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duke: progress on jumping working
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parent
07ab4b88f4
commit
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100
duke/draw_duke.s
100
duke/draw_duke.s
@ -4,6 +4,8 @@
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;=========================
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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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@ -81,34 +83,88 @@ handle_jumping:
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done_handle_jumping:
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rts
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;=======================
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; duke_get_feet_location
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;=======================
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; xx 0
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; xx 1
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; xx 0 xx 2
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; xx 1 xx 3
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;------ -----
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; xx 2 xx 4
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; xx 3 xx 5
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; xx 4 xx 6
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; xx 5 xx 7
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;------ -------
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; xx 6 xx 8
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; xx 7 xx 9
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; xx 8
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; xx 9
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;-----------------------
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duke_get_feet_location:
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; this is tricky as we are 10 tall but tiles are 4 tall
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; + 1 is because sprite is 4 pixels wide?
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; screen is 16 wide, but ofsset 4 in
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; block index of foot is (feet approximately 8 lower than Y)
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; INT((y+8)/4)*16 + (x-4+1/2)
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; if 18,18 -> INT(26/4)*16 = 96 + 7 = 103 = 6R7
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; 0 = 32 (2)
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; 1 = 32 (2)
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; 2 = 32 (2)
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; 3 = 32 (2)
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; 4 = 48 (3)
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; 5 = 48 (3)
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; 6 = 48 (3)
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; 7 = 48 (3)
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lda DUKE_Y
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clc
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adc #8 ; +8
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lsr ; / 4 (INT)
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lsr
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asl ; *4
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asl
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asl
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asl
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sta DUKE_FOOT_OFFSET
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sec
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lda DUKE_X
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sbc #3
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lsr ; (x-3)/2
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clc
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adc DUKE_FOOT_OFFSET
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sta DUKE_FOOT_OFFSET
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rts
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;=========================
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; check_falling
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;=========================
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check_falling:
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lda DUKE_JUMPING
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bne done_check_falling
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bne done_check_falling ; don't check falling if jumping
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; check below feet
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; block index below feet is (y+10)*16/4 + (x/2) + 1
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; if 18,18 -> 28*16/4 = 112 + 9 = 121 = 7R9
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lda DUKE_Y
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lda DUKE_FOOT_OFFSET
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clc
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adc #10
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asl
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asl
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asl
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clc
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adc DUKE_X
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lsr ; have location of head
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; clc
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; adc #1 ; point under feet
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adc #16 ; underfoot is 16 more
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tax
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lda TILEMAP,X
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@ -143,7 +199,9 @@ feet_on_ground:
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lda DUKE_Y
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cmp #18
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beq done_check_falling
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bcs done_check_falling ; bge
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; too high up on screen, adjust down ad also adjust tilemap down
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inc DUKE_Y
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inc DUKE_Y
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@ -93,6 +93,8 @@ LASER_DIRECTION = $8A
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TILEMAP_X = $8B
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TILEMAP_Y = $8C
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DUKE_FOOT_OFFSET = $8D
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; done game puzzle state
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