Files
alttpr-python/asm/spiral.asm
2019-09-05 21:09:26 -06:00

144 lines
3.8 KiB
NASM

SpiralWarp:
{
pha : lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
cmp #$06 : bcs .abort ; abort if not supported yet -- todo: this needs to be altered/removed as more dungeons are implemented
lda $0e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp #$5f : beq .gtg
.abort pla : sta $a0 : bra .end
.gtg
pla
phb : phk : plb : phx : phy ; push stuff
jsr LookupSpiralOffset
rep #$30 : and #$00FF : asl #2 : tax
lda SpiralTable, x : sta $00
lda SpiralTable+2, x : sta $02
sep #$30
lda $00 : sta $a0
; shift quadrant if necessary
lda $01 : and #$01 : !sub $a9
beq .skipXQuad
sta $06 : !add $a9 : sta $a9
ldy #$00 : jsr ShiftQuadSimple
.skipXQuad
lda $01 : and #$02 : lsr : sta $06 : lda $aa : lsr : !sub $06
beq .skipYQuad
sta $06 : asl : !add $aa : sta $aa
ldy #$01 : jsr ShiftQuadSimple
.skipYQuad
lda $01 : and #$04 : lsr : sta $048a ;fix layer calc 0->0 2->1
; shift lower coordinates
lda $02 : sta $22
lda $03 : sta $20
ldy #$00 : jsr SetCamera
ldy #$01 : jsr SetCamera
ply : plx : plb ; pull the stuff we pushed
.end rtl
; this is the code we are hijacking
; lda $a0 - we overwrote all this behavior
; lda $063d, x
; sta $048a
}
;Sets the offset in A
LookupSpiralOffset:
{
;where link currently is in $a2: quad in a8 & #$03
;count doors
stz $00 : ldx #$00 : stz $01
.loop
lda $047e, x : cmp $00 : bcc .continue
sta $00
.continue inx #2
cpx #$08 : bcc .loop
lda $00 : lsr
cmp #$01 : beq .done
; look up the quad
lda $a8 : and #$03 : beq .quad0
cmp #$01 : beq .quad1
cmp #$02 : beq .quad2
cmp #$03 : beq .quad3
.quad0
inc $01 : lda $22 : cmp #$98 : bcc .done ;gt ent and hc stairwell
inc $01 : bra .done
.quad1
lda $22 : cmp #$78 : bcc .done ;swamp/pod dual stairs
inc $01 : bra .done
.quad2 ;ice room
lda #$03 : sta $01
lda $22 : cmp #$78 : bcc .done
inc $01 : bra .done
.quad3 lda #$02 : sta $01 ; always 2
.done
lda $a2 : tax : lda SpiralOffset,x
!add $01 ;add a thing (0 in .easy)
rts
}
ShiftQuadSimple:
{
lda CoordIndex,y : tax
lda $21,x : !add $06 : sta $21,x ; coordinate update
lda CamQuadIndex,y : tax
lda $0601,x : !add $06 : sta $0601,x
lda $0605,x : !add $06 : sta $0605,x ; high bytes of these guys
rts
}
SetCamera:
{
stz $04 : sty $05
tyx : lda $a9,x : bne .nonZeroHalf
lda CamQuadIndex,y : tax : lda $607,x : pha
lda CameraIndex,y : tax : pla : cmp $e3, x : bne .noQuadAdj
dec $e3,x
.noQuadAdj
lda $01 : and #$10 : !add $05 : cmp #$10 : beq .done ; zeroHzCam check (10+0 = 10)
lda $01 : and #$20 : !add $05 : cmp #$21 : beq .done ; zeroVtCam check (20+1 = 21)
lda CoordIndex,y : tax
lda $20,x : cmp #$79 : bcc .done
!sub #$78 : sta $04 : bra .done
.nonZeroHalf ;meaning either right half or bottom half
lda CoordIndex,y : tax
lda $20,x : cmp #$78 : bcs .setQuad
lda $01 : and #$10 : !add $05 : cmp #$10 : beq .done ; zeroHzCam check (10+0 = 10)
lda $01 : and #$20 : !add $05 : cmp #$21 : beq .done ; zeroVtCam check (20+1 = 21)
!add #$78 : sta $04 : bra .done
.setQuad
lda CamQuadIndex,y : tax : lda $0607, x : pha
lda CameraIndex,y : tax : pla : sta $e3, x
bra .done
.done
lda CameraIndex,y : tax : lda $e2, x : phx
jsr AdjCamBounds
plx : lda $e2, x : !sub $04 : sta $e2, x
rts
}
;input : A should be loaded with current camera low byte
; $04 should be loaded with what we want the low byte to become (00-ff)
AdjCamBounds:
{
stz $05 : rep #$30 : and #$00FF ; sanitize input for 16 bit
!sub $04 : sta $04
lda OppCamBoundIndex,y : tax
lda $0618, x : !sub $04 : sta $0618, x
lda $061A, x : !sub $04 : sta $061A, x
sep #$30
rts
}