From 86bcfe4d3dc52bc9a40eb28984beaecc2eece2db Mon Sep 17 00:00:00 2001 From: Christophe Parent Date: Sun, 19 May 2024 14:49:34 -0700 Subject: [PATCH] Add space in front of every comment --- src/main.asm | 16252 ++++++++++++++++++++++++------------------------- 1 file changed, 8126 insertions(+), 8126 deletions(-) diff --git a/src/main.asm b/src/main.asm index c6d7dc5..a7744fb 100644 --- a/src/main.asm +++ b/src/main.asm @@ -1,6 +1,6 @@ -;DEFINES +; DEFINES -;NES specific hardware defines +; NES specific hardware defines PPU_CTRL_REG1 = $2000 PPU_CTRL_REG2 = $2001 @@ -208,18 +208,18 @@ PlayerSize = $0754 PlayerStatus = $0756 OnscreenPlayerInfo = $075a -NumberofLives = $075a ;used by current player +NumberofLives = $075a ; used by current player HalfwayPage = $075b -LevelNumber = $075c ;the actual dash number +LevelNumber = $075c ; the actual dash number Hidden1UpFlag = $075d CoinTally = $075e WorldNumber = $075f -AreaNumber = $0760 ;internal number used to find areas +AreaNumber = $0760 ; internal number used to find areas CoinTallyFor1Ups = $0748 OffscreenPlayerInfo = $0761 -OffScr_NumberofLives = $0761 ;used by offscreen player +OffScr_NumberofLives = $0761 ; used by offscreen player OffScr_HalfwayPage = $0762 OffScr_LevelNumber = $0763 OffScr_Hidden1UpFlag = $0764 @@ -484,7 +484,7 @@ FireworksCounter = $06d7 ExplosionGfxCounter = $58 ExplosionTimerCounter = $a0 -;sound related defines +; sound related defines Squ2_NoteLenBuffer = $07b3 Squ2_NoteLenCounter = $07b4 Squ2_EnvelopeDataCtrl = $07b5 @@ -530,9 +530,9 @@ GroundMusicHeaderOfs = $07c7 AltRegContentFlag = $07ca ;------------------------------------------------------------------------------------- -;CONSTANTS +; CONSTANTS -;sound effects constants +; sound effects constants Sfx_SmallJump = %10000000 Sfx_Flagpole = %01000000 Sfx_Fireball = %00100000 @@ -554,7 +554,7 @@ Sfx_CoinGrab = %00000001 Sfx_BowserFlame = %00000010 Sfx_BrickShatter = %00000001 -;music constants +; music constants Silence = %10000000 StarPowerMusic = %01000000 @@ -573,7 +573,7 @@ VictoryMusic = %00000100 GameOverMusic = %00000010 DeathMusic = %00000001 -;enemy object constants +; enemy object constants GreenKoopa = $00 BuzzyBeetle = $02 RedKoopa = $03 @@ -606,7 +606,7 @@ BulletBill_CannonVar = $33 RetainerObject = $35 TallEnemy = $09 -;other constants +; other constants World1 = 0 World2 = 1 World3 = 2 @@ -663,48 +663,48 @@ GameOverModeValue = 3 .segment "STARTUP" Start: - sei ;pretty standard 6502 type init here + sei ; pretty standard 6502 type init here cld - lda #%00010000 ;init PPU control register 1 + lda #%00010000 ; init PPU control register 1 sta PPU_CTRL_REG1 - ldx #$ff ;reset stack pointer + ldx #$ff ; reset stack pointer txs -VBlank1: lda PPU_STATUS ;wait two frames +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 + 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 + 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 + 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 + sta PseudoRandomBitReg ; set seed for pseudorandom register lda #%00001111 - sta SND_MASTERCTRL_REG ;enable all sound channels except dmc + sta SND_MASTERCTRL_REG ; enable all sound channels except dmc lda #%00000110 - sta PPU_CTRL_REG2 ;turn off clipping for OAM and background + 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 + jsr InitializeNameTables ; initialize both name tables + inc DisableScreenFlag ; set flag to disable screen output lda Mirror_PPU_CTRL_REG1 - ora #%10000000 ;enable NMIs + ora #%10000000 ; enable NMIs jsr WritePPUReg1 -EndlessLoop: jmp EndlessLoop ;endless loop, need I say more? +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 +; $00 - vram buffer address table low, also used for pseudorandom bit +; $01 - vram buffer address table high VRAM_AddrTable_Low: .byte $09 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + lda ScreenRoutineTask ; run one of the following subroutines jsr JumpEngine .addr InitScreen @@ -1372,30 +1372,30 @@ ScreenRoutines: ;------------------------------------------------------------------------------------- InitScreen: - jsr MoveAllSpritesOffscreen ;initialize all sprites including sprite #0 - jsr InitializeNameTables ;and erase both name and attribute tables + 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 + 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 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 + 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 + 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 ;------------------------------------------------------------------------------------- @@ -1403,112 +1403,112 @@ AreaPalette: .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 +; $00 - used as temp counter in GetPlayerColors BGColorCtrl_Addr: .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 + ldx VRAM_Buffer1_Offset ; get current buffer offset ldy #$00 - lda CurrentPlayer ;check which player is on the screen + lda CurrentPlayer ; check which player is on the screen beq ChkFiery - ldy #$04 ;load offset for luigi -ChkFiery: lda PlayerStatus ;check player status + ldy #$04 ; load offset for luigi +ChkFiery: lda PlayerStatus ; check player status cmp #$02 - bne StartClrGet ;if fiery, load alternate offset for fiery player + bne StartClrGet ; if fiery, load alternate offset for fiery player ldy #$08 -StartClrGet: lda #$03 ;do four colors +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 +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 + 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 #$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 + lda #$04 ; write length byte to buffer sta VRAM_Buffer1+2,x - lda #$00 ;now the null terminator + 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 + 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 +SetVRAMOffset: sta VRAM_Buffer1_Offset ; store as new vram buffer offset rts ;------------------------------------------------------------------------------------- GetAlternatePalette1: - lda AreaStyle ;check for mushroom level style + lda AreaStyle ; check for mushroom level style cmp #$01 bne NoAltPal - lda #$0b ;if found, load appropriate palette + lda #$0b ; if found, load appropriate palette SetVRAMAddr_B: sta VRAM_Buffer_AddrCtrl -NoAltPal: jmp IncSubtask ;now onto the next task +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 + 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 + 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 + lda #$03 ; write length for it sta VRAM_Buffer1+2,x - ldy WorldNumber ;first the world number + ldy WorldNumber ; first the world number iny tya sta VRAM_Buffer1+3,x - lda #$28 ;next the dash + lda #$28 ; next the dash sta VRAM_Buffer1+4,x - ldy LevelNumber ;next the level number - iny ;increment for proper number display + ldy LevelNumber ; next the level number + iny ; increment for proper number display tya sta VRAM_Buffer1+5,x - lda #$00 ;put null terminator on + lda #$00 ; put null terminator on sta VRAM_Buffer1+6,x - txa ;move the buffer offset up by 6 bytes + txa ; move the buffer offset up by 6 bytes clc adc #$06 sta VRAM_Buffer1_Offset @@ -1517,109 +1517,109 @@ WriteBottomStatusLine: ;------------------------------------------------------------------------------------- DisplayTimeUp: - lda GameTimerExpiredFlag ;if game timer not expired, increment task - beq NoTimeUp ;control 2 tasks forward, otherwise, stay here + 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 + 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 +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) + 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 + 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 + sta DisableScreenFlag ; reenable screen output rts -GameOverInter: lda #$12 ;set screen timer +GameOverInter: lda #$12 ; set screen timer sta ScreenTimer - lda #$03 ;output game over screen to buffer + lda #$03 ; output game over screen to buffer jsr WriteGameText jmp IncModeTask_B -NoInter: lda #$08 ;set for specific task and leave +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? + 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 + 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 ;------------------------------------------------------------------------------------- -;$00 - vram buffer address table low -;$01 - vram buffer address table high +; $00 - vram buffer address table low +; $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 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 #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 +; VRAM BUFFER DATA FOR LOCATIONS IN PRG-ROM WaterPaletteData: .byte $3f, $00, $20 @@ -2294,7 +2294,7 @@ BowserPaletteData: .byte $00 MarioThanksMessage: -;"THANK YOU MARIO!" +; "THANK YOU MARIO!" .byte $25, $48, $10 .byte $1d, $11, $0a, $17, $14, $24 .byte $22, $18, $1e, $24 @@ -2302,7 +2302,7 @@ MarioThanksMessage: .byte $00 LuigiThanksMessage: -;"THANK YOU LUIGI!" +; "THANK YOU LUIGI!" .byte $25, $48, $10 .byte $1d, $11, $0a, $17, $14, $24 .byte $22, $18, $1e, $24 @@ -2310,18 +2310,18 @@ LuigiThanksMessage: .byte $00 MushroomRetainerSaved: -;"BUT OUR PRINCESS IS IN" +; "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 -;"ANOTHER CASTLE!" +; "ANOTHER CASTLE!" .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." +; "YOUR QUEST IS OVER." .byte $25, $a7, $13 .byte $22, $18, $1e, $1b, $24 .byte $1a, $1e, $0e, $1c, $1d, $24 @@ -2329,7 +2329,7 @@ PrincessSaved1: .byte $00 PrincessSaved2: -;"WE PRESENT YOU A NEW QUEST." +; "WE PRESENT YOU A NEW QUEST." .byte $25, $e3, $1b .byte $20, $0e, $24 .byte $19, $1b, $0e, $1c, $0e, $17, $1d, $24 @@ -2338,174 +2338,174 @@ PrincessSaved2: .byte $00 WorldSelectMessage1: -;"PUSH BUTTON B" +; "PUSH BUTTON B" .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" +; "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 ;------------------------------------------------------------------------------------- -;$04 - address low to jump address -;$05 - address high to jump address -;$06 - jump address low -;$07 - jump address high +; $04 - address low to jump address +; $05 - address high to jump address +; $06 - jump address low +; $07 - jump address high JumpEngine: - asl ;shift bit from contents of A + asl ; shift bit from contents of A tay - pla ;pull saved return address from stack - sta $04 ;save to indirect + 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 + 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 + 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 + 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 + lda #$24 ; set vram address to start of name table 1 jsr WriteNTAddr - lda #$20 ;and then set it to name table 0 + 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 + ldx #$04 ; clear name table with blank tile #24 ldy #$c0 lda #$24 -InitNTLoop: sta PPU_DATA ;count out exactly 768 tiles +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) + 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 + 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 HorizontalScroll ; reset scroll variables sta VerticalScroll - jmp InitScroll ;initialize scroll registers to zero + jmp InitScroll ; initialize scroll registers to zero ;------------------------------------------------------------------------------------- -;$00 - temp joypad bit +; $00 - temp joypad bit ReadJoypads: - lda #$01 ;reset and clear strobe of joypad ports + lda #$01 ; reset and clear strobe of joypad ports sta JOYPAD_PORT lsr - tax ;start with joypad 1's port + tax ; start with joypad 1's port sta JOYPAD_PORT jsr ReadPortBits - inx ;increment for joypad 2's port + 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 +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 + 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 + 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 + 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 + 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 + 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 +; $00 - vram buffer address table low +; $01 - vram buffer address table high WriteBufferToScreen: - sta PPU_ADDRESS ;store high byte of vram address + 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 + 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 + 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 + 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 + 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 +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 +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? + 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 + 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 + 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 ; 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 +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 + 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 + 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 -;$02 - used as temp vram offset -;$03 - used to store length of status bar number +; $00 - used to store status bar nybbles +; $02 - used as temp vram offset +; $03 - used to store length of status bar number -;status bar name table offset and length data +; status bar name table offset and length data StatusBarData: .byte $f0, $06 ; top score display on title screen .byte $62, $06 ; player score @@ -2518,110 +2518,110 @@ StatusBarOffset: .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 + 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 + clc ; add 1 to low nybble adc #$01 - and #%00001111 ;mask out high nybble + 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 + 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? + 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 + 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,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 + 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 + 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 + 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 +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 + dec $03 ; do this until all the digits are written bne DigitPLoop - lda #$00 ;put null terminator at end + lda #$00 ; put null terminator at end sta VRAM_Buffer1+3,x - inx ;increment buffer pointer by 3 + inx ; increment buffer pointer by 3 inx inx - stx VRAM_Buffer1_Offset ;store it in case we want to use it again + stx VRAM_Buffer1_Offset ; store it in case we want to use it again ExitOutputN: rts ;------------------------------------------------------------------------------------- DigitsMathRoutine: - lda OperMode ;check mode of operation + lda OperMode ; check mode of operation cmp #TitleScreenModeValue - beq EraseDMods ;if in title screen mode, branch to lock score + beq EraseDMods ; if in title screen mode, branch to lock score ldx #$05 -AddModLoop: lda DigitModifier,x ;load digit amount to increment +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 + 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 + 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 + 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 +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 + ldx #$05 ; start with mario's score jsr TopScoreCheck - ldx #$0b ;now do luigi's score + ldx #$0b ; now do luigi's score TopScoreCheck: - ldy #$05 ;start with the lowest digit + 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) +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 + 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 +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 + cpy #$06 ; do this until we have stored them all bcc CopyScore NoTopSc: rts @@ -2637,141 +2637,141 @@ Sprite0Data: ;------------------------------------------------------------------------------------- InitializeGame: - ldy #$6f ;clear all memory as in initialization procedure, - jsr InitializeMemory ;but this time, clear only as far as $076f + 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 +ClrSndLoop: sta SoundMemory,y ; clear out memory used + dey ; by the sound engines bpl ClrSndLoop - lda #$18 ;set demo timer + 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 + 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 +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 + 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 + 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 +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 ; 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 ; 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 + 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 + 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 +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 + lda #$02 ; if halfway page set, overwrite start position from header sta PlayerEntranceCtrl -DoneInitArea: lda #Silence ;silence music +DoneInitArea: lda #Silence ; silence music sta AreaMusicQueue - lda #$01 ;disable screen output + lda #$01 ; disable screen output sta DisableScreenFlag - inc OperMode_Task ;increment one of the modes + 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 + 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 NumberofLives ; give each player three lives sta OffScr_NumberofLives SecondaryGameSetup: lda #$00 - sta DisableScreenFlag ;enable screen output + sta DisableScreenFlag ; enable screen output tay -ClearVRLoop: sta VRAM_Buffer1-1,y ;clear buffer at $0300-$03ff +ClearVRLoop: sta VRAM_Buffer1-1,y ; clear buffer at $0300-$03ff iny bne ClearVRLoop - sta GameTimerExpiredFlag ;clear game timer exp flag - sta DisableIntermediate ;clear skip lives display flag - sta BackloadingFlag ;clear value here + sta GameTimerExpiredFlag ; clear game timer exp flag + sta DisableIntermediate ; clear skip lives display flag + sta BackloadingFlag ; clear value here lda #$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 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 + ldx #$0e ; load default OAM offsets into $06e4-$06f2 ShufAmtLoop: lda DefaultSprOffsets,x sta SprDataOffset,x - dex ;do this until they're all set + dex ; do this until they're all set bpl ShufAmtLoop - ldy #$03 ;set up sprite #0 + 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 DoNothing2 ; these jsrs doesn't do anything useful jsr DoNothing1 - inc Sprite0HitDetectFlag ;set sprite #0 check flag - inc OperMode_Task ;increment to next task + inc Sprite0HitDetectFlag ; set sprite #0 check flag + inc OperMode_Task ; increment to next task rts ;------------------------------------------------------------------------------------- -;$06 - RAM address low -;$07 - RAM address high +; $06 - RAM address low +; $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) + 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 +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 + 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 + dex ; go onto the next page + bpl InitPageLoop ; do this until all pages of memory have been erased rts ;------------------------------------------------------------------------------------- @@ -2781,23 +2781,23 @@ MusicSelectData: .byte CloudMusic, PipeIntroMusic GetAreaMusic: - lda OperMode ;if in title screen mode, leave + 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 + 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 ; 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 +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 + 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 ;------------------------------------------------------------------------------------- @@ -2817,72 +2817,72 @@ PlayerBGPriorityData: .byte $00, $20, $00, $00, $00, $00, $00, $00 GameTimerData: - .byte $20 ;dummy byte, used as part of bg priority data + .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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + lda #$03 ; set player state to climbing sta Player_State - ldx #$00 ;set offset for first slot, for block object + ldx #$00 ; set offset for first slot, for block object jsr InitBlock_XY_Pos - lda #$f0 ;set vertical coordinate for block object + 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 + 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 +; page numbers are in order from -1 to -4 HalfwayPageNybbles: .byte $56, $40 .byte $65, $70 @@ -2894,42 +2894,42 @@ HalfwayPageNybbles: .byte $00, $00 PlayerLoseLife: - inc DisableScreenFlag ;disable screen and sprite 0 check + inc DisableScreenFlag ; disable screen and sprite 0 check lda #$00 sta Sprite0HitDetectFlag - lda #Silence ;silence music + lda #Silence ; silence music sta EventMusicQueue - dec NumberofLives ;take one life from player - bpl StillInGame ;if player still has lives, branch + 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 + 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 +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 + 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 +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 + 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 ; move higher nybble to lower if area + lsr ; number is -1 or -3 lsr lsr -MaskHPNyb: and #%00001111 ;mask out all but lower nybble +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 + 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 ;------------------------------------------------------------------------------------- @@ -2944,94 +2944,94 @@ GameOverMode: ;------------------------------------------------------------------------------------- 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 #$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 + 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 + lda #$00 ; reenable screen sta DisableScreenFlag - lda SavedJoypad1Bits ;check controller for start pressed + 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 ScreenTimer ; if not pressed, wait for + bne GameIsOn ; screen timer to expire TerminateGame: - lda #Silence ;silence music + 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 + 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 + 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 + 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 + 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 + 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 + 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 #$06 -TransLoop: lda OnscreenPlayerInfo,x ;transpose the information - pha ;of the onscreen player - lda OffscreenPlayerInfo,x ;with that of the offscreen player +TransLoop: lda OnscreenPlayerInfo,x ; transpose the information + pha ; of the onscreen player + lda OffscreenPlayerInfo,x ; with that of the offscreen player sta OnscreenPlayerInfo,x pla sta OffscreenPlayerInfo,x dex bpl TransLoop - clc ;clear carry flag to get game going + clc ; clear carry flag to get game going ExTrans: rts ;------------------------------------------------------------------------------------- DoNothing1: - lda #$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 ;------------------------------------------------------------------------------------- AreaParserTaskHandler: - ldy AreaParserTaskNum ;check number of tasks here - bne DoAPTasks ;if already set, go ahead + ldy AreaParserTaskNum ; check number of tasks here + bne DoAPTasks ; if already set, go ahead ldy #$08 - sty AreaParserTaskNum ;otherwise, set eight by default + 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 + dec AreaParserTaskNum ; if all tasks not complete do not + bne SkipATRender ; render attribute table yet jsr RenderAttributeTables SkipATRender: rts @@ -3050,43 +3050,43 @@ AreaParserTasks: ;------------------------------------------------------------------------------------- IncrementColumnPos: - inc CurrentColumnPos ;increment column where we're at + inc CurrentColumnPos ; increment column where we're at lda CurrentColumnPos - and #%00001111 ;mask out higher nybble + 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 + 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 + 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 -;$01 - used to store floor byte for terrain -;$07 - used to store terrain metatile -;$06-$07 - used to store block buffer address +; $00 - used as counter, store for low nybble for background, ceiling byte for terrain +; $01 - used to store floor byte for terrain +; $07 - used to store terrain metatile +; $06-$07 - used to store block buffer address BSceneDataOffsets: .byte $00, $30, $60 BackSceneryData: - .byte $93, $00, $00, $11, $12, $12, $13, $00 ;clouds + .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 $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 $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 @@ -3094,382 +3094,382 @@ BackSceneryData: .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 ForeSceneryData: - .byte $86, $87, $87, $87, $87, $87, $87 ;in water + .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 $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, $00, $00, $00 ; over water .byte $00, $00, $00, $00, $86, $87 TerrainMetatiles: .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 +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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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) +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 + cpy #$0b ; if at this location, leave loop beq RendFore - dec $00 ;decrement until counter expires, barring exception + 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 +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 + 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 +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 + 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 +TerrLoop: lda TerrainRenderBits,y ; get one of the terrain rendering bit data sta $00 - iny ;increment Y and use as offset next time around + iny ; increment Y and use as offset next time around sty $01 - lda CloudTypeOverride ;skip if value here is zero + lda CloudTypeOverride ; skip if value here is zero beq NoCloud2 - cpx #$00 ;otherwise, check if we're doing the ceiling byte + cpx #$00 ; otherwise, check if we're doing the ceiling byte beq NoCloud2 - lda $00 ;if not, mask out all but d3 + 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 +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) + 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 + 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 + 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 + 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 + 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 +EndUChk: iny ; increment bitmasks offset in Y cpy #$08 - bne TerrBChk ;if not all bits checked, loop back + 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 + 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 + 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 + 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 + lda MetatileBuffer,x ; load stored metatile number + and #%11000000 ; mask out all but 2 MSB asl - rol ;make %xx000000 into %000000xx + 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 + 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 + clc ; add 16 (move down one row) to offset adc #$10 tay - inx ;increment column value + inx ; increment column value cpx #$0d - bcc ChkMTLow ;continue until we pass last row, then leave + 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 +; numbers lower than these with the same attribute bits +; will not be stored in the block buffer BlockBuffLowBounds: .byte $10, $51, $88, $c0 ;------------------------------------------------------------------------------------- -;$00 - used to store area object identifier -;$07 - used as adder to find proper area object code +; $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 +ProcessAreaData: + ldx #$02 ; start at the end of area object buffer ProcADLoop: stx ObjectOffset - lda #$00 ;reset flag + 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 + 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 + 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 + 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 + lda AreaObjectPageSel ; check page select bne Chk1Row13 - inc AreaObjectPageSel ;if not already set, set it now - inc AreaObjectPageLoc ;and increment page location + 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? + 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 + 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) + 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 + lda AreaObjectPageSel ; if page select is set, do not reread bne CheckRear - iny ;if d6 not set, reread second byte + iny ; if d6 not set, reread second byte lda (AreaData),y - and #%00011111 ;mask out all but 5 LSB and store in page control + and #%00011111 ; mask out all but 5 LSB and store in page control sta AreaObjectPageLoc - inc AreaObjectPageSel ;increment page select + inc AreaObjectPageSel ; increment page select jmp NextAObj -Chk1Row14: cmp #$0e ;row 14? +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 + 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 +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 ; increment offset of level pointer inc AreaDataOffset - lda #$00 ;reset page select + lda #$00 ; reset page select sta AreaObjectPageSel rts DecodeAreaData: - lda AreaObjectLength,x ;check current buffer flag + 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 + 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? + 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 + 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? + 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 + lda #$22 ; if so, load offset with 34 sta $07 - iny ;get next byte + 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? + 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 + 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 + 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 + 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 +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 + 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 +NotWPipe: lda $00 ; get value and jump ahead jmp MoveAOId -SpecObj: iny ;branch here for rows 12-15 +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 + 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 +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 + ldy AreaDataOffset ; if not, get old offset of level pointer + lda (AreaData),y ; and reload first byte and #%00001111 - cmp #$0e ;row 14? + cmp #$0e ; row 14? bne LeavePar - lda BackloadingFlag ;if so, check backloading flag - bne StrAObj ;if set, branch to render object, else leave + 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 +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 +BackColC: ldy AreaDataOffset ; get first byte again lda (AreaData),y - and #%11110000 ;mask out low nybble and move high to low + 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 + 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 + 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 +; 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 decoration pipes -;objects for special row $0c or 12 +; objects for special row $0c or 12 .addr Hole_Empty .addr PulleyRopeObject .addr Bridge_High @@ -3479,7 +3479,7 @@ RunAObj: lda $00 ;get stored value and add offset to it .addr QuestionBlockRow_High .addr QuestionBlockRow_Low -;objects for special row $0f or 15 +; objects for special row $0f or 15 .addr EndlessRope .addr BalancePlatRope .addr CastleObject @@ -3487,21 +3487,21 @@ RunAObj: lda $00 ;get stored value and add offset to it .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 +; 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 -;objects for special row $0d or 13 (d6 set) +; objects for special row $0d or 13 (d6 set) .addr IntroPipe .addr FlagpoleObject .addr AxeObj @@ -3510,82 +3510,82 @@ RunAObj: lda $00 ;get stored value and add offset to it .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 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 +; object for special row $0e or 14 .addr AlterAreaAttributes ;------------------------------------------------------------------------------------- -;(these apply to all area object subroutines in this section unless otherwise stated) -;$00 - used to store offset used to find object code -;$07 - starts with adder from area parser, used to store row offset +; (these apply to all area object subroutines in this section unless otherwise stated) +; $00 - used to store offset used to find object code +; $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 + 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 + pha ; save in stack for now and #%01000000 - bne Alter2 ;branch if d6 is set + 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 + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 + 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 + jsr KillEnemies ; load identifier for piranha plants and do sub ScrollLockObject: - lda ScrollLock ;invert scroll lock to turn it on + lda ScrollLock ; invert scroll lock to turn it on eor #%00000001 sta ScrollLock rts ;-------------------------------- -;$00 - used to store enemy identifier in KillEnemies +; $00 - used to store enemy identifier in KillEnemies KillEnemies: - sta $00 ;store identifier here + sta $00 ; store identifier here lda #$00 - ldx #$04 ;check for identifier in enemy object buffer + ldx #$04 ; check for identifier in enemy object buffer KillELoop: ldy Enemy_ID,x - cpy $00 ;if not found, branch + 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 + sta Enemy_Flag,x ; if found, deactivate enemy object flag +NoKillE: dex ; do this until all slots are checked bpl KillELoop rts @@ -3594,97 +3594,97 @@ NoKillE: dex ;do this until all slots are checked FrenzyIDData: .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 +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 +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 + 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 +; $06 - used by MushroomLedge to store length AreaStyleObject: - lda AreaStyle ;load level object style and jump to the right sub + lda AreaStyle ; load level object style and jump to the right sub jsr JumpEngine - .addr TreeLedge ;also used for cloud type levels + .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 + 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 + 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? + ora CurrentColumnPos ; are we at the start of the level? beq MidTreeL - lda #$16 ;render start of tree ledge + 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 + 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 + jsr ChkLrgObjLength ; get shroom dimensions + sty $06 ; store length here for now bcc EndMushL - lda AreaObjectLength,x ;divide length by 2 and store elsewhere + lda AreaObjectLength,x ; divide length by 2 and store elsewhere lsr sta MushroomLedgeHalfLen,x - lda #$19 ;render start of mushroom + lda #$19 ; render start of mushroom jmp NoUnder -EndMushL: lda #$1b ;if at the end, render end of mushroom +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 + 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 + 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 + 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 + 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 +; tiles used by pulleys and rope object PulleyRopeMetatiles: .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 + 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 + lda AreaObjectLength,x ; if not at the end, render rope bne RenderPul - iny ;otherwise render right pulley + iny ; otherwise render right pulley RenderPul: lda PulleyRopeMetatiles,y - sta MetatileBuffer ;render at the top of the screen -MushLExit: rts ;and leave + sta MetatileBuffer ; render at the top of the screen +MushLExit: rts ; and leave ;-------------------------------- -;$06 - used to store upper limit of rows for CastleObject +; $06 - used to store upper limit of rows for CastleObject CastleMetatiles: .byte $00, $45, $45, $45, $00 @@ -3700,222 +3700,222 @@ CastleMetatiles: .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!!! + 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 + 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 + 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 $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 + 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 + 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 + 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 + 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 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) + 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 + 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 +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 + jsr FindEmptyEnemySlot ; find an empty place on the enemy object buffer pla - sta Enemy_X_Position,x ;then write horizontal coordinate for star flag + sta Enemy_X_Position,x ; then write horizontal coordinate for star flag lda CurrentPageLoc - sta Enemy_PageLoc,x ;set page location for star flag + 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 + 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_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 +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 + 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 + 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 -;$06 - used to store leftover horizontal length in RenderSidewaysPipe +; $05 - used to store length of vertical shaft in RenderSidewaysPipe +; $06 - used to store leftover horizontal length in RenderSidewaysPipe ; and vertical length in VerticalPipe and GetPipeHeight IntroPipe: - ldy #$03 ;check if length set, if not set, set it + ldy #$03 ; check if length set, if not set, set it jsr ChkLrgObjFixedLength - ldy #$0a ;set fixed value and render the sideways part + 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 + 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 + 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 $15, $1e ; top part of sideways part of pipe .byte $1d, $1c SidePipeBottomPart: - .byte $15, $21 ;bottom part of sideways part of pipe + .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 + ldy #$03 ; check if length set, if not set, set it jsr ChkLrgObjFixedLength - jsr GetLrgObjAttrib ;get vertical length, then plow on through RenderSidewaysPipe + 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 + 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 + ldy AreaObjectLength,x ; get length left over and store here sty $06 - ldx $05 ;get vertical length plus one, use as buffer offset + ldx $05 ; get vertical length plus one, use as buffer offset inx - lda SidePipeShaftData,y ;check for value $00 based on horizontal offset + lda SidePipeShaftData,y ; check for value $00 based on horizontal offset cmp #$00 - beq DrawSidePart ;if found, do not draw the vertical pipe shaft + 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 + 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,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 $11, $10 ; used by pipes that lead somewhere .byte $15, $14 - .byte $13, $12 ;used by decoration pipes + .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) + 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 + 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 + 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 + 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 #$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 + 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_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 + 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 +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 + 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 + 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) + 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 + 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 + 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 + cpx #$05 ; if nonzero, check next value bne EmptyChkLoop -ExitEmptyChk: rts ;if all values nonzero, carry flag is set +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 + 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 + 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 + lda #$07 ; start on the eighth row + pha ; save whatever row to the stack for now + jsr ChkLrgObjLength ; get low nybble and save as length pla - tax ;render question boxes with coins + tax ; render question boxes with coins lda #$c0 sta MetatileBuffer,x rts @@ -3923,80 +3923,80 @@ QuestionBlockRow_Low: ;-------------------------------- 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 + 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 + tax ; render bridge railing lda #$0b sta MetatileBuffer,x inx - ldy #$00 ;now render the bridge itself + 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 + 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 + lda #$24 ; render flagpole ball on top sta MetatileBuffer - ldx #$01 ;now render the flagpole shaft + ldx #$01 ; now render the flagpole shaft ldy #$08 lda #$25 jsr RenderUnderPart - lda #$61 ;render solid block at the bottom + 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 + 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 + sbc #$00 ; subtract borrow from page location and use as + sta Enemy_PageLoc+5 ; page location for the flag lda #$30 - sta Enemy_Y_Position+5 ;set vertical coordinate for flag + sta Enemy_Y_Position+5 ; set vertical coordinate for flag lda #$b0 - sta FlagpoleFNum_Y_Pos ;set initial vertical coordinate for flagpole's floatey number + 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 + 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 + ldx #$00 ; render rope from the top to the bottom of screen ldy #$0f jmp DrawRope BalancePlatRope: - txa ;save object buffer offset for now + 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 + 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 + pla ; get back object buffer offset tax - jsr GetLrgObjAttrib ;get vertical length from lower nybble + jsr GetLrgObjAttrib ; get vertical length from lower nybble ldx #$01 -DrawRope: lda #$40 ;render the actual rope +DrawRope: lda #$40 ; render the actual rope jmp RenderUnderPart ;-------------------------------- @@ -4005,8 +4005,8 @@ CoinMetatileData: .byte $c3, $c2, $c2, $c2 RowOfCoins: - ldy AreaType ;get area type - lda CoinMetatileData,y ;load appropriate coin metatile + ldy AreaType ; get area type + lda CoinMetatileData,y ; load appropriate coin metatile jmp GetRow ;-------------------------------- @@ -4018,25 +4018,25 @@ C_ObjectMetatile: .byte $c5, $0c, $89 CastleBridgeObj: - ldy #$0c ;load length of 13 columns + ldy #$0c ; load length of 13 columns jsr ChkLrgObjFixedLength jmp ChainObj AxeObj: - lda #$08 ;load bowser's palette into sprite portion of palette + 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 + 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 + jsr GetLrgObjAttrib ; get row location ldx $07 lda #$c4 -ColObj: ldy #$00 ;column length of 1 +ColObj: ldy #$00 ; column length of 1 jmp RenderUnderPart ;-------------------------------- @@ -4046,69 +4046,69 @@ SolidBlockMetatiles: BrickMetatiles: .byte $22, $51, $52, $52 - .byte $88 ;used only by row of bricks object + .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 + 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 #$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 + 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 + ldy #$00 ; set vertical height of 1 pla - jmp RenderUnderPart ;render object + 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) + 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 + 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? + dey ; done yet? bmi SetupCannon - lda #$65 ;if not, render middle part + lda #$65 ; if not, render middle part sta MetatileBuffer,x inx - dey ;done yet? + dey ; done yet? bmi SetupCannon - lda #$66 ;if not, render bottom until length expires + 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 +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 + 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 + 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 ;-------------------------------- @@ -4120,81 +4120,81 @@ StaircaseRowData: .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) + 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 + ldx StaircaseRowData,y ; get starting row and height to render lda StaircaseHeightData,y tay - lda #$61 ;now render solid block staircase + 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 + 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 + 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 + 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 + 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 + 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 +; $07 - used to save ID of brick object Hidden1UpBlock: - lda Hidden1UpFlag ;if flag not set, do not render object + lda Hidden1UpFlag ; if flag not set, do not render object beq ExitDecBlock - lda #$00 ;if set, init for the next one + lda #$00 ; if set, init for the next one sta Hidden1UpFlag - jmp BrickWithItem ;jump to code shared with unbreakable bricks + 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 + lda #$00 ; initialize multi-coin timer flag sta BrickCoinTimerFlag BrickWithItem: - jsr GetAreaObjectID ;save area object ID + 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 + 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 + 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 + 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 + lda $00 ; get value saved from area parser routine sec - sbc #$00 ;possibly residual code - tay ;save to Y + sbc #$00 ; possibly residual code + tay ; save to Y ExitDecBlock: rts ;-------------------------------- @@ -4203,59 +4203,59 @@ HoleMetatiles: .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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + beq WaitOneRow ; if middle part (tree ledge), wait until next row cpy #$1a - beq WaitOneRow ;if middle part (mushroom ledge), wait until next row + beq WaitOneRow ; if middle part (mushroom ledge), wait until next row cpy #$c0 - beq DrawThisRow ;if question block w/ coin, overwrite + beq DrawThisRow ; if question block w/ coin, overwrite cpy #$c0 - bcs WaitOneRow ;if any other metatile with palette 3, wait until next row + bcs WaitOneRow ; if any other metatile with palette 3, wait until next row cpy #$54 - bne DrawThisRow ;if cracked rock terrain, overwrite + 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 + 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 + 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 + ldy AreaObjectHeight ; decrement, and stop rendering if there is no more length dey bpl RenderUnderPart ExitUPartR: rts @@ -4263,33 +4263,33 @@ 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 + 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 + 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 + 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 + sta $07 ; save row location iny - lda (AreaData),y ;get next byte, save lower nybble (length or height) - and #%00001111 ;as Y, then leave + 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 + lda CurrentColumnPos ; multiply current offset where we're at by 16 + asl ; to obtain horizontal pixel coordinate asl asl asl @@ -4298,41 +4298,41 @@ GetAreaObjXPosition: ;-------------------------------- GetAreaObjYPosition: - lda $07 ;multiply value by 16 + lda $07 ; multiply value by 16 asl - asl ;this will give us the proper vertical pixel coordinate + asl ; this will give us the proper vertical pixel coordinate asl asl clc - adc #32 ;add 32 pixels for the status bar + adc #32 ; add 32 pixels for the status bar rts ;------------------------------------------------------------------------------------- -;$06-$07 - used to store block buffer address used as indirect +; $06-$07 - used to store block buffer address used as indirect BlockBufferAddr: .byte Block_Buffer_1, >Block_Buffer_2 GetBlockBufferAddr: - pha ;take value of A, save - lsr ;move high nybble to low + 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 + 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 + and #%00001111 ; pull from stack, mask out high nybble clc - adc BlockBufferAddr,y ;add to low byte - sta $06 ;store here and leave + adc BlockBufferAddr,y ; add to low byte + sta $06 ; store here and leave rts ;------------------------------------------------------------------------------------- -;unused space +; unused space .byte $ff, $ff ;------------------------------------------------------------------------------------- @@ -4343,98 +4343,98 @@ AreaDataOfsLoopback: ;------------------------------------------------------------------------------------- LoadAreaPointer: - jsr FindAreaPointer ;find it and store it here + jsr FindAreaPointer ; find it and store it here sta AreaPointer -GetAreaType: and #%01100000 ;mask out all but d6 and d5 +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 + rol ; make %0xx00000 into %000000xx + sta AreaType ; save 2 MSB as area type rts FindAreaPointer: - ldy WorldNumber ;load offset from world variable + ldy WorldNumber ; load offset from world variable lda WorldAddrOffsets,y - clc ;add area number used to find data + clc ; add area number used to find data adc AreaNumber tay - lda AreaAddrOffsets,y ;from there we have our area pointer + lda AreaAddrOffsets,y ; from there we have our area pointer rts GetAreaDataAddrs: - lda AreaPointer ;use 2 MSB for Y + lda AreaPointer ; use 2 MSB for Y jsr GetAreaType tay - lda AreaPointer ;mask out all but 5 LSB + 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 + 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 + 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 + 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 + lda AreaDataAddrLow,y ; use this offset to load another pointer sta AreaDataLow lda AreaDataAddrHigh,y sta AreaDataHigh - ldy #$00 ;load first byte of header + 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 + 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 + 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 +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 + 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 + 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 ; rotate bits over to LSBs rol rol - sta GameTimerSetting ;save value here as game timer setting + 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 + 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 + pla ; pull and push byte to copy it to A pha - and #%00110000 ;save 2 MSB for background scenery type + and #%00110000 ; save 2 MSB for background scenery type lsr - lsr ;shift bits to LSBs + lsr ; shift bits to LSBs lsr lsr - sta BackgroundScenery ;save as background scenery + sta BackgroundScenery ; save as background scenery pla and #%11000000 clc - rol ;rotate bits over to LSBs + 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 + 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 + lda AreaDataLow ; increment area data address by 2 bytes clc adc #$02 sta AreaDataLow @@ -4444,7 +4444,7 @@ StoreStyle: sta AreaStyle rts ;------------------------------------------------------------------------------------- -;GAME LEVELS DATA +; GAME LEVELS DATA WorldAddrOffsets: .byte World1Areas-AreaAddrOffsets, World2Areas-AreaAddrOffsets @@ -4462,13 +4462,13 @@ 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 -;cloud area 1 (day) - 2b -;cloud area 2 (night) - 34 -;water area (5-2/6-2) - 00 -;water area (8-4) - 02 -;warp zone area (4-2) - 2f +; bonus area data offsets, included here for comparison purposes +; underground bonus area - c2 +; cloud area 1 (day) - 2b +; cloud area 2 (night) - 34 +; water area (5-2/6-2) - 00 +; water area (8-4) - 02 +; warp zone area (4-2) - 2f EnemyAddrHOffsets: .byte $1f, $06, $1c, $00 @@ -4508,9 +4508,9 @@ AreaDataAddrHigh: .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 +; ENEMY OBJECT DATA -;level 1-4/6-4 +; 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 @@ -4518,14 +4518,14 @@ E_CastleArea1: .byte $30, $4c, $78, $2d, $a6, $28, $90, $b5 .byte $ff -;level 4-4 +; 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 -;level 2-4/5-4 +; 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 @@ -4534,7 +4534,7 @@ E_CastleArea3: .byte $78, $2d, $a6, $28, $90, $b5 .byte $ff -;level 3-4 +; 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 @@ -4543,13 +4543,13 @@ E_CastleArea4: .byte $90, $b5 .byte $ff -;level 7-4 +; 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 -;level 8-4 +; 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 @@ -4558,7 +4558,7 @@ E_CastleArea6: .byte $1b, $85, $7b, $0c, $5b, $95, $78, $2d, $90, $b5 .byte $ff -;level 3-3 +; 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 @@ -4566,20 +4566,20 @@ E_GroundArea1: .byte $46, $a8, $85, $24, $c8, $24 .byte $ff -;level 8-3 +; 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 -;level 4-1 +; level 4-1 E_GroundArea3: .byte $2e, $c2, $66, $e2, $11, $0f, $07, $02, $11, $0f, $0c .byte $12, $11 .byte $ff -;level 6-2 +; 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 @@ -4587,7 +4587,7 @@ E_GroundArea4: .byte $0f, $0c, $e3, $0e .byte $ff -;level 3-1 +; 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 @@ -4596,37 +4596,37 @@ E_GroundArea5: .byte $bb, $0e, $c5, $80, $f3, $00 .byte $ff -;level 1-1 +; 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 -;level 1-3/5-3 +; 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 -;level 2-3/7-3 +; 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 -;level 2-1 +; 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 -;pipe intro area +; pipe intro area E_GroundArea10: .byte $ff -;level 5-1 +; 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 @@ -4634,12 +4634,12 @@ E_GroundArea11: .byte $2b, $0e, $67, $0e .byte $ff -;cloud level used in levels 2-1 and 5-2 +; cloud level used in levels 2-1 and 5-2 E_GroundArea12: .byte $0a, $aa, $0e, $28, $2a, $0e, $31, $88 .byte $ff -;level 4-3 +; 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 @@ -4647,7 +4647,7 @@ E_GroundArea13: .byte $c9, $24, $0f, $08, $85, $25 .byte $ff -;level 6-3 +; 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 @@ -4655,16 +4655,16 @@ E_GroundArea14: .byte $58, $29, $97, $29 .byte $ff -;level 6-1 +; level 6-1 E_GroundArea15: .byte $0f, $02, $02, $11, $0f, $07, $02, $11 .byte $ff -;warp zone area used in level 4-2 +; warp zone area used in level 4-2 E_GroundArea16: .byte $ff -;level 8-1 +; 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 @@ -4674,7 +4674,7 @@ E_GroundArea17: .byte $1b, $00, $cb, $80, $6b, $bc .byte $ff -;level 5-2 +; 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 @@ -4682,7 +4682,7 @@ E_GroundArea18: .byte $cb, $06, $d3, $03, $3b, $8e, $6b, $0e, $a7, $8e .byte $ff -;level 8-2 +; 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 @@ -4691,19 +4691,19 @@ E_GroundArea19: .byte $db, $02, $b6, $8e .byte $ff -;level 7-1 +; 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 -;cloud level used in levels 3-1 and 6-2 +; cloud level used in levels 3-1 and 6-2 E_GroundArea21: .byte $0a, $aa, $0e, $24, $4a, $1e, $23, $aa .byte $ff -;level 3-2 +; 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 @@ -4711,7 +4711,7 @@ E_GroundArea22: .byte $fb, $00, $6b, $b8, $fb, $38 .byte $ff -;level 1-2 +; 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 @@ -4720,7 +4720,7 @@ E_UndergroundArea1: .byte $27, $b4 .byte $ff -;level 4-2 +; 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 @@ -4729,7 +4729,7 @@ E_UndergroundArea2: .byte $ee, $25, $6b .byte $ff -;underground bonus rooms area used in many levels +; 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 @@ -4737,13 +4737,13 @@ E_UndergroundArea3: .byte $2e, $32, $ea .byte $ff -;water area used in levels 5-2 and 6-2 +; 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 -;level 2-2/7-2 +; 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 @@ -4751,15 +4751,15 @@ E_WaterArea2: .byte $0f, $09, $68, $47, $db, $c7, $3b, $c7 .byte $ff -;water area used in level 8-4 +; 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 -;AREA OBJECT DATA +; AREA OBJECT DATA -;level 1-4/6-4 +; level 1-4/6-4 L_CastleArea1: .byte $9b, $07 .byte $05, $32, $06, $33, $07, $34, $ce, $03, $dc, $51 @@ -4774,7 +4774,7 @@ L_CastleArea1: .byte $fe, $02, $5d, $c7 .byte $fd -;level 4-4 +; level 4-4 L_CastleArea2: .byte $5b, $07 .byte $05, $32, $06, $33, $07, $34, $5e, $0a, $68, $64 @@ -4792,7 +4792,7 @@ L_CastleArea2: .byte $fe, $02, $5d, $c7 .byte $fd -;level 2-4/5-4 +; level 2-4/5-4 L_CastleArea3: .byte $9b, $07 .byte $05, $32, $06, $33, $07, $34, $fe, $00, $27, $b1 @@ -4809,7 +4809,7 @@ L_CastleArea3: .byte $5d, $c7 .byte $fd -;level 3-4 +; level 3-4 L_CastleArea4: .byte $9b, $07 .byte $05, $32, $06, $33, $07, $34, $fe, $06, $0c, $81 @@ -4825,7 +4825,7 @@ L_CastleArea4: .byte $dd, $42, $fe, $02, $5d, $c7 .byte $fd -;level 7-4 +; level 7-4 L_CastleArea5: .byte $5b, $07 .byte $05, $32, $06, $33, $07, $34, $fe, $0a, $ae, $86 @@ -4844,7 +4844,7 @@ L_CastleArea5: .byte $dd, $42, $fe, $02, $5d, $c7 .byte $fd -;level 8-4 +; level 8-4 L_CastleArea6: .byte $5b, $06 .byte $05, $32, $06, $33, $07, $34, $5e, $0a, $ae, $02 @@ -4860,7 +4860,7 @@ L_CastleArea6: .byte $ce, $09, $de, $0b, $dd, $42, $fe, $02, $5d, $c7 .byte $fd -;level 3-3 +; level 3-3 L_GroundArea1: .byte $94, $11 .byte $0f, $26, $fe, $10, $28, $94, $65, $15, $eb, $12 @@ -4875,7 +4875,7 @@ L_GroundArea1: .byte $7d, $c1, $9e, $42, $cf, $20 .byte $fd -;level 8-3 +; level 8-3 L_GroundArea2: .byte $90, $b1 .byte $0f, $26, $29, $91, $7e, $42, $fe, $40, $28, $92 @@ -4891,7 +4891,7 @@ L_GroundArea2: .byte $ef, $20 .byte $fd -;level 4-1 +; level 4-1 L_GroundArea3: .byte $52, $21 .byte $0f, $20, $6e, $40, $58, $f2, $93, $01, $97, $00 @@ -4904,7 +4904,7 @@ L_GroundArea3: .byte $0f, $38, $c7, $07, $ed, $4a, $1d, $c1, $5f, $26 .byte $fd -;level 6-2 +; level 6-2 L_GroundArea4: .byte $54, $21 .byte $0f, $26, $a7, $22, $37, $fb, $73, $20, $83, $07 @@ -4923,7 +4923,7 @@ L_GroundArea4: .byte $d4, $66, $e3, $67, $f3, $67, $8d, $c1, $cf, $26 .byte $fd -;level 3-1 +; level 3-1 L_GroundArea5: .byte $52, $31 .byte $0f, $20, $6e, $66, $07, $81, $36, $01, $66, $00 @@ -4940,7 +4940,7 @@ L_GroundArea5: .byte $8d, $c1, $cf, $26 .byte $fd -;level 1-1 +; level 1-1 L_GroundArea6: .byte $50, $21 .byte $07, $81, $47, $24, $57, $00, $63, $01, $77, $01 @@ -4955,7 +4955,7 @@ L_GroundArea6: .byte $39, $f1, $5f, $38, $6d, $c1, $af, $26 .byte $fd -;level 1-3/5-3 +; level 1-3/5-3 L_GroundArea7: .byte $90, $11 .byte $0f, $26, $fe, $10, $2a, $93, $87, $17, $a3, $14 @@ -4969,7 +4969,7 @@ L_GroundArea7: .byte $df, $20 .byte $fd -;level 2-3/7-3 +; level 2-3/7-3 L_GroundArea8: .byte $90, $11 .byte $0f, $26, $6e, $10, $8b, $17, $af, $32, $d8, $62 @@ -4987,7 +4987,7 @@ L_GroundArea8: .byte $ee, $11, $0f, $b8, $1d, $c1, $3e, $42, $6f, $20 .byte $fd -;level 2-1 +; level 2-1 L_GroundArea9: .byte $52, $31 .byte $0f, $20, $6e, $40, $f7, $20, $07, $84, $17, $20 @@ -5002,13 +5002,13 @@ L_GroundArea9: .byte $e1, $69, $f1, $69, $8d, $c1, $cf, $26 .byte $fd -;pipe intro area +; pipe intro area L_GroundArea10: .byte $38, $11 .byte $0f, $26, $ad, $40, $3d, $c7 .byte $fd -;level 5-1 +; level 5-1 L_GroundArea11: .byte $95, $b1 .byte $0f, $26, $0d, $02, $c8, $72, $1c, $81, $38, $72 @@ -5019,14 +5019,14 @@ L_GroundArea11: .byte $6f, $b4, $d3, $65, $e3, $65, $7d, $c1, $bf, $26 .byte $fd -;cloud level used in levels 2-1 and 5-2 +; 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 -;level 4-3 +; level 4-3 L_GroundArea13: .byte $90, $51 .byte $0f, $26, $ee, $10, $0b, $94, $33, $14, $42, $42 @@ -5041,7 +5041,7 @@ L_GroundArea13: .byte $28, $94, $ce, $01, $3d, $c1, $5e, $42, $8f, $20 .byte $fd -;level 6-3 +; level 6-3 L_GroundArea14: .byte $97, $11 .byte $0f, $26, $fe, $10, $2b, $92, $57, $12, $8b, $12 @@ -5056,7 +5056,7 @@ L_GroundArea14: .byte $fe, $01, $7d, $c1, $9e, $42, $cf, $20 .byte $fd -;level 6-1 +; level 6-1 L_GroundArea15: .byte $52, $21 .byte $0f, $20, $6e, $44, $0c, $f1, $4c, $01, $aa, $35 @@ -5073,7 +5073,7 @@ L_GroundArea15: .byte $0f, $a6 .byte $fd -;warp zone area used in level 4-2 +; warp zone area used in level 4-2 L_GroundArea16: .byte $10, $51 .byte $4c, $00, $c7, $12, $c6, $42, $03, $92, $02, $42 @@ -5083,7 +5083,7 @@ L_GroundArea16: .byte $e0, $6a, $f0, $6a, $6d, $c5 .byte $fd -;level 8-1 +; level 8-1 L_GroundArea17: .byte $92, $31 .byte $0f, $20, $6e, $40, $0d, $02, $37, $73, $ec, $00 @@ -5103,7 +5103,7 @@ L_GroundArea17: .byte $8d, $c1, $cf, $26 .byte $fd -;level 5-2 +; level 5-2 L_GroundArea18: .byte $55, $b1 .byte $0f, $26, $cf, $33, $07, $b2, $15, $11, $52, $42 @@ -5120,7 +5120,7 @@ L_GroundArea18: .byte $cf, $26 .byte $fd -;level 8-2 +; level 8-2 L_GroundArea19: .byte $50, $b1 .byte $0f, $26, $fc, $00, $1f, $b3, $5c, $00, $65, $65 @@ -5137,7 +5137,7 @@ L_GroundArea19: .byte $e3, $67, $f3, $67, $8d, $c1, $cf, $26 .byte $fd -;level 7-1 +; level 7-1 L_GroundArea20: .byte $52, $b1 .byte $0f, $20, $6e, $45, $39, $91, $b3, $04, $c3, $21 @@ -5151,7 +5151,7 @@ L_GroundArea20: .byte $2f, $b8, $3d, $c1, $7f, $26 .byte $fd -;cloud level used in levels 3-1 and 6-2 +; 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 @@ -5160,7 +5160,7 @@ L_GroundArea21: .byte $d4, $20, $f4, $20, $2e, $80, $59, $42, $4d, $c7 .byte $fd -;level 3-2 +; level 3-2 L_GroundArea22: .byte $96, $31 .byte $0f, $26, $0d, $03, $1a, $60, $77, $42, $c4, $00 @@ -5170,7 +5170,7 @@ L_GroundArea22: .byte $0d, $0c, $0f, $38, $1d, $c1, $5f, $26 .byte $fd -;level 1-2 +; level 1-2 L_UndergroundArea1: .byte $48, $0f .byte $0e, $01, $5e, $02, $a7, $00, $bc, $73, $1a, $e0 @@ -5191,7 +5191,7 @@ L_UndergroundArea1: .byte $68, $7a, $a8, $7a, $ae, $01, $de, $0f, $6d, $c5 .byte $fd -;level 4-2 +; level 4-2 L_UndergroundArea2: .byte $48, $0f .byte $0e, $01, $5e, $02, $bc, $01, $fc, $01, $2c, $82 @@ -5212,7 +5212,7 @@ L_UndergroundArea2: .byte $68, $7a, $ae, $01, $de, $0f, $6d, $c5 .byte $fd -;underground bonus rooms area used in many levels +; underground bonus rooms area used in many levels L_UndergroundArea3: .byte $48, $01 .byte $0e, $01, $00, $5a, $3e, $06, $45, $46, $47, $46 @@ -5231,7 +5231,7 @@ L_UndergroundArea3: .byte $b4, $21, $df, $4a, $e5, $07, $4d, $c7 .byte $fd -;water area used in levels 5-2 and 6-2 +; 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 @@ -5242,7 +5242,7 @@ L_WaterArea1: .byte $ce, $0b, $e5, $09, $ee, $0f, $7d, $ca, $7d, $47 .byte $fd -;level 2-2/7-2 +; level 2-2/7-2 L_WaterArea2: .byte $41, $01 .byte $b8, $52, $ea, $41, $27, $b2, $b3, $42, $16, $d4 @@ -5259,7 +5259,7 @@ L_WaterArea2: .byte $be, $0b, $d5, $09, $de, $0f, $0d, $ca, $7d, $47 .byte $fd -;water area used in level 8-4 +; water area used in level 8-4 L_WaterArea3: .byte $49, $0f .byte $1e, $01, $39, $73, $5e, $07, $ae, $0b, $1e, $82 @@ -5269,13 +5269,13 @@ L_WaterArea3: ;------------------------------------------------------------------------------------- -;unused space +; unused space .byte $ff ;------------------------------------------------------------------------------------- -;indirect jump routine called when -;$0770 is set to 1 +; indirect jump routine called when +; $0770 is set to 1 GameMode: lda OperMode_Task jsr JumpEngine @@ -5288,155 +5288,155 @@ GameMode: ;------------------------------------------------------------------------------------- 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 + 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 + 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 +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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 +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 + 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 + 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 ; 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! + 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 + 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 + 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 + 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 + cpy #$02 ; if value $01, branch and do not decrement bcc ChkNearMid - dey ;otherwise decrement by one + 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 + 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 + sta ScrollAmount ; save value here clc - adc ScrollThirtyTwo ;add to value already set here - sta ScrollThirtyTwo ;save as new value here + 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 + 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 + 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 + 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) + 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 + 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 + 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 Player_X_Speed ; otherwise nullify horizontal speed of player +InitPlatScrl: lda #$00 ; nullify platform force imposed on scroll sta Platform_X_Scroll rts @@ -5449,20 +5449,20 @@ OffscrJoypadBitsData: ;------------------------------------------------------------------------------------- GetScreenPosition: - lda ScreenLeft_X_Pos ;get coordinate of screen's left boundary + lda ScreenLeft_X_Pos ; get coordinate of screen's left boundary clc - adc #$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 #$00 ;add carry from before - sta ScreenRight_PageLoc ;store as page number where right boundary is + adc #$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 @@ -5481,336 +5481,336 @@ GameRoutines: ;------------------------------------------------------------------------------------- PlayerEntrance: - lda AltEntranceControl ;check for mode of alternate entry + lda AltEntranceControl ; check for mode of alternate entry cmp #$02 - beq EntrMode2 ;if found, branch to enter from pipe or with vine + 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 + 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 + 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 +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 #$91 ;if player risen to a certain point (this requires pipes - bcc PlayerRdy ;to be at specific height to look/function right) branch - rts ;to the last part, otherwise leave + jmp AutoControlPlayer ; force player to walk to the right +IntroEntr: jsr EnterSidePipe ; execute sub to move player to the right + dec ChangeAreaTimer ; decrement timer for change of area + bne ExitEntr ; branch to exit if not yet expired + inc DisableIntermediate ; set flag to skip world and lives display + jmp NextArea ; jump to increment to next area and set modes +EntrMode2: lda JoypadOverride ; if controller override bits set here, + bne VineEntr ; branch to enter with vine + lda #$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 + 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 + 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 + 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 + 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! + 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 +; $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 + lda GameEngineSubroutine ; check task here + cmp #$0b ; if certain value is set, branch to skip controller bit loading beq SizeChk - lda AreaType ;are we in a water type area? - bne SaveJoyp ;if not, branch + lda AreaType ; are we in a water type area? + bne SaveJoyp ; if not, branch ldy Player_Y_HighPos - dey ;if not in vertical area between - bne DisJoyp ;status bar and bottom, branch + dey ; if not in vertical area between + bne DisJoyp ; status bar and bottom, branch lda Player_Y_Position - cmp #$d0 ;if nearing the bottom of the screen or - bcc SaveJoyp ;not in the vertical area between status bar or bottom, -DisJoyp: lda #$00 ;disable controller bits + cmp #$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 +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 + lda SavedJoypadBits ; store left and right buttons in $0c and #%00000011 sta Left_Right_Buttons - lda SavedJoypadBits ;store up and down buttons in $0b + 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 + 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? + 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 + 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 + 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 + 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 + cmp #$05 ; if running end-of-level routine, branch ahead beq PlayerHole - cmp #$07 ;if running player entrance routine, branch ahead + cmp #$07 ; if running player entrance routine, branch ahead beq PlayerHole - cmp #$04 ;if running routines $00-$03, branch ahead + 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 + 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 + 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 + 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 + 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 + 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 + 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 #$00 - sta JoypadOverride ;clear controller override bits if any are set - jsr SetEntr ;do sub to set secondary mode - inc AltEntranceControl ;set mode of entry to 3 + sta JoypadOverride ; clear controller override bits if any are set + jsr SetEntr ; do sub to set secondary mode + inc AltEntranceControl ; set mode of entry to 3 rts ;------------------------------------------------------------------------------------- Vine_AutoClimb: - lda Player_Y_HighPos ;check to see whether player reached position - bne AutoClimb ;above the status bar yet and if so, set modes + lda Player_Y_HighPos ; check to see whether player reached position + bne AutoClimb ; above the status bar yet and if so, set modes lda Player_Y_Position cmp #$e4 bcc SetEntr -AutoClimb: lda #%00001000 ;set controller bits override to up +AutoClimb: lda #%00001000 ; set controller bits override to up sta JoypadOverride - ldy #$03 ;set player state to climbing + ldy #$03 ; set player state to climbing sty Player_State jmp AutoControlPlayer -SetEntr: lda #$02 ;set starting position to override +SetEntr: lda #$02 ; set starting position to override sta AltEntranceControl - jmp ChgAreaMode ;set modes + 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 + 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 + lda AreaType ; check for castle level type cmp #$03 - bne ChgAreaPipe ;if not castle type level, use mode 1 + bne ChgAreaPipe ; if not castle type level, use mode 1 iny - jmp ChgAreaPipe ;otherwise use mode 2 + jmp ChgAreaPipe ; otherwise use mode 2 MovePlayerYAxis: clc - adc Player_Y_Position ;add contents of A to player position + 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 + jsr EnterSidePipe ; execute sub to move player to the right ldy #$02 -ChgAreaPipe: dec ChangeAreaTimer ;decrement timer for change of area +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 + 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 + 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 + 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 + ldy #$01 ; set controller right button by default + lda Player_X_Position ; mask out higher nybble of player's + and #%00001111 ; horizontal position bne RightPipe - sta Player_X_Speed ;if lower nybble = 0, set as horizontal speed - tay ;and nullify controller bit override here -RightPipe: tya ;use contents of Y to - jsr AutoControlPlayer ;execute player control routine with ctrl bits nulled + sta Player_X_Speed ; if lower nybble = 0, set as horizontal speed + tay ; and nullify controller bit override here +RightPipe: tya ; use contents of Y to + jsr AutoControlPlayer ; execute player control routine with ctrl bits nulled rts ;------------------------------------------------------------------------------------- PlayerChangeSize: - lda TimerControl ;check master timer control - cmp #$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 + 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 + eor #$01 ; invert player's size sta PlayerSize -ExitBoth: rts ;leave +ExitBoth: rts ; leave ;------------------------------------------------------------------------------------- -;$00 - used in CyclePlayerPalette to store current palette to cycle +; $00 - used in CyclePlayerPalette to store current palette to cycle PlayerDeath: - lda TimerControl ;check master timer control - cmp #$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 + sta TimerControl ; initialize master timer control to continue timers lda #$08 - sta GameEngineSubroutine ;set player control routine to run next frame - rts ;leave + sta GameEngineSubroutine ; set player control routine to run next frame + rts ; leave PlayerFireFlower: - lda TimerControl ;check master timer control - cmp #$c0 ;for specific moment in time - beq ResetPalFireFlower ;branch if at moment, not before or after - lda FrameCounter ;get frame counter + 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 + 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 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 + 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) + 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) ;------------------------------------------------------------------------------------- @@ -5818,65 +5818,65 @@ Hidden1UpCoinAmts: .byte $15, $23, $16, $1b, $17, $18, $23, $63 PlayerEndLevel: - lda #$01 ;force player to walk to the right + lda #$01 ; force player to walk to the right jsr AutoControlPlayer - lda Player_Y_Position ;check player's vertical position + lda Player_Y_Position ; check player's vertical position cmp #$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 + 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 + 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 + 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 + 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) + 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 + 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 #$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 + cmp #$03 ; get player state + beq MoveSubs ; if climbing, branch ahead, leave timer unset ldy #$18 - sty ClimbSideTimer ;otherwise reset timer now + sty ClimbSideTimer ; otherwise reset timer now MoveSubs: jsr JumpEngine .addr OnGroundStateSub @@ -5887,63 +5887,63 @@ MoveSubs: jsr JumpEngine NoMoveSub: rts ;------------------------------------------------------------------------------------- -;$00 - used by ClimbingSub to store high vertical adder +; $00 - used by ClimbingSub to store high vertical adder OnGroundStateSub: - jsr GetPlayerAnimSpeed ;do a sub to set animation frame timing + 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 + 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 + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 + sta VerticalForce ; otherwise set fractional +ExitMov1: jmp MovePlayerVertically ; jump to move player vertically, then leave ;-------------------------------- @@ -5954,51 +5954,51 @@ ClimbAdderHigh: ClimbingSub: lda Player_YMF_Dummy - clc ;add movement force to dummy variable - adc Player_Y_MoveForce ;save with carry + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 +; $00 - used to store offset to friction data JumpMForceData: .byte $20, $20, $1e, $28, $28, $0d, $04 @@ -6017,7 +6017,7 @@ MaxLeftXSpdData: MaxRightXSpdData: .byte $28, $18, $10 - .byte $0c ;used for pipe intros + .byte $0c ; used for pipe intros FrictionData: .byte $e4, $98, $d0 @@ -6029,62 +6029,62 @@ Climb_Y_MForceData: .byte $00, $20, $ff PlayerPhysicsSub: - lda Player_State ;check player state + lda Player_State ; check player state cmp #$03 - bne CheckForJumping ;if not climbing, branch + 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 + 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 + 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 +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 + 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 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 +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 + 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 + 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 + 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_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 + lda #$01 ; set player state to jumping/swimming sta Player_State - lda Player_XSpeedAbsolute ;check value related to walking/running speed + 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 + bcc ChkWtr ; branch if below certain values, increment Y + iny ; for each amount equal or exceeded cmp #$10 bcc ChkWtr iny @@ -6092,88 +6092,88 @@ InitJS: lda #$20 ;set jump/swim timer bcc ChkWtr iny cmp #$1c - bcc ChkWtr ;note that for jumping, range is 0-4 for Y + bcc ChkWtr ; note that for jumping, range is 0-4 for Y iny -ChkWtr: lda #$01 ;set value here (apparently always set to 1) +ChkWtr: lda #$01 ; set value here (apparently always set to 1) sta DiffToHaltJump - lda SwimmingFlag ;if swimming flag disabled, branch + 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 + 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 + 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 + 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 #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? + 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 + 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 + 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 + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 + 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 ;------------------------------------------------------------------------------------- @@ -6182,237 +6182,237 @@ PlayerAnimTmrData: .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 + 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 +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 + 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 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 -;$02 - used to store maximum vertical speed in FireballObjCore -;$07 - used to store pseudorandom bit in BubbleCheck +; $00 - used to store downward movement force in FireballObjCore +; $02 - used to store maximum vertical speed in FireballObjCore +; $07 - used to store pseudorandom bit in BubbleCheck ProcFireball_Bubble: - lda PlayerStatus ;check player's status + lda PlayerStatus ; check player's status cmp #$02 - bcc ProcAirBubbles ;if not fiery, branch + 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 #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 + 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 + 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 + lda CrouchingFlag ; if player crouching, branch bne ProcFireballs - lda Player_State ;if player's state = climbing, branch + lda Player_State ; if player's state = climbing, branch cmp #$03 beq ProcFireballs - lda #Sfx_Fireball ;play fireball sound effect + lda #Sfx_Fireball ; play fireball sound effect sta Square1SoundQueue - lda #$02 ;load state + lda #$02 ; load state sta Fireball_State,x - ldy PlayerAnimTimerSet ;copy animation frame timer setting - sty FireballThrowingTimer ;into fireball throwing timer + 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 + sty PlayerAnimTimer ; decrement and store in player's animation timer + inc FireballCounter ; increment fireball counter ProcFireballs: ldx #$00 - jsr FireballObjCore ;process first fireball object + jsr FireballObjCore ; process first fireball object ldx #$01 - jsr FireballObjCore ;process second fireball object, then do air bubbles + jsr FireballObjCore ; process second fireball object, then do air bubbles ProcAirBubbles: - lda AreaType ;if not water type level, skip the rest of this + 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 + 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 + bpl BublLoop ; do this until all three are handled +BublExit: rts ; then leave FireballXSpdData: .byte $40, $c0 FireballObjCore: - stx ObjectOffset ;store offset as current object - lda Fireball_State,x ;check for d7 = 1 + 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 + 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 + 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 + 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 + 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 + lda Player_Y_Position ; get player's vertical position and store sta Fireball_Y_Position,x - lda #$01 ;set high byte of vertical position + 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 + 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 + 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 + 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 + lda #$50 ; set downward movement force here sta $00 - lda #$03 ;set maximum speed here + 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 + 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 +NoFBall: rts ; leave FireballExplosion: jsr RelativeFireballPosition jmp DrawExplosion_Fireball BubbleCheck: - lda PseudoRandomBitReg+1,x ;get part of LSFR + 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 + 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 + 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 + 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 + clc ; add eight pixels to player's vertical position adc #$08 - sta Bubble_Y_Position,x ;save as vertical position for air bubble + 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 + 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 + sec ; subtract pseudorandom amount from dummy variable sbc Bubble_MForceData,y - sta Bubble_YMF_Dummy,x ;save dummy variable + 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 + 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 @@ -6423,139 +6423,139 @@ BubbleTimerData: ;------------------------------------------------------------------------------------- RunGameTimer: - lda OperMode ;get primary mode of operation - beq ExGTimer ;branch to leave if in title screen mode + 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 + 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 + 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+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 + 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 + 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 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 + 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 #$a4 ;set status nybbles to update game timer display - jmp PrintStatusBarNumbers ;do sub to update the display -TimeUpOn: sta PlayerStatus ;init player status (note A will always be zero here) - jsr ForceInjury ;do sub to kill the player (note player is small here) - inc GameTimerExpiredFlag ;set game timer expiration flag -ExGTimer: rts ;leave + jsr DigitsMathRoutine ; do sub to decrement game timer slowly + lda #$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 -;and also to store movement force exerted on player -;$01 - used in ProcessWhirlpools to store page location of right extent of whirlpool -;and in WhirlpoolActivate to store center of whirlpool -;$02 - used in ProcessWhirlpools to store right extent of whirlpool and in -;WhirlpoolActivate to store maximum vertical speed +; $00 - used in WhirlpoolActivate to store whirlpool length / 2, page location of center of whirlpool +; and also to store movement force exerted on player +; $01 - used in ProcessWhirlpools to store page location of right extent of whirlpool +; and in WhirlpoolActivate to store center of whirlpool +; $02 - used in ProcessWhirlpools to store right extent of whirlpool and in +; 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + adc #$00 ; add carry +SetPWh: sta Player_PageLoc ; set player's new page location WhPull: lda #$10 - sta $00 ;set vertical movement force + 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 + 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 + tax ; set X for player offset + jmp ImposeGravity ; jump to put whirlpool effect on player vertically, do not return ;------------------------------------------------------------------------------------- @@ -6566,47 +6566,47 @@ FlagpoleScoreDigits: .byte $03, $03, $04, $04, $04 FlagpoleRoutine: - ldx #$05 ;set enemy object offset - stx ObjectOffset ;to special use slot + 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 + 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 + 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 + 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 #$01 ;add 1 plus carry to move flag, and - sta Enemy_Y_Position,x ;store vertical coordinate + adc #$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 #$01 ; add 1 plus carry to move flag, and + sta Enemy_Y_Position,x ; store vertical coordinate lda FlagpoleFNum_YMFDummy - sec ;subtract movement amount from dummy variable + sec ; subtract movement amount from dummy variable sbc #$ff - sta FlagpoleFNum_YMFDummy ;save dummy variable + 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 + 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 + 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 ;------------------------------------------------------------------------------------- @@ -6615,133 +6615,133 @@ Jumpspring_Y_PosData: .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 + 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 + 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 + 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 +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 + 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 ($01), skip to next part lda A_B_Buttons - and #A_Button ;check saved controller bits for A button press - beq BounceJS ;skip to next part if A not pressed - and PreviousA_B_Buttons ;check for A button pressed in previous frame - bne BounceJS ;skip to next part if so + and #A_Button ; check saved controller bits for A button press + beq BounceJS ; skip to next part if A not pressed + and PreviousA_B_Buttons ; check for A button pressed in previous frame + bne BounceJS ; skip to next part if so lda #$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) + 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 + 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 + 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 + 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 + 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 #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 + sta Enemy_Flag,x ; set flag for enemy object buffer lda Block_PageLoc,y - sta Enemy_PageLoc,x ;copy page location from previous object + 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 + 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 + 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 + 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 +; $06-$07 - used as address to block buffer data +; $02 - used as vertical high nybble of block buffer offset VineHeightData: .byte $30, $60 VineObjectHandler: - cpx #$05 ;check enemy offset for special use slot - bne ExitVH ;if not in last slot, branch to leave + 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 + 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 + 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 + 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 + 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 + 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 + 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 ($06),y ;otherwise check contents of block buffer at - bne ExitVH ;current offset, if not empty, branch to leave + cpy #$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 + sta ($06),y ; otherwise, write climbing metatile to block buffer +ExitVH: ldx ObjectOffset ; get enemy object offset and leave rts ;------------------------------------------------------------------------------------- @@ -6750,60 +6750,60 @@ CannonBitmasks: .byte %00001111, %00000111 ProcessCannons: - lda AreaType ;get area type - beq ExCannon ;if water type area, branch to leave + 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 +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 + 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 + 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 + 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 + 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) + 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 + 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 ;-------------------------------- @@ -6811,43 +6811,43 @@ BulletBillXSpdData: .byte $18, $e8 BulletBillHandler: - lda TimerControl ;if master timer control set, - bne RunBBSubs ;branch to run subroutines except movement sub + 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 + 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 + sta Enemy_State,x ; otherwise set bullet bill's state lda #$0a - sta EnemyFrameTimer,x ;set enemy frame timer + 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 + 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 + 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 ;------------------------------------------------------------------------------------- @@ -6860,204 +6860,204 @@ HammerXSpdData: .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 ; 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 + 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 + sta HammerEnemyOffset,y ; save here lda #$90 - sta Misc_State,y ;save hammer's state here + 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 + 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 +NoHammer: ldx ObjectOffset ; get original enemy object offset + clc ; return with carry clear rts ;-------------------------------- -;$00 - used to set downward force -;$01 - used to set upward force (residual) -;$02 - used to set maximum speed +; $00 - used to set downward force +; $01 - used to set upward force (residual) +; $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 + 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 + clc ; add 13 bytes to use + adc #$0d ; proper misc object + tax ; return offset to X lda #$10 - sta $00 ;set downward movement force + sta $00 ; set downward movement force lda #$0f - sta $01 ;set upward movement force (not used) + 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 + 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 + 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 + 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 + 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 + 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 +; $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 + 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 ; 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 + 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 + 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 + 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) + 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 -;$01 - used to set upward force (residual) -;$02 - used to set maximum speed +; $00 - used to set downward force +; $01 - used to set upward force (residual) +; $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 + 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 + 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 + 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 + clc ; add 13 bytes to offset for next subroutine adc #$0d tax - lda #$50 ;set downward movement amount + lda #$50 ; set downward movement amount sta $00 - lda #$06 ;set maximum vertical speed + 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 + 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 + 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 ;------------------------------------------------------------------------------------- @@ -7071,246 +7071,246 @@ StatusBarNybbles: .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 #$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 + 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 + sta CoinTally ; otherwise, reinitialize coin amount + inc NumberofLives ; give the player an extra life lda #Sfx_ExtraLife - sta Square2SoundQueue ;play 1-up sound + 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 + 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 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 +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 #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 + 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 + 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 + 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 ; 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 + 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 + sta Enemy_SprAttrib+5 ; set background priority bit lda #Sfx_GrowPowerUp - sta Square2SoundQueue ;load power-up reveal sound and leave + sta Square2SoundQueue ; load power-up reveal sound and leave rts ;------------------------------------------------------------------------------------- PowerUpObjHandler: - ldx #$05 ;set object offset for last slot in enemy object buffer + 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 + 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 + 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 + 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 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 + 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 + 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: -;$00 - used to store metatile from block buffer routine -;$02 - used to store vertical high nybble offset from block buffer routine -;$05 - used to store metatile stored in A at beginning of PlayerHeadCollision -;$06-$07 - used as block buffer address indirect +; These apply to all routines in this section unless otherwise noted: +; $00 - used to store metatile from block buffer routine +; $02 - used to store vertical high nybble offset from block buffer routine +; $05 - used to store metatile stored in A at beginning of PlayerHeadCollision +; $06-$07 - used as block buffer address indirect BlockYPosAdderData: .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 + 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 $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 $02 ;get vertical high nybble offset + sta BrickCoinTimer ; if not set, set brick coin timer + inc BrickCoinTimerFlag ; and set flag linked to it +ContBTmr: lda BrickCoinTimer ; check brick coin timer + bne PutOldMT ; if not yet expired, branch to use current metatile + ldy #$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 + 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 + 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 + 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 + 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! + rts ; leave! ;-------------------------------- InitBlock_XY_Pos: - lda Player_X_Position ;get player's horizontal coordinate + 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 + 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 + 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 + 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 + jsr CheckTopOfBlock ; check to see if there's a coin directly above this block lda #Sfx_Bump - sta Square1SoundQueue ;play bump sound + sta Square1SoundQueue ; play bump sound lda #$00 - sta Block_X_Speed,x ;initialize horizontal speed for block object - sta Block_Y_MoveForce,x ;init fractional movement force - sta Player_Y_Speed ;init player's vertical speed + sta Block_X_Speed,x ; initialize horizontal speed for block object + sta Block_Y_MoveForce,x ; init fractional movement force + sta Player_Y_Speed ; init player's vertical speed lda #$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 + 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 @@ -7325,316 +7325,316 @@ BlockCode: jsr JumpEngine ;run appropriate subroutine depending on bloc ;-------------------------------- 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 + 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 #$0d ; start at end of metatile data +BumpChkLoop: cmp BrickQBlockMetatiles,y ; check to see if current metatile matches + beq MatchBump ; metatile found in block buffer, branch if so + dey ; otherwise move onto next metatile + bpl BumpChkLoop ; do this until all metatiles are checked + clc ; if none match, return with carry clear +MatchBump: rts ; note carry is set if found match ;-------------------------------- BrickShatter: - jsr CheckTopOfBlock ;check to see if there's a coin directly above this block + jsr CheckTopOfBlock ; check to see if there's a coin directly above this block lda #Sfx_BrickShatter - sta Block_RepFlag,x ;set flag for block object to immediately replace metatile - sta NoiseSoundQueue ;load brick shatter sound - jsr SpawnBrickChunks ;create brick chunk objects + sta Block_RepFlag,x ; set flag for block object to immediately replace metatile + sta NoiseSoundQueue ; load brick shatter sound + jsr SpawnBrickChunks ; create brick chunk objects lda #$fe - sta Player_Y_Speed ;set vertical speed for player + 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 + 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 + 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 + 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 ($06),y ; get contents of block buffer in same column, one row up + cmp #$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! + sta ($06),y ; otherwise put blank metatile where coin was + jsr RemoveCoin_Axe ; write blank metatile to vram buffer + ldx SprDataOffset_Ctrl ; get control bit + jsr SetupJumpCoin ; create jumping coin object and update coin variables +TopEx: rts ; leave! ;-------------------------------- SpawnBrickChunks: - lda Block_X_Position,x ;set horizontal coordinate of block object - sta Block_Orig_XPos,x ;as original horizontal coordinate here + lda Block_X_Position,x ; set horizontal coordinate of block object + sta Block_Orig_XPos,x ; as original horizontal coordinate here lda #$f0 - sta Block_X_Speed,x ;set horizontal speed for brick chunk objects + sta Block_X_Speed,x ; set horizontal speed for brick chunk objects sta Block_X_Speed+2,x lda #$fa - sta Block_Y_Speed,x ;set vertical speed for one + sta Block_Y_Speed,x ; set vertical speed for one lda #$fc - sta Block_Y_Speed+2,x ;set lower vertical speed for the other + 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,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 + sta Block_PageLoc+2,x ; copy page location lda Block_X_Position,x - sta Block_X_Position+2,x ;copy horizontal coordinate + 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 + 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) + 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 + 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 + 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 + clc ; move onto next block object adc #$02 tax - jsr ImposeGravityBlock ;do sub to impose gravity on other block object - jsr MoveObjectHorizontally ;do another sub to move horizontally - ldx ObjectOffset ;get block object offset used for both - jsr RelativeBlockPosition ;get relative coordinates - jsr GetBlockOffscreenBits ;get offscreen information - jsr DrawBrickChunks ;draw the brick chunks - pla ;get lower nybble of saved state - ldy Block_Y_HighPos,x ;check vertical high byte of block object - beq UpdSte ;if above the screen, branch to kill it - pha ;otherwise save state back into stack + jsr ImposeGravityBlock ; do sub to impose gravity on other block object + jsr MoveObjectHorizontally ; do another sub to move horizontally + ldx ObjectOffset ; get block object offset used for both + jsr RelativeBlockPosition ; get relative coordinates + jsr GetBlockOffscreenBits ; get offscreen information + jsr DrawBrickChunks ; draw the brick chunks + pla ; get lower nybble of saved state + ldy Block_Y_HighPos,x ; check vertical high byte of block object + beq UpdSte ; if above the screen, branch to kill it + pha ; otherwise save state back into stack lda #$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 #$f0 ;see if it went to the bottom of the screen - pla ;pull block object state from stack - bcc UpdSte ;if not, branch to save state - bcs KillBlock ;otherwise do unconditional branch to kill it + cmp Block_Y_Position+2,x ; check to see if bottom block object went + bcs ChkTop ; to the bottom of the screen, and branch if not + sta Block_Y_Position+2,x ; otherwise set offscreen coordinate +ChkTop: lda Block_Y_Position,x ; get top block object's vertical coordinate + cmp #$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 + 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 + 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 +; $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 + 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 + 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 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 + 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 -;$01 - used to store low nybble of horizontal speed -;$02 - used to store adder to page location +; $00 - used to store high nybble of horizontal speed as adder +; $01 - used to store low nybble of horizontal speed +; $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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 -;$01 - used for upward force -;$02 - used for maximum vertical speed +; $00 - used for downward force +; $01 - used for upward force +; $02 - used for maximum vertical speed MovePlayerVertically: - ldx #$00 ;set X for player offset + 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 + 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 + 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 + inx ; increment X for enemy offset lda #$03 - sta $00 ;set downward movement amount here + sta $00 ; set downward movement amount here lda #$06 - sta $01 ;set upward movement amount here + 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 + 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 + 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 ;-------------------------------- @@ -7643,136 +7643,136 @@ MaxSpdBlockData: .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 + ldy #$01 ; set offset for maximum speed + lda #$50 ; set movement amount here sta $00 - lda MaxSpdBlockData,y ;get maximum speed + 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 + 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 + 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 + 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 + 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 + jsr ImposeGravity ; do a sub to move object gradually + ldx ObjectOffset ; get enemy object offset and leave rts ;------------------------------------------------------------------------------------- -;$00 - used for downward force -;$01 - used for upward force -;$07 - used as adder for vertical position +; $00 - used for downward force +; $01 - used for upward force +; $07 - used as adder for vertical position ImposeGravity: - pha ;push value to stack + pha ; push value to stack lda SprObject_YMF_Dummy,x - clc ;add value in movement force to contents of dummy variable + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + eor #%11111111 ; otherwise get two's compliment of maximum speed tay iny - sty $07 ;store two's compliment here + 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 + 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 + 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 + 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 + cmp #$80 ; check if fractional part is above certain amount, + bcs ExVMove ; and if so, branch to leave lda $07 - sta SprObject_Y_Speed,x ;keep vertical speed within maximum value + sta SprObject_Y_Speed,x ; keep vertical speed within maximum value lda #$ff - sta SprObject_Y_MoveForce,x ;clear fractional -ExVMove: rts ;leave! + 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 + 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 + 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 + 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 + 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 + 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 + sta Enemy_Flag,x ; if second enemy flag not set, also clear first one ExitELCore: rts ;-------------------------------- -;loop command data +; loop command data LoopCmdWorldNumber: .byte $03, $03, $06, $06, $06, $06, $06, $06, $07, $07, $07 @@ -7783,282 +7783,282 @@ LoopCmdYPosition: .byte $40, $b0, $b0, $80, $40, $40, $80, $40, $f0, $f0, $f0 ExecGameLoopback: - lda Player_PageLoc ;send player back four pages + lda Player_PageLoc ; send player back four pages sec sbc #$04 sta Player_PageLoc - lda CurrentPageLoc ;send current page back four pages + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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? + 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? + 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 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 +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 +InitMLp: lda #$00 ; initialize counters used for multi-part loop commands sta MultiLoopPassCntr sta MultiLoopCorrectCntr -InitLCmd: lda #$00 ;initialize loop command flag +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 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 + sta Enemy_Flag,x ; activate enemy object flag lda #$00 - sta Enemy_State,x ;initialize state and frenzy queue + sta Enemy_State,x ; initialize state and frenzy queue sta EnemyFrenzyQueue - jmp InitEnemyObject ;and then jump to deal with this enemy + 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 +; $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 + 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 + jmp CheckFrenzyBuffer ; if found, jump to check frenzy buffer, otherwise CheckEndofBuffer: - and #%00001111 ;check for special row $0e + 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 + 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 + 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 + lda ScreenRight_X_Pos ; add 48 to pixel coordinate of right boundary clc adc #$30 - and #%11110000 ;store high nybble + and #%11110000 ; store high nybble sta $07 - lda ScreenRight_PageLoc ;add carry to page location of right boundary + lda ScreenRight_PageLoc ; add carry to page location of right boundary adc #$00 - sta $06 ;store page location + carry + 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 + 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 + 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 + inc EnemyObjectPageSel ; otherwise, if MSB is set, set page select + inc EnemyObjectPageLoc ; and increment page control CheckPageCtrlRow: dey - lda (EnemyData),y ;reread first byte + 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 + 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 + 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 + 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 + 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 + 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 + 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 + and #%00001111 ; check for special row $0e + cmp #$0e ; if found, jump elsewhere beq ParseRow0e - jmp CheckThreeBytes ;if not found, unconditional jump + 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 + 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 #$01 ; store value in vertical high byte sta Enemy_Y_HighPos,x - lda (EnemyData),y ;get first byte again - asl ;multiply by four to get the vertical - asl ;coordinate + lda (EnemyData),y ; get first byte again + asl ; multiply by four to get the vertical + asl ; coordinate asl asl sta Enemy_Y_Position,x - cmp #$e0 ;do one last check for special row $0e - beq ParseRow0e ;(necessary if branched to $c1cb) + cmp #$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 (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 + lda (EnemyData),y ; get second byte and mask out 2 MSB and #%00111111 - cmp #$37 ;check for value below $37 + 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 + 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 + 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 +StrID: sta Enemy_ID,x ; store enemy object number into buffer lda #$01 - sta Enemy_Flag,x ;set flag for enemy in buffer + 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 + 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 + 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 + 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 + lda #$00 ; initialize enemy state sta Enemy_State,x - jsr CheckpointEnemyID ;jump ahead to run jump engine and subroutines -ExEPar: rts ;then leave + 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 ; 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 ; 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 + 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 + 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 + 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 +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 + lda #$00 ; init page select for enemy objects sta EnemyObjectPageSel - ldx ObjectOffset ;reload current offset in enemy buffers - rts ;and leave + 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 + 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) + 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 + sta EnemyOffscrBitsMasked,x ; set offscreen masked bit + tya ; get identifier back and use as offset for jump engine InitEnemyRoutines: jsr JumpEngine -;jump engine table for newly loaded enemy objects +; jump engine table for newly loaded enemy objects - .addr InitNormalEnemy ;for objects $00-$0f + .addr InitNormalEnemy ; for objects $00-$0f .addr InitNormalEnemy .addr InitNormalEnemy .addr InitRedKoopa @@ -8075,7 +8075,7 @@ InitEnemyRoutines: .addr InitJumpGPTroopa .addr InitRedPTroopa - .addr InitHorizFlySwimEnemy ;for objects $10-$1f + .addr InitHorizFlySwimEnemy ; for objects $10-$1f .addr InitLakitu .addr InitEnemyFrenzy .addr NoInitCode @@ -8092,7 +8092,7 @@ InitEnemyRoutines: .addr InitShortFirebar .addr InitLongFirebar - .addr NoInitCode ;for objects $20-$2f + .addr NoInitCode ; for objects $20-$2f .addr NoInitCode .addr NoInitCode .addr NoInitCode @@ -8106,10 +8106,10 @@ InitEnemyRoutines: .addr PlatLiftUp .addr PlatLiftDown .addr InitBowser - .addr PwrUpJmp ;possibly dummy value + .addr PwrUpJmp ; possibly dummy value .addr Setup_Vine - .addr NoInitCode ;for objects $30-$36 + .addr NoInitCode ; for objects $30-$36 .addr NoInitCode .addr NoInitCode .addr NoInitCode @@ -8120,31 +8120,31 @@ InitEnemyRoutines: ;------------------------------------------------------------------------------------- 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 + 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 + 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 + 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 + lda #$b8 ; set fixed vertical position for + sta Enemy_Y_Position,x ; princess/mushroom retainer object rts ;-------------------------------- @@ -8153,19 +8153,19 @@ NormalXSpdData: .byte $f8, $f4 InitNormalEnemy: - ldy #$01 ;load offset of 1 by default - lda PrimaryHardMode ;check for primary hard mode flag set + 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 + 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 + jsr InitNormalEnemy ; load appropriate horizontal speed + lda #$01 ; set enemy state for red koopa troopa $03 sta Enemy_State,x rts @@ -8175,86 +8175,86 @@ HBroWalkingTimerData: .byte $80, $50 InitHammerBro: - lda #$00 ;init horizontal speed and timer used by hammer bro - sta HammerThrowingTimer,x ;apparently to time hammer throwing + 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 + 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 + 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 + lda #$00 ; initialize horizontal speed jmp SetESpd ;-------------------------------- InitBloober: - lda #$00 ;initialize horizontal speed + lda #$00 ; initialize horizontal speed sta BlooperMoveSpeed,x -SmallBBox: lda #$09 ;set specific bounding box size control - bne SetBBox ;unconditional branch +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 + 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 +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 + lda #$02 ; set moving direction for left sta Enemy_MovingDir,x - lda #$09 ;set bounding box control for $09 + 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 + 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 + 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 + 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 + 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 ;-------------------------------- -;$01-$03 - used to hold pseudorandom difference adjusters +; $01-$03 - used to hold pseudorandom difference adjusters PRDiffAdjustData: .byte $26, $2c, $32, $38 @@ -8262,95 +8262,95 @@ PRDiffAdjustData: .byte $13, $14, $15, $16 LakituAndSpinyHandler: - lda FrenzyEnemyTimer ;if timer here not expired, leave + lda FrenzyEnemyTimer ; if timer here not expired, leave bne ExLSHand - cpx #$05 ;if we are on the special use slot, leave + cpx #$05 ; if we are on the special use slot, leave bcs ExLSHand - lda #$80 ;set timer + 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 + 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 + 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 + lda #Lakitu ; create lakitu enemy object sta Enemy_ID,x - jsr SetupLakitu ;do a sub to set up lakitu + 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 + 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 + 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 + 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_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 + 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 + 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 + 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 +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 ; 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 + 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 + 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 + 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 + 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 +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 #$00 ; of A were lost...branch here will never be taken for + bmi SpinyRte ; the same reason dey -SpinyRte: sty Enemy_MovingDir,x ;set moving direction to the right +SpinyRte: sty Enemy_MovingDir,x ; set moving direction to the right lda #$fd - sta Enemy_Y_Speed,x ;set vertical speed to move upwards + sta Enemy_Y_Speed,x ; set vertical speed to move upwards lda #$01 - sta Enemy_Flag,x ;enable enemy object by setting flag + sta Enemy_Flag,x ; enable enemy object by setting flag lda #$05 - sta Enemy_State,x ;put spiny in egg state and leave + sta Enemy_State,x ; put spiny in egg state and leave ChpChpEx: rts ;-------------------------------- @@ -8362,34 +8362,34 @@ FirebarSpinDirData: .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 + 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 + 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 + lda FirebarSpinSpdData,y ; get spinning speed of firebar sta FirebarSpinSpeed,x - lda FirebarSpinDirData,y ;get spinning direction of firebar + lda FirebarSpinDirData,y ; get spinning direction of firebar sta FirebarSpinDirection,x lda Enemy_Y_Position,x - clc ;add four pixels to vertical coordinate + 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 + 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 + adc #$00 ; add carry to page location sta Enemy_PageLoc,x - jmp TallBBox2 ;set bounding box control (not used) and leave + jmp TallBBox2 ; set bounding box control (not used) and leave ;-------------------------------- -;$00-$01 - used to hold pseudorandom bits +; $00-$01 - used to hold pseudorandom bits FlyCCXPositionData: .byte $80, $30, $40, $80 @@ -8406,131 +8406,131 @@ FlyCCTimerData: .byte $10, $60, $20, $48 InitFlyingCheepCheep: - lda FrenzyEnemyTimer ;if timer here not expired yet, branch to leave + 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 + jsr SmallBBox ; jump to set bounding box size $09 and init other values lda PseudoRandomBitReg+1,x - and #%00000011 ;set pseudorandom offset here + and #%00000011 ; set pseudorandom offset here tay - lda FlyCCTimerData,y ;load timer with pseudorandom offset + lda FlyCCTimerData,y ; load timer with pseudorandom offset sta FrenzyEnemyTimer - ldy #$03 ;load Y with default value + 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 + 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 + 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 + 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 #$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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + ldy $00 ; get first LSFR or third LSFR lower nybble + tya ; and check for d1 set and #%00000010 - beq D2XPos1 ;if d1 not set, branch + beq D2XPos1 ; if d1 not set, branch lda Enemy_X_Speed,x - eor #$ff ;if d1 set, change horizontal speed - clc ;into two's compliment, thus moving in the opposite - adc #$01 ;direction + eor #$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 + 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 + 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 + 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 +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 + 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 #$01 - sta Enemy_Flag,x ;set enemy's buffer flag - sta Enemy_Y_HighPos,x ;set enemy's high vertical byte + sta Enemy_Flag,x ; set enemy's buffer flag + sta Enemy_Y_HighPos,x ; set enemy's high vertical byte lda #$f8 - sta Enemy_Y_Position,x ;put enemy below the screen, and we are done + 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 + jsr DuplicateEnemyObj ; jump to create another bowser object + stx BowserFront_Offset ; save offset of first here lda #$00 - sta BowserBodyControls ;initialize bowser's body controls - sta BridgeCollapseOffset ;and bridge collapse offset + sta BowserBodyControls ; initialize bowser's body controls + sta BridgeCollapseOffset ; and bridge collapse offset lda Enemy_X_Position,x - sta BowserOrigXPos ;store original horizontal position here + sta BowserOrigXPos ; store original horizontal position here lda #$df - sta BowserFireBreathTimer ;store something here - sta Enemy_MovingDir,x ;and in moving direction + 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 BowserFeetCounter ; set bowser's feet timer and in enemy timer sta EnemyFrameTimer,x lda #$05 - sta BowserHitPoints ;give bowser 5 hit points + sta BowserHitPoints ; give bowser 5 hit points lsr - sta BowserMovementSpeed ;set default movement speed here + sta BowserMovementSpeed ; set default movement speed here rts ;-------------------------------- DuplicateEnemyObj: - ldy #$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 + 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_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 + 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 + sta Enemy_Y_Position,y ; copy vertical coordinate from original to new +FlmEx: rts ; and then leave ;-------------------------------- @@ -8541,75 +8541,75 @@ FlameYMFAdderData: .byte $ff, $01 InitBowserFlame: - lda FrenzyEnemyTimer ;if timer not expired yet, branch to leave + lda FrenzyEnemyTimer ; if timer not expired yet, branch to leave bne FlmEx - sta Enemy_Y_MoveForce,x ;reset something here + sta Enemy_Y_MoveForce,x ; reset something here lda NoiseSoundQueue - ora #Sfx_BowserFlame ;load bowser's flame sound into queue + 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 + 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 + beq SpawnFromMouth ; branch if found + jsr SetFlameTimer ; get timer data based on flame counter clc - adc #$20 ;add 32 frames by default + adc #$20 ; add 32 frames by default ldy SecondaryHardMode - beq SetFrT ;if secondary mode flag not set, use as timer setting + 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 + 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 + 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 + sta Enemy_Y_Position,x ; set vertical position lda ScreenRight_X_Pos clc - adc #$20 ;place enemy 32 pixels beyond right side of screen + adc #$20 ; place enemy 32 pixels beyond right side of screen sta Enemy_X_Position,x lda ScreenRight_PageLoc - adc #$00 ;add carry + adc #$00 ; add carry sta Enemy_PageLoc,x - jmp FinishFlame ;skip this part to finish setting values + jmp FinishFlame ; skip this part to finish setting values SpawnFromMouth: - lda Enemy_X_Position,y ;get bowser's horizontal position + 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 + 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 + 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 + clc ; add 8 pixels to bowser's vertical position adc #$08 - sta Enemy_Y_Position,x ;save as flame's vertical position + 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 + 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 + sta EnemyFrenzyBuffer ; clear enemy frenzy buffer FinishFlame: - lda #$08 ;set $08 for bounding box control + 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 + 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 + sta Enemy_X_MoveForce,x ; initialize horizontal movement force, and + sta Enemy_State,x ; enemy state rts ;-------------------------------- @@ -8621,43 +8621,43 @@ FireworksYPosData: .byte $60, $40, $70, $40, $60, $30 InitFireworks: - lda FrenzyEnemyTimer ;if timer not expired yet, branch to leave + lda FrenzyEnemyTimer ; if timer not expired yet, branch to leave bne ExitFWk - lda #$20 ;otherwise reset timer + lda #$20 ; otherwise reset timer sta FrenzyEnemyTimer - dec FireworksCounter ;decrement for each explosion - ldy #$06 ;start at last slot + 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_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 + 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 + 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 + 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 + 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 + 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 + 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 + sta ExplosionGfxCounter,x ; initialize explosion counter lda #$08 - sta ExplosionTimerCounter,x ;set explosion timing counter + sta ExplosionTimerCounter,x ; set explosion timing counter ExitFWk: rts ;-------------------------------- @@ -8672,158 +8672,158 @@ SwimCC_IDData: .byte $0a, $0b BulletBillCheepCheep: - lda FrenzyEnemyTimer ;if timer not expired yet, branch to leave + 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 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 #$aa ; check first part of LSFR against preset value + bcc ChkW2 ; if less than preset, do not increment offset + iny ; otherwise increment +ChkW2: lda WorldNumber ; check world number cmp #World2 - beq Get17ID ;if we're on world 2, do not increment offset - iny ;otherwise increment + beq Get17ID ; if we're on world 2, do not increment offset + iny ; otherwise increment Get17ID: tya - and #%00000001 ;mask out all but last bit of offset + and #%00000001 ; mask out all but last bit of offset tay - lda SwimCC_IDData,y ;load identifier for cheep-cheeps -Set17ID: sta Enemy_ID,x ;store whatever's in A as enemy identifier + lda SwimCC_IDData,y ; load identifier for cheep-cheeps +Set17ID: sta Enemy_ID,x ; store whatever's in A as enemy identifier lda BitMFilter - cmp #$ff ;if not all bits set, skip init part and compare bits + cmp #$ff ; if not all bits set, skip init part and compare bits bne GetRBit - lda #$00 ;initialize vertical position filter + 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 +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 + 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 + 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 #$20 ; set timer sta FrenzyEnemyTimer - jmp CheckpointEnemyID ;process our new enemy object + jmp CheckpointEnemyID ; process our new enemy object DoBulletBills: - ldy #$ff ;start at beginning of enemy slots -BB_SLoop: iny ;move onto the next slot - cpy #$05 ;branch to play sound if we've done all slots + ldy #$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_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 + 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 + ora #Sfx_Blast ; play fireworks/gunfire sound sta Square2SoundQueue - lda #BulletBill_FrenzyVar ;load identifier for bullet bill object - bne Set17ID ;unconditional branch + lda #BulletBill_FrenzyVar ; load identifier for bullet bill object + bne Set17ID ; unconditional branch ;-------------------------------- -;$00 - used to store Y position of group enemies -;$01 - used to store enemy ID -;$02 - used to store page location of right side of screen -;$03 - used to store X position of right side of screen +; $00 - used to store Y position of group enemies +; $01 - used to store enemy ID +; $02 - used to store page location of right side of screen +; $03 - used to store X position of right side of screen HandleGroupEnemies: - ldy #$00 ;load value for green koopa troopa + 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 + 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 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 + sta Enemy_ID,x ; store enemy object identifier lda $02 - sta Enemy_PageLoc,x ;store page location for enemy object + sta Enemy_PageLoc,x ; store page location for enemy object lda $03 - sta Enemy_X_Position,x ;store x coordinate for enemy object + sta Enemy_X_Position,x ; store x coordinate for enemy object clc - adc #$18 ;add 24 pixels for next enemy + adc #$18 ; add 24 pixels for next enemy sta $03 - lda $02 ;add carry to page location for - adc #$00 ;next enemy + lda $02 ; add carry to page location for + adc #$00 ; next enemy sta $02 - lda $00 ;store y coordinate for enemy object + 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 + 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 + 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 +NextED: jmp Inc2B ; jump to increment data offset and leave ;-------------------------------- InitPiranhaPlant: - lda #$01 ;set initial speed + 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 + 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 + sta PiranhaPlantDownYPos,x ; save original vertical coordinate here sec sbc #$18 - sta PiranhaPlantUpYPos,x ;save original vertical coordinate - 24 pixels here + sta PiranhaPlantUpYPos,x ; save original vertical coordinate - 24 pixels here lda #$09 - jmp SetBBox2 ;set specific value for bounding box control + jmp SetBBox2 ; set specific value for bounding box control ;-------------------------------- InitEnemyFrenzy: - lda Enemy_ID,x ;load enemy identifier - sta EnemyFrenzyBuffer ;save in enemy frenzy buffer + 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 + sbc #$12 ; subtract 12 and use as offset for jump engine jsr JumpEngine -;frenzy object jump table +; frenzy object jump table .addr LakituAndSpinyHandler .addr NoFrenzyCode .addr InitFlyingCheepCheep @@ -8839,131 +8839,131 @@ NoFrenzyCode: ;-------------------------------- EndFrenzy: - ldy #$05 ;start at last slot -LakituChk: lda Enemy_ID,y ;check enemy identifiers - cmp #Lakitu ;for lakitu + 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 + 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 +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 + 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 + lda #$02 ; set for movement to the left sta Enemy_MovingDir,x - lda #$f8 ;set horizontal speed + 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 +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 ; 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 + 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 #$00 - sta Enemy_MovingDir,x ;init moving direction - tay ;init Y - jsr PosPlatform ;do a sub to add 8 pixels, then run shared code here + sta Enemy_MovingDir,x ; init moving direction + tay ; init Y + jsr PosPlatform ; do a sub to add 8 pixels, then run shared code here ;-------------------------------- InitDropPlatform: lda #$ff - sta PlatformCollisionFlag,x ;set some value here - jmp CommonPlatCode ;then jump ahead to execute more code + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + lda #$10 ; set movement amount here sta Enemy_Y_MoveForce,x - lda #$ff ;set moving speed for platforms going up + lda #$ff ; set moving speed for platforms going up sta Enemy_Y_Speed,x - jmp CommonSmallLift ;skip ahead to part we should be executing + jmp CommonSmallLift ; skip ahead to part we should be executing ;-------------------------------- PlatLiftDown: - lda #$f0 ;set movement amount here + lda #$f0 ; set movement amount here sta Enemy_Y_MoveForce,x - lda #$00 ;set moving speed for platforms going down + 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 + 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 + sta Enemy_BoundBoxCtrl,x ; set bounding box control for small platforms rts ;-------------------------------- @@ -8975,14 +8975,14 @@ PlatPosDataHigh: .byte $00,$00,$ff PosPlatform: - lda Enemy_X_Position,x ;get horizontal coordinate + 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 + 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 + adc PlatPosDataHigh,y ; add or subtract page location depending on offset + sta Enemy_PageLoc,x ; store as new page location + rts ; and go back ;-------------------------------- @@ -8992,18 +8992,18 @@ EndOfEnemyInitCode: ;------------------------------------------------------------------------------------- RunEnemyObjectsCore: - ldx ObjectOffset ;get offset for enemy object buffer - lda #$00 ;load value 0 for jump engine by default + 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 + 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 + 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 RunBowserFlame ; for objects $15-$1f .addr RunFireworks .addr NoRunCode .addr NoRunCode @@ -9015,7 +9015,7 @@ JmpEO: jsr JumpEngine .addr RunFirebarObj .addr RunFirebarObj - .addr RunFirebarObj ;for objects $20-$2f + .addr RunFirebarObj ; for objects $20-$2f .addr RunFirebarObj .addr RunFirebarObj .addr NoRunCode @@ -9032,7 +9032,7 @@ JmpEO: jsr JumpEngine .addr PowerUpObjHandler .addr VineObjectHandler - .addr NoRunCode ;for objects $30-$35 + .addr NoRunCode ; for objects $30-$35 .addr RunStarFlagObj .addr JumpspringHandler .addr NoRunCode @@ -9054,7 +9054,7 @@ RunRetainerObj: ;-------------------------------- RunNormalEnemies: - lda #$00 ;init sprite attributes + lda #$00 ; init sprite attributes sta Enemy_SprAttrib,x jsr GetEnemyOffscreenBits jsr RelativeEnemyPosition @@ -9063,7 +9063,7 @@ RunNormalEnemies: jsr EnemyToBGCollisionDet jsr EnemiesCollision jsr PlayerEnemyCollision - ldy TimerControl ;if master timer control set, skip to last routine + ldy TimerControl ; if master timer control set, skip to last routine bne SkipMove jsr EnemyMovementSubs SkipMove: jmp OffscreenBoundsCheck @@ -9072,7 +9072,7 @@ EnemyMovementSubs: lda Enemy_ID,x jsr JumpEngine - .addr MoveNormalEnemy ;only objects $00-$14 use this table + .addr MoveNormalEnemy ; only objects $00-$14 use this table .addr MoveNormalEnemy .addr MoveNormalEnemy .addr MoveNormalEnemy @@ -9091,7 +9091,7 @@ EnemyMovementSubs: .addr MoveFlyGreenPTroopa .addr MoveLakitu .addr MoveNormalEnemy - .addr NoMoveCode ;dummy + .addr NoMoveCode ; dummy .addr MoveFlyingCheepCheep ;-------------------------------- @@ -9134,8 +9134,8 @@ RunLargePlatform: jsr RelativeEnemyPosition jsr LargePlatformBoundBox jsr LargePlatformCollision - lda TimerControl ;if master timer control set, - bne SkipPT ;skip subroutine tree + lda TimerControl ; if master timer control set, + bne SkipPT ; skip subroutine tree jsr LargePlatformSubroutines SkipPT: jsr RelativeEnemyPosition jsr DrawLargePlatform @@ -9144,12 +9144,12 @@ SkipPT: jsr RelativeEnemyPosition ;-------------------------------- LargePlatformSubroutines: - lda Enemy_ID,x ;subtract $24 to get proper offset for jump table + 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 BalancePlatform ; table used by objects $24-$2a .addr YMovingPlatform .addr MoveLargeLiftPlat .addr MoveLargeLiftPlat @@ -9160,7 +9160,7 @@ LargePlatformSubroutines: ;------------------------------------------------------------------------------------- EraseEnemyObject: - lda #$00 ;clear all enemy object variables + lda #$00 ; clear all enemy object variables sta Enemy_Flag,x sta Enemy_ID,x sta Enemy_State,x @@ -9174,21 +9174,21 @@ EraseEnemyObject: ;------------------------------------------------------------------------------------- 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 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 + 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 +; $00 - used in HammerBroJumpCode as bitmask HammerThrowTmrData: .byte $30, $1c @@ -9200,253 +9200,253 @@ RevivedXSpeed: .byte $08, $f8, $0c, $f4 ProcHammerBro: - lda Enemy_State,x ;check hammer bro's enemy state for d5 set + 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 + 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 + 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 + 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 + jmp MoveHammerBroXDir ; jump to move hammer bro +DecHT: dec HammerThrowingTimer,x ; decrement timer + jmp MoveHammerBroXDir ; jump to move hammer bro HammerBroJumpLData: .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 + 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 + 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 + lda $00 ; load preset value here to use as bitmask + and PseudoRandomBitReg+2,x ; and do bit-wise comparison with part of LSFR + tay ; then use as offset + lda SecondaryHardMode ; check secondary hard mode flag bne HJump - tay ;if secondary hard mode flag clear, set offset to 0 -HJump: lda HammerBroJumpLData,y ;get jump length timer data using offset from before - sta EnemyFrameTimer,x ;save in enemy timer + tay ; if secondary hard mode flag clear, set offset to 0 +HJump: lda HammerBroJumpLData,y ; get jump length timer data using offset from before + sta EnemyFrameTimer,x ; save in enemy timer lda PseudoRandomBitReg+1,x - ora #%11000000 ;get contents of part of LSFR, set d7 and d6, then - sta HammerBroJumpTimer,x ;store in jump timer + ora #%11000000 ; get contents of part of LSFR, set d7 and d6, then + sta HammerBroJumpTimer,x ; store in jump timer MoveHammerBroXDir: - ldy #$fc ;move hammer bro a little to the left + ldy #$fc ; move hammer bro a little to the left lda FrameCounter - and #%01000000 ;change hammer bro's direction every 64 frames + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 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 + 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 + 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 + 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 + 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 #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 + 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 + 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 + 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 + 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 +; $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 + jsr XMoveCntr_GreenPTroopa ; do sub to increment primary and secondary counters + jsr MoveWithXMCntrs ; do sub to move green paratroopa accordingly, and horizontally + ldy #$01 ; set Y to move green paratroopa down lda FrameCounter - and #%00000011 ;check frame counter 2 LSB for any bits set - bne NoMGPT ;branch to leave if set to move up/down every fourth frame + and #%00000011 ; check frame counter 2 LSB for any bits set + bne NoMGPT ; branch to leave if set to move up/down every fourth frame lda FrameCounter - and #%01000000 ;check frame counter for d6 set - bne YSway ;branch to move green paratroopa down if set - ldy #$ff ;otherwise set Y to move green paratroopa up -YSway: sty $00 ;store adder here + and #%01000000 ; check frame counter for d6 set + bne YSway ; branch to move green paratroopa down if set + ldy #$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 + clc ; add or subtract from vertical position + adc $00 ; to give green paratroopa a wavy flight sta Enemy_Y_Position,x -NoMGPT: rts ;leave! +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 + 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 + 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 + 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 +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 +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 + lda XMoveSecondaryCounter,x ; save secondary counter to stack pha - ldy #$01 ;set value here by default + ldy #$01 ; set value here by default lda XMovePrimaryCounter,x - and #%00000010 ;if d1 of primary counter is - bne XMRight ;set, branch ahead of this part here + and #%00000010 ; if d1 of primary counter is + bne XMRight ; set, branch ahead of this part here lda XMoveSecondaryCounter,x - eor #$ff ;otherwise change secondary - clc ;counter to two's compliment + 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 + 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 + sta $00 ; save value obtained from sub here + pla ; get secondary counter from stack + sta XMoveSecondaryCounter,x ; and return to original place rts ;-------------------------------- @@ -9456,214 +9456,214 @@ BlooberBitmasks: 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 + 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 + 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 + 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 + 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 + bne LeftSwim ; if moving to the left, branch to second part lda Enemy_X_Position,x - clc ;add movement speed to horizontal coordinate + clc ; add movement speed to horizontal coordinate adc BlooperMoveSpeed,x - sta Enemy_X_Position,x ;store result as new horizontal coordinate + 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 + 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 + sec ; subtract movement speed from horizontal coordinate sbc BlooperMoveSpeed,x - sta Enemy_X_Position,x ;store result as new horizontal coordinate + 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 + 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 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 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 #$00 - sta BlooperMoveCounter,x ;otherwise nullify movement counter + sta BlooperMoveCounter,x ; otherwise nullify movement counter rts ;-------------------------------- MoveBulletBill: - lda Enemy_State,x ;check bullet bill's enemy object state for d5 set + lda Enemy_State,x ; check bullet bill's enemy object state for d5 set and #%00100000 - beq NotDefB ;if not set, continue with movement code - jmp MoveJ_EnemyVertically ;otherwise jump to move defeated bullet bill downwards -NotDefB: lda #$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 $17, not from cannons) + beq NotDefB ; if not set, continue with movement code + jmp MoveJ_EnemyVertically ; otherwise jump to move defeated bullet bill downwards +NotDefB: lda #$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 +; $02 - used to hold preset values +; $03 - used to hold enemy state SwimCCXMoveData: .byte $40, $80 - .byte $04, $04 ;residual data, not used + .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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 CheepCheepMoveMFlag,x ; otherwise change movement speed +ExSwCC: rts ; leave ;-------------------------------- -;$00 - used as counter for firebar parts -;$01 - used for oscillated high byte of spin state or to hold horizontal adder -;$02 - used for oscillated high byte of spin state or to hold vertical adder -;$03 - used for mirror data -;$04 - used to store player's sprite 1 X coordinate -;$05 - used to evaluate mirror data -;$06 - used to store either screen X coordinate or sprite data offset -;$07 - used to store screen Y coordinate -;$ed - used to hold maximum length of firebar -;$ef - used to hold high byte of spinstate +; $00 - used as counter for firebar parts +; $01 - used for oscillated high byte of spin state or to hold horizontal adder +; $02 - used for oscillated high byte of spin state or to hold vertical adder +; $03 - used for mirror data +; $04 - used to store player's sprite 1 X coordinate +; $05 - used to evaluate mirror data +; $06 - used to store either screen X coordinate or sprite data offset +; $07 - used to store screen Y coordinate +; $ed - used to hold maximum length of firebar +; $ef - used to hold high byte of spinstate -;horizontal adder is at first byte + high byte of spinstate, -;vertical adder is same + 8 bytes, two's compliment -;if greater than $08 for proper oscillation +; horizontal adder is at first byte + high byte of spinstate, +; 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 @@ -9688,216 +9688,216 @@ FirebarYPos: .byte $0c, $18 ProcFirebar: - jsr GetEnemyOffscreenBits ;get offscreen information - lda Enemy_OffscreenBits ;check for d3 set - and #%00001000 ;if so, branch to leave + 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 + 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 + 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 + bne SetupGFB ; if not at twenty-four branch to not change SkpFSte: clc - adc #$01 ;add one to spinning thing to avoid horizontal state + 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 +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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 + 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) + 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 + 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 +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 +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? + 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 + 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 #$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 +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 + 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 + 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 +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 + lda $00 ; save value written to $00 to stack pha - jsr InjurePlayer ;perform sub to hurt or kill player + 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 + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 + eor #%00001111 ; otherwise get two's compliment clc adc #$01 -GetVAdder: sta $02 ;store result here +GetVAdder: sta $02 ; store result here ldy $00 - lda FirebarTblOffsets,y ;load offset to firebar position data again + 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 + 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 + 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 + 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 + tay ; use as offset + lda FirebarMirrorData,y ; load mirroring data here + sta $03 ; store rts ;-------------------------------- @@ -9909,211 +9909,211 @@ FlyCCBPriority: .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 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 + 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 #$05 ; set maximum speed + jsr SetXMoveAmt ; branch to impose gravity on flying cheep-cheep lda Enemy_Y_MoveForce,x - lsr ;get vertical movement force and - lsr ;move high nybble to low + lsr ; get vertical movement force and + lsr ; move high nybble to low lsr lsr - tay ;save as offset (note this tends to go into reach of code) - lda Enemy_Y_Position,x ;get vertical position - sec ;subtract pseudorandom value based on offset from position + tay ; save as offset (note this tends to go into reach of code) + lda Enemy_Y_Position,x ; get vertical position + sec ; subtract pseudorandom value based on offset from position sbc PRandomSubtracter,y - bpl AddCCF ;if result within top half of screen, skip this part + bpl AddCCF ; if result within top half of screen, skip this part eor #$ff - clc ;otherwise get two's compliment + 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 +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 + adc #$10 ; otherwise add to it sta Enemy_Y_MoveForce,x - lsr ;move high nybble to low again + 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 +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 +; $00 - used to hold horizontal difference +; $01-$03 - used to hold difference adjusters LakituDiffAdj: .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 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 + 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 + bne SetLSpd ; load horizontal speed and do unconditional branch Fr12S: lda #Spiny - sta EnemyFrenzyBuffer ;set spiny identifier in frenzy buffer + sta EnemyFrenzyBuffer ; set spiny identifier in frenzy buffer ldy #$02 -LdLDa: lda LakituDiffAdj,y ;load values - sta $0001,y ;store in zero page +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 + 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 + 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 + 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 + 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 + 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 + eor #$ff ; get two's compliment of low byte of horizontal difference clc - adc #$01 ;store two's compliment as horizontal difference + 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 +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 + lda #$3c ; otherwise set maximum distance sta $00 - lda Enemy_ID,x ;check if lakitu is in our current enemy slot + 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 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 +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 + 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 + sta $00 ; store as new value + ldy #$00 ; init offset lda Player_X_Speed - beq SubDifAdj ;if player not moving horizontally, branch + 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 + 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 + 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 #$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 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 +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!!! + 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 +; $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 $1a ; axe + .byte $58 ; chain + .byte $98, $96, $94, $92, $90, $8e, $8c ; bridge .byte $8a, $88, $86, $84, $82, $80 BridgeCollapse: - ldx BowserFront_Offset ;get enemy offset for bowser - lda Enemy_ID,x ;check enemy object identifier for bowser - cmp #Bowser ;if not found, branch ahead, - bne SetM2 ;metatile removal not necessary - stx ObjectOffset ;store as enemy offset here - lda Enemy_State,x ;if bowser in normal state, skip all of this + ldx BowserFront_Offset ; get enemy offset for bowser + lda Enemy_ID,x ; check enemy object identifier for bowser + cmp #Bowser ; if not found, branch ahead, + bne SetM2 ; metatile removal not necessary + stx ObjectOffset ; store as enemy offset here + lda Enemy_State,x ; if bowser in normal state, skip all of this beq RemoveBridge - and #%01000000 ;if bowser's state has d6 clear, skip to silence music + and #%01000000 ; if bowser's state has d6 clear, skip to silence music beq SetM2 - lda Enemy_Y_Position,x ;check bowser's vertical coordinate - cmp #$e0 ;if bowser not yet low enough, skip this part ahead + 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 +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 + 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 + 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 + sta BowserFeetCounter ; otherwise, set timer now lda BowserBodyControls - eor #$01 ;invert bit to control bowser's feet + eor #$01 ; invert bit to control bowser's feet sta BowserBodyControls - lda #$22 ;put high byte of name table address here for now + 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 + 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 + 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 + 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 + 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) + 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 + sta Square2SoundQueue ; play bowser defeat sound +NoBFall: jmp BowserGfxHandler ; jump to code that draws bowser ;-------------------------------- @@ -10121,311 +10121,311 @@ PRandomRange: .byte $21, $41, $11, $31 RunBowser: - lda Enemy_State,x ;if d5 in enemy state is not set - and #%00100000 ;then branch elsewhere to run bowser + lda Enemy_State,x ; if d5 in enemy state is not set + and #%00100000 ; then branch elsewhere to run bowser beq BowserControl - lda Enemy_Y_Position,x ;otherwise check vertical position - cmp #$e0 ;if above a certain point, branch to move defeated bowser - bcc MoveD_Bowser ;otherwise proceed to KillAllEnemies + lda Enemy_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 + 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 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 + 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 +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 + sta Enemy_MovingDir,x ; set bowser to move and face to the right lda #$02 - sta BowserMovementSpeed ;set movement speed + sta BowserMovementSpeed ; set movement speed lda #$20 - sta EnemyFrameTimer,x ;set timer here - sta BowserFireBreathTimer ;set timer used for bowser's flame + sta EnemyFrameTimer,x ; set timer here + sta BowserFireBreathTimer ; set timer used for bowser's flame lda Enemy_X_Position,x - cmp #$c8 ;if bowser to the right past a certain point, - bcs HammerChk ;skip ahead to some other section -GetPRCmp: lda FrameCounter ;get frame counter + 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 + 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 + cmp BowserOrigXPos ; if bowser not at original horizontal position, + bne GetDToO ; branch to skip this part lda PseudoRandomBitReg,x - and #%00000011 ;get pseudorandom offset + and #%00000011 ; get pseudorandom offset tay - lda PRandomRange,y ;load value using pseudorandom offset - sta MaxRangeFromOrigin ;and store here + 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 + 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 + 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 + 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 + 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 + 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) + 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 + 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 + 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 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + sta ObjectOffset ; get original enemy object offset tax - lda #$00 ;nullify bowser's front/rear graphics flag + lda #$00 ; nullify bowser's front/rear graphics flag sta BowserGfxFlag -ExBGfxH: rts ;leave! +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!) + 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 + 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 + 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 +; $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 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 + 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 + 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 + 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 + 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 + sec ; subtract value from movement force sbc $00 - sta Enemy_X_MoveForce,x ;save new value + 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 + 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 + 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 + 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 + 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 + 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 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 + 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 + 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 + 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 + 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 + iny ; increment Y four times to move onto the next OAM + inx ; move onto the next OAM, and branch if three + cpx #$03 ; have not yet been done bcc DrawFlameLoop - ldx ObjectOffset ;reload original enemy offset - jsr GetEnemyOffscreenBits ;get offscreen information - ldy Enemy_SprDataOffset,x ;get OAM data offset - lda Enemy_OffscreenBits ;get enemy object offscreen bits - lsr ;move d0 to carry and result to stack + ldx ObjectOffset ; reload original enemy offset + jsr GetEnemyOffscreenBits ; get offscreen information + ldy Enemy_SprDataOffset,x ; get OAM data offset + lda Enemy_OffscreenBits ; get enemy object offscreen bits + lsr ; move d0 to carry and result to stack pha - bcc M3FOfs ;branch if carry not set - lda #$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 + 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 + bcc M2FOfs ; branch if carry not set again + lda #$f8 ; otherwise move third sprite offscreen sta Sprite_Y_Position+8,y -M2FOfs: pla ;get bits from stack again - lsr ;move d2 to carry and move bits back to stack again +M2FOfs: pla ; get bits from stack again + lsr ; move d2 to carry and move bits back to stack again pha - bcc M1FOfs ;branch if carry not set yet again - lda #$f8 ;otherwise move second sprite offscreen + bcc M1FOfs ; branch if carry not set yet again + lda #$f8 ; otherwise move second sprite offscreen sta Sprite_Y_Position+4,y -M1FOfs: pla ;get bits from stack one last time - lsr ;move d3 to carry - bcc ExFlmeD ;branch if carry not set one last time +M1FOfs: pla ; get bits from stack one last time + lsr ; move d3 to carry + bcc ExFlmeD ; branch if carry not set one last time lda #$f8 - sta Sprite_Y_Position,y ;otherwise move first sprite offscreen -ExFlmeD: rts ;leave + 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 + 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 + 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 + 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 + 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 + lda #$00 ; disable enemy buffer flag sta Enemy_Flag,x - lda #Sfx_Blast ;play fireworks/gunfire sound + lda #Sfx_Blast ; play fireworks/gunfire sound sta Square2SoundQueue - lda #$05 ;set part of score modifier for 500 points + lda #$05 ; set part of score modifier for 500 points sta DigitModifier+4 - jmp EndAreaPoints ;jump to award points accordingly then leave + jmp EndAreaPoints ; jump to award points accordingly then leave ;-------------------------------- @@ -10439,12 +10439,12 @@ StarFlagTileData: .byte $54, $55, $56, $57 RunStarFlagObj: - lda #$00 ;initialize enemy frenzy buffer + 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 + 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 + jsr JumpEngine ; otherwise jump to appropriate sub .addr StarFlagExit .addr GameTimerFireworks @@ -10453,819 +10453,819 @@ RunStarFlagObj: .addr DelayToAreaEnd GameTimerFireworks: - ldy #$05 ;set default state for star flag object - lda GameTimerDisplay+2 ;get game timer's last digit + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 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 + 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 + 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 + 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 + 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 ; 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 + 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 + jsr DrawStarFlag ; do sub to draw star flag lda #$06 - sta EnemyIntervalTimer,x ;set interval timer here + sta EnemyIntervalTimer,x ; set interval timer here IncrementSFTask2: - inc StarFlagTaskControl ;move onto next task + 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 +; $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 + 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 + clc ; and change to two's compliment adc #$01 - sta $00 ;save as new horizontal difference + sta $00 ; save as new horizontal difference ChkPlayerNearPipe: - lda $00 ;get saved horizontal difference + lda $00 ; get saved horizontal difference cmp #$21 - bcc PutinPipe ;if player within a certain distance, branch to leave + bcc PutinPipe ; if player within a certain distance, branch to leave ReversePlantSpeed: - lda PiranhaPlant_Y_Speed,x ;get vertical speed + lda PiranhaPlant_Y_Speed,x ; get vertical speed eor #$ff - clc ;change to two's compliment + 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 + 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 + 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 + 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 + 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 + sta PiranhaPlant_MoveFlag,x ; otherwise clear movement flag lda #$40 - sta EnemyFrameTimer,x ;set timer to delay piranha plant movement + 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 +; $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 + 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 + 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 + lda FirebarSpinState_High,x ; add carry to what would normally be the vertical speed adc #$00 rts SpinCounterClockwise: - ldy #$08 ;possibly residual ldy + ldy #$08 ; possibly residual ldy lda FirebarSpinState_Low,x - sec ;subtract spinning speed to what would normally be - sbc $07 ;the horizontal speed + 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 + 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 -;$01 - used to hold high byte of name table for rope -;$02 - used to hold page location of rope +; $00 - used to hold collision flag, Y movement force + 5 or low byte of name table for rope +; $01 - used to hold high byte of name table for rope +; $02 - used to hold page location of rope BalancePlatform: - lda Enemy_Y_HighPos,x ;check high byte of vertical position + 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 + 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 + 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 + jmp PlatformFall ; if set, jump here ChkForFall: - lda #$2d ;check if platform is above a certain point + 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 + 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 + 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 + 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 + 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 + lda Enemy_Y_Position,x ; save vertical position to stack pha - lda PlatformCollisionFlag,x ;get collision flag - bpl ColFlg ;branch if collision + 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 + clc ; add $05 to contents of moveforce, whatever they be adc #$05 - sta $00 ;store here + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 ; 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 + 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 + lda #$02 ; set length for 2 bytes sta VRAM_Buffer1+2,x - lda Enemy_Y_Speed,y ;if platform moving upwards, branch - bmi EraseR1 ;to do something else + lda Enemy_Y_Speed,y ; if platform moving upwards, branch + bmi EraseR1 ; to do something else lda #$a2 - sta VRAM_Buffer1+3,x ;otherwise put tile numbers for left - lda #$a3 ;and right sides of rope in vram buffer + sta VRAM_Buffer1+3,x ; otherwise put tile numbers for left + lda #$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 + 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 $00 ;the other platform + lda Enemy_State,y ; get offset of other platform from state + tay ; use as Y here + pla ; pull second copy of vertical speed from stack + eor #$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 #$02 - sta VRAM_Buffer1+7,x ;set length again for 2 bytes - pla ;pull first copy of vertical speed from stack - bpl EraseR2 ;if moving upwards (note inversion earlier), skip this + sta VRAM_Buffer1+7,x ; set length again for 2 bytes + pla ; pull first copy of vertical speed from stack + bpl EraseR2 ; if moving upwards (note inversion earlier), skip this lda #$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 #$24 ;put blank tiles in vram buffer - sta VRAM_Buffer1+8,x ;to erase rope + sta VRAM_Buffer1+8,x ; otherwise put tile numbers for left + lda #$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 +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 + 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 +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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + and #%10111111 ; mask out d6 of low byte of name table address sta $00 -ExPRp: rts ;leave! +ExPRp: rts ; leave! InitPlatformFall: - tya ;move offset of other platform from Y to X + tya ; move offset of other platform from Y to X tax - jsr GetEnemyOffscreenBits ;get offscreen bits + jsr GetEnemyOffscreenBits ; get offscreen bits lda #$06 - jsr SetupFloateyNumber ;award 1000 points to player + jsr SetupFloateyNumber ; award 1000 points to player lda Player_Rel_XPos - sta FloateyNum_X_Pos,x ;put floatey number coordinates where player is + 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 + 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 + 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 + tya ; save offset for other platform to stack pha - jsr MoveFallingPlatform ;make current platform fall + jsr MoveFallingPlatform ; make current platform fall pla - tax ;pull offset from stack and save to X - jsr MoveFallingPlatform ;make other platform fall + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + jsr MovePlatformUp ; otherwise start slowing descent/moving upwards jmp ChkYPCollision -YMDown: jsr MovePlatformDown ;start slowing ascent/moving downwards +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 +; $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 + 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 +; $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 + 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 + 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 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 + 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 + 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 -;$01 - extended left boundary position -;$02 - page location of extended right boundary -;$03 - extended right boundary position +; $00 - page location of extended left boundary +; $01 - extended left boundary position +; $02 - page location of extended right boundary +; $03 - extended right boundary position OffscreenBoundsCheck: - lda Enemy_ID,x ;check for cheep-cheep object - cmp #FlyingCheepCheep ;branch to leave if found + 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 + lda ScreenLeft_X_Pos ; get horizontal coordinate for left side of screen ldy Enemy_ID,x - cpy #HammerBro ;check for hammer bro object + 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 + 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 + 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 + 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 + 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 + 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 + 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 + cpy #PiranhaPlant ; if piranha plant, do not erase beq ExScrnBd - cpy #FlagpoleFlagObject ;if flagpole flag, do not erase + cpy #FlagpoleFlagObject ; if flagpole flag, do not erase beq ExScrnBd - cpy #StarFlagObject ;if star flag, do not erase + 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 + 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 +; some unused space .byte $ff, $ff, $ff ;------------------------------------------------------------------------------------- -;$01 - enemy buffer offset +; $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 + 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 + 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) + 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 ; 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 + 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 + stx $01 ; store enemy object offset here tya - pha ;push fireball offset to the stack + 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 + 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 + 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 + 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 ; 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 + 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 + 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 + ldx ObjectOffset ; get original fireball offset and leave rts BowserIdentities: .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 + 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 + cmp #Bowser ; check enemy identifier for bowser + beq HurtBowser ; branch if found + ldx $01 ; otherwise retrieve current enemy offset ChkBuzzyBeetle: lda Enemy_ID,x - cmp #BuzzyBeetle ;check for buzzy beetle - beq ExHCF ;branch if found to leave (buzzy beetles fireproof) - cmp #Bowser ;check for bowser one more time (necessary if d7 of flag was clear) - bne ChkOtherEnemies ;if not found, branch to check other enemies + cmp #BuzzyBeetle ; check for buzzy beetle + beq ExHCF ; branch if found to leave (buzzy beetles fireproof) + cmp #Bowser ; check for bowser one more time (necessary if d7 of flag was clear) + bne ChkOtherEnemies ; if not found, branch to check other enemies HurtBowser: - dec BowserHitPoints ;decrement bowser's hit points - bne ExHCF ;if bowser still has hit points, branch to leave - jsr InitVStf ;otherwise do sub to init vertical speed and movement force - sta Enemy_X_Speed,x ;initialize horizontal speed - sta EnemyFrenzyBuffer ;init enemy frenzy buffer + dec BowserHitPoints ; decrement bowser's hit points + bne ExHCF ; if bowser still has hit points, branch to leave + jsr InitVStf ; otherwise do sub to init vertical speed and movement force + sta Enemy_X_Speed,x ; initialize horizontal speed + sta EnemyFrenzyBuffer ; init enemy frenzy buffer lda #$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 + 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 + 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) + beq ExHCF ; branch to leave if bullet bill (frenzy variant) cmp #Podoboo - beq ExHCF ;branch to leave if podoboo + beq ExHCF ; branch to leave if podoboo cmp #$15 - bcs ExHCF ;branch to leave if identifier => $15 + bcs ExHCF ; branch to leave if identifier => $15 ShellOrBlockDefeat: - lda Enemy_ID,x ;check for piranha plant + lda Enemy_ID,x ; check for piranha plant cmp #PiranhaPlant - bne StnE ;branch if not found + bne StnE ; branch if not found lda Enemy_Y_Position,x - adc #$18 ;add 24 pixels to enemy object's vertical position + adc #$18 ; add 24 pixels to enemy object's vertical position sta Enemy_Y_Position,x -StnE: jsr ChkToStunEnemies ;do yet another sub +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 + 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 + 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 + 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 + jsr SetupFloateyNumber ; update necessary score variables + lda #Sfx_EnemySmack ; play smack enemy sound sta Square1SoundQueue -ExHCF: rts ;and now let's leave +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 + 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 ; 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 + 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 #$01 - sta Misc_Collision_Flag,x ;otherwise set collision flag now + sta Misc_Collision_Flag,x ; otherwise set collision flag now lda Misc_X_Speed,x - eor #$ff ;get two's compliment of - clc ;hammer's horizontal speed + 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_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 + jsr EraseEnemyObject ; erase the power-up object lda #$06 - jsr SetupFloateyNumber ;award 1000 points to player by default + 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 + 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 + 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 + 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 + lda PlayerStatus ; if player status = small, branch beq UpToSuper - cmp #$01 ;if player status not super, leave + cmp #$01 ; if player status not super, leave bne NoPUp - ldx ObjectOffset ;get enemy offset, not necessary - lda #$02 ;set player status to fiery + 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 + 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 + 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 + lda #$01 ; set player status to super sta PlayerStatus - lda #$09 ;set value to be used by subroutine tree (super) + 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 + ldy #$00 ; set value to be used as new player state + jsr SetPRout ; set values to stop certain things in motion NoPUp: rts ;-------------------------------- @@ -11280,257 +11280,257 @@ DemotedKoopaXSpdData: .byte $08, $f8 PlayerEnemyCollision: - lda FrameCounter ;check counter for d0 set + 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 + 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 + 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 + 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 + 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 + 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 + 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 HandlePECollisions: - lda Enemy_CollisionBits,x ;check enemy collision bits for d0 set - and #%00000001 ;or for being offscreen at all + 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 + bne ExPEC ; branch to leave if either is true lda #$01 - ora Enemy_CollisionBits,x ;otherwise set d0 now + ora Enemy_CollisionBits,x ; otherwise set d0 now sta Enemy_CollisionBits,x - cpy #Spiny ;branch if spiny + cpy #Spiny ; branch if spiny beq ChkForPlayerInjury - cpy #PiranhaPlant ;branch if piranha plant + cpy #PiranhaPlant ; branch if piranha plant beq InjurePlayer - cpy #Podoboo ;branch if podoboo + cpy #Podoboo ; branch if podoboo beq InjurePlayer - cpy #BulletBill_CannonVar ;branch if bullet bill + cpy #BulletBill_CannonVar ; branch if bullet bill beq ChkForPlayerInjury - cpy #$15 ;branch if object => $15 + cpy #$15 ; branch if object => $15 bcs InjurePlayer - lda AreaType ;branch if water type level + lda AreaType ; branch if water type level beq InjurePlayer - lda Enemy_State,x ;branch if d7 of enemy state was set + 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 + 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 + 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 + lda Enemy_ID,x ; branch to leave if goomba in defeated state cmp #Goomba beq ExPEC - lda #Sfx_EnemySmack ;play smack enemy sound + lda #Sfx_EnemySmack ; play smack enemy sound sta Square1SoundQueue - lda Enemy_State,x ;set d7 in enemy state, thus become moving shell + 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 + 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 + 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!!! + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + sty TimerControl ; set master timer control flag to halt timers iny - sty ScrollAmount ;initialize scroll speed + sty ScrollAmount ; initialize scroll speed ExInjColRoutines: - ldx ObjectOffset ;get enemy offset and leave + ldx ObjectOffset ; get enemy offset and leave rts KillPlayer: - stx Player_X_Speed ;halt player's horizontal movement by initializing speed + stx Player_X_Speed ; halt player's horizontal movement by initializing speed inx - stx EventMusicQueue ;set event music queue to death music + 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 + 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 EnemyStomped: - lda Enemy_ID,x ;check for spiny, branch to hurt player - cmp #Spiny ;if found + 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 + 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 + ldy #$00 ; initialize points data offset for stomped enemies + cmp #FlyingCheepCheep ; branch for cheep-cheep beq EnemyStompedPts - cmp #BulletBill_FrenzyVar ;branch for either bullet bill object + cmp #BulletBill_FrenzyVar ; branch for either bullet bill object beq EnemyStompedPts cmp #BulletBill_CannonVar beq EnemyStompedPts - cmp #Podoboo ;branch for podoboo (this branch is logically impossible - beq EnemyStompedPts ;for cpu to take due to earlier checking of podoboo) - iny ;increment points data offset - cmp #HammerBro ;branch for hammer bro + cmp #Podoboo ; branch for podoboo (this branch is logically impossible + beq EnemyStompedPts ; for cpu to take due to earlier checking of podoboo) + iny ; increment points data offset + cmp #HammerBro ; branch for hammer bro beq EnemyStompedPts - iny ;increment points data offset - cmp #Lakitu ;branch for lakitu + iny ; increment points data offset + cmp #Lakitu ; branch for lakitu beq EnemyStompedPts - iny ;increment points data offset - cmp #Bloober ;branch if NOT bloober + iny ; increment points data offset + cmp #Bloober ; branch if NOT bloober bne ChkForDemoteKoopa EnemyStompedPts: - lda StompedEnemyPtsData,y ;load points data using offset in Y - jsr SetupFloateyNumber ;run sub to set floatey number controls + lda StompedEnemyPtsData,y ; load points data using offset in Y + jsr SetupFloateyNumber ; run sub to set floatey number controls lda Enemy_MovingDir,x - pha ;save enemy movement direction to stack - jsr SetStun ;run sub to kill enemy + pha ; save enemy movement direction to stack + jsr SetStun ; run sub to kill enemy pla - sta Enemy_MovingDir,x ;return enemy movement direction from stack + sta Enemy_MovingDir,x ; return enemy movement direction from stack lda #%00100000 - sta Enemy_State,x ;set d5 in enemy state - jsr InitVStf ;nullify vertical speed, physics-related thing, - sta Enemy_X_Speed,x ;and horizontal speed - lda #$fd ;set player's vertical speed, to give bounce + sta 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 + cmp #$09 ; branch elsewhere if enemy object < $09 bcc HandleStompedShellE - and #%00000001 ;demote koopa paratroopas to ordinary troopas + and #%00000001 ; demote koopa paratroopas to ordinary troopas sta Enemy_ID,x - ldy #$00 ;return enemy to normal state + ldy #$00 ; return enemy to normal state sty Enemy_State,x - lda #$03 ;award 400 points to the player + 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 + 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 + sta Enemy_X_Speed,x ; set appropriate moving speed based on direction + jmp SBnce ; then move onto something else RevivalRateData: .byte $10, $0b HandleStompedShellE: - lda #$04 ;set defeated state for enemy + lda #$04 ; set defeated state for enemy sta Enemy_State,x - inc StompChainCounter ;increment the stomp counter - lda StompChainCounter ;add whatever is in the stomp counter - clc ;to whatever is in the stomp timer + inc StompChainCounter ; increment the stomp counter + lda StompChainCounter ; add whatever is in the stomp counter + clc ; to whatever is in the stomp timer adc StompTimer - jsr SetupFloateyNumber ;award points accordingly - inc StompTimer ;increment stomp timer of some sort - ldy PrimaryHardMode ;check primary hard mode flag - lda RevivalRateData,y ;load timer setting according to flag - sta EnemyIntervalTimer,x ;set as enemy timer to revive stomped enemy -SBnce: lda #$fc ;set player's vertical speed for bounce - sta Player_Y_Speed ;and then leave!!! + 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 + 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 + 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 + 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 + sta FloateyNum_Control,x ; set number of points control for floatey numbers lda #$30 - sta FloateyNum_Timer,x ;set timer for floatey numbers + sta FloateyNum_Timer,x ; set timer for floatey numbers lda Enemy_Y_Position,x - sta FloateyNum_Y_Pos,x ;set vertical coordinate + sta FloateyNum_Y_Pos,x ; set vertical coordinate lda Enemy_Rel_XPos - sta FloateyNum_X_Pos,x ;set horizontal coordinate and leave + sta FloateyNum_X_Pos,x ; set horizontal coordinate and leave ExSFN: rts ;------------------------------------------------------------------------------------- -;$01 - used to hold enemy offset for second enemy +; $01 - used to hold enemy offset for second enemy SetBitsMask: .byte %10000000, %01000000, %00100000, %00010000, %00001000, %00000100, %00000010 @@ -11539,285 +11539,285 @@ ClearBitsMask: .byte %01111111, %10111111, %11011111, %11101111, %11110111, %11111011, %11111101 EnemiesCollision: - lda FrameCounter ;check counter for d0 set + lda FrameCounter ; check counter for d0 set lsr - bcc ExSFN ;if d0 not set, leave + bcc ExSFN ; if d0 not set, leave lda AreaType - beq ExSFN ;if water area type, leave + beq ExSFN ; if water area type, leave lda Enemy_ID,x - cmp #$15 ;if enemy object => $15, branch to leave + cmp #$15 ; if enemy object => $15, branch to leave bcs ExitECRoutine - cmp #Lakitu ;if lakitu, branch to leave + cmp #Lakitu ; if lakitu, branch to leave beq ExitECRoutine - cmp #PiranhaPlant ;if piranha plant, branch to leave + cmp #PiranhaPlant ; if piranha plant, branch to leave beq ExitECRoutine - lda EnemyOffscrBitsMasked,x ;if masked offscreen bits nonzero, branch to leave + 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 + 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_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 #$15 ; check for enemy object => $15 + bcs ReadyNextEnemy ; branch if true cmp #Lakitu - beq ReadyNextEnemy ;branch if enemy object is lakitu + beq ReadyNextEnemy ; branch if enemy object is lakitu cmp #PiranhaPlant - beq ReadyNextEnemy ;branch if enemy object is piranha plant + 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 + 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 + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 + 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 + 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 + 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 + lda Enemy_State,y ; check first enemy state for d7 set asl - bcc ShellCollisions ;branch if d7 is clear + 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 + 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 + tya ; move Y to X tax - jsr ShellOrBlockDefeat ;kill second enemy + jsr ShellOrBlockDefeat ; kill second enemy ldx ObjectOffset - lda ShellChainCounter,x ;get chain counter for shell + lda ShellChainCounter,x ; get chain counter for shell clc - adc #$04 ;add four to get appropriate point offset + 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 + 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 + 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 + 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 + jsr ShellOrBlockDefeat ; otherwise, kill first enemy ldy $01 - lda ShellChainCounter,y ;get chain counter for shell + lda ShellChainCounter,y ; get chain counter for shell clc - adc #$04 ;add four to get appropriate point offset + 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!!! + 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 + 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 + 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 + lda Enemy_ID,x ; check for specific enemies cmp #PiranhaPlant - beq ExTA ;if piranha plant, leave + beq ExTA ; if piranha plant, leave cmp #Lakitu - beq ExTA ;if lakitu, leave + beq ExTA ; if lakitu, leave cmp #HammerBro - beq ExTA ;if hammer bro, leave + beq ExTA ; if hammer bro, leave cmp #Spiny - beq RXSpd ;if spiny, turn it around + beq RXSpd ; if spiny, turn it around cmp #GreenParatroopaJump - beq RXSpd ;if green paratroopa, turn it around + 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 + 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 + 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!!! + 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 +; $00 - vertical position of platform LargePlatformCollision: - lda #$ff ;save value here + 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 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 + 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 + 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 + 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 + 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 + 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 + 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 +; $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 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 ;------------------------------------------------------------------------------------- @@ -11826,309 +11826,309 @@ PlayerPosSPlatData: .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 + 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 + 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 + 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 + 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 + sbc #$00 ; subtract borrow and store as player's + sta Player_Y_HighPos ; new vertical high byte lda #$00 - sta Player_Y_Speed ;initialize vertical speed and low byte of force - sta Player_Y_MoveForce ;and then leave + sta Player_Y_Speed ; initialize vertical speed and low byte of force + sta Player_Y_MoveForce ; and then leave ExPlPos: rts ;------------------------------------------------------------------------------------- CheckPlayerVertical: - lda Player_OffscreenBits ;if player object is completely offscreen - cmp #$f0 ;vertically, leave this routine + lda Player_OffscreenBits ; if player object is completely offscreen + cmp #$f0 ; vertically, leave this routine bcs ExCPV - ldy Player_Y_HighPos ;if player high vertical byte is not - dey ;within the screen, leave this routine + ldy Player_Y_HighPos ; if player high vertical byte is not + dey ; within the screen, leave this routine bne ExCPV - lda Player_Y_Position ;if on the screen, check to see how far down - cmp #$d0 ;the player is vertically + 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 + 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 + 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 -;$04 - holds lower nybble of vertical coordinate from block buffer routine -;$eb - used to hold block buffer adder +; $00-$01 - used to hold many values, essentially temp variables +; $04 - holds lower nybble of vertical coordinate from block buffer routine +; $eb - used to hold block buffer adder PlayerBGUpperExtent: .byte $20, $10 PlayerBGCollision: - lda DisableCollisionDet ;if collision detection disabled flag set, - bne ExPBGCol ;branch to 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 #$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 + 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 + 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 + 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 + sta Player_CollisionBits ; initialize player's collision flag lda Player_Y_Position - cmp #$cf ;check player's vertical coordinate - bcc ChkCollSize ;if not too close to the bottom of screen, continue -ExPBGCol: rts ;otherwise leave + cmp #$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 + ldy #$02 ; load default offset lda CrouchingFlag - bne GBBAdr ;if player crouching, skip ahead + 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 + 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 + 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 + 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 + 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 + 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 + 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 $00 ;save bottom right metatile here + cmp #$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 + sta $01 ; pull bottom left metatile and save here + bne ChkFootMTile ; if anything here, skip this part + lda $00 ; otherwise check for anything in bottom right metatile + beq DoPlayerSideCheck ; and skip ahead if not + jsr CheckForCoinMTiles ; check to see if player touched coin with their right foot + bcc ChkFootMTile ; if not, skip unconditional jump and continue code AwardTouchedCoin: - jmp HandleCoinMetatile ;follow the code to erase coin and award to player 1 coin + jmp HandleCoinMetatile ; follow the code to erase coin and award to player 1 coin ChkFootMTile: - jsr CheckForClimbMTiles ;check to see if player landed on climbable metatiles - bcs DoPlayerSideCheck ;if so, branch - ldy Player_Y_Speed ;check player's vertical speed - bmi DoPlayerSideCheck ;if player moving upwards, branch + jsr CheckForClimbMTiles ; check to see if player landed on climbable metatiles + bcs DoPlayerSideCheck ; if so, branch + ldy Player_Y_Speed ; check player's vertical speed + bmi DoPlayerSideCheck ; if player moving upwards, branch cmp #$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 + 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 + 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 + 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 + 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 + sta Player_State ; set player's state to normal DoPlayerSideCheck: - ldy $eb ;get block buffer adder offset + 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 + 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 + 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 #$20 ; check player's vertical position + bcc BHalf ; if player is in status bar area, branch ahead to skip this part cmp #$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 + 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 + 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 #$08 - bcc ExSCH ;if too high, branch to leave + bcc ExSCH ; if too high, branch to leave cmp #$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 + 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 + 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 + 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 + sty Square1SoundQueue ; otherwise load pipedown/injury sound PlyrPipe: ora #%00100000 - sta Player_SprAttrib ;set background priority bit in player attributes + 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 + 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 +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 + 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 + sta GameEngineSubroutine ; otherwise set sideways pipe entry routine to run + rts ; and leave ;-------------------------------- -;$02 - high nybble of vertical coordinate from block buffer -;$04 - low nybble of horizontal coordinate from block buffer -;$06-$07 - block buffer address +; $02 - high nybble of vertical coordinate from block buffer +; $04 - low nybble of horizontal coordinate from block buffer +; $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 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 + sta OperMode_Task ; reset secondary mode lda #$02 - sta OperMode ;set primary mode to autoctrl mode + 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 + 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 -;$04 - low nybble of horizontal coordinate from block buffer -;$06-$07 - block buffer address +; $02 - high nybble of vertical coordinate from block buffer +; $04 - low nybble of horizontal coordinate from block buffer +; $06-$07 - block buffer address ClimbXPosAdder: .byte $f9, $07 @@ -12140,203 +12140,203 @@ FlagpoleYPosData: .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 + 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 +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 #$24 ; check climbing metatiles + beq FlagpoleCollision ; branch if flagpole ball found cmp #$25 - bne VineCollision ;branch to alternate code if flagpole shaft not found + 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 + 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 + 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 + 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 + sta EventMusicQueue ; silence music lsr - sta FlagpoleSoundQueue ;load flagpole sound into flagpole sound queue - ldx #$04 ;start at end of vertical coordinate data + 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 + 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 + 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 + 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 + 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 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 + sta GameEngineSubroutine ; otherwise set to run autoclimb routine next frame PutPlayerOnVine: - lda #$03 ;set player state to climbing + 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 + 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 + lda Player_X_Position ; get player's horizontal coordinate sec - sbc ScreenLeft_X_Pos ;subtract from left side horizontal coordinate + 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 + 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 + 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 ; 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 + 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! + 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 +; $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 + jsr ChkJumpspringMetatiles ; do sub to check if player landed on jumpspring + bcc ExCJSp ; if carry not set, jumpspring not found, therefore leave lda #$70 - sta VerticalForce ;otherwise set vertical movement force for player + sta VerticalForce ; otherwise set vertical movement force for player lda #$f9 - sta JumpspringForce ;set default jumpspring force + sta JumpspringForce ; set default jumpspring force lda #$03 - sta JumpspringTimer ;set jumpspring timer to be used later + sta JumpspringTimer ; set jumpspring timer to be used later lsr - sta JumpspringAnimCtrl ;set jumpspring animation control to start animating -ExCJSp: rts ;and leave + 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 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 + 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 + 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 + sta ChangeAreaTimer ; set timer for change of area lda #$03 - sta GameEngineSubroutine ;set to run vertical pipe entry routine on next frame + sta GameEngineSubroutine ; set to run vertical pipe entry routine on next frame lda #Sfx_PipeDown_Injury - sta Square1SoundQueue ;load pipedown/injury sound + 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 + 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 + 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 #$60 - bcc GetWNum ;if player at left, not near middle, use offset and skip ahead - inx ;otherwise increment for middle pipe + bcc GetWNum ; if player at left, not near middle, use offset and skip ahead + inx ; otherwise increment for middle pipe cmp #$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 + 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 + 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!!! + 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 + 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 + 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 + 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 + 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 + 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 + and Player_CollisionBits ; mask out bit that was set here + sta Player_CollisionBits ; store to clear bit rts ;-------------------------------- @@ -12345,41 +12345,41 @@ SolidMTileUpperExt: .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 + 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, $c6 CheckForClimbMTiles: - jsr GetMTileAttrib ;find appropriate offset based on metatile's 2 MSB - cmp ClimbMTileUpperExt,x ;compare current metatile with climbable metatiles + jsr GetMTileAttrib ; find appropriate offset based on metatile's 2 MSB + cmp ClimbMTileUpperExt,x ; compare current metatile with climbable metatiles rts CheckForCoinMTiles: - cmp #$c2 ;check for regular coin - beq CoinSd ;branch if found - cmp #$c3 ;check for underwater coin - beq CoinSd ;branch if found - clc ;otherwise clear carry and leave + cmp #$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 + sta Square2SoundQueue ; load coin grab sound and leave rts GetMTileAttrib: - tay ;save metatile value into Y - and #%11000000 ;mask out all but 2 MSB + 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 ; 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 + tax ; use as offset for metatile data + tya ; get original metatile value back +ExEBG: rts ; leave ;------------------------------------------------------------------------------------- -;$06-$07 - address from block buffer routine +; $06-$07 - address from block buffer routine EnemyBGCStateData: .byte $01, $01, $02, $02, $02, $05 @@ -12388,370 +12388,370 @@ EnemyBGCXSpdData: .byte $10, $f0 EnemyToBGCollisionDet: - lda Enemy_State,x ;check enemy state for d6 set + 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 + 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 + 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 + 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 + 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 + cpy #PowerUpObject ; if special power-up object, branch beq YesIn - cpy #$07 ;if enemy object =>$07, branch to leave + 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 +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 +; $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 + 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 + 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 + cmp #$15 ; if enemy object => $15, branch ahead bcs ChkToStunEnemies - cmp #Goomba ;if enemy object not goomba, branch ahead of this routine + 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 KillEnemyAboveBlock ; if enemy object IS goomba, do this sub GiveOEPoints: - lda #$01 ;award 100 points for hitting block beneath enemy + lda #$01 ; award 100 points for hitting block beneath enemy jsr SetupFloateyNumber ChkToStunEnemies: - cmp #$09 ;perform many comparisons on enemy object identifier + 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 + 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 $d7a1 +Demote: and #%00000001 ; erase all but LSB, essentially turning enemy object + sta Enemy_ID,x ; into green or red koopa troopa to demote them +SetStun: lda Enemy_State,x ; load enemy state + and #%11110000 ; save high nybble ora #%00000010 - sta Enemy_State,x ;set d1 of enemy state + sta Enemy_State,x ; set d1 of enemy state dec Enemy_Y_Position,x - dec Enemy_Y_Position,x ;subtract two pixels from enemy's vertical position + dec Enemy_Y_Position,x ; subtract two pixels from enemy's vertical position lda Enemy_ID,x - cmp #Bloober ;check for bloober object + cmp #Bloober ; check for bloober object beq SetWYSpd - lda #$fd ;set default vertical speed + 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 + 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 + 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) + 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 + 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 +; $04 - low nybble of vertical coordinate from block buffer routine LandEnemyProperly: - lda $04 ;check lower nybble of vertical coordinate saved earlier + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 + 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 + 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 + sta Enemy_MovingDir,x ; send enemy moving to the right by default lda #$08 - sta Enemy_X_Speed,x ;set horizontal speed accordingly + 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) + 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 + 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 + jsr ChkForBump_HammerBroJ ; if equal, not facing in correct dir, do sub to turn around LandEnemyInitState: - jsr EnemyLanding ;land enemy properly + jsr EnemyLanding ; land enemy properly lda Enemy_State,x - and #%10000000 ;if d7 of enemy state is set, branch + 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 + 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 + 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 + lda Enemy_ID,x ; check for red koopa troopa $03 cmp #RedKoopa - bne Chk2MSBSt ;branch if not found + 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 + 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 + 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 + 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 +; $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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 +; $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_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 + sbc Player_PageLoc ; subtract borrow, then leave rts ;-------------------------------- EnemyLanding: - jsr InitVStf ;do something here to vertical speed and something else + 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 + 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 + 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 + 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 + 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 + clc ; add two to vertical speed adc #$02 - cmp #$03 ;if green paratroopa not falling, branch ahead + cmp #$03 ; if green paratroopa not falling, branch ahead bcc DoSide - jsr ChkUnderEnemy ;otherwise, check to see if green paratroopa is - beq DoSide ;standing on anything, then branch to same place if not - jsr ChkForNonSolids ;check for non-solid blocks - beq DoSide ;branch if found - jsr EnemyLanding ;change vertical coordinate and speed + jsr ChkUnderEnemy ; otherwise, check to see if green paratroopa is + beq DoSide ; standing on anything, then branch to same place if not + jsr ChkForNonSolids ; check for non-solid blocks + beq DoSide ; branch if found + jsr EnemyLanding ; change vertical coordinate and speed lda #$fd - sta Enemy_Y_Speed,x ;make the paratroopa jump again -DoSide: jmp DoEnemySideCheck ;check for horizontal blockage, then leave + 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 + 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 + 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 + 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 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 + 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 + 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? + cmp #$26 ; blank metatile used for vines? beq NSFnd - cmp #$c2 ;regular coin? + cmp #$c2 ; regular coin? beq NSFnd - cmp #$c3 ;underwater coin? + cmp #$c3 ; underwater coin? beq NSFnd - cmp #$5f ;hidden coin block? + cmp #$5f ; hidden coin block? beq NSFnd - cmp #$60 ;hidden 1-up block? + cmp #$60 ; hidden 1-up block? NSFnd: rts ;------------------------------------------------------------------------------------- FireballBGCollision: - lda Fireball_Y_Position,x ;check fireball's vertical coordinate + lda Fireball_Y_Position,x ; check fireball's vertical coordinate cmp #$18 - bcc ClearBounceFlag ;if within the status bar area of the screen, branch ahead - jsr BlockBufferChk_FBall ;do fireball to background collision detection on bottom of it - beq ClearBounceFlag ;if nothing underneath fireball, branch - jsr ChkForNonSolids ;check for non-solid metatiles - beq ClearBounceFlag ;branch if any found - lda Fireball_Y_Speed,x ;if fireball's vertical speed set to move upwards, - bmi InitFireballExplode ;branch to set exploding bit in fireball's state - lda FireballBouncingFlag,x ;if bouncing flag already set, - bne InitFireballExplode ;branch to set exploding bit in fireball's state + bcc ClearBounceFlag ; if within the status bar area of the screen, branch ahead + jsr BlockBufferChk_FBall ; do fireball to background collision detection on bottom of it + beq ClearBounceFlag ; if nothing underneath fireball, branch + jsr ChkForNonSolids ; check for non-solid metatiles + beq ClearBounceFlag ; branch if any found + lda Fireball_Y_Speed,x ; if fireball's vertical speed set to move upwards, + bmi InitFireballExplode ; branch to set exploding bit in fireball's state + lda FireballBouncingFlag,x ; if bouncing flag already set, + bne InitFireballExplode ; branch to set exploding bit in fireball's state lda #$fd - sta Fireball_Y_Speed,x ;otherwise set vertical speed to move upwards (give it bounce) + sta Fireball_Y_Speed,x ; otherwise set vertical speed to move upwards (give it bounce) lda #$01 - sta FireballBouncingFlag,x ;set bouncing flag + sta FireballBouncingFlag,x ; set bouncing flag lda Fireball_Y_Position,x - and #$f8 ;modify vertical coordinate to land it properly - sta Fireball_Y_Position,x ;store as new vertical coordinate - rts ;leave + 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 + sta FireballBouncingFlag,x ; clear bouncing flag by default + rts ; leave InitFireballExplode: lda #$80 - sta Fireball_State,x ;set exploding flag in fireball's state + sta Fireball_State,x ; set exploding flag in fireball's state lda #Sfx_Bump - sta Square1SoundQueue ;load bump sound - rts ;leave + sta Square1SoundQueue ; load bump sound + rts ; leave ;------------------------------------------------------------------------------------- -;$00 - used to hold one of bitmasks, or offset -;$01 - used for relative X coordinate, also used to store middle screen page location -;$02 - used for relative Y coordinate, also used to store middle screen coordinate +; $00 - used to hold one of bitmasks, or offset +; $01 - used for relative X coordinate, also used to store middle screen page location +; $02 - used for relative Y coordinate, also used to store middle screen coordinate -;this data added to relative coordinates of sprite objects -;stored in order: left edge, top edge, right edge, bottom edge +; 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 @@ -12767,250 +12767,250 @@ BoundBoxCtrlData: .byte $04, $04, $0c, $1c GetFireballBoundBox: - txa ;add seven bytes to offset - clc ;to use in routines as offset for fireball + 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 + 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 + 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 + 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 + ldy #$48 ; store bitmask here for now sty $00 - ldy #$44 ;store another bitmask here for now and jump + ldy #$44 ; store another bitmask here for now and jump jmp GetMaskedOffScrBits SmallPlatformBoundBox: - ldy #$08 ;store bitmask here for now + ldy #$08 ; store bitmask here for now sty $00 - ldy #$04 ;store another bitmask here for now + 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 + 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 + 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 + 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 + 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 + ldy #$01 ; load 1 as offset here, same reason + jsr BoundingBoxCore ; do a sub to get the coordinates of the bounding box + jmp CheckRightScreenBBox ; jump to handle offscreen coordinates of bounding box MoveBoundBoxOffscreen: - txa ;multiply offset by 4 + txa ; multiply offset by 4 asl asl - tay ;use as offset here + tay ; use as offset here lda #$ff - sta EnemyBoundingBoxCoord,y ;load value into four locations here and leave + 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 + 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 + 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 + 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 ; 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 + 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 + 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 + 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 + 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 + 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 + 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 #$a0 ;check to see if left-side edge is in the middle of the - bcc NoOfs2 ;screen or really offscreen, and branch if still on + lda BoundingBox_UL_XPos,y ; check left-side edge of bounding box for offscreen + bpl NoOfs2 ; coordinates, and branch if still on the screen + cmp #$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 + 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 +; $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 + sty $06 ; save contents of Y here lda #$01 - sta $07 ;save value 1 here as counter, compare horizontal coordinates first + 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 + 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 + 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 + 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 + 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 -;$03 - stores metatile involved in block buffer collisions -;$04 - comes in with offset to block buffer adder data, goes out with low nybble x/y coordinate -;$05 - modified x coordinate -;$06-$07 - block buffer address +; $02 - modified y coordinate +; $03 - stores metatile involved in block buffer collisions +; $04 - comes in with offset to block buffer adder data, goes out with low nybble x/y coordinate +; $05 - modified x coordinate +; $06-$07 - block buffer address BlockBufferChk_Enemy: - pha ;save contents of A to stack + pha ; save contents of A to stack txa - clc ;add 1 to X to run sub with enemy offset in mind + clc ; add 1 to X to run sub with enemy offset in mind adc #$01 tax - pla ;pull A from stack and jump elsewhere + 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 + 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 + 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 + ldy #$1a ; set offset for block buffer adder data txa clc - adc #$07 ;add seven bytes to use + 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 +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: @@ -13029,137 +13029,137 @@ BlockBuffer_Y_Adder: .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 + 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 + 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 + 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 + 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 + 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 +; unused byte .byte $ff ;------------------------------------------------------------------------------------- -;$00 - offset to vine Y coordinate adder -;$02 - offset to sprite data +; $00 - offset to vine Y coordinate adder +; $02 - offset to sprite data VineYPosAdder: .byte $00, $30 DrawVine: - sty $00 ;save offset here - lda Enemy_Rel_YPos ;get relative vertical coordinate + 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 + 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 + 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 + 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 + 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 + 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 ; 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 + 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 + 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 + 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 + 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 + inx ; move onto next sprite + cpx #$06 ; do this until all sprites are checked bne ChkFTop - ldy $00 ;return offset set earlier + 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 + ldx #$06 ; do six sprites +StkLp: sta Sprite_Data,y ; store X or Y coordinate into OAM data clc - adc #$08 ;add eight pixels + adc #$08 ; add eight pixels iny - iny ;move offset four bytes forward + 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 + dex ; do another sprite + bne StkLp ; do this until all sprites are done + ldy $02 ; get saved OAM data offset and leave rts ;------------------------------------------------------------------------------------- @@ -13186,57 +13186,57 @@ HammerSprAttrib: .byte $03, $03, $c3, $c3 DrawHammer: - ldy Misc_SprDataOffset,x ;get misc object OAM data offset + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + and #%11111100 ; check offscreen bits + beq NoHOffscr ; if all bits clear, leave object alone lda #$00 - sta Misc_State,x ;otherwise nullify misc object state + sta Misc_State,x ; otherwise nullify misc object state lda #$f8 - jsr DumpTwoSpr ;do sub to move hammer sprites offscreen -NoHOffscr: rts ;leave + 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) -;$02 - used to hold Y coordinate for floatey number -;$03 - residual byte used for flip (but value set here affects nothing) -;$04 - attribute byte for floatey number -;$05 - used as X coordinate for floatey number +; $00-$01 - used to hold tile numbers ($01 addressed in draw floatey number part) +; $02 - used to hold Y coordinate for floatey number +; $03 - residual byte used for flip (but value set here affects nothing) +; $04 - attribute byte for floatey number +; $05 - used as X coordinate for floatey number FlagpoleScoreNumTiles: .byte $f9, $50 @@ -13246,71 +13246,71 @@ FlagpoleScoreNumTiles: .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 + 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 + 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 + 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 $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 + 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 + 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 + 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 + 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 + lda FlagpoleScoreNumTiles,x ; get appropriate tile data sta $00 lda FlagpoleScoreNumTiles+1,x - jsr DrawOneSpriteRow ;use it to render floatey number + jsr DrawOneSpriteRow ; use it to render floatey number ChkFlagOffscreen: - ldx ObjectOffset ;get object offset for flag - ldy Enemy_SprDataOffset,x ;get OAM data offset - lda Enemy_OffscreenBits ;get offscreen bits - and #%00001110 ;mask out all but d3-d1 - beq ExitDumpSpr ;if none of these bits set, branch to leave + ldx ObjectOffset ; get object offset for flag + ldy Enemy_SprDataOffset,x ; get OAM data offset + lda Enemy_OffscreenBits ; get offscreen bits + and #%00001110 ; mask out all but d3-d1 + beq ExitDumpSpr ; if none of these bits set, branch to leave ;------------------------------------------------------------------------------------- MoveSixSpritesOffscreen: - lda #$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 DumpTwoSpr: - sta Sprite_Data+4,y ;and into first row sprites + sta Sprite_Data+4,y ; and into first row sprites sta Sprite_Data,y ExitDumpSpr: @@ -13319,268 +13319,268 @@ ExitDumpSpr: ;------------------------------------------------------------------------------------- DrawLargePlatform: - ldy Enemy_SprDataOffset,x ;get OAM data offset - sty $02 ;store here - iny ;add 3 to it for offset - iny ;to X coordinate + 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 + 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 + 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 + cpy #$03 ; check for castle-type level beq ShrinkPlatform - ldy SecondaryHardMode ;check for secondary hard mode flag set - beq SetLast2Platform ;branch if not set elsewhere + ldy SecondaryHardMode ; check for secondary hard mode flag set + beq SetLast2Platform ; branch if not set elsewhere ShrinkPlatform: - lda #$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) + 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) + 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 + ldx ObjectOffset ; get enemy object buffer offset + iny ; increment Y for tile offset + jsr DumpSixSpr ; dump tile number into all six sprites + lda #$02 ; set palette controls + iny ; increment Y for sprite attributes + jsr DumpSixSpr ; dump attributes into all six sprites + inx ; increment X for enemy objects + jsr GetXOffscreenBits ; get offscreen bits again dex - ldy Enemy_SprDataOffset,x ;get OAM data offset - asl ;rotate d7 into carry, save remaining - pha ;bits to the stack + ldy Enemy_SprDataOffset,x ; get OAM data offset + asl ; rotate d7 into carry, save remaining + pha ; bits to the stack bcc SChk2 - lda #$f8 ;if d7 was set, move first sprite offscreen + lda #$f8 ; if d7 was set, move first sprite offscreen sta Sprite_Y_Position,y -SChk2: pla ;get bits from stack - asl ;rotate d6 into carry - pha ;save to stack +SChk2: pla ; get bits from stack + asl ; rotate d6 into carry + pha ; save to stack bcc SChk3 - lda #$f8 ;if d6 was set, move second sprite offscreen + lda #$f8 ; if d6 was set, move second sprite offscreen sta Sprite_Y_Position+4,y -SChk3: pla ;get bits from stack - asl ;rotate d5 into carry - pha ;save to stack +SChk3: pla ; get bits from stack + asl ; rotate d5 into carry + pha ; save to stack bcc SChk4 - lda #$f8 ;if d5 was set, move third sprite offscreen + lda #$f8 ; if d5 was set, move third sprite offscreen sta Sprite_Y_Position+8,y -SChk4: pla ;get bits from stack - asl ;rotate d4 into carry - pha ;save to stack +SChk4: pla ; get bits from stack + asl ; rotate d4 into carry + pha ; save to stack bcc SChk5 - lda #$f8 ;if d4 was set, move fourth sprite offscreen + lda #$f8 ; if d4 was set, move fourth sprite offscreen sta Sprite_Y_Position+12,y -SChk5: pla ;get bits from stack - asl ;rotate d3 into carry - pha ;save to stack +SChk5: pla ; get bits from stack + asl ; rotate d3 into carry + pha ; save to stack bcc SChk6 - lda #$f8 ;if d3 was set, move fifth sprite offscreen + lda #$f8 ; if d3 was set, move fifth sprite offscreen sta Sprite_Y_Position+16,y -SChk6: pla ;get bits from stack - asl ;rotate d2 into carry - bcc SLChk ;save to stack +SChk6: pla ; get bits from stack + asl ; rotate d2 into carry + bcc SLChk ; save to stack lda #$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 + 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 + 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 + 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 + adc #$08 ; add eight pixels + sta Sprite_X_Position+4,y ; store as X coordinate for second sprite lda #$02 - sta Sprite_Attributes,y ;store attribute byte in both sprites + sta Sprite_Attributes,y ; store attribute byte in both sprites sta Sprite_Attributes+4,y lda #$f7 - sta Sprite_Tilenumber,y ;put tile numbers into both sprites - lda #$fb ;that resemble "200" + sta Sprite_Tilenumber,y ; put tile numbers into both sprites + lda #$fb ; that resemble "200" sta Sprite_Tilenumber+4,y - jmp ExJCGfx ;then jump to leave (why not an rts here instead?) + jmp ExJCGfx ; then jump to leave (why not an rts here instead?) JumpingCoinTiles: .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 + 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 + 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 + 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 + 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 + 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 -;$02 - used to hold bottom row Y position -;$03 - used to hold flip control (not used here) -;$04 - used to hold sprite attributes -;$05 - used to hold X position -;$07 - counter +; $00-$01 - used to hold tiles for drawing the power-up, $00 also used to hold power-up type +; $02 - used to hold bottom row Y position +; $03 - used to hold flip control (not used here) +; $04 - used to hold sprite attributes +; $05 - used to hold X position +; $07 - counter -;tiles arranged in top left, right, bottom left, right order +; 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 DrawPowerUp: - ldy Enemy_SprDataOffset+5 ;get power-up's sprite data offset - lda Enemy_Rel_YPos ;get relative vertical coordinate + 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 + 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 + pha ; save power-up type to the stack asl - asl ;multiply by four to get proper offset - tax ;use as X + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 -;$02 - used to store Y position -;$03 - used to store moving direction, used to flip enemies horizontally -;$04 - used to store enemy's sprite attributes -;$05 - used to store X position -;$eb - used to hold sprite data offset -;$ec - used to hold either altered enemy state or special value used in gfx handler as condition -;$ed - used to hold enemy state from buffer -;$ef - used to hold enemy code used in gfx handler (may or may not resemble Enemy_ID values) +; $00-$01 - used in DrawEnemyObjRow to hold sprite tile numbers +; $02 - used to store Y position +; $03 - used to store moving direction, used to flip enemies horizontally +; $04 - used to store enemy's sprite attributes +; $05 - used to store X position +; $eb - used to hold sprite data offset +; $ec - used to hold either altered enemy state or special value used in gfx handler as condition +; $ed - used to hold enemy state from buffer +; $ef - used to hold enemy code used in gfx handler (may or may not resemble Enemy_ID values) -;tiles arranged in top left, right, middle left, right, bottom left, right order +; 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 @@ -13601,642 +13601,642 @@ JumpspringFrameOffsets: .byte $18, $19, $1a, $19, $18 EnemyGfxHandler: - lda Enemy_Y_Position,x ;get enemy object vertical position + 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 + lda Enemy_Rel_XPos ; get enemy object horizontal position + sta $05 ; relative to screen ldy Enemy_SprDataOffset,x - sty $eb ;get sprite data offset + sty $eb ; get sprite data offset lda #$00 - sta VerticalFlipFlag ;initialize vertical flip flag by default + sta VerticalFlipFlag ; initialize vertical flip flag by default lda Enemy_MovingDir,x - sta $03 ;get enemy object moving direction + sta $03 ; get enemy object moving direction lda Enemy_SprAttrib,x - sta $04 ;get enemy object sprite attributes + sta $04 ; get enemy object sprite attributes lda Enemy_ID,x - cmp #PiranhaPlant ;is enemy object piranha plant? - bne CheckForRetainerObj ;if not, branch + 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 + 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 + beq CheckForRetainerObj ; if timer for movement expired, branch + rts ; if all conditions fail, leave CheckForRetainerObj: - lda Enemy_State,x ;store enemy state + lda Enemy_State,x ; store enemy state sta $ed - and #%00011111 ;nullify all but 5 LSB and use as Y + and #%00011111 ; nullify all but 5 LSB and use as Y tay - lda Enemy_ID,x ;check for mushroom retainer/princess object + 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 + 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 #$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 + 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 + 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 + 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 + 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 + 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 + inc VerticalFlipFlag ; otherwise, set flag for vertical flip CheckBowserGfxFlag: - lda BowserGfxFlag ;if not drawing bowser at all, skip to something else + lda BowserGfxFlag ; if not drawing bowser at all, skip to something else beq CheckForGoomba - ldy #$16 ;if set to 1, draw bowser's front + ldy #$16 ; if set to 1, draw bowser's front cmp #$01 beq SBwsrGfxOfs - iny ;otherwise draw bowser's rear + iny ; otherwise draw bowser's rear SBwsrGfxOfs: sty $ef CheckForGoomba: - ldy $ef ;check value for goomba object + ldy $ef ; check value for goomba object cpy #Goomba - bne CheckBowserFront ;branch if not found + 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 + 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 +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 + 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 + 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 + 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 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 + 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 $ed ;check saved enemy state - and #%00100000 ;if bowser not defeated, do not set flag + bne CheckBowserRear ; if not drawing front part, branch to draw the rear part + lda BowserBodyControls ; check bowser's body control bits + bpl ChkFrontSte ; branch if d7 not set (control's bowser's mouth) + ldx #$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 + 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 $ed ;check saved enemy state - and #%00100000 ;if bowser not defeated, do not set flag + beq ChkRearSte ; branch if d0 not set (control's bowser's feet) + ldx #$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 + lda $02 ; subtract 16 pixels from + sec ; saved vertical coordinate sbc #$10 sta $02 - jmp FlipBowserOver ;jump to set vertical flip flag + 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 + 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 + 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 + 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 + 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 + 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 + 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 + lda $ef ; check for enemy object => $04 cmp #$04 - bcs CheckRightSideUpShell ;branch if true + bcs CheckRightSideUpShell ; branch if true cpy #$02 - bcc CheckRightSideUpShell ;branch if enemy state < $02 - ldx #$5a ;set for upside-down koopa shell by default + 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 + 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 + 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 + 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 + 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 + lda $ef ; check for hammer bro object cmp #HammerBro - bne CheckForBloober ;branch if not found + bne CheckForBloober ; branch if not found lda $ed - beq CheckToAnimateEnemy ;branch if not in normal enemy state + beq CheckToAnimateEnemy ; branch if not in normal enemy state and #%00001000 - beq CheckDefeatedState ;if d3 not set, branch further away - ldx #$b4 ;otherwise load offset for different frame - bne CheckToAnimateEnemy ;unconditional branch + 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 + 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 + 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 + 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 + jmp CheckAnimationStop ; and do something else CheckToAnimateEnemy: - lda $ef ;check for specific enemy objects + lda $ef ; check for specific enemy objects cmp #Goomba - beq CheckDefeatedState ;branch if goomba + beq CheckDefeatedState ; branch if goomba cmp #$08 - beq CheckDefeatedState ;branch if bullet bill (note both variants use $08 here) + beq CheckDefeatedState ; branch if bullet bill (note both variants use $08 here) cmp #Podoboo - beq CheckDefeatedState ;branch if podoboo - cmp #$18 ;branch if => $18 + 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 #$15 ; check for mushroom retainer/princess object + bne CheckForSecondFrame ; which uses different code here, branch if not found + iny ; residual instruction + lda WorldNumber ; are we on world 8? cmp #World8 - bcs CheckDefeatedState ;if so, leave the offset alone (use princess) - ldx #$a2 ;otherwise, set for mushroom retainer object instead - lda #$03 ;set alternate state here + bcs CheckDefeatedState ; if so, leave the offset alone (use princess) + ldx #$a2 ; otherwise, set for mushroom retainer object instead + lda #$03 ; set alternate state here sta $ec - bne CheckDefeatedState ;unconditional branch + 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 + 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 + bne CheckDefeatedState ; if either condition true, branch txa clc - adc #$06 ;add $06 to current enemy offset - tax ;to animate various enemy objects + 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 $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 + cmp #$04 ; check for saved enemy object => $04 + bcc DrawEnemyObject ; branch if less ldy #$01 - sty VerticalFlipFlag ;set vertical flip flag + sty VerticalFlipFlag ; set vertical flip flag dey - sty $ec ;init saved value here + 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 + 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 + 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 + 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 + 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 + 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 + dey ; now go back to the Y coordinate offset tya - tax ;give offset to X + tax ; give offset to X lda $ef - cmp #HammerBro ;check saved enemy object for hammer bro + 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 #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 + 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 + 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,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+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 ; 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 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 + 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 + jmp SprObjectOffscrChk ; jump if found +ContES: cmp #Bloober ; check for bloober object beq MirrorEnemyGfx - cmp #PiranhaPlant ;check for piranha plant object + 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 + 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 + 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 + lda BowserGfxFlag ; if enemy object is bowser, skip all of this bne CheckToMirrorLakitu - lda Sprite_Attributes,y ;load attribute bits of first sprite + 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,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 + 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 + 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 + 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 + 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 + lda $ef ; check for lakitu enemy object cmp #Lakitu - bne CheckToMirrorJSpring ;branch if not found + 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 + 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 + 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 + 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 + 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 + 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 + 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) + lda $ef ; check for jumpspring object (any frame) cmp #$18 - bcc SprObjectOffscrChk ;branch if not jumpspring object at all + 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 + 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 + 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 + 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 ; 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 + 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 + 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) + 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 + 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 + jsr EraseEnemyObject ; what it says ExEGHandler: rts DrawEnemyObjRow: - lda EnemyGraphicsTable,x ;load two tiles of enemy graphics + lda EnemyGraphicsTable,x ; load two tiles of enemy graphics sta $00 lda EnemyGraphicsTable+1,x DrawOneSpriteRow: sta $01 - jmp DrawSpriteObject ;draw them + jmp DrawSpriteObject ; draw them MoveESprRowOffscreen: - clc ;add A to enemy object OAM data offset + clc ; add A to enemy object OAM data offset adc Enemy_SprDataOffset,x - tay ;use as offset + tay ; use as offset lda #$f8 - jmp DumpTwoSpr ;move first row of sprites offscreen + jmp DumpTwoSpr ; move first row of sprites offscreen MoveESprColOffscreen: - clc ;add A to enemy object OAM data offset + 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 + 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 -;$02 - relative Y position -;$03 - horizontal flip flag (not used here) -;$04 - attributes -;$05 - relative X position +; $00-$01 - tile numbers +; $02 - relative Y position +; $03 - horizontal flip flag (not used here) +; $04 - attributes +; $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 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 + 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 + 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 + 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 #$03 ;set palette bits + sta Sprite_Tilenumber,y ; otherwise remove brick tiles with lines + sta Sprite_Tilenumber+4,y ; and replace then with lineless brick tiles +ChkRep: lda Block_Metatile,x ; check replacement metatile + cmp #$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 + dex ; check for ground level type area again + beq SetBFlip ; if found, use current palette bits + lsr ; otherwise set to $01 +SetBFlip: ldx ObjectOffset ; put block object offset back in X + sta Sprite_Attributes,y ; store attribute byte as-is in first sprite ora #%01000000 - sta Sprite_Attributes+4,y ;set horizontal flip bit for second sprite + sta Sprite_Attributes+4,y ; set horizontal flip bit for second sprite ora #%10000000 - sta Sprite_Attributes+12,y ;set both flip bits for fourth sprite + sta Sprite_Attributes+12,y ; set both flip bits for fourth sprite and #%10000011 - sta Sprite_Attributes+8,y ;set vertical flip bit for third sprite -BlkOffscr: lda Block_OffscreenBits ;get offscreen bits for block object - pha ;save to stack - and #%00000100 ;check to see if d2 in offscreen bits are set - beq PullOfsB ;if not set, branch, otherwise move sprites offscreen - lda #$f8 ;move offscreen two OAMs - sta Sprite_Y_Position+4,y ;on the right side + sta Sprite_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 #$f8 ; move offscreen two OAMs + sta Sprite_Y_Position+4,y ; on the right side sta Sprite_Y_Position+12,y -PullOfsB: pla ;pull offscreen bits from stack -ChkLeftCo: and #%00001000 ;check to see if d3 in offscreen bits are set - beq ExDBlk ;if not set, branch, otherwise move sprites offscreen +PullOfsB: pla ; pull offscreen bits from stack +ChkLeftCo: and #%00001000 ; check to see if d3 in offscreen bits are set + beq ExDBlk ; if not set, branch, otherwise move sprites offscreen MoveColOffscreen: - lda #$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) + 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 +; $00 - used to hold palette bits for attribute byte or relative X position DrawBrickChunks: - lda #$02 ;set palette bits here + lda #$02 ; set palette bits here sta $00 - lda #$75 ;set tile number for ball (something residual, likely) + 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 + 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 + lda #$84 ; and set tile number for brick chunks +DChunks: ldy Block_SprDataOffset,x ; get OAM data offset + iny ; increment to start with tile bytes in OAM + jsr DumpFourSpr ; do sub to dump tile number into all four sprites + lda FrameCounter ; get frame counter asl asl - asl ;move low nybble to high + asl ; move low nybble to high asl - and #$c0 ;get what was originally d3-d2 of low nybble - ora $00 ;add palette bits - iny ;increment offset for attribute bytes - jsr DumpFourSpr ;do sub to dump attribute data into all four sprites + and #$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 + 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 + 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 + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 ;------------------------------------------------------------------------------------- @@ -14245,280 +14245,280 @@ ExplosionTiles: .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 + 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 + 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 + 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 + 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 #$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 + sta Sprite_Attributes+4,y ; set vertical flip for second sprite lda #$42 - sta Sprite_Attributes+8,y ;set horizontal flip for third sprite + sta Sprite_Attributes+8,y ; set horizontal flip for third sprite lda #$c2 - sta Sprite_Attributes+12,y ;set both flips for fourth sprite - rts ;we are done + sta Sprite_Attributes+12,y ; set both flips for fourth sprite + rts ; we are done KillFireBall: - lda #$00 ;clear fireball state to kill it + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + lda Enemy_OffscreenBits ; get offscreen bits + pha ; save to stack + and #%00001000 ; check d3 beq SOfs - lda #$f8 ;if d3 was set, move first and - sta Sprite_Y_Position,y ;fourth sprites offscreen + lda #$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 +SOfs: pla ; move out and back into stack pha - and #%00000100 ;check d2 + and #%00000100 ; check d2 beq SOfs2 - lda #$f8 ;if d2 was set, move second and - sta Sprite_Y_Position+4,y ;fifth sprites offscreen + lda #$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 +SOfs2: pla ; get from stack + and #%00000010 ; check d1 beq ExSPl - lda #$f8 ;if d1 was set, move third and - sta Sprite_Y_Position+8,y ;sixth sprites offscreen + lda #$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 +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 + 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 + 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 + 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 + sta Sprite_Tilenumber,y ; put air bubble tile into OAM data lda #$02 - sta Sprite_Attributes,y ;set attribute byte -ExDBub: rts ;leave + sta Sprite_Attributes,y ; set attribute byte +ExDBub: rts ; leave ;------------------------------------------------------------------------------------- -;$00 - used to store player's vertical offscreen bits +; $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 -;tiles arranged in order, 2 tiles per row, top to bottom +; 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 +; 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 -;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 +; 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 -;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 +; 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 SwimKickTileNum: .byte $31, $46 PlayerGfxHandler: - lda InjuryTimer ;if player's injured invincibility timer - beq CntPl ;not set, skip checkpoint and continue code + 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 + 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 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 + 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 + 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 + bcs SwimKT ; if player facing to the right, use current offset iny - iny ;otherwise move to next OAM data + 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 +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 + 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 + 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 + 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 + 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 + lda Player_OffscreenBits ; get player's offscreen bits lsr - lsr ;move vertical bits to low nybble + 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 + 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 + 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 + 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! + dex ; decrement row counter + bpl PROfsLoop ; do this until all sprite rows are checked + rts ; then we are done! ;------------------------------------------------------------------------------------- @@ -14526,367 +14526,367 @@ IntermediatePlayerData: .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 + 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 #$04 ;load sprite data offset - jsr DrawPlayerLoop ;draw player accordingly - lda Sprite_Attributes+36 ;get empty sprite attributes - ora #%01000000 ;set horizontal flip bit for bottom-right sprite - sta Sprite_Attributes+32 ;store and leave + bpl PIntLoop ; do this until all data is loaded + ldx #$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 -;$02 - vertical position -;$03 - facing direction, used as horizontal flip control -;$04 - attributes -;$05 - horizontal position -;$07 - number of rows to draw -;these also used in IntermediatePlayerData +; $00-$01 - used to hold tile numbers, $00 also used to hold upper extent of animation frames +; $02 - vertical position +; $03 - facing direction, used as horizontal flip control +; $04 - attributes +; $05 - horizontal position +; $07 - number of rows to draw +; these also used in IntermediatePlayerData RenderPlayerSub: - sta $07 ;store number of rows of sprites to draw + 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 + 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 + sta $02 ; store player's vertical position lda PlayerFacingDir - sta $03 ;store player's facing direction + 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 $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 + lda PlayerGraphicsTable,x ; load player's left side sta $00 - lda PlayerGraphicsTable+1,x ;now load right side + 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 + 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 + lda Player_State ; get player's state cmp #$03 - beq ActionClimbing ;if climbing, branch here + beq ActionClimbing ; if climbing, branch here cmp #$02 - beq ActionFalling ;if falling, branch here + beq ActionFalling ; if falling, branch here cmp #$01 - bne ProcOnGroundActs ;if not jumping, branch here + 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 + 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 + 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) + 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 + 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 + 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 + 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 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 + 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 + 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 + 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 + 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 + 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 +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 HandleChangeSize: - ldy PlayerAnimCtrl ;get animation frame control + 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 + 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 + 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 + 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 + 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 #$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 #$c0 ;fourth row OAM attributes only + beq C_S_IGAtt ; if crouch offset, either standing offset, + cmp #$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 + 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 + 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 + 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 + 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 + 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 +; $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 #$01 ; set for air bubble offsets + jsr GetProperObjOffset ; modify X to get proper air bubble offset ldy #$03 - jmp RelWOfs ;get the coordinates + jmp RelWOfs ; get the coordinates RelativeFireballPosition: - ldy #$00 ;set for fireball offsets - jsr GetProperObjOffset ;modify X to get proper fireball offset + 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 +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 #$02 ; set for misc object offsets + jsr GetProperObjOffset ; modify X to get proper misc object offset ldy #$06 - jmp RelWOfs ;get the coordinates + jmp RelWOfs ; get the coordinates RelativeEnemyPosition: - lda #$01 ;get coordinates of enemy object - ldy #$01 ;relative to the screen + 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 + 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 ; adjust offset for other block object if any inx lda #$09 - iny ;adjust other and get coordinates for other one + iny ; adjust other and get coordinates for other one VariableObjOfsRelPos: - stx $00 ;store value to add to A here + stx $00 ; store value to add to A here clc - adc $00 ;add A to value stored - tax ;use as enemy offset + adc $00 ; add A to value stored + tax ; use as enemy offset jsr GetObjRelativePosition - ldx ObjectOffset ;reload old object offset and leave + 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 + 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 + sta SprObject_Rel_XPos,y ; store result here rts ;------------------------------------------------------------------------------------- -;$00 - used as temp variable to hold offscreen bits +; $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 + 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 GetProperObjOffset: - txa ;move offset to A + 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 + 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 + 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 + 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 + tya ; save offscreen bits offset to stack for now pha jsr RunOffscrBitsSubs - asl ;move low nybble to high nybble + 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 + 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 + 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 + jsr GetXOffscreenBits ; do subroutine here + lsr ; move high nybble to low lsr lsr lsr - sta $00 ;store here + sta $00 ; store here jmp GetYOffscreenBits ;-------------------------------- -;(these apply to these three subsections) -;$04 - used to store offset to sprite object data -;$05 - used as adder in DividePDiff -;$06 - used to store constant used to compare to pixel difference in $07 -;$07 - used to store pixel difference between X positions of object and screen edges +; (these apply to these three subsections) +; $04 - used to store offset to sprite object data +; $05 - used as adder in DividePDiff +; $06 - used to store constant used to compare to pixel difference in $07 +; $07 - used to store pixel difference between X positions of object and screen edges XOffscreenBitsData: .byte $7f, $3f, $1f, $0f, $07, $03, $01, $00 @@ -14896,30 +14896,30 @@ DefaultXOnscreenOfs: .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 + 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 + 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 + 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 + 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 +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 + dey ; otherwise, do left side of screen now + bpl XOfsLoop ; branch if not already done with left side ExXOfsBS: rts ;-------------------------------- @@ -14936,222 +14936,222 @@ HighPosUnitData: .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 + 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_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 + 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 + 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 + 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 + 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 +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 + 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 + 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 + 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 -;$02 - Y coordinate -;$03 - flip control -;$04 - sprite attributes -;$05 - X coordinate +; $00-$01 - tile numbers +; $02 - Y coordinate +; $03 - flip control +; $04 - sprite attributes +; $05 - X coordinate DrawSpriteObject: - lda $03 ;get saved flip control bits + lda $03 ; get saved flip control bits lsr - lsr ;move d1 into carry + 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 + 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 + 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 + 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 $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,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 + 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 + 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 + inx ; increment offset to return it to the + inx ; routine that called this subroutine rts ;------------------------------------------------------------------------------------- -;unused space +; unused space .byte $ff, $ff, $ff, $ff, $ff, $ff ;------------------------------------------------------------------------------------- SoundEngine: - lda OperMode ;are we in title screen mode? + lda OperMode ; are we in title screen mode? bne SndOn - sta SND_MASTERCTRL_REG ;if so, disable sound and leave + sta SND_MASTERCTRL_REG ; if so, disable sound and leave rts SndOn: lda #$ff - sta JOYPAD_PORT2 ;disable irqs and set frame counter mode??? + 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? + 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 + 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 RunSoundSubroutines ; if queue is empty, skip pause mode routine +InPause: lda PauseSoundBuffer ; check pause sfx buffer bne ContPau - lda PauseSoundQueue ;check pause queue + 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 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 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? +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? + 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 + 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 +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 + 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 + lda #$00 ; clear pause mode to allow game sounds again sta PauseModeFlag -SkipPIn: lda #$00 ;clear pause sfx buffer +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 + 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 + lda #$00 ; clear the sound effects queues sta Square1SoundQueue sta Square2SoundQueue sta NoiseSoundQueue sta PauseSoundQueue - ldy DAC_Counter ;load some sort of counter + ldy DAC_Counter ; load some sort of counter lda AreaMusicBuffer - and #%00000011 ;check for specific music + and #%00000011 ; check for specific music beq NoIncDAC - inc DAC_Counter ;increment and check counter + inc DAC_Counter ; increment and check counter cpy #$30 - bcc StrWave ;if not there yet, just store it + 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 + 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 + 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 + 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 + 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 ;-------------------------------- @@ -15160,150 +15160,150 @@ SwimStompEnvelopeData: .byte $90, $9a, $97, $95, $93, $92 PlayFlagpoleSlide: - lda #$40 ;store length of flagpole sound + lda #$40 ; store length of flagpole sound sta Squ1_SfxLenCounter - lda #$62 ;load part of reg contents for flagpole sound + lda #$62 ; load part of reg contents for flagpole sound jsr SetFreq_Squ1 - ldx #$99 ;now load the rest + ldx #$99 ; now load the rest bne FPS2nd PlaySmallJump: - lda #$26 ;branch here for small mario jumping sound + 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 + 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 + 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 + 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 + ldx #$5f ; load second part ldy #$f6 - bne DmpJpFPS ;unconditional branch -N2Prt: cmp #$20 ;check for third part + 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 + 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 + bne DecJpFPS ; unconditional branch outta here PlayFireballThrow: lda #$05 - ldy #$99 ;load reg contents for fireball throw sound - bne Fthrow ;unconditional branch + 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 + 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 +Fthrow: ldx #$9e ; the fireball sound shares reg contents with the bump sound sta Squ1_SfxLenCounter - lda #$0c ;load offset for bump sound + lda #$0c ; load offset for bump sound jsr PlaySqu1Sfx ContinueBumpThrow: - lda Squ1_SfxLenCounter ;check for second part of bump sound + lda Squ1_SfxLenCounter ; check for second part of bump sound cmp #$06 bne DecJpFPS - lda #$bb ;load second part directly + lda #$bb ; load second part directly sta SND_SQUARE1_REG+1 -DecJpFPS: bne BranchToDecLength1 ;unconditional branch +DecJpFPS: bne BranchToDecLength1 ; unconditional branch Square1SfxHandler: - ldy Square1SoundQueue ;check for sfx in queue + ldy Square1SoundQueue ; check for sfx in queue beq CheckSfx1Buffer - sty Square1SoundBuffer ;if found, put in buffer - bmi PlaySmallJump ;small jump + sty Square1SoundBuffer ; if found, put in buffer + bmi PlaySmallJump ; small jump lsr Square1SoundQueue - bcs PlayBigJump ;big jump + bcs PlayBigJump ; big jump lsr Square1SoundQueue - bcs PlayBump ;bump + bcs PlayBump ; bump lsr Square1SoundQueue - bcs PlaySwimStomp ;swim/stomp + bcs PlaySwimStomp ; swim/stomp lsr Square1SoundQueue - bcs PlaySmackEnemy ;smack enemy + bcs PlaySmackEnemy ; smack enemy lsr Square1SoundQueue - bcs PlayPipeDownInj ;pipedown/injury + bcs PlayPipeDownInj ; pipedown/injury lsr Square1SoundQueue - bcs PlayFireballThrow ;fireball throw + bcs PlayFireballThrow ; fireball throw lsr Square1SoundQueue - bcs PlayFlagpoleSlide ;slide flagpole + bcs PlayFlagpoleSlide ; slide flagpole CheckSfx1Buffer: - lda Square1SoundBuffer ;check for sfx in buffer - beq ExS1H ;if not found, exit sub - bmi ContinueSndJump ;small mario jump + 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 + bcs ContinueSndJump ; big mario jump lsr - bcs ContinueBumpThrow ;bump + bcs ContinueBumpThrow ; bump lsr - bcs ContinueSwimStomp ;swim/stomp + bcs ContinueSwimStomp ; swim/stomp lsr - bcs ContinueSmackEnemy ;smack enemy + bcs ContinueSmackEnemy ; smack enemy lsr - bcs ContinuePipeDownInj ;pipedown/injury + bcs ContinuePipeDownInj ; pipedown/injury lsr - bcs ContinueBumpThrow ;fireball throw + bcs ContinueBumpThrow ; fireball throw lsr - bcs DecrementSfx1Length ;slide flagpole + bcs DecrementSfx1Length ; slide flagpole ExS1H: rts PlaySwimStomp: - lda #$0e ;store length of swim/stomp sound + lda #$0e ; store length of swim/stomp sound sta Squ1_SfxLenCounter - ldy #$9c ;store reg contents for swim/stomp sound + 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 + 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 + 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 + lda #$0e ; store length of smack enemy sound ldy #$cb ldx #$9f sta Squ1_SfxLenCounter - lda #$28 ;store reg contents for smack enemy sound + lda #$28 ; store reg contents for smack enemy sound jsr PlaySqu1Sfx - bne DecrementSfx1Length ;unconditional branch + bne DecrementSfx1Length ; unconditional branch ContinueSmackEnemy: - ldy Squ1_SfxLenCounter ;check about halfway through + 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 #$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 +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 + 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 #$00 ; if end of sfx reached, clear buffer + stx $f1 ; and stop making the sfx ldx #$0e stx SND_MASTERCTRL_REG ldx #$0f @@ -15311,18 +15311,18 @@ StopSquare1Sfx: ExSfx1: rts PlayPipeDownInj: - lda #$2f ;load length of pipedown sound + 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 + 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 + ldy #$91 ; and this is where it actually gets written in ldx #$9a lda #$44 jsr PlaySqu1Sfx @@ -15338,125 +15338,125 @@ PowerUpGrabFreqData: .byte $28, $4a, $50, $4a, $64, $3c, $32, $3c, $32 .byte $2c, $24, $3a, $64, $3a, $34, $2c, $22, $2c -;residual frequency data +; residual frequency data .byte $22, $1c, $14 PUp_VGrow_FreqData: - .byte $14, $04, $22, $24, $16, $04, $24, $26 ;used by both + .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 $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 + 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 + 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 + 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 + 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 + lda #$20 ; load length of fireworks/gunfire sound sta Squ2_SfxLenCounter - ldy #$94 ;load reg contents of fireworks/gunfire sound + ldy #$94 ; load reg contents of fireworks/gunfire sound lda #$5e bne SBlasJ ContinueBlast: - lda Squ2_SfxLenCounter ;check for time to play second part + lda Squ2_SfxLenCounter ; check for time to play second part cmp #$18 bne DecrementSfx2Length - ldy #$93 ;load second part reg contents then + ldy #$93 ; load second part reg contents then lda #$18 -SBlasJ: bne BlstSJp ;unconditional branch to load rest of reg contents +SBlasJ: bne BlstSJp ; unconditional branch to load rest of reg contents PlayPowerUpGrab: - lda #$36 ;load length of power-up grab sound + 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 + 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 + 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 DecrementSfx2Length: - dec Squ2_SfxLenCounter ;decrement length of sfx + dec Squ2_SfxLenCounter ; decrement length of sfx bne ExSfx2 EmptySfx2Buffer: - ldx #$00 ;initialize square 2's sound effects buffer + ldx #$00 ; initialize square 2's sound effects buffer stx Square2SoundBuffer StopSquare2Sfx: - ldx #$0d ;stop playing the sfx + 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 + 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 + 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 + sty Square2SoundBuffer ; if found, put in buffer and check for the following + bmi PlayBowserFall ; bowser fall lsr Square2SoundQueue - bcs PlayCoinGrab ;coin grab + bcs PlayCoinGrab ; coin grab lsr Square2SoundQueue - bcs PlayGrowPowerUp ;power-up reveal + bcs PlayGrowPowerUp ; power-up reveal lsr Square2SoundQueue - bcs PlayGrowVine ;vine grow + bcs PlayGrowVine ; vine grow lsr Square2SoundQueue - bcs PlayBlast ;fireworks/gunfire + bcs PlayBlast ; fireworks/gunfire lsr Square2SoundQueue - bcs PlayTimerTick ;timer tick + bcs PlayTimerTick ; timer tick lsr Square2SoundQueue - bcs PlayPowerUpGrab ;power-up grab + bcs PlayPowerUpGrab ; power-up grab lsr Square2SoundQueue - bcs PlayExtraLife ;1-up + bcs PlayExtraLife ; 1-up CheckSfx2Buffer: - lda Square2SoundBuffer ;check for sfx in buffer - beq ExS2H ;if not found, exit sub - bmi ContinueBowserFall ;bowser fall + 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 + bcs Cont_CGrab_TTick ; coin grab lsr - bcs ContinueGrowItems ;power-up reveal + bcs ContinueGrowItems ; power-up reveal lsr - bcs ContinueGrowItems ;vine grow + bcs ContinueGrowItems ; vine grow lsr - bcs ContinueBlast ;fireworks/gunfire + bcs ContinueBlast ; fireworks/gunfire lsr - bcs Cont_CGrab_TTick ;timer tick + bcs Cont_CGrab_TTick ; timer tick lsr - bcs ContinuePowerUpGrab ;power-up grab + bcs ContinuePowerUpGrab ; power-up grab lsr - bcs ContinueExtraLife ;1-up + bcs ContinueExtraLife ; 1-up ExS2H: rts Cont_CGrab_TTick: @@ -15466,67 +15466,67 @@ JumpToDecLength2: jmp DecrementSfx2Length PlayBowserFall: - lda #$38 ;load length of bowser defeat sound + lda #$38 ; load length of bowser defeat sound sta Squ2_SfxLenCounter - ldy #$c4 ;load contents of reg for bowser defeat sound + 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 + 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 + 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 +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 + lda #$30 ; load length of 1-up sound sta Squ2_SfxLenCounter ContinueExtraLife: lda Squ2_SfxLenCounter - ldx #$03 ;load new tones only every eight frames + ldx #$03 ; load new tones only every eight frames DivLLoop: lsr - bcs JumpToDecLength2 ;if any bits set here, branch to dec the length + 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 + bne DivLLoop ; do this until all bits checked, if none set, continue tay - lda ExtraLifeFreqData-1,y ;load our reg contents + lda ExtraLifeFreqData-1,y ; load our reg contents ldx #$82 ldy #$7f - bne EL_LRegs ;unconditional branch + bne EL_LRegs ; unconditional branch PlayGrowPowerUp: - lda #$10 ;load length of power-up reveal sound + 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 + lda #$7f ; load contents of reg for both sounds directly sta SND_SQUARE2_REG+1 - lda #$00 ;start secondary counter for both sounds + 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 + 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 + 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 + 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 ;-------------------------------- @@ -15535,127 +15535,127 @@ BrickShatterFreqData: .byte $0a, $09, $03, $0d, $08, $0d, $06, $0c PlayBrickShatter: - lda #$20 ;load length of brick shatter sound + 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 + 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 + ldx BrickShatterFreqData,y ; load reg contents of brick shatter sound lda BrickShatterEnvData,y PlayNoiseSfx: - sta SND_NOISE_REG ;play the sfx + sta SND_NOISE_REG ; play the sfx stx SND_NOISE_REG+2 lda #$18 sta SND_NOISE_REG+3 DecrementSfx3Length: - dec Noise_SfxLenCounter ;decrement length of sfx + dec Noise_SfxLenCounter ; decrement length of sfx bne ExSfx3 - lda #$f0 ;if done, stop playing the sfx + 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 + ldy NoiseSoundQueue ; check for sfx in queue beq CheckNoiseBuffer - sty NoiseSoundBuffer ;if found, put in buffer + sty NoiseSoundBuffer ; if found, put in buffer lsr NoiseSoundQueue - bcs PlayBrickShatter ;brick shatter + bcs PlayBrickShatter ; brick shatter lsr NoiseSoundQueue - bcs PlayBowserFlame ;bowser flame + bcs PlayBowserFlame ; bowser flame CheckNoiseBuffer: - lda NoiseSoundBuffer ;check for sfx in buffer - beq ExNH ;if not found, exit sub + lda NoiseSoundBuffer ; check for sfx in buffer + beq ExNH ; if not found, exit sub lsr - bcs ContinueBrickShatter ;brick shatter + bcs ContinueBrickShatter ; brick shatter lsr - bcs ContinueBowserFlame ;bowser flame + bcs ContinueBowserFlame ; bowser flame ExNH: rts PlayBowserFlame: - lda #$40 ;load length of bowser flame sound + 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 + ldx #$0f ; load reg contents of bowser flame sound lda BowserFlameEnvData-1,y - bne PlayNoiseSfx ;unconditional branch here + 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 + lda EventMusicQueue ; check event music queue bne LoadEventMusic - lda AreaMusicQueue ;check area music queue + lda AreaMusicQueue ; check area music queue bne LoadAreaMusic - lda EventMusicBuffer ;check both buffers + lda EventMusicBuffer ; check both buffers ora AreaMusicBuffer bne ContinueMusic - rts ;no music, then leave + 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 + 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 + 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? + 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 + ldx #$08 ; load offset to be added to length byte of header stx NoteLengthTblAdder - bne FindEventMusicHeader ;unconditional branch + bne FindEventMusicHeader ; unconditional branch LoadAreaMusic: - cmp #$04 ;is it underground music? - bne NoStop1 ;no, do not stop square 1 sfx + 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 +NoStop1: ldy #$10 ; start counter used only by ground level music GMLoopB: sty GroundMusicHeaderOfs HandleAreaMusicLoopB: - ldy #$00 ;clear event music buffer + ldy #$00 ; clear event music buffer sty EventMusicBuffer - sta AreaMusicBuffer ;copy area music queue contents to buffer - cmp #$01 ;is it ground level music? + 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? + 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 + bne LoadHeader ; branch ahead with alternate offset ldy #$11 - bne GMLoopB ;unconditional branch + 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 + 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 + lda MusicHeaderOffsetData,y ; load offset for header tay - lda MusicHeaderData,y ;now load the header + lda MusicHeaderData,y ; now load the header sta NoteLenLookupTblOfs lda MusicHeaderData+1,y sta MusicDataLow @@ -15668,42 +15668,42 @@ LoadHeader: lda MusicHeaderData+5,y sta MusicOffset_Noise sta NoiseDataLoopbackOfs - lda #$01 ;initialize music note counters + 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 + 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 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 + 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 + 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 + 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) + 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 + 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 + 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 @@ -15718,177 +15718,177 @@ VictoryMLoopBack: jmp LoadEventMusic Squ2LengthHandler: - jsr ProcessLengthData ;store length of note + jsr ProcessLengthData ; store length of note sta Squ2_NoteLenBuffer - ldy MusicOffset_Square2 ;fetch another byte (MUST NOT BE LENGTH BYTE!) + 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? + 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 + 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? + 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 + 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 + 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 + 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 + 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 + 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 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 + 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? + 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 + 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 +SkipCtrlL: sta Squ1_EnvelopeDataCtrl ; save envelope offset jsr Dump_Squ1_Regs MiscSqu1MusicTasks: - lda Square1SoundBuffer ;is there a sound playing on square 1? + lda Square1SoundBuffer ; is there a sound playing on square 1? bne HandleTriangleMusic - lda EventMusicBuffer ;check for death music or d4 set on secondary buffer + lda EventMusicBuffer ; check for death music or d4 set on secondary buffer and #%10010001 bne DeathMAltReg - ldy Squ1_EnvelopeDataCtrl ;check saved envelope offset + 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 + 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 #$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 + 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 + 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 + 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 + beq LoadTriCtrlReg ; check once more for nonzero data TriNoteHandler: jsr SetFreq_Tri - ldx Tri_NoteLenBuffer ;save length in triangle note counter + 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 #%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 + 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 + 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 + 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 + 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? + 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 + 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 + 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 + 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 + 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 + 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 + lda #$1c ; short beat data ldx #$03 ldy #$18 bne PlayBeat StrongBeat: - lda #$1c ;strong beat data + lda #$1c ; strong beat data ldx #$0c ldy #$18 bne PlayBeat LongBeat: - lda #$1c ;long beat data + 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 + sta SND_NOISE_REG ; load beat data into noise regs stx SND_NOISE_REG+2 sty SND_NOISE_REG+3 @@ -15896,62 +15896,62 @@ ExitMusicHandler: 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 + 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 + 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 + adc NoteLenLookupTblOfs ; add offset loaded from first header byte + adc NoteLengthTblAdder ; add extra if time running out music tay - lda MusicLengthLookupTbl,y ;load length + lda MusicLengthLookupTbl,y ; load length rts LoadControlRegs: - lda EventMusicBuffer ;check secondary buffer for win castle music + 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 + 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 + and #%01111101 ; check primary buffer for water music beq WaterMus - lda #$08 ;this is the default value for all other music + 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 +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 + lda EventMusicBuffer ; check secondary buffer for win castle music and #EndOfCastleMusic beq LoadUsualEnvData - lda EndOfCastleMusicEnvData,y ;load data from offset for win castle music + lda EndOfCastleMusicEnvData,y ; load data from offset for win castle music rts LoadUsualEnvData: - lda AreaMusicBuffer ;check primary buffer for water music + lda AreaMusicBuffer ; check primary buffer for water music and #%01111101 beq LoadWaterEventMusEnvData - lda AreaMusicEnvData,y ;load default data from offset for all other music + 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 + lda WaterEventMusEnvData,y ; load data from offset for water music and all other event music rts ;-------------------------------- -;music header offsets +; music header offsets MusicHeaderData: - .byte DeathMusHdr-MHD ;event music + .byte DeathMusHdr-MHD ; event music .byte GameOverMusHdr-MHD .byte VictoryMusHdr-MHD .byte WinCastleMusHdr-MHD @@ -15960,7 +15960,7 @@ MusicHeaderData: .byte TimeRunningOutHdr-MHD .byte SilenceHdr-MHD - .byte GroundLevelPart1Hdr-MHD ;area music + .byte GroundLevelPart1Hdr-MHD ; area music .byte WaterMusHdr-MHD .byte UndergroundMusHdr-MHD .byte CastleMusHdr-MHD @@ -15969,7 +15969,7 @@ MusicHeaderData: .byte Star_CloudHdr-MHD .byte SilenceHdr-MHD - .byte GroundLevelLeadInHdr-MHD ;ground level music layout + .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 @@ -15980,13 +15980,13 @@ MusicHeaderData: .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: -;1 byte - length byte offset -;2 bytes - music data address -;1 byte - triangle data offset -;1 byte - square 1 data offset -;1 byte - noise data offset (not used by secondary music) +; music headers +; header format is as follows: +; 1 byte - length byte offset +; 2 bytes - music data address +; 1 byte - triangle data offset +; 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 @@ -16013,30 +16013,30 @@ DeathMusHdr: .byte $18, DeathMusData, $1e, $0f, $2d ;-------------------------------- -;MUSIC DATA -;square 2/triangle format -;d7 - length byte flag (0-note, 1-length) -;if d7 is set to 0 and d6-d0 is nonzero: -;d6-d0 - note offset in frequency look-up table (must be even) -;if d7 is set to 1: -;d6-d3 - unused -;d2-d0 - length offset in length look-up table -;value of $00 in square 2 data is used as null terminator, affects all sound channels -;value of $00 in triangle data causes routine to skip note +; MUSIC DATA +; square 2/triangle format +; d7 - length byte flag (0-note, 1-length) +; if d7 is set to 0 and d6-d0 is nonzero: +; d6-d0 - note offset in frequency look-up table (must be even) +; if d7 is set to 1: +; d6-d3 - unused +; d2-d0 - length offset in length look-up table +; value of $00 in square 2 data is used as null terminator, affects all sound channels +; value of $00 in triangle data causes routine to skip note -;square 1 format -;d7-d6, d0 - length offset in length look-up table (bit order is d0,d7,d6) -;d5-d1 - note offset in frequency look-up table -;value of $00 in square 1 data is flag alternate control reg data to be loaded +; square 1 format +; d7-d6, d0 - length offset in length look-up table (bit order is d0,d7,d6) +; d5-d1 - note offset in frequency look-up table +; value of $00 in square 1 data is flag alternate control reg data to be loaded -;noise format -;d7-d6, d0 - length offset in length look-up table (bit order is d0,d7,d6) -;d5-d4 - beat type (0 - rest, 1 - short, 2 - strong, 3 - long) -;d3-d1 - unused -;value of $00 in noise data is used as null terminator, affects only noise +; noise format +; d7-d6, d0 - length offset in length look-up table (bit order is d0,d7,d6) +; d5-d4 - beat type (0 - rest, 1 - short, 2 - strong, 3 - long) +; d3-d1 - unused +; value of $00 in noise data is used as null terminator, affects only noise -;all music data is organized into sections (unless otherwise stated): -;square 2, square 1, triangle, noise +; all music data is organized into sections (unless otherwise stated): +; square 2, square 1, triangle, noise Star_CloudMData: .byte $84, $2c, $2c, $2c, $82, $04, $2c, $04, $85, $2c, $84, $2c, $2c @@ -16106,7 +16106,7 @@ GroundM_P3BData: .byte $a4, $25, $25, $a4, $a8, $63, $04 -;triangle data used by both sections of third part +; triangle data used by both sections of third part .byte $85, $0e, $1a, $84, $24, $85, $22, $14, $84, $0c GroundMLdInData: @@ -16116,7 +16116,7 @@ GroundMLdInData: .byte $82, $18, $84, $18, $18, $82, $18, $18, $04, $86, $3a, $22 -;noise data used by lead-in and third part sections +; noise data used by lead-in and third part sections .byte $31, $90, $31, $90, $31, $71, $31, $90, $90, $90, $00 GroundM_P4AData: @@ -16138,20 +16138,20 @@ GroundM_P4BData: .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 $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 $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 -;noise data used by fourth part sections +; noise data used by fourth part sections .byte $51, $90, $31, $11, $00 CastleMusData: @@ -16206,14 +16206,14 @@ WinLevelMusData: .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 $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 -;square 2 and triangle use the same data, square 1 is unused +; 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 @@ -16224,7 +16224,7 @@ UndergroundMusData: .byte $24, $1a, $12, $10, $62, $0e, $80, $04, $04 .byte $00 -;noise data directly follows square 2 here unlike in other songs +; 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 @@ -16284,7 +16284,7 @@ VictoryMusData: .byte $83, $12, $14, $04, $18, $1a, $1c, $14 .byte $26, $22, $1e, $1c, $18, $1e, $22, $0c, $14 -;unused space +; unused space .byte $ff, $ff, $ff FreqRegLookupTbl: @@ -16337,11 +16337,11 @@ BrickShatterEnvData: .segment "VECTORS" -;INTERRUPT VECTORS +; INTERRUPT VECTORS .addr NonMaskableInterrupt .addr Start - .addr $fff0 ;unused + .addr $fff0 ; unused .segment "CHARS"