257 lines
6.8 KiB
NASM
257 lines
6.8 KiB
NASM
WarpLeft:
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lda $040c : cmp.b #$ff : beq .end
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lda $20 : ldx $aa
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jsr CalcIndex
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!add #$06 : ldy #$01 ; offsets in A, Y
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jsr LoadRoomHorz
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.end
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jsr Cleanup
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rtl
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WarpRight:
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lda $040c : cmp.b #$ff : beq .end
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lda $20 : ldx $aa
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jsr CalcIndex
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!add #$12 : ldy #$ff ; offsets in A, Y
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jsr LoadRoomHorz
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.end
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jsr Cleanup
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rtl
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WarpUp:
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lda $040c : cmp.b #$ff : beq .end
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lda $22 : ldx $a9
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jsr CalcIndex
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ldy #$02 ; offsets in A, Y
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jsr LoadRoomVert
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.end
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jsr Cleanup
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rtl
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WarpDown:
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lda $040c : cmp.b #$ff : beq .end
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lda $22 : ldx $a9
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jsr CalcIndex
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!add #$0c : ldy #$ff ; offsets in A, Y
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jsr LoadRoomVert
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.end
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jsr Cleanup
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rtl
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TrapDoorFixer:
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lda $ab : and #$0018 : beq .end
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xba : asl #3 : sta $00
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stz $0468 : lda $068c : ora $00 : sta $068c
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.end
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stz $ab ; clear our ab here because we don't need it anymore
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rts
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Cleanup:
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inc $11
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lda $ef
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rts
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;A needs be to the low coordinate, x needs to be either 0 for left,upper or non-zero for right,down
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; This sets A (00,02,04) and stores half that at $04 for later use, (src door)
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CalcIndex: ; A->low byte of Link's Coord, X-> Link's quadrant, DoorOffset x 2 -> A, DoorOffset -> $04 (vert/horz agnostic)
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cpx.b #00 : bne .largeDoor
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cmp.b #$90 : bcc .smallDoor
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lda #$01 : bra .done ; Middle Door
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.smallDoor lda #$00 : bra .done
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.largeDoor lda #$02
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.done
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sta $04
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asl
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rts
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; Y is an adjustment for main direction of travel
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; A is a door table row offset
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LoadRoomHorz:
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{
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phb : phk : plb
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sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
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lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00
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lda $01 : and.b #$80 : cmp #$80 : bne .gtg
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pla : sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
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.gtg ;Good to Go!
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pla ; Throw away normal room (don't fill up the stack)
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lda $a0 : and.b #$0F : asl a : !sub $23 : !add $06 : sta $02
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ldy #$00 : jsr ShiftVariablesMainDir
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lda $aa : lsr : sta $07
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lda $a0 : and.b #$F0 : lsr #3 : !add $07 : !sub $21 : sta $02 : sta $03
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jsr ShiftLowCoord
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jsr ShiftQuad
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jsr ShiftCameraBounds
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ldy #$01 : jsr ShiftVariablesSubDir ; flip direction
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lda $01 : sta $ab : and #$04 : lsr #2
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sta $ee
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lda $01 : and #$10 : beq .end : stz $0468
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.end
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plb ; restore db register
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rts
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}
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; Y is an adjustment for main direction of travel (stored at $06)
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; A is a door table row offset (stored a $07)
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LoadRoomVert:
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{
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phb : phk : plb
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sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
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lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00
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lda $01 : and.b #$80 : cmp #$80 : bne .gtg
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pla : sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
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.gtg ;Good to Go!
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pla ; Throw away normal room (don't fill up the stack)
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lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
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ldy #$01 : jsr ShiftVariablesMainDir
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lda $a0 : and.b #$0F : asl a : !add $a9 : !sub $23 : sta $02 : sta $03
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jsr ShiftLowCoord
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jsr ShiftQuad
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jsr ShiftCameraBounds
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ldy #$00 : jsr ShiftVariablesSubDir ; flip direction
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lda $01 : sta $ab : and #$04 : lsr #2
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sta $ee
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.end
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plb ; restore db register
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rts
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}
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LookupNewRoom: ; expects data offset to be in A
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{
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rep #$30 : and #$00FF ;sanitize A reg (who knows what is in the high byte)
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sta $00 ; offset in 00
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lda $a2 : tax ; probably okay loading $a3 in the high byte
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lda DoorOffset,x : and #$00FF ;we only want the low byte
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asl #3 : sta $02 : !add $02 : !add $02 ;multiply by 24 (data size)
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!add $00 ; should now have the offset of the address I want to load
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tax : lda DoorTable,x : sta $00
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and #$00FF : sta $a0 ; assign new room
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sep #$30
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rts
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}
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; INPUTS-- X: Direction Index , $02: Shift Value
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; Sets high bytes of various registers
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ShiftVariablesMainDir:
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{
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lda CoordIndex,y : tax
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lda $21,x : !add $02 : sta $21,x ; coordinate update
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lda CameraIndex,y : tax
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lda $e3,x : !add $02 : sta $e3,x ; scroll register high byte
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lda CamQuadIndex,y : tax
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lda $0605,x : !add $02 : sta $0605,x ; high bytes of these guys
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lda $0607,x : !add $02 : sta $0607,x
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lda $0601,x : !add $02 : sta $0601,x
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lda $0603,x : !add $02 : sta $0603,x
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rts
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}
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ShiftLowCoord:
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{
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lda $01 : and.b #$03 ; high byte index
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jsr CalcOpposingShift
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lda $0127 : and.b #$f0 : cmp.b #$20 : bne .lowDone
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lda OppCoordIndex,y : tax
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lda #$80 : !add $20,x : sta $20,x
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.lowDone
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rts
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}
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; expects A to be (0,1,2) (dest number) and (0,1,2) (src door number) to be stored in $04
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; $0127 will be set to a bitmask aaaa qxxf
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; a - amount of adjust
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; f - flag, if set, then amount is pos, otherwise neg.
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; q - quadrant, if set, then quadrant needs to be modified
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CalcOpposingShift:
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{
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stz $0127 ; set up (can you zero out 127 alone?)
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cmp.b $04 : beq .noOffset ; (equal, no shifts to do)
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phy : tay ; reserve these
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lda $04 : tax : tya : !sub $04 : sta $04 : cmp.b #$00 : bpl .shiftPos
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lda #$40
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cpx.b #$01 : beq .skipNegQuad
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ora #$08
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.skipNegQuad
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sta $0127 : lda $04 : cmp.b #$FE : beq .done ;already set $0127
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lda $0127 : eor #$60
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bra .setDone
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.shiftPos
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lda #$41
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cpy.b #$01 : beq .skipPosQuad
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ora #$08
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.skipPosQuad
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sta $0127 : lda $04 : cmp.b #$02 : bcs .done ;already set $0127
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lda $0127 : eor #$60
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.setDone sta $0127
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.done ply
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.noOffset rts
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}
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ShiftQuad:
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{
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lda $0127 : and #$08 : cmp.b #$00 : beq .quadDone
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lda ShiftQuadIndex,y : tax ; X should be set to either 1 (vertical) or 2 (horizontal) (for a9,aa quadrant)
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lda $0127 : and #$01 : cmp.b #$00 : beq .decQuad
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inc $02
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txa : sta $a8, x ; alter a9/aa
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bra .quadDone
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.decQuad
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dec $02
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lda #$00 : sta $a8, x ; alter a9/aa
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.quadDone rts
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}
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ShiftVariablesSubDir:
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{
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lda CoordIndex,y : tax
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lda $21,x : !add $02 : sta $21,x ; coordinate update
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lda CameraIndex,y : tax
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lda $e3,x : !add $03 : sta $e3,x ; scroll register high byte
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lda CamQuadIndex,y : tax
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lda $0601,x : !add $02 : sta $0601,x
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lda $0605,x : !add $02 : sta $0605,x ; high bytes of these guys
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lda $0603,x : !add $03 : sta $0603,x
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lda $0607,x : !add $03 : sta $0607,x
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rts
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}
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ShiftCameraBounds:
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{
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lda CamBoundIndex,y : tax ; should be 0 for horz travel (vert bounds) or 4 for vert travel (horz bounds)
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rep #$30
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lda $0127 : and #$00f0 : asl #2 : sta $06
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lda $0127 : and #$0001 : cmp #$0000 : beq .subIt
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lda $0618, x : !add $06 : sta $0618, x
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lda $061A, x : !add $06 : sta $061A, x
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sep #$30
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rts
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.subIt
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lda $0618, x : !sub $06 : sta $0618, x
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lda $061A, x : !sub $06 : sta $061A, x
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sep #$30
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rts
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}
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AdjustTransition:
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{
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lda $0127 : and #$00F0 : lsr
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sep #$20 : cmp $0126 : bcc .reset
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rep #$20
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phy : ldy #$06 ; operating on vertical registers during horizontal trans
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cpx.b #$02 : bcs .horizontalScrolling
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ldy #$00 ; operate on horizontal regs during vert trans
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.horizontalScrolling
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lda $0127 : and #$0001 : asl : tax
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lda.l OffsetTable,x : adc $00E2,y : and.w #$FFFE : sta $00E2,y : sta $00E0,y
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ply : bra .done
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.reset ; clear the 0127 variable so to not disturb intra-tile doors
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stz $0127
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.done
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rep #$20 : lda $00 : and #$01fc
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rtl
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} |