Sync old code

This commit is contained in:
Lucas Scharenbroich 2023-02-23 19:23:03 -06:00
parent 31ca627c14
commit 46a88b1d22

View File

@ -114,12 +114,20 @@ SpriteCount equ 50
lda MaxGlobalY lda MaxGlobalY
sec sec
sbc #48 ; 32 for tiles, 16 for sprite sbc #48 ; 32 for tiles, 16 for sprite
lda #48 ; 32 for tiles, 16 for sprite
sta PlayerGlobalY sta PlayerGlobalY
sta PlayerY sta PlayerY
stz PlayerXVel stz PlayerXVel
stz PlayerYVel stz PlayerYVel
; Set the screen to the bottom-left
pea $0000
lda MaxBG0Y
pha
_GTESetBG0Origin
; Create the sprites ; Create the sprites
HERO_SIZE equ {SPRITE_16X16} HERO_SIZE equ {SPRITE_16X16}
@ -134,28 +142,46 @@ HERO_FRAME_4 equ HERO_SIZE+151
HERO_VBUFF_4 equ VBUFF_SPRITE_START+3*VBUFF_SPRITE_STEP HERO_VBUFF_4 equ VBUFF_SPRITE_START+3*VBUFF_SPRITE_STEP
HERO_SLOT equ 1 HERO_SLOT equ 1
; pea HERO_FRAME_1 pea HERO_FRAME_1
; pea HERO_VBUFF_1 pea HERO_VBUFF_1
; _GTECreateSpriteStamp _GTECreateSpriteStamp
; pea HERO_FRAME_2 pea HERO_FRAME_2
; pea HERO_VBUFF_2 pea HERO_VBUFF_2
; _GTECreateSpriteStamp _GTECreateSpriteStamp
; pea HERO_FRAME_3 pea HERO_FRAME_3
; pea HERO_VBUFF_3 pea HERO_VBUFF_3
; _GTECreateSpriteStamp _GTECreateSpriteStamp
; pea HERO_FRAME_4 pea HERO_FRAME_4
; pea HERO_VBUFF_4 pea HERO_VBUFF_4
; _GTECreateSpriteStamp _GTECreateSpriteStamp
; pea HERO_SLOT ; Put the player in slot 1 pea HERO_SLOT ; Put the player in slot 1
; pea HERO_FLAGS pea HERO_FLAGS
; pea HERO_VBUFF_1 ; and use this stamp pea HERO_VBUFF_1 ; and use this stamp
; pei PlayerX pei PlayerX
; pei PlayerY pei PlayerY
; _GTEAddSprite _GTEAddSprite
pea HERO_SLOT+1 ; Put the player in slot 1
pea HERO_FLAGS
pea HERO_VBUFF_1 ; and use this stamp
lda PlayerX
adc #4
pha
pei PlayerY
_GTEAddSprite
pea HERO_SLOT+2 ; Put the player in slot 1
pea HERO_FLAGS
pea HERO_VBUFF_1 ; and use this stamp
lda PlayerX
adc #8
pha
pei PlayerY
_GTEAddSprite
pea $0000 pea $0000
_GTERender _GTERender
@ -204,15 +230,29 @@ EvtLoop
stz PlayerXVel stz PlayerXVel
do_render do_render
jsr UpdatePlayerPos ; Apply forces ; jsr UpdatePlayerPos ; Apply forces
jsr ApplyCollisions ; Check if we run into things ; jsr ApplyCollisions ; Check if we run into things
jsr UpdateCameraPos ; Moves the screen ; jsr UpdateCameraPos ; Moves the screen
; pea HERO_SLOT ; pea HERO_SLOT
; pei PlayerX ; pei PlayerX
; pei PlayerY ; pei PlayerY
; _GTEMoveSprite ; Move the sprite to this local position ; _GTEMoveSprite ; Move the sprite to this local position
; pea HERO_SLOT+1
; lda PlayerX
; adc #4
; pha
; pei PlayerY
; _GTEMoveSprite ; Move the sprite to this local position
; pea HERO_SLOT+2
; lda PlayerX
; adc #8
; pha
; pei PlayerY
; _GTEMoveSprite ; Move the sprite to this local position
; pea $0000 ; pea $0000
; _GTERender ; _GTERender
@ -222,11 +262,11 @@ do_render
pha pha
_GTEGetSeconds _GTEGetSeconds
pla pla
; cmp OldOneSecondCounter cmp OldOneSecondCounter
; beq :noudt beq :noudt
; sta OldOneSecondCounter sta OldOneSecondCounter
; jsr UdtOverlay jsr UdtOverlay
; stz frameCount stz frameCount
:noudt :noudt
brl EvtLoop brl EvtLoop