #$d0 ; the player is vertically -ExCPV: rts + lda Player_OffscreenBits ; if player object is completely offscreen + cmp #$f0 ; vertically, leave this routine + bcs ExCPV + ldy Player_Y_HighPos ; if player high vertical byte is not + dey ; within the screen, leave this routine + bne ExCPV + lda Player_Y_Position ; if on the screen, check to see how far down + cmp #$d0 ; the player is vertically +ExCPV: + rts ;------------------------------------------------------------------------------------- GetEnemyBoundBoxOfs: - lda ObjectOffset ; get enemy object buffer offset + lda ObjectOffset ; get enemy object buffer offset GetEnemyBoundBoxOfsArg: - asl ; multiply A by four, then add four - asl ; to skip player's bounding box - clc - adc #$04 - tay ; send to Y - lda Enemy_OffscreenBits ; get offscreen bits for enemy object - and #%00001111 ; save low nybble - cmp #%00001111 ; check for all bits set - rts + asl ; multiply A by four, then add four + asl ; to skip player's bounding box + clc + adc #$04 + tay ; send to Y + lda Enemy_OffscreenBits ; get offscreen bits for enemy object + and #%00001111 ; save low nybble + cmp #%00001111 ; check for all bits set + rts ;------------------------------------------------------------------------------------- ; $00-$01 - used to hold many values, essentially temp variables @@ -11886,215 +12591,233 @@ GetEnemyBoundBoxOfsArg: ; $eb - used to hold block buffer adder PlayerBGUpperExtent: - .byte $20, $10 + .byte $20, $10 PlayerBGCollision: - lda DisableCollisionDet ; if collision detection disabled flag set, - bne ExPBGCol ; branch to leave - lda GameEngineSubroutine - cmp #$0b ; if running routine #11 or $0b - beq ExPBGCol ; branch to leave - cmp #$04 - bcc ExPBGCol ; if running routines $00-$03 branch to leave - lda #$01 ; load default player state for swimming - ldy SwimmingFlag ; if swimming flag set, - bne SetPSte ; branch ahead to set default state - lda Player_State ; if player in normal state, - beq SetFallS ; branch to set default state for falling - cmp #$03 - bne ChkOnScr ; if in any other state besides climbing, skip to next part -SetFallS: lda #$02 ; load default player state for falling -SetPSte: sta Player_State ; set whatever player state is appropriate -ChkOnScr: lda Player_Y_HighPos - cmp #$01 ; check player's vertical high byte for still on the screen - bne ExPBGCol ; branch to leave if not - lda #$ff - sta Player_CollisionBits ; initialize player's collision flag - lda Player_Y_Position - cmp #$cf ; check player's vertical coordinate - bcc ChkCollSize ; if not too close to the bottom of screen, continue -ExPBGCol: rts ; otherwise leave + lda DisableCollisionDet ; if collision detection disabled flag set, + bne ExPBGCol ; branch to leave + lda GameEngineSubroutine + cmp #$0b ; if running routine #11 or $0b + beq ExPBGCol ; branch to leave + cmp #$04 + bcc ExPBGCol ; if running routines $00-$03 branch to leave + lda #$01 ; load default player state for swimming + ldy SwimmingFlag ; if swimming flag set, + bne SetPSte ; branch ahead to set default state + lda Player_State ; if player in normal state, + beq SetFallS ; branch to set default state for falling + cmp #$03 + bne ChkOnScr ; if in any other state besides climbing, skip to next part +SetFallS: + lda #$02 ; load default player state for falling +SetPSte: + sta Player_State ; set whatever player state is appropriate +ChkOnScr: + lda Player_Y_HighPos + cmp #$01 ; check player's vertical high byte for still on the screen + bne ExPBGCol ; branch to leave if not + lda #$ff + sta Player_CollisionBits ; initialize player's collision flag + lda Player_Y_Position + cmp #$cf ; check player's vertical coordinate + bcc ChkCollSize ; if not too close to the bottom of screen, continue +ExPBGCol: + rts ; otherwise leave ChkCollSize: - ldy #$02 ; load default offset - lda CrouchingFlag - bne GBBAdr ; if player crouching, skip ahead - lda PlayerSize - bne GBBAdr ; if player small, skip ahead - dey ; otherwise decrement offset for big player not crouching - lda SwimmingFlag - bne GBBAdr ; if swimming flag set, skip ahead - dey ; otherwise decrement offset -GBBAdr: lda BlockBufferAdderData,y ; get value using offset - sta $eb ; store value here - tay ; put value into Y, as offset for block buffer routine - ldx PlayerSize ; get player's size as offset - lda CrouchingFlag - beq HeadChk ; if player not crouching, branch ahead - inx ; otherwise increment size as offset -HeadChk: lda Player_Y_Position ; get player's vertical coordinate - cmp PlayerBGUpperExtent,x ; compare with upper extent value based on offset - bcc DoFootCheck ; if player is too high, skip this part - jsr BlockBufferColli_Head ; do player-to-bg collision detection on top of - beq DoFootCheck ; player, and branch if nothing above player's head - jsr CheckForCoinMTiles ; check to see if player touched coin with their head - bcs AwardTouchedCoin ; if so, branch to some other part of code - ldy Player_Y_Speed ; check player's vertical speed - bpl DoFootCheck ; if player not moving upwards, branch elsewhere - ldy $04 ; check lower nybble of vertical coordinate returned - cpy #$04 ; from collision detection routine - bcc DoFootCheck ; if low nybble < 4, branch - jsr CheckForSolidMTiles ; check to see what player's head bumped on - bcs SolidOrClimb ; if player collided with solid metatile, branch - ldy AreaType ; otherwise check area type - beq NYSpd ; if water level, branch ahead - ldy BlockBounceTimer ; if block bounce timer not expired, - bne NYSpd ; branch ahead, do not process collision - jsr PlayerHeadCollision ; otherwise do a sub to process collision - jmp DoFootCheck ; jump ahead to skip these other parts here + ldy #$02 ; load default offset + lda CrouchingFlag + bne GBBAdr ; if player crouching, skip ahead + lda PlayerSize + bne GBBAdr ; if player small, skip ahead + dey ; otherwise decrement offset for big player not crouching + lda SwimmingFlag + bne GBBAdr ; if swimming flag set, skip ahead + dey ; otherwise decrement offset +GBBAdr: + lda BlockBufferAdderData,y ; get value using offset + sta $eb ; store value here + tay ; put value into Y, as offset for block buffer routine + ldx PlayerSize ; get player's size as offset + lda CrouchingFlag + beq HeadChk ; if player not crouching, branch ahead + inx ; otherwise increment size as offset +HeadChk: + lda Player_Y_Position ; get player's vertical coordinate + cmp PlayerBGUpperExtent,x ; compare with upper extent value based on offset + bcc DoFootCheck ; if player is too high, skip this part + jsr BlockBufferColli_Head ; do player-to-bg collision detection on top of + beq DoFootCheck ; player, and branch if nothing above player's head + jsr CheckForCoinMTiles ; check to see if player touched coin with their head + bcs AwardTouchedCoin ; if so, branch to some other part of code + ldy Player_Y_Speed ; check player's vertical speed + bpl DoFootCheck ; if player not moving upwards, branch elsewhere + ldy $04 ; check lower nybble of vertical coordinate returned + cpy #$04 ; from collision detection routine + bcc DoFootCheck ; if low nybble < 4, branch + jsr CheckForSolidMTiles ; check to see what player's head bumped on + bcs SolidOrClimb ; if player collided with solid metatile, branch + ldy AreaType ; otherwise check area type + beq NYSpd ; if water level, branch ahead + ldy BlockBounceTimer ; if block bounce timer not expired, + bne NYSpd ; branch ahead, do not process collision + jsr PlayerHeadCollision ; otherwise do a sub to process collision + jmp DoFootCheck ; jump ahead to skip these other parts here SolidOrClimb: - cmp #$26 ; if climbing metatile, - beq NYSpd ; branch ahead and do not play sound - lda #Sfx_Bump - sta Square1SoundQueue ; otherwise load bump sound -NYSpd: lda #$01 ; set player's vertical speed to nullify - sta Player_Y_Speed ; jump or swim + cmp #$26 ; if climbing metatile, + beq NYSpd ; branch ahead and do not play sound + lda #Sfx_Bump + sta Square1SoundQueue ; otherwise load bump sound +NYSpd: + lda #$01 ; set player's vertical speed to nullify + sta Player_Y_Speed ; jump or swim DoFootCheck: - ldy $eb ; get block buffer adder offset - lda Player_Y_Position - cmp #$cf ; check to see how low player is - bcs DoPlayerSideCheck ; if player is too far down on screen, skip all of this - jsr BlockBufferColli_Feet ; do player-to-bg collision detection on bottom left of player - jsr CheckForCoinMTiles ; check to see if player touched coin with their left foot - bcs AwardTouchedCoin ; if so, branch to some other part of code - pha ; save bottom left metatile to stack - jsr BlockBufferColli_Feet ; do player-to-bg collision detection on bottom right of player - sta $00 ; save bottom right metatile here - pla - sta $01 ; pull bottom left metatile and save here - bne ChkFootMTile ; if anything here, skip this part - lda $00 ; otherwise check for anything in bottom right metatile - beq DoPlayerSideCheck ; and skip ahead if not - jsr CheckForCoinMTiles ; check to see if player touched coin with their right foot - bcc ChkFootMTile ; if not, skip unconditional jump and continue code + ldy $eb ; get block buffer adder offset + lda Player_Y_Position + cmp #$cf ; check to see how low player is + bcs DoPlayerSideCheck ; if player is too far down on screen, skip all of this + jsr BlockBufferColli_Feet ; do player-to-bg collision detection on bottom left of player + jsr CheckForCoinMTiles ; check to see if player touched coin with their left foot + bcs AwardTouchedCoin ; if so, branch to some other part of code + pha ; save bottom left metatile to stack + jsr BlockBufferColli_Feet ; do player-to-bg collision detection on bottom right of player + sta $00 ; save bottom right metatile here + pla + sta $01 ; pull bottom left metatile and save here + bne ChkFootMTile ; if anything here, skip this part + lda $00 ; otherwise check for anything in bottom right metatile + beq DoPlayerSideCheck ; and skip ahead if not + jsr CheckForCoinMTiles ; check to see if player touched coin with their right foot + bcc ChkFootMTile ; if not, skip unconditional jump and continue code AwardTouchedCoin: - jmp HandleCoinMetatile ; follow the code to erase coin and award to player 1 coin + jmp HandleCoinMetatile ; follow the code to erase coin and award to player 1 coin ChkFootMTile: - jsr CheckForClimbMTiles ; check to see if player landed on climbable metatiles - bcs DoPlayerSideCheck ; if so, branch - ldy Player_Y_Speed ; check player's vertical speed - bmi DoPlayerSideCheck ; if player moving upwards, branch - cmp #$c5 - bne ContChk ; if player did not touch axe, skip ahead - jmp HandleAxeMetatile ; otherwise jump to set modes of operation -ContChk: jsr ChkInvisibleMTiles ; do sub to check for hidden coin or 1-up blocks - beq DoPlayerSideCheck ; if either found, branch - ldy JumpspringAnimCtrl ; if jumpspring animating right now, - bne InitSteP ; branch ahead - ldy $04 ; check lower nybble of vertical coordinate returned - cpy #$05 ; from collision detection routine - bcc LandPlyr ; if lower nybble < 5, branch - lda Player_MovingDir - sta $00 ; use player's moving direction as temp variable - jmp ImpedePlayerMove ; jump to impede player's movement in that direction -LandPlyr: jsr ChkForLandJumpSpring ; do sub to check for jumpspring metatiles and deal with it - lda #$f0 - and Player_Y_Position ; mask out lower nybble of player's vertical position - sta Player_Y_Position ; and store as new vertical position to land player properly - jsr HandlePipeEntry ; do sub to process potential pipe entry - lda #$00 - sta Player_Y_Speed ; initialize vertical speed and fractional - sta Player_Y_MoveForce ; movement force to stop player's vertical movement - sta StompChainCounter ; initialize enemy stomp counter -InitSteP: lda #$00 - sta Player_State ; set player's state to normal + jsr CheckForClimbMTiles ; check to see if player landed on climbable metatiles + bcs DoPlayerSideCheck ; if so, branch + ldy Player_Y_Speed ; check player's vertical speed + bmi DoPlayerSideCheck ; if player moving upwards, branch + cmp #$c5 + bne ContChk ; if player did not touch axe, skip ahead + jmp HandleAxeMetatile ; otherwise jump to set modes of operation +ContChk: + jsr ChkInvisibleMTiles ; do sub to check for hidden coin or 1-up blocks + beq DoPlayerSideCheck ; if either found, branch + ldy JumpspringAnimCtrl ; if jumpspring animating right now, + bne InitSteP ; branch ahead + ldy $04 ; check lower nybble of vertical coordinate returned + cpy #$05 ; from collision detection routine + bcc LandPlyr ; if lower nybble < 5, branch + lda Player_MovingDir + sta $00 ; use player's moving direction as temp variable + jmp ImpedePlayerMove ; jump to impede player's movement in that direction +LandPlyr: + jsr ChkForLandJumpSpring ; do sub to check for jumpspring metatiles and deal with it + lda #$f0 + and Player_Y_Position ; mask out lower nybble of player's vertical position + sta Player_Y_Position ; and store as new vertical position to land player properly + jsr HandlePipeEntry ; do sub to process potential pipe entry + lda #$00 + sta Player_Y_Speed ; initialize vertical speed and fractional + sta Player_Y_MoveForce ; movement force to stop player's vertical movement + sta StompChainCounter ; initialize enemy stomp counter +InitSteP: + lda #$00 + sta Player_State ; set player's state to normal DoPlayerSideCheck: - ldy $eb ; get block buffer adder offset - iny - iny ; increment offset 2 bytes to use adders for side collisions - lda #$02 ; set value here to be used as counter - sta $00 + ldy $eb ; get block buffer adder offset + iny + iny ; increment offset 2 bytes to use adders for side collisions + lda #$02 ; set value here to be used as counter + sta $00 SideCheckLoop: - iny ; move onto the next one - sty $eb ; store it - lda Player_Y_Position - cmp #$20 ; check player's vertical position - bcc BHalf ; if player is in status bar area, branch ahead to skip this part - cmp #$e4 - bcs ExSCH ; branch to leave if player is too far down - jsr BlockBufferColli_Side ; do player-to-bg collision detection on one half of player - beq BHalf ; branch ahead if nothing found - cmp #$1c ; otherwise check for pipe metatiles - beq BHalf ; if collided with sideways pipe (top), branch ahead - cmp #$6b - beq BHalf ; if collided with water pipe (top), branch ahead - jsr CheckForClimbMTiles ; do sub to see if player bumped into anything climbable - bcc CheckSideMTiles ; if not, branch to alternate section of code -BHalf: ldy $eb ; load block adder offset - iny ; increment it - lda Player_Y_Position ; get player's vertical position - cmp #$08 - bcc ExSCH ; if too high, branch to leave - cmp #$d0 - bcs ExSCH ; if too low, branch to leave - jsr BlockBufferColli_Side ; do player-to-bg collision detection on other half of player - bne CheckSideMTiles ; if something found, branch - dec $00 ; otherwise decrement counter - bne SideCheckLoop ; run code until both sides of player are checked -ExSCH: rts ; leave + iny ; move onto the next one + sty $eb ; store it + lda Player_Y_Position + cmp #$20 ; check player's vertical position + bcc BHalf ; if player is in status bar area, branch ahead to skip this part + cmp #$e4 + bcs ExSCH ; branch to leave if player is too far down + jsr BlockBufferColli_Side ; do player-to-bg collision detection on one half of player + beq BHalf ; branch ahead if nothing found + cmp #$1c ; otherwise check for pipe metatiles + beq BHalf ; if collided with sideways pipe (top), branch ahead + cmp #$6b + beq BHalf ; if collided with water pipe (top), branch ahead + jsr CheckForClimbMTiles ; do sub to see if player bumped into anything climbable + bcc CheckSideMTiles ; if not, branch to alternate section of code +BHalf: + ldy $eb ; load block adder offset + iny ; increment it + lda Player_Y_Position ; get player's vertical position + cmp #$08 + bcc ExSCH ; if too high, branch to leave + cmp #$d0 + bcs ExSCH ; if too low, branch to leave + jsr BlockBufferColli_Side ; do player-to-bg collision detection on other half of player + bne CheckSideMTiles ; if something found, branch + dec $00 ; otherwise decrement counter + bne SideCheckLoop ; run code until both sides of player are checked +ExSCH: + rts ; leave CheckSideMTiles: - jsr ChkInvisibleMTiles ; check for hidden or coin 1-up blocks - beq ExCSM ; branch to leave if either found - jsr CheckForClimbMTiles ; check for climbable metatiles - bcc ContSChk ; if not found, skip and continue with code - jmp HandleClimbing ; otherwise jump to handle climbing -ContSChk: jsr CheckForCoinMTiles ; check to see if player touched coin - bcs HandleCoinMetatile ; if so, execute code to erase coin and award to player 1 coin - jsr ChkJumpspringMetatiles ; check for jumpspring metatiles - bcc ChkPBtm ; if not found, branch ahead to continue cude - lda JumpspringAnimCtrl ; otherwise check jumpspring animation control - bne ExCSM ; branch to leave if set - jmp StopPlayerMove ; otherwise jump to impede player's movement -ChkPBtm: ldy Player_State ; get player's state - cpy #$00 ; check for player's state set to normal - bne StopPlayerMove ; if not, branch to impede player's movement - ldy PlayerFacingDir ; get player's facing direction - dey - bne StopPlayerMove ; if facing left, branch to impede movement - cmp #$6c ; otherwise check for pipe metatiles - beq PipeDwnS ; if collided with sideways pipe (bottom), branch - cmp #$1f ; if collided with water pipe (bottom), continue - bne StopPlayerMove ; otherwise branch to impede player's movement -PipeDwnS: lda Player_SprAttrib ; check player's attributes - bne PlyrPipe ; if already set, branch, do not play sound again - ldy #Sfx_PipeDown_Injury - sty Square1SoundQueue ; otherwise load pipedown/injury sound -PlyrPipe: ora #%00100000 - sta Player_SprAttrib ; set background priority bit in player attributes - lda Player_X_Position - and #%00001111 ; get lower nybble of player's horizontal coordinate - beq ChkGERtn ; if at zero, branch ahead to skip this part - ldy #$00 ; set default offset for timer setting data - lda ScreenLeft_PageLoc ; load page location for left side of screen - beq SetCATmr ; if at page zero, use default offset - iny ; otherwise increment offset -SetCATmr: lda AreaChangeTimerData,y ; set timer for change of area as appropriate - sta ChangeAreaTimer -ChkGERtn: lda GameEngineSubroutine ; get number of game engine routine running - cmp #$07 - beq ExCSM ; if running player entrance routine or - cmp #$08 ; player control routine, go ahead and branch to leave - bne ExCSM - lda #$02 - sta GameEngineSubroutine ; otherwise set sideways pipe entry routine to run - rts ; and leave + jsr ChkInvisibleMTiles ; check for hidden or coin 1-up blocks + beq ExCSM ; branch to leave if either found + jsr CheckForClimbMTiles ; check for climbable metatiles + bcc ContSChk ; if not found, skip and continue with code + jmp HandleClimbing ; otherwise jump to handle climbing +ContSChk: + jsr CheckForCoinMTiles ; check to see if player touched coin + bcs HandleCoinMetatile ; if so, execute code to erase coin and award to player 1 coin + jsr ChkJumpspringMetatiles ; check for jumpspring metatiles + bcc ChkPBtm ; if not found, branch ahead to continue cude + lda JumpspringAnimCtrl ; otherwise check jumpspring animation control + bne ExCSM ; branch to leave if set + jmp StopPlayerMove ; otherwise jump to impede player's movement +ChkPBtm: + ldy Player_State ; get player's state + cpy #$00 ; check for player's state set to normal + bne StopPlayerMove ; if not, branch to impede player's movement + ldy PlayerFacingDir ; get player's facing direction + dey + bne StopPlayerMove ; if facing left, branch to impede movement + cmp #$6c ; otherwise check for pipe metatiles + beq PipeDwnS ; if collided with sideways pipe (bottom), branch + cmp #$1f ; if collided with water pipe (bottom), continue + bne StopPlayerMove ; otherwise branch to impede player's movement +PipeDwnS: + lda Player_SprAttrib ; check player's attributes + bne PlyrPipe ; if already set, branch, do not play sound again + ldy #Sfx_PipeDown_Injury + sty Square1SoundQueue ; otherwise load pipedown/injury sound +PlyrPipe: + ora #%00100000 + sta Player_SprAttrib ; set background priority bit in player attributes + lda Player_X_Position + and #%00001111 ; get lower nybble of player's horizontal coordinate + beq ChkGERtn ; if at zero, branch ahead to skip this part + ldy #$00 ; set default offset for timer setting data + lda ScreenLeft_PageLoc ; load page location for left side of screen + beq SetCATmr ; if at page zero, use default offset + iny ; otherwise increment offset +SetCATmr: + lda AreaChangeTimerData,y ; set timer for change of area as appropriate + sta ChangeAreaTimer +ChkGERtn: + lda GameEngineSubroutine ; get number of game engine routine running + cmp #$07 + beq ExCSM ; if running player entrance routine or + cmp #$08 ; player control routine, go ahead and branch to leave + bne ExCSM + lda #$02 + sta GameEngineSubroutine ; otherwise set sideways pipe entry routine to run + rts ; and leave ;-------------------------------- ; $02 - high nybble of vertical coordinate from block buffer @@ -12102,28 +12825,30 @@ ChkGERtn: lda GameEngineSubroutine ; get number of game engine routine running ; $06-$07 - block buffer address StopPlayerMove: - jsr ImpedePlayerMove ; stop player's movement -ExCSM: rts ; leave + jsr ImpedePlayerMove ; stop player's movement +ExCSM: + rts ; leave AreaChangeTimerData: - .byte $a0, $34 + .byte $a0, $34 HandleCoinMetatile: - jsr ErACM ; do sub to erase coin metatile from block buffer - inc CoinTallyFor1Ups ; increment coin tally used for 1-up blocks - jmp GiveOneCoin ; update coin amount and tally on the screen + jsr ErACM ; do sub to erase coin metatile from block buffer + inc CoinTallyFor1Ups ; increment coin tally used for 1-up blocks + jmp GiveOneCoin ; update coin amount and tally on the screen HandleAxeMetatile: - lda #$00 - sta OperMode_Task ; reset secondary mode - lda #$02 - sta OperMode ; set primary mode to autoctrl mode - lda #$18 - sta Player_X_Speed ; set horizontal speed and continue to erase axe metatile -ErACM: ldy $02 ; load vertical high nybble offset for block buffer - lda #$00 ; load blank metatile - sta ($06),y ; store to remove old contents from block buffer - jmp RemoveCoin_Axe ; update the screen accordingly + lda #$00 + sta OperMode_Task ; reset secondary mode + lda #$02 + sta OperMode ; set primary mode to autoctrl mode + lda #$18 + sta Player_X_Speed ; set horizontal speed and continue to erase axe metatile +ErACM: + ldy $02 ; load vertical high nybble offset for block buffer + lda #$00 ; load blank metatile + sta ($06),y ; store to remove old contents from block buffer + jmp RemoveCoin_Axe ; update the screen accordingly ;-------------------------------- ; $02 - high nybble of vertical coordinate from block buffer @@ -12131,619 +12856,660 @@ ErACM: ldy $02 ; load vertical high nybble offset for block buffer ; $06-$07 - block buffer address ClimbXPosAdder: - .byte $f9, $07 + .byte $f9, $07 ClimbPLocAdder: - .byte $ff, $00 + .byte $ff, $00 FlagpoleYPosData: - .byte $18, $22, $50, $68, $90 + .byte $18, $22, $50, $68, $90 HandleClimbing: - ldy $04 ; check low nybble of horizontal coordinate returned from - cpy #$06 ; collision detection routine against certain values, this - bcc ExHC ; makes actual physical part of vine or flagpole thinner - cpy #$0a ; than 16 pixels - bcc ChkForFlagpole -ExHC: rts ; leave if too far left or too far right + ldy $04 ; check low nybble of horizontal coordinate returned from + cpy #$06 ; collision detection routine against certain values, this + bcc ExHC ; makes actual physical part of vine or flagpole thinner + cpy #$0a ; than 16 pixels + bcc ChkForFlagpole +ExHC: + rts ; leave if too far left or too far right ChkForFlagpole: - cmp #$24 ; check climbing metatiles - beq FlagpoleCollision ; branch if flagpole ball found - cmp #$25 - bne VineCollision ; branch to alternate code if flagpole shaft not found + cmp #$24 ; check climbing metatiles + beq FlagpoleCollision ; branch if flagpole ball found + cmp #$25 + bne VineCollision ; branch to alternate code if flagpole shaft not found FlagpoleCollision: - lda GameEngineSubroutine - cmp #$05 ; check for end-of-level routine running - beq PutPlayerOnVine ; if running, branch to end of climbing code - lda #$01 - sta PlayerFacingDir ; set player's facing direction to right - inc ScrollLock ; set scroll lock flag - lda GameEngineSubroutine - cmp #$04 ; check for flagpole slide routine running - beq RunFR ; if running, branch to end of flagpole code here - lda #BulletBill_CannonVar ; load identifier for bullet bills (cannon variant) - jsr KillEnemies ; get rid of them - lda #Silence - sta EventMusicQueue ; silence music - lsr - sta FlagpoleSoundQueue ; load flagpole sound into flagpole sound queue - ldx #$04 ; start at end of vertical coordinate data - lda Player_Y_Position - sta FlagpoleCollisionYPos ; store player's vertical coordinate here to be used later + lda GameEngineSubroutine + cmp #$05 ; check for end-of-level routine running + beq PutPlayerOnVine ; if running, branch to end of climbing code + lda #$01 + sta PlayerFacingDir ; set player's facing direction to right + inc ScrollLock ; set scroll lock flag + lda GameEngineSubroutine + cmp #$04 ; check for flagpole slide routine running + beq RunFR ; if running, branch to end of flagpole code here + lda #BulletBill_CannonVar ; load identifier for bullet bills (cannon variant) + jsr KillEnemies ; get rid of them + lda #Silence + sta EventMusicQueue ; silence music + lsr + sta FlagpoleSoundQueue ; load flagpole sound into flagpole sound queue + ldx #$04 ; start at end of vertical coordinate data + lda Player_Y_Position + sta FlagpoleCollisionYPos ; store player's vertical coordinate here to be used later ChkFlagpoleYPosLoop: - cmp FlagpoleYPosData,x ; compare with current vertical coordinate data - bcs MtchF ; if player's => current, branch to use current offset - dex ; otherwise decrement offset to use - bne ChkFlagpoleYPosLoop ; do this until all data is checked (use last one if all checked) -MtchF: stx FlagpoleScore ; store offset here to be used later -RunFR: lda #$04 - sta GameEngineSubroutine ; set value to run flagpole slide routine - jmp PutPlayerOnVine ; jump to end of climbing code + cmp FlagpoleYPosData,x ; compare with current vertical coordinate data + bcs MtchF ; if player's => current, branch to use current offset + dex ; otherwise decrement offset to use + bne ChkFlagpoleYPosLoop ; do this until all data is checked (use last one if all checked) +MtchF: + stx FlagpoleScore ; store offset here to be used later +RunFR: + lda #$04 + sta GameEngineSubroutine ; set value to run flagpole slide routine + jmp PutPlayerOnVine ; jump to end of climbing code VineCollision: - cmp #$26 ; check for climbing metatile used on vines - bne PutPlayerOnVine - lda Player_Y_Position ; check player's vertical coordinate - cmp #$20 ; for being in status bar area - bcs PutPlayerOnVine ; branch if not that far up - lda #$01 - sta GameEngineSubroutine ; otherwise set to run autoclimb routine next frame + cmp #$26 ; check for climbing metatile used on vines + bne PutPlayerOnVine + lda Player_Y_Position ; check player's vertical coordinate + cmp #$20 ; for being in status bar area + bcs PutPlayerOnVine ; branch if not that far up + lda #$01 + sta GameEngineSubroutine ; otherwise set to run autoclimb routine next frame PutPlayerOnVine: - lda #$03 ; set player state to climbing - sta Player_State - lda #$00 ; nullify player's horizontal speed - sta Player_X_Speed ; and fractional horizontal movement force - sta Player_X_MoveForce - lda Player_X_Position ; get player's horizontal coordinate - sec - sbc ScreenLeft_X_Pos ; subtract from left side horizontal coordinate - cmp #$10 - bcs SetVXPl ; if 16 or more pixels difference, do not alter facing direction - lda #$02 - sta PlayerFacingDir ; otherwise force player to face left -SetVXPl: ldy PlayerFacingDir ; get current facing direction, use as offset - lda $06 ; get low byte of block buffer address - asl - asl ; move low nybble to high - asl - asl - clc - adc ClimbXPosAdder-1,y ; add pixels depending on facing direction - sta Player_X_Position ; store as player's horizontal coordinate - lda $06 ; get low byte of block buffer address again - bne ExPVne ; if not zero, branch - lda ScreenRight_PageLoc ; load page location of right side of screen - clc - adc ClimbPLocAdder-1,y ; add depending on facing location - sta Player_PageLoc ; store as player's page location -ExPVne: rts ; finally, we're done! + lda #$03 ; set player state to climbing + sta Player_State + lda #$00 ; nullify player's horizontal speed + sta Player_X_Speed ; and fractional horizontal movement force + sta Player_X_MoveForce + lda Player_X_Position ; get player's horizontal coordinate + sec + sbc ScreenLeft_X_Pos ; subtract from left side horizontal coordinate + cmp #$10 + bcs SetVXPl ; if 16 or more pixels difference, do not alter facing direction + lda #$02 + sta PlayerFacingDir ; otherwise force player to face left +SetVXPl: + ldy PlayerFacingDir ; get current facing direction, use as offset + lda $06 ; get low byte of block buffer address + asl + asl ; move low nybble to high + asl + asl + clc + adc ClimbXPosAdder-1,y ; add pixels depending on facing direction + sta Player_X_Position ; store as player's horizontal coordinate + lda $06 ; get low byte of block buffer address again + bne ExPVne ; if not zero, branch + lda ScreenRight_PageLoc ; load page location of right side of screen + clc + adc ClimbPLocAdder-1,y ; add depending on facing location + sta Player_PageLoc ; store as player's page location +ExPVne: + rts ; finally, we're done! ;-------------------------------- ChkInvisibleMTiles: - cmp #$5f ; check for hidden coin block - beq ExCInvT ; branch to leave if found - cmp #$60 ; check for hidden 1-up block -ExCInvT: rts ; leave with zero flag set if either found + cmp #$5f ; check for hidden coin block + beq ExCInvT ; branch to leave if found + cmp #$60 ; check for hidden 1-up block +ExCInvT: + rts ; leave with zero flag set if either found ;-------------------------------- ; $00-$01 - used to hold bottom right and bottom left metatiles (in that order) ; $00 - used as flag by ImpedePlayerMove to restrict specific movement ChkForLandJumpSpring: - jsr ChkJumpspringMetatiles ; do sub to check if player landed on jumpspring - bcc ExCJSp ; if carry not set, jumpspring not found, therefore leave - lda #$70 - sta VerticalForce ; otherwise set vertical movement force for player - lda #$f9 - sta JumpspringForce ; set default jumpspring force - lda #$03 - sta JumpspringTimer ; set jumpspring timer to be used later - lsr - sta JumpspringAnimCtrl ; set jumpspring animation control to start animating -ExCJSp: rts ; and leave + jsr ChkJumpspringMetatiles ; do sub to check if player landed on jumpspring + bcc ExCJSp ; if carry not set, jumpspring not found, therefore leave + lda #$70 + sta VerticalForce ; otherwise set vertical movement force for player + lda #$f9 + sta JumpspringForce ; set default jumpspring force + lda #$03 + sta JumpspringTimer ; set jumpspring timer to be used later + lsr + sta JumpspringAnimCtrl ; set jumpspring animation control to start animating +ExCJSp: + rts ; and leave ChkJumpspringMetatiles: - cmp #$67 ; check for top jumpspring metatile - beq JSFnd ; branch to set carry if found - cmp #$68 ; check for bottom jumpspring metatile - clc ; clear carry flag - bne NoJSFnd ; branch to use cleared carry if not found -JSFnd: sec ; set carry if found -NoJSFnd: rts ; leave + cmp #$67 ; check for top jumpspring metatile + beq JSFnd ; branch to set carry if found + cmp #$68 ; check for bottom jumpspring metatile + clc ; clear carry flag + bne NoJSFnd ; branch to use cleared carry if not found +JSFnd: + sec ; set carry if found +NoJSFnd: + rts ; leave HandlePipeEntry: - lda Up_Down_Buttons ; check saved controller bits from earlier - and #%00000100 ; for pressing down - beq ExPipeE ; if not pressing down, branch to leave - lda $00 - cmp #$11 ; check right foot metatile for warp pipe right metatile - bne ExPipeE ; branch to leave if not found - lda $01 - cmp #$10 ; check left foot metatile for warp pipe left metatile - bne ExPipeE ; branch to leave if not found - lda #$30 - sta ChangeAreaTimer ; set timer for change of area - lda #$03 - sta GameEngineSubroutine ; set to run vertical pipe entry routine on next frame - lda #Sfx_PipeDown_Injury - sta Square1SoundQueue ; load pipedown/injury sound - lda #%00100000 - sta Player_SprAttrib ; set background priority bit in player's attributes - lda WarpZoneControl ; check warp zone control - beq ExPipeE ; branch to leave if none found - and #%00000011 ; mask out all but 2 LSB - asl - asl ; multiply by four - tax ; save as offset to warp zone numbers (starts at left pipe) - lda Player_X_Position ; get player's horizontal position - cmp #$60 - bcc GetWNum ; if player at left, not near middle, use offset and skip ahead - inx ; otherwise increment for middle pipe - cmp #$a0 - bcc GetWNum ; if player at middle, but not too far right, use offset and skip - inx ; otherwise increment for last pipe -GetWNum: ldy WarpZoneNumbers,x ; get warp zone numbers - dey ; decrement for use as world number - sty WorldNumber ; store as world number and offset - ldx WorldAddrOffsets,y ; get offset to where this world's area offsets are - lda AreaAddrOffsets,x ; get area offset based on world offset - sta AreaPointer ; store area offset here to be used to change areas - lda #Silence - sta EventMusicQueue ; silence music - lda #$00 - sta EntrancePage ; initialize starting page number - sta AreaNumber ; initialize area number used for area address offset - sta LevelNumber ; initialize level number used for world display - sta AltEntranceControl ; initialize mode of entry - inc Hidden1UpFlag ; set flag for hidden 1-up blocks - inc FetchNewGameTimerFlag ; set flag to load new game timer -ExPipeE: rts ; leave!!! + lda Up_Down_Buttons ; check saved controller bits from earlier + and #%00000100 ; for pressing down + beq ExPipeE ; if not pressing down, branch to leave + lda $00 + cmp #$11 ; check right foot metatile for warp pipe right metatile + bne ExPipeE ; branch to leave if not found + lda $01 + cmp #$10 ; check left foot metatile for warp pipe left metatile + bne ExPipeE ; branch to leave if not found + lda #$30 + sta ChangeAreaTimer ; set timer for change of area + lda #$03 + sta GameEngineSubroutine ; set to run vertical pipe entry routine on next frame + lda #Sfx_PipeDown_Injury + sta Square1SoundQueue ; load pipedown/injury sound + lda #%00100000 + sta Player_SprAttrib ; set background priority bit in player's attributes + lda WarpZoneControl ; check warp zone control + beq ExPipeE ; branch to leave if none found + and #%00000011 ; mask out all but 2 LSB + asl + asl ; multiply by four + tax ; save as offset to warp zone numbers (starts at left pipe) + lda Player_X_Position ; get player's horizontal position + cmp #$60 + bcc GetWNum ; if player at left, not near middle, use offset and skip ahead + inx ; otherwise increment for middle pipe + cmp #$a0 + bcc GetWNum ; if player at middle, but not too far right, use offset and skip + inx ; otherwise increment for last pipe +GetWNum: + ldy WarpZoneNumbers,x ; get warp zone numbers + dey ; decrement for use as world number + sty WorldNumber ; store as world number and offset + ldx WorldAddrOffsets,y ; get offset to where this world's area offsets are + lda AreaAddrOffsets,x ; get area offset based on world offset + sta AreaPointer ; store area offset here to be used to change areas + lda #Silence + sta EventMusicQueue ; silence music + lda #$00 + sta EntrancePage ; initialize starting page number + sta AreaNumber ; initialize area number used for area address offset + sta LevelNumber ; initialize level number used for world display + sta AltEntranceControl ; initialize mode of entry + inc Hidden1UpFlag ; set flag for hidden 1-up blocks + inc FetchNewGameTimerFlag ; set flag to load new game timer +ExPipeE: + rts ; leave!!! ImpedePlayerMove: - lda #$00 ; initialize value here - ldy Player_X_Speed ; get player's horizontal speed - ldx $00 ; check value set earlier for - dex ; left side collision - bne RImpd ; if right side collision, skip this part - inx ; return value to X - cpy #$00 ; if player moving to the left, - bmi ExIPM ; branch to invert bit and leave - lda #$ff ; otherwise load A with value to be used later - jmp NXSpd ; and jump to affect movement -RImpd: ldx #$02 ; return $02 to X - cpy #$01 ; if player moving to the right, - bpl ExIPM ; branch to invert bit and leave - lda #$01 ; otherwise load A with value to be used here -NXSpd: ldy #$10 - sty SideCollisionTimer ; set timer of some sort - ldy #$00 - sty Player_X_Speed ; nullify player's horizontal speed - cmp #$00 ; if value set in A not set to $ff, - bpl PlatF ; branch ahead, do not decrement Y - dey ; otherwise decrement Y now -PlatF: sty $00 ; store Y as high bits of horizontal adder - clc - adc Player_X_Position ; add contents of A to player's horizontal - sta Player_X_Position ; position to move player left or right - lda Player_PageLoc - adc $00 ; add high bits and carry to - sta Player_PageLoc ; page location if necessary -ExIPM: txa ; invert contents of X - eor #$ff - and Player_CollisionBits ; mask out bit that was set here - sta Player_CollisionBits ; store to clear bit - rts + lda #$00 ; initialize value here + ldy Player_X_Speed ; get player's horizontal speed + ldx $00 ; check value set earlier for + dex ; left side collision + bne RImpd ; if right side collision, skip this part + inx ; return value to X + cpy #$00 ; if player moving to the left, + bmi ExIPM ; branch to invert bit and leave + lda #$ff ; otherwise load A with value to be used later + jmp NXSpd ; and jump to affect movement +RImpd: + ldx #$02 ; return $02 to X + cpy #$01 ; if player moving to the right, + bpl ExIPM ; branch to invert bit and leave + lda #$01 ; otherwise load A with value to be used here +NXSpd: + ldy #$10 + sty SideCollisionTimer ; set timer of some sort + ldy #$00 + sty Player_X_Speed ; nullify player's horizontal speed + cmp #$00 ; if value set in A not set to $ff, + bpl PlatF ; branch ahead, do not decrement Y + dey ; otherwise decrement Y now +PlatF: + sty $00 ; store Y as high bits of horizontal adder + clc + adc Player_X_Position ; add contents of A to player's horizontal + sta Player_X_Position ; position to move player left or right + lda Player_PageLoc + adc $00 ; add high bits and carry to + sta Player_PageLoc ; page location if necessary +ExIPM: + txa ; invert contents of X + eor #$ff + and Player_CollisionBits ; mask out bit that was set here + sta Player_CollisionBits ; store to clear bit + rts ;-------------------------------- SolidMTileUpperExt: - .byte $10, $61, $88, $c4 + .byte $10, $61, $88, $c4 CheckForSolidMTiles: - jsr GetMTileAttrib ; find appropriate offset based on metatile's 2 MSB - cmp SolidMTileUpperExt,x ; compare current metatile with solid metatiles - rts + jsr GetMTileAttrib ; find appropriate offset based on metatile's 2 MSB + cmp SolidMTileUpperExt,x ; compare current metatile with solid metatiles + rts ClimbMTileUpperExt: - .byte $24, $6d, $8a, $c6 + .byte $24, $6d, $8a, $c6 CheckForClimbMTiles: - jsr GetMTileAttrib ; find appropriate offset based on metatile's 2 MSB - cmp ClimbMTileUpperExt,x ; compare current metatile with climbable metatiles - rts + jsr GetMTileAttrib ; find appropriate offset based on metatile's 2 MSB + cmp ClimbMTileUpperExt,x ; compare current metatile with climbable metatiles + rts CheckForCoinMTiles: - cmp #$c2 ; check for regular coin - beq CoinSd ; branch if found - cmp #$c3 ; check for underwater coin - beq CoinSd ; branch if found - clc ; otherwise clear carry and leave - rts -CoinSd: lda #Sfx_CoinGrab - sta Square2SoundQueue ; load coin grab sound and leave - rts + cmp #$c2 ; check for regular coin + beq CoinSd ; branch if found + cmp #$c3 ; check for underwater coin + beq CoinSd ; branch if found + clc ; otherwise clear carry and leave + rts +CoinSd: + lda #Sfx_CoinGrab + sta Square2SoundQueue ; load coin grab sound and leave + rts GetMTileAttrib: - tay ; save metatile value into Y - and #%11000000 ; mask out all but 2 MSB - asl - rol ; shift and rotate d7-d6 to d1-d0 - rol - tax ; use as offset for metatile data - tya ; get original metatile value back -ExEBG: rts ; leave + tay ; save metatile value into Y + and #%11000000 ; mask out all but 2 MSB + asl + rol ; shift and rotate d7-d6 to d1-d0 + rol + tax ; use as offset for metatile data + tya ; get original metatile value back +ExEBG: + rts ; leave ;------------------------------------------------------------------------------------- ; $06-$07 - address from block buffer routine EnemyBGCStateData: - .byte $01, $01, $02, $02, $02, $05 + .byte $01, $01, $02, $02, $02, $05 EnemyBGCXSpdData: - .byte $10, $f0 + .byte $10, $f0 EnemyToBGCollisionDet: - lda Enemy_State,x ; check enemy state for d6 set - and #%00100000 - bne ExEBG ; if set, branch to leave - jsr SubtEnemyYPos ; otherwise, do a subroutine here - bcc ExEBG ; if enemy vertical coord + 62 < 68, branch to leave - ldy Enemy_ID,x - cpy #Spiny ; if enemy object is not spiny, branch elsewhere - bne DoIDCheckBGColl - lda Enemy_Y_Position,x - cmp #$25 ; if enemy vertical coordinate < 36 branch to leave - bcc ExEBG + lda Enemy_State,x ; check enemy state for d6 set + and #%00100000 + bne ExEBG ; if set, branch to leave + jsr SubtEnemyYPos ; otherwise, do a subroutine here + bcc ExEBG ; if enemy vertical coord + 62 < 68, branch to leave + ldy Enemy_ID,x + cpy #Spiny ; if enemy object is not spiny, branch elsewhere + bne DoIDCheckBGColl + lda Enemy_Y_Position,x + cmp #$25 ; if enemy vertical coordinate < 36 branch to leave + bcc ExEBG DoIDCheckBGColl: - cpy #GreenParatroopaJump ; check for some other enemy object - bne HBChk ; branch if not found - jmp EnemyJump ; otherwise jump elsewhere -HBChk: cpy #HammerBro ; check for hammer bro - bne CInvu ; branch if not found - jmp HammerBroBGColl ; otherwise jump elsewhere -CInvu: cpy #Spiny ; if enemy object is spiny, branch - beq YesIn - cpy #PowerUpObject ; if special power-up object, branch - beq YesIn - cpy #$07 ; if enemy object =>$07, branch to leave - bcs ExEBGChk -YesIn: jsr ChkUnderEnemy ; if enemy object < $07, or = $12 or $2e, do this sub - bne HandleEToBGCollision ; if block underneath enemy, branch + cpy #GreenParatroopaJump ; check for some other enemy object + bne HBChk ; branch if not found + jmp EnemyJump ; otherwise jump elsewhere +HBChk: + cpy #HammerBro ; check for hammer bro + bne CInvu ; branch if not found + jmp HammerBroBGColl ; otherwise jump elsewhere +CInvu: + cpy #Spiny ; if enemy object is spiny, branch + beq YesIn + cpy #PowerUpObject ; if special power-up object, branch + beq YesIn + cpy #$07 ; if enemy object =>$07, branch to leave + bcs ExEBGChk +YesIn: + jsr ChkUnderEnemy ; if enemy object < $07, or = $12 or $2e, do this sub + bne HandleEToBGCollision ; if block underneath enemy, branch NoEToBGCollision: - jmp ChkForRedKoopa ; otherwise skip and do something else + jmp ChkForRedKoopa ; otherwise skip and do something else ;-------------------------------- ; $02 - vertical coordinate from block buffer routine HandleEToBGCollision: - jsr ChkForNonSolids ; if something is underneath enemy, find out what - beq NoEToBGCollision ; if blank $26, coins, or hidden blocks, jump, enemy falls through - cmp #$23 - bne LandEnemyProperly ; check for blank metatile $23 and branch if not found - ldy $02 ; get vertical coordinate used to find block - lda #$00 ; store default blank metatile in that spot so we won't - sta ($06),y ; trigger this routine accidentally again - lda Enemy_ID,x - cmp #$15 ; if enemy object => $15, branch ahead - bcs ChkToStunEnemies - cmp #Goomba ; if enemy object not goomba, branch ahead of this routine - bne GiveOEPoints - jsr KillEnemyAboveBlock ; if enemy object IS goomba, do this sub + jsr ChkForNonSolids ; if something is underneath enemy, find out what + beq NoEToBGCollision ; if blank $26, coins, or hidden blocks, jump, enemy falls through + cmp #$23 + bne LandEnemyProperly ; check for blank metatile $23 and branch if not found + ldy $02 ; get vertical coordinate used to find block + lda #$00 ; store default blank metatile in that spot so we won't + sta ($06),y ; trigger this routine accidentally again + lda Enemy_ID,x + cmp #$15 ; if enemy object => $15, branch ahead + bcs ChkToStunEnemies + cmp #Goomba ; if enemy object not goomba, branch ahead of this routine + bne GiveOEPoints + jsr KillEnemyAboveBlock ; if enemy object IS goomba, do this sub GiveOEPoints: - lda #$01 ; award 100 points for hitting block beneath enemy - jsr SetupFloateyNumber + lda #$01 ; award 100 points for hitting block beneath enemy + jsr SetupFloateyNumber ChkToStunEnemies: - cmp #$09 ; perform many comparisons on enemy object identifier - bcc SetStun - cmp #$11 ; if the enemy object identifier is equal to the values - bcs SetStun ; $09, $0e, $0f or $10, it will be modified, and not - cmp #$0a ; modified if not any of those values, note that piranha plant will - bcc Demote ; always fail this test because A will still have vertical - cmp #PiranhaPlant ; coordinate from previous addition, also these comparisons - bcc SetStun ; are only necessary if branching from $d7a1 -Demote: and #%00000001 ; erase all but LSB, essentially turning enemy object - sta Enemy_ID,x ; into green or red koopa troopa to demote them -SetStun: lda Enemy_State,x ; load enemy state - and #%11110000 ; save high nybble - ora #%00000010 - sta Enemy_State,x ; set d1 of enemy state - dec Enemy_Y_Position,x - dec Enemy_Y_Position,x ; subtract two pixels from enemy's vertical position - lda Enemy_ID,x - cmp #Bloober ; check for bloober object - beq SetWYSpd - lda #$fd ; set default vertical speed - ldy AreaType - bne SetNotW ; if area type not water, set as speed, otherwise -SetWYSpd: lda #$ff ; change the vertical speed -SetNotW: sta Enemy_Y_Speed,x ; set vertical speed now - ldy #$01 - jsr PlayerEnemyDiff ; get horizontal difference between player and enemy object - bpl ChkBBill ; branch if enemy is to the right of player - iny ; increment Y if not -ChkBBill: lda Enemy_ID,x - cmp #BulletBill_CannonVar ; check for bullet bill (cannon variant) - beq NoCDirF - cmp #BulletBill_FrenzyVar ; check for bullet bill (frenzy variant) - beq NoCDirF ; branch if either found, direction does not change - sty Enemy_MovingDir,x ; store as moving direction -NoCDirF: dey ; decrement and use as offset - lda EnemyBGCXSpdData,y ; get proper horizontal speed - sta Enemy_X_Speed,x ; and store, then leave -ExEBGChk: rts + cmp #$09 ; perform many comparisons on enemy object identifier + bcc SetStun + cmp #$11 ; if the enemy object identifier is equal to the values + bcs SetStun ; $09, $0e, $0f or $10, it will be modified, and not + cmp #$0a ; modified if not any of those values, note that piranha plant will + bcc Demote ; always fail this test because A will still have vertical + cmp #PiranhaPlant ; coordinate from previous addition, also these comparisons + bcc SetStun ; are only necessary if branching from $d7a1 +Demote: + and #%00000001 ; erase all but LSB, essentially turning enemy object + sta Enemy_ID,x ; into green or red koopa troopa to demote them +SetStun: + lda Enemy_State,x ; load enemy state + and #%11110000 ; save high nybble + ora #%00000010 + sta Enemy_State,x ; set d1 of enemy state + dec Enemy_Y_Position,x + dec Enemy_Y_Position,x ; subtract two pixels from enemy's vertical position + lda Enemy_ID,x + cmp #Bloober ; check for bloober object + beq SetWYSpd + lda #$fd ; set default vertical speed + ldy AreaType + bne SetNotW ; if area type not water, set as speed, otherwise +SetWYSpd: + lda #$ff ; change the vertical speed +SetNotW: + sta Enemy_Y_Speed,x ; set vertical speed now + ldy #$01 + jsr PlayerEnemyDiff ; get horizontal difference between player and enemy object + bpl ChkBBill ; branch if enemy is to the right of player + iny ; increment Y if not +ChkBBill: + lda Enemy_ID,x + cmp #BulletBill_CannonVar ; check for bullet bill (cannon variant) + beq NoCDirF + cmp #BulletBill_FrenzyVar ; check for bullet bill (frenzy variant) + beq NoCDirF ; branch if either found, direction does not change + sty Enemy_MovingDir,x ; store as moving direction +NoCDirF: + dey ; decrement and use as offset + lda EnemyBGCXSpdData,y ; get proper horizontal speed + sta Enemy_X_Speed,x ; and store, then leave +ExEBGChk: + rts ;-------------------------------- ; $04 - low nybble of vertical coordinate from block buffer routine LandEnemyProperly: - lda $04 ; check lower nybble of vertical coordinate saved earlier - sec - sbc #$08 ; subtract eight pixels - cmp #$05 ; used to determine whether enemy landed from falling - bcs ChkForRedKoopa ; branch if lower nybble in range of $0d-$0f before subtract - lda Enemy_State,x - and #%01000000 ; branch if d6 in enemy state is set - bne LandEnemyInitState - lda Enemy_State,x - asl ; branch if d7 in enemy state is not set - bcc ChkLandedEnemyState -SChkA: jmp DoEnemySideCheck ; if lower nybble < $0d, d7 set but d6 not set, jump here + lda $04 ; check lower nybble of vertical coordinate saved earlier + sec + sbc #$08 ; subtract eight pixels + cmp #$05 ; used to determine whether enemy landed from falling + bcs ChkForRedKoopa ; branch if lower nybble in range of $0d-$0f before subtract + lda Enemy_State,x + and #%01000000 ; branch if d6 in enemy state is set + bne LandEnemyInitState + lda Enemy_State,x + asl ; branch if d7 in enemy state is not set + bcc ChkLandedEnemyState +SChkA: + jmp DoEnemySideCheck ; if lower nybble < $0d, d7 set but d6 not set, jump here ChkLandedEnemyState: - lda Enemy_State,x ; if enemy in normal state, branch back to jump here - beq SChkA - cmp #$05 ; if in state used by spiny's egg - beq ProcEnemyDirection ; then branch elsewhere - cmp #$03 ; if already in state used by koopas and buzzy beetles - bcs ExSteChk ; or in higher numbered state, branch to leave - lda Enemy_State,x ; load enemy state again (why?) - cmp #$02 ; if not in $02 state (used by koopas and buzzy beetles) - bne ProcEnemyDirection ; then branch elsewhere - lda #$10 ; load default timer here - ldy Enemy_ID,x ; check enemy identifier for spiny - cpy #Spiny - bne SetForStn ; branch if not found - lda #$00 ; set timer for $00 if spiny -SetForStn: sta EnemyIntervalTimer,x ; set timer here - lda #$03 ; set state here, apparently used to render - sta Enemy_State,x ; upside-down koopas and buzzy beetles - jsr EnemyLanding ; then land it properly -ExSteChk: rts ; then leave + lda Enemy_State,x ; if enemy in normal state, branch back to jump here + beq SChkA + cmp #$05 ; if in state used by spiny's egg + beq ProcEnemyDirection ; then branch elsewhere + cmp #$03 ; if already in state used by koopas and buzzy beetles + bcs ExSteChk ; or in higher numbered state, branch to leave + lda Enemy_State,x ; load enemy state again (why?) + cmp #$02 ; if not in $02 state (used by koopas and buzzy beetles) + bne ProcEnemyDirection ; then branch elsewhere + lda #$10 ; load default timer here + ldy Enemy_ID,x ; check enemy identifier for spiny + cpy #Spiny + bne SetForStn ; branch if not found + lda #$00 ; set timer for $00 if spiny +SetForStn: + sta EnemyIntervalTimer,x ; set timer here + lda #$03 ; set state here, apparently used to render + sta Enemy_State,x ; upside-down koopas and buzzy beetles + jsr EnemyLanding ; then land it properly +ExSteChk: + rts ; then leave ProcEnemyDirection: - lda Enemy_ID,x ; check enemy identifier for goomba - cmp #Goomba ; branch if found - beq LandEnemyInitState - cmp #Spiny ; check for spiny - bne InvtD ; branch if not found - lda #$01 - sta Enemy_MovingDir,x ; send enemy moving to the right by default - lda #$08 - sta Enemy_X_Speed,x ; set horizontal speed accordingly - lda FrameCounter - and #%00000111 ; if timed appropriately, spiny will skip over - beq LandEnemyInitState ; trying to face the player -InvtD: ldy #$01 ; load 1 for enemy to face the left (inverted here) - jsr PlayerEnemyDiff ; get horizontal difference between player and enemy - bpl CNwCDir ; if enemy to the right of player, branch - iny ; if to the left, increment by one for enemy to face right (inverted) -CNwCDir: tya - cmp Enemy_MovingDir,x ; compare direction in A with current direction in memory - bne LandEnemyInitState - jsr ChkForBump_HammerBroJ ; if equal, not facing in correct dir, do sub to turn around + lda Enemy_ID,x ; check enemy identifier for goomba + cmp #Goomba ; branch if found + beq LandEnemyInitState + cmp #Spiny ; check for spiny + bne InvtD ; branch if not found + lda #$01 + sta Enemy_MovingDir,x ; send enemy moving to the right by default + lda #$08 + sta Enemy_X_Speed,x ; set horizontal speed accordingly + lda FrameCounter + and #%00000111 ; if timed appropriately, spiny will skip over + beq LandEnemyInitState ; trying to face the player +InvtD: + ldy #$01 ; load 1 for enemy to face the left (inverted here) + jsr PlayerEnemyDiff ; get horizontal difference between player and enemy + bpl CNwCDir ; if enemy to the right of player, branch + iny ; if to the left, increment by one for enemy to face right (inverted) +CNwCDir: + tya + cmp Enemy_MovingDir,x ; compare direction in A with current direction in memory + bne LandEnemyInitState + jsr ChkForBump_HammerBroJ ; if equal, not facing in correct dir, do sub to turn around LandEnemyInitState: - jsr EnemyLanding ; land enemy properly - lda Enemy_State,x - and #%10000000 ; if d7 of enemy state is set, branch - bne NMovShellFallBit - lda #$00 ; otherwise initialize enemy state and leave - sta Enemy_State,x ; note this will also turn spiny's egg into spiny - rts + jsr EnemyLanding ; land enemy properly + lda Enemy_State,x + and #%10000000 ; if d7 of enemy state is set, branch + bne NMovShellFallBit + lda #$00 ; otherwise initialize enemy state and leave + sta Enemy_State,x ; note this will also turn spiny's egg into spiny + rts NMovShellFallBit: - lda Enemy_State,x ; nullify d6 of enemy state, save other bits - and #%10111111 ; and store, then leave - sta Enemy_State,x - rts + lda Enemy_State,x ; nullify d6 of enemy state, save other bits + and #%10111111 ; and store, then leave + sta Enemy_State,x + rts ;-------------------------------- ChkForRedKoopa: - lda Enemy_ID,x ; check for red koopa troopa $03 - cmp #RedKoopa - bne Chk2MSBSt ; branch if not found - lda Enemy_State,x - beq ChkForBump_HammerBroJ ; if enemy found and in normal state, branch -Chk2MSBSt: lda Enemy_State,x ; save enemy state into Y - tay - asl ; check for d7 set - bcc GetSteFromD ; branch if not set - lda Enemy_State,x - ora #%01000000 ; set d6 - jmp SetD6Ste ; jump ahead of this part -GetSteFromD: lda EnemyBGCStateData,y ; load new enemy state with old as offset -SetD6Ste: sta Enemy_State,x ; set as new state + lda Enemy_ID,x ; check for red koopa troopa $03 + cmp #RedKoopa + bne Chk2MSBSt ; branch if not found + lda Enemy_State,x + beq ChkForBump_HammerBroJ ; if enemy found and in normal state, branch +Chk2MSBSt: + lda Enemy_State,x ; save enemy state into Y + tay + asl ; check for d7 set + bcc GetSteFromD ; branch if not set + lda Enemy_State,x + ora #%01000000 ; set d6 + jmp SetD6Ste ; jump ahead of this part +GetSteFromD: + lda EnemyBGCStateData,y ; load new enemy state with old as offset +SetD6Ste: + sta Enemy_State,x ; set as new state ;-------------------------------- ; $00 - used to store bitmask (not used but initialized here) ; $eb - used in DoEnemySideCheck as counter and to compare moving directions DoEnemySideCheck: - lda Enemy_Y_Position,x ; if enemy within status bar, branch to leave - cmp #$20 ; because there's nothing there that impedes movement - bcc ExESdeC - ldy #$16 ; start by finding block to the left of enemy ($00,$14) - lda #$02 ; set value here in what is also used as - sta $eb ; OAM data offset -SdeCLoop: lda $eb ; check value - cmp Enemy_MovingDir,x ; compare value against moving direction - bne NextSdeC ; branch if different and do not seek block there - lda #$01 ; set flag in A for save horizontal coordinate - jsr BlockBufferChk_Enemy ; find block to left or right of enemy object - beq NextSdeC ; if nothing found, branch - jsr ChkForNonSolids ; check for non-solid blocks - bne ChkForBump_HammerBroJ ; branch if not found -NextSdeC: dec $eb ; move to the next direction - iny - cpy #$18 ; increment Y, loop only if Y < $18, thus we check - bcc SdeCLoop ; enemy ($00, $14) and ($10, $14) pixel coordinates -ExESdeC: rts + lda Enemy_Y_Position,x ; if enemy within status bar, branch to leave + cmp #$20 ; because there's nothing there that impedes movement + bcc ExESdeC + ldy #$16 ; start by finding block to the left of enemy ($00,$14) + lda #$02 ; set value here in what is also used as + sta $eb ; OAM data offset +SdeCLoop: + lda $eb ; check value + cmp Enemy_MovingDir,x ; compare value against moving direction + bne NextSdeC ; branch if different and do not seek block there + lda #$01 ; set flag in A for save horizontal coordinate + jsr BlockBufferChk_Enemy ; find block to left or right of enemy object + beq NextSdeC ; if nothing found, branch + jsr ChkForNonSolids ; check for non-solid blocks + bne ChkForBump_HammerBroJ ; branch if not found +NextSdeC: + dec $eb ; move to the next direction + iny + cpy #$18 ; increment Y, loop only if Y < $18, thus we check + bcc SdeCLoop ; enemy ($00, $14) and ($10, $14) pixel coordinates +ExESdeC: + rts ChkForBump_HammerBroJ: - cpx #$05 ; check if we're on the special use slot - beq NoBump ; and if so, branch ahead and do not play sound - lda Enemy_State,x ; if enemy state d7 not set, branch - asl ; ahead and do not play sound - bcc NoBump - lda #Sfx_Bump ; otherwise, play bump sound - sta Square1SoundQueue ; sound will never be played if branching from ChkForRedKoopa -NoBump: lda Enemy_ID,x ; check for hammer bro - cmp #$05 - bne InvEnemyDir ; branch if not found - lda #$00 - sta $00 ; initialize value here for bitmask - ldy #$fa ; load default vertical speed for jumping - jmp SetHJ ; jump to code that makes hammer bro jump + cpx #$05 ; check if we're on the special use slot + beq NoBump ; and if so, branch ahead and do not play sound + lda Enemy_State,x ; if enemy state d7 not set, branch + asl ; ahead and do not play sound + bcc NoBump + lda #Sfx_Bump ; otherwise, play bump sound + sta Square1SoundQueue ; sound will never be played if branching from ChkForRedKoopa +NoBump: + lda Enemy_ID,x ; check for hammer bro + cmp #$05 + bne InvEnemyDir ; branch if not found + lda #$00 + sta $00 ; initialize value here for bitmask + ldy #$fa ; load default vertical speed for jumping + jmp SetHJ ; jump to code that makes hammer bro jump InvEnemyDir: - jmp RXSpd ; jump to turn the enemy around + jmp RXSpd ; jump to turn the enemy around ;-------------------------------- ; $00 - used to hold horizontal difference between player and enemy PlayerEnemyDiff: - lda Enemy_X_Position,x ; get distance between enemy object's - sec ; horizontal coordinate and the player's - sbc Player_X_Position ; horizontal coordinate - sta $00 ; and store here - lda Enemy_PageLoc,x - sbc Player_PageLoc ; subtract borrow, then leave - rts + lda Enemy_X_Position,x ; get distance between enemy object's + sec ; horizontal coordinate and the player's + sbc Player_X_Position ; horizontal coordinate + sta $00 ; and store here + lda Enemy_PageLoc,x + sbc Player_PageLoc ; subtract borrow, then leave + rts ;-------------------------------- EnemyLanding: - jsr InitVStf ; do something here to vertical speed and something else - lda Enemy_Y_Position,x - and #%11110000 ; save high nybble of vertical coordinate, and - ora #%00001000 ; set d3, then store, probably used to set enemy object - sta Enemy_Y_Position,x ; neatly on whatever it's landing on - rts + jsr InitVStf ; do something here to vertical speed and something else + lda Enemy_Y_Position,x + and #%11110000 ; save high nybble of vertical coordinate, and + ora #%00001000 ; set d3, then store, probably used to set enemy object + sta Enemy_Y_Position,x ; neatly on whatever it's landing on + rts SubtEnemyYPos: - lda Enemy_Y_Position,x ; add 62 pixels to enemy object's - clc ; vertical coordinate - adc #$3e - cmp #$44 ; compare against a certain range - rts ; and leave with flags set for conditional branch + lda Enemy_Y_Position,x ; add 62 pixels to enemy object's + clc ; vertical coordinate + adc #$3e + cmp #$44 ; compare against a certain range + rts ; and leave with flags set for conditional branch EnemyJump: - jsr SubtEnemyYPos ; do a sub here - bcc DoSide ; if enemy vertical coord + 62 < 68, branch to leave - lda Enemy_Y_Speed,x - clc ; add two to vertical speed - adc #$02 - cmp #$03 ; if green paratroopa not falling, branch ahead - bcc DoSide - jsr ChkUnderEnemy ; otherwise, check to see if green paratroopa is - beq DoSide ; standing on anything, then branch to same place if not - jsr ChkForNonSolids ; check for non-solid blocks - beq DoSide ; branch if found - jsr EnemyLanding ; change vertical coordinate and speed - lda #$fd - sta Enemy_Y_Speed,x ; make the paratroopa jump again -DoSide: jmp DoEnemySideCheck ; check for horizontal blockage, then leave + jsr SubtEnemyYPos ; do a sub here + bcc DoSide ; if enemy vertical coord + 62 < 68, branch to leave + lda Enemy_Y_Speed,x + clc ; add two to vertical speed + adc #$02 + cmp #$03 ; if green paratroopa not falling, branch ahead + bcc DoSide + jsr ChkUnderEnemy ; otherwise, check to see if green paratroopa is + beq DoSide ; standing on anything, then branch to same place if not + jsr ChkForNonSolids ; check for non-solid blocks + beq DoSide ; branch if found + jsr EnemyLanding ; change vertical coordinate and speed + lda #$fd + sta Enemy_Y_Speed,x ; make the paratroopa jump again +DoSide: + jmp DoEnemySideCheck ; check for horizontal blockage, then leave ;-------------------------------- HammerBroBGColl: - jsr ChkUnderEnemy ; check to see if hammer bro is standing on anything - beq NoUnderHammerBro - cmp #$23 ; check for blank metatile $23 and branch if not found - bne UnderHammerBro + jsr ChkUnderEnemy ; check to see if hammer bro is standing on anything + beq NoUnderHammerBro + cmp #$23 ; check for blank metatile $23 and branch if not found + bne UnderHammerBro KillEnemyAboveBlock: - jsr ShellOrBlockDefeat ; do this sub to kill enemy - lda #$fc ; alter vertical speed of enemy and leave - sta Enemy_Y_Speed,x - rts + jsr ShellOrBlockDefeat ; do this sub to kill enemy + lda #$fc ; alter vertical speed of enemy and leave + sta Enemy_Y_Speed,x + rts UnderHammerBro: - lda EnemyFrameTimer,x ; check timer used by hammer bro - bne NoUnderHammerBro ; branch if not expired - lda Enemy_State,x - and #%10001000 ; save d7 and d3 from enemy state, nullify other bits - sta Enemy_State,x ; and store - jsr EnemyLanding ; modify vertical coordinate, speed and something else - jmp DoEnemySideCheck ; then check for horizontal blockage and leave + lda EnemyFrameTimer,x ; check timer used by hammer bro + bne NoUnderHammerBro ; branch if not expired + lda Enemy_State,x + and #%10001000 ; save d7 and d3 from enemy state, nullify other bits + sta Enemy_State,x ; and store + jsr EnemyLanding ; modify vertical coordinate, speed and something else + jmp DoEnemySideCheck ; then check for horizontal blockage and leave NoUnderHammerBro: - lda Enemy_State,x ; if hammer bro is not standing on anything, set d0 - ora #$01 ; in the enemy state to indicate jumping or falling, then leave - sta Enemy_State,x - rts + lda Enemy_State,x ; if hammer bro is not standing on anything, set d0 + ora #$01 ; in the enemy state to indicate jumping or falling, then leave + sta Enemy_State,x + rts ChkUnderEnemy: - lda #$00 ; set flag in A for save vertical coordinate - ldy #$15 ; set Y to check the bottom middle (8,18) of enemy object - jmp BlockBufferChk_Enemy ; hop to it! + lda #$00 ; set flag in A for save vertical coordinate + ldy #$15 ; set Y to check the bottom middle (8,18) of enemy object + jmp BlockBufferChk_Enemy ; hop to it! ChkForNonSolids: - cmp #$26 ; blank metatile used for vines? - beq NSFnd - cmp #$c2 ; regular coin? - beq NSFnd - cmp #$c3 ; underwater coin? - beq NSFnd - cmp #$5f ; hidden coin block? - beq NSFnd - cmp #$60 ; hidden 1-up block? -NSFnd: rts + cmp #$26 ; blank metatile used for vines? + beq NSFnd + cmp #$c2 ; regular coin? + beq NSFnd + cmp #$c3 ; underwater coin? + beq NSFnd + cmp #$5f ; hidden coin block? + beq NSFnd + cmp #$60 ; hidden 1-up block? +NSFnd: + rts ;------------------------------------------------------------------------------------- FireballBGCollision: - lda Fireball_Y_Position,x ; check fireball's vertical coordinate - cmp #$18 - bcc ClearBounceFlag ; if within the status bar area of the screen, branch ahead - jsr BlockBufferChk_FBall ; do fireball to background collision detection on bottom of it - beq ClearBounceFlag ; if nothing underneath fireball, branch - jsr ChkForNonSolids ; check for non-solid metatiles - beq ClearBounceFlag ; branch if any found - lda Fireball_Y_Speed,x ; if fireball's vertical speed set to move upwards, - bmi InitFireballExplode ; branch to set exploding bit in fireball's state - lda FireballBouncingFlag,x ; if bouncing flag already set, - bne InitFireballExplode ; branch to set exploding bit in fireball's state - lda #$fd - sta Fireball_Y_Speed,x ; otherwise set vertical speed to move upwards (give it bounce) - lda #$01 - sta FireballBouncingFlag,x ; set bouncing flag - lda Fireball_Y_Position,x - and #$f8 ; modify vertical coordinate to land it properly - sta Fireball_Y_Position,x ; store as new vertical coordinate - rts ; leave + lda Fireball_Y_Position,x ; check fireball's vertical coordinate + cmp #$18 + bcc ClearBounceFlag ; if within the status bar area of the screen, branch ahead + jsr BlockBufferChk_FBall ; do fireball to background collision detection on bottom of it + beq ClearBounceFlag ; if nothing underneath fireball, branch + jsr ChkForNonSolids ; check for non-solid metatiles + beq ClearBounceFlag ; branch if any found + lda Fireball_Y_Speed,x ; if fireball's vertical speed set to move upwards, + bmi InitFireballExplode ; branch to set exploding bit in fireball's state + lda FireballBouncingFlag,x ; if bouncing flag already set, + bne InitFireballExplode ; branch to set exploding bit in fireball's state + lda #$fd + sta Fireball_Y_Speed,x ; otherwise set vertical speed to move upwards (give it bounce) + lda #$01 + sta FireballBouncingFlag,x ; set bouncing flag + lda Fireball_Y_Position,x + and #$f8 ; modify vertical coordinate to land it properly + sta Fireball_Y_Position,x ; store as new vertical coordinate + rts ; leave ClearBounceFlag: - lda #$00 - sta FireballBouncingFlag,x ; clear bouncing flag by default - rts ; leave + lda #$00 + sta FireballBouncingFlag,x ; clear bouncing flag by default + rts ; leave InitFireballExplode: - lda #$80 - sta Fireball_State,x ; set exploding flag in fireball's state - lda #Sfx_Bump - sta Square1SoundQueue ; load bump sound - rts ; leave + lda #$80 + sta Fireball_State,x ; set exploding flag in fireball's state + lda #Sfx_Bump + sta Square1SoundQueue ; load bump sound + rts ; leave ;------------------------------------------------------------------------------------- ; $00 - used to hold one of bitmasks, or offset @@ -12753,229 +13519,235 @@ InitFireballExplode: ; this data added to relative coordinates of sprite objects ; stored in order: left edge, top edge, right edge, bottom edge BoundBoxCtrlData: - .byte $02, $08, $0e, $20 - .byte $03, $14, $0d, $20 - .byte $02, $14, $0e, $20 - .byte $02, $09, $0e, $15 - .byte $00, $00, $18, $06 - .byte $00, $00, $20, $0d - .byte $00, $00, $30, $0d - .byte $00, $00, $08, $08 - .byte $06, $04, $0a, $08 - .byte $03, $0e, $0d, $14 - .byte $00, $02, $10, $15 - .byte $04, $04, $0c, $1c + .byte $02, $08, $0e, $20 + .byte $03, $14, $0d, $20 + .byte $02, $14, $0e, $20 + .byte $02, $09, $0e, $15 + .byte $00, $00, $18, $06 + .byte $00, $00, $20, $0d + .byte $00, $00, $30, $0d + .byte $00, $00, $08, $08 + .byte $06, $04, $0a, $08 + .byte $03, $0e, $0d, $14 + .byte $00, $02, $10, $15 + .byte $04, $04, $0c, $1c GetFireballBoundBox: - txa ; add seven bytes to offset - clc ; to use in routines as offset for fireball - adc #$07 - tax - ldy #$02 ; set offset for relative coordinates - bne FBallB ; unconditional branch + txa ; add seven bytes to offset + clc ; to use in routines as offset for fireball + adc #$07 + tax + ldy #$02 ; set offset for relative coordinates + bne FBallB ; unconditional branch GetMiscBoundBox: - txa ; add nine bytes to offset - clc ; to use in routines as offset for misc object - adc #$09 - tax - ldy #$06 ; set offset for relative coordinates -FBallB: jsr BoundingBoxCore ; get bounding box coordinates - jmp CheckRightScreenBBox ; jump to handle any offscreen coordinates + txa ; add nine bytes to offset + clc ; to use in routines as offset for misc object + adc #$09 + tax + ldy #$06 ; set offset for relative coordinates +FBallB: + jsr BoundingBoxCore ; get bounding box coordinates + jmp CheckRightScreenBBox ; jump to handle any offscreen coordinates GetEnemyBoundBox: - ldy #$48 ; store bitmask here for now - sty $00 - ldy #$44 ; store another bitmask here for now and jump - jmp GetMaskedOffScrBits + ldy #$48 ; store bitmask here for now + sty $00 + ldy #$44 ; store another bitmask here for now and jump + jmp GetMaskedOffScrBits SmallPlatformBoundBox: - ldy #$08 ; store bitmask here for now - sty $00 - ldy #$04 ; store another bitmask here for now + ldy #$08 ; store bitmask here for now + sty $00 + ldy #$04 ; store another bitmask here for now GetMaskedOffScrBits: - lda Enemy_X_Position,x ; get enemy object position relative - sec ; to the left side of the screen - sbc ScreenLeft_X_Pos - sta $01 ; store here - lda Enemy_PageLoc,x ; subtract borrow from current page location - sbc ScreenLeft_PageLoc ; of left side - bmi CMBits ; if enemy object is beyond left edge, branch - ora $01 - beq CMBits ; if precisely at the left edge, branch - ldy $00 ; if to the right of left edge, use value in $00 for A -CMBits: tya ; otherwise use contents of Y - and Enemy_OffscreenBits ; preserve bitwise whatever's in here - sta EnemyOffscrBitsMasked,x ; save masked offscreen bits here - bne MoveBoundBoxOffscreen ; if anything set here, branch - jmp SetupEOffsetFBBox ; otherwise, do something else + lda Enemy_X_Position,x ; get enemy object position relative + sec ; to the left side of the screen + sbc ScreenLeft_X_Pos + sta $01 ; store here + lda Enemy_PageLoc,x ; subtract borrow from current page location + sbc ScreenLeft_PageLoc ; of left side + bmi CMBits ; if enemy object is beyond left edge, branch + ora $01 + beq CMBits ; if precisely at the left edge, branch + ldy $00 ; if to the right of left edge, use value in $00 for A +CMBits: + tya ; otherwise use contents of Y + and Enemy_OffscreenBits ; preserve bitwise whatever's in here + sta EnemyOffscrBitsMasked,x ; save masked offscreen bits here + bne MoveBoundBoxOffscreen ; if anything set here, branch + jmp SetupEOffsetFBBox ; otherwise, do something else LargePlatformBoundBox: - inx ; increment X to get the proper offset - jsr GetXOffscreenBits ; then jump directly to the sub for horizontal offscreen bits - dex ; decrement to return to original offset - cmp #$fe ; if completely offscreen, branch to put entire bounding - bcs MoveBoundBoxOffscreen ; box offscreen, otherwise start getting coordinates + inx ; increment X to get the proper offset + jsr GetXOffscreenBits ; then jump directly to the sub for horizontal offscreen bits + dex ; decrement to return to original offset + cmp #$fe ; if completely offscreen, branch to put entire bounding + bcs MoveBoundBoxOffscreen ; box offscreen, otherwise start getting coordinates SetupEOffsetFBBox: - txa ; add 1 to offset to properly address - clc ; the enemy object memory locations - adc #$01 - tax - ldy #$01 ; load 1 as offset here, same reason - jsr BoundingBoxCore ; do a sub to get the coordinates of the bounding box - jmp CheckRightScreenBBox ; jump to handle offscreen coordinates of bounding box + txa ; add 1 to offset to properly address + clc ; the enemy object memory locations + adc #$01 + tax + ldy #$01 ; load 1 as offset here, same reason + jsr BoundingBoxCore ; do a sub to get the coordinates of the bounding box + jmp CheckRightScreenBBox ; jump to handle offscreen coordinates of bounding box MoveBoundBoxOffscreen: - txa ; multiply offset by 4 - asl - asl - tay ; use as offset here - lda #$ff - sta EnemyBoundingBoxCoord,y ; load value into four locations here and leave - sta EnemyBoundingBoxCoord+1,y - sta EnemyBoundingBoxCoord+2,y - sta EnemyBoundingBoxCoord+3,y - rts + txa ; multiply offset by 4 + asl + asl + tay ; use as offset here + lda #$ff + sta EnemyBoundingBoxCoord,y ; load value into four locations here and leave + sta EnemyBoundingBoxCoord+1,y + sta EnemyBoundingBoxCoord+2,y + sta EnemyBoundingBoxCoord+3,y + rts BoundingBoxCore: - stx $00 ; save offset here - lda SprObject_Rel_YPos,y ; store object coordinates relative to screen - sta $02 ; vertically and horizontally, respectively - lda SprObject_Rel_XPos,y - sta $01 - txa ; multiply offset by four and save to stack - asl - asl - pha - tay ; use as offset for Y, X is left alone - lda SprObj_BoundBoxCtrl,x ; load value here to be used as offset for X - asl ; multiply that by four and use as X - asl - tax - lda $01 ; add the first number in the bounding box data to the - clc ; relative horizontal coordinate using enemy object offset - adc BoundBoxCtrlData,x ; and store somewhere using same offset * 4 - sta BoundingBox_UL_Corner,y ; store here - lda $01 - clc - adc BoundBoxCtrlData+2,x ; add the third number in the bounding box data to the - sta BoundingBox_LR_Corner,y ; relative horizontal coordinate and store - inx ; increment both offsets - iny - lda $02 ; add the second number to the relative vertical coordinate - clc ; using incremented offset and store using the other - adc BoundBoxCtrlData,x ; incremented offset - sta BoundingBox_UL_Corner,y - lda $02 - clc - adc BoundBoxCtrlData+2,x ; add the fourth number to the relative vertical coordinate - sta BoundingBox_LR_Corner,y ; and store - pla ; get original offset loaded into $00 * y from stack - tay ; use as Y - ldx $00 ; get original offset and use as X again - rts + stx $00 ; save offset here + lda SprObject_Rel_YPos,y ; store object coordinates relative to screen + sta $02 ; vertically and horizontally, respectively + lda SprObject_Rel_XPos,y + sta $01 + txa ; multiply offset by four and save to stack + asl + asl + pha + tay ; use as offset for Y, X is left alone + lda SprObj_BoundBoxCtrl,x ; load value here to be used as offset for X + asl ; multiply that by four and use as X + asl + tax + lda $01 ; add the first number in the bounding box data to the + clc ; relative horizontal coordinate using enemy object offset + adc BoundBoxCtrlData,x ; and store somewhere using same offset * 4 + sta BoundingBox_UL_Corner,y ; store here + lda $01 + clc + adc BoundBoxCtrlData+2,x ; add the third number in the bounding box data to the + sta BoundingBox_LR_Corner,y ; relative horizontal coordinate and store + inx ; increment both offsets + iny + lda $02 ; add the second number to the relative vertical coordinate + clc ; using incremented offset and store using the other + adc BoundBoxCtrlData,x ; incremented offset + sta BoundingBox_UL_Corner,y + lda $02 + clc + adc BoundBoxCtrlData+2,x ; add the fourth number to the relative vertical coordinate + sta BoundingBox_LR_Corner,y ; and store + pla ; get original offset loaded into $00 * y from stack + tay ; use as Y + ldx $00 ; get original offset and use as X again + rts CheckRightScreenBBox: - lda ScreenLeft_X_Pos ; add 128 pixels to left side of screen - clc ; and store as horizontal coordinate of middle - adc #$80 - sta $02 - lda ScreenLeft_PageLoc ; add carry to page location of left side of screen - adc #$00 ; and store as page location of middle - sta $01 - lda SprObject_X_Position,x ; get horizontal coordinate - cmp $02 ; compare against middle horizontal coordinate - lda SprObject_PageLoc,x ; get page location - sbc $01 ; subtract from middle page location - bcc CheckLeftScreenBBox ; if object is on the left side of the screen, branch - lda BoundingBox_DR_XPos,y ; check right-side edge of bounding box for offscreen - bmi NoOfs ; coordinates, branch if still on the screen - lda #$ff ; load offscreen value here to use on one or both horizontal sides - ldx BoundingBox_UL_XPos,y ; check left-side edge of bounding box for offscreen - bmi SORte ; coordinates, and branch if still on the screen - sta BoundingBox_UL_XPos,y ; store offscreen value for left side -SORte: sta BoundingBox_DR_XPos,y ; store offscreen value for right side -NoOfs: ldx ObjectOffset ; get object offset and leave - rts + lda ScreenLeft_X_Pos ; add 128 pixels to left side of screen + clc ; and store as horizontal coordinate of middle + adc #$80 + sta $02 + lda ScreenLeft_PageLoc ; add carry to page location of left side of screen + adc #$00 ; and store as page location of middle + sta $01 + lda SprObject_X_Position,x ; get horizontal coordinate + cmp $02 ; compare against middle horizontal coordinate + lda SprObject_PageLoc,x ; get page location + sbc $01 ; subtract from middle page location + bcc CheckLeftScreenBBox ; if object is on the left side of the screen, branch + lda BoundingBox_DR_XPos,y ; check right-side edge of bounding box for offscreen + bmi NoOfs ; coordinates, branch if still on the screen + lda #$ff ; load offscreen value here to use on one or both horizontal sides + ldx BoundingBox_UL_XPos,y ; check left-side edge of bounding box for offscreen + bmi SORte ; coordinates, and branch if still on the screen + sta BoundingBox_UL_XPos,y ; store offscreen value for left side +SORte: + sta BoundingBox_DR_XPos,y ; store offscreen value for right side +NoOfs: + ldx ObjectOffset ; get object offset and leave + rts CheckLeftScreenBBox: - lda BoundingBox_UL_XPos,y ; check left-side edge of bounding box for offscreen - bpl NoOfs2 ; coordinates, and branch if still on the screen - cmp #$a0 ; check to see if left-side edge is in the middle of the - bcc NoOfs2 ; screen or really offscreen, and branch if still on - lda #$00 - ldx BoundingBox_DR_XPos,y ; check right-side edge of bounding box for offscreen - bpl SOLft ; coordinates, branch if still onscreen - sta BoundingBox_DR_XPos,y ; store offscreen value for right side -SOLft: sta BoundingBox_UL_XPos,y ; store offscreen value for left side -NoOfs2: ldx ObjectOffset ; get object offset and leave - rts + lda BoundingBox_UL_XPos,y ; check left-side edge of bounding box for offscreen + bpl NoOfs2 ; coordinates, and branch if still on the screen + cmp #$a0 ; check to see if left-side edge is in the middle of the + bcc NoOfs2 ; screen or really offscreen, and branch if still on + lda #$00 + ldx BoundingBox_DR_XPos,y ; check right-side edge of bounding box for offscreen + bpl SOLft ; coordinates, branch if still onscreen + sta BoundingBox_DR_XPos,y ; store offscreen value for right side +SOLft: + sta BoundingBox_UL_XPos,y ; store offscreen value for left side +NoOfs2: + ldx ObjectOffset ; get object offset and leave + rts ;------------------------------------------------------------------------------------- ; $06 - second object's offset ; $07 - counter PlayerCollisionCore: - ldx #$00 ; initialize X to use player's bounding box for comparison + ldx #$00 ; initialize X to use player's bounding box for comparison SprObjectCollisionCore: - sty $06 ; save contents of Y here - lda #$01 - sta $07 ; save value 1 here as counter, compare horizontal coordinates first + sty $06 ; save contents of Y here + lda #$01 + sta $07 ; save value 1 here as counter, compare horizontal coordinates first CollisionCoreLoop: - lda BoundingBox_UL_Corner,y ; compare left/top coordinates - cmp BoundingBox_UL_Corner,x ; of first and second objects' bounding boxes - bcs FirstBoxGreater ; if first left/top => second, branch - cmp BoundingBox_LR_Corner,x ; otherwise compare to right/bottom of second - bcc SecondBoxVerticalChk ; if first left/top < second right/bottom, branch elsewhere - beq CollisionFound ; if somehow equal, collision, thus branch - lda BoundingBox_LR_Corner,y ; if somehow greater, check to see if bottom of - cmp BoundingBox_UL_Corner,y ; first object's bounding box is greater than its top - bcc CollisionFound ; if somehow less, vertical wrap collision, thus branch - cmp BoundingBox_UL_Corner,x ; otherwise compare bottom of first bounding box to the top - bcs CollisionFound ; of second box, and if equal or greater, collision, thus branch - ldy $06 ; otherwise return with carry clear and Y = $0006 - rts ; note horizontal wrapping never occurs + lda BoundingBox_UL_Corner,y ; compare left/top coordinates + cmp BoundingBox_UL_Corner,x ; of first and second objects' bounding boxes + bcs FirstBoxGreater ; if first left/top => second, branch + cmp BoundingBox_LR_Corner,x ; otherwise compare to right/bottom of second + bcc SecondBoxVerticalChk ; if first left/top < second right/bottom, branch elsewhere + beq CollisionFound ; if somehow equal, collision, thus branch + lda BoundingBox_LR_Corner,y ; if somehow greater, check to see if bottom of + cmp BoundingBox_UL_Corner,y ; first object's bounding box is greater than its top + bcc CollisionFound ; if somehow less, vertical wrap collision, thus branch + cmp BoundingBox_UL_Corner,x ; otherwise compare bottom of first bounding box to the top + bcs CollisionFound ; of second box, and if equal or greater, collision, thus branch + ldy $06 ; otherwise return with carry clear and Y = $0006 + rts ; note horizontal wrapping never occurs SecondBoxVerticalChk: - lda BoundingBox_LR_Corner,x ; check to see if the vertical bottom of the box - cmp BoundingBox_UL_Corner,x ; is greater than the vertical top - bcc CollisionFound ; if somehow less, vertical wrap collision, thus branch - lda BoundingBox_LR_Corner,y ; otherwise compare horizontal right or vertical bottom - cmp BoundingBox_UL_Corner,x ; of first box with horizontal left or vertical top of second box - bcs CollisionFound ; if equal or greater, collision, thus branch - ldy $06 ; otherwise return with carry clear and Y = $0006 - rts + lda BoundingBox_LR_Corner,x ; check to see if the vertical bottom of the box + cmp BoundingBox_UL_Corner,x ; is greater than the vertical top + bcc CollisionFound ; if somehow less, vertical wrap collision, thus branch + lda BoundingBox_LR_Corner,y ; otherwise compare horizontal right or vertical bottom + cmp BoundingBox_UL_Corner,x ; of first box with horizontal left or vertical top of second box + bcs CollisionFound ; if equal or greater, collision, thus branch + ldy $06 ; otherwise return with carry clear and Y = $0006 + rts FirstBoxGreater: - cmp BoundingBox_UL_Corner,x ; compare first and second box horizontal left/vertical top again - beq CollisionFound ; if first coordinate = second, collision, thus branch - cmp BoundingBox_LR_Corner,x ; if not, compare with second object right or bottom edge - bcc CollisionFound ; if left/top of first less than or equal to right/bottom of second - beq CollisionFound ; then collision, thus branch - cmp BoundingBox_LR_Corner,y ; otherwise check to see if top of first box is greater than bottom - bcc NoCollisionFound ; if less than or equal, no collision, branch to end - beq NoCollisionFound - lda BoundingBox_LR_Corner,y ; otherwise compare bottom of first to top of second - cmp BoundingBox_UL_Corner,x ; if bottom of first is greater than top of second, vertical wrap - bcs CollisionFound ; collision, and branch, otherwise, proceed onwards here + cmp BoundingBox_UL_Corner,x ; compare first and second box horizontal left/vertical top again + beq CollisionFound ; if first coordinate = second, collision, thus branch + cmp BoundingBox_LR_Corner,x ; if not, compare with second object right or bottom edge + bcc CollisionFound ; if left/top of first less than or equal to right/bottom of second + beq CollisionFound ; then collision, thus branch + cmp BoundingBox_LR_Corner,y ; otherwise check to see if top of first box is greater than bottom + bcc NoCollisionFound ; if less than or equal, no collision, branch to end + beq NoCollisionFound + lda BoundingBox_LR_Corner,y ; otherwise compare bottom of first to top of second + cmp BoundingBox_UL_Corner,x ; if bottom of first is greater than top of second, vertical wrap + bcs CollisionFound ; collision, and branch, otherwise, proceed onwards here NoCollisionFound: - clc ; clear carry, then load value set earlier, then leave - ldy $06 ; like previous ones, if horizontal coordinates do not collide, we do - rts ; not bother checking vertical ones, because what's the point? + clc ; clear carry, then load value set earlier, then leave + ldy $06 ; like previous ones, if horizontal coordinates do not collide, we do + rts ; not bother checking vertical ones, because what's the point? CollisionFound: - inx ; increment offsets on both objects to check - iny ; the vertical coordinates - dec $07 ; decrement counter to reflect this - bpl CollisionCoreLoop ; if counter not expired, branch to loop - sec ; otherwise we already did both sets, therefore collision, so set carry - ldy $06 ; load original value set here earlier, then leave - rts + inx ; increment offsets on both objects to check + iny ; the vertical coordinates + dec $07 ; decrement counter to reflect this + bpl CollisionCoreLoop ; if counter not expired, branch to loop + sec ; otherwise we already did both sets, therefore collision, so set carry + ldy $06 ; load original value set here earlier, then leave + rts ;------------------------------------------------------------------------------------- ; $02 - modified y coordinate @@ -12985,251 +13757,264 @@ CollisionFound: ; $06-$07 - block buffer address BlockBufferChk_Enemy: - pha ; save contents of A to stack - txa - clc ; add 1 to X to run sub with enemy offset in mind - adc #$01 - tax - pla ; pull A from stack and jump elsewhere - jmp BBChk_E + pha ; save contents of A to stack + txa + clc ; add 1 to X to run sub with enemy offset in mind + adc #$01 + tax + pla ; pull A from stack and jump elsewhere + jmp BBChk_E ResidualMiscObjectCode: - txa - clc ; supposedly used once to set offset for - adc #$0d ; miscellaneous objects - tax - ldy #$1b ; supposedly used once to set offset for block buffer data - jmp ResJmpM ; probably used in early stages to do misc to bg collision detection + txa + clc ; supposedly used once to set offset for + adc #$0d ; miscellaneous objects + tax + ldy #$1b ; supposedly used once to set offset for block buffer data + jmp ResJmpM ; probably used in early stages to do misc to bg collision detection BlockBufferChk_FBall: - ldy #$1a ; set offset for block buffer adder data - txa - clc - adc #$07 ; add seven bytes to use - tax -ResJmpM: lda #$00 ; set A to return vertical coordinate -BBChk_E: jsr BlockBufferCollision ; do collision detection subroutine for sprite object - ldx ObjectOffset ; get object offset - cmp #$00 ; check to see if object bumped into anything - rts + ldy #$1a ; set offset for block buffer adder data + txa + clc + adc #$07 ; add seven bytes to use + tax +ResJmpM: + lda #$00 ; set A to return vertical coordinate +BBChk_E: + jsr BlockBufferCollision ; do collision detection subroutine for sprite object + ldx ObjectOffset ; get object offset + cmp #$00 ; check to see if object bumped into anything + rts BlockBufferAdderData: - .byte $00, $07, $0e + .byte $00, $07, $0e BlockBuffer_X_Adder: - .byte $08, $03, $0c, $02, $02, $0d, $0d, $08 - .byte $03, $0c, $02, $02, $0d, $0d, $08, $03 - .byte $0c, $02, $02, $0d, $0d, $08, $00, $10 - .byte $04, $14, $04, $04 + .byte $08, $03, $0c, $02, $02, $0d, $0d, $08 + .byte $03, $0c, $02, $02, $0d, $0d, $08, $03 + .byte $0c, $02, $02, $0d, $0d, $08, $00, $10 + .byte $04, $14, $04, $04 BlockBuffer_Y_Adder: - .byte $04, $20, $20, $08, $18, $08, $18, $02 - .byte $20, $20, $08, $18, $08, $18, $12, $20 - .byte $20, $18, $18, $18, $18, $18, $14, $14 - .byte $06, $06, $08, $10 + .byte $04, $20, $20, $08, $18, $08, $18, $02 + .byte $20, $20, $08, $18, $08, $18, $12, $20 + .byte $20, $18, $18, $18, $18, $18, $14, $14 + .byte $06, $06, $08, $10 BlockBufferColli_Feet: - iny ; if branched here, increment to next set of adders + iny ; if branched here, increment to next set of adders BlockBufferColli_Head: - lda #$00 ; set flag to return vertical coordinate - .byte $2c ; BIT instruction opcode + lda #$00 ; set flag to return vertical coordinate + .byte $2c ; BIT instruction opcode BlockBufferColli_Side: - lda #$01 ; set flag to return horizontal coordinate - ldx #$00 ; set offset for player object + lda #$01 ; set flag to return horizontal coordinate + ldx #$00 ; set offset for player object BlockBufferCollision: - pha ; save contents of A to stack - sty $04 ; save contents of Y here - lda BlockBuffer_X_Adder,y ; add horizontal coordinate - clc ; of object to value obtained using Y as offset - adc SprObject_X_Position,x - sta $05 ; store here - lda SprObject_PageLoc,x - adc #$00 ; add carry to page location - and #$01 ; get LSB, mask out all other bits - lsr ; move to carry - ora $05 ; get stored value - ror ; rotate carry to MSB of A - lsr ; and effectively move high nybble to - lsr ; lower, LSB which became MSB will be - lsr ; d4 at this point - jsr GetBlockBufferAddr ; get address of block buffer into $06, $07 - ldy $04 ; get old contents of Y - lda SprObject_Y_Position,x ; get vertical coordinate of object - clc - adc BlockBuffer_Y_Adder,y ; add it to value obtained using Y as offset - and #%11110000 ; mask out low nybble - sec - sbc #$20 ; subtract 32 pixels for the status bar - sta $02 ; store result here - tay ; use as offset for block buffer - lda ($06),y ; check current content of block buffer - sta $03 ; and store here - ldy $04 ; get old contents of Y again - pla ; pull A from stack - bne RetXC ; if A = 1, branch - lda SprObject_Y_Position,x ; if A = 0, load vertical coordinate - jmp RetYC ; and jump -RetXC: lda SprObject_X_Position,x ; otherwise load horizontal coordinate -RetYC: and #%00001111 ; and mask out high nybble - sta $04 ; store masked out result here - lda $03 ; get saved content of block buffer - rts ; and leave + pha ; save contents of A to stack + sty $04 ; save contents of Y here + lda BlockBuffer_X_Adder,y ; add horizontal coordinate + clc ; of object to value obtained using Y as offset + adc SprObject_X_Position,x + sta $05 ; store here + lda SprObject_PageLoc,x + adc #$00 ; add carry to page location + and #$01 ; get LSB, mask out all other bits + lsr ; move to carry + ora $05 ; get stored value + ror ; rotate carry to MSB of A + lsr ; and effectively move high nybble to + lsr ; lower, LSB which became MSB will be + lsr ; d4 at this point + jsr GetBlockBufferAddr ; get address of block buffer into $06, $07 + ldy $04 ; get old contents of Y + lda SprObject_Y_Position,x ; get vertical coordinate of object + clc + adc BlockBuffer_Y_Adder,y ; add it to value obtained using Y as offset + and #%11110000 ; mask out low nybble + sec + sbc #$20 ; subtract 32 pixels for the status bar + sta $02 ; store result here + tay ; use as offset for block buffer + lda ($06),y ; check current content of block buffer + sta $03 ; and store here + ldy $04 ; get old contents of Y again + pla ; pull A from stack + bne RetXC ; if A = 1, branch + lda SprObject_Y_Position,x ; if A = 0, load vertical coordinate + jmp RetYC ; and jump +RetXC: + lda SprObject_X_Position,x ; otherwise load horizontal coordinate +RetYC: + and #%00001111 ; and mask out high nybble + sta $04 ; store masked out result here + lda $03 ; get saved content of block buffer + rts ; and leave ;------------------------------------------------------------------------------------- ; unused byte - .byte $ff + .byte $ff ;------------------------------------------------------------------------------------- ; $00 - offset to vine Y coordinate adder ; $02 - offset to sprite data VineYPosAdder: - .byte $00, $30 + .byte $00, $30 DrawVine: - sty $00 ; save offset here - lda Enemy_Rel_YPos ; get relative vertical coordinate - clc - adc VineYPosAdder,y ; add value using offset in Y to get value - ldx VineObjOffset,y ; get offset to vine - ldy Enemy_SprDataOffset,x ; get sprite data offset - sty $02 ; store sprite data offset here - jsr SixSpriteStacker ; stack six sprites on top of each other vertically - lda Enemy_Rel_XPos ; get relative horizontal coordinate - sta Sprite_X_Position,y ; store in first, third and fifth sprites - sta Sprite_X_Position+8,y - sta Sprite_X_Position+16,y - clc - adc #$06 ; add six pixels to second, fourth and sixth sprites - sta Sprite_X_Position+4,y ; to give characteristic staggered vine shape to - sta Sprite_X_Position+12,y ; our vertical stack of sprites - sta Sprite_X_Position+20,y - lda #%00100001 ; set bg priority and palette attribute bits - sta Sprite_Attributes,y ; set in first, third and fifth sprites - sta Sprite_Attributes+8,y - sta Sprite_Attributes+16,y - ora #%01000000 ; additionally, set horizontal flip bit - sta Sprite_Attributes+4,y ; for second, fourth and sixth sprites - sta Sprite_Attributes+12,y - sta Sprite_Attributes+20,y - ldx #$05 ; set tiles for six sprites -VineTL: lda #$e1 ; set tile number for sprite - sta Sprite_Tilenumber,y - iny ; move offset to next sprite data - iny - iny - iny - dex ; move onto next sprite - bpl VineTL ; loop until all sprites are done - ldy $02 ; get original offset - lda $00 ; get offset to vine adding data - bne SkpVTop ; if offset not zero, skip this part - lda #$e0 - sta Sprite_Tilenumber,y ; set other tile number for top of vine -SkpVTop: ldx #$00 ; start with the first sprite again -ChkFTop: lda VineStart_Y_Position ; get original starting vertical coordinate - sec - sbc Sprite_Y_Position,y ; subtract top-most sprite's Y coordinate - cmp #$64 ; if two coordinates are less than 100/$64 pixels - bcc NextVSp ; apart, skip this to leave sprite alone - lda #$f8 - sta Sprite_Y_Position,y ; otherwise move sprite offscreen -NextVSp: iny ; move offset to next OAM data - iny - iny - iny - inx ; move onto next sprite - cpx #$06 ; do this until all sprites are checked - bne ChkFTop - ldy $00 ; return offset set earlier - rts + sty $00 ; save offset here + lda Enemy_Rel_YPos ; get relative vertical coordinate + clc + adc VineYPosAdder,y ; add value using offset in Y to get value + ldx VineObjOffset,y ; get offset to vine + ldy Enemy_SprDataOffset,x ; get sprite data offset + sty $02 ; store sprite data offset here + jsr SixSpriteStacker ; stack six sprites on top of each other vertically + lda Enemy_Rel_XPos ; get relative horizontal coordinate + sta Sprite_X_Position,y ; store in first, third and fifth sprites + sta Sprite_X_Position+8,y + sta Sprite_X_Position+16,y + clc + adc #$06 ; add six pixels to second, fourth and sixth sprites + sta Sprite_X_Position+4,y ; to give characteristic staggered vine shape to + sta Sprite_X_Position+12,y ; our vertical stack of sprites + sta Sprite_X_Position+20,y + lda #%00100001 ; set bg priority and palette attribute bits + sta Sprite_Attributes,y ; set in first, third and fifth sprites + sta Sprite_Attributes+8,y + sta Sprite_Attributes+16,y + ora #%01000000 ; additionally, set horizontal flip bit + sta Sprite_Attributes+4,y ; for second, fourth and sixth sprites + sta Sprite_Attributes+12,y + sta Sprite_Attributes+20,y + ldx #$05 ; set tiles for six sprites +VineTL: + lda #$e1 ; set tile number for sprite + sta Sprite_Tilenumber,y + iny ; move offset to next sprite data + iny + iny + iny + dex ; move onto next sprite + bpl VineTL ; loop until all sprites are done + ldy $02 ; get original offset + lda $00 ; get offset to vine adding data + bne SkpVTop ; if offset not zero, skip this part + lda #$e0 + sta Sprite_Tilenumber,y ; set other tile number for top of vine +SkpVTop: + ldx #$00 ; start with the first sprite again +ChkFTop: + lda VineStart_Y_Position ; get original starting vertical coordinate + sec + sbc Sprite_Y_Position,y ; subtract top-most sprite's Y coordinate + cmp #$64 ; if two coordinates are less than 100/$64 pixels + bcc NextVSp ; apart, skip this to leave sprite alone + lda #$f8 + sta Sprite_Y_Position,y ; otherwise move sprite offscreen +NextVSp: + iny ; move offset to next OAM data + iny + iny + iny + inx ; move onto next sprite + cpx #$06 ; do this until all sprites are checked + bne ChkFTop + ldy $00 ; return offset set earlier + rts SixSpriteStacker: - ldx #$06 ; do six sprites -StkLp: sta Sprite_Data,y ; store X or Y coordinate into OAM data - clc - adc #$08 ; add eight pixels - iny - iny ; move offset four bytes forward - iny - iny - dex ; do another sprite - bne StkLp ; do this until all sprites are done - ldy $02 ; get saved OAM data offset and leave - rts + ldx #$06 ; do six sprites +StkLp: + sta Sprite_Data,y ; store X or Y coordinate into OAM data + clc + adc #$08 ; add eight pixels + iny + iny ; move offset four bytes forward + iny + iny + dex ; do another sprite + bne StkLp ; do this until all sprites are done + ldy $02 ; get saved OAM data offset and leave + rts ;------------------------------------------------------------------------------------- FirstSprXPos: - .byte $04, $00, $04, $00 + .byte $04, $00, $04, $00 FirstSprYPos: - .byte $00, $04, $00, $04 + .byte $00, $04, $00, $04 SecondSprXPos: - .byte $00, $08, $00, $08 + .byte $00, $08, $00, $08 SecondSprYPos: - .byte $08, $00, $08, $00 + .byte $08, $00, $08, $00 FirstSprTilenum: - .byte $80, $82, $81, $83 + .byte $80, $82, $81, $83 SecondSprTilenum: - .byte $81, $83, $80, $82 + .byte $81, $83, $80, $82 HammerSprAttrib: - .byte $03, $03, $c3, $c3 + .byte $03, $03, $c3, $c3 DrawHammer: - ldy Misc_SprDataOffset,x ; get misc object OAM data offset - lda TimerControl - bne ForceHPose ; if master timer control set, skip this part - lda Misc_State,x ; otherwise get hammer's state - and #%01111111 ; mask out d7 - cmp #$01 ; check to see if set to 1 yet - beq GetHPose ; if so, branch -ForceHPose: ldx #$00 ; reset offset here - beq RenderH ; do unconditional branch to rendering part -GetHPose: lda FrameCounter ; get frame counter - lsr ; move d3-d2 to d1-d0 - lsr - and #%00000011 ; mask out all but d1-d0 (changes every four frames) - tax ; use as timing offset -RenderH: lda Misc_Rel_YPos ; get relative vertical coordinate - clc - adc FirstSprYPos,x ; add first sprite vertical adder based on offset - sta Sprite_Y_Position,y ; store as sprite Y coordinate for first sprite - clc - adc SecondSprYPos,x ; add second sprite vertical adder based on offset - sta Sprite_Y_Position+4,y ; store as sprite Y coordinate for second sprite - lda Misc_Rel_XPos ; get relative horizontal coordinate - clc - adc FirstSprXPos,x ; add first sprite horizontal adder based on offset - sta Sprite_X_Position,y ; store as sprite X coordinate for first sprite - clc - adc SecondSprXPos,x ; add second sprite horizontal adder based on offset - sta Sprite_X_Position+4,y ; store as sprite X coordinate for second sprite - lda FirstSprTilenum,x - sta Sprite_Tilenumber,y ; get and store tile number of first sprite - lda SecondSprTilenum,x - sta Sprite_Tilenumber+4,y ; get and store tile number of second sprite - lda HammerSprAttrib,x - sta Sprite_Attributes,y ; get and store attribute bytes for both - sta Sprite_Attributes+4,y ; note in this case they use the same data - ldx ObjectOffset ; get misc object offset - lda Misc_OffscreenBits - and #%11111100 ; check offscreen bits - beq NoHOffscr ; if all bits clear, leave object alone - lda #$00 - sta Misc_State,x ; otherwise nullify misc object state - lda #$f8 - jsr DumpTwoSpr ; do sub to move hammer sprites offscreen -NoHOffscr: rts ; leave + ldy Misc_SprDataOffset,x ; get misc object OAM data offset + lda TimerControl + bne ForceHPose ; if master timer control set, skip this part + lda Misc_State,x ; otherwise get hammer's state + and #%01111111 ; mask out d7 + cmp #$01 ; check to see if set to 1 yet + beq GetHPose ; if so, branch +ForceHPose: + ldx #$00 ; reset offset here + beq RenderH ; do unconditional branch to rendering part +GetHPose: + lda FrameCounter ; get frame counter + lsr ; move d3-d2 to d1-d0 + lsr + and #%00000011 ; mask out all but d1-d0 (changes every four frames) + tax ; use as timing offset +RenderH: + lda Misc_Rel_YPos ; get relative vertical coordinate + clc + adc FirstSprYPos,x ; add first sprite vertical adder based on offset + sta Sprite_Y_Position,y ; store as sprite Y coordinate for first sprite + clc + adc SecondSprYPos,x ; add second sprite vertical adder based on offset + sta Sprite_Y_Position+4,y ; store as sprite Y coordinate for second sprite + lda Misc_Rel_XPos ; get relative horizontal coordinate + clc + adc FirstSprXPos,x ; add first sprite horizontal adder based on offset + sta Sprite_X_Position,y ; store as sprite X coordinate for first sprite + clc + adc SecondSprXPos,x ; add second sprite horizontal adder based on offset + sta Sprite_X_Position+4,y ; store as sprite X coordinate for second sprite + lda FirstSprTilenum,x + sta Sprite_Tilenumber,y ; get and store tile number of first sprite + lda SecondSprTilenum,x + sta Sprite_Tilenumber+4,y ; get and store tile number of second sprite + lda HammerSprAttrib,x + sta Sprite_Attributes,y ; get and store attribute bytes for both + sta Sprite_Attributes+4,y ; note in this case they use the same data + ldx ObjectOffset ; get misc object offset + lda Misc_OffscreenBits + and #%11111100 ; check offscreen bits + beq NoHOffscr ; if all bits clear, leave object alone + lda #$00 + sta Misc_State,x ; otherwise nullify misc object state + lda #$f8 + jsr DumpTwoSpr ; do sub to move hammer sprites offscreen +NoHOffscr: + rts ; leave ;------------------------------------------------------------------------------------- ; $00-$01 - used to hold tile numbers ($01 addressed in draw floatey number part) @@ -13239,218 +14024,227 @@ NoHOffscr: rts ; leave ; $05 - used as X coordinate for floatey number FlagpoleScoreNumTiles: - .byte $f9, $50 - .byte $f7, $50 - .byte $fa, $fb - .byte $f8, $fb - .byte $f6, $fb + .byte $f9, $50 + .byte $f7, $50 + .byte $fa, $fb + .byte $f8, $fb + .byte $f6, $fb FlagpoleGfxHandler: - ldy Enemy_SprDataOffset,x ; get sprite data offset for flagpole flag - lda Enemy_Rel_XPos ; get relative horizontal coordinate - sta Sprite_X_Position,y ; store as X coordinate for first sprite - clc - adc #$08 ; add eight pixels and store - sta Sprite_X_Position+4,y ; as X coordinate for second and third sprites - sta Sprite_X_Position+8,y - clc - adc #$0c ; add twelve more pixels and - sta $05 ; store here to be used later by floatey number - lda Enemy_Y_Position,x ; get vertical coordinate - jsr DumpTwoSpr ; and do sub to dump into first and second sprites - adc #$08 ; add eight pixels - sta Sprite_Y_Position+8,y ; and store into third sprite - lda FlagpoleFNum_Y_Pos ; get vertical coordinate for floatey number - sta $02 ; store it here - lda #$01 - sta $03 ; set value for flip which will not be used, and - sta $04 ; attribute byte for floatey number - sta Sprite_Attributes,y ; set attribute bytes for all three sprites - sta Sprite_Attributes+4,y - sta Sprite_Attributes+8,y - lda #$7e - sta Sprite_Tilenumber,y ; put triangle shaped tile - sta Sprite_Tilenumber+8,y ; into first and third sprites - lda #$7f - sta Sprite_Tilenumber+4,y ; put skull tile into second sprite - lda FlagpoleCollisionYPos ; get vertical coordinate at time of collision - beq ChkFlagOffscreen ; if zero, branch ahead - tya - clc ; add 12 bytes to sprite data offset - adc #$0c - tay ; put back in Y - lda FlagpoleScore ; get offset used to award points for touching flagpole - asl ; multiply by 2 to get proper offset here - tax - lda FlagpoleScoreNumTiles,x ; get appropriate tile data - sta $00 - lda FlagpoleScoreNumTiles+1,x - jsr DrawOneSpriteRow ; use it to render floatey number + ldy Enemy_SprDataOffset,x ; get sprite data offset for flagpole flag + lda Enemy_Rel_XPos ; get relative horizontal coordinate + sta Sprite_X_Position,y ; store as X coordinate for first sprite + clc + adc #$08 ; add eight pixels and store + sta Sprite_X_Position+4,y ; as X coordinate for second and third sprites + sta Sprite_X_Position+8,y + clc + adc #$0c ; add twelve more pixels and + sta $05 ; store here to be used later by floatey number + lda Enemy_Y_Position,x ; get vertical coordinate + jsr DumpTwoSpr ; and do sub to dump into first and second sprites + adc #$08 ; add eight pixels + sta Sprite_Y_Position+8,y ; and store into third sprite + lda FlagpoleFNum_Y_Pos ; get vertical coordinate for floatey number + sta $02 ; store it here + lda #$01 + sta $03 ; set value for flip which will not be used, and + sta $04 ; attribute byte for floatey number + sta Sprite_Attributes,y ; set attribute bytes for all three sprites + sta Sprite_Attributes+4,y + sta Sprite_Attributes+8,y + lda #$7e + sta Sprite_Tilenumber,y ; put triangle shaped tile + sta Sprite_Tilenumber+8,y ; into first and third sprites + lda #$7f + sta Sprite_Tilenumber+4,y ; put skull tile into second sprite + lda FlagpoleCollisionYPos ; get vertical coordinate at time of collision + beq ChkFlagOffscreen ; if zero, branch ahead + tya + clc ; add 12 bytes to sprite data offset + adc #$0c + tay ; put back in Y + lda FlagpoleScore ; get offset used to award points for touching flagpole + asl ; multiply by 2 to get proper offset here + tax + lda FlagpoleScoreNumTiles,x ; get appropriate tile data + sta $00 + lda FlagpoleScoreNumTiles+1,x + jsr DrawOneSpriteRow ; use it to render floatey number ChkFlagOffscreen: - ldx ObjectOffset ; get object offset for flag - ldy Enemy_SprDataOffset,x ; get OAM data offset - lda Enemy_OffscreenBits ; get offscreen bits - and #%00001110 ; mask out all but d3-d1 - beq ExitDumpSpr ; if none of these bits set, branch to leave + ldx ObjectOffset ; get object offset for flag + ldy Enemy_SprDataOffset,x ; get OAM data offset + lda Enemy_OffscreenBits ; get offscreen bits + and #%00001110 ; mask out all but d3-d1 + beq ExitDumpSpr ; if none of these bits set, branch to leave ;------------------------------------------------------------------------------------- MoveSixSpritesOffscreen: - lda #$f8 ; set offscreen coordinate if jumping here + lda #$f8 ; set offscreen coordinate if jumping here DumpSixSpr: - sta Sprite_Data+20,y ; dump A contents - sta Sprite_Data+16,y ; into third row sprites + sta Sprite_Data+20,y ; dump A contents + sta Sprite_Data+16,y ; into third row sprites DumpFourSpr: - sta Sprite_Data+12,y ; into second row sprites + sta Sprite_Data+12,y ; into second row sprites DumpThreeSpr: - sta Sprite_Data+8,y + sta Sprite_Data+8,y DumpTwoSpr: - sta Sprite_Data+4,y ; and into first row sprites - sta Sprite_Data,y + sta Sprite_Data+4,y ; and into first row sprites + sta Sprite_Data,y ExitDumpSpr: - rts + rts ;------------------------------------------------------------------------------------- DrawLargePlatform: - ldy Enemy_SprDataOffset,x ; get OAM data offset - sty $02 ; store here - iny ; add 3 to it for offset - iny ; to X coordinate - iny - lda Enemy_Rel_XPos ; get horizontal relative coordinate - jsr SixSpriteStacker ; store X coordinates using A as base, stack horizontally - ldx ObjectOffset - lda Enemy_Y_Position,x ; get vertical coordinate - jsr DumpFourSpr ; dump into first four sprites as Y coordinate - ldy AreaType - cpy #$03 ; check for castle-type level - beq ShrinkPlatform - ldy SecondaryHardMode ; check for secondary hard mode flag set - beq SetLast2Platform ; branch if not set elsewhere + ldy Enemy_SprDataOffset,x ; get OAM data offset + sty $02 ; store here + iny ; add 3 to it for offset + iny ; to X coordinate + iny + lda Enemy_Rel_XPos ; get horizontal relative coordinate + jsr SixSpriteStacker ; store X coordinates using A as base, stack horizontally + ldx ObjectOffset + lda Enemy_Y_Position,x ; get vertical coordinate + jsr DumpFourSpr ; dump into first four sprites as Y coordinate + ldy AreaType + cpy #$03 ; check for castle-type level + beq ShrinkPlatform + ldy SecondaryHardMode ; check for secondary hard mode flag set + beq SetLast2Platform ; branch if not set elsewhere ShrinkPlatform: - lda #$f8 ; load offscreen coordinate if flag set or castle-type level + lda #$f8 ; load offscreen coordinate if flag set or castle-type level SetLast2Platform: - ldy Enemy_SprDataOffset,x ; get OAM data offset - sta Sprite_Y_Position+16,y ; store vertical coordinate or offscreen - sta Sprite_Y_Position+20,y ; coordinate into last two sprites as Y coordinate - lda #$5b ; load default tile for platform (girder) - ldx CloudTypeOverride - beq SetPlatformTilenum ; if cloud level override flag not set, use - lda #$75 ; otherwise load other tile for platform (puff) + ldy Enemy_SprDataOffset,x ; get OAM data offset + sta Sprite_Y_Position+16,y ; store vertical coordinate or offscreen + sta Sprite_Y_Position+20,y ; coordinate into last two sprites as Y coordinate + lda #$5b ; load default tile for platform (girder) + ldx CloudTypeOverride + beq SetPlatformTilenum ; if cloud level override flag not set, use + lda #$75 ; otherwise load other tile for platform (puff) SetPlatformTilenum: - ldx ObjectOffset ; get enemy object buffer offset - iny ; increment Y for tile offset - jsr DumpSixSpr ; dump tile number into all six sprites - lda #$02 ; set palette controls - iny ; increment Y for sprite attributes - jsr DumpSixSpr ; dump attributes into all six sprites - inx ; increment X for enemy objects - jsr GetXOffscreenBits ; get offscreen bits again - dex - ldy Enemy_SprDataOffset,x ; get OAM data offset - asl ; rotate d7 into carry, save remaining - pha ; bits to the stack - bcc SChk2 - lda #$f8 ; if d7 was set, move first sprite offscreen - sta Sprite_Y_Position,y -SChk2: pla ; get bits from stack - asl ; rotate d6 into carry - pha ; save to stack - bcc SChk3 - lda #$f8 ; if d6 was set, move second sprite offscreen - sta Sprite_Y_Position+4,y -SChk3: pla ; get bits from stack - asl ; rotate d5 into carry - pha ; save to stack - bcc SChk4 - lda #$f8 ; if d5 was set, move third sprite offscreen - sta Sprite_Y_Position+8,y -SChk4: pla ; get bits from stack - asl ; rotate d4 into carry - pha ; save to stack - bcc SChk5 - lda #$f8 ; if d4 was set, move fourth sprite offscreen - sta Sprite_Y_Position+12,y -SChk5: pla ; get bits from stack - asl ; rotate d3 into carry - pha ; save to stack - bcc SChk6 - lda #$f8 ; if d3 was set, move fifth sprite offscreen - sta Sprite_Y_Position+16,y -SChk6: pla ; get bits from stack - asl ; rotate d2 into carry - bcc SLChk ; save to stack - lda #$f8 - sta Sprite_Y_Position+20,y ; if d2 was set, move sixth sprite offscreen -SLChk: lda Enemy_OffscreenBits ; check d7 of offscreen bits - asl ; and if d7 is not set, skip sub - bcc ExDLPl - jsr MoveSixSpritesOffscreen ; otherwise branch to move all sprites offscreen -ExDLPl: rts + ldx ObjectOffset ; get enemy object buffer offset + iny ; increment Y for tile offset + jsr DumpSixSpr ; dump tile number into all six sprites + lda #$02 ; set palette controls + iny ; increment Y for sprite attributes + jsr DumpSixSpr ; dump attributes into all six sprites + inx ; increment X for enemy objects + jsr GetXOffscreenBits ; get offscreen bits again + dex + ldy Enemy_SprDataOffset,x ; get OAM data offset + asl ; rotate d7 into carry, save remaining + pha ; bits to the stack + bcc SChk2 + lda #$f8 ; if d7 was set, move first sprite offscreen + sta Sprite_Y_Position,y +SChk2: + pla ; get bits from stack + asl ; rotate d6 into carry + pha ; save to stack + bcc SChk3 + lda #$f8 ; if d6 was set, move second sprite offscreen + sta Sprite_Y_Position+4,y +SChk3: + pla ; get bits from stack + asl ; rotate d5 into carry + pha ; save to stack + bcc SChk4 + lda #$f8 ; if d5 was set, move third sprite offscreen + sta Sprite_Y_Position+8,y +SChk4: + pla ; get bits from stack + asl ; rotate d4 into carry + pha ; save to stack + bcc SChk5 + lda #$f8 ; if d4 was set, move fourth sprite offscreen + sta Sprite_Y_Position+12,y +SChk5: + pla ; get bits from stack + asl ; rotate d3 into carry + pha ; save to stack + bcc SChk6 + lda #$f8 ; if d3 was set, move fifth sprite offscreen + sta Sprite_Y_Position+16,y +SChk6: + pla ; get bits from stack + asl ; rotate d2 into carry + bcc SLChk ; save to stack + lda #$f8 + sta Sprite_Y_Position+20,y ; if d2 was set, move sixth sprite offscreen +SLChk: + lda Enemy_OffscreenBits ; check d7 of offscreen bits + asl ; and if d7 is not set, skip sub + bcc ExDLPl + jsr MoveSixSpritesOffscreen ; otherwise branch to move all sprites offscreen +ExDLPl: + rts ;------------------------------------------------------------------------------------- DrawFloateyNumber_Coin: - lda FrameCounter ; get frame counter - lsr ; divide by 2 - bcs NotRsNum ; branch if d0 not set to raise number every other frame - dec Misc_Y_Position,x ; otherwise, decrement vertical coordinate -NotRsNum: lda Misc_Y_Position,x ; get vertical coordinate - jsr DumpTwoSpr ; dump into both sprites - lda Misc_Rel_XPos ; get relative horizontal coordinate - sta Sprite_X_Position,y ; store as X coordinate for first sprite - clc - adc #$08 ; add eight pixels - sta Sprite_X_Position+4,y ; store as X coordinate for second sprite - lda #$02 - sta Sprite_Attributes,y ; store attribute byte in both sprites - sta Sprite_Attributes+4,y - lda #$f7 - sta Sprite_Tilenumber,y ; put tile numbers into both sprites - lda #$fb ; that resemble "200" - sta Sprite_Tilenumber+4,y - jmp ExJCGfx ; then jump to leave (why not an rts here instead?) + lda FrameCounter ; get frame counter + lsr ; divide by 2 + bcs NotRsNum ; branch if d0 not set to raise number every other frame + dec Misc_Y_Position,x ; otherwise, decrement vertical coordinate +NotRsNum: + lda Misc_Y_Position,x ; get vertical coordinate + jsr DumpTwoSpr ; dump into both sprites + lda Misc_Rel_XPos ; get relative horizontal coordinate + sta Sprite_X_Position,y ; store as X coordinate for first sprite + clc + adc #$08 ; add eight pixels + sta Sprite_X_Position+4,y ; store as X coordinate for second sprite + lda #$02 + sta Sprite_Attributes,y ; store attribute byte in both sprites + sta Sprite_Attributes+4,y + lda #$f7 + sta Sprite_Tilenumber,y ; put tile numbers into both sprites + lda #$fb ; that resemble "200" + sta Sprite_Tilenumber+4,y + jmp ExJCGfx ; then jump to leave (why not an rts here instead?) JumpingCoinTiles: - .byte $60, $61, $62, $63 + .byte $60, $61, $62, $63 JCoinGfxHandler: - ldy Misc_SprDataOffset,x ; get coin/floatey number's OAM data offset - lda Misc_State,x ; get state of misc object - cmp #$02 ; if 2 or greater, - bcs DrawFloateyNumber_Coin ; branch to draw floatey number - lda Misc_Y_Position,x ; store vertical coordinate as - sta Sprite_Y_Position,y ; Y coordinate for first sprite - clc - adc #$08 ; add eight pixels - sta Sprite_Y_Position+4,y ; store as Y coordinate for second sprite - lda Misc_Rel_XPos ; get relative horizontal coordinate - sta Sprite_X_Position,y - sta Sprite_X_Position+4,y ; store as X coordinate for first and second sprites - lda FrameCounter ; get frame counter - lsr ; divide by 2 to alter every other frame - and #%00000011 ; mask out d2-d1 - tax ; use as graphical offset - lda JumpingCoinTiles,x ; load tile number - iny ; increment OAM data offset to write tile numbers - jsr DumpTwoSpr ; do sub to dump tile number into both sprites - dey ; decrement to get old offset - lda #$02 - sta Sprite_Attributes,y ; set attribute byte in first sprite - lda #$82 - sta Sprite_Attributes+4,y ; set attribute byte with vertical flip in second sprite - ldx ObjectOffset ; get misc object offset -ExJCGfx: rts ; leave + ldy Misc_SprDataOffset,x ; get coin/floatey number's OAM data offset + lda Misc_State,x ; get state of misc object + cmp #$02 ; if 2 or greater, + bcs DrawFloateyNumber_Coin ; branch to draw floatey number + lda Misc_Y_Position,x ; store vertical coordinate as + sta Sprite_Y_Position,y ; Y coordinate for first sprite + clc + adc #$08 ; add eight pixels + sta Sprite_Y_Position+4,y ; store as Y coordinate for second sprite + lda Misc_Rel_XPos ; get relative horizontal coordinate + sta Sprite_X_Position,y + sta Sprite_X_Position+4,y ; store as X coordinate for first and second sprites + lda FrameCounter ; get frame counter + lsr ; divide by 2 to alter every other frame + and #%00000011 ; mask out d2-d1 + tax ; use as graphical offset + lda JumpingCoinTiles,x ; load tile number + iny ; increment OAM data offset to write tile numbers + jsr DumpTwoSpr ; do sub to dump tile number into both sprites + dey ; decrement to get old offset + lda #$02 + sta Sprite_Attributes,y ; set attribute byte in first sprite + lda #$82 + sta Sprite_Attributes+4,y ; set attribute byte with vertical flip in second sprite + ldx ObjectOffset ; get misc object offset +ExJCGfx: + rts ; leave ;------------------------------------------------------------------------------------- ; $00-$01 - used to hold tiles for drawing the power-up, $00 also used to hold power-up type @@ -13462,68 +14256,69 @@ ExJCGfx: rts ; leave ; tiles arranged in top left, right, bottom left, right order PowerUpGfxTable: - .byte $76, $77, $78, $79 ; regular mushroom - .byte $d6, $d6, $d9, $d9 ; fire flower - .byte $8d, $8d, $e4, $e4 ; star - .byte $76, $77, $78, $79 ; 1-up mushroom + .byte $76, $77, $78, $79 ; regular mushroom + .byte $d6, $d6, $d9, $d9 ; fire flower + .byte $8d, $8d, $e4, $e4 ; star + .byte $76, $77, $78, $79 ; 1-up mushroom PowerUpAttributes: - .byte $02, $01, $02, $01 + .byte $02, $01, $02, $01 DrawPowerUp: - ldy Enemy_SprDataOffset+5 ; get power-up's sprite data offset - lda Enemy_Rel_YPos ; get relative vertical coordinate - clc - adc #$08 ; add eight pixels - sta $02 ; store result here - lda Enemy_Rel_XPos ; get relative horizontal coordinate - sta $05 ; store here - ldx PowerUpType ; get power-up type - lda PowerUpAttributes,x ; get attribute data for power-up type - ora Enemy_SprAttrib+5 ; add background priority bit if set - sta $04 ; store attributes here - txa - pha ; save power-up type to the stack - asl - asl ; multiply by four to get proper offset - tax ; use as X - lda #$01 - sta $07 ; set counter here to draw two rows of sprite object - sta $03 ; init d1 of flip control + ldy Enemy_SprDataOffset+5 ; get power-up's sprite data offset + lda Enemy_Rel_YPos ; get relative vertical coordinate + clc + adc #$08 ; add eight pixels + sta $02 ; store result here + lda Enemy_Rel_XPos ; get relative horizontal coordinate + sta $05 ; store here + ldx PowerUpType ; get power-up type + lda PowerUpAttributes,x ; get attribute data for power-up type + ora Enemy_SprAttrib+5 ; add background priority bit if set + sta $04 ; store attributes here + txa + pha ; save power-up type to the stack + asl + asl ; multiply by four to get proper offset + tax ; use as X + lda #$01 + sta $07 ; set counter here to draw two rows of sprite object + sta $03 ; init d1 of flip control PUpDrawLoop: - lda PowerUpGfxTable,x ; load left tile of power-up object - sta $00 - lda PowerUpGfxTable+1,x ; load right tile - jsr DrawOneSpriteRow ; branch to draw one row of our power-up object - dec $07 ; decrement counter - bpl PUpDrawLoop ; branch until two rows are drawn - ldy Enemy_SprDataOffset+5 ; get sprite data offset again - pla ; pull saved power-up type from the stack - beq PUpOfs ; if regular mushroom, branch, do not change colors or flip - cmp #$03 - beq PUpOfs ; if 1-up mushroom, branch, do not change colors or flip - sta $00 ; store power-up type here now - lda FrameCounter ; get frame counter - lsr ; divide by 2 to change colors every two frames - and #%00000011 ; mask out all but d1 and d0 (previously d2 and d1) - ora Enemy_SprAttrib+5 ; add background priority bit if any set - sta Sprite_Attributes,y ; set as new palette bits for top left and - sta Sprite_Attributes+4,y ; top right sprites for fire flower and star - ldx $00 - dex ; check power-up type for fire flower - beq FlipPUpRightSide ; if found, skip this part - sta Sprite_Attributes+8,y ; otherwise set new palette bits for bottom left - sta Sprite_Attributes+12,y ; and bottom right sprites as well for star only + lda PowerUpGfxTable,x ; load left tile of power-up object + sta $00 + lda PowerUpGfxTable+1,x ; load right tile + jsr DrawOneSpriteRow ; branch to draw one row of our power-up object + dec $07 ; decrement counter + bpl PUpDrawLoop ; branch until two rows are drawn + ldy Enemy_SprDataOffset+5 ; get sprite data offset again + pla ; pull saved power-up type from the stack + beq PUpOfs ; if regular mushroom, branch, do not change colors or flip + cmp #$03 + beq PUpOfs ; if 1-up mushroom, branch, do not change colors or flip + sta $00 ; store power-up type here now + lda FrameCounter ; get frame counter + lsr ; divide by 2 to change colors every two frames + and #%00000011 ; mask out all but d1 and d0 (previously d2 and d1) + ora Enemy_SprAttrib+5 ; add background priority bit if any set + sta Sprite_Attributes,y ; set as new palette bits for top left and + sta Sprite_Attributes+4,y ; top right sprites for fire flower and star + ldx $00 + dex ; check power-up type for fire flower + beq FlipPUpRightSide ; if found, skip this part + sta Sprite_Attributes+8,y ; otherwise set new palette bits for bottom left + sta Sprite_Attributes+12,y ; and bottom right sprites as well for star only FlipPUpRightSide: - lda Sprite_Attributes+4,y - ora #%01000000 ; set horizontal flip bit for top right sprite - sta Sprite_Attributes+4,y - lda Sprite_Attributes+12,y - ora #%01000000 ; set horizontal flip bit for bottom right sprite - sta Sprite_Attributes+12,y ; note these are only done for fire flower and star power-ups -PUpOfs: jmp SprObjectOffscrChk ; jump to check to see if power-up is offscreen at all, then leave + lda Sprite_Attributes+4,y + ora #%01000000 ; set horizontal flip bit for top right sprite + sta Sprite_Attributes+4,y + lda Sprite_Attributes+12,y + ora #%01000000 ; set horizontal flip bit for bottom right sprite + sta Sprite_Attributes+12,y ; note these are only done for fire flower and star power-ups +PUpOfs: + jmp SprObjectOffscrChk ; jump to check to see if power-up is offscreen at all, then leave ;------------------------------------------------------------------------------------- ; $00-$01 - used in DrawEnemyObjRow to hold sprite tile numbers @@ -13538,540 +14333,556 @@ PUpOfs: jmp SprObjectOffscrChk ; jump to check to see if power-up is offscre ; tiles arranged in top left, right, middle left, right, bottom left, right order EnemyGraphicsTable: - .byte $fc, $fc, $aa, $ab, $ac, $ad ; buzzy beetle frame 1 - .byte $fc, $fc, $ae, $af, $b0, $b1 ; frame 2 - .byte $fc, $a5, $a6, $a7, $a8, $a9 ; koopa troopa frame 1 - .byte $fc, $a0, $a1, $a2, $a3, $a4 ; frame 2 - .byte $69, $a5, $6a, $a7, $a8, $a9 ; koopa paratroopa frame 1 - .byte $6b, $a0, $6c, $a2, $a3, $a4 ; frame 2 - .byte $fc, $fc, $96, $97, $98, $99 ; spiny frame 1 - .byte $fc, $fc, $9a, $9b, $9c, $9d ; frame 2 - .byte $fc, $fc, $8f, $8e, $8e, $8f ; spiny's egg frame 1 - .byte $fc, $fc, $95, $94, $94, $95 ; frame 2 - .byte $fc, $fc, $dc, $dc, $df, $df ; bloober frame 1 - .byte $dc, $dc, $dd, $dd, $de, $de ; frame 2 - .byte $fc, $fc, $b2, $b3, $b4, $b5 ; cheep-cheep frame 1 - .byte $fc, $fc, $b6, $b3, $b7, $b5 ; frame 2 - .byte $fc, $fc, $70, $71, $72, $73 ; goomba - .byte $fc, $fc, $6e, $6e, $6f, $6f ; koopa shell frame 1 (upside-down) - .byte $fc, $fc, $6d, $6d, $6f, $6f ; frame 2 - .byte $fc, $fc, $6f, $6f, $6e, $6e ; koopa shell frame 1 (rightsideup) - .byte $fc, $fc, $6f, $6f, $6d, $6d ; frame 2 - .byte $fc, $fc, $f4, $f4, $f5, $f5 ; buzzy beetle shell frame 1 (rightsideup) - .byte $fc, $fc, $f4, $f4, $f5, $f5 ; frame 2 - .byte $fc, $fc, $f5, $f5, $f4, $f4 ; buzzy beetle shell frame 1 (upside-down) - .byte $fc, $fc, $f5, $f5, $f4, $f4 ; frame 2 - .byte $fc, $fc, $fc, $fc, $ef, $ef ; defeated goomba - .byte $b9, $b8, $bb, $ba, $bc, $bc ; lakitu frame 1 - .byte $fc, $fc, $bd, $bd, $bc, $bc ; frame 2 - .byte $7a, $7b, $da, $db, $d8, $d8 ; princess - .byte $cd, $cd, $ce, $ce, $cf, $cf ; mushroom retainer - .byte $7d, $7c, $d1, $8c, $d3, $d2 ; hammer bro frame 1 - .byte $7d, $7c, $89, $88, $8b, $8a ; frame 2 - .byte $d5, $d4, $e3, $e2, $d3, $d2 ; frame 3 - .byte $d5, $d4, $e3, $e2, $8b, $8a ; frame 4 - .byte $e5, $e5, $e6, $e6, $eb, $eb ; piranha plant frame 1 - .byte $ec, $ec, $ed, $ed, $ee, $ee ; frame 2 - .byte $fc, $fc, $d0, $d0, $d7, $d7 ; podoboo - .byte $bf, $be, $c1, $c0, $c2, $fc ; bowser front frame 1 - .byte $c4, $c3, $c6, $c5, $c8, $c7 ; bowser rear frame 1 - .byte $bf, $be, $ca, $c9, $c2, $fc ; front frame 2 - .byte $c4, $c3, $c6, $c5, $cc, $cb ; rear frame 2 - .byte $fc, $fc, $e8, $e7, $ea, $e9 ; bullet bill - .byte $f2, $f2, $f3, $f3, $f2, $f2 ; jumpspring frame 1 - .byte $f1, $f1, $f1, $f1, $fc, $fc ; frame 2 - .byte $f0, $f0, $fc, $fc, $fc, $fc ; frame 3 + .byte $fc, $fc, $aa, $ab, $ac, $ad ; buzzy beetle frame 1 + .byte $fc, $fc, $ae, $af, $b0, $b1 ; frame 2 + .byte $fc, $a5, $a6, $a7, $a8, $a9 ; koopa troopa frame 1 + .byte $fc, $a0, $a1, $a2, $a3, $a4 ; frame 2 + .byte $69, $a5, $6a, $a7, $a8, $a9 ; koopa paratroopa frame 1 + .byte $6b, $a0, $6c, $a2, $a3, $a4 ; frame 2 + .byte $fc, $fc, $96, $97, $98, $99 ; spiny frame 1 + .byte $fc, $fc, $9a, $9b, $9c, $9d ; frame 2 + .byte $fc, $fc, $8f, $8e, $8e, $8f ; spiny's egg frame 1 + .byte $fc, $fc, $95, $94, $94, $95 ; frame 2 + .byte $fc, $fc, $dc, $dc, $df, $df ; bloober frame 1 + .byte $dc, $dc, $dd, $dd, $de, $de ; frame 2 + .byte $fc, $fc, $b2, $b3, $b4, $b5 ; cheep-cheep frame 1 + .byte $fc, $fc, $b6, $b3, $b7, $b5 ; frame 2 + .byte $fc, $fc, $70, $71, $72, $73 ; goomba + .byte $fc, $fc, $6e, $6e, $6f, $6f ; koopa shell frame 1 (upside-down) + .byte $fc, $fc, $6d, $6d, $6f, $6f ; frame 2 + .byte $fc, $fc, $6f, $6f, $6e, $6e ; koopa shell frame 1 (rightsideup) + .byte $fc, $fc, $6f, $6f, $6d, $6d ; frame 2 + .byte $fc, $fc, $f4, $f4, $f5, $f5 ; buzzy beetle shell frame 1 (rightsideup) + .byte $fc, $fc, $f4, $f4, $f5, $f5 ; frame 2 + .byte $fc, $fc, $f5, $f5, $f4, $f4 ; buzzy beetle shell frame 1 (upside-down) + .byte $fc, $fc, $f5, $f5, $f4, $f4 ; frame 2 + .byte $fc, $fc, $fc, $fc, $ef, $ef ; defeated goomba + .byte $b9, $b8, $bb, $ba, $bc, $bc ; lakitu frame 1 + .byte $fc, $fc, $bd, $bd, $bc, $bc ; frame 2 + .byte $7a, $7b, $da, $db, $d8, $d8 ; princess + .byte $cd, $cd, $ce, $ce, $cf, $cf ; mushroom retainer + .byte $7d, $7c, $d1, $8c, $d3, $d2 ; hammer bro frame 1 + .byte $7d, $7c, $89, $88, $8b, $8a ; frame 2 + .byte $d5, $d4, $e3, $e2, $d3, $d2 ; frame 3 + .byte $d5, $d4, $e3, $e2, $8b, $8a ; frame 4 + .byte $e5, $e5, $e6, $e6, $eb, $eb ; piranha plant frame 1 + .byte $ec, $ec, $ed, $ed, $ee, $ee ; frame 2 + .byte $fc, $fc, $d0, $d0, $d7, $d7 ; podoboo + .byte $bf, $be, $c1, $c0, $c2, $fc ; bowser front frame 1 + .byte $c4, $c3, $c6, $c5, $c8, $c7 ; bowser rear frame 1 + .byte $bf, $be, $ca, $c9, $c2, $fc ; front frame 2 + .byte $c4, $c3, $c6, $c5, $cc, $cb ; rear frame 2 + .byte $fc, $fc, $e8, $e7, $ea, $e9 ; bullet bill + .byte $f2, $f2, $f3, $f3, $f2, $f2 ; jumpspring frame 1 + .byte $f1, $f1, $f1, $f1, $fc, $fc ; frame 2 + .byte $f0, $f0, $fc, $fc, $fc, $fc ; frame 3 EnemyGfxTableOffsets: - .byte $0c, $0c, $00, $0c, $0c, $a8, $54, $3c - .byte $ea, $18, $48, $48, $cc, $c0, $18, $18 - .byte $18, $90, $24, $ff, $48, $9c, $d2, $d8 - .byte $f0, $f6, $fc + .byte $0c, $0c, $00, $0c, $0c, $a8, $54, $3c + .byte $ea, $18, $48, $48, $cc, $c0, $18, $18 + .byte $18, $90, $24, $ff, $48, $9c, $d2, $d8 + .byte $f0, $f6, $fc EnemyAttributeData: - .byte $01, $02, $03, $02, $01, $01, $03, $03 - .byte $03, $01, $01, $02, $02, $21, $01, $02 - .byte $01, $01, $02, $ff, $02, $02, $01, $01 - .byte $02, $02, $02 + .byte $01, $02, $03, $02, $01, $01, $03, $03 + .byte $03, $01, $01, $02, $02, $21, $01, $02 + .byte $01, $01, $02, $ff, $02, $02, $01, $01 + .byte $02, $02, $02 EnemyAnimTimingBMask: - .byte $08, $18 + .byte $08, $18 JumpspringFrameOffsets: - .byte $18, $19, $1a, $19, $18 + .byte $18, $19, $1a, $19, $18 EnemyGfxHandler: - lda Enemy_Y_Position,x ; get enemy object vertical position - sta $02 - lda Enemy_Rel_XPos ; get enemy object horizontal position - sta $05 ; relative to screen - ldy Enemy_SprDataOffset,x - sty $eb ; get sprite data offset - lda #$00 - sta VerticalFlipFlag ; initialize vertical flip flag by default - lda Enemy_MovingDir,x - sta $03 ; get enemy object moving direction - lda Enemy_SprAttrib,x - sta $04 ; get enemy object sprite attributes - lda Enemy_ID,x - cmp #PiranhaPlant ; is enemy object piranha plant? - bne CheckForRetainerObj ; if not, branch - ldy PiranhaPlant_Y_Speed,x - bmi CheckForRetainerObj ; if piranha plant moving upwards, branch - ldy EnemyFrameTimer,x - beq CheckForRetainerObj ; if timer for movement expired, branch - rts ; if all conditions fail, leave + lda Enemy_Y_Position,x ; get enemy object vertical position + sta $02 + lda Enemy_Rel_XPos ; get enemy object horizontal position + sta $05 ; relative to screen + ldy Enemy_SprDataOffset,x + sty $eb ; get sprite data offset + lda #$00 + sta VerticalFlipFlag ; initialize vertical flip flag by default + lda Enemy_MovingDir,x + sta $03 ; get enemy object moving direction + lda Enemy_SprAttrib,x + sta $04 ; get enemy object sprite attributes + lda Enemy_ID,x + cmp #PiranhaPlant ; is enemy object piranha plant? + bne CheckForRetainerObj ; if not, branch + ldy PiranhaPlant_Y_Speed,x + bmi CheckForRetainerObj ; if piranha plant moving upwards, branch + ldy EnemyFrameTimer,x + beq CheckForRetainerObj ; if timer for movement expired, branch + rts ; if all conditions fail, leave CheckForRetainerObj: - lda Enemy_State,x ; store enemy state - sta $ed - and #%00011111 ; nullify all but 5 LSB and use as Y - tay - lda Enemy_ID,x ; check for mushroom retainer/princess object - cmp #RetainerObject - bne CheckForBulletBillCV ; if not found, branch - ldy #$00 ; if found, nullify saved state in Y - lda #$01 ; set value that will not be used - sta $03 - lda #$15 ; set value $15 as code for mushroom retainer/princess object + lda Enemy_State,x ; store enemy state + sta $ed + and #%00011111 ; nullify all but 5 LSB and use as Y + tay + lda Enemy_ID,x ; check for mushroom retainer/princess object + cmp #RetainerObject + bne CheckForBulletBillCV ; if not found, branch + ldy #$00 ; if found, nullify saved state in Y + lda #$01 ; set value that will not be used + sta $03 + lda #$15 ; set value $15 as code for mushroom retainer/princess object CheckForBulletBillCV: - cmp #BulletBill_CannonVar ; otherwise check for bullet bill object - bne CheckForJumpspring ; if not found, branch again - dec $02 ; decrement saved vertical position - lda #$03 - ldy EnemyFrameTimer,x ; get timer for enemy object - beq SBBAt ; if expired, do not set priority bit - ora #%00100000 ; otherwise do so -SBBAt: sta $04 ; set new sprite attributes - ldy #$00 ; nullify saved enemy state both in Y and in - sty $ed ; memory location here - lda #$08 ; set specific value to unconditionally branch once + cmp #BulletBill_CannonVar ; otherwise check for bullet bill object + bne CheckForJumpspring ; if not found, branch again + dec $02 ; decrement saved vertical position + lda #$03 + ldy EnemyFrameTimer,x ; get timer for enemy object + beq SBBAt ; if expired, do not set priority bit + ora #%00100000 ; otherwise do so +SBBAt: + sta $04 ; set new sprite attributes + ldy #$00 ; nullify saved enemy state both in Y and in + sty $ed ; memory location here + lda #$08 ; set specific value to unconditionally branch once CheckForJumpspring: - cmp #JumpspringObject ; check for jumpspring object - bne CheckForPodoboo - ldy #$03 ; set enemy state -2 MSB here for jumpspring object - ldx JumpspringAnimCtrl ; get current frame number for jumpspring object - lda JumpspringFrameOffsets,x ; load data using frame number as offset + cmp #JumpspringObject ; check for jumpspring object + bne CheckForPodoboo + ldy #$03 ; set enemy state -2 MSB here for jumpspring object + ldx JumpspringAnimCtrl ; get current frame number for jumpspring object + lda JumpspringFrameOffsets,x ; load data using frame number as offset CheckForPodoboo: - sta $ef ; store saved enemy object value here - sty $ec ; and Y here (enemy state -2 MSB if not changed) - ldx ObjectOffset ; get enemy object offset - cmp #$0c ; check for podoboo object - bne CheckBowserGfxFlag ; branch if not found - lda Enemy_Y_Speed,x ; if moving upwards, branch - bmi CheckBowserGfxFlag - inc VerticalFlipFlag ; otherwise, set flag for vertical flip + sta $ef ; store saved enemy object value here + sty $ec ; and Y here (enemy state -2 MSB if not changed) + ldx ObjectOffset ; get enemy object offset + cmp #$0c ; check for podoboo object + bne CheckBowserGfxFlag ; branch if not found + lda Enemy_Y_Speed,x ; if moving upwards, branch + bmi CheckBowserGfxFlag + inc VerticalFlipFlag ; otherwise, set flag for vertical flip CheckBowserGfxFlag: - lda BowserGfxFlag ; if not drawing bowser at all, skip to something else - beq CheckForGoomba - ldy #$16 ; if set to 1, draw bowser's front - cmp #$01 - beq SBwsrGfxOfs - iny ; otherwise draw bowser's rear -SBwsrGfxOfs: sty $ef + lda BowserGfxFlag ; if not drawing bowser at all, skip to something else + beq CheckForGoomba + ldy #$16 ; if set to 1, draw bowser's front + cmp #$01 + beq SBwsrGfxOfs + iny ; otherwise draw bowser's rear +SBwsrGfxOfs: + sty $ef CheckForGoomba: - ldy $ef ; check value for goomba object - cpy #Goomba - bne CheckBowserFront ; branch if not found - lda Enemy_State,x - cmp #$02 ; check for defeated state - bcc GmbaAnim ; if not defeated, go ahead and animate - ldx #$04 ; if defeated, write new value here - stx $ec -GmbaAnim: and #%00100000 ; check for d5 set in enemy object state - ora TimerControl ; or timer disable flag set - bne CheckBowserFront ; if either condition true, do not animate goomba - lda FrameCounter - and #%00001000 ; check for every eighth frame - bne CheckBowserFront - lda $03 - eor #%00000011 ; invert bits to flip horizontally every eight frames - sta $03 ; leave alone otherwise + ldy $ef ; check value for goomba object + cpy #Goomba + bne CheckBowserFront ; branch if not found + lda Enemy_State,x + cmp #$02 ; check for defeated state + bcc GmbaAnim ; if not defeated, go ahead and animate + ldx #$04 ; if defeated, write new value here + stx $ec +GmbaAnim: + and #%00100000 ; check for d5 set in enemy object state + ora TimerControl ; or timer disable flag set + bne CheckBowserFront ; if either condition true, do not animate goomba + lda FrameCounter + and #%00001000 ; check for every eighth frame + bne CheckBowserFront + lda $03 + eor #%00000011 ; invert bits to flip horizontally every eight frames + sta $03 ; leave alone otherwise CheckBowserFront: - lda EnemyAttributeData,y ; load sprite attribute using enemy object - ora $04 ; as offset, and add to bits already loaded - sta $04 - lda EnemyGfxTableOffsets,y ; load value based on enemy object as offset - tax ; save as X - ldy $ec ; get previously saved value - lda BowserGfxFlag - beq CheckForSpiny ; if not drawing bowser object at all, skip all of this - cmp #$01 - bne CheckBowserRear ; if not drawing front part, branch to draw the rear part - lda BowserBodyControls ; check bowser's body control bits - bpl ChkFrontSte ; branch if d7 not set (control's bowser's mouth) - ldx #$de ; otherwise load offset for second frame -ChkFrontSte: lda $ed ; check saved enemy state - and #%00100000 ; if bowser not defeated, do not set flag - beq DrawBowser + lda EnemyAttributeData,y ; load sprite attribute using enemy object + ora $04 ; as offset, and add to bits already loaded + sta $04 + lda EnemyGfxTableOffsets,y ; load value based on enemy object as offset + tax ; save as X + ldy $ec ; get previously saved value + lda BowserGfxFlag + beq CheckForSpiny ; if not drawing bowser object at all, skip all of this + cmp #$01 + bne CheckBowserRear ; if not drawing front part, branch to draw the rear part + lda BowserBodyControls ; check bowser's body control bits + bpl ChkFrontSte ; branch if d7 not set (control's bowser's mouth) + ldx #$de ; otherwise load offset for second frame +ChkFrontSte: + lda $ed ; check saved enemy state + and #%00100000 ; if bowser not defeated, do not set flag + beq DrawBowser FlipBowserOver: - stx VerticalFlipFlag ; set vertical flip flag to nonzero + stx VerticalFlipFlag ; set vertical flip flag to nonzero DrawBowser: - jmp DrawEnemyObject ; draw bowser's graphics now + jmp DrawEnemyObject ; draw bowser's graphics now CheckBowserRear: - lda BowserBodyControls ; check bowser's body control bits - and #$01 - beq ChkRearSte ; branch if d0 not set (control's bowser's feet) - ldx #$e4 ; otherwise load offset for second frame -ChkRearSte: lda $ed ; check saved enemy state - and #%00100000 ; if bowser not defeated, do not set flag - beq DrawBowser - lda $02 ; subtract 16 pixels from - sec ; saved vertical coordinate - sbc #$10 - sta $02 - jmp FlipBowserOver ; jump to set vertical flip flag + lda BowserBodyControls ; check bowser's body control bits + and #$01 + beq ChkRearSte ; branch if d0 not set (control's bowser's feet) + ldx #$e4 ; otherwise load offset for second frame +ChkRearSte: + lda $ed ; check saved enemy state + and #%00100000 ; if bowser not defeated, do not set flag + beq DrawBowser + lda $02 ; subtract 16 pixels from + sec ; saved vertical coordinate + sbc #$10 + sta $02 + jmp FlipBowserOver ; jump to set vertical flip flag CheckForSpiny: - cpx #$24 ; check if value loaded is for spiny - bne CheckForLakitu ; if not found, branch - cpy #$05 ; if enemy state set to $05, do this, - bne NotEgg ; otherwise branch - ldx #$30 ; set to spiny egg offset - lda #$02 - sta $03 ; set enemy direction to reverse sprites horizontally - lda #$05 - sta $ec ; set enemy state -NotEgg: jmp CheckForHammerBro ; skip a big chunk of this if we found spiny but not in egg + cpx #$24 ; check if value loaded is for spiny + bne CheckForLakitu ; if not found, branch + cpy #$05 ; if enemy state set to $05, do this, + bne NotEgg ; otherwise branch + ldx #$30 ; set to spiny egg offset + lda #$02 + sta $03 ; set enemy direction to reverse sprites horizontally + lda #$05 + sta $ec ; set enemy state +NotEgg: + jmp CheckForHammerBro ; skip a big chunk of this if we found spiny but not in egg CheckForLakitu: - cpx #$90 ; check value for lakitu's offset loaded - bne CheckUpsideDownShell ; branch if not loaded - lda $ed - and #%00100000 ; check for d5 set in enemy state - bne NoLAFr ; branch if set - lda FrenzyEnemyTimer - cmp #$10 ; check timer to see if we've reached a certain range - bcs NoLAFr ; branch if not - ldx #$96 ; if d6 not set and timer in range, load alt frame for lakitu -NoLAFr: jmp CheckDefeatedState ; skip this next part if we found lakitu but alt frame not needed + cpx #$90 ; check value for lakitu's offset loaded + bne CheckUpsideDownShell ; branch if not loaded + lda $ed + and #%00100000 ; check for d5 set in enemy state + bne NoLAFr ; branch if set + lda FrenzyEnemyTimer + cmp #$10 ; check timer to see if we've reached a certain range + bcs NoLAFr ; branch if not + ldx #$96 ; if d6 not set and timer in range, load alt frame for lakitu +NoLAFr: + jmp CheckDefeatedState ; skip this next part if we found lakitu but alt frame not needed CheckUpsideDownShell: - lda $ef ; check for enemy object => $04 - cmp #$04 - bcs CheckRightSideUpShell ; branch if true - cpy #$02 - bcc CheckRightSideUpShell ; branch if enemy state < $02 - ldx #$5a ; set for upside-down koopa shell by default - ldy $ef - cpy #BuzzyBeetle ; check for buzzy beetle object - bne CheckRightSideUpShell - ldx #$7e ; set for upside-down buzzy beetle shell if found - inc $02 ; increment vertical position by one pixel + lda $ef ; check for enemy object => $04 + cmp #$04 + bcs CheckRightSideUpShell ; branch if true + cpy #$02 + bcc CheckRightSideUpShell ; branch if enemy state < $02 + ldx #$5a ; set for upside-down koopa shell by default + ldy $ef + cpy #BuzzyBeetle ; check for buzzy beetle object + bne CheckRightSideUpShell + ldx #$7e ; set for upside-down buzzy beetle shell if found + inc $02 ; increment vertical position by one pixel CheckRightSideUpShell: - lda $ec ; check for value set here - cmp #$04 ; if enemy state < $02, do not change to shell, if - bne CheckForHammerBro ; enemy state => $02 but not = $04, leave shell upside-down - ldx #$72 ; set right-side up buzzy beetle shell by default - inc $02 ; increment saved vertical position by one pixel - ldy $ef - cpy #BuzzyBeetle ; check for buzzy beetle object - beq CheckForDefdGoomba ; branch if found - ldx #$66 ; change to right-side up koopa shell if not found - inc $02 ; and increment saved vertical position again + lda $ec ; check for value set here + cmp #$04 ; if enemy state < $02, do not change to shell, if + bne CheckForHammerBro ; enemy state => $02 but not = $04, leave shell upside-down + ldx #$72 ; set right-side up buzzy beetle shell by default + inc $02 ; increment saved vertical position by one pixel + ldy $ef + cpy #BuzzyBeetle ; check for buzzy beetle object + beq CheckForDefdGoomba ; branch if found + ldx #$66 ; change to right-side up koopa shell if not found + inc $02 ; and increment saved vertical position again CheckForDefdGoomba: - cpy #Goomba ; check for goomba object (necessary if previously - bne CheckForHammerBro ; failed buzzy beetle object test) - ldx #$54 ; load for regular goomba - lda $ed ; note that this only gets performed if enemy state => $02 - and #%00100000 ; check saved enemy state for d5 set - bne CheckForHammerBro ; branch if set - ldx #$8a ; load offset for defeated goomba - dec $02 ; set different value and decrement saved vertical position + cpy #Goomba ; check for goomba object (necessary if previously + bne CheckForHammerBro ; failed buzzy beetle object test) + ldx #$54 ; load for regular goomba + lda $ed ; note that this only gets performed if enemy state => $02 + and #%00100000 ; check saved enemy state for d5 set + bne CheckForHammerBro ; branch if set + ldx #$8a ; load offset for defeated goomba + dec $02 ; set different value and decrement saved vertical position CheckForHammerBro: - ldy ObjectOffset - lda $ef ; check for hammer bro object - cmp #HammerBro - bne CheckForBloober ; branch if not found - lda $ed - beq CheckToAnimateEnemy ; branch if not in normal enemy state - and #%00001000 - beq CheckDefeatedState ; if d3 not set, branch further away - ldx #$b4 ; otherwise load offset for different frame - bne CheckToAnimateEnemy ; unconditional branch + ldy ObjectOffset + lda $ef ; check for hammer bro object + cmp #HammerBro + bne CheckForBloober ; branch if not found + lda $ed + beq CheckToAnimateEnemy ; branch if not in normal enemy state + and #%00001000 + beq CheckDefeatedState ; if d3 not set, branch further away + ldx #$b4 ; otherwise load offset for different frame + bne CheckToAnimateEnemy ; unconditional branch CheckForBloober: - cpx #$48 ; check for cheep-cheep offset loaded - beq CheckToAnimateEnemy ; branch if found - lda EnemyIntervalTimer,y - cmp #$05 - bcs CheckDefeatedState ; branch if some timer is above a certain point - cpx #$3c ; check for bloober offset loaded - bne CheckToAnimateEnemy ; branch if not found this time - cmp #$01 - beq CheckDefeatedState ; branch if timer is set to certain point - inc $02 ; increment saved vertical coordinate three pixels - inc $02 - inc $02 - jmp CheckAnimationStop ; and do something else + cpx #$48 ; check for cheep-cheep offset loaded + beq CheckToAnimateEnemy ; branch if found + lda EnemyIntervalTimer,y + cmp #$05 + bcs CheckDefeatedState ; branch if some timer is above a certain point + cpx #$3c ; check for bloober offset loaded + bne CheckToAnimateEnemy ; branch if not found this time + cmp #$01 + beq CheckDefeatedState ; branch if timer is set to certain point + inc $02 ; increment saved vertical coordinate three pixels + inc $02 + inc $02 + jmp CheckAnimationStop ; and do something else CheckToAnimateEnemy: - lda $ef ; check for specific enemy objects - cmp #Goomba - beq CheckDefeatedState ; branch if goomba - cmp #$08 - beq CheckDefeatedState ; branch if bullet bill (note both variants use $08 here) - cmp #Podoboo - beq CheckDefeatedState ; branch if podoboo - cmp #$18 ; branch if => $18 - bcs CheckDefeatedState - ldy #$00 - cmp #$15 ; check for mushroom retainer/princess object - bne CheckForSecondFrame ; which uses different code here, branch if not found - iny ; residual instruction - lda WorldNumber ; are we on world 8? - cmp #World8 - bcs CheckDefeatedState ; if so, leave the offset alone (use princess) - ldx #$a2 ; otherwise, set for mushroom retainer object instead - lda #$03 ; set alternate state here - sta $ec - bne CheckDefeatedState ; unconditional branch + lda $ef ; check for specific enemy objects + cmp #Goomba + beq CheckDefeatedState ; branch if goomba + cmp #$08 + beq CheckDefeatedState ; branch if bullet bill (note both variants use $08 here) + cmp #Podoboo + beq CheckDefeatedState ; branch if podoboo + cmp #$18 ; branch if => $18 + bcs CheckDefeatedState + ldy #$00 + cmp #$15 ; check for mushroom retainer/princess object + bne CheckForSecondFrame ; which uses different code here, branch if not found + iny ; residual instruction + lda WorldNumber ; are we on world 8? + cmp #World8 + bcs CheckDefeatedState ; if so, leave the offset alone (use princess) + ldx #$a2 ; otherwise, set for mushroom retainer object instead + lda #$03 ; set alternate state here + sta $ec + bne CheckDefeatedState ; unconditional branch CheckForSecondFrame: - lda FrameCounter ; load frame counter - and EnemyAnimTimingBMask,y ; mask it (partly residual, one byte not ever used) - bne CheckDefeatedState ; branch if timing is off + lda FrameCounter ; load frame counter + and EnemyAnimTimingBMask,y ; mask it (partly residual, one byte not ever used) + bne CheckDefeatedState ; branch if timing is off CheckAnimationStop: - lda $ed ; check saved enemy state - and #%10100000 ; for d7 or d5, or check for timers stopped - ora TimerControl - bne CheckDefeatedState ; if either condition true, branch - txa - clc - adc #$06 ; add $06 to current enemy offset - tax ; to animate various enemy objects + lda $ed ; check saved enemy state + and #%10100000 ; for d7 or d5, or check for timers stopped + ora TimerControl + bne CheckDefeatedState ; if either condition true, branch + txa + clc + adc #$06 ; add $06 to current enemy offset + tax ; to animate various enemy objects CheckDefeatedState: - lda $ed ; check saved enemy state - and #%00100000 ; for d5 set - beq DrawEnemyObject ; branch if not set - lda $ef - cmp #$04 ; check for saved enemy object => $04 - bcc DrawEnemyObject ; branch if less - ldy #$01 - sty VerticalFlipFlag ; set vertical flip flag - dey - sty $ec ; init saved value here + lda $ed ; check saved enemy state + and #%00100000 ; for d5 set + beq DrawEnemyObject ; branch if not set + lda $ef + cmp #$04 ; check for saved enemy object => $04 + bcc DrawEnemyObject ; branch if less + ldy #$01 + sty VerticalFlipFlag ; set vertical flip flag + dey + sty $ec ; init saved value here DrawEnemyObject: - ldy $eb ; load sprite data offset - jsr DrawEnemyObjRow ; draw six tiles of data - jsr DrawEnemyObjRow ; into sprite data - jsr DrawEnemyObjRow - ldx ObjectOffset ; get enemy object offset - ldy Enemy_SprDataOffset,x ; get sprite data offset - lda $ef - cmp #$08 ; get saved enemy object and check - bne CheckForVerticalFlip ; for bullet bill, branch if not found + ldy $eb ; load sprite data offset + jsr DrawEnemyObjRow ; draw six tiles of data + jsr DrawEnemyObjRow ; into sprite data + jsr DrawEnemyObjRow + ldx ObjectOffset ; get enemy object offset + ldy Enemy_SprDataOffset,x ; get sprite data offset + lda $ef + cmp #$08 ; get saved enemy object and check + bne CheckForVerticalFlip ; for bullet bill, branch if not found SkipToOffScrChk: - jmp SprObjectOffscrChk ; jump if found + jmp SprObjectOffscrChk ; jump if found CheckForVerticalFlip: - lda VerticalFlipFlag ; check if vertical flip flag is set here - beq CheckForESymmetry ; branch if not - lda Sprite_Attributes,y ; get attributes of first sprite we dealt with - ora #%10000000 ; set bit for vertical flip - iny - iny ; increment two bytes so that we store the vertical flip - jsr DumpSixSpr ; in attribute bytes of enemy obj sprite data - dey - dey ; now go back to the Y coordinate offset - tya - tax ; give offset to X - lda $ef - cmp #HammerBro ; check saved enemy object for hammer bro - beq FlipEnemyVertically - cmp #Lakitu ; check saved enemy object for lakitu - beq FlipEnemyVertically ; branch for hammer bro or lakitu - cmp #$15 - bcs FlipEnemyVertically ; also branch if enemy object => $15 - txa - clc - adc #$08 ; if not selected objects or => $15, set - tax ; offset in X for next row + lda VerticalFlipFlag ; check if vertical flip flag is set here + beq CheckForESymmetry ; branch if not + lda Sprite_Attributes,y ; get attributes of first sprite we dealt with + ora #%10000000 ; set bit for vertical flip + iny + iny ; increment two bytes so that we store the vertical flip + jsr DumpSixSpr ; in attribute bytes of enemy obj sprite data + dey + dey ; now go back to the Y coordinate offset + tya + tax ; give offset to X + lda $ef + cmp #HammerBro ; check saved enemy object for hammer bro + beq FlipEnemyVertically + cmp #Lakitu ; check saved enemy object for lakitu + beq FlipEnemyVertically ; branch for hammer bro or lakitu + cmp #$15 + bcs FlipEnemyVertically ; also branch if enemy object => $15 + txa + clc + adc #$08 ; if not selected objects or => $15, set + tax ; offset in X for next row FlipEnemyVertically: - lda Sprite_Tilenumber,x ; load first or second row tiles - pha ; and save tiles to the stack - lda Sprite_Tilenumber+4,x - pha - lda Sprite_Tilenumber+16,y ; exchange third row tiles - sta Sprite_Tilenumber,x ; with first or second row tiles - lda Sprite_Tilenumber+20,y - sta Sprite_Tilenumber+4,x - pla ; pull first or second row tiles from stack - sta Sprite_Tilenumber+20,y ; and save in third row - pla - sta Sprite_Tilenumber+16,y + lda Sprite_Tilenumber,x ; load first or second row tiles + pha ; and save tiles to the stack + lda Sprite_Tilenumber+4,x + pha + lda Sprite_Tilenumber+16,y ; exchange third row tiles + sta Sprite_Tilenumber,x ; with first or second row tiles + lda Sprite_Tilenumber+20,y + sta Sprite_Tilenumber+4,x + pla ; pull first or second row tiles from stack + sta Sprite_Tilenumber+20,y ; and save in third row + pla + sta Sprite_Tilenumber+16,y CheckForESymmetry: - lda BowserGfxFlag ; are we drawing bowser at all? - bne SkipToOffScrChk ; branch if so - lda $ef - ldx $ec ; get alternate enemy state - cmp #$05 ; check for hammer bro object - bne ContES - jmp SprObjectOffscrChk ; jump if found -ContES: cmp #Bloober ; check for bloober object - beq MirrorEnemyGfx - cmp #PiranhaPlant ; check for piranha plant object - beq MirrorEnemyGfx - cmp #Podoboo ; check for podoboo object - beq MirrorEnemyGfx ; branch if either of three are found - cmp #Spiny ; check for spiny object - bne ESRtnr ; branch closer if not found - cpx #$05 ; check spiny's state - bne CheckToMirrorLakitu ; branch if not an egg, otherwise -ESRtnr: cmp #$15 ; check for princess/mushroom retainer object - bne SpnySC - lda #$42 ; set horizontal flip on bottom right sprite - sta Sprite_Attributes+20,y ; note that palette bits were already set earlier -SpnySC: cpx #$02 ; if alternate enemy state set to 1 or 0, branch - bcc CheckToMirrorLakitu + lda BowserGfxFlag ; are we drawing bowser at all? + bne SkipToOffScrChk ; branch if so + lda $ef + ldx $ec ; get alternate enemy state + cmp #$05 ; check for hammer bro object + bne ContES + jmp SprObjectOffscrChk ; jump if found +ContES: + cmp #Bloober ; check for bloober object + beq MirrorEnemyGfx + cmp #PiranhaPlant ; check for piranha plant object + beq MirrorEnemyGfx + cmp #Podoboo ; check for podoboo object + beq MirrorEnemyGfx ; branch if either of three are found + cmp #Spiny ; check for spiny object + bne ESRtnr ; branch closer if not found + cpx #$05 ; check spiny's state + bne CheckToMirrorLakitu ; branch if not an egg, otherwise +ESRtnr: + cmp #$15 ; check for princess/mushroom retainer object + bne SpnySC + lda #$42 ; set horizontal flip on bottom right sprite + sta Sprite_Attributes+20,y ; note that palette bits were already set earlier +SpnySC: + cpx #$02 ; if alternate enemy state set to 1 or 0, branch + bcc CheckToMirrorLakitu MirrorEnemyGfx: - lda BowserGfxFlag ; if enemy object is bowser, skip all of this - bne CheckToMirrorLakitu - lda Sprite_Attributes,y ; load attribute bits of first sprite - and #%10100011 - sta Sprite_Attributes,y ; save vertical flip, priority, and palette bits - sta Sprite_Attributes+8,y ; in left sprite column of enemy object OAM data - sta Sprite_Attributes+16,y - ora #%01000000 ; set horizontal flip - cpx #$05 ; check for state used by spiny's egg - bne EggExc ; if alternate state not set to $05, branch - ora #%10000000 ; otherwise set vertical flip -EggExc: sta Sprite_Attributes+4,y ; set bits of right sprite column - sta Sprite_Attributes+12,y ; of enemy object sprite data - sta Sprite_Attributes+20,y - cpx #$04 ; check alternate enemy state - bne CheckToMirrorLakitu ; branch if not $04 - lda Sprite_Attributes+8,y ; get second row left sprite attributes - ora #%10000000 - sta Sprite_Attributes+8,y ; store bits with vertical flip in - sta Sprite_Attributes+16,y ; second and third row left sprites - ora #%01000000 - sta Sprite_Attributes+12,y ; store with horizontal and vertical flip in - sta Sprite_Attributes+20,y ; second and third row right sprites + lda BowserGfxFlag ; if enemy object is bowser, skip all of this + bne CheckToMirrorLakitu + lda Sprite_Attributes,y ; load attribute bits of first sprite + and #%10100011 + sta Sprite_Attributes,y ; save vertical flip, priority, and palette bits + sta Sprite_Attributes+8,y ; in left sprite column of enemy object OAM data + sta Sprite_Attributes+16,y + ora #%01000000 ; set horizontal flip + cpx #$05 ; check for state used by spiny's egg + bne EggExc ; if alternate state not set to $05, branch + ora #%10000000 ; otherwise set vertical flip +EggExc: + sta Sprite_Attributes+4,y ; set bits of right sprite column + sta Sprite_Attributes+12,y ; of enemy object sprite data + sta Sprite_Attributes+20,y + cpx #$04 ; check alternate enemy state + bne CheckToMirrorLakitu ; branch if not $04 + lda Sprite_Attributes+8,y ; get second row left sprite attributes + ora #%10000000 + sta Sprite_Attributes+8,y ; store bits with vertical flip in + sta Sprite_Attributes+16,y ; second and third row left sprites + ora #%01000000 + sta Sprite_Attributes+12,y ; store with horizontal and vertical flip in + sta Sprite_Attributes+20,y ; second and third row right sprites CheckToMirrorLakitu: - lda $ef ; check for lakitu enemy object - cmp #Lakitu - bne CheckToMirrorJSpring ; branch if not found - lda VerticalFlipFlag - bne NVFLak ; branch if vertical flip flag set - lda Sprite_Attributes+16,y ; save vertical flip and palette bits - and #%10000001 ; in third row left sprite - sta Sprite_Attributes+16,y - lda Sprite_Attributes+20,y ; set horizontal flip and palette bits - ora #%01000001 ; in third row right sprite - sta Sprite_Attributes+20,y - ldx FrenzyEnemyTimer ; check timer - cpx #$10 - bcs SprObjectOffscrChk ; branch if timer has not reached a certain range - sta Sprite_Attributes+12,y ; otherwise set same for second row right sprite - and #%10000001 - sta Sprite_Attributes+8,y ; preserve vertical flip and palette bits for left sprite - bcc SprObjectOffscrChk ; unconditional branch -NVFLak: lda Sprite_Attributes,y ; get first row left sprite attributes - and #%10000001 - sta Sprite_Attributes,y ; save vertical flip and palette bits - lda Sprite_Attributes+4,y ; get first row right sprite attributes - ora #%01000001 ; set horizontal flip and palette bits - sta Sprite_Attributes+4,y ; note that vertical flip is left as-is + lda $ef ; check for lakitu enemy object + cmp #Lakitu + bne CheckToMirrorJSpring ; branch if not found + lda VerticalFlipFlag + bne NVFLak ; branch if vertical flip flag set + lda Sprite_Attributes+16,y ; save vertical flip and palette bits + and #%10000001 ; in third row left sprite + sta Sprite_Attributes+16,y + lda Sprite_Attributes+20,y ; set horizontal flip and palette bits + ora #%01000001 ; in third row right sprite + sta Sprite_Attributes+20,y + ldx FrenzyEnemyTimer ; check timer + cpx #$10 + bcs SprObjectOffscrChk ; branch if timer has not reached a certain range + sta Sprite_Attributes+12,y ; otherwise set same for second row right sprite + and #%10000001 + sta Sprite_Attributes+8,y ; preserve vertical flip and palette bits for left sprite + bcc SprObjectOffscrChk ; unconditional branch +NVFLak: + lda Sprite_Attributes,y ; get first row left sprite attributes + and #%10000001 + sta Sprite_Attributes,y ; save vertical flip and palette bits + lda Sprite_Attributes+4,y ; get first row right sprite attributes + ora #%01000001 ; set horizontal flip and palette bits + sta Sprite_Attributes+4,y ; note that vertical flip is left as-is CheckToMirrorJSpring: - lda $ef ; check for jumpspring object (any frame) - cmp #$18 - bcc SprObjectOffscrChk ; branch if not jumpspring object at all - lda #$82 - sta Sprite_Attributes+8,y ; set vertical flip and palette bits of - sta Sprite_Attributes+16,y ; second and third row left sprites - ora #%01000000 - sta Sprite_Attributes+12,y ; set, in addition to those, horizontal flip - sta Sprite_Attributes+20,y ; for second and third row right sprites + lda $ef ; check for jumpspring object (any frame) + cmp #$18 + bcc SprObjectOffscrChk ; branch if not jumpspring object at all + lda #$82 + sta Sprite_Attributes+8,y ; set vertical flip and palette bits of + sta Sprite_Attributes+16,y ; second and third row left sprites + ora #%01000000 + sta Sprite_Attributes+12,y ; set, in addition to those, horizontal flip + sta Sprite_Attributes+20,y ; for second and third row right sprites SprObjectOffscrChk: - ldx ObjectOffset ; get enemy buffer offset - lda Enemy_OffscreenBits ; check offscreen information - lsr - lsr ; shift three times to the right - lsr ; which puts d2 into carry - pha ; save to stack - bcc LcChk ; branch if not set - lda #$04 ; set for right column sprites - jsr MoveESprColOffscreen ; and move them offscreen -LcChk: pla ; get from stack - lsr ; move d3 to carry - pha ; save to stack - bcc Row3C ; branch if not set - lda #$00 ; set for left column sprites, - jsr MoveESprColOffscreen ; move them offscreen -Row3C: pla ; get from stack again - lsr ; move d5 to carry this time - lsr - pha ; save to stack again - bcc Row23C ; branch if carry not set - lda #$10 ; set for third row of sprites - jsr MoveESprRowOffscreen ; and move them offscreen -Row23C: pla ; get from stack - lsr ; move d6 into carry - pha ; save to stack - bcc AllRowC - lda #$08 ; set for second and third rows - jsr MoveESprRowOffscreen ; move them offscreen -AllRowC: pla ; get from stack once more - lsr ; move d7 into carry - bcc ExEGHandler - jsr MoveESprRowOffscreen ; move all sprites offscreen (A should be 0 by now) - lda Enemy_ID,x - cmp #Podoboo ; check enemy identifier for podoboo - beq ExEGHandler ; skip this part if found, we do not want to erase podoboo! - lda Enemy_Y_HighPos,x ; check high byte of vertical position - cmp #$02 ; if not yet past the bottom of the screen, branch - bne ExEGHandler - jsr EraseEnemyObject ; what it says + ldx ObjectOffset ; get enemy buffer offset + lda Enemy_OffscreenBits ; check offscreen information + lsr + lsr ; shift three times to the right + lsr ; which puts d2 into carry + pha ; save to stack + bcc LcChk ; branch if not set + lda #$04 ; set for right column sprites + jsr MoveESprColOffscreen ; and move them offscreen +LcChk: + pla ; get from stack + lsr ; move d3 to carry + pha ; save to stack + bcc Row3C ; branch if not set + lda #$00 ; set for left column sprites, + jsr MoveESprColOffscreen ; move them offscreen +Row3C: + pla ; get from stack again + lsr ; move d5 to carry this time + lsr + pha ; save to stack again + bcc Row23C ; branch if carry not set + lda #$10 ; set for third row of sprites + jsr MoveESprRowOffscreen ; and move them offscreen +Row23C: + pla ; get from stack + lsr ; move d6 into carry + pha ; save to stack + bcc AllRowC + lda #$08 ; set for second and third rows + jsr MoveESprRowOffscreen ; move them offscreen +AllRowC: + pla ; get from stack once more + lsr ; move d7 into carry + bcc ExEGHandler + jsr MoveESprRowOffscreen ; move all sprites offscreen (A should be 0 by now) + lda Enemy_ID,x + cmp #Podoboo ; check enemy identifier for podoboo + beq ExEGHandler ; skip this part if found, we do not want to erase podoboo! + lda Enemy_Y_HighPos,x ; check high byte of vertical position + cmp #$02 ; if not yet past the bottom of the screen, branch + bne ExEGHandler + jsr EraseEnemyObject ; what it says ExEGHandler: - rts + rts DrawEnemyObjRow: - lda EnemyGraphicsTable,x ; load two tiles of enemy graphics - sta $00 - lda EnemyGraphicsTable+1,x + lda EnemyGraphicsTable,x ; load two tiles of enemy graphics + sta $00 + lda EnemyGraphicsTable+1,x DrawOneSpriteRow: - sta $01 - jmp DrawSpriteObject ; draw them + sta $01 + jmp DrawSpriteObject ; draw them MoveESprRowOffscreen: - clc ; add A to enemy object OAM data offset - adc Enemy_SprDataOffset,x - tay ; use as offset - lda #$f8 - jmp DumpTwoSpr ; move first row of sprites offscreen + clc ; add A to enemy object OAM data offset + adc Enemy_SprDataOffset,x + tay ; use as offset + lda #$f8 + jmp DumpTwoSpr ; move first row of sprites offscreen MoveESprColOffscreen: - clc ; add A to enemy object OAM data offset - adc Enemy_SprDataOffset,x - tay ; use as offset - jsr MoveColOffscreen ; move first and second row sprites in column offscreen - sta Sprite_Data+16,y ; move third row sprite in column offscreen - rts + clc ; add A to enemy object OAM data offset + adc Enemy_SprDataOffset,x + tay ; use as offset + jsr MoveColOffscreen ; move first and second row sprites in column offscreen + sta Sprite_Data+16,y ; move third row sprite in column offscreen + rts ;------------------------------------------------------------------------------------- ; $00-$01 - tile numbers @@ -14081,463 +14892,488 @@ MoveESprColOffscreen: ; $05 - relative X position DefaultBlockObjTiles: - .byte $85, $85, $86, $86 ; brick w/ line (these are sprite tiles, not BG!) + .byte $85, $85, $86, $86 ; brick w/ line (these are sprite tiles, not BG!) DrawBlock: - lda Block_Rel_YPos ; get relative vertical coordinate of block object - sta $02 ; store here - lda Block_Rel_XPos ; get relative horizontal coordinate of block object - sta $05 ; store here - lda #$03 - sta $04 ; set attribute byte here - lsr - sta $03 ; set horizontal flip bit here (will not be used) - ldy Block_SprDataOffset,x ; get sprite data offset - ldx #$00 ; reset X for use as offset to tile data -DBlkLoop: lda DefaultBlockObjTiles,x ; get left tile number - sta $00 ; set here - lda DefaultBlockObjTiles+1,x ; get right tile number - jsr DrawOneSpriteRow ; do sub to write tile numbers to first row of sprites - cpx #$04 ; check incremented offset - bne DBlkLoop ; and loop back until all four sprites are done - ldx ObjectOffset ; get block object offset - ldy Block_SprDataOffset,x ; get sprite data offset - lda AreaType - cmp #$01 ; check for ground level type area - beq ChkRep ; if found, branch to next part - lda #$86 - sta Sprite_Tilenumber,y ; otherwise remove brick tiles with lines - sta Sprite_Tilenumber+4,y ; and replace then with lineless brick tiles -ChkRep: lda Block_Metatile,x ; check replacement metatile - cmp #$c4 ; if not used block metatile, then - bne BlkOffscr ; branch ahead to use current graphics - lda #$87 ; set A for used block tile - iny ; increment Y to write to tile bytes - jsr DumpFourSpr ; do sub to dump into all four sprites - dey ; return Y to original offset - lda #$03 ; set palette bits - ldx AreaType - dex ; check for ground level type area again - beq SetBFlip ; if found, use current palette bits - lsr ; otherwise set to $01 -SetBFlip: ldx ObjectOffset ; put block object offset back in X - sta Sprite_Attributes,y ; store attribute byte as-is in first sprite - ora #%01000000 - sta Sprite_Attributes+4,y ; set horizontal flip bit for second sprite - ora #%10000000 - sta Sprite_Attributes+12,y ; set both flip bits for fourth sprite - and #%10000011 - sta Sprite_Attributes+8,y ; set vertical flip bit for third sprite -BlkOffscr: lda Block_OffscreenBits ; get offscreen bits for block object - pha ; save to stack - and #%00000100 ; check to see if d2 in offscreen bits are set - beq PullOfsB ; if not set, branch, otherwise move sprites offscreen - lda #$f8 ; move offscreen two OAMs - sta Sprite_Y_Position+4,y ; on the right side - sta Sprite_Y_Position+12,y -PullOfsB: pla ; pull offscreen bits from stack -ChkLeftCo: and #%00001000 ; check to see if d3 in offscreen bits are set - beq ExDBlk ; if not set, branch, otherwise move sprites offscreen + lda Block_Rel_YPos ; get relative vertical coordinate of block object + sta $02 ; store here + lda Block_Rel_XPos ; get relative horizontal coordinate of block object + sta $05 ; store here + lda #$03 + sta $04 ; set attribute byte here + lsr + sta $03 ; set horizontal flip bit here (will not be used) + ldy Block_SprDataOffset,x ; get sprite data offset + ldx #$00 ; reset X for use as offset to tile data +DBlkLoop: + lda DefaultBlockObjTiles,x ; get left tile number + sta $00 ; set here + lda DefaultBlockObjTiles+1,x ; get right tile number + jsr DrawOneSpriteRow ; do sub to write tile numbers to first row of sprites + cpx #$04 ; check incremented offset + bne DBlkLoop ; and loop back until all four sprites are done + ldx ObjectOffset ; get block object offset + ldy Block_SprDataOffset,x ; get sprite data offset + lda AreaType + cmp #$01 ; check for ground level type area + beq ChkRep ; if found, branch to next part + lda #$86 + sta Sprite_Tilenumber,y ; otherwise remove brick tiles with lines + sta Sprite_Tilenumber+4,y ; and replace then with lineless brick tiles +ChkRep: + lda Block_Metatile,x ; check replacement metatile + cmp #$c4 ; if not used block metatile, then + bne BlkOffscr ; branch ahead to use current graphics + lda #$87 ; set A for used block tile + iny ; increment Y to write to tile bytes + jsr DumpFourSpr ; do sub to dump into all four sprites + dey ; return Y to original offset + lda #$03 ; set palette bits + ldx AreaType + dex ; check for ground level type area again + beq SetBFlip ; if found, use current palette bits + lsr ; otherwise set to $01 +SetBFlip: + ldx ObjectOffset ; put block object offset back in X + sta Sprite_Attributes,y ; store attribute byte as-is in first sprite + ora #%01000000 + sta Sprite_Attributes+4,y ; set horizontal flip bit for second sprite + ora #%10000000 + sta Sprite_Attributes+12,y ; set both flip bits for fourth sprite + and #%10000011 + sta Sprite_Attributes+8,y ; set vertical flip bit for third sprite +BlkOffscr: + lda Block_OffscreenBits ; get offscreen bits for block object + pha ; save to stack + and #%00000100 ; check to see if d2 in offscreen bits are set + beq PullOfsB ; if not set, branch, otherwise move sprites offscreen + lda #$f8 ; move offscreen two OAMs + sta Sprite_Y_Position+4,y ; on the right side + sta Sprite_Y_Position+12,y +PullOfsB: + pla ; pull offscreen bits from stack +ChkLeftCo: + and #%00001000 ; check to see if d3 in offscreen bits are set + beq ExDBlk ; if not set, branch, otherwise move sprites offscreen MoveColOffscreen: - lda #$f8 ; move offscreen two OAMs - sta Sprite_Y_Position,y ; on the left side (or two rows of enemy on either side - sta Sprite_Y_Position+8,y ; if branched here from enemy graphics handler) -ExDBlk: rts + lda #$f8 ; move offscreen two OAMs + sta Sprite_Y_Position,y ; on the left side (or two rows of enemy on either side + sta Sprite_Y_Position+8,y ; if branched here from enemy graphics handler) +ExDBlk: + rts ;------------------------------------------------------------------------------------- ; $00 - used to hold palette bits for attribute byte or relative X position DrawBrickChunks: - lda #$02 ; set palette bits here - sta $00 - lda #$75 ; set tile number for ball (something residual, likely) - ldy GameEngineSubroutine - cpy #$05 ; if end-of-level routine running, - beq DChunks ; use palette and tile number assigned - lda #$03 ; otherwise set different palette bits - sta $00 - lda #$84 ; and set tile number for brick chunks -DChunks: ldy Block_SprDataOffset,x ; get OAM data offset - iny ; increment to start with tile bytes in OAM - jsr DumpFourSpr ; do sub to dump tile number into all four sprites - lda FrameCounter ; get frame counter - asl - asl - asl ; move low nybble to high - asl - and #$c0 ; get what was originally d3-d2 of low nybble - ora $00 ; add palette bits - iny ; increment offset for attribute bytes - jsr DumpFourSpr ; do sub to dump attribute data into all four sprites - dey - dey ; decrement offset to Y coordinate - lda Block_Rel_YPos ; get first block object's relative vertical coordinate - jsr DumpTwoSpr ; do sub to dump current Y coordinate into two sprites - lda Block_Rel_XPos ; get first block object's relative horizontal coordinate - sta Sprite_X_Position,y ; save into X coordinate of first sprite - lda Block_Orig_XPos,x ; get original horizontal coordinate - sec - sbc ScreenLeft_X_Pos ; subtract coordinate of left side from original coordinate - sta $00 ; store result as relative horizontal coordinate of original - sec - sbc Block_Rel_XPos ; get difference of relative positions of original - current - adc $00 ; add original relative position to result - adc #$06 ; plus 6 pixels to position second brick chunk correctly - sta Sprite_X_Position+4,y ; save into X coordinate of second sprite - lda Block_Rel_YPos+1 ; get second block object's relative vertical coordinate - sta Sprite_Y_Position+8,y - sta Sprite_Y_Position+12,y ; dump into Y coordinates of third and fourth sprites - lda Block_Rel_XPos+1 ; get second block object's relative horizontal coordinate - sta Sprite_X_Position+8,y ; save into X coordinate of third sprite - lda $00 ; use original relative horizontal position - sec - sbc Block_Rel_XPos+1 ; get difference of relative positions of original - current - adc $00 ; add original relative position to result - adc #$06 ; plus 6 pixels to position fourth brick chunk correctly - sta Sprite_X_Position+12,y ; save into X coordinate of fourth sprite - lda Block_OffscreenBits ; get offscreen bits for block object - jsr ChkLeftCo ; do sub to move left half of sprites offscreen if necessary - lda Block_OffscreenBits ; get offscreen bits again - asl ; shift d7 into carry - bcc ChnkOfs ; if d7 not set, branch to last part - lda #$f8 - jsr DumpTwoSpr ; otherwise move top sprites offscreen -ChnkOfs: lda $00 ; if relative position on left side of screen, - bpl ExBCDr ; go ahead and leave - lda Sprite_X_Position,y ; otherwise compare left-side X coordinate - cmp Sprite_X_Position+4,y ; to right-side X coordinate - bcc ExBCDr ; branch to leave if less - lda #$f8 ; otherwise move right half of sprites offscreen - sta Sprite_Y_Position+4,y - sta Sprite_Y_Position+12,y -ExBCDr: rts ; leave + lda #$02 ; set palette bits here + sta $00 + lda #$75 ; set tile number for ball (something residual, likely) + ldy GameEngineSubroutine + cpy #$05 ; if end-of-level routine running, + beq DChunks ; use palette and tile number assigned + lda #$03 ; otherwise set different palette bits + sta $00 + lda #$84 ; and set tile number for brick chunks +DChunks: + ldy Block_SprDataOffset,x ; get OAM data offset + iny ; increment to start with tile bytes in OAM + jsr DumpFourSpr ; do sub to dump tile number into all four sprites + lda FrameCounter ; get frame counter + asl + asl + asl ; move low nybble to high + asl + and #$c0 ; get what was originally d3-d2 of low nybble + ora $00 ; add palette bits + iny ; increment offset for attribute bytes + jsr DumpFourSpr ; do sub to dump attribute data into all four sprites + dey + dey ; decrement offset to Y coordinate + lda Block_Rel_YPos ; get first block object's relative vertical coordinate + jsr DumpTwoSpr ; do sub to dump current Y coordinate into two sprites + lda Block_Rel_XPos ; get first block object's relative horizontal coordinate + sta Sprite_X_Position,y ; save into X coordinate of first sprite + lda Block_Orig_XPos,x ; get original horizontal coordinate + sec + sbc ScreenLeft_X_Pos ; subtract coordinate of left side from original coordinate + sta $00 ; store result as relative horizontal coordinate of original + sec + sbc Block_Rel_XPos ; get difference of relative positions of original - current + adc $00 ; add original relative position to result + adc #$06 ; plus 6 pixels to position second brick chunk correctly + sta Sprite_X_Position+4,y ; save into X coordinate of second sprite + lda Block_Rel_YPos+1 ; get second block object's relative vertical coordinate + sta Sprite_Y_Position+8,y + sta Sprite_Y_Position+12,y ; dump into Y coordinates of third and fourth sprites + lda Block_Rel_XPos+1 ; get second block object's relative horizontal coordinate + sta Sprite_X_Position+8,y ; save into X coordinate of third sprite + lda $00 ; use original relative horizontal position + sec + sbc Block_Rel_XPos+1 ; get difference of relative positions of original - current + adc $00 ; add original relative position to result + adc #$06 ; plus 6 pixels to position fourth brick chunk correctly + sta Sprite_X_Position+12,y ; save into X coordinate of fourth sprite + lda Block_OffscreenBits ; get offscreen bits for block object + jsr ChkLeftCo ; do sub to move left half of sprites offscreen if necessary + lda Block_OffscreenBits ; get offscreen bits again + asl ; shift d7 into carry + bcc ChnkOfs ; if d7 not set, branch to last part + lda #$f8 + jsr DumpTwoSpr ; otherwise move top sprites offscreen +ChnkOfs: + lda $00 ; if relative position on left side of screen, + bpl ExBCDr ; go ahead and leave + lda Sprite_X_Position,y ; otherwise compare left-side X coordinate + cmp Sprite_X_Position+4,y ; to right-side X coordinate + bcc ExBCDr ; branch to leave if less + lda #$f8 ; otherwise move right half of sprites offscreen + sta Sprite_Y_Position+4,y + sta Sprite_Y_Position+12,y +ExBCDr: + rts ; leave ;------------------------------------------------------------------------------------- DrawFireball: - ldy FBall_SprDataOffset,x ; get fireball's sprite data offset - lda Fireball_Rel_YPos ; get relative vertical coordinate - sta Sprite_Y_Position,y ; store as sprite Y coordinate - lda Fireball_Rel_XPos ; get relative horizontal coordinate - sta Sprite_X_Position,y ; store as sprite X coordinate, then do shared code + ldy FBall_SprDataOffset,x ; get fireball's sprite data offset + lda Fireball_Rel_YPos ; get relative vertical coordinate + sta Sprite_Y_Position,y ; store as sprite Y coordinate + lda Fireball_Rel_XPos ; get relative horizontal coordinate + sta Sprite_X_Position,y ; store as sprite X coordinate, then do shared code DrawFirebar: - lda FrameCounter ; get frame counter - lsr ; divide by four - lsr - pha ; save result to stack - and #$01 ; mask out all but last bit - eor #$64 ; set either tile $64 or $65 as fireball tile - sta Sprite_Tilenumber,y ; thus tile changes every four frames - pla ; get from stack - lsr ; divide by four again - lsr - lda #$02 ; load value $02 to set palette in attrib byte - bcc FireA ; if last bit shifted out was not set, skip this - ora #%11000000 ; otherwise flip both ways every eight frames -FireA: sta Sprite_Attributes,y ; store attribute byte and leave - rts + lda FrameCounter ; get frame counter + lsr ; divide by four + lsr + pha ; save result to stack + and #$01 ; mask out all but last bit + eor #$64 ; set either tile $64 or $65 as fireball tile + sta Sprite_Tilenumber,y ; thus tile changes every four frames + pla ; get from stack + lsr ; divide by four again + lsr + lda #$02 ; load value $02 to set palette in attrib byte + bcc FireA ; if last bit shifted out was not set, skip this + ora #%11000000 ; otherwise flip both ways every eight frames +FireA: + sta Sprite_Attributes,y ; store attribute byte and leave + rts ;------------------------------------------------------------------------------------- ExplosionTiles: - .byte $68, $67, $66 + .byte $68, $67, $66 DrawExplosion_Fireball: - ldy Alt_SprDataOffset,x ; get OAM data offset of alternate sort for fireball's explosion - lda Fireball_State,x ; load fireball state - inc Fireball_State,x ; increment state for next frame - lsr ; divide by 2 - and #%00000111 ; mask out all but d3-d1 - cmp #$03 ; check to see if time to kill fireball - bcs KillFireBall ; branch if so, otherwise continue to draw explosion + ldy Alt_SprDataOffset,x ; get OAM data offset of alternate sort for fireball's explosion + lda Fireball_State,x ; load fireball state + inc Fireball_State,x ; increment state for next frame + lsr ; divide by 2 + and #%00000111 ; mask out all but d3-d1 + cmp #$03 ; check to see if time to kill fireball + bcs KillFireBall ; branch if so, otherwise continue to draw explosion DrawExplosion_Fireworks: - tax ; use whatever's in A for offset - lda ExplosionTiles,x ; get tile number using offset - iny ; increment Y (contains sprite data offset) - jsr DumpFourSpr ; and dump into tile number part of sprite data - dey ; decrement Y so we have the proper offset again - ldx ObjectOffset ; return enemy object buffer offset to X - lda Fireball_Rel_YPos ; get relative vertical coordinate - sec ; subtract four pixels vertically - sbc #$04 ; for first and third sprites - sta Sprite_Y_Position,y - sta Sprite_Y_Position+8,y - clc ; add eight pixels vertically - adc #$08 ; for second and fourth sprites - sta Sprite_Y_Position+4,y - sta Sprite_Y_Position+12,y - lda Fireball_Rel_XPos ; get relative horizontal coordinate - sec ; subtract four pixels horizontally - sbc #$04 ; for first and second sprites - sta Sprite_X_Position,y - sta Sprite_X_Position+4,y - clc ; add eight pixels horizontally - adc #$08 ; for third and fourth sprites - sta Sprite_X_Position+8,y - sta Sprite_X_Position+12,y - lda #$02 ; set palette attributes for all sprites, but - sta Sprite_Attributes,y ; set no flip at all for first sprite - lda #$82 - sta Sprite_Attributes+4,y ; set vertical flip for second sprite - lda #$42 - sta Sprite_Attributes+8,y ; set horizontal flip for third sprite - lda #$c2 - sta Sprite_Attributes+12,y ; set both flips for fourth sprite - rts ; we are done + tax ; use whatever's in A for offset + lda ExplosionTiles,x ; get tile number using offset + iny ; increment Y (contains sprite data offset) + jsr DumpFourSpr ; and dump into tile number part of sprite data + dey ; decrement Y so we have the proper offset again + ldx ObjectOffset ; return enemy object buffer offset to X + lda Fireball_Rel_YPos ; get relative vertical coordinate + sec ; subtract four pixels vertically + sbc #$04 ; for first and third sprites + sta Sprite_Y_Position,y + sta Sprite_Y_Position+8,y + clc ; add eight pixels vertically + adc #$08 ; for second and fourth sprites + sta Sprite_Y_Position+4,y + sta Sprite_Y_Position+12,y + lda Fireball_Rel_XPos ; get relative horizontal coordinate + sec ; subtract four pixels horizontally + sbc #$04 ; for first and second sprites + sta Sprite_X_Position,y + sta Sprite_X_Position+4,y + clc ; add eight pixels horizontally + adc #$08 ; for third and fourth sprites + sta Sprite_X_Position+8,y + sta Sprite_X_Position+12,y + lda #$02 ; set palette attributes for all sprites, but + sta Sprite_Attributes,y ; set no flip at all for first sprite + lda #$82 + sta Sprite_Attributes+4,y ; set vertical flip for second sprite + lda #$42 + sta Sprite_Attributes+8,y ; set horizontal flip for third sprite + lda #$c2 + sta Sprite_Attributes+12,y ; set both flips for fourth sprite + rts ; we are done KillFireBall: - lda #$00 ; clear fireball state to kill it - sta Fireball_State,x - rts + lda #$00 ; clear fireball state to kill it + sta Fireball_State,x + rts ;------------------------------------------------------------------------------------- DrawSmallPlatform: - ldy Enemy_SprDataOffset,x ; get OAM data offset - lda #$5b ; load tile number for small platforms - iny ; increment offset for tile numbers - jsr DumpSixSpr ; dump tile number into all six sprites - iny ; increment offset for attributes - lda #$02 ; load palette controls - jsr DumpSixSpr ; dump attributes into all six sprites - dey ; decrement for original offset - dey - lda Enemy_Rel_XPos ; get relative horizontal coordinate - sta Sprite_X_Position,y - sta Sprite_X_Position+12,y ; dump as X coordinate into first and fourth sprites - clc - adc #$08 ; add eight pixels - sta Sprite_X_Position+4,y ; dump into second and fifth sprites - sta Sprite_X_Position+16,y - clc - adc #$08 ; add eight more pixels - sta Sprite_X_Position+8,y ; dump into third and sixth sprites - sta Sprite_X_Position+20,y - lda Enemy_Y_Position,x ; get vertical coordinate - tax - pha ; save to stack - cpx #$20 ; if vertical coordinate below status bar, - bcs TopSP ; do not mess with it - lda #$f8 ; otherwise move first three sprites offscreen -TopSP: jsr DumpThreeSpr ; dump vertical coordinate into Y coordinates - pla ; pull from stack - clc - adc #$80 ; add 128 pixels - tax - cpx #$20 ; if below status bar (taking wrap into account) - bcs BotSP ; then do not change altered coordinate - lda #$f8 ; otherwise move last three sprites offscreen -BotSP: sta Sprite_Y_Position+12,y ; dump vertical coordinate + 128 pixels - sta Sprite_Y_Position+16,y ; into Y coordinates - sta Sprite_Y_Position+20,y - lda Enemy_OffscreenBits ; get offscreen bits - pha ; save to stack - and #%00001000 ; check d3 - beq SOfs - lda #$f8 ; if d3 was set, move first and - sta Sprite_Y_Position,y ; fourth sprites offscreen - sta Sprite_Y_Position+12,y -SOfs: pla ; move out and back into stack - pha - and #%00000100 ; check d2 - beq SOfs2 - lda #$f8 ; if d2 was set, move second and - sta Sprite_Y_Position+4,y ; fifth sprites offscreen - sta Sprite_Y_Position+16,y -SOfs2: pla ; get from stack - and #%00000010 ; check d1 - beq ExSPl - lda #$f8 ; if d1 was set, move third and - sta Sprite_Y_Position+8,y ; sixth sprites offscreen - sta Sprite_Y_Position+20,y -ExSPl: ldx ObjectOffset ; get enemy object offset and leave - rts + ldy Enemy_SprDataOffset,x ; get OAM data offset + lda #$5b ; load tile number for small platforms + iny ; increment offset for tile numbers + jsr DumpSixSpr ; dump tile number into all six sprites + iny ; increment offset for attributes + lda #$02 ; load palette controls + jsr DumpSixSpr ; dump attributes into all six sprites + dey ; decrement for original offset + dey + lda Enemy_Rel_XPos ; get relative horizontal coordinate + sta Sprite_X_Position,y + sta Sprite_X_Position+12,y ; dump as X coordinate into first and fourth sprites + clc + adc #$08 ; add eight pixels + sta Sprite_X_Position+4,y ; dump into second and fifth sprites + sta Sprite_X_Position+16,y + clc + adc #$08 ; add eight more pixels + sta Sprite_X_Position+8,y ; dump into third and sixth sprites + sta Sprite_X_Position+20,y + lda Enemy_Y_Position,x ; get vertical coordinate + tax + pha ; save to stack + cpx #$20 ; if vertical coordinate below status bar, + bcs TopSP ; do not mess with it + lda #$f8 ; otherwise move first three sprites offscreen +TopSP: + jsr DumpThreeSpr ; dump vertical coordinate into Y coordinates + pla ; pull from stack + clc + adc #$80 ; add 128 pixels + tax + cpx #$20 ; if below status bar (taking wrap into account) + bcs BotSP ; then do not change altered coordinate + lda #$f8 ; otherwise move last three sprites offscreen +BotSP: + sta Sprite_Y_Position+12,y ; dump vertical coordinate + 128 pixels + sta Sprite_Y_Position+16,y ; into Y coordinates + sta Sprite_Y_Position+20,y + lda Enemy_OffscreenBits ; get offscreen bits + pha ; save to stack + and #%00001000 ; check d3 + beq SOfs + lda #$f8 ; if d3 was set, move first and + sta Sprite_Y_Position,y ; fourth sprites offscreen + sta Sprite_Y_Position+12,y +SOfs: + pla ; move out and back into stack + pha + and #%00000100 ; check d2 + beq SOfs2 + lda #$f8 ; if d2 was set, move second and + sta Sprite_Y_Position+4,y ; fifth sprites offscreen + sta Sprite_Y_Position+16,y +SOfs2: + pla ; get from stack + and #%00000010 ; check d1 + beq ExSPl + lda #$f8 ; if d1 was set, move third and + sta Sprite_Y_Position+8,y ; sixth sprites offscreen + sta Sprite_Y_Position+20,y +ExSPl: + ldx ObjectOffset ; get enemy object offset and leave + rts ;------------------------------------------------------------------------------------- DrawBubble: - ldy Player_Y_HighPos ; if player's vertical high position - dey ; not within screen, skip all of this - bne ExDBub - lda Bubble_OffscreenBits ; check air bubble's offscreen bits - and #%00001000 - bne ExDBub ; if bit set, branch to leave - ldy Bubble_SprDataOffset,x ; get air bubble's OAM data offset - lda Bubble_Rel_XPos ; get relative horizontal coordinate - sta Sprite_X_Position,y ; store as X coordinate here - lda Bubble_Rel_YPos ; get relative vertical coordinate - sta Sprite_Y_Position,y ; store as Y coordinate here - lda #$74 - sta Sprite_Tilenumber,y ; put air bubble tile into OAM data - lda #$02 - sta Sprite_Attributes,y ; set attribute byte -ExDBub: rts ; leave + ldy Player_Y_HighPos ; if player's vertical high position + dey ; not within screen, skip all of this + bne ExDBub + lda Bubble_OffscreenBits ; check air bubble's offscreen bits + and #%00001000 + bne ExDBub ; if bit set, branch to leave + ldy Bubble_SprDataOffset,x ; get air bubble's OAM data offset + lda Bubble_Rel_XPos ; get relative horizontal coordinate + sta Sprite_X_Position,y ; store as X coordinate here + lda Bubble_Rel_YPos ; get relative vertical coordinate + sta Sprite_Y_Position,y ; store as Y coordinate here + lda #$74 + sta Sprite_Tilenumber,y ; put air bubble tile into OAM data + lda #$02 + sta Sprite_Attributes,y ; set attribute byte +ExDBub: + rts ; leave ;------------------------------------------------------------------------------------- ; $00 - used to store player's vertical offscreen bits PlayerGfxTblOffsets: - .byte $20, $28, $c8, $18, $00, $40, $50, $58 - .byte $80, $88, $b8, $78, $60, $a0, $b0, $b8 + .byte $20, $28, $c8, $18, $00, $40, $50, $58 + .byte $80, $88, $b8, $78, $60, $a0, $b0, $b8 ; tiles arranged in order, 2 tiles per row, top to bottom PlayerGraphicsTable: ; big player table - .byte $00, $01, $02, $03, $04, $05, $06, $07 ; walking frame 1 - .byte $08, $09, $0a, $0b, $0c, $0d, $0e, $0f ; frame 2 - .byte $10, $11, $12, $13, $14, $15, $16, $17 ; frame 3 - .byte $18, $19, $1a, $1b, $1c, $1d, $1e, $1f ; skidding - .byte $20, $21, $22, $23, $24, $25, $26, $27 ; jumping - .byte $08, $09, $28, $29, $2a, $2b, $2c, $2d ; swimming frame 1 - .byte $08, $09, $0a, $0b, $0c, $30, $2c, $2d ; frame 2 - .byte $08, $09, $0a, $0b, $2e, $2f, $2c, $2d ; frame 3 - .byte $08, $09, $28, $29, $2a, $2b, $5c, $5d ; climbing frame 1 - .byte $08, $09, $0a, $0b, $0c, $0d, $5e, $5f ; frame 2 - .byte $fc, $fc, $08, $09, $58, $59, $5a, $5a ; crouching - .byte $08, $09, $28, $29, $2a, $2b, $0e, $0f ; fireball throwing + .byte $00, $01, $02, $03, $04, $05, $06, $07 ; walking frame 1 + .byte $08, $09, $0a, $0b, $0c, $0d, $0e, $0f ; frame 2 + .byte $10, $11, $12, $13, $14, $15, $16, $17 ; frame 3 + .byte $18, $19, $1a, $1b, $1c, $1d, $1e, $1f ; skidding + .byte $20, $21, $22, $23, $24, $25, $26, $27 ; jumping + .byte $08, $09, $28, $29, $2a, $2b, $2c, $2d ; swimming frame 1 + .byte $08, $09, $0a, $0b, $0c, $30, $2c, $2d ; frame 2 + .byte $08, $09, $0a, $0b, $2e, $2f, $2c, $2d ; frame 3 + .byte $08, $09, $28, $29, $2a, $2b, $5c, $5d ; climbing frame 1 + .byte $08, $09, $0a, $0b, $0c, $0d, $5e, $5f ; frame 2 + .byte $fc, $fc, $08, $09, $58, $59, $5a, $5a ; crouching + .byte $08, $09, $28, $29, $2a, $2b, $0e, $0f ; fireball throwing ; small player table - .byte $fc, $fc, $fc, $fc, $32, $33, $34, $35 ; walking frame 1 - .byte $fc, $fc, $fc, $fc, $36, $37, $38, $39 ; frame 2 - .byte $fc, $fc, $fc, $fc, $3a, $37, $3b, $3c ; frame 3 - .byte $fc, $fc, $fc, $fc, $3d, $3e, $3f, $40 ; skidding - .byte $fc, $fc, $fc, $fc, $32, $41, $42, $43 ; jumping - .byte $fc, $fc, $fc, $fc, $32, $33, $44, $45 ; swimming frame 1 - .byte $fc, $fc, $fc, $fc, $32, $33, $44, $47 ; frame 2 - .byte $fc, $fc, $fc, $fc, $32, $33, $48, $49 ; frame 3 - .byte $fc, $fc, $fc, $fc, $32, $33, $90, $91 ; climbing frame 1 - .byte $fc, $fc, $fc, $fc, $3a, $37, $92, $93 ; frame 2 - .byte $fc, $fc, $fc, $fc, $9e, $9e, $9f, $9f ; killed + .byte $fc, $fc, $fc, $fc, $32, $33, $34, $35 ; walking frame 1 + .byte $fc, $fc, $fc, $fc, $36, $37, $38, $39 ; frame 2 + .byte $fc, $fc, $fc, $fc, $3a, $37, $3b, $3c ; frame 3 + .byte $fc, $fc, $fc, $fc, $3d, $3e, $3f, $40 ; skidding + .byte $fc, $fc, $fc, $fc, $32, $41, $42, $43 ; jumping + .byte $fc, $fc, $fc, $fc, $32, $33, $44, $45 ; swimming frame 1 + .byte $fc, $fc, $fc, $fc, $32, $33, $44, $47 ; frame 2 + .byte $fc, $fc, $fc, $fc, $32, $33, $48, $49 ; frame 3 + .byte $fc, $fc, $fc, $fc, $32, $33, $90, $91 ; climbing frame 1 + .byte $fc, $fc, $fc, $fc, $3a, $37, $92, $93 ; frame 2 + .byte $fc, $fc, $fc, $fc, $9e, $9e, $9f, $9f ; killed ; used by both player sizes - .byte $fc, $fc, $fc, $fc, $3a, $37, $4f, $4f ; small player standing - .byte $fc, $fc, $00, $01, $4c, $4d, $4e, $4e ; intermediate grow frame - .byte $00, $01, $4c, $4d, $4a, $4a, $4b, $4b ; big player standing + .byte $fc, $fc, $fc, $fc, $3a, $37, $4f, $4f ; small player standing + .byte $fc, $fc, $00, $01, $4c, $4d, $4e, $4e ; intermediate grow frame + .byte $00, $01, $4c, $4d, $4a, $4a, $4b, $4b ; big player standing SwimKickTileNum: - .byte $31, $46 + .byte $31, $46 PlayerGfxHandler: - lda InjuryTimer ; if player's injured invincibility timer - beq CntPl ; not set, skip checkpoint and continue code - lda FrameCounter - lsr ; otherwise check frame counter and branch - bcs ExPGH ; to leave on every other frame (when d0 is set) -CntPl: lda GameEngineSubroutine ; if executing specific game engine routine, - cmp #$0b ; branch ahead to some other part - beq PlayerKilled - lda PlayerChangeSizeFlag ; if grow/shrink flag set - bne DoChangeSize ; then branch to some other code - ldy SwimmingFlag ; if swimming flag set, branch to - beq FindPlayerAction ; different part, do not return - lda Player_State - cmp #$00 ; if player status normal, - beq FindPlayerAction ; branch and do not return - jsr FindPlayerAction ; otherwise jump and return - lda FrameCounter - and #%00000100 ; check frame counter for d2 set (8 frames every - bne ExPGH ; eighth frame), and branch if set to leave - tax ; initialize X to zero - ldy Player_SprDataOffset ; get player sprite data offset - lda PlayerFacingDir ; get player's facing direction - lsr - bcs SwimKT ; if player facing to the right, use current offset - iny - iny ; otherwise move to next OAM data - iny - iny -SwimKT: lda PlayerSize ; check player's size - beq BigKTS ; if big, use first tile - lda Sprite_Tilenumber+24,y ; check tile number of seventh/eighth sprite - cmp SwimTileRepOffset ; against tile number in player graphics table - beq ExPGH ; if spr7/spr8 tile number = value, branch to leave - inx ; otherwise increment X for second tile -BigKTS: lda SwimKickTileNum,x ; overwrite tile number in sprite 7/8 - sta Sprite_Tilenumber+24,y ; to animate player's feet when swimming -ExPGH: rts ; then leave + lda InjuryTimer ; if player's injured invincibility timer + beq CntPl ; not set, skip checkpoint and continue code + lda FrameCounter + lsr ; otherwise check frame counter and branch + bcs ExPGH ; to leave on every other frame (when d0 is set) +CntPl: + lda GameEngineSubroutine ; if executing specific game engine routine, + cmp #$0b ; branch ahead to some other part + beq PlayerKilled + lda PlayerChangeSizeFlag ; if grow/shrink flag set + bne DoChangeSize ; then branch to some other code + ldy SwimmingFlag ; if swimming flag set, branch to + beq FindPlayerAction ; different part, do not return + lda Player_State + cmp #$00 ; if player status normal, + beq FindPlayerAction ; branch and do not return + jsr FindPlayerAction ; otherwise jump and return + lda FrameCounter + and #%00000100 ; check frame counter for d2 set (8 frames every + bne ExPGH ; eighth frame), and branch if set to leave + tax ; initialize X to zero + ldy Player_SprDataOffset ; get player sprite data offset + lda PlayerFacingDir ; get player's facing direction + lsr + bcs SwimKT ; if player facing to the right, use current offset + iny + iny ; otherwise move to next OAM data + iny + iny +SwimKT: + lda PlayerSize ; check player's size + beq BigKTS ; if big, use first tile + lda Sprite_Tilenumber+24,y ; check tile number of seventh/eighth sprite + cmp SwimTileRepOffset ; against tile number in player graphics table + beq ExPGH ; if spr7/spr8 tile number = value, branch to leave + inx ; otherwise increment X for second tile +BigKTS: + lda SwimKickTileNum,x ; overwrite tile number in sprite 7/8 + sta Sprite_Tilenumber+24,y ; to animate player's feet when swimming +ExPGH: + rts ; then leave FindPlayerAction: - jsr ProcessPlayerAction ; find proper offset to graphics table by player's actions - jmp PlayerGfxProcessing ; draw player, then process for fireball throwing + jsr ProcessPlayerAction ; find proper offset to graphics table by player's actions + jmp PlayerGfxProcessing ; draw player, then process for fireball throwing DoChangeSize: - jsr HandleChangeSize ; find proper offset to graphics table for grow/shrink - jmp PlayerGfxProcessing ; draw player, then process for fireball throwing + jsr HandleChangeSize ; find proper offset to graphics table for grow/shrink + jmp PlayerGfxProcessing ; draw player, then process for fireball throwing PlayerKilled: - ldy #$0e ; load offset for player killed - lda PlayerGfxTblOffsets,y ; get offset to graphics table + ldy #$0e ; load offset for player killed + lda PlayerGfxTblOffsets,y ; get offset to graphics table PlayerGfxProcessing: - sta PlayerGfxOffset ; store offset to graphics table here - lda #$04 - jsr RenderPlayerSub ; draw player based on offset loaded - jsr ChkForPlayerAttrib ; set horizontal flip bits as necessary - lda FireballThrowingTimer - beq PlayerOffscreenChk ; if fireball throw timer not set, skip to the end - ldy #$00 ; set value to initialize by default - lda PlayerAnimTimer ; get animation frame timer - cmp FireballThrowingTimer ; compare to fireball throw timer - sty FireballThrowingTimer ; initialize fireball throw timer - bcs PlayerOffscreenChk ; if animation frame timer => fireball throw timer skip to end - sta FireballThrowingTimer ; otherwise store animation timer into fireball throw timer - ldy #$07 ; load offset for throwing - lda PlayerGfxTblOffsets,y ; get offset to graphics table - sta PlayerGfxOffset ; store it for use later - ldy #$04 ; set to update four sprite rows by default - lda Player_X_Speed - ora Left_Right_Buttons ; check for horizontal speed or left/right button press - beq SUpdR ; if no speed or button press, branch using set value in Y - dey ; otherwise set to update only three sprite rows -SUpdR: tya ; save in A for use - jsr RenderPlayerSub ; in sub, draw player object again + sta PlayerGfxOffset ; store offset to graphics table here + lda #$04 + jsr RenderPlayerSub ; draw player based on offset loaded + jsr ChkForPlayerAttrib ; set horizontal flip bits as necessary + lda FireballThrowingTimer + beq PlayerOffscreenChk ; if fireball throw timer not set, skip to the end + ldy #$00 ; set value to initialize by default + lda PlayerAnimTimer ; get animation frame timer + cmp FireballThrowingTimer ; compare to fireball throw timer + sty FireballThrowingTimer ; initialize fireball throw timer + bcs PlayerOffscreenChk ; if animation frame timer => fireball throw timer skip to end + sta FireballThrowingTimer ; otherwise store animation timer into fireball throw timer + ldy #$07 ; load offset for throwing + lda PlayerGfxTblOffsets,y ; get offset to graphics table + sta PlayerGfxOffset ; store it for use later + ldy #$04 ; set to update four sprite rows by default + lda Player_X_Speed + ora Left_Right_Buttons ; check for horizontal speed or left/right button press + beq SUpdR ; if no speed or button press, branch using set value in Y + dey ; otherwise set to update only three sprite rows +SUpdR: + tya ; save in A for use + jsr RenderPlayerSub ; in sub, draw player object again PlayerOffscreenChk: - lda Player_OffscreenBits ; get player's offscreen bits - lsr - lsr ; move vertical bits to low nybble - lsr - lsr - sta $00 ; store here - ldx #$03 ; check all four rows of player sprites - lda Player_SprDataOffset ; get player's sprite data offset - clc - adc #$18 ; add 24 bytes to start at bottom row - tay ; set as offset here -PROfsLoop: lda #$f8 ; load offscreen Y coordinate just in case - lsr $00 ; shift bit into carry - bcc NPROffscr ; if bit not set, skip, do not move sprites - jsr DumpTwoSpr ; otherwise dump offscreen Y coordinate into sprite data -NPROffscr: tya - sec ; subtract eight bytes to do - sbc #$08 ; next row up - tay - dex ; decrement row counter - bpl PROfsLoop ; do this until all sprite rows are checked - rts ; then we are done! + lda Player_OffscreenBits ; get player's offscreen bits + lsr + lsr ; move vertical bits to low nybble + lsr + lsr + sta $00 ; store here + ldx #$03 ; check all four rows of player sprites + lda Player_SprDataOffset ; get player's sprite data offset + clc + adc #$18 ; add 24 bytes to start at bottom row + tay ; set as offset here +PROfsLoop: + lda #$f8 ; load offscreen Y coordinate just in case + lsr $00 ; shift bit into carry + bcc NPROffscr ; if bit not set, skip, do not move sprites + jsr DumpTwoSpr ; otherwise dump offscreen Y coordinate into sprite data +NPROffscr: + tya + sec ; subtract eight bytes to do + sbc #$08 ; next row up + tay + dex ; decrement row counter + bpl PROfsLoop ; do this until all sprite rows are checked + rts ; then we are done! ;------------------------------------------------------------------------------------- IntermediatePlayerData: - .byte $58, $01, $00, $60, $ff, $04 + .byte $58, $01, $00, $60, $ff, $04 DrawPlayer_Intermediate: - ldx #$05 ; store data into zero page memory -PIntLoop: lda IntermediatePlayerData,x ; load data to display player as he always - sta $02,x ; appears on world/lives display - dex - bpl PIntLoop ; do this until all data is loaded - ldx #$b8 ; load offset for small standing - ldy #$04 ; load sprite data offset - jsr DrawPlayerLoop ; draw player accordingly - lda Sprite_Attributes+36 ; get empty sprite attributes - ora #%01000000 ; set horizontal flip bit for bottom-right sprite - sta Sprite_Attributes+32 ; store and leave - rts + ldx #$05 ; store data into zero page memory +PIntLoop: + lda IntermediatePlayerData,x ; load data to display player as he always + sta $02,x ; appears on world/lives display + dex + bpl PIntLoop ; do this until all data is loaded + ldx #$b8 ; load offset for small standing + ldy #$04 ; load sprite data offset + jsr DrawPlayerLoop ; draw player accordingly + lda Sprite_Attributes+36 ; get empty sprite attributes + ora #%01000000 ; set horizontal flip bit for bottom-right sprite + sta Sprite_Attributes+32 ; store and leave + rts ;------------------------------------------------------------------------------------- ; $00-$01 - used to hold tile numbers, $00 also used to hold upper extent of animation frames @@ -14549,337 +15385,347 @@ PIntLoop: lda IntermediatePlayerData,x ; load data to display player as he alw ; these also used in IntermediatePlayerData RenderPlayerSub: - sta $07 ; store number of rows of sprites to draw - lda Player_Rel_XPos - sta Player_Pos_ForScroll ; store player's relative horizontal position - sta $05 ; store it here also - lda Player_Rel_YPos - sta $02 ; store player's vertical position - lda PlayerFacingDir - sta $03 ; store player's facing direction - lda Player_SprAttrib - sta $04 ; store player's sprite attributes - ldx PlayerGfxOffset ; load graphics table offset - ldy Player_SprDataOffset ; get player's sprite data offset + sta $07 ; store number of rows of sprites to draw + lda Player_Rel_XPos + sta Player_Pos_ForScroll ; store player's relative horizontal position + sta $05 ; store it here also + lda Player_Rel_YPos + sta $02 ; store player's vertical position + lda PlayerFacingDir + sta $03 ; store player's facing direction + lda Player_SprAttrib + sta $04 ; store player's sprite attributes + ldx PlayerGfxOffset ; load graphics table offset + ldy Player_SprDataOffset ; get player's sprite data offset DrawPlayerLoop: - lda PlayerGraphicsTable,x ; load player's left side - sta $00 - lda PlayerGraphicsTable+1,x ; now load right side - jsr DrawOneSpriteRow - dec $07 ; decrement rows of sprites to draw - bne DrawPlayerLoop ; do this until all rows are drawn - rts + lda PlayerGraphicsTable,x ; load player's left side + sta $00 + lda PlayerGraphicsTable+1,x ; now load right side + jsr DrawOneSpriteRow + dec $07 ; decrement rows of sprites to draw + bne DrawPlayerLoop ; do this until all rows are drawn + rts ProcessPlayerAction: - lda Player_State ; get player's state - cmp #$03 - beq ActionClimbing ; if climbing, branch here - cmp #$02 - beq ActionFalling ; if falling, branch here - cmp #$01 - bne ProcOnGroundActs ; if not jumping, branch here - lda SwimmingFlag - bne ActionSwimming ; if swimming flag set, branch elsewhere - ldy #$06 ; load offset for crouching - lda CrouchingFlag ; get crouching flag - bne NonAnimatedActs ; if set, branch to get offset for graphics table - ldy #$00 ; otherwise load offset for jumping - jmp NonAnimatedActs ; go to get offset to graphics table + lda Player_State ; get player's state + cmp #$03 + beq ActionClimbing ; if climbing, branch here + cmp #$02 + beq ActionFalling ; if falling, branch here + cmp #$01 + bne ProcOnGroundActs ; if not jumping, branch here + lda SwimmingFlag + bne ActionSwimming ; if swimming flag set, branch elsewhere + ldy #$06 ; load offset for crouching + lda CrouchingFlag ; get crouching flag + bne NonAnimatedActs ; if set, branch to get offset for graphics table + ldy #$00 ; otherwise load offset for jumping + jmp NonAnimatedActs ; go to get offset to graphics table ProcOnGroundActs: - ldy #$06 ; load offset for crouching - lda CrouchingFlag ; get crouching flag - bne NonAnimatedActs ; if set, branch to get offset for graphics table - ldy #$02 ; load offset for standing - lda Player_X_Speed ; check player's horizontal speed - ora Left_Right_Buttons ; and left/right controller bits - beq NonAnimatedActs ; if no speed or buttons pressed, use standing offset - lda Player_XSpeedAbsolute ; load walking/running speed - cmp #$09 - bcc ActionWalkRun ; if less than a certain amount, branch, too slow to skid - lda Player_MovingDir ; otherwise check to see if moving direction - and PlayerFacingDir ; and facing direction are the same - bne ActionWalkRun ; if moving direction = facing direction, branch, don't skid - iny ; otherwise increment to skid offset ($03) + ldy #$06 ; load offset for crouching + lda CrouchingFlag ; get crouching flag + bne NonAnimatedActs ; if set, branch to get offset for graphics table + ldy #$02 ; load offset for standing + lda Player_X_Speed ; check player's horizontal speed + ora Left_Right_Buttons ; and left/right controller bits + beq NonAnimatedActs ; if no speed or buttons pressed, use standing offset + lda Player_XSpeedAbsolute ; load walking/running speed + cmp #$09 + bcc ActionWalkRun ; if less than a certain amount, branch, too slow to skid + lda Player_MovingDir ; otherwise check to see if moving direction + and PlayerFacingDir ; and facing direction are the same + bne ActionWalkRun ; if moving direction = facing direction, branch, don't skid + iny ; otherwise increment to skid offset ($03) NonAnimatedActs: - jsr GetGfxOffsetAdder ; do a sub here to get offset adder for graphics table - lda #$00 - sta PlayerAnimCtrl ; initialize animation frame control - lda PlayerGfxTblOffsets,y ; load offset to graphics table using size as offset - rts + jsr GetGfxOffsetAdder ; do a sub here to get offset adder for graphics table + lda #$00 + sta PlayerAnimCtrl ; initialize animation frame control + lda PlayerGfxTblOffsets,y ; load offset to graphics table using size as offset + rts ActionFalling: - ldy #$04 ; load offset for walking/running - jsr GetGfxOffsetAdder ; get offset to graphics table - jmp GetCurrentAnimOffset ; execute instructions for falling state + ldy #$04 ; load offset for walking/running + jsr GetGfxOffsetAdder ; get offset to graphics table + jmp GetCurrentAnimOffset ; execute instructions for falling state ActionWalkRun: - ldy #$04 ; load offset for walking/running - jsr GetGfxOffsetAdder ; get offset to graphics table - jmp FourFrameExtent ; execute instructions for normal state + ldy #$04 ; load offset for walking/running + jsr GetGfxOffsetAdder ; get offset to graphics table + jmp FourFrameExtent ; execute instructions for normal state ActionClimbing: - ldy #$05 ; load offset for climbing - lda Player_Y_Speed ; check player's vertical speed - beq NonAnimatedActs ; if no speed, branch, use offset as-is - jsr GetGfxOffsetAdder ; otherwise get offset for graphics table - jmp ThreeFrameExtent ; then skip ahead to more code + ldy #$05 ; load offset for climbing + lda Player_Y_Speed ; check player's vertical speed + beq NonAnimatedActs ; if no speed, branch, use offset as-is + jsr GetGfxOffsetAdder ; otherwise get offset for graphics table + jmp ThreeFrameExtent ; then skip ahead to more code ActionSwimming: - ldy #$01 ; load offset for swimming - jsr GetGfxOffsetAdder - lda JumpSwimTimer ; check jump/swim timer - ora PlayerAnimCtrl ; and animation frame control - bne FourFrameExtent ; if any one of these set, branch ahead - lda A_B_Buttons - asl ; check for A button pressed - bcs FourFrameExtent ; branch to same place if A button pressed + ldy #$01 ; load offset for swimming + jsr GetGfxOffsetAdder + lda JumpSwimTimer ; check jump/swim timer + ora PlayerAnimCtrl ; and animation frame control + bne FourFrameExtent ; if any one of these set, branch ahead + lda A_B_Buttons + asl ; check for A button pressed + bcs FourFrameExtent ; branch to same place if A button pressed GetCurrentAnimOffset: - lda PlayerAnimCtrl ; get animation frame control - jmp GetOffsetFromAnimCtrl ; jump to get proper offset to graphics table + lda PlayerAnimCtrl ; get animation frame control + jmp GetOffsetFromAnimCtrl ; jump to get proper offset to graphics table FourFrameExtent: - lda #$03 ; load upper extent for frame control - jmp AnimationControl ; jump to get offset and animate player object + lda #$03 ; load upper extent for frame control + jmp AnimationControl ; jump to get offset and animate player object ThreeFrameExtent: - lda #$02 ; load upper extent for frame control for climbing + lda #$02 ; load upper extent for frame control for climbing AnimationControl: - sta $00 ; store upper extent here - jsr GetCurrentAnimOffset ; get proper offset to graphics table - pha ; save offset to stack - lda PlayerAnimTimer ; load animation frame timer - bne ExAnimC ; branch if not expired - lda PlayerAnimTimerSet ; get animation frame timer amount - sta PlayerAnimTimer ; and set timer accordingly - lda PlayerAnimCtrl - clc ; add one to animation frame control - adc #$01 - cmp $00 ; compare to upper extent - bcc SetAnimC ; if frame control + 1 < upper extent, use as next - lda #$00 ; otherwise initialize frame control -SetAnimC: sta PlayerAnimCtrl ; store as new animation frame control -ExAnimC: pla ; get offset to graphics table from stack and leave - rts + sta $00 ; store upper extent here + jsr GetCurrentAnimOffset ; get proper offset to graphics table + pha ; save offset to stack + lda PlayerAnimTimer ; load animation frame timer + bne ExAnimC ; branch if not expired + lda PlayerAnimTimerSet ; get animation frame timer amount + sta PlayerAnimTimer ; and set timer accordingly + lda PlayerAnimCtrl + clc ; add one to animation frame control + adc #$01 + cmp $00 ; compare to upper extent + bcc SetAnimC ; if frame control + 1 < upper extent, use as next + lda #$00 ; otherwise initialize frame control +SetAnimC: + sta PlayerAnimCtrl ; store as new animation frame control +ExAnimC: + pla ; get offset to graphics table from stack and leave + rts GetGfxOffsetAdder: - lda PlayerSize ; get player's size - beq SzOfs ; if player big, use current offset as-is - tya ; for big player - clc ; otherwise add eight bytes to offset - adc #$08 ; for small player - tay -SzOfs: rts ; go back + lda PlayerSize ; get player's size + beq SzOfs ; if player big, use current offset as-is + tya ; for big player + clc ; otherwise add eight bytes to offset + adc #$08 ; for small player + tay +SzOfs: + rts ; go back ChangeSizeOffsetAdder: - .byte $00, $01, $00, $01, $00, $01, $02, $00, $01, $02 - .byte $02, $00, $02, $00, $02, $00, $02, $00, $02, $00 + .byte $00, $01, $00, $01, $00, $01, $02, $00, $01, $02 + .byte $02, $00, $02, $00, $02, $00, $02, $00, $02, $00 HandleChangeSize: - ldy PlayerAnimCtrl ; get animation frame control - lda FrameCounter - and #%00000011 ; get frame counter and execute this code every - bne GorSLog ; fourth frame, otherwise branch ahead - iny ; increment frame control - cpy #$0a ; check for preset upper extent - bcc CSzNext ; if not there yet, skip ahead to use - ldy #$00 ; otherwise initialize both grow/shrink flag - sty PlayerChangeSizeFlag ; and animation frame control -CSzNext: sty PlayerAnimCtrl ; store proper frame control -GorSLog: lda PlayerSize ; get player's size - bne ShrinkPlayer ; if player small, skip ahead to next part - lda ChangeSizeOffsetAdder,y ; get offset adder based on frame control as offset - ldy #$0f ; load offset for player growing + ldy PlayerAnimCtrl ; get animation frame control + lda FrameCounter + and #%00000011 ; get frame counter and execute this code every + bne GorSLog ; fourth frame, otherwise branch ahead + iny ; increment frame control + cpy #$0a ; check for preset upper extent + bcc CSzNext ; if not there yet, skip ahead to use + ldy #$00 ; otherwise initialize both grow/shrink flag + sty PlayerChangeSizeFlag ; and animation frame control +CSzNext: + sty PlayerAnimCtrl ; store proper frame control +GorSLog: + lda PlayerSize ; get player's size + bne ShrinkPlayer ; if player small, skip ahead to next part + lda ChangeSizeOffsetAdder,y ; get offset adder based on frame control as offset + ldy #$0f ; load offset for player growing GetOffsetFromAnimCtrl: - asl ; multiply animation frame control - asl ; by eight to get proper amount - asl ; to add to our offset - adc PlayerGfxTblOffsets,y ; add to offset to graphics table - rts ; and return with result in A + asl ; multiply animation frame control + asl ; by eight to get proper amount + asl ; to add to our offset + adc PlayerGfxTblOffsets,y ; add to offset to graphics table + rts ; and return with result in A ShrinkPlayer: - tya ; add ten bytes to frame control as offset - clc - adc #$0a ; this thing apparently uses two of the swimming frames - tax ; to draw the player shrinking - ldy #$09 ; load offset for small player swimming - lda ChangeSizeOffsetAdder,x ; get what would normally be offset adder - bne ShrPlF ; and branch to use offset if nonzero - ldy #$01 ; otherwise load offset for big player swimming -ShrPlF: lda PlayerGfxTblOffsets,y ; get offset to graphics table based on offset loaded - rts ; and leave + tya ; add ten bytes to frame control as offset + clc + adc #$0a ; this thing apparently uses two of the swimming frames + tax ; to draw the player shrinking + ldy #$09 ; load offset for small player swimming + lda ChangeSizeOffsetAdder,x ; get what would normally be offset adder + bne ShrPlF ; and branch to use offset if nonzero + ldy #$01 ; otherwise load offset for big player swimming +ShrPlF: + lda PlayerGfxTblOffsets,y ; get offset to graphics table based on offset loaded + rts ; and leave ChkForPlayerAttrib: - ldy Player_SprDataOffset ; get sprite data offset - lda GameEngineSubroutine - cmp #$0b ; if executing specific game engine routine, - beq KilledAtt ; branch to change third and fourth row OAM attributes - lda PlayerGfxOffset ; get graphics table offset - cmp #$50 - beq C_S_IGAtt ; if crouch offset, either standing offset, - cmp #$b8 ; or intermediate growing offset, - beq C_S_IGAtt ; go ahead and execute code to change - cmp #$c0 ; fourth row OAM attributes only - beq C_S_IGAtt - cmp #$c8 - bne ExPlyrAt ; if none of these, branch to leave -KilledAtt: lda Sprite_Attributes+16,y - and #%00111111 ; mask out horizontal and vertical flip bits - sta Sprite_Attributes+16,y ; for third row sprites and save - lda Sprite_Attributes+20,y - and #%00111111 - ora #%01000000 ; set horizontal flip bit for second - sta Sprite_Attributes+20,y ; sprite in the third row -C_S_IGAtt: lda Sprite_Attributes+24,y - and #%00111111 ; mask out horizontal and vertical flip bits - sta Sprite_Attributes+24,y ; for fourth row sprites and save - lda Sprite_Attributes+28,y - and #%00111111 - ora #%01000000 ; set horizontal flip bit for second - sta Sprite_Attributes+28,y ; sprite in the fourth row -ExPlyrAt: rts ; leave + ldy Player_SprDataOffset ; get sprite data offset + lda GameEngineSubroutine + cmp #$0b ; if executing specific game engine routine, + beq KilledAtt ; branch to change third and fourth row OAM attributes + lda PlayerGfxOffset ; get graphics table offset + cmp #$50 + beq C_S_IGAtt ; if crouch offset, either standing offset, + cmp #$b8 ; or intermediate growing offset, + beq C_S_IGAtt ; go ahead and execute code to change + cmp #$c0 ; fourth row OAM attributes only + beq C_S_IGAtt + cmp #$c8 + bne ExPlyrAt ; if none of these, branch to leave +KilledAtt: + lda Sprite_Attributes+16,y + and #%00111111 ; mask out horizontal and vertical flip bits + sta Sprite_Attributes+16,y ; for third row sprites and save + lda Sprite_Attributes+20,y + and #%00111111 + ora #%01000000 ; set horizontal flip bit for second + sta Sprite_Attributes+20,y ; sprite in the third row +C_S_IGAtt: + lda Sprite_Attributes+24,y + and #%00111111 ; mask out horizontal and vertical flip bits + sta Sprite_Attributes+24,y ; for fourth row sprites and save + lda Sprite_Attributes+28,y + and #%00111111 + ora #%01000000 ; set horizontal flip bit for second + sta Sprite_Attributes+28,y ; sprite in the fourth row +ExPlyrAt: + rts ; leave ;------------------------------------------------------------------------------------- ; $00 - used in adding to get proper offset RelativePlayerPosition: - ldx #$00 ; set offsets for relative cooordinates - ldy #$00 ; routine to correspond to player object - jmp RelWOfs ; get the coordinates + ldx #$00 ; set offsets for relative cooordinates + ldy #$00 ; routine to correspond to player object + jmp RelWOfs ; get the coordinates RelativeBubblePosition: - ldy #$01 ; set for air bubble offsets - jsr GetProperObjOffset ; modify X to get proper air bubble offset - ldy #$03 - jmp RelWOfs ; get the coordinates + ldy #$01 ; set for air bubble offsets + jsr GetProperObjOffset ; modify X to get proper air bubble offset + ldy #$03 + jmp RelWOfs ; get the coordinates RelativeFireballPosition: - ldy #$00 ; set for fireball offsets - jsr GetProperObjOffset ; modify X to get proper fireball offset - ldy #$02 -RelWOfs: jsr GetObjRelativePosition ; get the coordinates - ldx ObjectOffset ; return original offset - rts ; leave + ldy #$00 ; set for fireball offsets + jsr GetProperObjOffset ; modify X to get proper fireball offset + ldy #$02 +RelWOfs: + jsr GetObjRelativePosition ; get the coordinates + ldx ObjectOffset ; return original offset + rts ; leave RelativeMiscPosition: - ldy #$02 ; set for misc object offsets - jsr GetProperObjOffset ; modify X to get proper misc object offset - ldy #$06 - jmp RelWOfs ; get the coordinates + ldy #$02 ; set for misc object offsets + jsr GetProperObjOffset ; modify X to get proper misc object offset + ldy #$06 + jmp RelWOfs ; get the coordinates RelativeEnemyPosition: - lda #$01 ; get coordinates of enemy object - ldy #$01 ; relative to the screen - jmp VariableObjOfsRelPos + lda #$01 ; get coordinates of enemy object + ldy #$01 ; relative to the screen + jmp VariableObjOfsRelPos RelativeBlockPosition: - lda #$09 ; get coordinates of one block object - ldy #$04 ; relative to the screen - jsr VariableObjOfsRelPos - inx ; adjust offset for other block object if any - inx - lda #$09 - iny ; adjust other and get coordinates for other one + lda #$09 ; get coordinates of one block object + ldy #$04 ; relative to the screen + jsr VariableObjOfsRelPos + inx ; adjust offset for other block object if any + inx + lda #$09 + iny ; adjust other and get coordinates for other one VariableObjOfsRelPos: - stx $00 ; store value to add to A here - clc - adc $00 ; add A to value stored - tax ; use as enemy offset - jsr GetObjRelativePosition - ldx ObjectOffset ; reload old object offset and leave - rts + stx $00 ; store value to add to A here + clc + adc $00 ; add A to value stored + tax ; use as enemy offset + jsr GetObjRelativePosition + ldx ObjectOffset ; reload old object offset and leave + rts GetObjRelativePosition: - lda SprObject_Y_Position,x ; load vertical coordinate low - sta SprObject_Rel_YPos,y ; store here - lda SprObject_X_Position,x ; load horizontal coordinate - sec ; subtract left edge coordinate - sbc ScreenLeft_X_Pos - sta SprObject_Rel_XPos,y ; store result here - rts + lda SprObject_Y_Position,x ; load vertical coordinate low + sta SprObject_Rel_YPos,y ; store here + lda SprObject_X_Position,x ; load horizontal coordinate + sec ; subtract left edge coordinate + sbc ScreenLeft_X_Pos + sta SprObject_Rel_XPos,y ; store result here + rts ;------------------------------------------------------------------------------------- ; $00 - used as temp variable to hold offscreen bits GetPlayerOffscreenBits: - ldx #$00 ; set offsets for player-specific variables - ldy #$00 ; and get offscreen information about player - jmp GetOffScreenBitsSet + ldx #$00 ; set offsets for player-specific variables + ldy #$00 ; and get offscreen information about player + jmp GetOffScreenBitsSet GetFireballOffscreenBits: - ldy #$00 ; set for fireball offsets - jsr GetProperObjOffset ; modify X to get proper fireball offset - ldy #$02 ; set other offset for fireball's offscreen bits - jmp GetOffScreenBitsSet ; and get offscreen information about fireball + ldy #$00 ; set for fireball offsets + jsr GetProperObjOffset ; modify X to get proper fireball offset + ldy #$02 ; set other offset for fireball's offscreen bits + jmp GetOffScreenBitsSet ; and get offscreen information about fireball GetBubbleOffscreenBits: - ldy #$01 ; set for air bubble offsets - jsr GetProperObjOffset ; modify X to get proper air bubble offset - ldy #$03 ; set other offset for airbubble's offscreen bits - jmp GetOffScreenBitsSet ; and get offscreen information about air bubble + ldy #$01 ; set for air bubble offsets + jsr GetProperObjOffset ; modify X to get proper air bubble offset + ldy #$03 ; set other offset for airbubble's offscreen bits + jmp GetOffScreenBitsSet ; and get offscreen information about air bubble GetMiscOffscreenBits: - ldy #$02 ; set for misc object offsets - jsr GetProperObjOffset ; modify X to get proper misc object offset - ldy #$06 ; set other offset for misc object's offscreen bits - jmp GetOffScreenBitsSet ; and get offscreen information about misc object + ldy #$02 ; set for misc object offsets + jsr GetProperObjOffset ; modify X to get proper misc object offset + ldy #$06 ; set other offset for misc object's offscreen bits + jmp GetOffScreenBitsSet ; and get offscreen information about misc object ObjOffsetData: - .byte $07, $16, $0d + .byte $07, $16, $0d GetProperObjOffset: - txa ; move offset to A - clc - adc ObjOffsetData,y ; add amount of bytes to offset depending on setting in Y - tax ; put back in X and leave - rts + txa ; move offset to A + clc + adc ObjOffsetData,y ; add amount of bytes to offset depending on setting in Y + tax ; put back in X and leave + rts GetEnemyOffscreenBits: - lda #$01 ; set A to add 1 byte in order to get enemy offset - ldy #$01 ; set Y to put offscreen bits in Enemy_OffscreenBits - jmp SetOffscrBitsOffset + lda #$01 ; set A to add 1 byte in order to get enemy offset + ldy #$01 ; set Y to put offscreen bits in Enemy_OffscreenBits + jmp SetOffscrBitsOffset GetBlockOffscreenBits: - lda #$09 ; set A to add 9 bytes in order to get block obj offset - ldy #$04 ; set Y to put offscreen bits in Block_OffscreenBits + lda #$09 ; set A to add 9 bytes in order to get block obj offset + ldy #$04 ; set Y to put offscreen bits in Block_OffscreenBits SetOffscrBitsOffset: - stx $00 - clc ; add contents of X to A to get - adc $00 ; appropriate offset, then give back to X - tax + stx $00 + clc ; add contents of X to A to get + adc $00 ; appropriate offset, then give back to X + tax GetOffScreenBitsSet: - tya ; save offscreen bits offset to stack for now - pha - jsr RunOffscrBitsSubs - asl ; move low nybble to high nybble - asl - asl - asl - ora $00 ; mask together with previously saved low nybble - sta $00 ; store both here - pla ; get offscreen bits offset from stack - tay - lda $00 ; get value here and store elsewhere - sta SprObject_OffscrBits,y - ldx ObjectOffset - rts + tya ; save offscreen bits offset to stack for now + pha + jsr RunOffscrBitsSubs + asl ; move low nybble to high nybble + asl + asl + asl + ora $00 ; mask together with previously saved low nybble + sta $00 ; store both here + pla ; get offscreen bits offset from stack + tay + lda $00 ; get value here and store elsewhere + sta SprObject_OffscrBits,y + ldx ObjectOffset + rts RunOffscrBitsSubs: - jsr GetXOffscreenBits ; do subroutine here - lsr ; move high nybble to low - lsr - lsr - lsr - sta $00 ; store here - jmp GetYOffscreenBits + jsr GetXOffscreenBits ; do subroutine here + lsr ; move high nybble to low + lsr + lsr + lsr + sta $00 ; store here + jmp GetYOffscreenBits ;-------------------------------- ; (these apply to these three subsections) @@ -14889,95 +15735,103 @@ RunOffscrBitsSubs: ; $07 - used to store pixel difference between X positions of object and screen edges XOffscreenBitsData: - .byte $7f, $3f, $1f, $0f, $07, $03, $01, $00 - .byte $80, $c0, $e0, $f0, $f8, $fc, $fe, $ff + .byte $7f, $3f, $1f, $0f, $07, $03, $01, $00 + .byte $80, $c0, $e0, $f0, $f8, $fc, $fe, $ff DefaultXOnscreenOfs: - .byte $07, $0f, $07 + .byte $07, $0f, $07 GetXOffscreenBits: - stx $04 ; save position in buffer to here - ldy #$01 ; start with right side of screen -XOfsLoop: lda ScreenEdge_X_Pos,y ; get pixel coordinate of edge - sec ; get difference between pixel coordinate of edge - sbc SprObject_X_Position,x ; and pixel coordinate of object position - sta $07 ; store here - lda ScreenEdge_PageLoc,y ; get page location of edge - sbc SprObject_PageLoc,x ; subtract page location of object position from it - ldx DefaultXOnscreenOfs,y ; load offset value here - cmp #$00 - bmi XLdBData ; if beyond right edge or in front of left edge, branch - ldx DefaultXOnscreenOfs+1,y ; if not, load alternate offset value here - cmp #$01 - bpl XLdBData ; if one page or more to the left of either edge, branch - lda #$38 ; if no branching, load value here and store - sta $06 - lda #$08 ; load some other value and execute subroutine - jsr DividePDiff -XLdBData: lda XOffscreenBitsData,x ; get bits here - ldx $04 ; reobtain position in buffer - cmp #$00 ; if bits not zero, branch to leave - bne ExXOfsBS - dey ; otherwise, do left side of screen now - bpl XOfsLoop ; branch if not already done with left side -ExXOfsBS: rts + stx $04 ; save position in buffer to here + ldy #$01 ; start with right side of screen +XOfsLoop: + lda ScreenEdge_X_Pos,y ; get pixel coordinate of edge + sec ; get difference between pixel coordinate of edge + sbc SprObject_X_Position,x ; and pixel coordinate of object position + sta $07 ; store here + lda ScreenEdge_PageLoc,y ; get page location of edge + sbc SprObject_PageLoc,x ; subtract page location of object position from it + ldx DefaultXOnscreenOfs,y ; load offset value here + cmp #$00 + bmi XLdBData ; if beyond right edge or in front of left edge, branch + ldx DefaultXOnscreenOfs+1,y ; if not, load alternate offset value here + cmp #$01 + bpl XLdBData ; if one page or more to the left of either edge, branch + lda #$38 ; if no branching, load value here and store + sta $06 + lda #$08 ; load some other value and execute subroutine + jsr DividePDiff +XLdBData: + lda XOffscreenBitsData,x ; get bits here + ldx $04 ; reobtain position in buffer + cmp #$00 ; if bits not zero, branch to leave + bne ExXOfsBS + dey ; otherwise, do left side of screen now + bpl XOfsLoop ; branch if not already done with left side +ExXOfsBS: + rts ;-------------------------------- YOffscreenBitsData: - .byte $00, $08, $0c, $0e - .byte $0f, $07, $03, $01 - .byte $00 + .byte $00, $08, $0c, $0e + .byte $0f, $07, $03, $01 + .byte $00 DefaultYOnscreenOfs: - .byte $04, $00, $04 + .byte $04, $00, $04 HighPosUnitData: - .byte $ff, $00 + .byte $ff, $00 GetYOffscreenBits: - stx $04 ; save position in buffer to here - ldy #$01 ; start with top of screen -YOfsLoop: lda HighPosUnitData,y ; load coordinate for edge of vertical unit - sec - sbc SprObject_Y_Position,x ; subtract from vertical coordinate of object - sta $07 ; store here - lda #$01 ; subtract one from vertical high byte of object - sbc SprObject_Y_HighPos,x - ldx DefaultYOnscreenOfs,y ; load offset value here - cmp #$00 - bmi YLdBData ; if under top of the screen or beyond bottom, branch - ldx DefaultYOnscreenOfs+1,y ; if not, load alternate offset value here - cmp #$01 - bpl YLdBData ; if one vertical unit or more above the screen, branch - lda #$20 ; if no branching, load value here and store - sta $06 - lda #$04 ; load some other value and execute subroutine - jsr DividePDiff -YLdBData: lda YOffscreenBitsData,x ; get offscreen data bits using offset - ldx $04 ; reobtain position in buffer - cmp #$00 - bne ExYOfsBS ; if bits not zero, branch to leave - dey ; otherwise, do bottom of the screen now - bpl YOfsLoop -ExYOfsBS: rts + stx $04 ; save position in buffer to here + ldy #$01 ; start with top of screen +YOfsLoop: + lda HighPosUnitData,y ; load coordinate for edge of vertical unit + sec + sbc SprObject_Y_Position,x ; subtract from vertical coordinate of object + sta $07 ; store here + lda #$01 ; subtract one from vertical high byte of object + sbc SprObject_Y_HighPos,x + ldx DefaultYOnscreenOfs,y ; load offset value here + cmp #$00 + bmi YLdBData ; if under top of the screen or beyond bottom, branch + ldx DefaultYOnscreenOfs+1,y ; if not, load alternate offset value here + cmp #$01 + bpl YLdBData ; if one vertical unit or more above the screen, branch + lda #$20 ; if no branching, load value here and store + sta $06 + lda #$04 ; load some other value and execute subroutine + jsr DividePDiff +YLdBData: + lda YOffscreenBitsData,x ; get offscreen data bits using offset + ldx $04 ; reobtain position in buffer + cmp #$00 + bne ExYOfsBS ; if bits not zero, branch to leave + dey ; otherwise, do bottom of the screen now + bpl YOfsLoop +ExYOfsBS: + rts ;-------------------------------- DividePDiff: - sta $05 ; store current value in A here - lda $07 ; get pixel difference - cmp $06 ; compare to preset value - bcs ExDivPD ; if pixel difference >= preset value, branch - lsr ; divide by eight to get tile difference - lsr - lsr - and #$07 ; mask out all but 3 LSB - cpy #$01 ; right side of the screen or top? - bcs SetOscrO ; if so, branch, use difference / 8 as offset - adc $05 ; if not, add value to difference / 8 -SetOscrO: tax ; use as offset -ExDivPD: rts ; leave + sta $05 ; store current value in A here + lda $07 ; get pixel difference + cmp $06 ; compare to preset value + bcs ExDivPD ; if pixel difference >= preset value, branch + lsr ; divide by eight to get tile difference + lsr + lsr + and #$07 ; mask out all but 3 LSB + cpy #$01 ; right side of the screen or top? + bcs SetOscrO ; if so, branch, use difference / 8 as offset + adc $05 ; if not, add value to difference / 8 +SetOscrO: + tax ; use as offset +ExDivPD: + rts ; leave ;------------------------------------------------------------------------------------- ; $00-$01 - tile numbers @@ -14987,998 +15841,1047 @@ ExDivPD: rts ; leave ; $05 - X coordinate DrawSpriteObject: - lda $03 ; get saved flip control bits - lsr - lsr ; move d1 into carry - lda $00 - bcc NoHFlip ; if d1 not set, branch - sta Sprite_Tilenumber+4,y ; store first tile into second sprite - lda $01 ; and second into first sprite - sta Sprite_Tilenumber,y - lda #$40 ; activate horizontal flip OAM attribute - bne SetHFAt ; and unconditionally branch -NoHFlip: sta Sprite_Tilenumber,y ; store first tile into first sprite - lda $01 ; and second into second sprite - sta Sprite_Tilenumber+4,y - lda #$00 ; clear bit for horizontal flip -SetHFAt: ora $04 ; add other OAM attributes if necessary - sta Sprite_Attributes,y ; store sprite attributes - sta Sprite_Attributes+4,y - lda $02 ; now the y coordinates - sta Sprite_Y_Position,y ; note because they are - sta Sprite_Y_Position+4,y ; side by side, they are the same - lda $05 - sta Sprite_X_Position,y ; store x coordinate, then - clc ; add 8 pixels and store another to - adc #$08 ; put them side by side - sta Sprite_X_Position+4,y - lda $02 ; add eight pixels to the next y - clc ; coordinate - adc #$08 - sta $02 - tya ; add eight to the offset in Y to - clc ; move to the next two sprites - adc #$08 - tay - inx ; increment offset to return it to the - inx ; routine that called this subroutine - rts + lda $03 ; get saved flip control bits + lsr + lsr ; move d1 into carry + lda $00 + bcc NoHFlip ; if d1 not set, branch + sta Sprite_Tilenumber+4,y ; store first tile into second sprite + lda $01 ; and second into first sprite + sta Sprite_Tilenumber,y + lda #$40 ; activate horizontal flip OAM attribute + bne SetHFAt ; and unconditionally branch +NoHFlip: + sta Sprite_Tilenumber,y ; store first tile into first sprite + lda $01 ; and second into second sprite + sta Sprite_Tilenumber+4,y + lda #$00 ; clear bit for horizontal flip +SetHFAt: + ora $04 ; add other OAM attributes if necessary + sta Sprite_Attributes,y ; store sprite attributes + sta Sprite_Attributes+4,y + lda $02 ; now the y coordinates + sta Sprite_Y_Position,y ; note because they are + sta Sprite_Y_Position+4,y ; side by side, they are the same + lda $05 + sta Sprite_X_Position,y ; store x coordinate, then + clc ; add 8 pixels and store another to + adc #$08 ; put them side by side + sta Sprite_X_Position+4,y + lda $02 ; add eight pixels to the next y + clc ; coordinate + adc #$08 + sta $02 + tya ; add eight to the offset in Y to + clc ; move to the next two sprites + adc #$08 + tay + inx ; increment offset to return it to the + inx ; routine that called this subroutine + rts ;------------------------------------------------------------------------------------- ; unused space - .byte $ff, $ff, $ff, $ff, $ff, $ff + .byte $ff, $ff, $ff, $ff, $ff, $ff ;------------------------------------------------------------------------------------- SoundEngine: - lda OperMode ; are we in title screen mode? - bne SndOn - sta SND_MASTERCTRL_REG ; if so, disable sound and leave - rts -SndOn: lda #$ff - sta JOYPAD_PORT2 ; disable irqs and set frame counter mode??? - lda #$0f - sta SND_MASTERCTRL_REG ; enable first four channels - lda PauseModeFlag ; is sound already in pause mode? - bne InPause - lda PauseSoundQueue ; if not, check pause sfx queue - cmp #$01 - bne RunSoundSubroutines ; if queue is empty, skip pause mode routine -InPause: lda PauseSoundBuffer ; check pause sfx buffer - bne ContPau - lda PauseSoundQueue ; check pause queue - beq SkipSoundSubroutines - sta PauseSoundBuffer ; if queue full, store in buffer and activate - sta PauseModeFlag ; pause mode to interrupt game sounds - lda #$00 ; disable sound and clear sfx buffers - sta SND_MASTERCTRL_REG - sta Square1SoundBuffer - sta Square2SoundBuffer - sta NoiseSoundBuffer - lda #$0f - sta SND_MASTERCTRL_REG ; enable sound again - lda #$2a ; store length of sound in pause counter - sta Squ1_SfxLenCounter -PTone1F: lda #$44 ; play first tone - bne PTRegC ; unconditional branch -ContPau: lda Squ1_SfxLenCounter ; check pause length left - cmp #$24 ; time to play second? - beq PTone2F - cmp #$1e ; time to play first again? - beq PTone1F - cmp #$18 ; time to play second again? - bne DecPauC ; only load regs during times, otherwise skip -PTone2F: lda #$64 ; store reg contents and play the pause sfx -PTRegC: ldx #$84 - ldy #$7f - jsr PlaySqu1Sfx -DecPauC: dec Squ1_SfxLenCounter ; decrement pause sfx counter - bne SkipSoundSubroutines - lda #$00 ; disable sound if in pause mode and - sta SND_MASTERCTRL_REG ; not currently playing the pause sfx - lda PauseSoundBuffer ; if no longer playing pause sfx, check to see - cmp #$02 ; if we need to be playing sound again - bne SkipPIn - lda #$00 ; clear pause mode to allow game sounds again - sta PauseModeFlag -SkipPIn: lda #$00 ; clear pause sfx buffer - sta PauseSoundBuffer - beq SkipSoundSubroutines + lda OperMode ; are we in title screen mode? + bne SndOn + sta SND_MASTERCTRL_REG ; if so, disable sound and leave + rts +SndOn: + lda #$ff + sta JOYPAD_PORT2 ; disable irqs and set frame counter mode??? + lda #$0f + sta SND_MASTERCTRL_REG ; enable first four channels + lda PauseModeFlag ; is sound already in pause mode? + bne InPause + lda PauseSoundQueue ; if not, check pause sfx queue + cmp #$01 + bne RunSoundSubroutines ; if queue is empty, skip pause mode routine +InPause: + lda PauseSoundBuffer ; check pause sfx buffer + bne ContPau + lda PauseSoundQueue ; check pause queue + beq SkipSoundSubroutines + sta PauseSoundBuffer ; if queue full, store in buffer and activate + sta PauseModeFlag ; pause mode to interrupt game sounds + lda #$00 ; disable sound and clear sfx buffers + sta SND_MASTERCTRL_REG + sta Square1SoundBuffer + sta Square2SoundBuffer + sta NoiseSoundBuffer + lda #$0f + sta SND_MASTERCTRL_REG ; enable sound again + lda #$2a ; store length of sound in pause counter + sta Squ1_SfxLenCounter +PTone1F: + lda #$44 ; play first tone + bne PTRegC ; unconditional branch +ContPau: + lda Squ1_SfxLenCounter ; check pause length left + cmp #$24 ; time to play second? + beq PTone2F + cmp #$1e ; time to play first again? + beq PTone1F + cmp #$18 ; time to play second again? + bne DecPauC ; only load regs during times, otherwise skip +PTone2F: + lda #$64 ; store reg contents and play the pause sfx +PTRegC: + ldx #$84 + ldy #$7f + jsr PlaySqu1Sfx +DecPauC: + dec Squ1_SfxLenCounter ; decrement pause sfx counter + bne SkipSoundSubroutines + lda #$00 ; disable sound if in pause mode and + sta SND_MASTERCTRL_REG ; not currently playing the pause sfx + lda PauseSoundBuffer ; if no longer playing pause sfx, check to see + cmp #$02 ; if we need to be playing sound again + bne SkipPIn + lda #$00 ; clear pause mode to allow game sounds again + sta PauseModeFlag +SkipPIn: + lda #$00 ; clear pause sfx buffer + sta PauseSoundBuffer + beq SkipSoundSubroutines RunSoundSubroutines: - jsr Square1SfxHandler ; play sfx on square channel 1 - jsr Square2SfxHandler ; '' '' '' square channel 2 - jsr NoiseSfxHandler ; '' '' '' noise channel - jsr MusicHandler ; play music on all channels - lda #$00 ; clear the music queues - sta AreaMusicQueue - sta EventMusicQueue + jsr Square1SfxHandler ; play sfx on square channel 1 + jsr Square2SfxHandler ; '' '' '' square channel 2 + jsr NoiseSfxHandler ; '' '' '' noise channel + jsr MusicHandler ; play music on all channels + lda #$00 ; clear the music queues + sta AreaMusicQueue + sta EventMusicQueue SkipSoundSubroutines: - lda #$00 ; clear the sound effects queues - sta Square1SoundQueue - sta Square2SoundQueue - sta NoiseSoundQueue - sta PauseSoundQueue - ldy DAC_Counter ; load some sort of counter - lda AreaMusicBuffer - and #%00000011 ; check for specific music - beq NoIncDAC - inc DAC_Counter ; increment and check counter - cpy #$30 - bcc StrWave ; if not there yet, just store it -NoIncDAC: tya - beq StrWave ; if we are at zero, do not decrement - dec DAC_Counter ; decrement counter -StrWave: sty SND_DELTA_REG+1 ; store into DMC load register (??) - rts ; we are done here + lda #$00 ; clear the sound effects queues + sta Square1SoundQueue + sta Square2SoundQueue + sta NoiseSoundQueue + sta PauseSoundQueue + ldy DAC_Counter ; load some sort of counter + lda AreaMusicBuffer + and #%00000011 ; check for specific music + beq NoIncDAC + inc DAC_Counter ; increment and check counter + cpy #$30 + bcc StrWave ; if not there yet, just store it +NoIncDAC: + tya + beq StrWave ; if we are at zero, do not decrement + dec DAC_Counter ; decrement counter +StrWave: + sty SND_DELTA_REG+1 ; store into DMC load register (??) + rts ; we are done here ;-------------------------------- Dump_Squ1_Regs: - sty SND_SQUARE1_REG+1 ; dump the contents of X and Y into square 1's control regs - stx SND_SQUARE1_REG - rts + sty SND_SQUARE1_REG+1 ; dump the contents of X and Y into square 1's control regs + stx SND_SQUARE1_REG + rts PlaySqu1Sfx: - jsr Dump_Squ1_Regs ; do sub to set ctrl regs for square 1, then set frequency regs + jsr Dump_Squ1_Regs ; do sub to set ctrl regs for square 1, then set frequency regs SetFreq_Squ1: - ldx #$00 ; set frequency reg offset for square 1 sound channel + ldx #$00 ; set frequency reg offset for square 1 sound channel Dump_Freq_Regs: - tay - lda FreqRegLookupTbl+1,y ; use previous contents of A for sound reg offset - beq NoTone ; if zero, then do not load - sta SND_REGISTER+2,x ; first byte goes into LSB of frequency divider - lda FreqRegLookupTbl,y ; second byte goes into 3 MSB plus extra bit for - ora #%00001000 ; length counter - sta SND_REGISTER+3,x -NoTone: rts + tay + lda FreqRegLookupTbl+1,y ; use previous contents of A for sound reg offset + beq NoTone ; if zero, then do not load + sta SND_REGISTER+2,x ; first byte goes into LSB of frequency divider + lda FreqRegLookupTbl,y ; second byte goes into 3 MSB plus extra bit for + ora #%00001000 ; length counter + sta SND_REGISTER+3,x +NoTone: + rts Dump_Sq2_Regs: - stx SND_SQUARE2_REG ; dump the contents of X and Y into square 2's control regs - sty SND_SQUARE2_REG+1 - rts + stx SND_SQUARE2_REG ; dump the contents of X and Y into square 2's control regs + sty SND_SQUARE2_REG+1 + rts PlaySqu2Sfx: - jsr Dump_Sq2_Regs ; do sub to set ctrl regs for square 2, then set frequency regs + jsr Dump_Sq2_Regs ; do sub to set ctrl regs for square 2, then set frequency regs SetFreq_Squ2: - ldx #$04 ; set frequency reg offset for square 2 sound channel - bne Dump_Freq_Regs ; unconditional branch + ldx #$04 ; set frequency reg offset for square 2 sound channel + bne Dump_Freq_Regs ; unconditional branch SetFreq_Tri: - ldx #$08 ; set frequency reg offset for triangle sound channel - bne Dump_Freq_Regs ; unconditional branch + ldx #$08 ; set frequency reg offset for triangle sound channel + bne Dump_Freq_Regs ; unconditional branch ;-------------------------------- SwimStompEnvelopeData: - .byte $9f, $9b, $98, $96, $95, $94, $92, $90 - .byte $90, $9a, $97, $95, $93, $92 + .byte $9f, $9b, $98, $96, $95, $94, $92, $90 + .byte $90, $9a, $97, $95, $93, $92 PlayFlagpoleSlide: - lda #$40 ; store length of flagpole sound - sta Squ1_SfxLenCounter - lda #$62 ; load part of reg contents for flagpole sound - jsr SetFreq_Squ1 - ldx #$99 ; now load the rest - bne FPS2nd + lda #$40 ; store length of flagpole sound + sta Squ1_SfxLenCounter + lda #$62 ; load part of reg contents for flagpole sound + jsr SetFreq_Squ1 + ldx #$99 ; now load the rest + bne FPS2nd PlaySmallJump: - lda #$26 ; branch here for small mario jumping sound - bne JumpRegContents + lda #$26 ; branch here for small mario jumping sound + bne JumpRegContents PlayBigJump: - lda #$18 ; branch here for big mario jumping sound + lda #$18 ; branch here for big mario jumping sound JumpRegContents: - ldx #$82 ; note that small and big jump borrow each others' reg contents - ldy #$a7 ; anyway, this loads the first part of mario's jumping sound - jsr PlaySqu1Sfx - lda #$28 ; store length of sfx for both jumping sounds - sta Squ1_SfxLenCounter ; then continue on here + ldx #$82 ; note that small and big jump borrow each others' reg contents + ldy #$a7 ; anyway, this loads the first part of mario's jumping sound + jsr PlaySqu1Sfx + lda #$28 ; store length of sfx for both jumping sounds + sta Squ1_SfxLenCounter ; then continue on here ContinueSndJump: - lda Squ1_SfxLenCounter ; jumping sounds seem to be composed of three parts - cmp #$25 ; check for time to play second part yet - bne N2Prt - ldx #$5f ; load second part - ldy #$f6 - bne DmpJpFPS ; unconditional branch -N2Prt: cmp #$20 ; check for third part - bne DecJpFPS - ldx #$48 ; load third part -FPS2nd: ldy #$bc ; the flagpole slide sound shares part of third part -DmpJpFPS: jsr Dump_Squ1_Regs - bne DecJpFPS ; unconditional branch outta here + lda Squ1_SfxLenCounter ; jumping sounds seem to be composed of three parts + cmp #$25 ; check for time to play second part yet + bne N2Prt + ldx #$5f ; load second part + ldy #$f6 + bne DmpJpFPS ; unconditional branch +N2Prt: + cmp #$20 ; check for third part + bne DecJpFPS + ldx #$48 ; load third part +FPS2nd: + ldy #$bc ; the flagpole slide sound shares part of third part +DmpJpFPS: + jsr Dump_Squ1_Regs + bne DecJpFPS ; unconditional branch outta here PlayFireballThrow: - lda #$05 - ldy #$99 ; load reg contents for fireball throw sound - bne Fthrow ; unconditional branch + lda #$05 + ldy #$99 ; load reg contents for fireball throw sound + bne Fthrow ; unconditional branch PlayBump: - lda #$0a ; load length of sfx and reg contents for bump sound - ldy #$93 -Fthrow: ldx #$9e ; the fireball sound shares reg contents with the bump sound - sta Squ1_SfxLenCounter - lda #$0c ; load offset for bump sound - jsr PlaySqu1Sfx + lda #$0a ; load length of sfx and reg contents for bump sound + ldy #$93 +Fthrow: + ldx #$9e ; the fireball sound shares reg contents with the bump sound + sta Squ1_SfxLenCounter + lda #$0c ; load offset for bump sound + jsr PlaySqu1Sfx ContinueBumpThrow: - lda Squ1_SfxLenCounter ; check for second part of bump sound - cmp #$06 - bne DecJpFPS - lda #$bb ; load second part directly - sta SND_SQUARE1_REG+1 -DecJpFPS: bne BranchToDecLength1 ; unconditional branch - + lda Squ1_SfxLenCounter ; check for second part of bump sound + cmp #$06 + bne DecJpFPS + lda #$bb ; load second part directly + sta SND_SQUARE1_REG+1 +DecJpFPS: + bne BranchToDecLength1 ; unconditional branch Square1SfxHandler: - ldy Square1SoundQueue ; check for sfx in queue - beq CheckSfx1Buffer - sty Square1SoundBuffer ; if found, put in buffer - bmi PlaySmallJump ; small jump - lsr Square1SoundQueue - bcs PlayBigJump ; big jump - lsr Square1SoundQueue - bcs PlayBump ; bump - lsr Square1SoundQueue - bcs PlaySwimStomp ; swim/stomp - lsr Square1SoundQueue - bcs PlaySmackEnemy ; smack enemy - lsr Square1SoundQueue - bcs PlayPipeDownInj ; pipedown/injury - lsr Square1SoundQueue - bcs PlayFireballThrow ; fireball throw - lsr Square1SoundQueue - bcs PlayFlagpoleSlide ; slide flagpole + ldy Square1SoundQueue ; check for sfx in queue + beq CheckSfx1Buffer + sty Square1SoundBuffer ; if found, put in buffer + bmi PlaySmallJump ; small jump + lsr Square1SoundQueue + bcs PlayBigJump ; big jump + lsr Square1SoundQueue + bcs PlayBump ; bump + lsr Square1SoundQueue + bcs PlaySwimStomp ; swim/stomp + lsr Square1SoundQueue + bcs PlaySmackEnemy ; smack enemy + lsr Square1SoundQueue + bcs PlayPipeDownInj ; pipedown/injury + lsr Square1SoundQueue + bcs PlayFireballThrow ; fireball throw + lsr Square1SoundQueue + bcs PlayFlagpoleSlide ; slide flagpole CheckSfx1Buffer: - lda Square1SoundBuffer ; check for sfx in buffer - beq ExS1H ; if not found, exit sub - bmi ContinueSndJump ; small mario jump - lsr - bcs ContinueSndJump ; big mario jump - lsr - bcs ContinueBumpThrow ; bump - lsr - bcs ContinueSwimStomp ; swim/stomp - lsr - bcs ContinueSmackEnemy ; smack enemy - lsr - bcs ContinuePipeDownInj ; pipedown/injury - lsr - bcs ContinueBumpThrow ; fireball throw - lsr - bcs DecrementSfx1Length ; slide flagpole -ExS1H: rts + lda Square1SoundBuffer ; check for sfx in buffer + beq ExS1H ; if not found, exit sub + bmi ContinueSndJump ; small mario jump + lsr + bcs ContinueSndJump ; big mario jump + lsr + bcs ContinueBumpThrow ; bump + lsr + bcs ContinueSwimStomp ; swim/stomp + lsr + bcs ContinueSmackEnemy ; smack enemy + lsr + bcs ContinuePipeDownInj ; pipedown/injury + lsr + bcs ContinueBumpThrow ; fireball throw + lsr + bcs DecrementSfx1Length ; slide flagpole +ExS1H: + rts PlaySwimStomp: - lda #$0e ; store length of swim/stomp sound - sta Squ1_SfxLenCounter - ldy #$9c ; store reg contents for swim/stomp sound - ldx #$9e - lda #$26 - jsr PlaySqu1Sfx + lda #$0e ; store length of swim/stomp sound + sta Squ1_SfxLenCounter + ldy #$9c ; store reg contents for swim/stomp sound + ldx #$9e + lda #$26 + jsr PlaySqu1Sfx ContinueSwimStomp: - ldy Squ1_SfxLenCounter ; look up reg contents in data section based on - lda SwimStompEnvelopeData-1,y ; length of sound left, used to control sound's - sta SND_SQUARE1_REG ; envelope - cpy #$06 - bne BranchToDecLength1 - lda #$9e ; when the length counts down to a certain point, put this - sta SND_SQUARE1_REG+2 ; directly into the LSB of square 1's frequency divider + ldy Squ1_SfxLenCounter ; look up reg contents in data section based on + lda SwimStompEnvelopeData-1,y ; length of sound left, used to control sound's + sta SND_SQUARE1_REG ; envelope + cpy #$06 + bne BranchToDecLength1 + lda #$9e ; when the length counts down to a certain point, put this + sta SND_SQUARE1_REG+2 ; directly into the LSB of square 1's frequency divider BranchToDecLength1: - bne DecrementSfx1Length ; unconditional branch (regardless of how we got here) + bne DecrementSfx1Length ; unconditional branch (regardless of how we got here) PlaySmackEnemy: - lda #$0e ; store length of smack enemy sound - ldy #$cb - ldx #$9f - sta Squ1_SfxLenCounter - lda #$28 ; store reg contents for smack enemy sound - jsr PlaySqu1Sfx - bne DecrementSfx1Length ; unconditional branch + lda #$0e ; store length of smack enemy sound + ldy #$cb + ldx #$9f + sta Squ1_SfxLenCounter + lda #$28 ; store reg contents for smack enemy sound + jsr PlaySqu1Sfx + bne DecrementSfx1Length ; unconditional branch ContinueSmackEnemy: - ldy Squ1_SfxLenCounter ; check about halfway through - cpy #$08 - bne SmSpc - lda #$a0 ; if we're at the about-halfway point, make the second tone - sta SND_SQUARE1_REG+2 ; in the smack enemy sound - lda #$9f - bne SmTick -SmSpc: lda #$90 ; this creates spaces in the sound, giving it its distinct noise -SmTick: sta SND_SQUARE1_REG + ldy Squ1_SfxLenCounter ; check about halfway through + cpy #$08 + bne SmSpc + lda #$a0 ; if we're at the about-halfway point, make the second tone + sta SND_SQUARE1_REG+2 ; in the smack enemy sound + lda #$9f + bne SmTick +SmSpc: + lda #$90 ; this creates spaces in the sound, giving it its distinct noise +SmTick: + sta SND_SQUARE1_REG DecrementSfx1Length: - dec Squ1_SfxLenCounter ; decrement length of sfx - bne ExSfx1 + dec Squ1_SfxLenCounter ; decrement length of sfx + bne ExSfx1 StopSquare1Sfx: - ldx #$00 ; if end of sfx reached, clear buffer - stx $f1 ; and stop making the sfx - ldx #$0e - stx SND_MASTERCTRL_REG - ldx #$0f - stx SND_MASTERCTRL_REG -ExSfx1: rts + ldx #$00 ; if end of sfx reached, clear buffer + stx $f1 ; and stop making the sfx + ldx #$0e + stx SND_MASTERCTRL_REG + ldx #$0f + stx SND_MASTERCTRL_REG +ExSfx1: + rts PlayPipeDownInj: - lda #$2f ; load length of pipedown sound - sta Squ1_SfxLenCounter + lda #$2f ; load length of pipedown sound + sta Squ1_SfxLenCounter ContinuePipeDownInj: - lda Squ1_SfxLenCounter ; some bitwise logic, forces the regs - lsr ; to be written to only during six specific times - bcs NoPDwnL ; during which d3 must be set and d1-0 must be clear - lsr - bcs NoPDwnL - and #%00000010 - beq NoPDwnL - ldy #$91 ; and this is where it actually gets written in - ldx #$9a - lda #$44 - jsr PlaySqu1Sfx -NoPDwnL: jmp DecrementSfx1Length + lda Squ1_SfxLenCounter ; some bitwise logic, forces the regs + lsr ; to be written to only during six specific times + bcs NoPDwnL ; during which d3 must be set and d1-0 must be clear + lsr + bcs NoPDwnL + and #%00000010 + beq NoPDwnL + ldy #$91 ; and this is where it actually gets written in + ldx #$9a + lda #$44 + jsr PlaySqu1Sfx +NoPDwnL: + jmp DecrementSfx1Length ;-------------------------------- ExtraLifeFreqData: - .byte $58, $02, $54, $56, $4e, $44 + .byte $58, $02, $54, $56, $4e, $44 PowerUpGrabFreqData: - .byte $4c, $52, $4c, $48, $3e, $36, $3e, $36, $30 - .byte $28, $4a, $50, $4a, $64, $3c, $32, $3c, $32 - .byte $2c, $24, $3a, $64, $3a, $34, $2c, $22, $2c + .byte $4c, $52, $4c, $48, $3e, $36, $3e, $36, $30 + .byte $28, $4a, $50, $4a, $64, $3c, $32, $3c, $32 + .byte $2c, $24, $3a, $64, $3a, $34, $2c, $22, $2c ; residual frequency data - .byte $22, $1c, $14 + .byte $22, $1c, $14 PUp_VGrow_FreqData: - .byte $14, $04, $22, $24, $16, $04, $24, $26 ; used by both - .byte $18, $04, $26, $28, $1a, $04, $28, $2a - .byte $1c, $04, $2a, $2c, $1e, $04, $2c, $2e ; used by vinegrow - .byte $20, $04, $2e, $30, $22, $04, $30, $32 + .byte $14, $04, $22, $24, $16, $04, $24, $26 ; used by both + .byte $18, $04, $26, $28, $1a, $04, $28, $2a + .byte $1c, $04, $2a, $2c, $1e, $04, $2c, $2e ; used by vinegrow + .byte $20, $04, $2e, $30, $22, $04, $30, $32 PlayCoinGrab: - lda #$35 ; load length of coin grab sound - ldx #$8d ; and part of reg contents - bne CGrab_TTickRegL + lda #$35 ; load length of coin grab sound + ldx #$8d ; and part of reg contents + bne CGrab_TTickRegL PlayTimerTick: - lda #$06 ; load length of timer tick sound - ldx #$98 ; and part of reg contents + lda #$06 ; load length of timer tick sound + ldx #$98 ; and part of reg contents CGrab_TTickRegL: - sta Squ2_SfxLenCounter - ldy #$7f ; load the rest of reg contents - lda #$42 ; of coin grab and timer tick sound - jsr PlaySqu2Sfx + sta Squ2_SfxLenCounter + ldy #$7f ; load the rest of reg contents + lda #$42 ; of coin grab and timer tick sound + jsr PlaySqu2Sfx ContinueCGrabTTick: - lda Squ2_SfxLenCounter ; check for time to play second tone yet - cmp #$30 ; timer tick sound also executes this, not sure why - bne N2Tone - lda #$54 ; if so, load the tone directly into the reg - sta SND_SQUARE2_REG+2 -N2Tone: bne DecrementSfx2Length + lda Squ2_SfxLenCounter ; check for time to play second tone yet + cmp #$30 ; timer tick sound also executes this, not sure why + bne N2Tone + lda #$54 ; if so, load the tone directly into the reg + sta SND_SQUARE2_REG+2 +N2Tone: + bne DecrementSfx2Length PlayBlast: - lda #$20 ; load length of fireworks/gunfire sound - sta Squ2_SfxLenCounter - ldy #$94 ; load reg contents of fireworks/gunfire sound - lda #$5e - bne SBlasJ + lda #$20 ; load length of fireworks/gunfire sound + sta Squ2_SfxLenCounter + ldy #$94 ; load reg contents of fireworks/gunfire sound + lda #$5e + bne SBlasJ ContinueBlast: - lda Squ2_SfxLenCounter ; check for time to play second part - cmp #$18 - bne DecrementSfx2Length - ldy #$93 ; load second part reg contents then - lda #$18 -SBlasJ: bne BlstSJp ; unconditional branch to load rest of reg contents + lda Squ2_SfxLenCounter ; check for time to play second part + cmp #$18 + bne DecrementSfx2Length + ldy #$93 ; load second part reg contents then + lda #$18 +SBlasJ: + bne BlstSJp ; unconditional branch to load rest of reg contents PlayPowerUpGrab: - lda #$36 ; load length of power-up grab sound - sta Squ2_SfxLenCounter + lda #$36 ; load length of power-up grab sound + sta Squ2_SfxLenCounter ContinuePowerUpGrab: - lda Squ2_SfxLenCounter ; load frequency reg based on length left over - lsr ; divide by 2 - bcs DecrementSfx2Length ; alter frequency every other frame - tay - lda PowerUpGrabFreqData-1,y ; use length left over / 2 for frequency offset - ldx #$5d ; store reg contents of power-up grab sound - ldy #$7f + lda Squ2_SfxLenCounter ; load frequency reg based on length left over + lsr ; divide by 2 + bcs DecrementSfx2Length ; alter frequency every other frame + tay + lda PowerUpGrabFreqData-1,y ; use length left over / 2 for frequency offset + ldx #$5d ; store reg contents of power-up grab sound + ldy #$7f LoadSqu2Regs: - jsr PlaySqu2Sfx + jsr PlaySqu2Sfx DecrementSfx2Length: - dec Squ2_SfxLenCounter ; decrement length of sfx - bne ExSfx2 + dec Squ2_SfxLenCounter ; decrement length of sfx + bne ExSfx2 EmptySfx2Buffer: - ldx #$00 ; initialize square 2's sound effects buffer - stx Square2SoundBuffer + ldx #$00 ; initialize square 2's sound effects buffer + stx Square2SoundBuffer StopSquare2Sfx: - ldx #$0d ; stop playing the sfx - stx SND_MASTERCTRL_REG - ldx #$0f - stx SND_MASTERCTRL_REG -ExSfx2: rts + ldx #$0d ; stop playing the sfx + stx SND_MASTERCTRL_REG + ldx #$0f + stx SND_MASTERCTRL_REG +ExSfx2: + rts Square2SfxHandler: - lda Square2SoundBuffer ; special handling for the 1-up sound to keep it - and #Sfx_ExtraLife ; from being interrupted by other sounds on square 2 - bne ContinueExtraLife - ldy Square2SoundQueue ; check for sfx in queue - beq CheckSfx2Buffer - sty Square2SoundBuffer ; if found, put in buffer and check for the following - bmi PlayBowserFall ; bowser fall - lsr Square2SoundQueue - bcs PlayCoinGrab ; coin grab - lsr Square2SoundQueue - bcs PlayGrowPowerUp ; power-up reveal - lsr Square2SoundQueue - bcs PlayGrowVine ; vine grow - lsr Square2SoundQueue - bcs PlayBlast ; fireworks/gunfire - lsr Square2SoundQueue - bcs PlayTimerTick ; timer tick - lsr Square2SoundQueue - bcs PlayPowerUpGrab ; power-up grab - lsr Square2SoundQueue - bcs PlayExtraLife ; 1-up + lda Square2SoundBuffer ; special handling for the 1-up sound to keep it + and #Sfx_ExtraLife ; from being interrupted by other sounds on square 2 + bne ContinueExtraLife + ldy Square2SoundQueue ; check for sfx in queue + beq CheckSfx2Buffer + sty Square2SoundBuffer ; if found, put in buffer and check for the following + bmi PlayBowserFall ; bowser fall + lsr Square2SoundQueue + bcs PlayCoinGrab ; coin grab + lsr Square2SoundQueue + bcs PlayGrowPowerUp ; power-up reveal + lsr Square2SoundQueue + bcs PlayGrowVine ; vine grow + lsr Square2SoundQueue + bcs PlayBlast ; fireworks/gunfire + lsr Square2SoundQueue + bcs PlayTimerTick ; timer tick + lsr Square2SoundQueue + bcs PlayPowerUpGrab ; power-up grab + lsr Square2SoundQueue + bcs PlayExtraLife ; 1-up CheckSfx2Buffer: - lda Square2SoundBuffer ; check for sfx in buffer - beq ExS2H ; if not found, exit sub - bmi ContinueBowserFall ; bowser fall - lsr - bcs Cont_CGrab_TTick ; coin grab - lsr - bcs ContinueGrowItems ; power-up reveal - lsr - bcs ContinueGrowItems ; vine grow - lsr - bcs ContinueBlast ; fireworks/gunfire - lsr - bcs Cont_CGrab_TTick ; timer tick - lsr - bcs ContinuePowerUpGrab ; power-up grab - lsr - bcs ContinueExtraLife ; 1-up -ExS2H: rts + lda Square2SoundBuffer ; check for sfx in buffer + beq ExS2H ; if not found, exit sub + bmi ContinueBowserFall ; bowser fall + lsr + bcs Cont_CGrab_TTick ; coin grab + lsr + bcs ContinueGrowItems ; power-up reveal + lsr + bcs ContinueGrowItems ; vine grow + lsr + bcs ContinueBlast ; fireworks/gunfire + lsr + bcs Cont_CGrab_TTick ; timer tick + lsr + bcs ContinuePowerUpGrab ; power-up grab + lsr + bcs ContinueExtraLife ; 1-up +ExS2H: + rts Cont_CGrab_TTick: - jmp ContinueCGrabTTick + jmp ContinueCGrabTTick JumpToDecLength2: - jmp DecrementSfx2Length + jmp DecrementSfx2Length PlayBowserFall: - lda #$38 ; load length of bowser defeat sound - sta Squ2_SfxLenCounter - ldy #$c4 ; load contents of reg for bowser defeat sound - lda #$18 -BlstSJp: bne PBFRegs + lda #$38 ; load length of bowser defeat sound + sta Squ2_SfxLenCounter + ldy #$c4 ; load contents of reg for bowser defeat sound + lda #$18 +BlstSJp: + bne PBFRegs ContinueBowserFall: - lda Squ2_SfxLenCounter ; check for almost near the end - cmp #$08 - bne DecrementSfx2Length - ldy #$a4 ; if so, load the rest of reg contents for bowser defeat sound - lda #$5a -PBFRegs: ldx #$9f ; the fireworks/gunfire sound shares part of reg contents here -EL_LRegs: bne LoadSqu2Regs ; this is an unconditional branch outta here + lda Squ2_SfxLenCounter ; check for almost near the end + cmp #$08 + bne DecrementSfx2Length + ldy #$a4 ; if so, load the rest of reg contents for bowser defeat sound + lda #$5a +PBFRegs: + ldx #$9f ; the fireworks/gunfire sound shares part of reg contents here +EL_LRegs: + bne LoadSqu2Regs ; this is an unconditional branch outta here PlayExtraLife: - lda #$30 ; load length of 1-up sound - sta Squ2_SfxLenCounter + lda #$30 ; load length of 1-up sound + sta Squ2_SfxLenCounter ContinueExtraLife: - lda Squ2_SfxLenCounter - ldx #$03 ; load new tones only every eight frames -DivLLoop: lsr - bcs JumpToDecLength2 ; if any bits set here, branch to dec the length - dex - bne DivLLoop ; do this until all bits checked, if none set, continue - tay - lda ExtraLifeFreqData-1,y ; load our reg contents - ldx #$82 - ldy #$7f - bne EL_LRegs ; unconditional branch + lda Squ2_SfxLenCounter + ldx #$03 ; load new tones only every eight frames +DivLLoop: + lsr + bcs JumpToDecLength2 ; if any bits set here, branch to dec the length + dex + bne DivLLoop ; do this until all bits checked, if none set, continue + tay + lda ExtraLifeFreqData-1,y ; load our reg contents + ldx #$82 + ldy #$7f + bne EL_LRegs ; unconditional branch PlayGrowPowerUp: - lda #$10 ; load length of power-up reveal sound - bne GrowItemRegs + lda #$10 ; load length of power-up reveal sound + bne GrowItemRegs PlayGrowVine: - lda #$20 ; load length of vine grow sound + lda #$20 ; load length of vine grow sound GrowItemRegs: - sta Squ2_SfxLenCounter - lda #$7f ; load contents of reg for both sounds directly - sta SND_SQUARE2_REG+1 - lda #$00 ; start secondary counter for both sounds - sta Sfx_SecondaryCounter + sta Squ2_SfxLenCounter + lda #$7f ; load contents of reg for both sounds directly + sta SND_SQUARE2_REG+1 + lda #$00 ; start secondary counter for both sounds + sta Sfx_SecondaryCounter ContinueGrowItems: - inc Sfx_SecondaryCounter ; increment secondary counter for both sounds - lda Sfx_SecondaryCounter ; this sound doesn't decrement the usual counter - lsr ; divide by 2 to get the offset - tay - cpy Squ2_SfxLenCounter ; have we reached the end yet? - beq StopGrowItems ; if so, branch to jump, and stop playing sounds - lda #$9d ; load contents of other reg directly - sta SND_SQUARE2_REG - lda PUp_VGrow_FreqData,y ; use secondary counter / 2 as offset for frequency regs - jsr SetFreq_Squ2 - rts + inc Sfx_SecondaryCounter ; increment secondary counter for both sounds + lda Sfx_SecondaryCounter ; this sound doesn't decrement the usual counter + lsr ; divide by 2 to get the offset + tay + cpy Squ2_SfxLenCounter ; have we reached the end yet? + beq StopGrowItems ; if so, branch to jump, and stop playing sounds + lda #$9d ; load contents of other reg directly + sta SND_SQUARE2_REG + lda PUp_VGrow_FreqData,y ; use secondary counter / 2 as offset for frequency regs + jsr SetFreq_Squ2 + rts StopGrowItems: - jmp EmptySfx2Buffer ; branch to stop playing sounds + jmp EmptySfx2Buffer ; branch to stop playing sounds ;-------------------------------- BrickShatterFreqData: - .byte $01, $0e, $0e, $0d, $0b, $06, $0c, $0f - .byte $0a, $09, $03, $0d, $08, $0d, $06, $0c + .byte $01, $0e, $0e, $0d, $0b, $06, $0c, $0f + .byte $0a, $09, $03, $0d, $08, $0d, $06, $0c PlayBrickShatter: - lda #$20 ; load length of brick shatter sound - sta Noise_SfxLenCounter + lda #$20 ; load length of brick shatter sound + sta Noise_SfxLenCounter ContinueBrickShatter: - lda Noise_SfxLenCounter - lsr ; divide by 2 and check for bit set to use offset - bcc DecrementSfx3Length - tay - ldx BrickShatterFreqData,y ; load reg contents of brick shatter sound - lda BrickShatterEnvData,y + lda Noise_SfxLenCounter + lsr ; divide by 2 and check for bit set to use offset + bcc DecrementSfx3Length + tay + ldx BrickShatterFreqData,y ; load reg contents of brick shatter sound + lda BrickShatterEnvData,y PlayNoiseSfx: - sta SND_NOISE_REG ; play the sfx - stx SND_NOISE_REG+2 - lda #$18 - sta SND_NOISE_REG+3 + sta SND_NOISE_REG ; play the sfx + stx SND_NOISE_REG+2 + lda #$18 + sta SND_NOISE_REG+3 DecrementSfx3Length: - dec Noise_SfxLenCounter ; decrement length of sfx - bne ExSfx3 - lda #$f0 ; if done, stop playing the sfx - sta SND_NOISE_REG - lda #$00 - sta NoiseSoundBuffer -ExSfx3: rts + dec Noise_SfxLenCounter ; decrement length of sfx + bne ExSfx3 + lda #$f0 ; if done, stop playing the sfx + sta SND_NOISE_REG + lda #$00 + sta NoiseSoundBuffer +ExSfx3: + rts NoiseSfxHandler: - ldy NoiseSoundQueue ; check for sfx in queue - beq CheckNoiseBuffer - sty NoiseSoundBuffer ; if found, put in buffer - lsr NoiseSoundQueue - bcs PlayBrickShatter ; brick shatter - lsr NoiseSoundQueue - bcs PlayBowserFlame ; bowser flame + ldy NoiseSoundQueue ; check for sfx in queue + beq CheckNoiseBuffer + sty NoiseSoundBuffer ; if found, put in buffer + lsr NoiseSoundQueue + bcs PlayBrickShatter ; brick shatter + lsr NoiseSoundQueue + bcs PlayBowserFlame ; bowser flame CheckNoiseBuffer: - lda NoiseSoundBuffer ; check for sfx in buffer - beq ExNH ; if not found, exit sub - lsr - bcs ContinueBrickShatter ; brick shatter - lsr - bcs ContinueBowserFlame ; bowser flame -ExNH: rts + lda NoiseSoundBuffer ; check for sfx in buffer + beq ExNH ; if not found, exit sub + lsr + bcs ContinueBrickShatter ; brick shatter + lsr + bcs ContinueBowserFlame ; bowser flame +ExNH: + rts PlayBowserFlame: - lda #$40 ; load length of bowser flame sound - sta Noise_SfxLenCounter + lda #$40 ; load length of bowser flame sound + sta Noise_SfxLenCounter ContinueBowserFlame: - lda Noise_SfxLenCounter - lsr - tay - ldx #$0f ; load reg contents of bowser flame sound - lda BowserFlameEnvData-1,y - bne PlayNoiseSfx ; unconditional branch here + lda Noise_SfxLenCounter + lsr + tay + ldx #$0f ; load reg contents of bowser flame sound + lda BowserFlameEnvData-1,y + bne PlayNoiseSfx ; unconditional branch here ;-------------------------------- ContinueMusic: - jmp HandleSquare2Music ; if we have music, start with square 2 channel + jmp HandleSquare2Music ; if we have music, start with square 2 channel MusicHandler: - lda EventMusicQueue ; check event music queue - bne LoadEventMusic - lda AreaMusicQueue ; check area music queue - bne LoadAreaMusic - lda EventMusicBuffer ; check both buffers - ora AreaMusicBuffer - bne ContinueMusic - rts ; no music, then leave + lda EventMusicQueue ; check event music queue + bne LoadEventMusic + lda AreaMusicQueue ; check area music queue + bne LoadAreaMusic + lda EventMusicBuffer ; check both buffers + ora AreaMusicBuffer + bne ContinueMusic + rts ; no music, then leave LoadEventMusic: - sta EventMusicBuffer ; copy event music queue contents to buffer - cmp #DeathMusic ; is it death music? - bne NoStopSfx ; if not, jump elsewhere - jsr StopSquare1Sfx ; stop sfx in square 1 and 2 - jsr StopSquare2Sfx ; but clear only square 1's sfx buffer -NoStopSfx: ldx AreaMusicBuffer - stx AreaMusicBuffer_Alt ; save current area music buffer to be re-obtained later - ldy #$00 - sty NoteLengthTblAdder ; default value for additional length byte offset - sty AreaMusicBuffer ; clear area music buffer - cmp #TimeRunningOutMusic ; is it time running out music? - bne FindEventMusicHeader - ldx #$08 ; load offset to be added to length byte of header - stx NoteLengthTblAdder - bne FindEventMusicHeader ; unconditional branch + sta EventMusicBuffer ; copy event music queue contents to buffer + cmp #DeathMusic ; is it death music? + bne NoStopSfx ; if not, jump elsewhere + jsr StopSquare1Sfx ; stop sfx in square 1 and 2 + jsr StopSquare2Sfx ; but clear only square 1's sfx buffer +NoStopSfx: + ldx AreaMusicBuffer + stx AreaMusicBuffer_Alt ; save current area music buffer to be re-obtained later + ldy #$00 + sty NoteLengthTblAdder ; default value for additional length byte offset + sty AreaMusicBuffer ; clear area music buffer + cmp #TimeRunningOutMusic ; is it time running out music? + bne FindEventMusicHeader + ldx #$08 ; load offset to be added to length byte of header + stx NoteLengthTblAdder + bne FindEventMusicHeader ; unconditional branch LoadAreaMusic: - cmp #$04 ; is it underground music? - bne NoStop1 ; no, do not stop square 1 sfx - jsr StopSquare1Sfx -NoStop1: ldy #$10 ; start counter used only by ground level music -GMLoopB: sty GroundMusicHeaderOfs + cmp #$04 ; is it underground music? + bne NoStop1 ; no, do not stop square 1 sfx + jsr StopSquare1Sfx +NoStop1: + ldy #$10 ; start counter used only by ground level music +GMLoopB: + sty GroundMusicHeaderOfs HandleAreaMusicLoopB: - ldy #$00 ; clear event music buffer - sty EventMusicBuffer - sta AreaMusicBuffer ; copy area music queue contents to buffer - cmp #$01 ; is it ground level music? - bne FindAreaMusicHeader - inc GroundMusicHeaderOfs ; increment but only if playing ground level music - ldy GroundMusicHeaderOfs ; is it time to loopback ground level music? - cpy #$32 - bne LoadHeader ; branch ahead with alternate offset - ldy #$11 - bne GMLoopB ; unconditional branch + ldy #$00 ; clear event music buffer + sty EventMusicBuffer + sta AreaMusicBuffer ; copy area music queue contents to buffer + cmp #$01 ; is it ground level music? + bne FindAreaMusicHeader + inc GroundMusicHeaderOfs ; increment but only if playing ground level music + ldy GroundMusicHeaderOfs ; is it time to loopback ground level music? + cpy #$32 + bne LoadHeader ; branch ahead with alternate offset + ldy #$11 + bne GMLoopB ; unconditional branch FindAreaMusicHeader: - ldy #$08 ; load Y for offset of area music - sty MusicOffset_Square2 ; residual instruction here + ldy #$08 ; load Y for offset of area music + sty MusicOffset_Square2 ; residual instruction here FindEventMusicHeader: - iny ; increment Y pointer based on previously loaded queue contents - lsr ; bit shift and increment until we find a set bit for music - bcc FindEventMusicHeader + iny ; increment Y pointer based on previously loaded queue contents + lsr ; bit shift and increment until we find a set bit for music + bcc FindEventMusicHeader LoadHeader: - lda MusicHeaderOffsetData,y ; load offset for header - tay - lda MusicHeaderData,y ; now load the header - sta NoteLenLookupTblOfs - lda MusicHeaderData+1,y - sta MusicDataLow - lda MusicHeaderData+2,y - sta MusicDataHigh - lda MusicHeaderData+3,y - sta MusicOffset_Triangle - lda MusicHeaderData+4,y - sta MusicOffset_Square1 - lda MusicHeaderData+5,y - sta MusicOffset_Noise - sta NoiseDataLoopbackOfs - lda #$01 ; initialize music note counters - sta Squ2_NoteLenCounter - sta Squ1_NoteLenCounter - sta Tri_NoteLenCounter - sta Noise_BeatLenCounter - lda #$00 ; initialize music data offset for square 2 - sta MusicOffset_Square2 - sta AltRegContentFlag ; initialize alternate control reg data used by square 1 - lda #$0b ; disable triangle channel and reenable it - sta SND_MASTERCTRL_REG - lda #$0f - sta SND_MASTERCTRL_REG + lda MusicHeaderOffsetData,y ; load offset for header + tay + lda MusicHeaderData,y ; now load the header + sta NoteLenLookupTblOfs + lda MusicHeaderData+1,y + sta MusicDataLow + lda MusicHeaderData+2,y + sta MusicDataHigh + lda MusicHeaderData+3,y + sta MusicOffset_Triangle + lda MusicHeaderData+4,y + sta MusicOffset_Square1 + lda MusicHeaderData+5,y + sta MusicOffset_Noise + sta NoiseDataLoopbackOfs + lda #$01 ; initialize music note counters + sta Squ2_NoteLenCounter + sta Squ1_NoteLenCounter + sta Tri_NoteLenCounter + sta Noise_BeatLenCounter + lda #$00 ; initialize music data offset for square 2 + sta MusicOffset_Square2 + sta AltRegContentFlag ; initialize alternate control reg data used by square 1 + lda #$0b ; disable triangle channel and reenable it + sta SND_MASTERCTRL_REG + lda #$0f + sta SND_MASTERCTRL_REG HandleSquare2Music: - dec Squ2_NoteLenCounter ; decrement square 2 note length - bne MiscSqu2MusicTasks ; is it time for more data? if not, branch to end tasks - ldy MusicOffset_Square2 ; increment square 2 music offset and fetch data - inc MusicOffset_Square2 - lda (MusicData),y - beq EndOfMusicData ; if zero, the data is a null terminator - bpl Squ2NoteHandler ; if non-negative, data is a note - bne Squ2LengthHandler ; otherwise it is length data + dec Squ2_NoteLenCounter ; decrement square 2 note length + bne MiscSqu2MusicTasks ; is it time for more data? if not, branch to end tasks + ldy MusicOffset_Square2 ; increment square 2 music offset and fetch data + inc MusicOffset_Square2 + lda (MusicData),y + beq EndOfMusicData ; if zero, the data is a null terminator + bpl Squ2NoteHandler ; if non-negative, data is a note + bne Squ2LengthHandler ; otherwise it is length data EndOfMusicData: - lda EventMusicBuffer ; check secondary buffer for time running out music - cmp #TimeRunningOutMusic - bne NotTRO - lda AreaMusicBuffer_Alt ; load previously saved contents of primary buffer - bne MusicLoopBack ; and start playing the song again if there is one -NotTRO: and #VictoryMusic ; check for victory music (the only secondary that loops) - bne VictoryMLoopBack - lda AreaMusicBuffer ; check primary buffer for any music except pipe intro - and #%01011111 - bne MusicLoopBack ; if any area music except pipe intro, music loops - lda #$00 ; clear primary and secondary buffers and initialize - sta AreaMusicBuffer ; control regs of square and triangle channels - sta EventMusicBuffer - sta SND_TRIANGLE_REG - lda #$90 - sta SND_SQUARE1_REG - sta SND_SQUARE2_REG - rts + lda EventMusicBuffer ; check secondary buffer for time running out music + cmp #TimeRunningOutMusic + bne NotTRO + lda AreaMusicBuffer_Alt ; load previously saved contents of primary buffer + bne MusicLoopBack ; and start playing the song again if there is one +NotTRO: + and #VictoryMusic ; check for victory music (the only secondary that loops) + bne VictoryMLoopBack + lda AreaMusicBuffer ; check primary buffer for any music except pipe intro + and #%01011111 + bne MusicLoopBack ; if any area music except pipe intro, music loops + lda #$00 ; clear primary and secondary buffers and initialize + sta AreaMusicBuffer ; control regs of square and triangle channels + sta EventMusicBuffer + sta SND_TRIANGLE_REG + lda #$90 + sta SND_SQUARE1_REG + sta SND_SQUARE2_REG + rts MusicLoopBack: - jmp HandleAreaMusicLoopB + jmp HandleAreaMusicLoopB VictoryMLoopBack: - jmp LoadEventMusic + jmp LoadEventMusic Squ2LengthHandler: - jsr ProcessLengthData ; store length of note - sta Squ2_NoteLenBuffer - ldy MusicOffset_Square2 ; fetch another byte (MUST NOT BE LENGTH BYTE!) - inc MusicOffset_Square2 - lda (MusicData),y + jsr ProcessLengthData ; store length of note + sta Squ2_NoteLenBuffer + ldy MusicOffset_Square2 ; fetch another byte (MUST NOT BE LENGTH BYTE!) + inc MusicOffset_Square2 + lda (MusicData),y Squ2NoteHandler: - ldx Square2SoundBuffer ; is there a sound playing on this channel? - bne SkipFqL1 - jsr SetFreq_Squ2 ; no, then play the note - beq Rest ; check to see if note is rest - jsr LoadControlRegs ; if not, load control regs for square 2 -Rest: sta Squ2_EnvelopeDataCtrl ; save contents of A - jsr Dump_Sq2_Regs ; dump X and Y into square 2 control regs -SkipFqL1: lda Squ2_NoteLenBuffer ; save length in square 2 note counter - sta Squ2_NoteLenCounter + ldx Square2SoundBuffer ; is there a sound playing on this channel? + bne SkipFqL1 + jsr SetFreq_Squ2 ; no, then play the note + beq Rest ; check to see if note is rest + jsr LoadControlRegs ; if not, load control regs for square 2 +Rest: + sta Squ2_EnvelopeDataCtrl ; save contents of A + jsr Dump_Sq2_Regs ; dump X and Y into square 2 control regs +SkipFqL1: + lda Squ2_NoteLenBuffer ; save length in square 2 note counter + sta Squ2_NoteLenCounter MiscSqu2MusicTasks: - lda Square2SoundBuffer ; is there a sound playing on square 2? - bne HandleSquare1Music - lda EventMusicBuffer ; check for death music or d4 set on secondary buffer - and #%10010001 ; note that regs for death music or d4 are loaded by default - bne HandleSquare1Music - ldy Squ2_EnvelopeDataCtrl ; check for contents saved from LoadControlRegs - beq NoDecEnv1 - dec Squ2_EnvelopeDataCtrl ; decrement unless already zero -NoDecEnv1: jsr LoadEnvelopeData ; do a load of envelope data to replace default - sta SND_SQUARE2_REG ; based on offset set by first load unless playing - ldx #$7f ; death music or d4 set on secondary buffer - stx SND_SQUARE2_REG+1 + lda Square2SoundBuffer ; is there a sound playing on square 2? + bne HandleSquare1Music + lda EventMusicBuffer ; check for death music or d4 set on secondary buffer + and #%10010001 ; note that regs for death music or d4 are loaded by default + bne HandleSquare1Music + ldy Squ2_EnvelopeDataCtrl ; check for contents saved from LoadControlRegs + beq NoDecEnv1 + dec Squ2_EnvelopeDataCtrl ; decrement unless already zero +NoDecEnv1: + jsr LoadEnvelopeData ; do a load of envelope data to replace default + sta SND_SQUARE2_REG ; based on offset set by first load unless playing + ldx #$7f ; death music or d4 set on secondary buffer + stx SND_SQUARE2_REG+1 HandleSquare1Music: - ldy MusicOffset_Square1 ; is there a nonzero offset here? - beq HandleTriangleMusic ; if not, skip ahead to the triangle channel - dec Squ1_NoteLenCounter ; decrement square 1 note length - bne MiscSqu1MusicTasks ; is it time for more data? + ldy MusicOffset_Square1 ; is there a nonzero offset here? + beq HandleTriangleMusic ; if not, skip ahead to the triangle channel + dec Squ1_NoteLenCounter ; decrement square 1 note length + bne MiscSqu1MusicTasks ; is it time for more data? FetchSqu1MusicData: - ldy MusicOffset_Square1 ; increment square 1 music offset and fetch data - inc MusicOffset_Square1 - lda (MusicData),y - bne Squ1NoteHandler ; if nonzero, then skip this part - lda #$83 - sta SND_SQUARE1_REG ; store some data into control regs for square 1 - lda #$94 ; and fetch another byte of data, used to give - sta SND_SQUARE1_REG+1 ; death music its unique sound - sta AltRegContentFlag - bne FetchSqu1MusicData ; unconditional branch + ldy MusicOffset_Square1 ; increment square 1 music offset and fetch data + inc MusicOffset_Square1 + lda (MusicData),y + bne Squ1NoteHandler ; if nonzero, then skip this part + lda #$83 + sta SND_SQUARE1_REG ; store some data into control regs for square 1 + lda #$94 ; and fetch another byte of data, used to give + sta SND_SQUARE1_REG+1 ; death music its unique sound + sta AltRegContentFlag + bne FetchSqu1MusicData ; unconditional branch Squ1NoteHandler: - jsr AlternateLengthHandler - sta Squ1_NoteLenCounter ; save contents of A in square 1 note counter - ldy Square1SoundBuffer ; is there a sound playing on square 1? - bne HandleTriangleMusic - txa - and #%00111110 ; change saved data to appropriate note format - jsr SetFreq_Squ1 ; play the note - beq SkipCtrlL - jsr LoadControlRegs -SkipCtrlL: sta Squ1_EnvelopeDataCtrl ; save envelope offset - jsr Dump_Squ1_Regs + jsr AlternateLengthHandler + sta Squ1_NoteLenCounter ; save contents of A in square 1 note counter + ldy Square1SoundBuffer ; is there a sound playing on square 1? + bne HandleTriangleMusic + txa + and #%00111110 ; change saved data to appropriate note format + jsr SetFreq_Squ1 ; play the note + beq SkipCtrlL + jsr LoadControlRegs +SkipCtrlL: + sta Squ1_EnvelopeDataCtrl ; save envelope offset + jsr Dump_Squ1_Regs MiscSqu1MusicTasks: - lda Square1SoundBuffer ; is there a sound playing on square 1? - bne HandleTriangleMusic - lda EventMusicBuffer ; check for death music or d4 set on secondary buffer - and #%10010001 - bne DeathMAltReg - ldy Squ1_EnvelopeDataCtrl ; check saved envelope offset - beq NoDecEnv2 - dec Squ1_EnvelopeDataCtrl ; decrement unless already zero -NoDecEnv2: jsr LoadEnvelopeData ; do a load of envelope data - sta SND_SQUARE1_REG ; based on offset set by first load -DeathMAltReg: lda AltRegContentFlag ; check for alternate control reg data - bne DoAltLoad - lda #$7f ; load this value if zero, the alternate value -DoAltLoad: sta SND_SQUARE1_REG+1 ; if nonzero, and let's move on + lda Square1SoundBuffer ; is there a sound playing on square 1? + bne HandleTriangleMusic + lda EventMusicBuffer ; check for death music or d4 set on secondary buffer + and #%10010001 + bne DeathMAltReg + ldy Squ1_EnvelopeDataCtrl ; check saved envelope offset + beq NoDecEnv2 + dec Squ1_EnvelopeDataCtrl ; decrement unless already zero +NoDecEnv2: + jsr LoadEnvelopeData ; do a load of envelope data + sta SND_SQUARE1_REG ; based on offset set by first load +DeathMAltReg: + lda AltRegContentFlag ; check for alternate control reg data + bne DoAltLoad + lda #$7f ; load this value if zero, the alternate value +DoAltLoad: + sta SND_SQUARE1_REG+1 ; if nonzero, and let's move on HandleTriangleMusic: - lda MusicOffset_Triangle - dec Tri_NoteLenCounter ; decrement triangle note length - bne HandleNoiseMusic ; is it time for more data? - ldy MusicOffset_Triangle ; increment triangle music offset and fetch data - inc MusicOffset_Triangle - lda (MusicData),y - beq LoadTriCtrlReg ; if zero, skip all this and move on to noise - bpl TriNoteHandler ; if non-negative, data is note - jsr ProcessLengthData ; otherwise, it is length data - sta Tri_NoteLenBuffer ; save contents of A - lda #$1f - sta SND_TRIANGLE_REG ; load some default data for triangle control reg - ldy MusicOffset_Triangle ; fetch another byte - inc MusicOffset_Triangle - lda (MusicData),y - beq LoadTriCtrlReg ; check once more for nonzero data + lda MusicOffset_Triangle + dec Tri_NoteLenCounter ; decrement triangle note length + bne HandleNoiseMusic ; is it time for more data? + ldy MusicOffset_Triangle ; increment triangle music offset and fetch data + inc MusicOffset_Triangle + lda (MusicData),y + beq LoadTriCtrlReg ; if zero, skip all this and move on to noise + bpl TriNoteHandler ; if non-negative, data is note + jsr ProcessLengthData ; otherwise, it is length data + sta Tri_NoteLenBuffer ; save contents of A + lda #$1f + sta SND_TRIANGLE_REG ; load some default data for triangle control reg + ldy MusicOffset_Triangle ; fetch another byte + inc MusicOffset_Triangle + lda (MusicData),y + beq LoadTriCtrlReg ; check once more for nonzero data TriNoteHandler: - jsr SetFreq_Tri - ldx Tri_NoteLenBuffer ; save length in triangle note counter - stx Tri_NoteLenCounter - lda EventMusicBuffer - and #%01101110 ; check for death music or d4 set on secondary buffer - bne NotDOrD4 ; if playing any other secondary, skip primary buffer check - lda AreaMusicBuffer ; check primary buffer for water or castle level music - and #%00001010 - beq HandleNoiseMusic ; if playing any other primary, or death or d4, go on to noise routine -NotDOrD4: txa ; if playing water or castle music or any secondary - cmp #$12 ; besides death music or d4 set, check length of note - bcs LongN - lda EventMusicBuffer ; check for win castle music again if not playing a long note - and #EndOfCastleMusic - beq MediN - lda #$0f ; load value $0f if playing the win castle music and playing a short - bne LoadTriCtrlReg ; note, load value $1f if playing water or castle level music or any -MediN: lda #$1f ; secondary besides death and d4 except win castle or win castle and playing - bne LoadTriCtrlReg ; a short note, and load value $ff if playing a long note on water, castle -LongN: lda #$ff ; or any secondary (including win castle) except death and d4 + jsr SetFreq_Tri + ldx Tri_NoteLenBuffer ; save length in triangle note counter + stx Tri_NoteLenCounter + lda EventMusicBuffer + and #%01101110 ; check for death music or d4 set on secondary buffer + bne NotDOrD4 ; if playing any other secondary, skip primary buffer check + lda AreaMusicBuffer ; check primary buffer for water or castle level music + and #%00001010 + beq HandleNoiseMusic ; if playing any other primary, or death or d4, go on to noise routine +NotDOrD4: + txa ; if playing water or castle music or any secondary + cmp #$12 ; besides death music or d4 set, check length of note + bcs LongN + lda EventMusicBuffer ; check for win castle music again if not playing a long note + and #EndOfCastleMusic + beq MediN + lda #$0f ; load value $0f if playing the win castle music and playing a short + bne LoadTriCtrlReg ; note, load value $1f if playing water or castle level music or any +MediN: + lda #$1f ; secondary besides death and d4 except win castle or win castle and playing + bne LoadTriCtrlReg ; a short note, and load value $ff if playing a long note on water, castle +LongN: + lda #$ff ; or any secondary (including win castle) except death and d4 LoadTriCtrlReg: - sta SND_TRIANGLE_REG ; save final contents of A into control reg for triangle + sta SND_TRIANGLE_REG ; save final contents of A into control reg for triangle HandleNoiseMusic: - lda AreaMusicBuffer ; check if playing underground or castle music - and #%11110011 - beq ExitMusicHandler ; if so, skip the noise routine - dec Noise_BeatLenCounter ; decrement noise beat length - bne ExitMusicHandler ; is it time for more data? + lda AreaMusicBuffer ; check if playing underground or castle music + and #%11110011 + beq ExitMusicHandler ; if so, skip the noise routine + dec Noise_BeatLenCounter ; decrement noise beat length + bne ExitMusicHandler ; is it time for more data? FetchNoiseBeatData: - ldy MusicOffset_Noise ; increment noise beat offset and fetch data - inc MusicOffset_Noise - lda (MusicData),y ; get noise beat data, if nonzero, branch to handle - bne NoiseBeatHandler - lda NoiseDataLoopbackOfs ; if data is zero, reload original noise beat offset - sta MusicOffset_Noise ; and loopback next time around - bne FetchNoiseBeatData ; unconditional branch + ldy MusicOffset_Noise ; increment noise beat offset and fetch data + inc MusicOffset_Noise + lda (MusicData),y ; get noise beat data, if nonzero, branch to handle + bne NoiseBeatHandler + lda NoiseDataLoopbackOfs ; if data is zero, reload original noise beat offset + sta MusicOffset_Noise ; and loopback next time around + bne FetchNoiseBeatData ; unconditional branch NoiseBeatHandler: - jsr AlternateLengthHandler - sta Noise_BeatLenCounter ; store length in noise beat counter - txa - and #%00111110 ; reload data and erase length bits - beq SilentBeat ; if no beat data, silence - cmp #$30 ; check the beat data and play the appropriate - beq LongBeat ; noise accordingly - cmp #$20 - beq StrongBeat - and #%00010000 - beq SilentBeat - lda #$1c ; short beat data - ldx #$03 - ldy #$18 - bne PlayBeat + jsr AlternateLengthHandler + sta Noise_BeatLenCounter ; store length in noise beat counter + txa + and #%00111110 ; reload data and erase length bits + beq SilentBeat ; if no beat data, silence + cmp #$30 ; check the beat data and play the appropriate + beq LongBeat ; noise accordingly + cmp #$20 + beq StrongBeat + and #%00010000 + beq SilentBeat + lda #$1c ; short beat data + ldx #$03 + ldy #$18 + bne PlayBeat StrongBeat: - lda #$1c ; strong beat data - ldx #$0c - ldy #$18 - bne PlayBeat + lda #$1c ; strong beat data + ldx #$0c + ldy #$18 + bne PlayBeat LongBeat: - lda #$1c ; long beat data - ldx #$03 - ldy #$58 - bne PlayBeat + lda #$1c ; long beat data + ldx #$03 + ldy #$58 + bne PlayBeat SilentBeat: - lda #$10 ; silence + lda #$10 ; silence PlayBeat: - sta SND_NOISE_REG ; load beat data into noise regs - stx SND_NOISE_REG+2 - sty SND_NOISE_REG+3 + sta SND_NOISE_REG ; load beat data into noise regs + stx SND_NOISE_REG+2 + sty SND_NOISE_REG+3 ExitMusicHandler: - rts + rts AlternateLengthHandler: - tax ; save a copy of original byte into X - ror ; save LSB from original byte into carry - txa ; reload original byte and rotate three times - rol ; turning xx00000x into 00000xxx, with the - rol ; bit in carry as the MSB here - rol + tax ; save a copy of original byte into X + ror ; save LSB from original byte into carry + txa ; reload original byte and rotate three times + rol ; turning xx00000x into 00000xxx, with the + rol ; bit in carry as the MSB here + rol ProcessLengthData: - and #%00000111 ; clear all but the three LSBs - clc - adc NoteLenLookupTblOfs ; add offset loaded from first header byte - adc NoteLengthTblAdder ; add extra if time running out music - tay - lda MusicLengthLookupTbl,y ; load length - rts + and #%00000111 ; clear all but the three LSBs + clc + adc NoteLenLookupTblOfs ; add offset loaded from first header byte + adc NoteLengthTblAdder ; add extra if time running out music + tay + lda MusicLengthLookupTbl,y ; load length + rts LoadControlRegs: - lda EventMusicBuffer ; check secondary buffer for win castle music - and #EndOfCastleMusic - beq NotECstlM - lda #$04 ; this value is only used for win castle music - bne AllMus ; unconditional branch -NotECstlM: lda AreaMusicBuffer - and #%01111101 ; check primary buffer for water music - beq WaterMus - lda #$08 ; this is the default value for all other music - bne AllMus -WaterMus: lda #$28 ; this value is used for water music and all other event music -AllMus: ldx #$82 ; load contents of other sound regs for square 2 - ldy #$7f - rts + lda EventMusicBuffer ; check secondary buffer for win castle music + and #EndOfCastleMusic + beq NotECstlM + lda #$04 ; this value is only used for win castle music + bne AllMus ; unconditional branch +NotECstlM: + lda AreaMusicBuffer + and #%01111101 ; check primary buffer for water music + beq WaterMus + lda #$08 ; this is the default value for all other music + bne AllMus +WaterMus: + lda #$28 ; this value is used for water music and all other event music +AllMus: + ldx #$82 ; load contents of other sound regs for square 2 + ldy #$7f + rts LoadEnvelopeData: - lda EventMusicBuffer ; check secondary buffer for win castle music - and #EndOfCastleMusic - beq LoadUsualEnvData - lda EndOfCastleMusicEnvData,y ; load data from offset for win castle music - rts + lda EventMusicBuffer ; check secondary buffer for win castle music + and #EndOfCastleMusic + beq LoadUsualEnvData + lda EndOfCastleMusicEnvData,y ; load data from offset for win castle music + rts LoadUsualEnvData: - lda AreaMusicBuffer ; check primary buffer for water music - and #%01111101 - beq LoadWaterEventMusEnvData - lda AreaMusicEnvData,y ; load default data from offset for all other music - rts + lda AreaMusicBuffer ; check primary buffer for water music + and #%01111101 + beq LoadWaterEventMusEnvData + lda AreaMusicEnvData,y ; load default data from offset for all other music + rts LoadWaterEventMusEnvData: - lda WaterEventMusEnvData,y ; load data from offset for water music and all other event music - rts + lda WaterEventMusEnvData,y ; load data from offset for water music and all other event music + rts ;-------------------------------- ; music header offsets MusicHeaderData: - .byte DeathMusHdr-MHD ; event music - .byte GameOverMusHdr-MHD - .byte VictoryMusHdr-MHD - .byte WinCastleMusHdr-MHD - .byte GameOverMusHdr-MHD - .byte EndOfLevelMusHdr-MHD - .byte TimeRunningOutHdr-MHD - .byte SilenceHdr-MHD + .byte DeathMusHdr-MHD ; event music + .byte GameOverMusHdr-MHD + .byte VictoryMusHdr-MHD + .byte WinCastleMusHdr-MHD + .byte GameOverMusHdr-MHD + .byte EndOfLevelMusHdr-MHD + .byte TimeRunningOutHdr-MHD + .byte SilenceHdr-MHD - .byte GroundLevelPart1Hdr-MHD ; area music - .byte WaterMusHdr-MHD - .byte UndergroundMusHdr-MHD - .byte CastleMusHdr-MHD - .byte Star_CloudHdr-MHD - .byte GroundLevelLeadInHdr-MHD - .byte Star_CloudHdr-MHD - .byte SilenceHdr-MHD + .byte GroundLevelPart1Hdr-MHD ; area music + .byte WaterMusHdr-MHD + .byte UndergroundMusHdr-MHD + .byte CastleMusHdr-MHD + .byte Star_CloudHdr-MHD + .byte GroundLevelLeadInHdr-MHD + .byte Star_CloudHdr-MHD + .byte SilenceHdr-MHD - .byte GroundLevelLeadInHdr-MHD ; ground level music layout - .byte GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD - .byte GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD - .byte GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD - .byte GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD - .byte GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD - .byte GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD - .byte GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD - .byte GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD - .byte GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD + .byte GroundLevelLeadInHdr-MHD ; ground level music layout + .byte GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD + .byte GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD + .byte GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD + .byte GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD + .byte GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD + .byte GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD + .byte GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD + .byte GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD + .byte GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD ; music headers ; header format is as follows: @@ -15988,28 +16891,71 @@ MusicHeaderData: ; 1 byte - square 1 data offset ; 1 byte - noise data offset (not used by secondary music) -TimeRunningOutHdr: .byte $08, TimeRunOutMusData, $27, $18 -Star_CloudHdr: .byte $20, Star_CloudMData, $2e, $1a, $40 -EndOfLevelMusHdr: .byte $20, WinLevelMusData, $3d, $21 -ResidualHeaderData: .byte $20, $c4, $fc, $3f, $1d -UndergroundMusHdr: .byte $18, UndergroundMusData, $00, $00 -SilenceHdr: .byte $08, SilenceData, $00 -CastleMusHdr: .byte $00, CastleMusData, $93, $62 -VictoryMusHdr: .byte $10, VictoryMusData, $24, $14 -GameOverMusHdr: .byte $18, GameOverMusData, $1e, $14 -WaterMusHdr: .byte $08, WaterMusData, $a0, $70, $68 -WinCastleMusHdr: .byte $08, EndOfCastleMusData, $4c, $24 -GroundLevelPart1Hdr: .byte $18, GroundM_P1Data, $2d, $1c, $b8 -GroundLevelPart2AHdr: .byte $18, GroundM_P2AData, $20, $12, $70 -GroundLevelPart2BHdr: .byte $18, GroundM_P2BData, $1b, $10, $44 -GroundLevelPart2CHdr: .byte $18, GroundM_P2CData, $11, $0a, $1c -GroundLevelPart3AHdr: .byte $18, GroundM_P3AData, $2d, $10, $58 -GroundLevelPart3BHdr: .byte $18, GroundM_P3BData, $14, $0d, $3f -GroundLevelLeadInHdr: .byte $18, GroundMLdInData, $15, $0d, $21 -GroundLevelPart4AHdr: .byte $18, GroundM_P4AData, $18, $10, $7a -GroundLevelPart4BHdr: .byte $18, GroundM_P4BData, $19, $0f, $54 -GroundLevelPart4CHdr: .byte $18, GroundM_P4CData, $1e, $12, $2b -DeathMusHdr: .byte $18, DeathMusData, $1e, $0f, $2d +TimeRunningOutHdr: + .byte $08, TimeRunOutMusData, $27, $18 + +Star_CloudHdr: + .byte $20, Star_CloudMData, $2e, $1a, $40 + +EndOfLevelMusHdr: + .byte $20, WinLevelMusData, $3d, $21 + +ResidualHeaderData: + .byte $20, $c4, $fc, $3f, $1d + +UndergroundMusHdr: + .byte $18, UndergroundMusData, $00, $00 + +SilenceHdr: + .byte $08, SilenceData, $00 + +CastleMusHdr: + .byte $00, CastleMusData, $93, $62 + +VictoryMusHdr: + .byte $10, VictoryMusData, $24, $14 + +GameOverMusHdr: + .byte $18, GameOverMusData, $1e, $14 + +WaterMusHdr: + .byte $08, WaterMusData, $a0, $70, $68 + +WinCastleMusHdr: + .byte $08, EndOfCastleMusData, $4c, $24 + +GroundLevelPart1Hdr: + .byte $18, GroundM_P1Data, $2d, $1c, $b8 + +GroundLevelPart2AHdr: + .byte $18, GroundM_P2AData, $20, $12, $70 + +GroundLevelPart2BHdr: + .byte $18, GroundM_P2BData, $1b, $10, $44 + +GroundLevelPart2CHdr: + .byte $18, GroundM_P2CData, $11, $0a, $1c + +GroundLevelPart3AHdr: + .byte $18, GroundM_P3AData, $2d, $10, $58 + +GroundLevelPart3BHdr: + .byte $18, GroundM_P3BData, $14, $0d, $3f + +GroundLevelLeadInHdr: + .byte $18, GroundMLdInData, $15, $0d, $21 + +GroundLevelPart4AHdr: + .byte $18, GroundM_P4AData, $18, $10, $7a + +GroundLevelPart4BHdr: + .byte $18, GroundM_P4BData, $19, $0f, $54 + +GroundLevelPart4CHdr: + .byte $18, GroundM_P4CData, $1e, $12, $2b + +DeathMusHdr: + .byte $18, DeathMusData, $1e, $0f, $2d ;-------------------------------- @@ -16039,299 +16985,299 @@ DeathMusHdr: .byte $18, DeathMusData, $1e, $0f, $2d ; square 2, square 1, triangle, noise Star_CloudMData: - .byte $84, $2c, $2c, $2c, $82, $04, $2c, $04, $85, $2c, $84, $2c, $2c - .byte $2a, $2a, $2a, $82, $04, $2a, $04, $85, $2a, $84, $2a, $2a, $00 + .byte $84, $2c, $2c, $2c, $82, $04, $2c, $04, $85, $2c, $84, $2c, $2c + .byte $2a, $2a, $2a, $82, $04, $2a, $04, $85, $2a, $84, $2a, $2a, $00 - .byte $1f, $1f, $1f, $98, $1f, $1f, $98, $9e, $98, $1f - .byte $1d, $1d, $1d, $94, $1d, $1d, $94, $9c, $94, $1d + .byte $1f, $1f, $1f, $98, $1f, $1f, $98, $9e, $98, $1f + .byte $1d, $1d, $1d, $94, $1d, $1d, $94, $9c, $94, $1d - .byte $86, $18, $85, $26, $30, $84, $04, $26, $30 - .byte $86, $14, $85, $22, $2c, $84, $04, $22, $2c + .byte $86, $18, $85, $26, $30, $84, $04, $26, $30 + .byte $86, $14, $85, $22, $2c, $84, $04, $22, $2c - .byte $21, $d0, $c4, $d0, $31, $d0, $c4, $d0, $00 + .byte $21, $d0, $c4, $d0, $31, $d0, $c4, $d0, $00 GroundM_P1Data: - .byte $85, $2c, $22, $1c, $84, $26, $2a, $82, $28, $26, $04 - .byte $87, $22, $34, $3a, $82, $40, $04, $36, $84, $3a, $34 - .byte $82, $2c, $30, $85, $2a + .byte $85, $2c, $22, $1c, $84, $26, $2a, $82, $28, $26, $04 + .byte $87, $22, $34, $3a, $82, $40, $04, $36, $84, $3a, $34 + .byte $82, $2c, $30, $85, $2a SilenceData: - .byte $00 + .byte $00 - .byte $5d, $55, $4d, $15, $19, $96, $15, $d5, $e3, $eb - .byte $2d, $a6, $2b, $27, $9c, $9e, $59 + .byte $5d, $55, $4d, $15, $19, $96, $15, $d5, $e3, $eb + .byte $2d, $a6, $2b, $27, $9c, $9e, $59 - .byte $85, $22, $1c, $14, $84, $1e, $22, $82, $20, $1e, $04, $87 - .byte $1c, $2c, $34, $82, $36, $04, $30, $34, $04, $2c, $04, $26 - .byte $2a, $85, $22 + .byte $85, $22, $1c, $14, $84, $1e, $22, $82, $20, $1e, $04, $87 + .byte $1c, $2c, $34, $82, $36, $04, $30, $34, $04, $2c, $04, $26 + .byte $2a, $85, $22 GroundM_P2AData: - .byte $84, $04, $82, $3a, $38, $36, $32, $04, $34 - .byte $04, $24, $26, $2c, $04, $26, $2c, $30, $00 + .byte $84, $04, $82, $3a, $38, $36, $32, $04, $34 + .byte $04, $24, $26, $2c, $04, $26, $2c, $30, $00 - .byte $05, $b4, $b2, $b0, $2b, $ac, $84 - .byte $9c, $9e, $a2, $84, $94, $9c, $9e + .byte $05, $b4, $b2, $b0, $2b, $ac, $84 + .byte $9c, $9e, $a2, $84, $94, $9c, $9e - .byte $85, $14, $22, $84, $2c, $85, $1e - .byte $82, $2c, $84, $2c, $1e + .byte $85, $14, $22, $84, $2c, $85, $1e + .byte $82, $2c, $84, $2c, $1e GroundM_P2BData: - .byte $84, $04, $82, $3a, $38, $36, $32, $04, $34 - .byte $04, $64, $04, $64, $86, $64, $00 + .byte $84, $04, $82, $3a, $38, $36, $32, $04, $34 + .byte $04, $64, $04, $64, $86, $64, $00 - .byte $05, $b4, $b2, $b0, $2b, $ac, $84 - .byte $37, $b6, $b6, $45 + .byte $05, $b4, $b2, $b0, $2b, $ac, $84 + .byte $37, $b6, $b6, $45 - .byte $85, $14, $1c, $82, $22, $84, $2c - .byte $4e, $82, $4e, $84, $4e, $22 + .byte $85, $14, $1c, $82, $22, $84, $2c + .byte $4e, $82, $4e, $84, $4e, $22 GroundM_P2CData: - .byte $84, $04, $85, $32, $85, $30, $86, $2c, $04, $00 + .byte $84, $04, $85, $32, $85, $30, $86, $2c, $04, $00 - .byte $05, $a4, $05, $9e, $05, $9d, $85 + .byte $05, $a4, $05, $9e, $05, $9d, $85 - .byte $84, $14, $85, $24, $28, $2c, $82 - .byte $22, $84, $22, $14 + .byte $84, $14, $85, $24, $28, $2c, $82 + .byte $22, $84, $22, $14 - .byte $21, $d0, $c4, $d0, $31, $d0, $c4, $d0, $00 + .byte $21, $d0, $c4, $d0, $31, $d0, $c4, $d0, $00 GroundM_P3AData: - .byte $82, $2c, $84, $2c, $2c, $82, $2c, $30 - .byte $04, $34, $2c, $04, $26, $86, $22, $00 + .byte $82, $2c, $84, $2c, $2c, $82, $2c, $30 + .byte $04, $34, $2c, $04, $26, $86, $22, $00 - .byte $a4, $25, $25, $a4, $29, $a2, $1d, $9c, $95 + .byte $a4, $25, $25, $a4, $29, $a2, $1d, $9c, $95 GroundM_P3BData: - .byte $82, $2c, $2c, $04, $2c, $04, $2c, $30, $85, $34, $04, $04, $00 + .byte $82, $2c, $2c, $04, $2c, $04, $2c, $30, $85, $34, $04, $04, $00 - .byte $a4, $25, $25, $a4, $a8, $63, $04 + .byte $a4, $25, $25, $a4, $a8, $63, $04 ; triangle data used by both sections of third part - .byte $85, $0e, $1a, $84, $24, $85, $22, $14, $84, $0c + .byte $85, $0e, $1a, $84, $24, $85, $22, $14, $84, $0c GroundMLdInData: - .byte $82, $34, $84, $34, $34, $82, $2c, $84, $34, $86, $3a, $04, $00 + .byte $82, $34, $84, $34, $34, $82, $2c, $84, $34, $86, $3a, $04, $00 - .byte $a0, $21, $21, $a0, $21, $2b, $05, $a3 + .byte $a0, $21, $21, $a0, $21, $2b, $05, $a3 - .byte $82, $18, $84, $18, $18, $82, $18, $18, $04, $86, $3a, $22 + .byte $82, $18, $84, $18, $18, $82, $18, $18, $04, $86, $3a, $22 ; noise data used by lead-in and third part sections - .byte $31, $90, $31, $90, $31, $71, $31, $90, $90, $90, $00 + .byte $31, $90, $31, $90, $31, $71, $31, $90, $90, $90, $00 GroundM_P4AData: - .byte $82, $34, $84, $2c, $85, $22, $84, $24 - .byte $82, $26, $36, $04, $36, $86, $26, $00 + .byte $82, $34, $84, $2c, $85, $22, $84, $24 + .byte $82, $26, $36, $04, $36, $86, $26, $00 - .byte $ac, $27, $5d, $1d, $9e, $2d, $ac, $9f + .byte $ac, $27, $5d, $1d, $9e, $2d, $ac, $9f - .byte $85, $14, $82, $20, $84, $22, $2c - .byte $1e, $1e, $82, $2c, $2c, $1e, $04 + .byte $85, $14, $82, $20, $84, $22, $2c + .byte $1e, $1e, $82, $2c, $2c, $1e, $04 GroundM_P4BData: - .byte $87, $2a, $40, $40, $40, $3a, $36 - .byte $82, $34, $2c, $04, $26, $86, $22, $00 + .byte $87, $2a, $40, $40, $40, $3a, $36 + .byte $82, $34, $2c, $04, $26, $86, $22, $00 - .byte $e3, $f7, $f7, $f7, $f5, $f1, $ac, $27, $9e, $9d + .byte $e3, $f7, $f7, $f7, $f5, $f1, $ac, $27, $9e, $9d - .byte $85, $18, $82, $1e, $84, $22, $2a - .byte $22, $22, $82, $2c, $2c, $22, $04 + .byte $85, $18, $82, $1e, $84, $22, $2a + .byte $22, $22, $82, $2c, $2c, $22, $04 DeathMusData: - .byte $86, $04 ; death music share data with fourth part c of ground level music + .byte $86, $04 ; death music share data with fourth part c of ground level music GroundM_P4CData: - .byte $82, $2a, $36, $04, $36, $87, $36, $34, $30, $86, $2c, $04, $00 + .byte $82, $2a, $36, $04, $36, $87, $36, $34, $30, $86, $2c, $04, $00 - .byte $00, $68, $6a, $6c, $45 ; death music only + .byte $00, $68, $6a, $6c, $45 ; death music only - .byte $a2, $31, $b0, $f1, $ed, $eb, $a2, $1d, $9c, $95 + .byte $a2, $31, $b0, $f1, $ed, $eb, $a2, $1d, $9c, $95 - .byte $86, $04 ; death music only + .byte $86, $04 ; death music only - .byte $85, $22, $82, $22, $87, $22, $26, $2a, $84, $2c, $22, $86, $14 + .byte $85, $22, $82, $22, $87, $22, $26, $2a, $84, $2c, $22, $86, $14 ; noise data used by fourth part sections - .byte $51, $90, $31, $11, $00 + .byte $51, $90, $31, $11, $00 CastleMusData: - .byte $80, $22, $28, $22, $26, $22, $24, $22, $26 - .byte $22, $28, $22, $2a, $22, $28, $22, $26 - .byte $22, $28, $22, $26, $22, $24, $22, $26 - .byte $22, $28, $22, $2a, $22, $28, $22, $26 - .byte $20, $26, $20, $24, $20, $26, $20, $28 - .byte $20, $26, $20, $28, $20, $26, $20, $24 - .byte $20, $26, $20, $24, $20, $26, $20, $28 - .byte $20, $26, $20, $28, $20, $26, $20, $24 - .byte $28, $30, $28, $32, $28, $30, $28, $2e - .byte $28, $30, $28, $2e, $28, $2c, $28, $2e - .byte $28, $30, $28, $32, $28, $30, $28, $2e - .byte $28, $30, $28, $2e, $28, $2c, $28, $2e, $00 + .byte $80, $22, $28, $22, $26, $22, $24, $22, $26 + .byte $22, $28, $22, $2a, $22, $28, $22, $26 + .byte $22, $28, $22, $26, $22, $24, $22, $26 + .byte $22, $28, $22, $2a, $22, $28, $22, $26 + .byte $20, $26, $20, $24, $20, $26, $20, $28 + .byte $20, $26, $20, $28, $20, $26, $20, $24 + .byte $20, $26, $20, $24, $20, $26, $20, $28 + .byte $20, $26, $20, $28, $20, $26, $20, $24 + .byte $28, $30, $28, $32, $28, $30, $28, $2e + .byte $28, $30, $28, $2e, $28, $2c, $28, $2e + .byte $28, $30, $28, $32, $28, $30, $28, $2e + .byte $28, $30, $28, $2e, $28, $2c, $28, $2e, $00 - .byte $04, $70, $6e, $6c, $6e, $70, $72, $70, $6e - .byte $70, $6e, $6c, $6e, $70, $72, $70, $6e - .byte $6e, $6c, $6e, $70, $6e, $70, $6e, $6c - .byte $6e, $6c, $6e, $70, $6e, $70, $6e, $6c - .byte $76, $78, $76, $74, $76, $74, $72, $74 - .byte $76, $78, $76, $74, $76, $74, $72, $74 + .byte $04, $70, $6e, $6c, $6e, $70, $72, $70, $6e + .byte $70, $6e, $6c, $6e, $70, $72, $70, $6e + .byte $6e, $6c, $6e, $70, $6e, $70, $6e, $6c + .byte $6e, $6c, $6e, $70, $6e, $70, $6e, $6c + .byte $76, $78, $76, $74, $76, $74, $72, $74 + .byte $76, $78, $76, $74, $76, $74, $72, $74 - .byte $84, $1a, $83, $18, $20, $84, $1e, $83, $1c, $28 - .byte $26, $1c, $1a, $1c + .byte $84, $1a, $83, $18, $20, $84, $1e, $83, $1c, $28 + .byte $26, $1c, $1a, $1c GameOverMusData: - .byte $82, $2c, $04, $04, $22, $04, $04, $84, $1c, $87 - .byte $26, $2a, $26, $84, $24, $28, $24, $80, $22, $00 + .byte $82, $2c, $04, $04, $22, $04, $04, $84, $1c, $87 + .byte $26, $2a, $26, $84, $24, $28, $24, $80, $22, $00 - .byte $9c, $05, $94, $05, $0d, $9f, $1e, $9c, $98, $9d + .byte $9c, $05, $94, $05, $0d, $9f, $1e, $9c, $98, $9d - .byte $82, $22, $04, $04, $1c, $04, $04, $84, $14 - .byte $86, $1e, $80, $16, $80, $14 + .byte $82, $22, $04, $04, $1c, $04, $04, $84, $14 + .byte $86, $1e, $80, $16, $80, $14 TimeRunOutMusData: - .byte $81, $1c, $30, $04, $30, $30, $04, $1e, $32, $04, $32, $32 - .byte $04, $20, $34, $04, $34, $34, $04, $36, $04, $84, $36, $00 + .byte $81, $1c, $30, $04, $30, $30, $04, $1e, $32, $04, $32, $32 + .byte $04, $20, $34, $04, $34, $34, $04, $36, $04, $84, $36, $00 - .byte $46, $a4, $64, $a4, $48, $a6, $66, $a6, $4a, $a8, $68, $a8 - .byte $6a, $44, $2b + .byte $46, $a4, $64, $a4, $48, $a6, $66, $a6, $4a, $a8, $68, $a8 + .byte $6a, $44, $2b - .byte $81, $2a, $42, $04, $42, $42, $04, $2c, $64, $04, $64, $64 - .byte $04, $2e, $46, $04, $46, $46, $04, $22, $04, $84, $22 + .byte $81, $2a, $42, $04, $42, $42, $04, $2c, $64, $04, $64, $64 + .byte $04, $2e, $46, $04, $46, $46, $04, $22, $04, $84, $22 WinLevelMusData: - .byte $87, $04, $06, $0c, $14, $1c, $22, $86, $2c, $22 - .byte $87, $04, $60, $0e, $14, $1a, $24, $86, $2c, $24 - .byte $87, $04, $08, $10, $18, $1e, $28, $86, $30, $30 - .byte $80, $64, $00 + .byte $87, $04, $06, $0c, $14, $1c, $22, $86, $2c, $22 + .byte $87, $04, $60, $0e, $14, $1a, $24, $86, $2c, $24 + .byte $87, $04, $08, $10, $18, $1e, $28, $86, $30, $30 + .byte $80, $64, $00 - .byte $cd, $d5, $dd, $e3, $ed, $f5, $bb, $b5, $cf, $d5 - .byte $db, $e5, $ed, $f3, $bd, $b3, $d1, $d9, $df, $e9 - .byte $f1, $f7, $bf, $ff, $ff, $ff, $34 - .byte $00 ; unused byte + .byte $cd, $d5, $dd, $e3, $ed, $f5, $bb, $b5, $cf, $d5 + .byte $db, $e5, $ed, $f3, $bd, $b3, $d1, $d9, $df, $e9 + .byte $f1, $f7, $bf, $ff, $ff, $ff, $34 + .byte $00 ; unused byte - .byte $86, $04, $87, $14, $1c, $22, $86, $34, $84, $2c - .byte $04, $04, $04, $87, $14, $1a, $24, $86, $32, $84 - .byte $2c, $04, $86, $04, $87, $18, $1e, $28, $86, $36 - .byte $87, $30, $30, $30, $80, $2c + .byte $86, $04, $87, $14, $1c, $22, $86, $34, $84, $2c + .byte $04, $04, $04, $87, $14, $1a, $24, $86, $32, $84 + .byte $2c, $04, $86, $04, $87, $18, $1e, $28, $86, $36 + .byte $87, $30, $30, $30, $80, $2c ; square 2 and triangle use the same data, square 1 is unused UndergroundMusData: - .byte $82, $14, $2c, $62, $26, $10, $28, $80, $04 - .byte $82, $14, $2c, $62, $26, $10, $28, $80, $04 - .byte $82, $08, $1e, $5e, $18, $60, $1a, $80, $04 - .byte $82, $08, $1e, $5e, $18, $60, $1a, $86, $04 - .byte $83, $1a, $18, $16, $84, $14, $1a, $18, $0e, $0c - .byte $16, $83, $14, $20, $1e, $1c, $28, $26, $87 - .byte $24, $1a, $12, $10, $62, $0e, $80, $04, $04 - .byte $00 + .byte $82, $14, $2c, $62, $26, $10, $28, $80, $04 + .byte $82, $14, $2c, $62, $26, $10, $28, $80, $04 + .byte $82, $08, $1e, $5e, $18, $60, $1a, $80, $04 + .byte $82, $08, $1e, $5e, $18, $60, $1a, $86, $04 + .byte $83, $1a, $18, $16, $84, $14, $1a, $18, $0e, $0c + .byte $16, $83, $14, $20, $1e, $1c, $28, $26, $87 + .byte $24, $1a, $12, $10, $62, $0e, $80, $04, $04 + .byte $00 ; noise data directly follows square 2 here unlike in other songs WaterMusData: - .byte $82, $18, $1c, $20, $22, $26, $28 - .byte $81, $2a, $2a, $2a, $04, $2a, $04, $83, $2a, $82, $22 - .byte $86, $34, $32, $34, $81, $04, $22, $26, $2a, $2c, $30 - .byte $86, $34, $83, $32, $82, $36, $84, $34, $85, $04, $81, $22 - .byte $86, $30, $2e, $30, $81, $04, $22, $26, $2a, $2c, $2e - .byte $86, $30, $83, $22, $82, $36, $84, $34, $85, $04, $81, $22 - .byte $86, $3a, $3a, $3a, $82, $3a, $81, $40, $82, $04, $81, $3a - .byte $86, $36, $36, $36, $82, $36, $81, $3a, $82, $04, $81, $36 - .byte $86, $34, $82, $26, $2a, $36 - .byte $81, $34, $34, $85, $34, $81, $2a, $86, $2c, $00 + .byte $82, $18, $1c, $20, $22, $26, $28 + .byte $81, $2a, $2a, $2a, $04, $2a, $04, $83, $2a, $82, $22 + .byte $86, $34, $32, $34, $81, $04, $22, $26, $2a, $2c, $30 + .byte $86, $34, $83, $32, $82, $36, $84, $34, $85, $04, $81, $22 + .byte $86, $30, $2e, $30, $81, $04, $22, $26, $2a, $2c, $2e + .byte $86, $30, $83, $22, $82, $36, $84, $34, $85, $04, $81, $22 + .byte $86, $3a, $3a, $3a, $82, $3a, $81, $40, $82, $04, $81, $3a + .byte $86, $36, $36, $36, $82, $36, $81, $3a, $82, $04, $81, $36 + .byte $86, $34, $82, $26, $2a, $36 + .byte $81, $34, $34, $85, $34, $81, $2a, $86, $2c, $00 - .byte $84, $90, $b0, $84, $50, $50, $b0, $00 + .byte $84, $90, $b0, $84, $50, $50, $b0, $00 - .byte $98, $96, $94, $92, $94, $96, $58, $58, $58, $44 - .byte $5c, $44, $9f, $a3, $a1, $a3, $85, $a3, $e0, $a6 - .byte $23, $c4, $9f, $9d, $9f, $85, $9f, $d2, $a6, $23 - .byte $c4, $b5, $b1, $af, $85, $b1, $af, $ad, $85, $95 - .byte $9e, $a2, $aa, $6a, $6a, $6b, $5e, $9d + .byte $98, $96, $94, $92, $94, $96, $58, $58, $58, $44 + .byte $5c, $44, $9f, $a3, $a1, $a3, $85, $a3, $e0, $a6 + .byte $23, $c4, $9f, $9d, $9f, $85, $9f, $d2, $a6, $23 + .byte $c4, $b5, $b1, $af, $85, $b1, $af, $ad, $85, $95 + .byte $9e, $a2, $aa, $6a, $6a, $6b, $5e, $9d - .byte $84, $04, $04, $82, $22, $86, $22 - .byte $82, $14, $22, $2c, $12, $22, $2a, $14, $22, $2c - .byte $1c, $22, $2c, $14, $22, $2c, $12, $22, $2a, $14 - .byte $22, $2c, $1c, $22, $2c, $18, $22, $2a, $16, $20 - .byte $28, $18, $22, $2a, $12, $22, $2a, $18, $22, $2a - .byte $12, $22, $2a, $14, $22, $2c, $0c, $22, $2c, $14, $22, $34, $12 - .byte $22, $30, $10, $22, $2e, $16, $22, $34, $18, $26 - .byte $36, $16, $26, $36, $14, $26, $36, $12, $22, $36 - .byte $5c, $22, $34, $0c, $22, $22, $81, $1e, $1e, $85, $1e - .byte $81, $12, $86, $14 + .byte $84, $04, $04, $82, $22, $86, $22 + .byte $82, $14, $22, $2c, $12, $22, $2a, $14, $22, $2c + .byte $1c, $22, $2c, $14, $22, $2c, $12, $22, $2a, $14 + .byte $22, $2c, $1c, $22, $2c, $18, $22, $2a, $16, $20 + .byte $28, $18, $22, $2a, $12, $22, $2a, $18, $22, $2a + .byte $12, $22, $2a, $14, $22, $2c, $0c, $22, $2c, $14, $22, $34, $12 + .byte $22, $30, $10, $22, $2e, $16, $22, $34, $18, $26 + .byte $36, $16, $26, $36, $14, $26, $36, $12, $22, $36 + .byte $5c, $22, $34, $0c, $22, $22, $81, $1e, $1e, $85, $1e + .byte $81, $12, $86, $14 EndOfCastleMusData: - .byte $81, $2c, $22, $1c, $2c, $22, $1c, $85, $2c, $04 - .byte $81, $2e, $24, $1e, $2e, $24, $1e, $85, $2e, $04 - .byte $81, $32, $28, $22, $32, $28, $22, $85, $32 - .byte $87, $36, $36, $36, $84, $3a, $00 + .byte $81, $2c, $22, $1c, $2c, $22, $1c, $85, $2c, $04 + .byte $81, $2e, $24, $1e, $2e, $24, $1e, $85, $2e, $04 + .byte $81, $32, $28, $22, $32, $28, $22, $85, $32 + .byte $87, $36, $36, $36, $84, $3a, $00 - .byte $5c, $54, $4c, $5c, $54, $4c - .byte $5c, $1c, $1c, $5c, $5c, $5c, $5c - .byte $5e, $56, $4e, $5e, $56, $4e - .byte $5e, $1e, $1e, $5e, $5e, $5e, $5e - .byte $62, $5a, $50, $62, $5a, $50 - .byte $62, $22, $22, $62, $e7, $e7, $e7, $2b + .byte $5c, $54, $4c, $5c, $54, $4c + .byte $5c, $1c, $1c, $5c, $5c, $5c, $5c + .byte $5e, $56, $4e, $5e, $56, $4e + .byte $5e, $1e, $1e, $5e, $5e, $5e, $5e + .byte $62, $5a, $50, $62, $5a, $50 + .byte $62, $22, $22, $62, $e7, $e7, $e7, $2b - .byte $86, $14, $81, $14, $80, $14, $14, $81, $14, $14, $14, $14 - .byte $86, $16, $81, $16, $80, $16, $16, $81, $16, $16, $16, $16 - .byte $81, $28, $22, $1a, $28, $22, $1a, $28, $80, $28, $28 - .byte $81, $28, $87, $2c, $2c, $2c, $84, $30 + .byte $86, $14, $81, $14, $80, $14, $14, $81, $14, $14, $14, $14 + .byte $86, $16, $81, $16, $80, $16, $16, $81, $16, $16, $16, $16 + .byte $81, $28, $22, $1a, $28, $22, $1a, $28, $80, $28, $28 + .byte $81, $28, $87, $2c, $2c, $2c, $84, $30 VictoryMusData: - .byte $83, $04, $84, $0c, $83, $62, $10, $84, $12 - .byte $83, $1c, $22, $1e, $22, $26, $18, $1e, $04, $1c, $00 + .byte $83, $04, $84, $0c, $83, $62, $10, $84, $12 + .byte $83, $1c, $22, $1e, $22, $26, $18, $1e, $04, $1c, $00 - .byte $e3, $e1, $e3, $1d, $de, $e0, $23 - .byte $ec, $75, $74, $f0, $f4, $f6, $ea, $31, $2d + .byte $e3, $e1, $e3, $1d, $de, $e0, $23 + .byte $ec, $75, $74, $f0, $f4, $f6, $ea, $31, $2d - .byte $83, $12, $14, $04, $18, $1a, $1c, $14 - .byte $26, $22, $1e, $1c, $18, $1e, $22, $0c, $14 + .byte $83, $12, $14, $04, $18, $1a, $1c, $14 + .byte $26, $22, $1e, $1c, $18, $1e, $22, $0c, $14 ; unused space - .byte $ff, $ff, $ff + .byte $ff, $ff, $ff FreqRegLookupTbl: - .byte $00, $88, $00, $2f, $00, $00 - .byte $02, $a6, $02, $80, $02, $5c, $02, $3a - .byte $02, $1a, $01, $df, $01, $c4, $01, $ab - .byte $01, $93, $01, $7c, $01, $67, $01, $53 - .byte $01, $40, $01, $2e, $01, $1d, $01, $0d - .byte $00, $fe, $00, $ef, $00, $e2, $00, $d5 - .byte $00, $c9, $00, $be, $00, $b3, $00, $a9 - .byte $00, $a0, $00, $97, $00, $8e, $00, $86 - .byte $00, $77, $00, $7e, $00, $71, $00, $54 - .byte $00, $64, $00, $5f, $00, $59, $00, $50 - .byte $00, $47, $00, $43, $00, $3b, $00, $35 - .byte $00, $2a, $00, $23, $04, $75, $03, $57 - .byte $02, $f9, $02, $cf, $01, $fc, $00, $6a + .byte $00, $88, $00, $2f, $00, $00 + .byte $02, $a6, $02, $80, $02, $5c, $02, $3a + .byte $02, $1a, $01, $df, $01, $c4, $01, $ab + .byte $01, $93, $01, $7c, $01, $67, $01, $53 + .byte $01, $40, $01, $2e, $01, $1d, $01, $0d + .byte $00, $fe, $00, $ef, $00, $e2, $00, $d5 + .byte $00, $c9, $00, $be, $00, $b3, $00, $a9 + .byte $00, $a0, $00, $97, $00, $8e, $00, $86 + .byte $00, $77, $00, $7e, $00, $71, $00, $54 + .byte $00, $64, $00, $5f, $00, $59, $00, $50 + .byte $00, $47, $00, $43, $00, $3b, $00, $35 + .byte $00, $2a, $00, $23, $04, $75, $03, $57 + .byte $02, $f9, $02, $cf, $01, $fc, $00, $6a MusicLengthLookupTbl: - .byte $05, $0a, $14, $28, $50, $1e, $3c, $02 - .byte $04, $08, $10, $20, $40, $18, $30, $0c - .byte $03, $06, $0c, $18, $30, $12, $24, $08 - .byte $36, $03, $09, $06, $12, $1b, $24, $0c - .byte $24, $02, $06, $04, $0c, $12, $18, $08 - .byte $12, $01, $03, $02, $06, $09, $0c, $04 + .byte $05, $0a, $14, $28, $50, $1e, $3c, $02 + .byte $04, $08, $10, $20, $40, $18, $30, $0c + .byte $03, $06, $0c, $18, $30, $12, $24, $08 + .byte $36, $03, $09, $06, $12, $1b, $24, $0c + .byte $24, $02, $06, $04, $0c, $12, $18, $08 + .byte $12, $01, $03, $02, $06, $09, $0c, $04 EndOfCastleMusicEnvData: - .byte $98, $99, $9a, $9b + .byte $98, $99, $9a, $9b AreaMusicEnvData: - .byte $90, $94, $94, $95, $95, $96, $97, $98 + .byte $90, $94, $94, $95, $95, $96, $97, $98 WaterEventMusEnvData: - .byte $90, $91, $92, $92, $93, $93, $93, $94 - .byte $94, $94, $94, $94, $94, $95, $95, $95 - .byte $95, $95, $95, $96, $96, $96, $96, $96 - .byte $96, $96, $96, $96, $96, $96, $96, $96 - .byte $96, $96, $96, $96, $95, $95, $94, $93 + .byte $90, $91, $92, $92, $93, $93, $93, $94 + .byte $94, $94, $94, $94, $94, $95, $95, $95 + .byte $95, $95, $95, $96, $96, $96, $96, $96 + .byte $96, $96, $96, $96, $96, $96, $96, $96 + .byte $96, $96, $96, $96, $95, $95, $94, $93 BowserFlameEnvData: - .byte $15, $16, $16, $17, $17, $18, $19, $19 - .byte $1a, $1a, $1c, $1d, $1d, $1e, $1e, $1f - .byte $1f, $1f, $1f, $1e, $1d, $1c, $1e, $1f - .byte $1f, $1e, $1d, $1c, $1a, $18, $16, $14 + .byte $15, $16, $16, $17, $17, $18, $19, $19 + .byte $1a, $1a, $1c, $1d, $1d, $1e, $1e, $1f + .byte $1f, $1f, $1f, $1e, $1d, $1c, $1e, $1f + .byte $1f, $1e, $1d, $1c, $1a, $18, $16, $14 BrickShatterEnvData: - .byte $15, $16, $16, $17, $17, $18, $19, $19 - .byte $1a, $1a, $1c, $1d, $1d, $1e, $1e, $1f + .byte $15, $16, $16, $17, $17, $18, $19, $19 + .byte $1a, $1a, $1c, $1d, $1d, $1e, $1e, $1f ;------------------------------------------------------------------------------------- @@ -16339,9 +17285,11 @@ BrickShatterEnvData: ; INTERRUPT VECTORS - .addr NonMaskableInterrupt - .addr Start - .addr $fff0 ; unused + .addr NonMaskableInterrupt + .addr Start + .addr $fff0 ; unused + +;------------------------------------------------------------------------------------- .segment "CHARS"