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;;;
;; Player state: movement, animation, etc. The following memory addresses are
;; reserved for the player:
;; -> $30-$3F: internal data.
;; -> $0200-$0207: OAM data.
;;;
.scope Player
;; TODO: change names of pos_x and signed_x et al
m_pos_x = $30
m_pos_y = $31
m_velocity_x = $32
m_velocity_y = $33
m_target_velocity_x = $34
m_target_velocity_y = $35
m_signed_x = $36 ; NOTE !
m_signed_y = $38 ; NOTE !
;; Initializes the player by initializing its internal data and loading some
;; values of the sprite itself.
.proc init
;; Initialize position + subpixel.
lda #$B0
sta m_signed_y
lda #$00
sta m_signed_y + 1
lda #$7A
sta m_signed_x
lda #$F0
sta m_signed_x + 1
;; Initialize velocity.
lda #0
sta m_velocity_x
sta m_velocity_y
sta m_target_velocity_x
sta m_target_velocity_y
;; The player itself is built with two identical sprites placed side by
;; side, where the second one is flipped horizontally. Thus, the player
;; takes up the first two slots on OAM data ($0200-$0207). Here we only
;; need to select the sprite and the attributes, since the position will
;; be updated on each game loop. Hence, here we select the sprite
;; located at #0 on the pattern table, and then we set for the second
;; one the horizontal flip bit for the attributes.
lda #0
sta $0201 ; First sprite select.
sta $0205 ; Second sprite select.
lda #%00000000
sta $0202 ; First sprite attributes.
lda #%01000000
sta $0206 ; Second sprite attributes.
rts
.endproc
;; Contains all the subroutines that have to deal with computing the
;; movement of the sprite depending on the previous state, the buttons being
;; pressed, the current position, etc.
.scope Movement
.proc update
jsr set_target_velocity
jsr accelerate
jsr apply_velocity
jsr position_to_coordinates
rts
.endproc
;; Set the target velocity for the X and Y axis given the current button
;; presses.
.proc set_target_velocity
;; The target velocity depends on whether B was pressed or not.
;; Depending on that we will set the x index to point to one element
;; of the velocity tables below or to another.
ldx #0
lda #Joypad::BUTTON_B
and Joypad::m_buttons1
beq @target_check_right
inx
@target_check_right:
;; The algorithm from here on is pretty straight-forward. Check the
;; right button. If it was not pressed jump to the left check. If it
;; was pressed load the target velocity on the x-axis from the given
;; table and jump into the arrow-up check.
lda #Joypad::BUTTON_RIGHT
and Joypad::m_buttons1
beq @target_check_left
lda positive_velocity, x
sta m_target_velocity_x
jmp @target_check_up
@target_check_left:
;; Similar to before: if it was not pressed, then set the target
;; velocity to 0, otherwise set the proper value and jump to the up
;; check.
lda #Joypad::BUTTON_LEFT
and Joypad::m_buttons1
beq @target_no_x
lda negative_velocity, x
sta m_target_velocity_x
jmp @target_check_up
@target_no_x:
;; None of the buttons on the X-axis were pressed. Set the target
;; velocity to 0.
lda #0
sta m_target_velocity_x
;; NOTE: walkthrough
@target_check_up:
;; Same as before but we return early if it was pressed, otherwise
;; we go into the arrow-down check.
lda #Joypad::BUTTON_UP
and Joypad::m_buttons1
beq @target_check_down
lda negative_velocity, x
sta m_target_velocity_y
rts
@target_check_down:
;; If down was not pressed, go to the "no_y" case, otherwise return
;; early after setting the proper Y target velocity.
lda #Joypad::BUTTON_DOWN
and Joypad::m_buttons1
beq @target_no_y
lda positive_velocity, x
sta m_target_velocity_y
rts
@target_no_y:
;; None of the buttons on the Y-axis were pressed. Set the target
;; velocity to 0.
lda #0
sta m_target_velocity_y
rts
;; TODO
positive_velocity:
;; $18: 0001 | 1000
;; $28: 0010 | 1000
.byte $18, $28
negative_velocity:
;; $E8: 1110 | 1000
;; $D8: 1101 | 1000
.byte $E8, $D8
.endproc
;; TODO: give it a closer look
.proc accelerate
lda m_velocity_x
sec
sbc m_target_velocity_x
bne @accelerate_x_check_greater
jmp @accelerate_y
@accelerate_x_check_greater:
bmi @accelerate_x_check_lesser
dec m_velocity_x
jmp @accelerate_y
@accelerate_x_check_lesser:
inc m_velocity_x
@accelerate_y:
lda m_velocity_y
sec
sbc m_target_velocity_y
bne @accelerate_y_check_greater
rts
@accelerate_y_check_greater:
bmi @accelerate_y_check_lesser
dec m_velocity_y
rts
@accelerate_y_check_lesser:
inc m_velocity_y
rts
.endproc
;; TODO: give it a closer look
.proc apply_velocity
lda m_velocity_x
bmi @apply_negative_velocity_x
clc
adc m_signed_x
sta m_signed_x
lda #0 ;NOTE: adding possible carry!
adc m_signed_x + 1
sta m_signed_x + 1
jmp @apply_velocity_y
@apply_negative_velocity_x:
lda #0
sec
sbc m_velocity_x
sta $00
lda m_signed_x
sec
sbc $00
sta m_signed_x
lda m_signed_x + 1
sbc #0
sta m_signed_x + 1
;; NOTE: walkthrough
@apply_velocity_y:
lda m_velocity_y
bmi @apply_negative_velocity_y
clc
adc m_signed_y
sta m_signed_y
lda #0
adc m_signed_y + 1
sta m_signed_y + 1
rts
@apply_negative_velocity_y:
lda #0
sec
sbc m_velocity_y
sta $00
lda m_signed_y
sec
sbc $00
sta m_signed_y
lda m_signed_y + 1
sbc #0
sta m_signed_y + 1
rts
.endproc
.proc position_to_coordinates
jsr position_to_coordinates_x
jsr position_to_coordinates_y
rts
.endproc
.proc position_to_coordinates_x
;; Convert the fixed point position coordinate into screen coordinates
lda m_signed_x
sta $00
lda m_signed_x + 1
sta $01
lsr $01
ror $00
lsr $01
ror $00
lsr $01
ror $00
lsr $01
ror $00
; Assume that everything is fine and save the sprite position
lda $00
sta m_pos_x
lda m_velocity_x
bmi @position_from_negative_velocity
lda $01
bne @bound_upper_x
lda $00
cmp #239
bcs @bound_upper_x
rts
@bound_upper_x:
lda #$EF
sta m_pos_x
lda #$0E
sta m_signed_x + 1
lda #$F0
sta m_signed_x
lda #0
sta m_velocity_x
rts
@position_from_negative_velocity:
lda m_signed_x + 1
bmi @bound_lower_x
rts
@bound_lower_x:
lda #0
sta m_signed_x
sta m_signed_x + 1
sta m_pos_x
sta m_velocity_x
rts
.endproc
.proc position_to_coordinates_y
;; Convert the fixed point position coordinate into screen coordinates
lda m_signed_y
sta $00
lda m_signed_y + 1
sta $01
lsr $01
ror $00
lsr $01
ror $00
lsr $01
ror $00
lsr $01
ror $00
; Assume that everything is fine and save the sprite position
lda $00
sta m_pos_y
lda m_velocity_y
bmi @position_from_negative_velocity_y
lda $01
bne @bound_upper_y
lda $00
cmp #239
bcs @bound_upper_y
rts
@bound_upper_y:
lda #$EF
sta m_pos_y
lda #$0E
sta m_signed_y + 1
lda #$F0
sta m_signed_y
lda #0
sta m_velocity_y
rts
@position_from_negative_velocity_y:
lda m_signed_y + 1
bmi @bound_lower_y
rts
@bound_lower_y:
lda #0
sta m_signed_y
sta m_signed_y + 1
sta m_pos_y
sta m_velocity_y
rts
.endproc
.endscope
;; Functions related to the rendering and manipulation of the sprite itself.
.scope Sprite
;; Update the sprite on OAM memory according to what we have in the
;; internal data stored in $30-$3F.
.proc update
lda m_pos_y
sta $200
sta $204
lda m_pos_x
sta $203
clc
adc #8
sta $207
rts
.endproc
.endscope
.endscope
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