DUKE_SPEED = $80 YDEFAULT = 20 HARD_TILES = 32 ; start at 32 ;========================= ; move duke ;========================= move_duke: lda #0 sta SUPPRESS_WALK jsr duke_get_feet_location ; get location of feet jsr check_falling ; check for/handle falling jsr duke_collide ; check for right/left collision jsr handle_jumping ; handle jumping lda DUKE_WALKING beq done_move_duke lda SUPPRESS_WALK bne done_move_duke lda DUKE_DIRECTION bmi move_left lda DUKE_X cmp #22 bcc duke_walk_right duke_scroll_right: clc lda DUKE_XL adc #DUKE_SPEED sta DUKE_XL bcc skip_duke_scroll_right inc TILEMAP_X jsr copy_tilemap_subset skip_duke_scroll_right: jmp done_move_duke duke_walk_right: lda DUKE_XL clc adc #DUKE_SPEED sta DUKE_XL bcc dwr_noflo inc DUKE_X dwr_noflo: jmp done_move_duke move_left: lda DUKE_X cmp #14 bcs duke_walk_left duke_scroll_left: sec lda DUKE_XL sbc #DUKE_SPEED sta DUKE_XL bcs skip_duke_scroll_left dec TILEMAP_X jsr copy_tilemap_subset skip_duke_scroll_left: jmp done_move_duke duke_walk_left: lda DUKE_XL sec sbc #DUKE_SPEED sta DUKE_XL bcs dwl_noflo dec DUKE_X dwl_noflo: jmp done_move_duke done_move_duke: rts ;========================= ; duke collide ;========================= duke_collide: ;================== ; check for item ;================== duke_check_item: lda DUKE_FOOT_OFFSET sec sbc #16 tax jsr check_item ;=================== ; collide with head ;=================== duke_check_head: ; only check above head if jumping lda DUKE_JUMPING beq collide_left_right lda DUKE_FOOT_OFFSET sec sbc #16 ; above head is -2 rows tax lda TILEMAP,X ; if tile# < HARD_TILES then we are fine cmp #HARD_TILES bcc collide_left_right ; blt lda #0 sta DUKE_JUMPING lda #1 sta DUKE_FALLING jsr head_noise collide_left_right: ;=================== ; collide left/right ;=================== lda DUKE_DIRECTION beq done_duke_collide bmi check_left_collide check_right_collide: lda DUKE_FOOT_OFFSET clc adc #1 ; right is one to right tax lda TILEMAP,X ; if tile# < HARD_TILES then we are fine cmp #HARD_TILES bcc done_duke_collide ; blt lda #1 ; sta SUPPRESS_WALK jmp done_duke_collide check_left_collide: lda DUKE_FOOT_OFFSET sec sbc #2 ; left is one to left ; +1 fudge factor tax lda TILEMAP,X ; if tile# < HARD_TILES then we are fine cmp #HARD_TILES bcc done_duke_collide ; blt lda #1 sta SUPPRESS_WALK jmp done_duke_collide done_duke_collide: rts ;========================= ; check_jumping ;========================= handle_jumping: lda DUKE_JUMPING beq done_handle_jumping lda DUKE_Y beq dont_wrap_jump dec DUKE_Y dec DUKE_Y dont_wrap_jump: dec DUKE_JUMPING bne done_handle_jumping lda #1 ; avoid gap before falling triggered sta DUKE_FALLING done_handle_jumping: rts ;======================= ; 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 7 ;----------------------- ; YY = block ;======================== ; YYYY YYYY ; -XX- -XX- ; -XX- -XX- ; left, foot = (X+1)/2 ; right, foot = (X+2)/2 duke_get_feet_location: ; + 1 is because sprite is 4 pixels wide? ; screen is 16 wide, but offset 4 in ; to get to feet add 6 to Y? ; block index of foot is (feet approximately 6 lower than Y) ; INT((y+4)/4)*16 + (x-4+1/2) ; FIXME: 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) lda DUKE_Y clc adc #4 ; +4 lsr ; / 4 (INT) lsr asl ; *4 asl asl asl sta DUKE_FOOT_OFFSET ; lda DUKE_DIRECTION ; bmi foot_left foot_right: lda DUKE_X clc adc #2 ; jmp foot_done ;foot_left: ; lda DUKE_X ; sec ; sbc #1 foot_done: lsr ; offset by two block at edge of screen sec sbc #2 clc adc DUKE_FOOT_OFFSET sta DUKE_FOOT_OFFSET rts ;========================= ; check_falling ;========================= check_falling: lda DUKE_JUMPING bne done_check_falling ; don't check falling if jumping lda DUKE_FOOT_OFFSET clc adc #16 ; underfoot is on next row (+16) tax lda TILEMAP,X ; if tile# < HARD_TILES then we fall cmp #HARD_TILES bcs feet_on_ground ; bge ;======================= ; falling lda #1 sta DUKE_FALLING ; scroll but only if Y>=20 (YDEFAULT) lda DUKE_Y cmp #YDEFAULT bcs scroll_fall ; bge inc DUKE_Y inc DUKE_Y jmp done_check_falling scroll_fall: inc TILEMAP_Y jsr copy_tilemap_subset jmp done_check_falling feet_on_ground: ;=========================== ; if had been falling ; kick up dust, make noise ; stop walking? lda DUKE_FALLING beq was_not_falling ; clear falling lda #0 sta DUKE_FALLING lda #2 sta KICK_UP_DUST lda #0 sta DUKE_WALKING jsr land_noise was_not_falling: ; check to see if Y still hi, if so scroll back down lda DUKE_Y cmp #YDEFAULT bcs done_check_falling ; bge ; too high up on screen, adjust down and also adjust tilemap down inc DUKE_Y inc DUKE_Y dec TILEMAP_Y ; share w above? jsr copy_tilemap_subset done_check_falling: rts