Sprite Änderung

geschrieben am 14.04.2011 16:15:36
( Link )
Hallo zusammen , kann mir jemand verraten was ich in diesen Sprite schreiben muss , damit er sich auf der Stelle auf und ab bewegt ? also er soll wirklich nur ganz leicht auf und ab schwanken.
Code
		EXTRA_BITS = $7FAB10
NEW_SPRITE_NUM = $7FAB9E ;08 bytes custom sprite number
EXTRA_PROP_1 = $7FAB28

JUMP_TIMER = $163E
RAM_ThrowTimer = $1504

Hit_Counter = $1528 ; The hit counter for any sprite that takes lots of hits to kill
GetSpriteClippingA = $03B69F
CheckForContact = $03B72B


GetSpriteClippingB = $03B6E5
;CheckForContact = $03B72B
ShowSprContactGfx = $01AB72
HurtMario = $00F5B7
GivePoints = $02ACE5
GetRand = $01ACF9
SPRITE_STATE = $C2

Invuln_Timer = $1564 ; The RAM address for Larry's stun duration
Hits = $08 ; This is how many hits it takes to kill Larry (default == 3)

RAM_HitCount = $1534
SPRITE_TO_GEN dcb $5A,$5A,$5A ;magie,shells,magie ...
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite data
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


PROPERTIES dcb $40,$00 ;xyppccct format

BOOMERANG_TILE = $CA
TIME_TO_EXPLODE = $A0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; init JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "INIT"

JSR SUB_GET_DIR
TYA
STA $157C,x

TXA
AND #$03
ASL A
ASL A
ASL A
ASL A
ASL A
STA JUMP_TIMER,x
CLC
ADC #$32
STA RAM_ThrowTimer,x

RTL

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main sprite JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "MAIN"
HAMMER_BRO_JSL PHB ; \
PHK ; | main sprite function, just calls local subroutine
PLB ; |
JSR DecrementTimers
JSR START_HB_CODE ; |
PLB ; |
RTL ; /
DecrementTimers:
LDA $14C8,x
CMP #$08
BNE DoneDec
LDA $9D
BNE DoneDec
LDA RAM_ThrowTimer,x
BEQ DoneDec
DEC RAM_ThrowTimer,x

DoneDec:
RTS

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main sprite routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

TIME_TO_SHOW = $10 ;time to display the boomerang before it is thrown

SPRITE_GRAVITY = $00

X_SPEED dcb $08,$F8,$08,$F8,$0C,$F4,$10,$F0,$14,$EC
KILLED_X_SPEED dcb $F0,$10
TIME_TILL_THROW dcb $68,$69

STAR INC RAM_ThrowTimer,x
RETURN RTS
START_HB_CODE JSR SUB_GFX ; graphics routine
LDA $14C8,x ; \
CMP #$02 ; } ... not (killed with spin jump [4] or star[2])
BEQ STAR
CMP #$08 ; | if status != 8, return
BNE RETURN ; /
LDA $9D ; \ if sprites locked, return
BNE RETURN ; /
LDA #SPRITE_GRAVITY
STA $AA,x ;Gravity update if zero.
BNE RETURN

JSR SUB_OFF_SCREEN_HB ; handle off screen situation

LDA Invuln_Timer,x ; \
BEQ No_Inv ; | Decrement Invuln timer if necessary
DEC Invuln_Timer,x ; /

No_Inv:
INC $1570,x ; increment number of frames hammer bro has been on screen

LDA $151C,x
AND #$01
BEQ LABEL3B
LDA $1570,x ; \ calculate which frame to show:
LSR A ; |
LSR A ; |
LSR A ; |
AND #$01 ; | update every 16 cycles if normal
BRA LABEL3

LABEL3B LDA $151C,x
BEQ LABEL3
LDA #$01
LABEL3 STA $1602,x ; / write frame to show

LDA RAM_ThrowTimer,x ; \ if time until spit >= $10
CMP #TIME_TO_SHOW ; | just go to normal walking code
BCS JUMP_BIRDO ; /
INC $1602,x
INC $1602,x

LDA Invuln_Timer,x
CMP #$00
BEQ Go_Throw
LDA TIME_TILL_THROW,y
STA RAM_ThrowTimer,x
Go_Throw:
LDA RAM_ThrowTimer,x ; \ throw hammer if it's time
BNE NO_RESET ; |
LDY $C2,x
LDA TIME_TILL_THROW,y
STA RAM_ThrowTimer,x
NO_RESET CMP #$01
BNE JUMP_BIRDO
LDA $C2,x
EOR #$01
STA $C2,x
JSR SUB_HAMMER_THROW ; /

JUMP_BIRDO
LDA $1588,x ; \ if sprite is in contact with an object...
AND #$03 ; |
BEQ NO_OBJ_CONTACT ; |
LDA $157C,x ; | flip the direction status
EOR #$01 ; |
STA $157C,x ; /

NO_OBJ_CONTACT LDA EXTRA_PROP_1,x ; don't stay on ledges if bit is set
AND #$02 ;
BEQ FALLING ;

LDA $1588,x ; run the subroutine if the sprite is in the air...
ORA $151C,x ; ...and not already turning
BNE ON_GROUND ;
JSR SUB_CHANGE_DIR ;
LDA #$01 ; set that we're already turning
STA $151C,x ;

ON_GROUND LDA $1588,x ; if on the ground, reset the turn counter
AND #$04
BEQ IN_AIR
STZ $151C,x
STZ $AA,x
BRA X_TIME

FALLING LDA $1588,x ; if on the ground, reset the turn counter
AND #$04
BEQ IN_AIR
LDA #$10 ; \ y speed = 10
STA $AA,x ; /

Walk_Normal:
LDA $151C,x ;
TAY ;
LDA $1540,x ;
BEQ X_TIME ;
LDA X_SPEED,y ; | set y speed
STA $B6,x ; /
BRA IN_AIR

X_TIME
LDA $1528,x ; \ set x speed based on total HP
ASL
CLC
ADC $157C,x ; and direction
TAY

;LDY $157C,x ; \ set x speed based on direction
LDA X_SPEED,y ; |
STA $B6,x ; /

IN_AIR JSL $01802A ; update position based on speed values

LDA Invuln_Timer,x ; \
CMP #$00 ; | Ignore if Larry is still immune to bombs
BEQ Jump_to_Weapon ; |
BRA No_Jump_to ; /

Jump_to_Weapon:
JSR HIT_ROUTINE

No_Jump_to:
LDA $1588,x ; \ if hammer bro is touching the side of an object...
AND #$03 ; |
BEQ DONE_WITH_SPEED ; |
LDA $151C,x
INC A
AND #$03
STA $151C,x

DONE_WITH_SPEED JSL $018032 ; interact with sprites
JSL $01A7DC ; check for mario/sprite contact (carry set = contact)

LDA $1490 ; \ if mario star timer > 0, goto HAS_STAR
BNE HAS_STAR ; / NOTE: branch to RETURN_24 to disable star killing

NO_CONTACT JSR KILL_BOOMERANGS
RTS ; return
KILL_BOOMERANGS
RTS

RETURN_24 RTS ; final 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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; hammer routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

X_OFFSET dcb $06,$FA
X_OFFSET2 dcb $00,$FF

SUB_HAMMER_THROW
JSL $02A9DE ; \ get an index to an unused sprite slot, return if all slots full
BMI RETURN67 ; / after: Y has index of sprite being generated

PHX
TYX

LDA #$10 ; \ sound effect (can also be $20)
STA $1DF9

LDA #$08
STA $14C8,x

PHX
LDA #$02
JSL RANDOM
TAX
LDA SPRITE_TO_GEN,x ; \ set sprite number for new sprite
PLX

;LDA #$3A
STA $7FAB9E,x
JSL $07F7D2
JSL $0187A7
LDA #$08
STA $7FAB10,x
PLX

PHY
LDA $157C,x
TAY
LDA $E4,x ; \ set xlo position for new sprite
CLC
ADC X_OFFSET,y
PLY
STA $00E4,y

PHY
LDA $157C,x
TAY
LDA $14E0,x ; | set xhi position for new sprite
ADC X_OFFSET2,y
PLY
STA $14E0,y ; /

LDA $D8,x ; \ set y position for new sprite
SEC ; | (y position of generator - 1)
SBC #$0E ; |
STA $00D8,y ; |
LDA $14D4,x ; |
SBC #$00 ; |
STA $14D4,y ; /

PHX ; \ before: X must have index of sprite being generated
TYX ; | routine clears *all* old sprite values...
JSL $07F7D2 ; | ...and loads in new values for the 6 main sprite tables
JSL $0187A7 ; get table values for custom sprite
LDA #$88
STA EXTRA_BITS,x
PLX ; /

LDA #$50
JSR CODE_01BF6A
LDX $15E9
LDA $00
STA $00AA,y
LDA $01
STA $00B6,y
;RETURN1 RTS
; LDA $157C,x
; STA $157C,y

RETURN67 RTS ; return

RANDOM PHX
PHP
SEP #$30
PHA
JSL $01ACF9 ; Random number generation routine
PLX
CPX #$FF ;\ Handle glitch if max is FF
BNE NORMALRT ;|
LDA $148B ;|
BRA ENDRANDOM ;/
NORMALRT INX ; Amount in plus 1
LDA $148B ;\
STA $4202 ;| Multiply with hardware regsisters
STX $4203 ;|
NOP ;|
NOP ;|
NOP ;|
NOP ;/
LDA $4217
ENDRANDOM PLP
PLX
RTL

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; aiming routine
; input: accumulator should be set to total speed (x+y)
; output: $00 = y speed, $01 = x speed
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

CODE_01BF6A: STA $01
PHX ;\ preserve sprite indexes of Magikoopa and magic
PHY ;/
JSR SUB_VERT_POS ; $0E = vertical distance to Mario
STY $02 ; $02 = vertical direction to Mario
LDA $0E ;\ $0C = vertical distance to Mario, positive
BPL CODE_01BF7C ; |
EOR #$FF ; |
CLC ; |
ADC #$01 ; |
CODE_01BF7C: STA $0C ;/
JSR SUB_HORZ_POS ; $0F = horizontal distance to Mario
STY $03 ; $03 = horizontal direction to Mario
LDA $0F ;\ $0D = horizontal distance to Mario, positive
BPL CODE_01BF8C ; |
EOR #$FF ; |
CLC ; |
ADC #$01 ; |
CODE_01BF8C: STA $0D ;/
LDY #$00
LDA $0D ;\ if vertical distance less than horizontal distance,
CMP $0C ; |
BCS CODE_01BF9F ;/ branch
INY ; set y register
PHA ;\ switch $0C and $0D
LDA $0C ; |
STA $0D ; |
PLA ; |
STA $0C ;/
CODE_01BF9F: LDA #$00 ;\ zero out $00 and $0B
STA $0B ; | ...what's wrong with STZ?
STA $00 ;/
LDX $01 ;\ divide $0C by $0D?
CODE_01BFA7: LDA $0B ; |\ if $0C + loop counter is less than $0D,
CLC ; | |
ADC $0C ; | |
CMP $0D ; | |
BCC CODE_01BFB4 ; |/ branch
SBC $0D ; | else, subtract $0D
INC $00 ; | and increase $00
CODE_01BFB4: STA $0B ; |
DEX ; |\ if still cycles left to run,
BNE CODE_01BFA7 ;/ / go to start of loop
TYA ;\ if $0C and $0D was not switched,
BEQ CODE_01BFC6 ;/ branch
LDA $00 ;\ else, switch $00 and $01
PHA ; |
LDA $01 ; |
STA $00 ; |
PLA ; |
STA $01 ;/
CODE_01BFC6: LDA $00 ;\ if horizontal distance was inverted,
LDY $02 ; | invert $00
BEQ CODE_01BFD3 ; |
EOR #$FF ; |
CLC ; |
ADC #$01 ; |
STA $00 ;/
CODE_01BFD3: LDA $01 ;\ if vertical distance was inverted,
LDY $03 ; | invert $01
BEQ CODE_01BFE0 ; |
EOR #$FF ; |
CLC ; |
ADC #$01 ; |
STA $01 ;/
CODE_01BFE0: PLY ;\ retrieve Magikoopa and magic sprite indexes
PLX ;/
RTS ; return
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Be killed by shells
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

HIT_ROUTINE:

HITPOINTS ;TXA ; \ Process every 4 frames
;EOR $13 ; |
;AND #$03 ; |
;BNE RETURN_BOB ; /
LDY #$09 ; \ Loop over sprites:


KILLED_X_SPEED:
dcb $FF,$00
STUNNED_X_SPEED:
dcb $20,$DF

SpriteInteract:
ldy #$0b
InteractLoop:
lda $14c8,y
cmp #$09
bcs ProcessSprite
NextSprite:
dey
bpl InteractLoop
rts

ProcessSprite:
PHX
TYX
JSL GetSpriteClippingB
PLX
JSL GetSpriteClippingA
JSL CheckForContact
bcc NextSprite

PHX
TYX

JSL ShowSprContactGfx

lda $14C8,x
CMP #$0A
BEQ NoKill

LDA #$02 ; Kill thrown sprite
STA $14C8,x

LDA #$D0 ; Set killed Y speed
STA $AA,x

LDY #$00 ; Set killed X speed
LDA $B6,x
BPL SetSpeed
INY
SetSpeed:
LDA KILLED_X_SPEED,y
STA $B6,x
NoKill:
PLX
HandleBirdoHit:
LDA #$28 ; Play sound effect
STA $1DFC

LDA #$F0 ; Set stunned timer
STA $1564,x

INC $1528,x

LDA $1528,x

cmp #Hits
bcc Return3

LDA #$02 ; Kill Larry
STA $14C8,x
STZ $B6,x ; Set X speed
LDA #$F0 ; Set Y speed
STA $AA,x

GOAL DEC $13C6 ; prevent Mario from walking at the level end
LDA #$FF ; \ set goal
STA $1493 ; /
LDA #$0B ; \ set ending music
STA $1DFB ; /
RTS ; return

LDA #$03
STA $1602,x ; / write frame to show
Return3:
rts


ProcessCachedHit:
LDA $1528,x

BPL Return3
AND #$7F
STA $1528,x

BRA HandleBirdoHit

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; graphics routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
TILEMAP: db $84,$82,$80 ; facing right
db $A4,$A2,$A0
db $C4,$C2,$C0

db $80,$82,$84 ; facing left
db $A0,$A2,$A4
db $C0,$C2,$C4

db $8A,$88,$86 ; facing right
db $AA,$A8,$A6
db $CA,$C8,$C6

db $86,$88,$8A ; facing left
db $A6,$A8,$AA
db $C6,$C8,$CA

X_OFFSET: db $00,$10,$20
db $00,$10,$20
db $00,$10,$20

Y_OFFSET: db $E0,$E0,$E0
db $F0,$F0,$F0
db $00,$00,$00

PROPERTIES: db $40,$40,$40
db $40,$40,$40
db $40,$40,$40

db $00,$00,$00
db $00,$00,$00
db $00,$00,$00

SUB_GFX: JSR GET_DRAW_INFO ; sets y = OAM offset
LDA $157C,x
STA $04
ASL A
ASL A
ASL A
CLC
ADC $04
STA $02

PHX
LDX #$08
LOOP_START: PHX
LDA X_OFFSET,x
CLC
ADC $00 ; \ tile x position = sprite y location ($01)
STA $0300,y ; /

LDA Y_OFFSET,x
CLC
ADC $01 ; \ tile y position = sprite x location ($00)
STA $0301,y ; /

TXA
CLC
ADC $02
TAX

PHX
LDA $14
LSR A
LSR A
LSR A
AND #$01
BNE SKIP
TXA
CLC
ADC #$12
TAX
SKIP: LDA TILEMAP,x
STA $0302,y
PLX

PHX
LDX $15E9
LDA $15F6,x ; tile properties xyppccct, format
PLX
ORA PROPERTIES,x
ORA $64 ; add in tile priority of level
STA $0303,y ; store tile properties
PLX

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
BPL LOOP_START

PLX
LDY #$02 ; \ 460 = 2 (all 16x16 tiles)
LDA #$08 ; | A = (number of tiles drawn - 1)
JSL $01B7B3 ; / don't draw if offscreen
RTS ; return




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SUB_CHANGE_DIR
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;org $019098

SUB_CHANGE_DIR ;LDA $15AC,x
;BNE LABEL41
;LDA #$08
;STA $15AC,x
LDA $B6,x
EOR #$FF
INC A
STA $B6,x
LDA $157C,x
EOR #$01
STA $157C,x
LABEL41 RTS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; routines below can be shared by all sprites. they are ripped from original
; SMW and poorly documented
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

STAR_SOUNDS dcb $00,$13,$14,$15,$16,$17,$18,$19

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; $B760 - graphics routine helper - shared
; sets off screen flags and sets index to OAM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 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 ; 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

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SUB_VERT_POS
; This routine determines if Mario is above or below the sprite. It sets the Y register
; to the direction such that the sprite would face Mario
; It is ripped from $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
CLC
ADC #$18
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 $0E ;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 SPR_L11 ;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
SPR_L11 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 ; 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


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; $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_MOLE 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
#
geschrieben am 14.04.2011 18:45:47
( Link )
ahhh ja erstmal weißt du ja das es mein Sprite ist ...
Ich könnte eine Wavymotion einbauen, aber warum schiebst du nicht die 2. Frame in den GFX ein wenig hoch
geschrieben am 14.04.2011 18:53:32
( Link )
Zwischen das DecrementTimers-Label und den Code danach fügst du folgendes ein:

Code
LDA $14
LSR
LSR
LSR
AND #$03
PHX
TAX
LDA WaveOffset,x
PLX
CLC
ADC $D8,x
STA $D8,x
BRA cont
WaveOffset:
dcb $FE,$00,$02,$00
cont:
geschrieben am 15.04.2011 0:51:00
( Link )
Ah Danke klappt super (:
#
geschrieben am 16.04.2011 19:19:34
( Link )
wozu braichst du den eigentlich
geschrieben am 18.04.2011 13:32:32
( Link )
Damit es die sprite verändert?

Random Musiktitel:Branchez - Shake
geschrieben am 20.04.2011 11:17:20
( Link )
wozu er den sprite braucht
geschrieben am 20.04.2011 20:43:15
( Link )
Kommt draufan was es ist.
Vieleicht eine Sprite
Vieleicht ein generator
...

Random Musiktitel:Branchez - Shake