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hat_engine.asm
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hat_engine.asm
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!hat_x_lo = $60
!hat_x_hi = $61
!hat_y_lo = $62
!hat_y_hi = $63
!hat_gfx = $5C
!hat_throw = $58
!hat_x_speed = $79
!hat_y_speed = $7C
!hat_timer = $87
!hat_x_fraction = $0F5E
!hat_y_fraction = $0F5F
!hat_sprite = $0F60
!hat_index = $0F61
!hat_jump = $0F62
!hat_dir = $0F63
!hat_anim = $0F64
!hat_transition = $0F65
!hat_interaction = $0F66
!hat_spr_interact = $0F67
!hat_disable_barrier = $0F68
!hat_run = $0F69
!hat_return = $0F6A
!execute_pointer = $0086DF
!get_sprite_clip_a = $03B69F
!get_sprite_clip_b = $03B6E5
!get_mario_clip = $03B664
!get_contact = $03B72B
!update_y_pos = $01801A
!update_x_pos = $018022
org $00A2E6
autoclean jsl hat_main
org $00CDF6
db $80
org $01A7E4
autoclean jml sprite_interact
nop
org $00E942
autoclean jml layer_interact
org $00E98C
autoclean jml disable_barrier
org $00F595
autoclean jml disable_bottom_top
org $00D062
autoclean jml disable_powerups
org $009F6F
autoclean jml clear_ram
freecode
layer_interact:
sta $8F
lda !hat_transition
bne .end
lda $5B
jml $00E946
.end
jml $00E978
clear_ram:
stz !hat_x_lo
stz !hat_x_hi
stz !hat_y_lo
stz !hat_y_hi
stz !hat_gfx
stz !hat_throw
stz !hat_x_speed
stz !hat_y_speed
stz !hat_timer
stz !hat_x_fraction
stz !hat_y_fraction
stz !hat_jump
stz !hat_dir
stz !hat_anim
stz !hat_transition
stz !hat_interaction
stz !hat_spr_interact
stz !hat_disable_barrier
stz !hat_run
lda #$FF
sta !hat_sprite
sta !hat_index
dec $0DB1
bpl .end
jml $009F74
.end
jml $009F6E
disable_powerups:
lda !hat_transition
bne +
lda $19
cmp #$02
jml $00D066
+
jml $00D080
disable_barrier:
lda !hat_disable_barrier
beq .nope
jml $00E9FB
.nope
lda $1B96
beq .barrier
jml $00E991
.barrier
jml $00E9A1
disable_bottom_top:
lda !hat_disable_barrier
beq .nope
jml $00F5B6
.nope
rep #$20
lda #$FF80
jml $00F59A
sprite_interact:
lda !hat_spr_interact
bne .disable
lda $167A,x
and #$20
jml $01A7E9
.disable
jml $01A7F5
hat_main:
phb
phk
plb
jsr hat_code
plb
rtl
hat_code:
jsl $028AB1
lda !hat_throw
beq +
stz $00
lda !hat_x_lo
sec
sbc $1A
sta $02F8
lda !hat_x_hi
sbc $1B
beq $02
inc $00
lda !hat_y_lo
sec
sbc $1C
sta $02F9
lda !hat_y_hi
sbc $1D
beq ++
lda #$F0
sta $02F9
bra +
++
lda !hat_dir
ror #3
ora $64
sta $02FB
lda #$0A
sta $02FA
lda #$02
ora $00
sta $045E
+
lda !hat_transition
beq .throw
cmp #$02
beq .transition
jmp .on_sprite
.throw
lda !hat_throw
beq ..on_mario
jmp .controlling
..on_mario
jmp .on_mario
.transition
inc !hat_anim
lda !hat_anim
lsr #2
and #$03
tax
lda.l .frames,x
sta !hat_gfx
jsr .glitter
lda !hat_return
dec
beq ..return_mario
sta !hat_return
ldx !hat_index
lda $14C8,x
cmp #$08
bne ..return_mario
jsr .prepare_aim_sprite
lda #$32
jsr .aiming
lda $00
sta $7B
lda $02
sta $7D
lda $E4,x
sta !hat_x_lo
lda $14E0,x
sta !hat_x_hi
lda $D8,x
; sec
; sbc #$10
sta !hat_y_lo
lda $14D4,x
; sbc #$00
sta !hat_y_hi
lda #$80
sta $1406
jsl !get_sprite_clip_a
jsr .get_mario_clip
jsl !get_contact
bcc ..return
dec !hat_transition
lda #$FF
sta $78
lda $E4,x
sta $94
lda $14E0,x
sta $95
lda $D8,x
sta $96
lda $14D4,x
sta $97
rts
..return
rts
...mario
stz !hat_gfx
stz !hat_throw
stz !hat_transition
stz !hat_anim
stz !hat_gfx
stz !hat_jump
stz !hat_dir
stz !hat_disable_barrier
lda #$FF
sta !hat_sprite
sta !hat_index
lda !hat_interaction
and.b #%11000011
sta $5B
stz !hat_interaction
stz !hat_spr_interact
lda #$2A
sta $1DFC
rts
.on_mario
lda $18
and #$30
beq ..no_throw
inc !hat_throw
lda #$06
sta $1DFC
stz $00
ldx $76
lda ..x_speed,x
sta !hat_x_speed
stz !hat_y_speed
stz !hat_y_fraction
stz !hat_x_fraction
stz !hat_jump
stz !hat_run
lda #$FF
sta !hat_sprite
sta !hat_index
lda #$68
sta !hat_timer
txa
asl
tax
rep #$20
lda $94
clc
adc.l ..x_disp,x
sta !hat_x_lo
lda $96
clc
adc #$000A
sta !hat_y_lo
sep #$20
stz !hat_gfx
lda $76
sta !hat_dir
..no_throw
rts
..x_disp
dw $FFF8,$0008
..x_speed
db $CC,$34
.glitter
lda $13
and #$0F
bne ..ret
jsl $01ACF9
and #$0F
clc
ldy #$00
adc #$FC
bpl $01
dey
clc
adc !hat_x_lo
sta $02
tya
adc !hat_x_hi
pha
lda $02
cmp $1A
pla
sbc $1B
bne ..ret
lda $148E
and #$0F
clc
adc #$FE
adc !hat_y_lo
sta $00
lda !hat_y_hi
adc #$00
sta $01
jsl $0285BA
..ret
rts
.frames
db $00,$02,$04,$06
.controlling
lda $9D
bne ..freeze
jsr .glitter
lda !hat_timer
beq ..return_to_mario
dec !hat_timer
lda $14
lsr
beq ..boing
lda !hat_x_speed
beq ..boing
bpl $02
inc
inc
dec
sta !hat_x_speed
..boing
jmp ..do_boing
..return
jsr .sprite
inc !hat_anim
lda !hat_anim
lsr #2
and #$03
tax
lda.l .frames,x
sta !hat_gfx
jsr .update_hat_pos
..freeze
rts
..return_to_mario
jsr .prepare_aim
lda #$44
jsr .aiming
lda $00
sta !hat_x_speed
lda $02
sta !hat_y_speed
lda !hat_timer
cmp #$40
bcs ..return
jsr .get_hat_clip
jsl !get_mario_clip
jsl !get_contact
bcc ..return
lda !hat_jump
bne ..same
jsr .get_hat_clip_top
jsl !get_mario_clip
jsl !get_contact
bcc ..same
jsl $01AA33
jsl $01AB99
inc !hat_jump
lda #$08
sta $1DFC
jmp ..return
..same
stz !hat_throw
lda #$0D
sta $1DF9
jmp ..return
..do_boing
lda !hat_timer
cmp #$40
bcs ...return
jsr .get_hat_clip
jsl !get_mario_clip
jsl !get_contact
bcc ...return
lda !hat_jump
bne ...return
jsr .get_hat_clip_top
jsl !get_mario_clip
jsl !get_contact
bcc ...return
jsl $01AA33
jsl $01AB99
inc !hat_jump
lda #$08
sta $1DFC
...return
jmp ..return
.sprite
ldx #$0B
..loop
lda $14C8,x
cmp #$08
bne ..try_again
lda $167A,x
and #$20
bne ..process_interact
txa
eor $13
and #$01
ora $15A0,x
beq ..process_interact
..try_again
dex
bpl ..loop
rts
..process_interact
lda !hat_x_lo
sec
sbc $E4,x
clc
adc #$50
cmp #$A0
bcs ..try_again
lda !hat_y_lo
sec
sbc $D8,x
clc
adc #$60
cmp #$C0
bcs ..try_again
jsr .get_hat_clip
jsl !get_sprite_clip_b
jsl !get_contact
bcc ..try_again
ldy.w $9E,x
lda.w enable_sprite,y
beq ..try_again
..init
stx !hat_index
sta !hat_sprite
lda #$80
sta $1406
lda #$40
sta !hat_return
lda #$02
sta !hat_transition
lda #$01
sta !hat_spr_interact
sta !hat_disable_barrier
lda $5B
sta !hat_interaction
ora #$40
sta $5B
lda #$40
sta $1497
lda #$10
sta $1DF9
lda $E4,x
sta !hat_x_lo
lda $14E0,x
sta !hat_x_hi
lda $D8,x
sta !hat_y_lo
lda $14D4,x
sta !hat_y_hi
rts
.on_sprite
jsr .glitter
lda #$80
sta $1406
stz !hat_run
ldx !hat_index
lda $E4,x
sta !hat_x_lo
sta $94
lda $14E0,x
sta !hat_x_hi
sta $95
lda $D8,x
sta !hat_y_lo
sec
sbc #$10
sta $96
lda $14D4,x
sta !hat_y_hi
sbc #$00
sta $97
sta $1497
stz $7B
stz $7D
stz $1713
stz $1714
stz $148F
stz $1470
lda $1DFC
cmp #$06
bne ..no_mute
stz $1DFC
..no_mute
lda $1DF9
cmp #$02
beq ..mute_1DF9
cmp #$0E
beq ..mute_1DF9
cmp #$0F
bne ..no_mute_1DF9
..mute_1DF9
stz $1DF9
..no_mute_1DF9
lda #$FF
sta $78
lda $14C8,x
cmp #$08
bne ..get_out
lda $18
and #$30
beq ..keep
..get_out
lda #$40
sta $1497
stz $78
ldy #$F0
lda !hat_dir
beq +
ldy #$10
+
sty $7B
lda #$90
sta $7D
stz !hat_gfx
stz !hat_throw
stz !hat_transition
stz !hat_anim
stz !hat_gfx
stz !hat_jump
stz !hat_dir
stz !hat_disable_barrier
lda #$FF
sta !hat_sprite
sta !hat_index
lda !hat_interaction
and.b #%11000011
sta $5B
stz !hat_interaction
stz !hat_spr_interact
lda #$02
sta $1DFC
lda #$01
sta $1DFA
..keep
rts
.get_mario_clip
lda $94
clc
adc #$06
sta $00
lda $95
adc #$00
sta $08
lda $96
sec
sbc #$04
sta $01
lda $97
sbc #$00
sta $09
lda #$04
sta $02
lda #$28
sta $03
rts
.get_hat_clip
lda !hat_x_lo
sec
sbc #$02
sta $04
lda !hat_x_hi
sbc #$00
sta $0A
lda !hat_y_lo
sec
sbc #$02
sta $05
lda !hat_y_hi
sbc #$00
sta $0B
lda #$14
sta $06
sta $07
rts
..top
lda !hat_x_lo
sec
sbc #$02
sta $04
lda !hat_x_hi
sbc #$00
sta $0A
lda !hat_y_lo
sec
sbc #$02
sta $05
lda !hat_y_hi
sbc #$00
sta $0B
lda #$14
sta $06
lda #$04
sta $07
rts
.update_hat_pos
lda !hat_y_speed
beq ..no_y
asl #4
clc
adc !hat_y_fraction
sta !hat_y_fraction
php
ldy #$00
lda !hat_y_speed
lsr #4
cmp #$08
bcc $03
ora #$F0
dey
plp
adc !hat_y_lo
sta !hat_y_lo
tya
adc !hat_y_hi
sta !hat_y_hi
..no_y
lda !hat_x_speed
beq ..no_x
asl #4
clc
adc !hat_x_fraction
sta !hat_x_fraction
php
ldy #$00
lda !hat_x_speed
lsr #4
cmp #$08
bcc $03
ora #$F0
dey
plp
adc !hat_x_lo
sta !hat_x_lo
tya
adc !hat_x_hi
sta !hat_x_hi
..no_x
rts
.prepare_aim
REP #$20 ;\horizontal for $00 (signed, $00 = negative if mario is right)
LDA !hat_x_lo ;|
SEC ;|
SBC $94 ;|
STA $00 ;/
LDA !hat_y_lo ;\vertical for $02 (signed, $02 = negative if mario is lower)
SEC ;|
SBC #$0006 ;|\Don't aim for mario's upper half
SEC ;|/
SBC $96 ;|
STA $02 ;/
LDA $00 ;\Absolute value for horizontal distance in $04
BPL ..PositiveH ;|
EOR #$FFFF ;|
INC ;|
..PositiveH ;|
STA $04 ;/
LDA $02 ;\Absolute value for vertical distance in $06
BPL ..PositiveV ;|Same reason as above.
EOR #$FFFF ;|
INC ;|
..PositiveV ;|
STA $06 ;/
LDA $04 ;\If horizontal distance exceed #$0100, reduce X:Y ratio
CMP #$0100 ;|by dividing both by 2.
BCS ..DivideXYBy2 ;/
LDA $06 ;\Otherwise check vertical distance
CMP #$0100 ;|
BCS ..DivideXYBy2 ;/
SEP #$20
rts
..DivideXYBy2
LDA $04 ;\Divide and store half of unsigned x distance in $04
LSR A ;|(rounded half up).
ADC #$0000 ;|
STA $04 ;/
LDA $06 ;\Divide and store half of unsigned y distance in $06
LSR A ;|(rounded half up)
ADC #$0000 ;|
STA $06 ;/
LDY #$02 ;>index, use as a loop to handle x and y distance all in one block.
-
LDA.w $00,y ;\convert half horiz and vertical distance to signed horiz and vert distance
BMI ..MarioRightDown ;|
LDA.w $04,y ;|
BRA + ;|
..MarioRightDown ;|
LDA.w $04,y ;|
EOR #$FFFF ;|
INC ;|
+ STA.w $00,y ;|
DEY ;|
DEY ;|
BPL - ;/
SEP #$20 ;>Phew, now its done.
rts
.prepare_aim_sprite
REP #$20 ;\horizontal for $00 (signed, $00 = negative if mario is right)
LDA $94 ;|
SEC ;|
SBC !hat_x_lo ;|
STA $00 ;/
LDA $96 ;\vertical for $02 (signed, $02 = negative if mario is lower)
; SEC ;|
; SBC #$0010 ;|\Don't aim for mario's upper half
SEC ;|/
SBC !hat_y_lo ;|
STA $02 ;/
LDA $00 ;\Absolute value for horizontal distance in $04
BPL ..PositiveH ;|
EOR #$FFFF ;|
INC ;|
..PositiveH ;|
STA $04 ;/
LDA $02 ;\Absolute value for vertical distance in $06
BPL ..PositiveV ;|Same reason as above.
EOR #$FFFF ;|
INC ;|
..PositiveV ;|
STA $06 ;/
LDA $04 ;\If horizontal distance exceed #$0100, reduce X:Y ratio
CMP #$0100 ;|by dividing both by 2.
BCS ..DivideXYBy2 ;/
LDA $06 ;\Otherwise check vertical distance
CMP #$0100 ;|
BCS ..DivideXYBy2 ;/
SEP #$20
rts
..DivideXYBy2
LDA $04 ;\Divide and store half of unsigned x distance in $04
LSR A ;|(rounded half up).
ADC #$0000 ;|
STA $04 ;/
LDA $06 ;\Divide and store half of unsigned y distance in $06
LSR A ;|(rounded half up)
ADC #$0000 ;|
STA $06 ;/
LDY #$02 ;>index, use as a loop to handle x and y distance all in one block.
-
LDA.w $00,y ;\convert half horiz and vertical distance to signed horiz and vert distance
BMI ..MarioRightDown ;|
LDA.w $04,y ;|
BRA + ;|
..MarioRightDown ;|
LDA.w $04,y ;|
EOR #$FFFF ;|
INC ;|
+ STA.w $00,y ;|
DEY ;|
DEY ;|
BPL - ;/
SEP #$20 ;>Phew, now its done.
rts
.aiming
PHX
PHY
PHP
SEP #$30
STA $0F
LDX #$00
REP #$20
LDA $00
BPL ..pos_dx
EOR #$FFFF
INC
INX
INX
STA $00
..pos_dx
SEP #$20
STA $4202
STA $4203
NOP
NOP
NOP
REP #$20
LDA $4216
STA $04
LDA $02
BPL ..pos_dy
EOR #$FFFF
INC
INX
STA $02
..pos_dy
SEP #$20
STA $4202
STA $4203
STX $0E
REP #$30
LDA $04
CLC
ADC $4216
LDY #$0000
BCC ..loop
INY
ROR
LSR
..loop
CMP #$0100
BCC +
INY
LSR
LSR
BRA ..loop
+ CLC
ASL
TAX
LDA ..recip_sqrt_lookup,x
- DEY
BMI +
LSR
BRA -
+ SEP #$30
STA $4202
LDA $0F
STA $4203
NOP
STZ $05
STZ $07
LDA $4217
STA $04
XBA
STA $4202
LDA $0F
STA $4203
REP #$20
LDA $04
CLC
ADC $4216
STA $04
SEP #$20
LDX #$02
- LDA $04
STA $4202
LDA $00,x
STA $4203
NOP
NOP
NOP
NOP
LDA $4217
STA $06
LDA $05
STA $4202
LDA $00,x
STA $4203
REP #$20
LDA $06
CLC
ADC $4216
SEP #$20
LSR $0E
BCS +
EOR #$FF
INC
+ STA $00,x
DEX
DEX
BPL -
PLP
PLY
PLX
RTs
..recip_sqrt_lookup:
dw $0000,$FFFF,$B505,$93CD,$8000,$727D,$6883,$60C2
dw $5A82,$5555,$50F4,$4D30,$49E7,$4700,$446B,$4219
dw $4000,$3E17,$3C57,$3ABB,$393E,$37DD,$3694,$3561
dw $3441,$3333,$3235,$3144,$3061,$2F8A,$2EBD,$2DFB
dw $2D41,$2C90,$2BE7,$2B46,$2AAB,$2A16,$2987,$28FE
dw $287A,$27FB,$2780,$270A,$2698,$262A,$25BF,$2557
dw $24F3,$2492,$2434,$23D9,$2380,$232A,$22D6,$2285
dw $2236,$21E8,$219D,$2154,$210D,$20C7,$2083,$2041
dw $2000,$1FC1,$1F83,$1F46,$1F0B,$1ED2,$1E99,$1E62
dw $1E2B,$1DF6,$1DC2,$1D8F,$1D5D,$1D2D,$1CFC,$1CCD
dw $1C9F,$1C72,$1C45,$1C1A,$1BEF,$1BC4,$1B9B,$1B72
dw $1B4A,$1B23,$1AFC,$1AD6,$1AB1,$1A8C,$1A68,$1A44
dw $1A21,$19FE,$19DC,$19BB,$199A,$1979,$1959,$1939
dw $191A,$18FC,$18DD,$18C0,$18A2,$1885,$1869,$184C
dw $1831,$1815,$17FA,$17DF,$17C5,$17AB,$1791,$1778
dw $175F,$1746,$172D,$1715,$16FD,$16E6,$16CE,$16B7
dw $16A1,$168A,$1674,$165E,$1648,$1633,$161D,$1608
dw $15F4,$15DF,$15CB,$15B7,$15A3,$158F,$157C,$1568
dw $1555,$1542,$1530,$151D,$150B,$14F9,$14E7,$14D5
dw $14C4,$14B2,$14A1,$1490,$147F,$146E,$145E,$144D
dw $143D,$142D,$141D,$140D,$13FE,$13EE,$13DF,$13CF
dw $13C0,$13B1,$13A2,$1394,$1385,$1377,$1368,$135A
dw $134C,$133E,$1330,$1322,$1315,$1307,$12FA,$12ED
dw $12DF,$12D2,$12C5,$12B8,$12AC,$129F,$1292,$1286
dw $127A,$126D,$1261,$1255,$1249,$123D,$1231,$1226
dw $121A,$120F,$1203,$11F8,$11EC,$11E1,$11D6,$11CB
dw $11C0,$11B5,$11AA,$11A0,$1195,$118A,$1180,$1176
dw $116B,$1161,$1157,$114D,$1142,$1138,$112E,$1125
dw $111B,$1111,$1107,$10FE,$10F4,$10EB,$10E1,$10D8
dw $10CF,$10C5,$10BC,$10B3,$10AA,$10A1,$1098,$108F
dw $1086,$107E,$1075,$106C,$1064,$105B,$1052,$104A
dw $1042,$1039,$1031,$1029,$1020,$1018,$1010,$1008
;01 basic
;02 banzai
;03 rex
;04 chucks
;05 jumping piranhas
;06 monty moles
;07 paratroopas (FIXME)
;08 jumping paratroopas (FIXME)
;09 platforms basic movement
;0a jumping fish
;0b water fishes
;0c surface fish
;0d floating stuff
;0e blurp
;0f rip van fish FIXME
;10 climbing green koopa
;11 climbing red koopa
;12 super koopa floor
;13 super koopa flying
;14 swooper
;15 boo
;16 eerie
;17 thwimp
;18 thwomp
;19 ballnchain
;1a dry bones
;1b line guided stuff (FIXME)
;1c wall followers