dos33fsprogs/duke/draw_duke.s

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;=========================
; move duke
;=========================
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move_duke:
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jsr duke_get_feet_location ; get location of feet
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jsr check_falling
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jsr handle_jumping
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lda DUKE_WALKING
beq done_move_duke
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lda DUKE_DIRECTION
bmi move_left
lda DUKE_X
cmp #22
bcc duke_walk_right
duke_scroll_right:
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clc
lda DUKE_XL
adc #$40
sta DUKE_XL
bcc skip_duke_scroll_right
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inc TILEMAP_X
jsr copy_tilemap_subset
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skip_duke_scroll_right:
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jmp done_move_duke
duke_walk_right:
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lda DUKE_XL
clc
adc #$40
sta DUKE_XL
bcc dwr_noflo
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inc DUKE_X
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dwr_noflo:
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jmp done_move_duke
move_left:
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lda DUKE_X
cmp #14
bcs duke_walk_left
duke_scroll_left:
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sec
lda DUKE_XL
sbc #$40
sta DUKE_XL
bcs skip_duke_scroll_left
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dec TILEMAP_X
jsr copy_tilemap_subset
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skip_duke_scroll_left:
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jmp done_move_duke
duke_walk_left:
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lda DUKE_XL
sec
sbc #$40
sta DUKE_XL
bcs dwl_noflo
dec DUKE_X
dwl_noflo:
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jmp done_move_duke
done_move_duke:
rts
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;=========================
; duke collide
;=========================
; only check above head if jumping
duke_collide:
rts
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;=========================
; check_jumping
;=========================
handle_jumping:
lda DUKE_JUMPING
beq done_handle_jumping
dec DUKE_Y
dec DUKE_Y
dec DUKE_JUMPING
done_handle_jumping:
rts
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;=======================
; duke_get_feet_location
;=======================
; xx 0
; xx 1
; xx 0 xx 2
; xx 1 xx 3
;------ -----
; xx 2 xx 4
; xx 3 xx 5
; xx 4 xx 6
; xx 5 xx 7
;------ -------
; xx 6 xx 8
; xx 7 xx 9
; xx 8
; xx 9
;-----------------------
duke_get_feet_location:
; this is tricky as we are 10 tall but tiles are 4 tall
; + 1 is because sprite is 4 pixels wide?
; screen is 16 wide, but ofsset 4 in
; block index of foot is (feet approximately 8 lower than Y)
; INT((y+8)/4)*16 + (x-4+1/2)
; if 18,18 -> INT(26/4)*16 = 96 + 7 = 103 = 6R7
; 0 = 32 (2)
; 1 = 32 (2)
; 2 = 32 (2)
; 3 = 32 (2)
; 4 = 48 (3)
; 5 = 48 (3)
; 6 = 48 (3)
; 7 = 48 (3)
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lda DUKE_Y
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clc
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adc #6 ; +8
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lsr ; / 4 (INT)
lsr
asl ; *4
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asl
asl
asl
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sta DUKE_FOOT_OFFSET
sec
lda DUKE_X
sbc #3
lsr ; (x-3)/2
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clc
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adc DUKE_FOOT_OFFSET
sta DUKE_FOOT_OFFSET
rts
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;=========================
; check_falling
;=========================
check_falling:
lda DUKE_JUMPING
bne done_check_falling ; don't check falling if jumping
lda DUKE_FOOT_OFFSET
clc
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adc #16 ; underfoot is on next row (+16)
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tax
lda TILEMAP,X
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; if tile# < 32 then we fall
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cmp #32
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bcs feet_on_ground ; bge
;=======================
; falling
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; scroll but only if Y>=18
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lda DUKE_Y
cmp #18
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bcs scroll_fall ; bge
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inc DUKE_Y
inc DUKE_Y
jmp done_check_falling
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scroll_fall:
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inc TILEMAP_Y
jsr copy_tilemap_subset
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jmp done_check_falling
feet_on_ground:
; check to see if Y still hi, if so scroll back down
lda DUKE_Y
cmp #18
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bcs done_check_falling ; bge
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; too high up on screen, adjust down and also adjust tilemap down
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inc DUKE_Y
inc DUKE_Y
dec TILEMAP_Y ; share w above?
jsr copy_tilemap_subset
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done_check_falling:
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rts
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;=========================
; draw duke
;=========================
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draw_duke:
lda DUKE_X
sta XPOS
lda DUKE_Y
sta YPOS
lda DUKE_DIRECTION
bmi duke_facing_left
lda #<duke_sprite_stand_right
sta INL
lda #>duke_sprite_stand_right
jmp actually_draw_duke
duke_facing_left:
lda #<duke_sprite_stand_left
sta INL
lda #>duke_sprite_stand_left
actually_draw_duke:
sta INH
jsr put_sprite_crop
rts
duke_sprite_stand_right:
.byte 4,5
.byte $AA,$dA,$dA,$AA
.byte $AA,$dd,$bb,$AA
.byte $AA,$b3,$7A,$7A
.byte $AA,$66,$6b,$AA
.byte $AA,$56,$65,$AA
duke_sprite_stand_left:
.byte 4,5
.byte $AA,$dA,$dA,$AA
.byte $AA,$bb,$dd,$AA
.byte $7A,$7A,$b3,$AA
.byte $AA,$6b,$66,$AA
.byte $AA,$65,$56,$AA