Files
alttpr-baserom/doorrando/scroll.asm
2024-04-09 13:24:54 -05:00

222 lines
6.6 KiB
NASM

AdjustTransition:
{
lda.b $ab : and.w #$01ff : beq .reset
phy : ldy.b #$06 ; operating on vertical registers during horizontal trans
cpx.b #$02 : bcs .horizontalScrolling
ldy.b #$00 ; operate on horizontal regs during vert trans
.horizontalScrolling
cmp.w #$0008 : bcs +
pha : lda.b $ab : and.w #$0200 : beq ++
pla : bra .add
++ pla : eor.w #$ffff : inc ; convert to negative
.add jsr AdjustCamAdd : ply : bra .reset
+ lda.b $ab : and.w #$0200 : xba : tax
lda.l OffsetTable,x : jsr AdjustCamAdd
lda.b $ab : !SUB.w #$0008 : sta.b $ab
ply : bra .done
.reset ; clear the $ab variable so to not disturb intra-tile doors
stz.b $ab
.done
lda.b Scrap00 : and.w #$01fc
rtl
}
AdjustCamAdd:
!ADD.w $00E2,y : pha
and.w #$01ff : cmp.w #$0111 : !BLT +
cmp.w #$01f8 : !BGE ++
pla : and.w #$ff10 : pha : bra +
++ pla : and.w #$ff00 : !ADD.w #$0100 : pha
+ pla : sta.w $00E2,y : sta.w $00E0,y : rts
; expects target quad in $05 (either 0 or 1) and target pixel in $04, target room should be in $a0
; $06 is either $ff or $01/02
; uses $00-$03 and $0e for calculation
; also set up $ac
ScrollY: ;change the Y offset variables
lda.b RoomIndex : and.b #$f0 : lsr #3 : sta.w $0603 : inc : sta.w $0607
lda.b Scrap05 : bne +
lda.w $0603 : sta.b Scrap00 : stz.b Scrap01 : bra ++
+ lda.w $0607 : sta.b Scrap00 : lda.b #$02 : sta.b Scrap01
++ ; $01 now contains 0 or 2 and $00 contains the correct lat
stz.b Scrap0E
rep #$30
lda.b Scrap00 : pha
lda.b BG2V : and.w #$01ff : sta.b Scrap02
lda.b Scrap04 : jsr LimitYCamera : sta.b Scrap00
jsr CheckRoomLayoutY : bcc +
lda.b Scrap00 : cmp.w #$0080 : !BGE ++
cmp.w #$0010 : !BLT .cmpSrll
lda.w #$0010 : bra .cmpSrll
++ cmp.w #$0100 : !BGE .cmpSrll
lda.w #$0100
.cmpSrll sta.b Scrap00
; figures out scroll amt
+ lda.b Scrap00 : cmp.b Scrap02 : bne +
lda.w #$0000 : bra .next
+ !BLT +
!SUB.b Scrap02 : inc.b Scrap0E : bra .next
+ lda.b Scrap02 : !SUB.b Scrap00
.next
sta.b $ab
jsr AdjustCameraBoundsY
pla : sta.b Scrap00
sep #$30
lda.b Scrap04 : sta.b $20
lda.b Scrap00 : sta.b $21 : sta.w $0601 : sta.w $0605
lda.b Scrap01 : sta.b $aa
lda.b Scrap0E : asl : ora.b $ac : sta.b $ac
lda.b BG2V+1 : and.b #$01 : asl #2 : tax : lda.w $0603, x : sta.b BG2V+1
rts
LimitYCamera:
cmp.w #$006c : !BGE +
lda.w #$0000 : bra .end
+ cmp.w #$017d : !BLT +
lda.w #$0110 : bra .end
+ !SUB.w #$006c
.end rts
CheckRoomLayoutY:
jsr LoadRoomLayout ;switches to 8-bit
cmp.b #$00 : beq .lock
cmp.b #$07 : beq .free
cmp.b #$01 : beq .free
cmp.b #$04 : !BGE .lock
cmp.b #$02 : bne +
lda.b Scrap06 : cmp.b #$ff : beq .lock
+ cmp.b #$03 : bne .free
lda.b Scrap06 : cmp.b #$ff : bne .lock
.free rep #$30 : clc : rts
.lock rep #$30 : sec : rts
AdjustCameraBoundsY:
jsr CheckRoomLayoutY : bcc .free
; layouts that are camera locked (quads only)
lda.b Scrap04 : and.w #$00ff : cmp.w #$007d : !BLT +
lda.w #$0088 : bra ++
+ cmp.w #$006d : !BGE +
lda.w #$0078 : bra ++
+ !ADD.w #$000b
; I think we no longer need the $02 variable
++ sta.b Scrap02 : lda.b Scrap04 : and.w #$0100 : !ADD.b Scrap02 : bra .setBounds
; layouts where the camera is free
.free lda.b Scrap04 : cmp.w #$006c : !BGE +
lda.w #$0077 : bra .setBounds
+ cmp.w #$017c : !BLT +
lda.w #$0187 : bra .setBounds
+ !ADD.w #$000b
.setBounds sta.w $0618 : inc #2 : sta.w $061a
rts
LoadRoomLayout:
lda.b RoomIndex : asl : !ADD.b RoomIndex : tax
lda.l RoomData_ObjectDataPointers+1, x : sta.b $b8
lda.l RoomData_ObjectDataPointers, x : sta.b $b7
sep #$30
ldy.b #$01 : lda.b [$b7], y : and.b #$1c : lsr #2
rts
; expects target quad in $05 (either 0 or 1) and target pixel in $04, target room should be in $a0
; uses $00-$03 and $0e for calculation
; also set up $ac
ScrollX: ;change the X offset variables
lda.b RoomIndex : and.b #$0f : asl : sta.w $060b : inc : sta.w $060f
lda.b Scrap05 : bne +
lda.w $060b : sta.b Scrap00 : stz.b Scrap01 : bra ++
+ lda.w $060f : sta.b Scrap00 : lda.b #$01 : sta.b Scrap01
++ ; $01 now contains 0 or 1 and $00 contains the correct long
stz.b Scrap0E ; pos/neg indicator
rep #$30
lda.b Scrap00 : pha
lda.b BG2H : and.w #$01ff : sta.b Scrap02
lda.b Scrap04 : jsr LimitXCamera : sta.b Scrap00
jsr CheckRoomLayoutX : bcc +
lda.b Scrap00 : cmp.w #$0080 : !BGE ++
lda.w #$0000 : bra .cmpSrll
++ lda.w #$0100
.cmpSrll sta.b Scrap00
;figures out scroll amt
+ lda.b Scrap00 : cmp.b Scrap02 : bne +
lda.w #$0000 : bra .next
+ !BLT +
!SUB.b Scrap02 : inc.b Scrap0E : bra .next
+ lda.b Scrap02 : !SUB.b Scrap00
.next
sta.b $ab : lda.b Scrap04
cmp.w #$0078 : !BGE +
lda.w #$007f : bra ++
+ cmp.w #$0178 : !BLT +
lda.w #$017f : bra ++
+ !ADD.w #$0007
++ sta.w $061c : inc #2 : sta.w $061e
pla : sta.b Scrap00
sep #$30
lda.b Scrap04 : ldx.w $046d : bne .straight
sta.b LinkPosX : bra +
.straight
sta.w $046d ; set X position later
+
lda.b Scrap00 : sta.b LinkPosX+1 : sta.w $0609 : sta.w $060d
lda.b Scrap01 : sta.b LinkQuadrantH
lda.b Scrap0E : asl : ora.b $ac : sta.b $ac
lda.b BG2H+1 : and.b #$01 : asl #2 : tax : lda.w $060b, x : sta.b BG2H+1
rts
LimitXCamera:
cmp.w #$0079 : !BGE +
lda.w #$0000 : bra .end
+ cmp.w #$0178 : !BLT +
lda.w #$0178
+ !SUB.w #$0078
.end rts
CheckRoomLayoutX:
jsr LoadRoomLayout ;switches to 8-bit
cmp.b #$04 : !BLT .lock
cmp.b #$05 : bne +
lda.b Scrap06 : cmp.b #$ff : beq .lock
+ cmp.b #$06 : bne .free
lda.b Scrap06 : cmp.b #$ff : bne .lock
.free rep #$30 : clc : rts
.lock rep #$30 : sec : rts
ApplyScroll:
rep #$30
lda.b $ab : and.w #$01ff : sta.b Scrap00
lda.b $ab : and.w #$0200 : beq +
lda.w $00e2, y : !ADD.b Scrap00 : bra .end
+ lda.w $00e2, y : !SUB.b Scrap00
.end
sta.w $00e2, y
sta.w $00e0, y
stz.b $ab : sep #$30 : rts
QuadrantLoadOrderBeforeScroll:
lda.w $045f : beq .end
lda.b #$08 : sta.w $045c ; start with opposite quadrant row
.end
JML WaterFlood_BuildOneQuadrantForVRAM ; what we overwrote
QuadrantLoadOrderAfterScroll:
lda.w $045f : beq .end
stz.w $045c : stz.w $045f ; draw other row and clear flag
.end
JML WaterFlood_BuildOneQuadrantForVRAM ; what we overwrote