;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Classic Goomba, by mikeyk, edited by HuFlungDu ;; ;; Description: A classic squashable goomba that can go upside down ;; ;; Uses first extra bit: YES. If not set, he starts on top. If set, on bottom. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; goomba init JSL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FreeRAMTable = $1594 dcb "INIT" PHY JSR SUB_HORZ_POS TYA STA $157C,x LDA $7FAB10,x BIT #$04 BEQ skipflip LDA #$01 STA FreeRAMTable,x skipflip: PLY RTL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; goomba main JSL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; dcb "MAIN" PHB ; \ PHK ; | main sprite function, just calls local subroutine PLB ; | JSR GOOMB_CODE_START ; | PLB ; | RTL ; / ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; goomba main code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; X_SPEED dcb $08,$F8 KILLED_X_SPEED dcb $F0,$10 GOOMB_CODE_START JSR GOOMB_GRAPHICS ; graphics routine LDA $15AC,x BEQ NotRun CMP #$01 BNE NotRun LDA #$C0 STA $AA,x LDA $1594,x EOR #$01 STA $1594,x NotRun: LDA $14C8,x ; \ CMP #$08 ; | if status != 8, return BNE RETURN ; / JSR SUB_OFF_SCREEN_X0 ; handle off screen situation LDY $157C,x ; \ set x speed based on direction LDA X_SPEED,y ; | STA $B6,x ; / LDA $9D ; \ if sprites locked, return BNE RETURN ; / LDA $1558,x ; \ if sprite not defeated (timer to show remains > 0)... BEQ ALIVE ; / ... goto ALIVE STA $15D0,x ; \ DEC A ; } if sprite remains don't disappear next frame... BNE RETURN ; / ... return STZ $14C8,x ; this is the last frame to show remains, so set sprite status = 0 (not alive) RETURN RTS ; return ALIVE LDA $1588,x ;A:0100 X:0007 Y:0001 D:0000 DB:03 S:01EF P:envMXdiZCHC:0276 VC:077 00 FL:623 AND #$04 ;A:0100 X:0007 Y:0001 D:0000 DB:03 S:01EF P:envMXdiZCHC:0308 VC:077 00 FL:623 PHA ;A:0100 X:0007 Y:0001 D:0000 DB:03 S:01EF P:envMXdiZCHC:0324 VC:077 00 FL:623 JSL $01802A ; update position based on speed values JSL $018032 ; interact with other sprites LDA $1588,x ;A:254B X:0007 Y:0007 D:0000 DB:03 S:01EE P:envMXdizcHC:0684 VC:085 00 FL:623 AND #$04 ;A:2504 X:0007 Y:0007 D:0000 DB:03 S:01EE P:envMXdizcHC:0716 VC:085 00 FL:623 BEQ IN_AIR ;A:2504 X:0007 Y:0007 D:0000 DB:03 S:01EE P:envMXdizcHC:0732 VC:085 00 FL:623 STZ $AA,x ;A:2504 X:0007 Y:0007 D:0000 DB:03 S:01EE P:envMXdizcHC:0748 VC:085 00 FL:623 PLA ;A:2504 X:0007 Y:0007 D:0000 DB:03 S:01EE P:envMXdizcHC:0778 VC:085 00 FL:623 BRA ON_GROUND ;A:2500 X:0007 Y:0007 D:0000 DB:03 S:01EF P:envMXdiZcHC:0806 VC:085 00 FL:623 IN_AIR PLA ;A:2500 X:0007 Y:0006 D:0000 DB:03 S:01EB P:envMXdiZcHC:0316 VC:085 00 FL:4955 BEQ WAS_IN_AIR ;A:2504 X:0007 Y:0006 D:0000 DB:03 S:01EC P:envMXdizcHC:0344 VC:085 00 FL:4955 LDA #$0A ;A:2504 X:0007 Y:0006 D:0000 DB:03 S:01EC P:envMXdizcHC:0360 VC:085 00 FL:4955 STA $1540,x ;A:25FF X:0007 Y:0006 D:0000 DB:03 S:01EC P:eNvMXdizcHC:0376 VC:085 00 FL:4955 WAS_IN_AIR LDA $1540,x ;A:25FF X:0007 Y:0006 D:0000 DB:03 S:01EC P:eNvMXdizcHC:0408 VC:085 00 FL:4955 BEQ ON_GROUND ;A:25FF X:0007 Y:0006 D:0000 DB:03 S:01EC P:eNvMXdizcHC:0440 VC:085 00 FL:4955 STZ $AA,x ;A:25FF X:0007 Y:0006 D:0000 DB:03 S:01EC P:eNvMXdizcHC:0456 VC:085 00 FL:4955 ON_GROUND LDA $1588,x ; | if sprite is in contact with an object... AND #$03 ; | BEQ DONT_UPDATE ; | LDA $157C,x ; | flip the direction status EOR #$01 ; | STA $157C,x ; / DONT_UPDATE LDA FreeRAMTable,x BEQ OnTop LDA $066E BEQ RETURN_24 BRA Hit OnTop LDA $066E BNE RETURN_24 Hit: JSL $01A7DC ; check for mario/sprite contact BCC RETURN_24 ; (carry set = contact) LDA $1490 ; \ if mario star timer > 0 ... BEQ NOT_HAS_STAR ; / ... goto HAS_STAR JMP HAS_STAR NOT_HAS_STAR LDA $7D ; \ if mario's y speed < 10 ... CMP #$10 ; } ... sprite will hurt mario BMI GOOB_WINS ; / MARIO_WINS LDA FreeRAMTable,x BEQ SkipBackupPos1 LDA $96 STA $0A EOR #$FF SEC SBC #$20 STA $96 LDA $97 STA $0B EOR #$01 STA $97 LDA $D8,x STA $0C EOR #$FF STA $D8,x LDA $14D4,x STA $0D EOR #$01 STA $14D4,x SkipBackupPos1: JSR SUB_STOMP_PTS ; give mario points JSL $01AA33 ; set mario speed JSL $01AB99 ; display contact graphic LDA $140D ; \ if mario is spin jumping... ORA $187A ; } ... or on yoshi ... BNE SPIN_KILL ; / ... goto SPIN_KILL LDA #$20 ; \ ... time to show defeated sprite = $20 STA $1558,x ; / LDA FreeRAMTable,x BEQ RETURN_24 LDA $0A STA $96 LDA $0B STA $97 LDA $0C STA $D8,x LDA $0D STA $14D4,x RETURN_24 RTS ; return GOOB_WINS LDA $1497 ; \ if mario is invincible... ORA $187A ; } ... or mario on yoshi... ORA $15D0,x ; | ...or sprite being eaten... BNE RETURN2 ; / ... return JSR SUB_GET_DIR ; \ set new sprite direction TYA ; } STA $157C,x ; / JSL $00F5B7 ; hurt mario RETURN2 RTS ; return ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; spin and star kill (still part of above routine) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; STAR_SOUNDS dcb $00,$13,$14,$15,$16,$17,$18,$19 SPIN_KILL LDA #$04 ; \ status = 4 (being killed by spin jump) STA $14C8,x ; / LDA #$1F ; \ set spin jump animation timer STA $1540,x ; / JSL $07FC3B ; show star animation LDA #$08 ; \ play sound effect STA $1DF9 ; / LDA FreeRAMTable,x BEQ SkipRestorePos LDA $0A STA $96 LDA $0B STA $97 LDA $0C STA $D8,x LDA $0D STA $14D4,x SkipRestorePos: RTS ; return HAS_STAR LDA #$02 ; \ status = 2 (being killed by star) STA $14C8,x ; / LDA #$D0 ; \ set y speed STA $AA,x ; / JSR SUB_HORZ_POS ; get new direction LDA KILLED_X_SPEED,y ; \ set x speed based on direction STA $B6,x ; / INC $18D2 ; increment number consecutive enemies killed LDA $18D2 ; \ CMP #$08 ; | if consecutive enemies stomped >= 8, reset to 8 BCC NO_RESET2 ; | LDA #$08 ; | STA $18D2 ; / NO_RESET2 JSL $02ACE5 ; give mario points LDY $18D2 ; \ CPY #$08 ; | if consecutive enemies stomped < 8 ... BCS NO_SOUND2 ; | LDA STAR_SOUNDS,y ; | ... play sound effect STA $1DF9 ; / NO_SOUND2 RTS ; final return ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; graphics routine ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;frame 1, frame 2, squashed, star killed (2 bytes each) TILE_SIZE dcb $02,$02,$02,$02,$00,$00,$02,$02 GOOMB_HORIZ_DISP dcb $00,$00,$00,$00,$00,$08,$00,$00 GOOMB_VERT_DISP dcb $00,$00,$00,$00,$00,$00,$00,$00 GOOMB_TILEMAP dcb $88,$88,$88,$88,$EE,$EE,$88,$88 GOOMB_PROPERTIES dcb $00,$00,$40,$40,$00,$40,$80,$80 GOOMB_GRAPHICS LDA FreeRAMTable,x BEQ SkipBackupPos2 LDA $D8,x STA $0A EOR #$FF STA $D8,x LDA $14D4,x STA $0B EOR #$01 STA $14D4,x SkipBackupPos2: JSR GET_DRAW_INFO LDA FreeRAMTable,x BEQ SkipRestorePos2 LDA $0A STA $D8,x LDA $0B STA $14D4,x SkipRestorePos2: LDA $157C,x ; \ $02 = direction STA $02 ; / LDA $14 ;\ LSR A ; | LSR A ; | LSR A ; | CLC ; | ADC $15E9 ; | AND #$01 ; | ASL A STA $03 ; | $03 = index to frame start (0 or 2) PHX ; / LDA $14C8,x CMP #$02 BNE NO_STAR LDA #$06 STA $03 NO_STAR LDA $1558,x ; \ if time to show sprite remains > 0... BEQ NOT_DEAD ; | LDA #$04 ; | $03 = 4 STA $03 ; / STX $15E9 NOT_DEAD LDX #$01 ; run loop 4 times, cuz 4 tiles per frame LOOP_START_2 PHX ; push, current tile TXA ; \ X = index of frame start + current tile CLC ; | ADC $03 ; | TAX ; / PHY ; set tile to be 8x8 or 16x16 TYA ; LSR A ; LSR A ; TAY ; LDA TILE_SIZE,x ; STA $0460,y ; PLY ; LDA $00 ; \ tile x position = sprite x location ($00) + tile displacement CLC ; | ADC GOOMB_HORIZ_DISP,x ; | STA $0300,y ; / LDA $01 ; | CLC ; | tile y position = sprite y location ($01) + tile displacement ADC GOOMB_VERT_DISP,x ; | STA $0301,y ; / LDA GOOMB_TILEMAP,x ; \ store tile STA $0302,y ; / PHX ; LDX $15E9 ; LDA $15F6,x ; get palette info PLX ; ORA GOOMB_PROPERTIES,x ; flip tile if necessary PHX PHY LDX $15E9 TXY LDX FreeRAMTable,y BEQ skipfliptile ORA #$80 skipfliptile: PLY PLX ORA $64 ; add in tile priority of level STA $0303,y ; store tile properties PLX ; \ pull, current tile INY ; | increase index to sprite tile map ($300)... INY ; | ...we wrote 1 16x16 tile... INY ; | ...sprite OAM is 8x8... INY ; | ...so increment 4 times DEX ; | go to next tile of frame and loop BPL LOOP_START_2 ; / PLX ; pull, X = sprite index LDA FreeRAMTable,x BEQ SkipBackupPos4 LDA $D8,x PHA EOR #$FF INC STA $D8,x LDA $14D4,x PHA EOR #$01 STA $14D4,x SkipBackupPos4: LDY #$FF ; \ we've already set 460 so use FF LDA #$01 ; | A = number of tiles drawn - 1 JSL $01B7B3 ; / don't draw if offscreen LDA FreeRAMTable,x BEQ SkipRestorePos4 PLA STA $14D4,x PLA STA $D8,x SkipRestorePos4: RTS ; return ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; points routine ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SUB_STOMP_PTS PHY ; LDA $1697 ; \ CLC ; | ADC $1626,x ; / some enemies give higher pts/1ups quicker?? INC $1697 ; increase consecutive enemies stomped TAY ; INY ; CPY #$08 ; \ if consecutive enemies stomped >= 8 ... BCS NO_SOUND ; / ... don't play sound LDA STAR_SOUNDS,y ; \ play sound effect STA $1DF9 ; / NO_SOUND TYA ; \ CMP #$08 ; | if consecutive enemies stomped >= 8, reset to 8 BCC NO_RESET ; | LDA #$08 ; / NO_RESET JSL $02ACE5 ; give mario points PLY ; RTS ; return ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; routines below can be shared by all sprites. they are ripped from original ; SMW and poorly documented ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; $B760 - graphics routine helper - shared ; sets off screen flags and sets index to OAM ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;org $03B75C TABLE1 dcb $0C,$1C TABLE2 dcb $01,$02 GET_DRAW_INFO STZ $186C,x ; reset sprite offscreen flag, vertical STZ $15A0,x ; reset sprite offscreen flag, horizontal LDA $E4,x ; \ CMP $1A ; | set horizontal offscreen if necessary LDA $14E0,x ; | SBC $1B ; | BEQ ON_SCREEN_X ; | INC $15A0,x ; / ON_SCREEN_X LDA $14E0,x ; \ XBA ; | LDA $E4,x ; | REP #$20 ; | SEC ; | SBC $1A ; | mark sprite invalid if far enough off screen CLC ; | ADC.W #$0040 ; | CMP.W #$0180 ; | SEP #$20 ; | ROL A ; | AND #$01 ; | STA $15C4,x ; / BNE INVALID ; LDY #$00 ; \ set up loop: LDA $1662,x ; | AND #$20 ; | if not smushed (1662 & 0x20), go through loop twice BEQ ON_SCREEN_LOOP ; | else, go through loop once INY ; / ON_SCREEN_LOOP LDA $D8,x ; \ CLC ; | set vertical offscreen if necessary ADC TABLE1,y ; | PHP ; | CMP $1C ; | (vert screen boundry) ROL $00 ; | PLP ; | LDA $14D4,x ; | ADC #$00 ; | LSR $00 ; | SBC $1D ; | BEQ ON_SCREEN_Y ; | LDA $186C,x ; | (vert offscreen) ORA TABLE2,y ; | STA $186C,x ; | ON_SCREEN_Y DEY ; | BPL ON_SCREEN_LOOP ; / LDY $15EA,x ; get offset to sprite OAM LDA $E4,x ; \ SEC ; | SBC $1A ; | $00 = sprite x position relative to screen boarder STA $00 ; / LDA $D8,x ; \ SEC ; | SBC $1C ; | $01 = sprite y position relative to screen boarder STA $01 ; / RTS ; return INVALID PLA ; \ return from *main gfx routine* subroutine... PLA ; | ...(not just this subroutine) RTS ; / ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; $B817 - horizontal mario/sprite check - shared ; Y = 1 if mario left of sprite?? ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;org $03B817 ; Y = 1 if contact SUB_GET_DIR LDY #$00 ;A:25D0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1020 VC:097 00 FL:31642 LDA $94 ;A:25D0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZCHC:1036 VC:097 00 FL:31642 SEC ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1060 VC:097 00 FL:31642 SBC $E4,x ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1074 VC:097 00 FL:31642 STA $0F ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1104 VC:097 00 FL:31642 LDA $95 ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1128 VC:097 00 FL:31642 SBC $14E0,x ;A:2500 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZcHC:1152 VC:097 00 FL:31642 BPL LABEL16 ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1184 VC:097 00 FL:31642 INY ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1200 VC:097 00 FL:31642 LABEL16 RTS ;A:25FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:1214 VC:097 00 FL:31642 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; $B829 - vertical mario/sprite position check - shared ; Y = 1 if mario below sprite?? ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;org $03B829 SUB_VERT_POS LDY #$00 ;A:25A1 X:0007 Y:0001 D:0000 DB:03 S:01EA P:envMXdizCHC:0130 VC:085 00 FL:924 LDA $96 ;A:25A1 X:0007 Y:0000 D:0000 DB:03 S:01EA P:envMXdiZCHC:0146 VC:085 00 FL:924 SEC ;A:2546 X:0007 Y:0000 D:0000 DB:03 S:01EA P:envMXdizCHC:0170 VC:085 00 FL:924 SBC $D8,x ;A:2546 X:0007 Y:0000 D:0000 DB:03 S:01EA P:envMXdizCHC:0184 VC:085 00 FL:924 STA $0F ;A:25D6 X:0007 Y:0000 D:0000 DB:03 S:01EA P:eNvMXdizcHC:0214 VC:085 00 FL:924 LDA $97 ;A:25D6 X:0007 Y:0000 D:0000 DB:03 S:01EA P:eNvMXdizcHC:0238 VC:085 00 FL:924 SBC $14D4,x ;A:2501 X:0007 Y:0000 D:0000 DB:03 S:01EA P:envMXdizcHC:0262 VC:085 00 FL:924 BPL LABEL11 ;A:25FF X:0007 Y:0000 D:0000 DB:03 S:01EA P:eNvMXdizcHC:0294 VC:085 00 FL:924 INY ;A:25FF X:0007 Y:0000 D:0000 DB:03 S:01EA P:eNvMXdizcHC:0310 VC:085 00 FL:924 LABEL11 RTS ;A:25FF X:0007 Y:0001 D:0000 DB:03 S:01EA P:envMXdizcHC:0324 VC:085 00 FL:924 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; $B817 - horizontal mario/sprite check - shared ; Y = 1 if mario left of sprite?? ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;org $03B817 SUB_HORZ_POS LDY #$00 ;A:25D0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1020 VC:097 00 FL:31642 LDA $94 ;A:25D0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZCHC:1036 VC:097 00 FL:31642 SEC ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1060 VC:097 00 FL:31642 SBC $E4,x ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1074 VC:097 00 FL:31642 STA $0F ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1104 VC:097 00 FL:31642 LDA $95 ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1128 VC:097 00 FL:31642 SBC $14E0,x ;A:2500 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZcHC:1152 VC:097 00 FL:31642 BPL LABEL16 ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1184 VC:097 00 FL:31642 INY ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1200 VC:097 00 FL:31642 LABEL16 RTS ;A:25FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:1214 VC:097 00 FL:31642 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; $B85D - off screen processing code - shared ; sprites enter at different points ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;org $03B83B TABLE3 dcb $40,$B0 TABLE6 dcb $01,$FF TABLE4 dcb $30,$C0,$A0,$80,$A0,$40,$60,$B0 TABLE5 dcb $01,$FF,$01,$FF,$01,$00,$01,$FF SUB_OFF_SCREEN_X0 LDA #$06 ; \ entry point of routine determines value of $03 BRA STORE_03 ; | SUB_OFF_SCREEN_X1 LDA #$04 ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X2 LDA #$02 ; | STORE_03 STA $03 ; | BRA START_SUB ; | SUB_OFF_SCREEN_HB STZ $03 ; / START_SUB JSR SUB_IS_OFF_SCREEN ; \ if sprite is not off screen, return BEQ RETURN_2 ; / LDA $5B ; \ goto VERTICAL_LEVEL if vertical level AND #$01 ; | BNE VERTICAL_LEVEL ; / LDA $D8,x ; \ CLC ; | ADC #$50 ; | if the sprite has gone off the bottom of the level... LDA $14D4,x ; | (if adding 0x50 to the sprite y position would make the high byte >= 2) ADC #$00 ; | CMP #$02 ; | BPL ERASE_SPRITE ; / ...erase the sprite LDA $167A,x ; \ if "process offscreen" flag is set, return AND #$04 ; | BNE RETURN_2 ; / LDA $13 ; \ AND #$01 ; | ORA $03 ; | STA $01 ; | TAY ; / LDA $1A ;x boundry ;A:0101 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0256 VC:090 00 FL:16953 CLC ;A:0100 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZcHC:0280 VC:090 00 FL:16953 ADC TABLE4,y ;A:0100 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZcHC:0294 VC:090 00 FL:16953 ROL $00 ;A:01C0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0326 VC:090 00 FL:16953 CMP $E4,x ;x pos ;A:01C0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0364 VC:090 00 FL:16953 PHP ;A:01C0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0394 VC:090 00 FL:16953 LDA $1B ;x boundry hi ;A:01C0 X:0006 Y:0001 D:0000 DB:03 S:01EC P:eNvMXdizCHC:0416 VC:090 00 FL:16953 LSR $00 ;A:0100 X:0006 Y:0001 D:0000 DB:03 S:01EC P:envMXdiZCHC:0440 VC:090 00 FL:16953 ADC TABLE5,y ;A:0100 X:0006 Y:0001 D:0000 DB:03 S:01EC P:envMXdizcHC:0478 VC:090 00 FL:16953 PLP ;A:01FF X:0006 Y:0001 D:0000 DB:03 S:01EC P:eNvMXdizcHC:0510 VC:090 00 FL:16953 SBC $14E0,x ;x pos high ;A:01FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0538 VC:090 00 FL:16953 STA $00 ;A:01FE X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0570 VC:090 00 FL:16953 LSR $01 ;A:01FE X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0594 VC:090 00 FL:16953 BCC LABEL20 ;A:01FE X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZCHC:0632 VC:090 00 FL:16953 EOR #$80 ;A:01FE X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZCHC:0648 VC:090 00 FL:16953 STA $00 ;A:017E X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizCHC:0664 VC:090 00 FL:16953 LABEL20 LDA $00 ;A:017E X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizCHC:0688 VC:090 00 FL:16953 BPL RETURN_2 ;A:017E X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizCHC:0712 VC:090 00 FL:16953 ERASE_SPRITE LDA $14C8,x ; \ if sprite status < 8, permanently erase sprite CMP #$08 ; | BCC KILL_SPRITE ; / LDY $161A,x ;A:FF08 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZCHC:0140 VC:071 00 FL:21152 CPY #$FF ;A:FF08 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizCHC:0172 VC:071 00 FL:21152 BEQ KILL_SPRITE ;A:FF08 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0188 VC:071 00 FL:21152 LDA #$00 ; \ mark sprite to come back A:FF08 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0204 VC:071 00 FL:21152 STA $1938,y ; / A:FF00 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdiZcHC:0220 VC:071 00 FL:21152 KILL_SPRITE STZ $14C8,x ; erase sprite RETURN_2 RTS ; return VERTICAL_LEVEL LDA $167A,x ; \ if "process offscreen" flag is set, return AND #$04 ; | BNE RETURN_2 ; / LDA $13 ; \ only handle every other frame?? LSR A ; | BCS RETURN_2 ; / AND #$01 ;A:0227 X:0006 Y:00EC D:0000 DB:03 S:01ED P:envMXdizcHC:0228 VC:112 00 FL:1142 STA $01 ;A:0201 X:0006 Y:00EC D:0000 DB:03 S:01ED P:envMXdizcHC:0244 VC:112 00 FL:1142 TAY ;A:0201 X:0006 Y:00EC D:0000 DB:03 S:01ED P:envMXdizcHC:0268 VC:112 00 FL:1142 LDA $1C ;A:0201 X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0282 VC:112 00 FL:1142 CLC ;A:02BD X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0306 VC:112 00 FL:1142 ADC TABLE3,y ;A:02BD X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0320 VC:112 00 FL:1142 ROL $00 ;A:026D X:0006 Y:0001 D:0000 DB:03 S:01ED P:enVMXdizCHC:0352 VC:112 00 FL:1142 CMP $D8,x ;A:026D X:0006 Y:0001 D:0000 DB:03 S:01ED P:enVMXdizCHC:0390 VC:112 00 FL:1142 PHP ;A:026D X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNVMXdizcHC:0420 VC:112 00 FL:1142 LDA.W $001D ;A:026D X:0006 Y:0001 D:0000 DB:03 S:01EC P:eNVMXdizcHC:0442 VC:112 00 FL:1142 LSR $00 ;A:0200 X:0006 Y:0001 D:0000 DB:03 S:01EC P:enVMXdiZcHC:0474 VC:112 00 FL:1142 ADC TABLE6,y ;A:0200 X:0006 Y:0001 D:0000 DB:03 S:01EC P:enVMXdizCHC:0512 VC:112 00 FL:1142 PLP ;A:0200 X:0006 Y:0001 D:0000 DB:03 S:01EC P:envMXdiZCHC:0544 VC:112 00 FL:1142 SBC $14D4,x ;A:0200 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNVMXdizcHC:0572 VC:112 00 FL:1142 STA $00 ;A:02FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0604 VC:112 00 FL:1142 LDY $01 ;A:02FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizcHC:0628 VC:112 00 FL:1142 BEQ LABEL22 ;A:02FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0652 VC:112 00 FL:1142 EOR #$80 ;A:02FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0668 VC:112 00 FL:1142 STA $00 ;A:027F X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0684 VC:112 00 FL:1142 LABEL22 LDA $00 ;A:027F X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0708 VC:112 00 FL:1142 BPL RETURN_2 ;A:027F X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:0732 VC:112 00 FL:1142 BMI ERASE_SPRITE ;A:0280 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:0170 VC:064 00 FL:1195 SUB_IS_OFF_SCREEN LDA $15A0,x ; \ if sprite is on screen, accumulator = 0 ORA $186C,x ; | RTS ; / return NOP