print "INIT ",pc LDA #$05 STA $1528,x JSR SUB_HORZ_POS ;\ TYA ; |setup direction STA $157C,x ;/ RTL print "MAIN ",pc PHB PHK PLB JSR CODE_START PLB RTL XSPEED: db $08,$F8 CHANGE_DIR: LDA $157C,x EOR #$01 STA $157C,x RETURN: RTS CODE_START: JSR SUB_GFX LDA $14C8,x CMP #$08 BNE RETURN LDA $9D BNE RETURN JSR SUB_OFF_SCREEN_X0 LDA $1588,x AND #$03 BNE CHANGE_DIR LDY $157C,x ; Load the direction in Y. LDA XSPEED,y ; Speed based on direction. STA $B6,x ; Store to sprite's X speed. STZ $AA,x ; No gravity JSL $018022 ;Update X pos without gravity JSL $01801A ;Update Y pos without gravity LDA #$12 STA $00 JSR Proximity BNE SHOOT_FIRE JSL $018032 ;Interact with sprites SHOOT_FIRE: JSL $02A9DE BMI RETURN PHX TYX LDA #$01 STA $14C8,x LDA #$2B STA $9E,x JSL $07F7D2 PLX JSR SPRITE_INTERACT JSL $01A7DC BCC RETURN2 LDA $1490 BNE HasStar JSL $00F5B7 RTS HasStar: LDA #$02 STA $14C8,x LDA #$D0 STA $AA,x LDA #$08 STA $B6,x JSL $01802A LDA #$13 STA $1DF9 RTS RETURN2: RTS SPRITE_INTERACT: LDY #$0B ; LOOP: LDA $14C8,y ; \ if the sprite status is.. CMP #$09 ; | ...shell-like BEQ PROCESS_SPRITE ; / CMP #$0A ; \ ...throwned shell-like BEQ PROCESS_SPRITE ; / NEXT_SPRITE: DEY ; BPL LOOP ; ...otherwise, loop RTS ; return PROCESS_SPRITE: PHX ; push x TYX ; transfer x to y JSL $03B6E5 ; get sprite clipping B routine PLX ; pull x JSL $03B69F ; get sprite clipping A routine JSL $03B72B ; check for contact routine BCC NEXT_SPRITE ; LDA #$03 ; \ set sprite state STA $C2,x ; / LDA #$40 ; \ set timer STA $1540,x ; / PHX ; push x TYX ; transfer x to y DEC $1528,x LDA $1528,x BEQ DEAD LDA $E4,x ; \ setup block properties STA $9A ; | LDA $14E0,x ; | STA $9B ; | LDA $D8,x ; | STA $98 ; | LDA $14D4,x ; | STA $99 ; / PHB ; \ set the exploding block routine LDA #$02 ; | PHA ; | PLB ; | LDA #$FF ; | $FF = set flashing palette JSL $028663 ; | PLB ; / PLX ; pull x LDA #$28 ; \ sound effect STA $1DFC ; / RTS DEAD: JSL $01AB99 JSL $01AA33 LDA #$21 ; Sprite = Coin STA $9E,x LDA #$01 STA $14C8,x JSL $07F7D2 ; Reset sprite tables. LDA #$10 STA $AA,x LDA #$02 STA $14C8,x JSL $01802A LDA #$13 STA $1DF9 RTS ;=========================================; ;Proximity (horizontal) ; ;"A" will have 1 if the sprite is in range; ;Otherwise it's 0 ; ;=========================================; DirFix: db $FF,$00 Proximity: LDA $E4,x ;\ SEC ; | SBC $94 ; | PHA ; | JSR SUB_HORZ_POS ; | Check sprite range .. PLA ; | EOR DirFix,y ; | CMP $00 ; | ; If Range > !Temp return. BCS + ; | LDA #$01 ; | A = #$01. RTS ; | + LDA #$00 ; | A = #$00 if not in range. RTS ;/ PROPERTIES: db $CD,$8D DINO_TILES: db $AA,$EA SUB_GFX: JSR GET_DRAW_INFO LDA $157C,x STA $02 LDA $00 STA $0300,y LDA $01 STA $0301,y PHX LDA $14 LSR LSR LSR AND #$01 TAX LDA DINO_TILES,x STA $0302,y PHY LDY $157C,x LDA PROPERTIES,y PLY ORA $64 STA $0303,y LDY #$02 LDA #$00 JSL $01B7B3 RTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; SUB_HORZ_POS ; This routine determines which side of the sprite Mario is on. It sets the Y register ; to the direction such that the sprite would face Mario ; It is ripped from $03B817 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SUB_HORZ_POS: LDY #$00 LDA $94 SEC SBC $E4,x STA $0F LDA $95 SBC $14E0,x BPL SPR_L16 INY SPR_L16: RTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; SUB_OFF_SCREEN ; This subroutine deals with sprites that have moved off screen ; It is adapted from the subroutine at $01AC0D ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SPR_T12: db $40,$B0 SPR_T13: db $01,$FF SPR_T14: db $30,$C0,$A0,$C0,$A0,$F0,$60,$90 ;bank 1 sizes db $30,$C0,$A0,$80,$A0,$40,$60,$B0 ;bank 3 sizes SPR_T15: db $01,$FF,$01,$FF,$01,$FF,$01,$FF ;bank 1 sizes db $01,$FF,$01,$FF,$01,$00,$01,$FF ;bank 3 sizes SUB_OFF_SCREEN_X1: LDA #$02 ; \ entry point of routine determines value of $03 BRA STORE_03 ; | (table entry to use on horizontal levels) SUB_OFF_SCREEN_X2: LDA #$04 ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X3: LDA #$06 ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X4: LDA #$08 ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X5: LDA #$0A ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X6: LDA #$0C ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X7: LDA #$0E ; | STORE_03: STA $03 ; | BRA START_SUB ; | SUB_OFF_SCREEN_X0: STZ $03 ; / START_SUB: JSR SUB_IS_OFF_SCREEN ; \ if sprite is not off screen, return BEQ RETURN_35 ; / LDA $5B ; \ goto VERTICAL_LEVEL if vertical level AND #$01 ; | BNE VERTICAL_LEVEL ; / LDA $D8,x ; \ CLC ; | ADC #$50 ; | if the sprite has gone off the bottom of the level... LDA $14D4,x ; | (if adding 0x50 to the sprite y position would make the high byte >= 2) ADC #$00 ; | CMP #$02 ; | BPL ERASE_SPRITE ; / ...erase the sprite LDA $167A,x ; \ if "process offscreen" flag is set, return AND #$04 ; | BNE RETURN_35 ; / LDA $13 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0756 VC:176 00 FL:205 AND #$01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0780 VC:176 00 FL:205 ORA $03 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0796 VC:176 00 FL:205 STA $01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0820 VC:176 00 FL:205 TAY ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0844 VC:176 00 FL:205 LDA $1A ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0858 VC:176 00 FL:205 CLC ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0882 VC:176 00 FL:205 ADC SPR_T14,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0896 VC:176 00 FL:205 ROL $00 ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizcHC:0928 VC:176 00 FL:205 CMP $E4,x ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:0966 VC:176 00 FL:205 PHP ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:0996 VC:176 00 FL:205 LDA $1B ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizCHC:1018 VC:176 00 FL:205 LSR $00 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdiZCHC:1042 VC:176 00 FL:205 ADC SPR_T15,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizcHC:1080 VC:176 00 FL:205 PLP ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F0 P:eNvMXdizcHC:1112 VC:176 00 FL:205 SBC $14E0,x ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1140 VC:176 00 FL:205 STA $00 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1172 VC:176 00 FL:205 LSR $01 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1196 VC:176 00 FL:205 BCC SPR_L31 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1234 VC:176 00 FL:205 EOR #$80 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1250 VC:176 00 FL:205 STA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1266 VC:176 00 FL:205 SPR_L31: LDA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1290 VC:176 00 FL:205 BPL RETURN_35 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 ERASE_SPRITE: LDA $14C8,x ; \ if sprite status < 8, permanently erase sprite CMP #$08 ; | BCC KILL_SPRITE ; / LDY $161A,x ;A:FF08 X:0007 Y:0001 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1108 VC:059 00 FL:2878 CPY #$FF ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1140 VC:059 00 FL:2878 BEQ KILL_SPRITE ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1156 VC:059 00 FL:2878 LDA #$00 ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1172 VC:059 00 FL:2878 STA $1938,y ;A:FF00 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZcHC:1188 VC:059 00 FL:2878 KILL_SPRITE: STZ $14C8,x ; erase sprite RETURN_35: RTS ; return VERTICAL_LEVEL: LDA $167A,x ; \ if "process offscreen" flag is set, return AND #$04 ; | BNE RETURN_35 ; / LDA $13 ; \ LSR A ; | BCS RETURN_35 ; / LDA $E4,x ; \ CMP #$00 ; | if the sprite has gone off the side of the level... LDA $14E0,x ; | SBC #$00 ; | CMP #$02 ; | BCS ERASE_SPRITE ; / ...erase the sprite LDA $13 ;A:0000 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:1218 VC:250 00 FL:5379 LSR A ;A:0016 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1242 VC:250 00 FL:5379 AND #$01 ;A:000B X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1256 VC:250 00 FL:5379 STA $01 ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1272 VC:250 00 FL:5379 TAY ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1296 VC:250 00 FL:5379 LDA $1C ;A:001A X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0052 VC:251 00 FL:5379 CLC ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0076 VC:251 00 FL:5379 ADC SPR_T12,y ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0090 VC:251 00 FL:5379 ROL $00 ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:enVMXdizCHC:0122 VC:251 00 FL:5379 CMP $D8,x ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0160 VC:251 00 FL:5379 PHP ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0190 VC:251 00 FL:5379 LDA $1D ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F2 P:eNVMXdizcHC:0212 VC:251 00 FL:5379 LSR $00 ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdiZcHC:0244 VC:251 00 FL:5379 ADC SPR_T13,y ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdizCHC:0282 VC:251 00 FL:5379 PLP ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:envMXdiZCHC:0314 VC:251 00 FL:5379 SBC $14D4,x ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0342 VC:251 00 FL:5379 STA $00 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0374 VC:251 00 FL:5379 LDY $01 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0398 VC:251 00 FL:5379 BEQ SPR_L38 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0422 VC:251 00 FL:5379 EOR #$80 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0438 VC:251 00 FL:5379 STA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0454 VC:251 00 FL:5379 SPR_L38: LDA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0478 VC:251 00 FL:5379 BPL RETURN_35 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0502 VC:251 00 FL:5379 BMI ERASE_SPRITE ;A:8AFF X:0002 Y:0000 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0704 VC:184 00 FL:5490 SUB_IS_OFF_SCREEN: LDA $15A0,x ; \ if sprite is on screen, accumulator = 0 ORA $186C,x ; | RTS ; / return ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; GET_DRAW_INFO ; This is a helper for the graphics routine. It sets off screen flags, and sets up ; variables. It will return with the following: ; ; Y = index to sprite OAM ($300) ; $00 = sprite x position relative to screen boarder ; $01 = sprite y position relative to screen boarder ; ; It is adapted from the subroutine at $03B760 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SPR_T1: db $0C,$1C SPR_T2: db $01,$02 GET_DRAW_INFO: STZ $186C,x ; reset sprite offscreen flag, vertical STZ $15A0,x ; reset sprite offscreen flag, horizontal LDA $E4,x ; \ CMP $1A ; | set horizontal offscreen if necessary LDA $14E0,x ; | SBC $1B ; | BEQ ON_SCREEN_X ; | INC $15A0,x ; / ON_SCREEN_X: LDA $14E0,x ; \ XBA ; | LDA $E4,x ; | REP #$20 ; | SEC ; | SBC $1A ; | mark sprite invalid if far enough off screen CLC ; | ADC.w #$0040 ; | CMP.w #$0180 ; | SEP #$20 ; | ROL A ; | AND #$01 ; | STA $15C4,x ; / BNE INVALID ; LDY #$00 ; \ set up loop: LDA $1662,x ; | AND #$20 ; | if not smushed (1662 & 0x20), go through loop twice BEQ ON_SCREEN_LOOP ; | else, go through loop once INY ; / ON_SCREEN_LOOP: LDA $D8,x ; \ CLC ; | set vertical offscreen if necessary ADC SPR_T1,y ; | PHP ; | CMP $1C ; | (vert screen boundry) ROL $00 ; | PLP ; | LDA $14D4,x ; | ADC #$00 ; | LSR $00 ; | SBC $1D ; | BEQ ON_SCREEN_Y ; | LDA $186C,x ; | (vert offscreen) ORA SPR_T2,y ; | STA $186C,x ; | ON_SCREEN_Y: DEY ; | BPL ON_SCREEN_LOOP ; / LDY $15EA,x ; get offset to sprite OAM LDA $E4,x ; \ SEC ; | SBC $1A ; | $00 = sprite x position relative to screen boarder STA $00 ; / LDA $D8,x ; \ SEC ; | SBC $1C ; | $01 = sprite y position relative to screen boarder STA $01 ; / RTS INVALID: PLA PLA RTS ; return