From 89ea425043d155eafedb2c67ca5902950ddf9a81 Mon Sep 17 00:00:00 2001 From: Lucas Scharenbroich Date: Fri, 4 Feb 2022 12:37:05 -0600 Subject: [PATCH] Start work on sprite attribute caching --- demos/pacman/App.s | 6 +- demos/smb/App.s | 61 + demos/smb/Main.s | 4 + demos/smb/rom.s | 16381 +++++++++++++++++++++++++++ demos/smb/wrapper.s | 12 + demos/sprites/gen/App.TileMapBG0.s | 4 +- demos/sprites/gen/App.TileSet.s | 7902 ++++++------- demos/zelda/App.Main.s | 2 +- src/Sprite.s | 137 +- src/Sprite2.s | 22 +- src/blitter/Tiles.s | 6 +- 11 files changed, 20515 insertions(+), 4022 deletions(-) create mode 100644 demos/smb/App.s create mode 100644 demos/smb/Main.s create mode 100644 demos/smb/rom.s create mode 100644 demos/smb/wrapper.s diff --git a/demos/pacman/App.s b/demos/pacman/App.s index 5c404a3..2950321 100644 --- a/demos/pacman/App.s +++ b/demos/pacman/App.s @@ -1,10 +1,12 @@ -; IIgs Game Engine +; IIgs Shooter TYP $B3 ; S16 file - DSK GTEPacMan + DSK GTEShooter XPL ; Segment #1 -- Main execution block ASM Main.s + + diff --git a/demos/smb/App.s b/demos/smb/App.s new file mode 100644 index 0000000..be98c37 --- /dev/null +++ b/demos/smb/App.s @@ -0,0 +1,61 @@ +; IIgs Game Engine + + TYP $B3 ; S16 file + DSK GTETestApp + XPL + +; Segment #1 -- Main execution block + + ASM Main.s + +; Segment #2 -- ROM + + ASM rom.s + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/demos/smb/Main.s b/demos/smb/Main.s new file mode 100644 index 0000000..62051c4 --- /dev/null +++ b/demos/smb/Main.s @@ -0,0 +1,4 @@ + REL + DSK MAINSEG + + rtl diff --git a/demos/smb/rom.s b/demos/smb/rom.s new file mode 100644 index 0000000..cd08067 --- /dev/null +++ b/demos/smb/rom.s @@ -0,0 +1,16381 @@ +;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY +;by doppelganger (doppelheathen@gmail.com) + +;This file is provided for your own use as-is. It will require the character rom data +;and an iNES file header to get it to work. + +;There are so many people I have to thank for this, that taking all the credit for +;myself would be an unforgivable act of arrogance. Without their help this would +;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into +;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no +;way I could have done this without your help), as well as the authors of x816 and SMB +;Utility, and the reverse-engineers who did the original Super Mario Bros. Hacking Project, +;which I compared notes with but did not copy from. Last but certainly not least, I thank +;Nintendo for creating this game and the NES, without which this disassembly would +;only be theory. + +;Assembles with x816. + +;------------------------------------------------------------------------------------- +;DEFINES + +;NES specific hardware defines + +PPU_CTRL_REG1 = $2000 +PPU_CTRL_REG2 = $2001 +PPU_STATUS = $2002 +PPU_SPR_ADDR = $2003 +PPU_SPR_DATA = $2004 +PPU_SCROLL_REG = $2005 +PPU_ADDRESS = $2006 +PPU_DATA = $2007 + +SND_REGISTER = $4000 +SND_SQUARE1_REG = $4000 +SND_SQUARE2_REG = $4004 +SND_TRIANGLE_REG = $4008 +SND_NOISE_REG = $400c +SND_DELTA_REG = $4010 +SND_MASTERCTRL_REG = $4015 + +SPR_DMA = $4014 +JOYPAD_PORT = $4016 +JOYPAD_PORT1 = $4016 +JOYPAD_PORT2 = $4017 + +; GAME SPECIFIC DEFINES + +ObjectOffset = $08 + +FrameCounter = $09 + +SavedJoypadBits = $06fc +SavedJoypad1Bits = $06fc +SavedJoypad2Bits = $06fd +JoypadBitMask = $074a +JoypadOverride = $0758 + +A_B_Buttons = $0a +PreviousA_B_Buttons = $0d +Up_Down_Buttons = $0b +Left_Right_Buttons = $0c + +GameEngineSubroutine = $0e + +Mirror_PPU_CTRL_REG1 = $0778 +Mirror_PPU_CTRL_REG2 = $0779 + +OperMode = $0770 +OperMode_Task = $0772 +ScreenRoutineTask = $073c + +GamePauseStatus = $0776 +GamePauseTimer = $0777 + +DemoAction = $0717 +DemoActionTimer = $0718 + +TimerControl = $0747 +IntervalTimerControl = $077f + +Timers = $0780 +SelectTimer = $0780 +PlayerAnimTimer = $0781 +JumpSwimTimer = $0782 +RunningTimer = $0783 +BlockBounceTimer = $0784 +SideCollisionTimer = $0785 +JumpspringTimer = $0786 +GameTimerCtrlTimer = $0787 +ClimbSideTimer = $0789 +EnemyFrameTimer = $078a +FrenzyEnemyTimer = $078f +BowserFireBreathTimer = $0790 +StompTimer = $0791 +AirBubbleTimer = $0792 +ScrollIntervalTimer = $0795 +EnemyIntervalTimer = $0796 +BrickCoinTimer = $079d +InjuryTimer = $079e +StarInvincibleTimer = $079f +ScreenTimer = $07a0 +WorldEndTimer = $07a1 +DemoTimer = $07a2 + +Sprite_Data = $0200 + +Sprite_Y_Position = $0200 +Sprite_Tilenumber = $0201 +Sprite_Attributes = $0202 +Sprite_X_Position = $0203 + +ScreenEdge_PageLoc = $071a +ScreenEdge_X_Pos = $071c +ScreenLeft_PageLoc = $071a +ScreenRight_PageLoc = $071b +ScreenLeft_X_Pos = $071c +ScreenRight_X_Pos = $071d + +PlayerFacingDir = $33 +DestinationPageLoc = $34 +VictoryWalkControl = $35 +ScrollFractional = $0768 +PrimaryMsgCounter = $0719 +SecondaryMsgCounter = $0749 + +HorizontalScroll = $073f +VerticalScroll = $0740 +ScrollLock = $0723 +ScrollThirtyTwo = $073d +Player_X_Scroll = $06ff +Player_Pos_ForScroll = $0755 +ScrollAmount = $0775 + +AreaData = $e7 +AreaDataLow = $e7 +AreaDataHigh = $e8 +EnemyData = $e9 +EnemyDataLow = $e9 +EnemyDataHigh = $ea + +AreaParserTaskNum = $071f +ColumnSets = $071e +CurrentPageLoc = $0725 +CurrentColumnPos = $0726 +BackloadingFlag = $0728 +BehindAreaParserFlag = $0729 +AreaObjectPageLoc = $072a +AreaObjectPageSel = $072b +AreaDataOffset = $072c +AreaObjOffsetBuffer = $072d +AreaObjectLength = $0730 +StaircaseControl = $0734 +AreaObjectHeight = $0735 +MushroomLedgeHalfLen = $0736 +EnemyDataOffset = $0739 +EnemyObjectPageLoc = $073a +EnemyObjectPageSel = $073b +MetatileBuffer = $06a1 +BlockBufferColumnPos = $06a0 +CurrentNTAddr_Low = $0721 +CurrentNTAddr_High = $0720 +AttributeBuffer = $03f9 + +LoopCommand = $0745 + +DisplayDigits = $07d7 +TopScoreDisplay = $07d7 +ScoreAndCoinDisplay = $07dd +PlayerScoreDisplay = $07dd +GameTimerDisplay = $07f8 +DigitModifier = $0134 + +VerticalFlipFlag = $0109 +FloateyNum_Control = $0110 +ShellChainCounter = $0125 +FloateyNum_Timer = $012c +FloateyNum_X_Pos = $0117 +FloateyNum_Y_Pos = $011e +FlagpoleFNum_Y_Pos = $010d +FlagpoleFNum_YMFDummy = $010e +FlagpoleScore = $010f +FlagpoleCollisionYPos = $070f +StompChainCounter = $0484 + +VRAM_Buffer1_Offset = $0300 +VRAM_Buffer1 = $0301 +VRAM_Buffer2_Offset = $0340 +VRAM_Buffer2 = $0341 +VRAM_Buffer_AddrCtrl = $0773 +Sprite0HitDetectFlag = $0722 +DisableScreenFlag = $0774 +DisableIntermediate = $0769 +ColorRotateOffset = $06d4 + +TerrainControl = $0727 +AreaStyle = $0733 +ForegroundScenery = $0741 +BackgroundScenery = $0742 +CloudTypeOverride = $0743 +BackgroundColorCtrl = $0744 +AreaType = $074e +AreaAddrsLOffset = $074f +AreaPointer = $0750 + +PlayerEntranceCtrl = $0710 +GameTimerSetting = $0715 +AltEntranceControl = $0752 +EntrancePage = $0751 +NumberOfPlayers = $077a +WarpZoneControl = $06d6 +ChangeAreaTimer = $06de + +MultiLoopCorrectCntr = $06d9 +MultiLoopPassCntr = $06da + +FetchNewGameTimerFlag = $0757 +GameTimerExpiredFlag = $0759 + +PrimaryHardMode = $076a +SecondaryHardMode = $06cc +WorldSelectNumber = $076b +WorldSelectEnableFlag = $07fc +ContinueWorld = $07fd + +CurrentPlayer = $0753 +PlayerSize = $0754 +PlayerStatus = $0756 + +OnscreenPlayerInfo = $075a +NumberofLives = $075a ;used by current player +HalfwayPage = $075b +LevelNumber = $075c ;the actual dash number +Hidden1UpFlag = $075d +CoinTally = $075e +WorldNumber = $075f +AreaNumber = $0760 ;internal number used to find areas + +CoinTallyFor1Ups = $0748 + +OffscreenPlayerInfo = $0761 +OffScr_NumberofLives = $0761 ;used by offscreen player +OffScr_HalfwayPage = $0762 +OffScr_LevelNumber = $0763 +OffScr_Hidden1UpFlag = $0764 +OffScr_CoinTally = $0765 +OffScr_WorldNumber = $0766 +OffScr_AreaNumber = $0767 + +BalPlatformAlignment = $03a0 +Platform_X_Scroll = $03a1 +PlatformCollisionFlag = $03a2 +YPlatformTopYPos = $0401 +YPlatformCenterYPos = $58 + +BrickCoinTimerFlag = $06bc +StarFlagTaskControl = $0746 + +PseudoRandomBitReg = $07a7 +WarmBootValidation = $07ff + +SprShuffleAmtOffset = $06e0 +SprShuffleAmt = $06e1 +SprDataOffset = $06e4 +Player_SprDataOffset = $06e4 +Enemy_SprDataOffset = $06e5 +Block_SprDataOffset = $06ec +Alt_SprDataOffset = $06ec +Bubble_SprDataOffset = $06ee +FBall_SprDataOffset = $06f1 +Misc_SprDataOffset = $06f3 +SprDataOffset_Ctrl = $03ee + +Player_State = $1d +Enemy_State = $1e +Fireball_State = $24 +Block_State = $26 +Misc_State = $2a + +Player_MovingDir = $45 +Enemy_MovingDir = $46 + +SprObject_X_Speed = $57 +Player_X_Speed = $57 +Enemy_X_Speed = $58 +Fireball_X_Speed = $5e +Block_X_Speed = $60 +Misc_X_Speed = $64 + +Jumpspring_FixedYPos = $58 +JumpspringAnimCtrl = $070e +JumpspringForce = $06db + +SprObject_PageLoc = $6d +Player_PageLoc = $6d +Enemy_PageLoc = $6e +Fireball_PageLoc = $74 +Block_PageLoc = $76 +Misc_PageLoc = $7a +Bubble_PageLoc = $83 + +SprObject_X_Position = $86 +Player_X_Position = $86 +Enemy_X_Position = $87 +Fireball_X_Position = $8d +Block_X_Position = $8f +Misc_X_Position = $93 +Bubble_X_Position = $9c + +SprObject_Y_Speed = $9f +Player_Y_Speed = $9f +Enemy_Y_Speed = $a0 +Fireball_Y_Speed = $a6 +Block_Y_Speed = $a8 +Misc_Y_Speed = $ac + +SprObject_Y_HighPos = $b5 +Player_Y_HighPos = $b5 +Enemy_Y_HighPos = $b6 +Fireball_Y_HighPos = $bc +Block_Y_HighPos = $be +Misc_Y_HighPos = $c2 +Bubble_Y_HighPos = $cb + +SprObject_Y_Position = $ce +Player_Y_Position = $ce +Enemy_Y_Position = $cf +Fireball_Y_Position = $d5 +Block_Y_Position = $d7 +Misc_Y_Position = $db +Bubble_Y_Position = $e4 + +SprObject_Rel_XPos = $03ad +Player_Rel_XPos = $03ad +Enemy_Rel_XPos = $03ae +Fireball_Rel_XPos = $03af +Bubble_Rel_XPos = $03b0 +Block_Rel_XPos = $03b1 +Misc_Rel_XPos = $03b3 + +SprObject_Rel_YPos = $03b8 +Player_Rel_YPos = $03b8 +Enemy_Rel_YPos = $03b9 +Fireball_Rel_YPos = $03ba +Bubble_Rel_YPos = $03bb +Block_Rel_YPos = $03bc +Misc_Rel_YPos = $03be + +SprObject_SprAttrib = $03c4 +Player_SprAttrib = $03c4 +Enemy_SprAttrib = $03c5 + +SprObject_X_MoveForce = $0400 +Enemy_X_MoveForce = $0401 + +SprObject_YMF_Dummy = $0416 +Player_YMF_Dummy = $0416 +Enemy_YMF_Dummy = $0417 +Bubble_YMF_Dummy = $042c + +SprObject_Y_MoveForce = $0433 +Player_Y_MoveForce = $0433 +Enemy_Y_MoveForce = $0434 +Block_Y_MoveForce = $043c + +DisableCollisionDet = $0716 +Player_CollisionBits = $0490 +Enemy_CollisionBits = $0491 + +SprObj_BoundBoxCtrl = $0499 +Player_BoundBoxCtrl = $0499 +Enemy_BoundBoxCtrl = $049a +Fireball_BoundBoxCtrl = $04a0 +Misc_BoundBoxCtrl = $04a2 + +EnemyFrenzyBuffer = $06cb +EnemyFrenzyQueue = $06cd +Enemy_Flag = $0f +Enemy_ID = $16 + +PlayerGfxOffset = $06d5 +Player_XSpeedAbsolute = $0700 +FrictionAdderHigh = $0701 +FrictionAdderLow = $0702 +RunningSpeed = $0703 +SwimmingFlag = $0704 +Player_X_MoveForce = $0705 +DiffToHaltJump = $0706 +JumpOrigin_Y_HighPos = $0707 +JumpOrigin_Y_Position = $0708 +VerticalForce = $0709 +VerticalForceDown = $070a +PlayerChangeSizeFlag = $070b +PlayerAnimTimerSet = $070c +PlayerAnimCtrl = $070d +DeathMusicLoaded = $0712 +FlagpoleSoundQueue = $0713 +CrouchingFlag = $0714 +MaximumLeftSpeed = $0450 +MaximumRightSpeed = $0456 + +SprObject_OffscrBits = $03d0 +Player_OffscreenBits = $03d0 +Enemy_OffscreenBits = $03d1 +FBall_OffscreenBits = $03d2 +Bubble_OffscreenBits = $03d3 +Block_OffscreenBits = $03d4 +Misc_OffscreenBits = $03d6 +EnemyOffscrBitsMasked = $03d8 + +Cannon_Offset = $046a +Cannon_PageLoc = $046b +Cannon_X_Position = $0471 +Cannon_Y_Position = $0477 +Cannon_Timer = $047d + +Whirlpool_Offset = $046a +Whirlpool_PageLoc = $046b +Whirlpool_LeftExtent = $0471 +Whirlpool_Length = $0477 +Whirlpool_Flag = $047d + +VineFlagOffset = $0398 +VineHeight = $0399 +VineObjOffset = $039a +VineStart_Y_Position = $039d + +Block_Orig_YPos = $03e4 +Block_BBuf_Low = $03e6 +Block_Metatile = $03e8 +Block_PageLoc2 = $03ea +Block_RepFlag = $03ec +Block_ResidualCounter = $03f0 +Block_Orig_XPos = $03f1 + +BoundingBox_UL_XPos = $04ac +BoundingBox_UL_YPos = $04ad +BoundingBox_DR_XPos = $04ae +BoundingBox_DR_YPos = $04af +BoundingBox_UL_Corner = $04ac +BoundingBox_LR_Corner = $04ae +EnemyBoundingBoxCoord = $04b0 + +PowerUpType = $39 + +FireballBouncingFlag = $3a +FireballCounter = $06ce +FireballThrowingTimer = $0711 + +HammerEnemyOffset = $06ae +JumpCoinMiscOffset = $06b7 + +Block_Buffer_1 = $0500 +Block_Buffer_2 = $05d0 + +HammerThrowingTimer = $03a2 +HammerBroJumpTimer = $3c +Misc_Collision_Flag = $06be + +RedPTroopaOrigXPos = $0401 +RedPTroopaCenterYPos = $58 + +XMovePrimaryCounter = $a0 +XMoveSecondaryCounter = $58 + +CheepCheepMoveMFlag = $58 +CheepCheepOrigYPos = $0434 +BitMFilter = $06dd + +LakituReappearTimer = $06d1 +LakituMoveSpeed = $58 +LakituMoveDirection = $a0 + +FirebarSpinState_Low = $58 +FirebarSpinState_High = $a0 +FirebarSpinSpeed = $0388 +FirebarSpinDirection = $34 + +DuplicateObj_Offset = $06cf +NumberofGroupEnemies = $06d3 + +BlooperMoveCounter = $a0 +BlooperMoveSpeed = $58 + +BowserBodyControls = $0363 +BowserFeetCounter = $0364 +BowserMovementSpeed = $0365 +BowserOrigXPos = $0366 +BowserFlameTimerCtrl = $0367 +BowserFront_Offset = $0368 +BridgeCollapseOffset = $0369 +BowserGfxFlag = $036a +BowserHitPoints = $0483 +MaxRangeFromOrigin = $06dc + +BowserFlamePRandomOfs = $0417 + +PiranhaPlantUpYPos = $0417 +PiranhaPlantDownYPos = $0434 +PiranhaPlant_Y_Speed = $58 +PiranhaPlant_MoveFlag = $a0 + +FireworksCounter = $06d7 +ExplosionGfxCounter = $58 +ExplosionTimerCounter = $a0 + +;sound related defines +Squ2_NoteLenBuffer = $07b3 +Squ2_NoteLenCounter = $07b4 +Squ2_EnvelopeDataCtrl = $07b5 +Squ1_NoteLenCounter = $07b6 +Squ1_EnvelopeDataCtrl = $07b7 +Tri_NoteLenBuffer = $07b8 +Tri_NoteLenCounter = $07b9 +Noise_BeatLenCounter = $07ba +Squ1_SfxLenCounter = $07bb +Squ2_SfxLenCounter = $07bd +Sfx_SecondaryCounter = $07be +Noise_SfxLenCounter = $07bf + +PauseSoundQueue = $fa +Square1SoundQueue = $ff +Square2SoundQueue = $fe +NoiseSoundQueue = $fd +AreaMusicQueue = $fb +EventMusicQueue = $fc + +Square1SoundBuffer = $f1 +Square2SoundBuffer = $f2 +NoiseSoundBuffer = $f3 +AreaMusicBuffer = $f4 +EventMusicBuffer = $07b1 +PauseSoundBuffer = $07b2 + +MusicData = $f5 +MusicDataLow = $f5 +MusicDataHigh = $f6 +MusicOffset_Square2 = $f7 +MusicOffset_Square1 = $f8 +MusicOffset_Triangle = $f9 +MusicOffset_Noise = $07b0 + +NoteLenLookupTblOfs = $f0 +DAC_Counter = $07c0 +NoiseDataLoopbackOfs = $07c1 +NoteLengthTblAdder = $07c4 +AreaMusicBuffer_Alt = $07c5 +PauseModeFlag = $07c6 +GroundMusicHeaderOfs = $07c7 +AltRegContentFlag = $07ca + +;------------------------------------------------------------------------------------- +;CONSTANTS + +;sound effects constants +Sfx_SmallJump = %10000000 +Sfx_Flagpole = %01000000 +Sfx_Fireball = %00100000 +Sfx_PipeDown_Injury = %00010000 +Sfx_EnemySmack = %00001000 +Sfx_EnemyStomp = %00000100 +Sfx_Bump = %00000010 +Sfx_BigJump = %00000001 + +Sfx_BowserFall = %10000000 +Sfx_ExtraLife = %01000000 +Sfx_PowerUpGrab = %00100000 +Sfx_TimerTick = %00010000 +Sfx_Blast = %00001000 +Sfx_GrowVine = %00000100 +Sfx_GrowPowerUp = %00000010 +Sfx_CoinGrab = %00000001 + +Sfx_BowserFlame = %00000010 +Sfx_BrickShatter = %00000001 + +;music constants +Silence = %10000000 + +StarPowerMusic = %01000000 +PipeIntroMusic = %00100000 +CloudMusic = %00010000 +CastleMusic = %00001000 +UndergroundMusic = %00000100 +WaterMusic = %00000010 +GroundMusic = %00000001 + +TimeRunningOutMusic = %01000000 +EndOfLevelMusic = %00100000 +AltGameOverMusic = %00010000 +EndOfCastleMusic = %00001000 +VictoryMusic = %00000100 +GameOverMusic = %00000010 +DeathMusic = %00000001 + +;enemy object constants +GreenKoopa = $00 +BuzzyBeetle = $02 +RedKoopa = $03 +HammerBro = $05 +Goomba = $06 +Bloober = $07 +BulletBill_FrenzyVar = $08 +GreyCheepCheep = $0a +RedCheepCheep = $0b +Podoboo = $0c +PiranhaPlant = $0d +GreenParatroopaJump = $0e +RedParatroopa = $0f +GreenParatroopaFly = $10 +Lakitu = $11 +Spiny = $12 +FlyCheepCheepFrenzy = $14 +FlyingCheepCheep = $14 +BowserFlame = $15 +Fireworks = $16 +BBill_CCheep_Frenzy = $17 +Stop_Frenzy = $18 +Bowser = $2d +PowerUpObject = $2e +VineObject = $2f +FlagpoleFlagObject = $30 +StarFlagObject = $31 +JumpspringObject = $32 +BulletBill_CannonVar = $33 +RetainerObject = $35 +TallEnemy = $09 + +;other constants +World1 = 0 +World2 = 1 +World3 = 2 +World4 = 3 +World5 = 4 +World6 = 5 +World7 = 6 +World8 = 7 +Level1 = 0 +Level2 = 1 +Level3 = 2 +Level4 = 3 + +WarmBootOffset = <$07d6 +ColdBootOffset = <$07fe +TitleScreenDataOffset = $1ec0 +SoundMemory = $07b0 +SwimTileRepOffset = PlayerGraphicsTable+$9e +MusicHeaderOffsetData = MusicHeaderData-1 +MHD = MusicHeaderData + +A_Button = %10000000 +B_Button = %01000000 +Select_Button = %00100000 +Start_Button = %00010000 +Up_Dir = %00001000 +Down_Dir = %00000100 +Left_Dir = %00000010 +Right_Dir = %00000001 + +TitleScreenModeValue = 0 +GameModeValue = 1 +VictoryModeValue = 2 +GameOverModeValue = 3 + +;------------------------------------------------------------------------------------- +;DIRECTIVES + +; .index 8 +; .mem 8 + + org $8000 + +;------------------------------------------------------------------------------------- + mx %11 +; External wrapper is responsible for setting the stack +Start +; sei ;pretty standard 6502 type init here +; cld + lda #%00010000 ;init PPU control register 1 + sta PPU_CTRL_REG1 +; ldx #$ff ;reset stack pointer +; txs +VBlank1 lda PPU_STATUS ;wait two frames + bpl VBlank1 +VBlank2 lda PPU_STATUS + bpl VBlank2 + ldy #ColdBootOffset ;load default cold boot pointer + ldx #$05 ;this is where we check for a warm boot +WBootCheck lda TopScoreDisplay,x ;check each score digit in the top score + cmp #10 ;to see if we have a valid digit + bcs ColdBoot ;if not, give up and proceed with cold boot + dex + bpl WBootCheck + lda WarmBootValidation ;second checkpoint, check to see if + cmp #$a5 ;another location has a specific value + bne ColdBoot + ldy #WarmBootOffset ;if passed both, load warm boot pointer +ColdBoot jsr InitializeMemory ;clear memory using pointer in Y + sta SND_DELTA_REG+1 ;reset delta counter load register + sta OperMode ;reset primary mode of operation + lda #$a5 ;set warm boot flag + sta WarmBootValidation + sta PseudoRandomBitReg ;set seed for pseudorandom register + lda #%00001111 + sta SND_MASTERCTRL_REG ;enable all sound channels except dmc + lda #%00000110 + sta PPU_CTRL_REG2 ;turn off clipping for OAM and background + jsr MoveAllSpritesOffscreen + jsr InitializeNameTables ;initialize both name tables + inc DisableScreenFlag ;set flag to disable screen output + lda Mirror_PPU_CTRL_REG1 + ora #%10000000 ;enable NMIs + jsr WritePPUReg1 +; EndlessLoop jmp EndlessLoop ;endless loop, need I say more? + rtl ; GTE - Return to caller + +;------------------------------------------------------------------------------------- +;$00 - vram buffer address table low, also used for pseudorandom bit +;$01 - vram buffer address table high + +VRAM_AddrTable_Low + db VRAM_Buffer1,>WaterPaletteData, + db >UndergroundPaletteData,>CastlePaletteData, + db >VRAM_Buffer2,>VRAM_Buffer2, + db >DaySnowPaletteData,>NightSnowPaletteData, + db >MarioThanksMessage,>LuigiThanksMessage, + db >PrincessSaved1,>PrincessSaved2, + db >WorldSelectMessage2 + +VRAM_Buffer_Offset + db $09 + lda Enemy_State,x + cmp #$02 ;if enemy state defeated or otherwise + bcs FloateyPart ;$02 or greater, branch beyond this part +GetAltOffset ldx SprDataOffset_Ctrl ;load some kind of control bit + ldy Alt_SprDataOffset,x ;get alternate OAM data offset + ldx ObjectOffset ;get enemy object offset again +FloateyPart lda FloateyNum_Y_Pos,x ;get vertical coordinate for + cmp #$18 ;floatey number, if coordinate in the + bcc SetupNumSpr ;status bar, branch + sbc #$01 + sta FloateyNum_Y_Pos,x ;otherwise subtract one and store as new +SetupNumSpr lda FloateyNum_Y_Pos,x ;get vertical coordinate + sbc #$08 ;subtract eight and dump into the + jsr DumpTwoSpr ;left and right sprite's Y coordinates + lda FloateyNum_X_Pos,x ;get horizontal coordinate + sta Sprite_X_Position,y ;store into X coordinate of left sprite + clc + adc #$08 ;add eight pixels and store into X + sta Sprite_X_Position+4,y ;coordinate of right sprite + lda #$02 + sta Sprite_Attributes,y ;set palette control in attribute bytes + sta Sprite_Attributes+4,y ;of left and right sprites + lda FloateyNum_Control,x + asl ;multiply our floatey number control by 2 + tax ;and use as offset for look-up table + lda FloateyNumTileData,x + sta Sprite_Tilenumber,y ;display first half of number of points + lda FloateyNumTileData+1,x + sta Sprite_Tilenumber+4,y ;display the second half + ldx ObjectOffset ;get enemy object offset and leave + rts + +;------------------------------------------------------------------------------------- + +ScreenRoutines + lda ScreenRoutineTask ;run one of the following subroutines + jsr JumpEngine + + dw InitScreen + dw SetupIntermediate + dw WriteTopStatusLine + dw WriteBottomStatusLine + dw DisplayTimeUp + dw ResetSpritesAndScreenTimer + dw DisplayIntermediate + dw ResetSpritesAndScreenTimer + dw AreaParserTaskControl + dw GetAreaPalette + dw GetBackgroundColor + dw GetAlternatePalette1 + dw DrawTitleScreen + dw ClearBuffersDrawIcon + dw WriteTopScore + +;------------------------------------------------------------------------------------- + +InitScreen + jsr MoveAllSpritesOffscreen ;initialize all sprites including sprite #0 + jsr InitializeNameTables ;and erase both name and attribute tables + lda OperMode + beq NextSubtask ;if mode still 0, do not load + ldx #$03 ;into buffer pointer + jmp SetVRAMAddr_A + +;------------------------------------------------------------------------------------- + +SetupIntermediate + lda BackgroundColorCtrl ;save current background color control + pha ;and player status to stack + lda PlayerStatus + pha + lda #$00 ;set background color to black + sta PlayerStatus ;and player status to not fiery + lda #$02 ;this is the ONLY time background color control + sta BackgroundColorCtrl ;is set to less than 4 + jsr GetPlayerColors + pla ;we only execute this routine for + sta PlayerStatus ;the intermediate lives display + pla ;and once we're done, we return bg + sta BackgroundColorCtrl ;color ctrl and player status from stack + jmp IncSubtask ;then move onto the next task + +;------------------------------------------------------------------------------------- + +AreaPalette + db $01,$02,$03,$04 + +GetAreaPalette + ldy AreaType ;select appropriate palette to load + ldx AreaPalette,y ;based on area type +SetVRAMAddr_A stx VRAM_Buffer_AddrCtrl ;store offset into buffer control +NextSubtask jmp IncSubtask ;move onto next task + +;------------------------------------------------------------------------------------- +;$00 - used as temp counter in GetPlayerColors + +BGColorCtrl_Addr + db $00,$09,$0a,$04 + +BackgroundColors + db $22,$22,$0f,$0f ;used by area type if bg color ctrl not set + db $0f,$22,$0f,$0f ;used by background color control if set + +PlayerColors + db $22,$16,$27,$18 ;mario's colors + db $22,$30,$27,$19 ;luigi's colors + db $22,$37,$27,$16 ;fiery (used by both) + +GetBackgroundColor + ldy BackgroundColorCtrl ;check background color control + beq NoBGColor ;if not set, increment task and fetch palette + lda BGColorCtrl_Addr-4,y ;put appropriate palette into vram + sta VRAM_Buffer_AddrCtrl ;note that if set to 5-7,$0301 will not be read +NoBGColor inc ScreenRoutineTask ;increment to next subtask and plod on through + +GetPlayerColors + ldx VRAM_Buffer1_Offset ;get current buffer offset + ldy #$00 + lda CurrentPlayer ;check which player is on the screen + beq ChkFiery + ldy #$04 ;load offset for luigi +ChkFiery lda PlayerStatus ;check player status + cmp #$02 + bne StartClrGet ;if fiery, load alternate offset for fiery player + ldy #$08 +StartClrGet lda #$03 ;do four colors + sta $00 +ClrGetLoop lda PlayerColors,y ;fetch player colors and store them + sta VRAM_Buffer1+3,x ;in the buffer + iny + inx + dec $00 + bpl ClrGetLoop + ldx VRAM_Buffer1_Offset ;load original offset from before + ldy BackgroundColorCtrl ;if this value is four or greater, it will be set + bne SetBGColor ;therefore use it as offset to background color + ldy AreaType ;otherwise use area type bits from area offset as offset +SetBGColor lda BackgroundColors,y ;to background color instead + sta VRAM_Buffer1+3,x + lda #$3f ;set for sprite palette address + sta VRAM_Buffer1,x ;save to buffer + lda #$10 + sta VRAM_Buffer1+1,x + lda #$04 ;write length byte to buffer + sta VRAM_Buffer1+2,x + lda #$00 ;now the null terminator + sta VRAM_Buffer1+7,x + txa ;move the buffer pointer ahead 7 bytes + clc ;in case we want to write anything else later + adc #$07 +SetVRAMOffset sta VRAM_Buffer1_Offset ;store as new vram buffer offset + rts + +;------------------------------------------------------------------------------------- + +GetAlternatePalette1 + lda AreaStyle ;check for mushroom level style + cmp #$01 + bne NoAltPal + lda #$0b ;if found, load appropriate palette +SetVRAMAddr_B sta VRAM_Buffer_AddrCtrl +NoAltPal jmp IncSubtask ;now onto the next task + +;------------------------------------------------------------------------------------- + +WriteTopStatusLine + lda #$00 ;select main status bar + jsr WriteGameText ;output it + jmp IncSubtask ;onto the next task + +;------------------------------------------------------------------------------------- + +WriteBottomStatusLine + jsr GetSBNybbles ;write player's score and coin tally to screen + ldx VRAM_Buffer1_Offset + lda #$20 ;write address for world-area number on screen + sta VRAM_Buffer1,x + lda #$73 + sta VRAM_Buffer1+1,x + lda #$03 ;write length for it + sta VRAM_Buffer1+2,x + ldy WorldNumber ;first the world number + iny + tya + sta VRAM_Buffer1+3,x + lda #$28 ;next the dash + sta VRAM_Buffer1+4,x + ldy LevelNumber ;next the level number + iny ;increment for proper number display + tya + sta VRAM_Buffer1+5,x + lda #$00 ;put null terminator on + sta VRAM_Buffer1+6,x + txa ;move the buffer offset up by 6 bytes + clc + adc #$06 + sta VRAM_Buffer1_Offset + jmp IncSubtask + +;------------------------------------------------------------------------------------- + +DisplayTimeUp + lda GameTimerExpiredFlag ;if game timer not expired, increment task + beq NoTimeUp ;control 2 tasks forward, otherwise, stay here + lda #$00 + sta GameTimerExpiredFlag ;reset timer expiration flag + lda #$02 ;output time-up screen to buffer + jmp OutputInter +NoTimeUp inc ScreenRoutineTask ;increment control task 2 tasks forward + jmp IncSubtask + +;------------------------------------------------------------------------------------- + +DisplayIntermediate + lda OperMode ;check primary mode of operation + beq NoInter ;if in title screen mode, skip this + cmp #GameOverModeValue ;are we in game over mode? + beq GameOverInter ;if so, proceed to display game over screen + lda AltEntranceControl ;otherwise check for mode of alternate entry + bne NoInter ;and branch if found + ldy AreaType ;check if we are on castle level + cpy #$03 ;and if so, branch (possibly residual) + beq PlayerInter + lda DisableIntermediate ;if this flag is set, skip intermediate lives display + bne NoInter ;and jump to specific task, otherwise +PlayerInter jsr DrawPlayer_Intermediate ;put player in appropriate place for + lda #$01 ;lives display, then output lives display to buffer +OutputInter jsr WriteGameText + jsr ResetScreenTimer + lda #$00 + sta DisableScreenFlag ;reenable screen output + rts +GameOverInter lda #$12 ;set screen timer + sta ScreenTimer + lda #$03 ;output game over screen to buffer + jsr WriteGameText + jmp IncModeTask_B +NoInter lda #$08 ;set for specific task and leave + sta ScreenRoutineTask + rts + +;------------------------------------------------------------------------------------- + +AreaParserTaskControl + inc DisableScreenFlag ;turn off screen +TaskLoop jsr AreaParserTaskHandler ;render column set of current area + lda AreaParserTaskNum ;check number of tasks + bne TaskLoop ;if tasks still not all done, do another one + dec ColumnSets ;do we need to render more column sets? + bpl OutputCol + inc ScreenRoutineTask ;if not, move on to the next task +OutputCol lda #$06 ;set vram buffer to output rendered column set + sta VRAM_Buffer_AddrCtrl ;on next NMI + rts + +;------------------------------------------------------------------------------------- + +;$00 - vram buffer address table low +;$01 - vram buffer address table high + +DrawTitleScreen + lda OperMode ;are we in title screen mode? + bne IncModeTask_B ;if not, exit + lda #>TitleScreenDataOffset ;load address $1ec0 into + sta PPU_ADDRESS ;the vram address register + lda #Palette0_MTiles,>Palette1_MTiles, + +Palette0_MTiles + db $24,$24,$24,$24 ;blank + db $27,$27,$27,$27 ;black metatile + db $24,$24,$24,$35 ;bush left + db $36,$25,$37,$25 ;bush middle + db $24,$38,$24,$24 ;bush right + db $24,$30,$30,$26 ;mountain left + db $26,$26,$34,$26 ;mountain left bottom/middle center + db $24,$31,$24,$32 ;mountain middle top + db $33,$26,$24,$33 ;mountain right + db $34,$26,$26,$26 ;mountain right bottom + db $26,$26,$26,$26 ;mountain middle bottom + db $24,$c0,$24,$c0 ;bridge guardrail + db $24,$7f,$7f,$24 ;chain + db $b8,$ba,$b9,$bb ;tall tree top, top half + db $b8,$bc,$b9,$bd ;short tree top + db $ba,$bc,$bb,$bd ;tall tree top, bottom half + db $60,$64,$61,$65 ;warp pipe end left, points up + db $62,$66,$63,$67 ;warp pipe end right, points up + db $60,$64,$61,$65 ;decoration pipe end left, points up + db $62,$66,$63,$67 ;decoration pipe end right, points up + db $68,$68,$69,$69 ;pipe shaft left + db $26,$26,$6a,$6a ;pipe shaft right + db $4b,$4c,$4d,$4e ;tree ledge left edge + db $4d,$4f,$4d,$4f ;tree ledge middle + db $4d,$4e,$50,$51 ;tree ledge right edge + db $6b,$70,$2c,$2d ;mushroom left edge + db $6c,$71,$6d,$72 ;mushroom middle + db $6e,$73,$6f,$74 ;mushroom right edge + db $86,$8a,$87,$8b ;sideways pipe end top + db $88,$8c,$88,$8c ;sideways pipe shaft top + db $89,$8d,$69,$69 ;sideways pipe joint top + db $8e,$91,$8f,$92 ;sideways pipe end bottom + db $26,$93,$26,$93 ;sideways pipe shaft bottom + db $90,$94,$69,$69 ;sideways pipe joint bottom + db $a4,$e9,$ea,$eb ;seaplant + db $24,$24,$24,$24 ;blank, used on bricks or blocks that are hit + db $24,$2f,$24,$3d ;flagpole ball + db $a2,$a2,$a3,$a3 ;flagpole shaft + db $24,$24,$24,$24 ;blank, used in conjunction with vines + +Palette1_MTiles + db $a2,$a2,$a3,$a3 ;vertical rope + db $99,$24,$99,$24 ;horizontal rope + db $24,$a2,$3e,$3f ;left pulley + db $5b,$5c,$24,$a3 ;right pulley + db $24,$24,$24,$24 ;blank used for balance rope + db $9d,$47,$9e,$47 ;castle top + db $47,$47,$27,$27 ;castle window left + db $47,$47,$47,$47 ;castle brick wall + db $27,$27,$47,$47 ;castle window right + db $a9,$47,$aa,$47 ;castle top w/ brick + db $9b,$27,$9c,$27 ;entrance top + db $27,$27,$27,$27 ;entrance bottom + db $52,$52,$52,$52 ;green ledge stump + db $80,$a0,$81,$a1 ;fence + db $be,$be,$bf,$bf ;tree trunk + db $75,$ba,$76,$bb ;mushroom stump top + db $ba,$ba,$bb,$bb ;mushroom stump bottom + db $45,$47,$45,$47 ;breakable brick w/ line + db $47,$47,$47,$47 ;breakable brick + db $45,$47,$45,$47 ;breakable brick (not used) + db $b4,$b6,$b5,$b7 ;cracked rock terrain + db $45,$47,$45,$47 ;brick with line (power-up) + db $45,$47,$45,$47 ;brick with line (vine) + db $45,$47,$45,$47 ;brick with line (star) + db $45,$47,$45,$47 ;brick with line (coins) + db $45,$47,$45,$47 ;brick with line (1-up) + db $47,$47,$47,$47 ;brick (power-up) + db $47,$47,$47,$47 ;brick (vine) + db $47,$47,$47,$47 ;brick (star) + db $47,$47,$47,$47 ;brick (coins) + db $47,$47,$47,$47 ;brick (1-up) + db $24,$24,$24,$24 ;hidden block (1 coin) + db $24,$24,$24,$24 ;hidden block (1-up) + db $ab,$ac,$ad,$ae ;solid block (3-d block) + db $5d,$5e,$5d,$5e ;solid block (white wall) + db $c1,$24,$c1,$24 ;bridge + db $c6,$c8,$c7,$c9 ;bullet bill cannon barrel + db $ca,$cc,$cb,$cd ;bullet bill cannon top + db $2a,$2a,$40,$40 ;bullet bill cannon bottom + db $24,$24,$24,$24 ;blank used for jumpspring + db $24,$47,$24,$47 ;half brick used for jumpspring + db $82,$83,$84,$85 ;solid block (water level, green rock) + db $24,$47,$24,$47 ;half brick (???) + db $86,$8a,$87,$8b ;water pipe top + db $8e,$91,$8f,$92 ;water pipe bottom + db $24,$2f,$24,$3d ;flag ball (residual object) + +Palette2_MTiles + db $24,$24,$24,$35 ;cloud left + db $36,$25,$37,$25 ;cloud middle + db $24,$38,$24,$24 ;cloud right + db $24,$24,$39,$24 ;cloud bottom left + db $3a,$24,$3b,$24 ;cloud bottom middle + db $3c,$24,$24,$24 ;cloud bottom right + db $41,$26,$41,$26 ;water/lava top + db $26,$26,$26,$26 ;water/lava + db $b0,$b1,$b2,$b3 ;cloud level terrain + db $77,$79,$77,$79 ;bowser's bridge + +Palette3_MTiles + db $53,$55,$54,$56 ;question block (coin) + db $53,$55,$54,$56 ;question block (power-up) + db $a5,$a7,$a6,$a8 ;coin + db $c2,$c4,$c3,$c5 ;underwater coin + db $57,$59,$58,$5a ;empty block + db $7b,$7d,$7c,$7e ;axe + +;------------------------------------------------------------------------------------- +;VRAM BUFFER DATA FOR LOCATIONS IN PRG-ROM + +WaterPaletteData + db $3f,$00,$20 + db $0f,$15,$12,$25 + db $0f,$3a,$1a,$0f + db $0f,$30,$12,$0f + db $0f,$27,$12,$0f + db $22,$16,$27,$18 + db $0f,$10,$30,$27 + db $0f,$16,$30,$27 + db $0f,$0f,$30,$10 + db $00 + +GroundPaletteData + db $3f,$00,$20 + db $0f,$29,$1a,$0f + db $0f,$36,$17,$0f + db $0f,$30,$21,$0f + db $0f,$27,$17,$0f + db $0f,$16,$27,$18 + db $0f,$1a,$30,$27 + db $0f,$16,$30,$27 + db $0f,$0f,$36,$17 + db $00 + +UndergroundPaletteData + db $3f,$00,$20 + db $0f,$29,$1a,$09 + db $0f,$3c,$1c,$0f + db $0f,$30,$21,$1c + db $0f,$27,$17,$1c + db $0f,$16,$27,$18 + db $0f,$1c,$36,$17 + db $0f,$16,$30,$27 + db $0f,$0c,$3c,$1c + db $00 + +CastlePaletteData + db $3f,$00,$20 + db $0f,$30,$10,$00 + db $0f,$30,$10,$00 + db $0f,$30,$16,$00 + db $0f,$27,$17,$00 + db $0f,$16,$27,$18 + db $0f,$1c,$36,$17 + db $0f,$16,$30,$27 + db $0f,$00,$30,$10 + db $00 + +DaySnowPaletteData + db $3f,$00,$04 + db $22,$30,$00,$10 + db $00 + +NightSnowPaletteData + db $3f,$00,$04 + db $0f,$30,$00,$10 + db $00 + +MushroomPaletteData + db $3f,$00,$04 + db $22,$27,$16,$0f + db $00 + +BowserPaletteData + db $3f,$14,$04 + db $0f,$1a,$30,$27 + db $00 + +MarioThanksMessage +;"THANK YOU MARIO!" + db $25,$48,$10 + db $1d,$11,$0a,$17,$14,$24 + db $22,$18,$1e,$24 + db $16,$0a,$1b,$12,$18,$2b + db $00 + +LuigiThanksMessage +;"THANK YOU LUIGI!" + db $25,$48,$10 + db $1d,$11,$0a,$17,$14,$24 + db $22,$18,$1e,$24 + db $15,$1e,$12,$10,$12,$2b + db $00 + +MushroomRetainerSaved +;"BUT OUR PRINCESS IS IN" + db $25,$c5,$16 + db $0b,$1e,$1d,$24,$18,$1e,$1b,$24 + db $19,$1b,$12,$17,$0c,$0e,$1c,$1c,$24 + db $12,$1c,$24,$12,$17 +;"ANOTHER CASTLE!" + db $26,$05,$0f + db $0a,$17,$18,$1d,$11,$0e,$1b,$24 + db $0c,$0a,$1c,$1d,$15,$0e,$2b,$00 + +PrincessSaved1 +;"YOUR QUEST IS OVER." + db $25,$a7,$13 + db $22,$18,$1e,$1b,$24 + db $1a,$1e,$0e,$1c,$1d,$24 + db $12,$1c,$24,$18,$1f,$0e,$1b,$af + db $00 + +PrincessSaved2 +;"WE PRESENT YOU A NEW QUEST." + db $25,$e3,$1b + db $20,$0e,$24 + db $19,$1b,$0e,$1c,$0e,$17,$1d,$24 + db $22,$18,$1e,$24,$0a,$24,$17,$0e,$20,$24 + db $1a,$1e,$0e,$1c,$1d,$af + db $00 + +WorldSelectMessage1 +;"PUSH BUTTON B" + db $26,$4a,$0d + db $19,$1e,$1c,$11,$24 + db $0b,$1e,$1d,$1d,$18,$17,$24,$0b + db $00 + +WorldSelectMessage2 +;"TO SELECT A WORLD" + db $26,$88,$11 + db $1d,$18,$24,$1c,$0e,$15,$0e,$0c,$1d,$24 + db $0a,$24,$20,$18,$1b,$15,$0d + db $00 + +;------------------------------------------------------------------------------------- +;$04 - address low to jump address +;$05 - address high to jump address +;$06 - jump address low +;$07 - jump address high + +JumpEngine + asl ;shift bit from contents of A + tay + pla ;pull saved return address from stack + sta $04 ;save to indirect + pla + sta $05 + iny + lda ($04),y ;load pointer from indirect + sta $06 ;note that if an RTS is performed in next routine + iny ;it will return to the execution before the sub + lda ($04),y ;that called this routine + sta $07 + jmp ($06) ;jump to the address we loaded + +;------------------------------------------------------------------------------------- + +InitializeNameTables + lda PPU_STATUS ;reset flip-flop + lda Mirror_PPU_CTRL_REG1 ;load mirror of ppu reg $2000 + ora #%00010000 ;set sprites for first 4k and background for second 4k + and #%11110000 ;clear rest of lower nybble, leave higher alone + jsr WritePPUReg1 + lda #$24 ;set vram address to start of name table 1 + jsr WriteNTAddr + lda #$20 ;and then set it to name table 0 +WriteNTAddr sta PPU_ADDRESS + lda #$00 + sta PPU_ADDRESS + ldx #$04 ;clear name table with blank tile #24 + ldy #$c0 + lda #$24 +InitNTLoop sta PPU_DATA ;count out exactly 768 tiles + dey + bne InitNTLoop + dex + bne InitNTLoop + ldy #64 ;now to clear the attribute table (with zero this time) + txa + sta VRAM_Buffer1_Offset ;init vram buffer 1 offset + sta VRAM_Buffer1 ;init vram buffer 1 +InitATLoop sta PPU_DATA + dey + bne InitATLoop + sta HorizontalScroll ;reset scroll variables + sta VerticalScroll + jmp InitScroll ;initialize scroll registers to zero + +;------------------------------------------------------------------------------------- +;$00 - temp joypad bit + +ReadJoypads + lda #$01 ;reset and clear strobe of joypad ports + sta JOYPAD_PORT + lsr + tax ;start with joypad 1's port + sta JOYPAD_PORT + jsr ReadPortBits + inx ;increment for joypad 2's port +ReadPortBits ldy #$08 +PortLoop pha ;push previous bit onto stack + lda JOYPAD_PORT,x ;read current bit on joypad port + sta $00 ;check d1 and d0 of port output + lsr ;this is necessary on the old + ora $00 ;famicom systems in japan + lsr + pla ;read bits from stack + rol ;rotate bit from carry flag + dey + bne PortLoop ;count down bits left + sta SavedJoypadBits,x ;save controller status here always + pha + and #%00110000 ;check for select or start + and JoypadBitMask,x ;if neither saved state nor current state + beq Save8Bits ;have any of these two set, branch + pla + and #%11001111 ;otherwise store without select + sta SavedJoypadBits,x ;or start bits and leave + rts +Save8Bits pla + sta JoypadBitMask,x ;save with all bits in another place and leave + rts + +;------------------------------------------------------------------------------------- +;$00 - vram buffer address table low +;$01 - vram buffer address table high + +WriteBufferToScreen + sta PPU_ADDRESS ;store high byte of vram address + iny + lda ($00),y ;load next byte (second) + sta PPU_ADDRESS ;store low byte of vram address + iny + lda ($00),y ;load next byte (third) + asl ;shift to left and save in stack + pha + lda Mirror_PPU_CTRL_REG1 ;load mirror of $2000, + ora #%00000100 ;set ppu to increment by 32 by default + bcs SetupWrites ;if d7 of third byte was clear, ppu will + and #%11111011 ;only increment by 1 +SetupWrites jsr WritePPUReg1 ;write to register + pla ;pull from stack and shift to left again + asl + bcc GetLength ;if d6 of third byte was clear, do not repeat byte + ora #%00000010 ;otherwise set d1 and increment Y + iny +GetLength lsr ;shift back to the right to get proper length + lsr ;note that d1 will now be in carry + tax +OutputToVRAM bcs RepeatByte ;if carry set, repeat loading the same byte + iny ;otherwise increment Y to load next byte +RepeatByte lda ($00),y ;load more data from buffer and write to vram + sta PPU_DATA + dex ;done writing? + bne OutputToVRAM + sec + tya + adc $00 ;add end length plus one to the indirect at $00 + sta $00 ;to allow this routine to read another set of updates + lda #$00 + adc $01 + sta $01 + lda #$3f ;sets vram address to $3f00 + sta PPU_ADDRESS + lda #$00 + sta PPU_ADDRESS + sta PPU_ADDRESS ;then reinitializes it for some reason + sta PPU_ADDRESS +UpdateScreen ldx PPU_STATUS ;reset flip-flop + ldy #$00 ;load first byte from indirect as a pointer + lda ($00),y + bne WriteBufferToScreen ;if byte is zero we have no further updates to make here +InitScroll sta PPU_SCROLL_REG ;store contents of A into scroll registers + sta PPU_SCROLL_REG ;and end whatever subroutine led us here + rts + +;------------------------------------------------------------------------------------- + +WritePPUReg1 + sta PPU_CTRL_REG1 ;write contents of A to PPU register 1 + sta Mirror_PPU_CTRL_REG1 ;and its mirror + rts + +;------------------------------------------------------------------------------------- +;$00 - used to store status bar nybbles +;$02 - used as temp vram offset +;$03 - used to store length of status bar number + +;status bar name table offset and length data +StatusBarData + db $f0,$06 ; top score display on title screen + db $62,$06 ; player score + db $62,$06 + db $6d,$02 ; coin tally + db $6d,$02 + db $7a,$03 ; game timer + +StatusBarOffset + db $06,$0c,$12,$18,$1e,$24 + +PrintStatusBarNumbers + sta $00 ;store player-specific offset + jsr OutputNumbers ;use first nybble to print the coin display + lda $00 ;move high nybble to low + lsr ;and print to score display + lsr + lsr + lsr + +OutputNumbers + clc ;add 1 to low nybble + adc #$01 + and #%00001111 ;mask out high nybble + cmp #$06 + bcs ExitOutputN + pha ;save incremented value to stack for now and + asl ;shift to left and use as offset + tay + ldx VRAM_Buffer1_Offset ;get current buffer pointer + lda #$20 ;put at top of screen by default + cpy #$00 ;are we writing top score on title screen? + bne SetupNums + lda #$22 ;if so, put further down on the screen +SetupNums sta VRAM_Buffer1,x + lda StatusBarData,y ;write low vram address and length of thing + sta VRAM_Buffer1+1,x ;we're printing to the buffer + lda StatusBarData+1,y + sta VRAM_Buffer1+2,x + sta $03 ;save length byte in counter + stx $02 ;and buffer pointer elsewhere for now + pla ;pull original incremented value from stack + tax + lda StatusBarOffset,x ;load offset to value we want to write + sec + sbc StatusBarData+1,y ;subtract from length byte we read before + tay ;use value as offset to display digits + ldx $02 +DigitPLoop lda DisplayDigits,y ;write digits to the buffer + sta VRAM_Buffer1+3,x + inx + iny + dec $03 ;do this until all the digits are written + bne DigitPLoop + lda #$00 ;put null terminator at end + sta VRAM_Buffer1+3,x + inx ;increment buffer pointer by 3 + inx + inx + stx VRAM_Buffer1_Offset ;store it in case we want to use it again +ExitOutputN rts + +;------------------------------------------------------------------------------------- + +DigitsMathRoutine + lda OperMode ;check mode of operation + cmp #TitleScreenModeValue + beq EraseDMods ;if in title screen mode, branch to lock score + ldx #$05 +AddModLoop lda DigitModifier,x ;load digit amount to increment + clc + adc DisplayDigits,y ;add to current digit + bmi BorrowOne ;if result is a negative number, branch to subtract + cmp #10 + bcs CarryOne ;if digit greater than $09, branch to add +StoreNewD sta DisplayDigits,y ;store as new score or game timer digit + dey ;move onto next digits in score or game timer + dex ;and digit amounts to increment + bpl AddModLoop ;loop back if we're not done yet +EraseDMods lda #$00 ;store zero here + ldx #$06 ;start with the last digit +EraseMLoop sta DigitModifier-1,x ;initialize the digit amounts to increment + dex + bpl EraseMLoop ;do this until they're all reset, then leave + rts +BorrowOne dec DigitModifier-1,x ;decrement the previous digit, then put $09 in + lda #$09 ;the game timer digit we're currently on to "borrow + bne StoreNewD ;the one", then do an unconditional branch back +CarryOne sec ;subtract ten from our digit to make it a + sbc #10 ;proper BCD number, then increment the digit + inc DigitModifier-1,x ;preceding current digit to "carry the one" properly + jmp StoreNewD ;go back to just after we branched here + +;------------------------------------------------------------------------------------- + +UpdateTopScore + ldx #$05 ;start with mario's score + jsr TopScoreCheck + ldx #$0b ;now do luigi's score + +TopScoreCheck + ldy #$05 ;start with the lowest digit + sec +GetScoreDiff lda PlayerScoreDisplay,x ;subtract each player digit from each high score digit + sbc TopScoreDisplay,y ;from lowest to highest, if any top score digit exceeds + dex ;any player digit, borrow will be set until a subsequent + dey ;subtraction clears it (player digit is higher than top) + bpl GetScoreDiff + bcc NoTopSc ;check to see if borrow is still set, if so, no new high score + inx ;increment X and Y once to the start of the score + iny +CopyScore lda PlayerScoreDisplay,x ;store player's score digits into high score memory area + sta TopScoreDisplay,y + inx + iny + cpy #$06 ;do this until we have stored them all + bcc CopyScore +NoTopSc rts + +;------------------------------------------------------------------------------------- + +DefaultSprOffsets + db $04,$30,$48,$60,$78,$90,$a8,$c0 + db $d8,$e8,$24,$f8,$fc,$28,$2c + +Sprite0Data + db $18,$ff,$23,$58 + +;------------------------------------------------------------------------------------- + +InitializeGame + ldy #$6f ;clear all memory as in initialization procedure, + jsr InitializeMemory ;but this time, clear only as far as $076f + ldy #$1f +ClrSndLoop sta SoundMemory,y ;clear out memory used + dey ;by the sound engines + bpl ClrSndLoop + lda #$18 ;set demo timer + sta DemoTimer + jsr LoadAreaPointer + +InitializeArea + ldy #$4b ;clear all memory again, only as far as $074b + jsr InitializeMemory ;this is only necessary if branching from + ldx #$21 + lda #$00 +ClrTimersLoop sta Timers,x ;clear out memory between + dex ;$0780 and $07a1 + bpl ClrTimersLoop + lda HalfwayPage + ldy AltEntranceControl ;if AltEntranceControl not set, use halfway page, if any found + beq StartPage + lda EntrancePage ;otherwise use saved entry page number here +StartPage sta ScreenLeft_PageLoc ;set as value here + sta CurrentPageLoc ;also set as current page + sta BackloadingFlag ;set flag here if halfway page or saved entry page number found + jsr GetScreenPosition ;get pixel coordinates for screen borders + ldy #$20 ;if on odd numbered page, use $2480 as start of rendering + and #%00000001 ;otherwise use $2080, this address used later as name table + beq SetInitNTHigh ;address for rendering of game area + ldy #$24 +SetInitNTHigh sty CurrentNTAddr_High ;store name table address + ldy #$80 + sty CurrentNTAddr_Low + asl ;store LSB of page number in high nybble + asl ;of block buffer column position + asl + asl + sta BlockBufferColumnPos + dec AreaObjectLength ;set area object lengths for all empty + dec AreaObjectLength+1 + dec AreaObjectLength+2 + lda #$0b ;set value for renderer to update 12 column sets + sta ColumnSets ;12 column sets = 24 metatile columns = 1 1/2 screens + jsr GetAreaDataAddrs ;get enemy and level addresses and load header + lda PrimaryHardMode ;check to see if primary hard mode has been activated + bne SetSecHard ;if so, activate the secondary no matter where we're at + lda WorldNumber ;otherwise check world number + cmp #World5 ;if less than 5, do not activate secondary + bcc CheckHalfway + bne SetSecHard ;if not equal to, then world > 5, thus activate + lda LevelNumber ;otherwise, world 5, so check level number + cmp #Level3 ;if 1 or 2, do not set secondary hard mode flag + bcc CheckHalfway +SetSecHard inc SecondaryHardMode ;set secondary hard mode flag for areas 5-3 and beyond +CheckHalfway lda HalfwayPage + beq DoneInitArea + lda #$02 ;if halfway page set, overwrite start position from header + sta PlayerEntranceCtrl +DoneInitArea lda #Silence ;silence music + sta AreaMusicQueue + lda #$01 ;disable screen output + sta DisableScreenFlag + inc OperMode_Task ;increment one of the modes + rts + +;------------------------------------------------------------------------------------- + +PrimaryGameSetup + lda #$01 + sta FetchNewGameTimerFlag ;set flag to load game timer from header + sta PlayerSize ;set player's size to small + lda #$02 + sta NumberofLives ;give each player three lives + sta OffScr_NumberofLives + +SecondaryGameSetup + lda #$00 + sta DisableScreenFlag ;enable screen output + tay +ClearVRLoop sta VRAM_Buffer1-1,y ;clear buffer at $0300-$03ff + iny + bne ClearVRLoop + sta GameTimerExpiredFlag ;clear game timer exp flag + sta DisableIntermediate ;clear skip lives display flag + sta BackloadingFlag ;clear value here + lda #$ff + sta BalPlatformAlignment ;initialize balance platform assignment flag + lda ScreenLeft_PageLoc ;get left side page location + lsr Mirror_PPU_CTRL_REG1 ;shift LSB of ppu register #1 mirror out + and #$01 ;mask out all but LSB of page location + ror ;rotate LSB of page location into carry then onto mirror + rol Mirror_PPU_CTRL_REG1 ;this is to set the proper PPU name table + jsr GetAreaMusic ;load proper music into queue + lda #$38 ;load sprite shuffle amounts to be used later + sta SprShuffleAmt+2 + lda #$48 + sta SprShuffleAmt+1 + lda #$58 + sta SprShuffleAmt + ldx #$0e ;load default OAM offsets into $06e4-$06f2 +ShufAmtLoop lda DefaultSprOffsets,x + sta SprDataOffset,x + dex ;do this until they're all set + bpl ShufAmtLoop + ldy #$03 ;set up sprite #0 +ISpr0Loop lda Sprite0Data,y + sta Sprite_Data,y + dey + bpl ISpr0Loop + jsr DoNothing2 ;these jsrs doesn't do anything useful + jsr DoNothing1 + inc Sprite0HitDetectFlag ;set sprite #0 check flag + inc OperMode_Task ;increment to next task + rts + +;------------------------------------------------------------------------------------- + +;$06 - RAM address low +;$07 - RAM address high + +InitializeMemory + ldx #$07 ;set initial high byte to $0700-$07ff + lda #$00 ;set initial low byte to start of page (at $00 of page) + sta $06 +InitPageLoop stx $07 +InitByteLoop cpx #$01 ;check to see if we're on the stack ($0100-$01ff) + bne InitByte ;if not, go ahead anyway + cpy #$60 ;otherwise, check to see if we're at $0160-$01ff + bcs SkipByte ;if so, skip write +InitByte sta ($06),y ;otherwise, initialize byte with current low byte in Y +SkipByte dey + cpy #$ff ;do this until all bytes in page have been erased + bne InitByteLoop + dex ;go onto the next page + bpl InitPageLoop ;do this until all pages of memory have been erased + rts + +;------------------------------------------------------------------------------------- + +MusicSelectData + db WaterMusic, GroundMusic, + db CloudMusic, PipeIntroMusic + +GetAreaMusic + lda OperMode ;if in title screen mode, leave + beq ExitGetM + lda AltEntranceControl ;check for specific alternate mode of entry + cmp #$02 ;if found, branch without checking starting position + beq ChkAreaType ;from area object data header + ldy #$05 ;select music for pipe intro scene by default + lda PlayerEntranceCtrl ;check value from level header for certain values + cmp #$06 + beq StoreMusic ;load music for pipe intro scene if header + cmp #$07 ;start position either value $06 or $07 + beq StoreMusic +ChkAreaType ldy AreaType ;load area type as offset for music bit + lda CloudTypeOverride + beq StoreMusic ;check for cloud type override + ldy #$04 ;select music for cloud type level if found +StoreMusic lda MusicSelectData,y ;otherwise select appropriate music for level type + sta AreaMusicQueue ;store in queue and leave +ExitGetM rts + +;------------------------------------------------------------------------------------- + +PlayerStarting_X_Pos + db $28,$18 + db $38,$28 + +AltYPosOffset + db $08,$00 + +PlayerStarting_Y_Pos + db $00,$20,$b0,$50,$00,$00,$b0,$b0 + db $f0 + +PlayerBGPriorityData + db $00,$20,$00,$00,$00,$00,$00,$00 + +GameTimerData + db $20 ;dummy byte, used as part of bg priority data + db $04,$03,$02 + +Entrance_GameTimerSetup + lda ScreenLeft_PageLoc ;set current page for area objects + sta Player_PageLoc ;as page location for player + lda #$28 ;store value here + sta VerticalForceDown ;for fractional movement downwards if necessary + lda #$01 ;set high byte of player position and + sta PlayerFacingDir ;set facing direction so that player faces right + sta Player_Y_HighPos + lda #$00 ;set player state to on the ground by default + sta Player_State + dec Player_CollisionBits ;initialize player's collision bits + ldy #$00 ;initialize halfway page + sty HalfwayPage + lda AreaType ;check area type + bne ChkStPos ;if water type, set swimming flag, otherwise do not set + iny +ChkStPos sty SwimmingFlag + ldx PlayerEntranceCtrl ;get starting position loaded from header + ldy AltEntranceControl ;check alternate mode of entry flag for 0 or 1 + beq SetStPos + cpy #$01 + beq SetStPos + ldx AltYPosOffset-2,y ;if not 0 or 1, override $0710 with new offset in X +SetStPos lda PlayerStarting_X_Pos,y ;load appropriate horizontal position + sta Player_X_Position ;and vertical positions for the player, using + lda PlayerStarting_Y_Pos,x ;AltEntranceControl as offset for horizontal and either $0710 + sta Player_Y_Position ;or value that overwrote $0710 as offset for vertical + lda PlayerBGPriorityData,x + sta Player_SprAttrib ;set player sprite attributes using offset in X + jsr GetPlayerColors ;get appropriate player palette + ldy GameTimerSetting ;get timer control value from header + beq ChkOverR ;if set to zero, branch (do not use dummy byte for this) + lda FetchNewGameTimerFlag ;do we need to set the game timer? if not, use + beq ChkOverR ;old game timer setting + lda GameTimerData,y ;if game timer is set and game timer flag is also set, + sta GameTimerDisplay ;use value of game timer control for first digit of game timer + lda #$01 + sta GameTimerDisplay+2 ;set last digit of game timer to 1 + lsr + sta GameTimerDisplay+1 ;set second digit of game timer + sta FetchNewGameTimerFlag ;clear flag for game timer reset + sta StarInvincibleTimer ;clear star mario timer +ChkOverR ldy JoypadOverride ;if controller bits not set, branch to skip this part + beq ChkSwimE + lda #$03 ;set player state to climbing + sta Player_State + ldx #$00 ;set offset for first slot, for block object + jsr InitBlock_XY_Pos + lda #$f0 ;set vertical coordinate for block object + sta Block_Y_Position + ldx #$05 ;set offset in X for last enemy object buffer slot + ldy #$00 ;set offset in Y for object coordinates used earlier + jsr Setup_Vine ;do a sub to grow vine +ChkSwimE ldy AreaType ;if level not water-type, + bne SetPESub ;skip this subroutine + jsr SetupBubble ;otherwise, execute sub to set up air bubbles +SetPESub lda #$07 ;set to run player entrance subroutine + sta GameEngineSubroutine ;on the next frame of game engine + rts + +;------------------------------------------------------------------------------------- + +;page numbers are in order from -1 to -4 +HalfwayPageNybbles + db $56,$40 + db $65,$70 + db $66,$40 + db $66,$40 + db $66,$40 + db $66,$60 + db $65,$70 + db $00,$00 + +PlayerLoseLife + inc DisableScreenFlag ;disable screen and sprite 0 check + lda #$00 + sta Sprite0HitDetectFlag + lda #Silence ;silence music + sta EventMusicQueue + dec NumberofLives ;take one life from player + bpl StillInGame ;if player still has lives, branch + lda #$00 + sta OperMode_Task ;initialize mode task, + lda #GameOverModeValue ;switch to game over mode + sta OperMode ;and leave + rts +StillInGame lda WorldNumber ;multiply world number by 2 and use + asl ;as offset + tax + lda LevelNumber ;if in area -3 or -4, increment + and #$02 ;offset by one byte, otherwise + beq GetHalfway ;leave offset alone + inx +GetHalfway ldy HalfwayPageNybbles,x ;get halfway page number with offset + lda LevelNumber ;check area number's LSB + lsr + tya ;if in area -2 or -4, use lower nybble + bcs MaskHPNyb + lsr ;move higher nybble to lower if area + lsr ;number is -1 or -3 + lsr + lsr +MaskHPNyb and #%00001111 ;mask out all but lower nybble + cmp ScreenLeft_PageLoc + beq SetHalfway ;left side of screen must be at the halfway page, + bcc SetHalfway ;otherwise player must start at the + lda #$00 ;beginning of the level +SetHalfway sta HalfwayPage ;store as halfway page for player + jsr TransposePlayers ;switch players around if 2-player game + jmp ContinueGame ;continue the game + +;------------------------------------------------------------------------------------- + +GameOverMode + lda OperMode_Task + jsr JumpEngine + + dw SetupGameOver + dw ScreenRoutines + dw RunGameOver + +;------------------------------------------------------------------------------------- + +SetupGameOver + lda #$00 ;reset screen routine task control for title screen, game, + sta ScreenRoutineTask ;and game over modes + sta Sprite0HitDetectFlag ;disable sprite 0 check + lda #GameOverMusic + sta EventMusicQueue ;put game over music in secondary queue + inc DisableScreenFlag ;disable screen output + inc OperMode_Task ;set secondary mode to 1 + rts + +;------------------------------------------------------------------------------------- + +RunGameOver + lda #$00 ;reenable screen + sta DisableScreenFlag + lda SavedJoypad1Bits ;check controller for start pressed + and #Start_Button + bne TerminateGame + lda ScreenTimer ;if not pressed, wait for + bne GameIsOn ;screen timer to expire +TerminateGame + lda #Silence ;silence music + sta EventMusicQueue + jsr TransposePlayers ;check if other player can keep + bcc ContinueGame ;going, and do so if possible + lda WorldNumber ;otherwise put world number of current + sta ContinueWorld ;player into secret continue function variable + lda #$00 + asl ;residual ASL instruction + sta OperMode_Task ;reset all modes to title screen and + sta ScreenTimer ;leave + sta OperMode + rts + +ContinueGame + jsr LoadAreaPointer ;update level pointer with + lda #$01 ;actual world and area numbers, then + sta PlayerSize ;reset player's size, status, and + inc FetchNewGameTimerFlag ;set game timer flag to reload + lda #$00 ;game timer from header + sta TimerControl ;also set flag for timers to count again + sta PlayerStatus + sta GameEngineSubroutine ;reset task for game core + sta OperMode_Task ;set modes and leave + lda #$01 ;if in game over mode, switch back to + sta OperMode ;game mode, because game is still on +GameIsOn rts + +TransposePlayers + sec ;set carry flag by default to end game + lda NumberOfPlayers ;if only a 1 player game, leave + beq ExTrans + lda OffScr_NumberofLives ;does offscreen player have any lives left? + bmi ExTrans ;branch if not + lda CurrentPlayer ;invert bit to update + eor #%00000001 ;which player is on the screen + sta CurrentPlayer + ldx #$06 +TransLoop lda OnscreenPlayerInfo,x ;transpose the information + pha ;of the onscreen player + lda OffscreenPlayerInfo,x ;with that of the offscreen player + sta OnscreenPlayerInfo,x + pla + sta OffscreenPlayerInfo,x + dex + bpl TransLoop + clc ;clear carry flag to get game going +ExTrans rts + +;------------------------------------------------------------------------------------- + +DoNothing1 + lda #$ff ;this is residual code, this value is + sta $06c9 ;not used anywhere in the program +DoNothing2 + rts + +;------------------------------------------------------------------------------------- + +AreaParserTaskHandler + ldy AreaParserTaskNum ;check number of tasks here + bne DoAPTasks ;if already set, go ahead + ldy #$08 + sty AreaParserTaskNum ;otherwise, set eight by default +DoAPTasks dey + tya + jsr AreaParserTasks + dec AreaParserTaskNum ;if all tasks not complete do not + bne SkipATRender ;render attribute table yet + jsr RenderAttributeTables +SkipATRender rts + +AreaParserTasks + jsr JumpEngine + + dw IncrementColumnPos + dw RenderAreaGraphics + dw RenderAreaGraphics + dw AreaParserCore + dw IncrementColumnPos + dw RenderAreaGraphics + dw RenderAreaGraphics + dw AreaParserCore + +;------------------------------------------------------------------------------------- + +IncrementColumnPos + inc CurrentColumnPos ;increment column where we're at + lda CurrentColumnPos + and #%00001111 ;mask out higher nybble + bne NoColWrap + sta CurrentColumnPos ;if no bits left set, wrap back to zero (0-f) + inc CurrentPageLoc ;and increment page number where we're at +NoColWrap inc BlockBufferColumnPos ;increment column offset where we're at + lda BlockBufferColumnPos + and #%00011111 ;mask out all but 5 LSB (0-1f) + sta BlockBufferColumnPos ;and save + rts + +;------------------------------------------------------------------------------------- +;$00 - used as counter, store for low nybble for background, ceiling byte for terrain +;$01 - used to store floor byte for terrain +;$07 - used to store terrain metatile +;$06-$07 - used to store block buffer address + +BSceneDataOffsets + db $00,$30,$60 + +BackSceneryData + db $93,$00,$00,$11,$12,$12,$13,$00 ;clouds + db $00,$51,$52,$53,$00,$00,$00,$00 + db $00,$00,$01,$02,$02,$03,$00,$00 + db $00,$00,$00,$00,$91,$92,$93,$00 + db $00,$00,$00,$51,$52,$53,$41,$42 + db $43,$00,$00,$00,$00,$00,$91,$92 + + db $97,$87,$88,$89,$99,$00,$00,$00 ;mountains and bushes + db $11,$12,$13,$a4,$a5,$a5,$a5,$a6 + db $97,$98,$99,$01,$02,$03,$00,$a4 + db $a5,$a6,$00,$11,$12,$12,$12,$13 + db $00,$00,$00,$00,$01,$02,$02,$03 + db $00,$a4,$a5,$a5,$a6,$00,$00,$00 + + db $11,$12,$12,$13,$00,$00,$00,$00 ;trees and fences + db $00,$00,$00,$9c,$00,$8b,$aa,$aa + db $aa,$aa,$11,$12,$13,$8b,$00,$9c + db $9c,$00,$00,$01,$02,$03,$11,$12 + db $12,$13,$00,$00,$00,$00,$aa,$aa + db $9c,$aa,$00,$8b,$00,$01,$02,$03 + +BackSceneryMetatiles + db $80,$83,$00 ;cloud left + db $81,$84,$00 ;cloud middle + db $82,$85,$00 ;cloud right + db $02,$00,$00 ;bush left + db $03,$00,$00 ;bush middle + db $04,$00,$00 ;bush right + db $00,$05,$06 ;mountain left + db $07,$06,$0a ;mountain middle + db $00,$08,$09 ;mountain right + db $4d,$00,$00 ;fence + db $0d,$0f,$4e ;tall tree + db $0e,$4e,$4e ;short tree + +FSceneDataOffsets + db $00,$0d,$1a + +ForeSceneryData + db $86,$87,$87,$87,$87,$87,$87 ;in water + db $87,$87,$87,$87,$69,$69 + + db $00,$00,$00,$00,$00,$45,$47 ;wall + db $47,$47,$47,$47,$00,$00 + + db $00,$00,$00,$00,$00,$00,$00 ;over water + db $00,$00,$00,$00,$86,$87 + +TerrainMetatiles + db $69,$54,$52,$62 + +TerrainRenderBits + db %00000000,%00000000 + db %00000000,%00011000 + db %00000001,%00011000 + db %00000111,%00011000 + db %00001111,%00011000 + db %11111111,%00011000 + db %00000001,%00011111 + db %00000111,%00011111 + db %00001111,%00011111 + db %10000001,%00011111 + db %00000001,%00000000 + db %10001111,%00011111 + db %11110001,%00011111 + db %11111001,%00011000 + db %11110001,%00011000 + db %11111111,%00011111 + +AreaParserCore + lda BackloadingFlag ;check to see if we are starting right of start + beq RenderSceneryTerrain ;if not, go ahead and render background, foreground and terrain + jsr ProcessAreaData ;otherwise skip ahead and load level data + +RenderSceneryTerrain + ldx #$0c + lda #$00 +ClrMTBuf sta MetatileBuffer,x ;clear out metatile buffer + dex + bpl ClrMTBuf + ldy BackgroundScenery ;do we need to render the background scenery? + beq RendFore ;if not, skip to check the foreground + lda CurrentPageLoc ;otherwise check for every third page +ThirdP cmp #$03 + bmi RendBack ;if less than three we're there + sec + sbc #$03 ;if 3 or more, subtract 3 and + bpl ThirdP ;do an unconditional branch +RendBack asl ;move results to higher nybble + asl + asl + asl + adc BSceneDataOffsets-1,y ;add to it offset loaded from here + adc CurrentColumnPos ;add to the result our current column position + tax + lda BackSceneryData,x ;load data from sum of offsets + beq RendFore ;if zero, no scenery for that part + pha + and #$0f ;save to stack and clear high nybble + sec + sbc #$01 ;subtract one (because low nybble is $01-$0c) + sta $00 ;save low nybble + asl ;multiply by three (shift to left and add result to old one) + adc $00 ;note that since d7 was nulled, the carry flag is always clear + tax ;save as offset for background scenery metatile data + pla ;get high nybble from stack, move low + lsr + lsr + lsr + lsr + tay ;use as second offset (used to determine height) + lda #$03 ;use previously saved memory location for counter + sta $00 +SceLoop1 lda BackSceneryMetatiles,x ;load metatile data from offset of (lsb - 1) * 3 + sta MetatileBuffer,y ;store into buffer from offset of (msb / 16) + inx + iny + cpy #$0b ;if at this location, leave loop + beq RendFore + dec $00 ;decrement until counter expires, barring exception + bne SceLoop1 +RendFore ldx ForegroundScenery ;check for foreground data needed or not + beq RendTerr ;if not, skip this part + ldy FSceneDataOffsets-1,x ;load offset from location offset by header value, then + ldx #$00 ;reinit X +SceLoop2 lda ForeSceneryData,y ;load data until counter expires + beq NoFore ;do not store if zero found + sta MetatileBuffer,x +NoFore iny + inx + cpx #$0d ;store up to end of metatile buffer + bne SceLoop2 +RendTerr ldy AreaType ;check world type for water level + bne TerMTile ;if not water level, skip this part + lda WorldNumber ;check world number, if not world number eight + cmp #World8 ;then skip this part + bne TerMTile + lda #$62 ;if set as water level and world number eight, + jmp StoreMT ;use castle wall metatile as terrain type +TerMTile lda TerrainMetatiles,y ;otherwise get appropriate metatile for area type + ldy CloudTypeOverride ;check for cloud type override + beq StoreMT ;if not set, keep value otherwise + lda #$88 ;use cloud block terrain +StoreMT sta $07 ;store value here + ldx #$00 ;initialize X, use as metatile buffer offset + lda TerrainControl ;use yet another value from the header + asl ;multiply by 2 and use as yet another offset + tay +TerrLoop lda TerrainRenderBits,y ;get one of the terrain rendering bit data + sta $00 + iny ;increment Y and use as offset next time around + sty $01 + lda CloudTypeOverride ;skip if value here is zero + beq NoCloud2 + cpx #$00 ;otherwise, check if we're doing the ceiling byte + beq NoCloud2 + lda $00 ;if not, mask out all but d3 + and #%00001000 + sta $00 +NoCloud2 ldy #$00 ;start at beginning of bitmasks +TerrBChk lda Bitmasks,y ;load bitmask, then perform AND on contents of first byte + bit $00 + beq NextTBit ;if not set, skip this part (do not write terrain to buffer) + lda $07 + sta MetatileBuffer,x ;load terrain type metatile number and store into buffer here +NextTBit inx ;continue until end of buffer + cpx #$0d + beq RendBBuf ;if we're at the end, break out of this loop + lda AreaType ;check world type for underground area + cmp #$02 + bne EndUChk ;if not underground, skip this part + cpx #$0b + bne EndUChk ;if we're at the bottom of the screen, override + lda #$54 ;old terrain type with ground level terrain type + sta $07 +EndUChk iny ;increment bitmasks offset in Y + cpy #$08 + bne TerrBChk ;if not all bits checked, loop back + ldy $01 + bne TerrLoop ;unconditional branch, use Y to load next byte +RendBBuf jsr ProcessAreaData ;do the area data loading routine now + lda BlockBufferColumnPos + jsr GetBlockBufferAddr ;get block buffer address from where we're at + ldx #$00 + ldy #$00 ;init index regs and start at beginning of smaller buffer +ChkMTLow sty $00 + lda MetatileBuffer,x ;load stored metatile number + and #%11000000 ;mask out all but 2 MSB + asl + rol ;make %xx000000 into %000000xx + rol + tay ;use as offset in Y + lda MetatileBuffer,x ;reload original unmasked value here + cmp BlockBuffLowBounds,y ;check for certain values depending on bits set + bcs StrBlock ;if equal or greater, branch + lda #$00 ;if less, init value before storing +StrBlock ldy $00 ;get offset for block buffer + sta ($06),y ;store value into block buffer + tya + clc ;add 16 (move down one row) to offset + adc #$10 + tay + inx ;increment column value + cpx #$0d + bcc ChkMTLow ;continue until we pass last row, then leave + rts + +;numbers lower than these with the same attribute bits +;will not be stored in the block buffer +BlockBuffLowBounds + db $10,$51,$88,$c0 + +;------------------------------------------------------------------------------------- +;$00 - used to store area object identifier +;$07 - used as adder to find proper area object code + +ProcessAreaData + ldx #$02 ;start at the end of area object buffer +ProcADLoop stx ObjectOffset + lda #$00 ;reset flag + sta BehindAreaParserFlag + ldy AreaDataOffset ;get offset of area data pointer + lda (AreaData),y ;get first byte of area object + cmp #$fd ;if end-of-area, skip all this crap + beq RdyDecode + lda AreaObjectLength,x ;check area object buffer flag + bpl RdyDecode ;if buffer not negative, branch, otherwise + iny + lda (AreaData),y ;get second byte of area object + asl ;check for page select bit (d7), branch if not set + bcc Chk1Row13 + lda AreaObjectPageSel ;check page select + bne Chk1Row13 + inc AreaObjectPageSel ;if not already set, set it now + inc AreaObjectPageLoc ;and increment page location +Chk1Row13 dey + lda (AreaData),y ;reread first byte of level object + and #$0f ;mask out high nybble + cmp #$0d ;row 13? + bne Chk1Row14 + iny ;if so, reread second byte of level object + lda (AreaData),y + dey ;decrement to get ready to read first byte + and #%01000000 ;check for d6 set (if not, object is page control) + bne CheckRear + lda AreaObjectPageSel ;if page select is set, do not reread + bne CheckRear + iny ;if d6 not set, reread second byte + lda (AreaData),y + and #%00011111 ;mask out all but 5 LSB and store in page control + sta AreaObjectPageLoc + inc AreaObjectPageSel ;increment page select + jmp NextAObj +Chk1Row14 cmp #$0e ;row 14? + bne CheckRear + lda BackloadingFlag ;check flag for saved page number and branch if set + bne RdyDecode ;to render the object (otherwise bg might not look right) +CheckRear lda AreaObjectPageLoc ;check to see if current page of level object is + cmp CurrentPageLoc ;behind current page of renderer + bcc SetBehind ;if so branch +RdyDecode jsr DecodeAreaData ;do sub and do not turn on flag + jmp ChkLength +SetBehind inc BehindAreaParserFlag ;turn on flag if object is behind renderer +NextAObj jsr IncAreaObjOffset ;increment buffer offset and move on +ChkLength ldx ObjectOffset ;get buffer offset + lda AreaObjectLength,x ;check object length for anything stored here + bmi ProcLoopb ;if not, branch to handle loopback + dec AreaObjectLength,x ;otherwise decrement length or get rid of it +ProcLoopb dex ;decrement buffer offset + bpl ProcADLoop ;and loopback unless exceeded buffer + lda BehindAreaParserFlag ;check for flag set if objects were behind renderer + bne ProcessAreaData ;branch if true to load more level data, otherwise + lda BackloadingFlag ;check for flag set if starting right of page $00 + bne ProcessAreaData ;branch if true to load more level data, otherwise leave +EndAParse rts + +IncAreaObjOffset + inc AreaDataOffset ;increment offset of level pointer + inc AreaDataOffset + lda #$00 ;reset page select + sta AreaObjectPageSel + rts + +DecodeAreaData + lda AreaObjectLength,x ;check current buffer flag + bmi Chk1stB + ldy AreaObjOffsetBuffer,x ;if not, get offset from buffer +Chk1stB ldx #$10 ;load offset of 16 for special row 15 + lda (AreaData),y ;get first byte of level object again + cmp #$fd + beq EndAParse ;if end of level, leave this routine + and #$0f ;otherwise, mask out low nybble + cmp #$0f ;row 15? + beq ChkRow14 ;if so, keep the offset of 16 + ldx #$08 ;otherwise load offset of 8 for special row 12 + cmp #$0c ;row 12? + beq ChkRow14 ;if so, keep the offset value of 8 + ldx #$00 ;otherwise nullify value by default +ChkRow14 stx $07 ;store whatever value we just loaded here + ldx ObjectOffset ;get object offset again + cmp #$0e ;row 14? + bne ChkRow13 + lda #$00 ;if so, load offset with $00 + sta $07 + lda #$2e ;and load A with another value + bne NormObj ;unconditional branch +ChkRow13 cmp #$0d ;row 13? + bne ChkSRows + lda #$22 ;if so, load offset with 34 + sta $07 + iny ;get next byte + lda (AreaData),y + and #%01000000 ;mask out all but d6 (page control obj bit) + beq LeavePar ;if d6 clear, branch to leave (we handled this earlier) + lda (AreaData),y ;otherwise, get byte again + and #%01111111 ;mask out d7 + cmp #$4b ;check for loop command in low nybble + bne Mask2MSB ;(plus d6 set for object other than page control) + inc LoopCommand ;if loop command, set loop command flag +Mask2MSB and #%00111111 ;mask out d7 and d6 + jmp NormObj ;and jump +ChkSRows cmp #$0c ;row 12-15? + bcs SpecObj + iny ;if not, get second byte of level object + lda (AreaData),y + and #%01110000 ;mask out all but d6-d4 + bne LrgObj ;if any bits set, branch to handle large object + lda #$16 + sta $07 ;otherwise set offset of 24 for small object + lda (AreaData),y ;reload second byte of level object + and #%00001111 ;mask out higher nybble and jump + jmp NormObj +LrgObj sta $00 ;store value here (branch for large objects) + cmp #$70 ;check for vertical pipe object + bne NotWPipe + lda (AreaData),y ;if not, reload second byte + and #%00001000 ;mask out all but d3 (usage control bit) + beq NotWPipe ;if d3 clear, branch to get original value + lda #$00 ;otherwise, nullify value for warp pipe + sta $00 +NotWPipe lda $00 ;get value and jump ahead + jmp MoveAOId +SpecObj iny ;branch here for rows 12-15 + lda (AreaData),y + and #%01110000 ;get next byte and mask out all but d6-d4 +MoveAOId lsr ;move d6-d4 to lower nybble + lsr + lsr + lsr +NormObj sta $00 ;store value here (branch for small objects and rows 13 and 14) + lda AreaObjectLength,x ;is there something stored here already? + bpl RunAObj ;if so, branch to do its particular sub + lda AreaObjectPageLoc ;otherwise check to see if the object we've loaded is on the + cmp CurrentPageLoc ;same page as the renderer, and if so, branch + beq InitRear + ldy AreaDataOffset ;if not, get old offset of level pointer + lda (AreaData),y ;and reload first byte + and #%00001111 + cmp #$0e ;row 14? + bne LeavePar + lda BackloadingFlag ;if so, check backloading flag + bne StrAObj ;if set, branch to render object, else leave +LeavePar rts +InitRear lda BackloadingFlag ;check backloading flag to see if it's been initialized + beq BackColC ;branch to column-wise check + lda #$00 ;if not, initialize both backloading and + sta BackloadingFlag ;behind-renderer flags and leave + sta BehindAreaParserFlag + sta ObjectOffset +LoopCmdE rts +BackColC ldy AreaDataOffset ;get first byte again + lda (AreaData),y + and #%11110000 ;mask out low nybble and move high to low + lsr + lsr + lsr + lsr + cmp CurrentColumnPos ;is this where we're at? + bne LeavePar ;if not, branch to leave +StrAObj lda AreaDataOffset ;if so, load area obj offset and store in buffer + sta AreaObjOffsetBuffer,x + jsr IncAreaObjOffset ;do sub to increment to next object data +RunAObj lda $00 ;get stored value and add offset to it + clc ;then use the jump engine with current contents of A + adc $07 + jsr JumpEngine + +;large objects (rows $00-$0b or 00-11, d6-d4 set) + dw VerticalPipe ;used by warp pipes + dw AreaStyleObject + dw RowOfBricks + dw RowOfSolidBlocks + dw RowOfCoins + dw ColumnOfBricks + dw ColumnOfSolidBlocks + dw VerticalPipe ;used by decoration pipes + +;objects for special row $0c or 12 + dw Hole_Empty + dw PulleyRopeObject + dw Bridge_High + dw Bridge_Middle + dw Bridge_Low + dw Hole_Water + dw QuestionBlockRow_High + dw QuestionBlockRow_Low + +;objects for special row $0f or 15 + dw EndlessRope + dw BalancePlatRope + dw CastleObject + dw StaircaseObject + dw ExitPipe + dw FlagBalls_Residual + +;small objects (rows $00-$0b or 00-11, d6-d4 all clear) + dw QuestionBlock ;power-up + dw QuestionBlock ;coin + dw QuestionBlock ;hidden, coin + dw Hidden1UpBlock ;hidden, 1-up + dw BrickWithItem ;brick, power-up + dw BrickWithItem ;brick, vine + dw BrickWithItem ;brick, star + dw BrickWithCoins ;brick, coins + dw BrickWithItem ;brick, 1-up + dw WaterPipe + dw EmptyBlock + dw Jumpspring + +;objects for special row $0d or 13 (d6 set) + dw IntroPipe + dw FlagpoleObject + dw AxeObj + dw ChainObj + dw CastleBridgeObj + dw ScrollLockObject_Warp + dw ScrollLockObject + dw ScrollLockObject + dw AreaFrenzy ;flying cheep-cheeps + dw AreaFrenzy ;bullet bills or swimming cheep-cheeps + dw AreaFrenzy ;stop frenzy + dw LoopCmdE + +;object for special row $0e or 14 + dw AlterAreaAttributes + +;------------------------------------------------------------------------------------- +;(these apply to all area object subroutines in this section unless otherwise stated) +;$00 - used to store offset used to find object code +;$07 - starts with adder from area parser, used to store row offset + +AlterAreaAttributes + ldy AreaObjOffsetBuffer,x ;load offset for level object data saved in buffer + iny ;load second byte + lda (AreaData),y + pha ;save in stack for now + and #%01000000 + bne Alter2 ;branch if d6 is set + pla + pha ;pull and push offset to copy to A + and #%00001111 ;mask out high nybble and store as + sta TerrainControl ;new terrain height type bits + pla + and #%00110000 ;pull and mask out all but d5 and d4 + lsr ;move bits to lower nybble and store + lsr ;as new background scenery bits + lsr + lsr + sta BackgroundScenery ;then leave + rts +Alter2 pla + and #%00000111 ;mask out all but 3 LSB + cmp #$04 ;if four or greater, set color control bits + bcc SetFore ;and nullify foreground scenery bits + sta BackgroundColorCtrl + lda #$00 +SetFore sta ForegroundScenery ;otherwise set new foreground scenery bits + rts + +;-------------------------------- + +ScrollLockObject_Warp + ldx #$04 ;load value of 4 for game text routine as default + lda WorldNumber ;warp zone (4-3-2), then check world number + beq WarpNum + inx ;if world number > 1, increment for next warp zone (5) + ldy AreaType ;check area type + dey + bne WarpNum ;if ground area type, increment for last warp zone + inx ;(8-7-6) and move on +WarpNum txa + sta WarpZoneControl ;store number here to be used by warp zone routine + jsr WriteGameText ;print text and warp zone numbers + lda #PiranhaPlant + jsr KillEnemies ;load identifier for piranha plants and do sub + +ScrollLockObject + lda ScrollLock ;invert scroll lock to turn it on + eor #%00000001 + sta ScrollLock + rts + +;-------------------------------- +;$00 - used to store enemy identifier in KillEnemies + +KillEnemies + sta $00 ;store identifier here + lda #$00 + ldx #$04 ;check for identifier in enemy object buffer +KillELoop ldy Enemy_ID,x + cpy $00 ;if not found, branch + bne NoKillE + sta Enemy_Flag,x ;if found, deactivate enemy object flag +NoKillE dex ;do this until all slots are checked + bpl KillELoop + rts + +;-------------------------------- + +FrenzyIDData + db FlyCheepCheepFrenzy, BBill_CCheep_Frenzy, + +AreaFrenzy ldx $00 ;use area object identifier bit as offset + lda FrenzyIDData-8,x ;note that it starts at 8, thus weird address here + ldy #$05 +FreCompLoop dey ;check regular slots of enemy object buffer + bmi ExitAFrenzy ;if all slots checked and enemy object not found, branch to store + cmp Enemy_ID,y ;check for enemy object in buffer versus frenzy object + bne FreCompLoop + lda #$00 ;if enemy object already present, nullify queue and leave +ExitAFrenzy sta EnemyFrenzyQueue ;store enemy into frenzy queue + rts + +;-------------------------------- +;$06 - used by MushroomLedge to store length + +AreaStyleObject + lda AreaStyle ;load level object style and jump to the right sub + jsr JumpEngine + dw TreeLedge ;also used for cloud type levels + dw MushroomLedge + dw BulletBillCannon + +TreeLedge + jsr GetLrgObjAttrib ;get row and length of green ledge + lda AreaObjectLength,x ;check length counter for expiration + beq EndTreeL + bpl MidTreeL + tya + sta AreaObjectLength,x ;store lower nybble into buffer flag as length of ledge + lda CurrentPageLoc + ora CurrentColumnPos ;are we at the start of the level? + beq MidTreeL + lda #$16 ;render start of tree ledge + jmp NoUnder +MidTreeL ldx $07 + lda #$17 ;render middle of tree ledge + sta MetatileBuffer,x ;note that this is also used if ledge position is + lda #$4c ;at the start of level for continuous effect + jmp AllUnder ;now render the part underneath +EndTreeL lda #$18 ;render end of tree ledge + jmp NoUnder + +MushroomLedge + jsr ChkLrgObjLength ;get shroom dimensions + sty $06 ;store length here for now + bcc EndMushL + lda AreaObjectLength,x ;divide length by 2 and store elsewhere + lsr + sta MushroomLedgeHalfLen,x + lda #$19 ;render start of mushroom + jmp NoUnder +EndMushL lda #$1b ;if at the end, render end of mushroom + ldy AreaObjectLength,x + beq NoUnder + lda MushroomLedgeHalfLen,x ;get divided length and store where length + sta $06 ;was stored originally + ldx $07 + lda #$1a + sta MetatileBuffer,x ;render middle of mushroom + cpy $06 ;are we smack dab in the center? + bne MushLExit ;if not, branch to leave + inx + lda #$4f + sta MetatileBuffer,x ;render stem top of mushroom underneath the middle + lda #$50 +AllUnder inx + ldy #$0f ;set $0f to render all way down + jmp RenderUnderPart ;now render the stem of mushroom +NoUnder ldx $07 ;load row of ledge + ldy #$00 ;set 0 for no bottom on this part + jmp RenderUnderPart + +;-------------------------------- + +;tiles used by pulleys and rope object +PulleyRopeMetatiles + db $42,$41,$43 + +PulleyRopeObject + jsr ChkLrgObjLength ;get length of pulley/rope object + ldy #$00 ;initialize metatile offset + bcs RenderPul ;if starting, render left pulley + iny + lda AreaObjectLength,x ;if not at the end, render rope + bne RenderPul + iny ;otherwise render right pulley +RenderPul lda PulleyRopeMetatiles,y + sta MetatileBuffer ;render at the top of the screen +MushLExit rts ;and leave + +;-------------------------------- +;$06 - used to store upper limit of rows for CastleObject + +CastleMetatiles + db $00,$45,$45,$45,$00 + db $00,$48,$47,$46,$00 + db $45,$49,$49,$49,$45 + db $47,$47,$4a,$47,$47 + db $47,$47,$4b,$47,$47 + db $49,$49,$49,$49,$49 + db $47,$4a,$47,$4a,$47 + db $47,$4b,$47,$4b,$47 + db $47,$47,$47,$47,$47 + db $4a,$47,$4a,$47,$4a + db $4b,$47,$4b,$47,$4b + +CastleObject + jsr GetLrgObjAttrib ;save lower nybble as starting row + sty $07 ;if starting row is above $0a, game will crash!!! + ldy #$04 + jsr ChkLrgObjFixedLength ;load length of castle if not already loaded + txa + pha ;save obj buffer offset to stack + ldy AreaObjectLength,x ;use current length as offset for castle data + ldx $07 ;begin at starting row + lda #$0b + sta $06 ;load upper limit of number of rows to print +CRendLoop lda CastleMetatiles,y ;load current byte using offset + sta MetatileBuffer,x + inx ;store in buffer and increment buffer offset + lda $06 + beq ChkCFloor ;have we reached upper limit yet? + iny ;if not, increment column-wise + iny ;to byte in next row + iny + iny + iny + dec $06 ;move closer to upper limit +ChkCFloor cpx #$0b ;have we reached the row just before floor? + bne CRendLoop ;if not, go back and do another row + pla + tax ;get obj buffer offset from before + lda CurrentPageLoc + beq ExitCastle ;if we're at page 0, we do not need to do anything else + lda AreaObjectLength,x ;check length + cmp #$01 ;if length almost about to expire, put brick at floor + beq PlayerStop + ldy $07 ;check starting row for tall castle ($00) + bne NotTall + cmp #$03 ;if found, then check to see if we're at the second column + beq PlayerStop +NotTall cmp #$02 ;if not tall castle, check to see if we're at the third column + bne ExitCastle ;if we aren't and the castle is tall, don't create flag yet + jsr GetAreaObjXPosition ;otherwise, obtain and save horizontal pixel coordinate + pha + jsr FindEmptyEnemySlot ;find an empty place on the enemy object buffer + pla + sta Enemy_X_Position,x ;then write horizontal coordinate for star flag + lda CurrentPageLoc + sta Enemy_PageLoc,x ;set page location for star flag + lda #$01 + sta Enemy_Y_HighPos,x ;set vertical high byte + sta Enemy_Flag,x ;set flag for buffer + lda #$90 + sta Enemy_Y_Position,x ;set vertical coordinate + lda #StarFlagObject ;set star flag value in buffer itself + sta Enemy_ID,x + rts +PlayerStop ldy #$52 ;put brick at floor to stop player at end of level + sty MetatileBuffer+10 ;this is only done if we're on the second column +ExitCastle rts + +;-------------------------------- + +WaterPipe + jsr GetLrgObjAttrib ;get row and lower nybble + ldy AreaObjectLength,x ;get length (residual code, water pipe is 1 col thick) + ldx $07 ;get row + lda #$6b + sta MetatileBuffer,x ;draw something here and below it + lda #$6c + sta MetatileBuffer+1,x + rts + +;-------------------------------- +;$05 - used to store length of vertical shaft in RenderSidewaysPipe +;$06 - used to store leftover horizontal length in RenderSidewaysPipe +; and vertical length in VerticalPipe and GetPipeHeight + +IntroPipe + ldy #$03 ;check if length set, if not set, set it + jsr ChkLrgObjFixedLength + ldy #$0a ;set fixed value and render the sideways part + jsr RenderSidewaysPipe + bcs NoBlankP ;if carry flag set, not time to draw vertical pipe part + ldx #$06 ;blank everything above the vertical pipe part +VPipeSectLoop lda #$00 ;all the way to the top of the screen + sta MetatileBuffer,x ;because otherwise it will look like exit pipe + dex + bpl VPipeSectLoop + lda VerticalPipeData,y ;draw the end of the vertical pipe part + sta MetatileBuffer+7 +NoBlankP rts + +SidePipeShaftData + db $15,$14 ;used to control whether or not vertical pipe shaft + db $00,$00 ;is drawn, and if so, controls the metatile number +SidePipeTopPart + db $15,$1e ;top part of sideways part of pipe + db $1d,$1c +SidePipeBottomPart + db $15,$21 ;bottom part of sideways part of pipe + db $20,$1f + +ExitPipe + ldy #$03 ;check if length set, if not set, set it + jsr ChkLrgObjFixedLength + jsr GetLrgObjAttrib ;get vertical length, then plow on through RenderSidewaysPipe + +RenderSidewaysPipe + dey ;decrement twice to make room for shaft at bottom + dey ;and store here for now as vertical length + sty $05 + ldy AreaObjectLength,x ;get length left over and store here + sty $06 + ldx $05 ;get vertical length plus one, use as buffer offset + inx + lda SidePipeShaftData,y ;check for value $00 based on horizontal offset + cmp #$00 + beq DrawSidePart ;if found, do not draw the vertical pipe shaft + ldx #$00 + ldy $05 ;init buffer offset and get vertical length + jsr RenderUnderPart ;and render vertical shaft using tile number in A + clc ;clear carry flag to be used by IntroPipe +DrawSidePart ldy $06 ;render side pipe part at the bottom + lda SidePipeTopPart,y + sta MetatileBuffer,x ;note that the pipe parts are stored + lda SidePipeBottomPart,y ;backwards horizontally + sta MetatileBuffer+1,x + rts + +VerticalPipeData + db $11,$10 ;used by pipes that lead somewhere + db $15,$14 + db $13,$12 ;used by decoration pipes + db $15,$14 + +VerticalPipe + jsr GetPipeHeight + lda $00 ;check to see if value was nullified earlier + beq WarpPipe ;(if d3, the usage control bit of second byte, was set) + iny + iny + iny + iny ;add four if usage control bit was not set +WarpPipe tya ;save value in stack + pha + lda AreaNumber + ora WorldNumber ;if at world 1-1, do not add piranha plant ever + beq DrawPipe + ldy AreaObjectLength,x ;if on second column of pipe, branch + beq DrawPipe ;(because we only need to do this once) + jsr FindEmptyEnemySlot ;check for an empty moving data buffer space + bcs DrawPipe ;if not found, too many enemies, thus skip + jsr GetAreaObjXPosition ;get horizontal pixel coordinate + clc + adc #$08 ;add eight to put the piranha plant in the center + sta Enemy_X_Position,x ;store as enemy's horizontal coordinate + lda CurrentPageLoc ;add carry to current page number + adc #$00 + sta Enemy_PageLoc,x ;store as enemy's page coordinate + lda #$01 + sta Enemy_Y_HighPos,x + sta Enemy_Flag,x ;activate enemy flag + jsr GetAreaObjYPosition ;get piranha plant's vertical coordinate and store here + sta Enemy_Y_Position,x + lda #PiranhaPlant ;write piranha plant's value into buffer + sta Enemy_ID,x + jsr InitPiranhaPlant +DrawPipe pla ;get value saved earlier and use as Y + tay + ldx $07 ;get buffer offset + lda VerticalPipeData,y ;draw the appropriate pipe with the Y we loaded earlier + sta MetatileBuffer,x ;render the top of the pipe + inx + lda VerticalPipeData+2,y ;render the rest of the pipe + ldy $06 ;subtract one from length and render the part underneath + dey + jmp RenderUnderPart + +GetPipeHeight + ldy #$01 ;check for length loaded, if not, load + jsr ChkLrgObjFixedLength ;pipe length of 2 (horizontal) + jsr GetLrgObjAttrib + tya ;get saved lower nybble as height + and #$07 ;save only the three lower bits as + sta $06 ;vertical length, then load Y with + ldy AreaObjectLength,x ;length left over + rts + +FindEmptyEnemySlot + ldx #$00 ;start at first enemy slot +EmptyChkLoop clc ;clear carry flag by default + lda Enemy_Flag,x ;check enemy buffer for nonzero + beq ExitEmptyChk ;if zero, leave + inx + cpx #$05 ;if nonzero, check next value + bne EmptyChkLoop +ExitEmptyChk rts ;if all values nonzero, carry flag is set + +;-------------------------------- + +Hole_Water + jsr ChkLrgObjLength ;get low nybble and save as length + lda #$86 ;render waves + sta MetatileBuffer+10 + ldx #$0b + ldy #$01 ;now render the water underneath + lda #$87 + jmp RenderUnderPart + +;-------------------------------- + +QuestionBlockRow_High + lda #$03 ;start on the fourth row + db $2c ;BIT instruction opcode + +QuestionBlockRow_Low + lda #$07 ;start on the eighth row + pha ;save whatever row to the stack for now + jsr ChkLrgObjLength ;get low nybble and save as length + pla + tax ;render question boxes with coins + lda #$c0 + sta MetatileBuffer,x + rts + +;-------------------------------- + +Bridge_High + lda #$06 ;start on the seventh row from top of screen + db $2c ;BIT instruction opcode + +Bridge_Middle + lda #$07 ;start on the eighth row + db $2c ;BIT instruction opcode + +Bridge_Low + lda #$09 ;start on the tenth row + pha ;save whatever row to the stack for now + jsr ChkLrgObjLength ;get low nybble and save as length + pla + tax ;render bridge railing + lda #$0b + sta MetatileBuffer,x + inx + ldy #$00 ;now render the bridge itself + lda #$63 + jmp RenderUnderPart + +;-------------------------------- + +FlagBalls_Residual + jsr GetLrgObjAttrib ;get low nybble from object byte + ldx #$02 ;render flag balls on third row from top + lda #$6d ;of screen downwards based on low nybble + jmp RenderUnderPart + +;-------------------------------- + +FlagpoleObject + lda #$24 ;render flagpole ball on top + sta MetatileBuffer + ldx #$01 ;now render the flagpole shaft + ldy #$08 + lda #$25 + jsr RenderUnderPart + lda #$61 ;render solid block at the bottom + sta MetatileBuffer+10 + jsr GetAreaObjXPosition + sec ;get pixel coordinate of where the flagpole is, + sbc #$08 ;subtract eight pixels and use as horizontal + sta Enemy_X_Position+5 ;coordinate for the flag + lda CurrentPageLoc + sbc #$00 ;subtract borrow from page location and use as + sta Enemy_PageLoc+5 ;page location for the flag + lda #$30 + sta Enemy_Y_Position+5 ;set vertical coordinate for flag + lda #$b0 + sta FlagpoleFNum_Y_Pos ;set initial vertical coordinate for flagpole's floatey number + lda #FlagpoleFlagObject + sta Enemy_ID+5 ;set flag identifier, note that identifier and coordinates + inc Enemy_Flag+5 ;use last space in enemy object buffer + rts + +;-------------------------------- + +EndlessRope + ldx #$00 ;render rope from the top to the bottom of screen + ldy #$0f + jmp DrawRope + +BalancePlatRope + txa ;save object buffer offset for now + pha + ldx #$01 ;blank out all from second row to the bottom + ldy #$0f ;with blank used for balance platform rope + lda #$44 + jsr RenderUnderPart + pla ;get back object buffer offset + tax + jsr GetLrgObjAttrib ;get vertical length from lower nybble + ldx #$01 +DrawRope lda #$40 ;render the actual rope + jmp RenderUnderPart + +;-------------------------------- + +CoinMetatileData + db $c3,$c2,$c2,$c2 + +RowOfCoins + ldy AreaType ;get area type + lda CoinMetatileData,y ;load appropriate coin metatile + jmp GetRow + +;-------------------------------- + +C_ObjectRow + db $06,$07,$08 + +C_ObjectMetatile + db $c5,$0c,$89 + +CastleBridgeObj + ldy #$0c ;load length of 13 columns + jsr ChkLrgObjFixedLength + jmp ChainObj + +AxeObj + lda #$08 ;load bowser's palette into sprite portion of palette + sta VRAM_Buffer_AddrCtrl + +ChainObj + ldy $00 ;get value loaded earlier from decoder + ldx C_ObjectRow-2,y ;get appropriate row and metatile for object + lda C_ObjectMetatile-2,y + jmp ColObj + +EmptyBlock + jsr GetLrgObjAttrib ;get row location + ldx $07 + lda #$c4 +ColObj ldy #$00 ;column length of 1 + jmp RenderUnderPart + +;-------------------------------- + +SolidBlockMetatiles + db $69,$61,$61,$62 + +BrickMetatiles + db $22,$51,$52,$52 + db $88 ;used only by row of bricks object + +RowOfBricks + ldy AreaType ;load area type obtained from area offset pointer + lda CloudTypeOverride ;check for cloud type override + beq DrawBricks + ldy #$04 ;if cloud type, override area type +DrawBricks lda BrickMetatiles,y ;get appropriate metatile + jmp GetRow ;and go render it + +RowOfSolidBlocks + ldy AreaType ;load area type obtained from area offset pointer + lda SolidBlockMetatiles,y ;get metatile +GetRow pha ;store metatile here + jsr ChkLrgObjLength ;get row number, load length +DrawRow ldx $07 + ldy #$00 ;set vertical height of 1 + pla + jmp RenderUnderPart ;render object + +ColumnOfBricks + ldy AreaType ;load area type obtained from area offset + lda BrickMetatiles,y ;get metatile (no cloud override as for row) + jmp GetRow2 + +ColumnOfSolidBlocks + ldy AreaType ;load area type obtained from area offset + lda SolidBlockMetatiles,y ;get metatile +GetRow2 pha ;save metatile to stack for now + jsr GetLrgObjAttrib ;get length and row + pla ;restore metatile + ldx $07 ;get starting row + jmp RenderUnderPart ;now render the column + +;-------------------------------- + +BulletBillCannon + jsr GetLrgObjAttrib ;get row and length of bullet bill cannon + ldx $07 ;start at first row + lda #$64 ;render bullet bill cannon + sta MetatileBuffer,x + inx + dey ;done yet? + bmi SetupCannon + lda #$65 ;if not, render middle part + sta MetatileBuffer,x + inx + dey ;done yet? + bmi SetupCannon + lda #$66 ;if not, render bottom until length expires + jsr RenderUnderPart +SetupCannon ldx Cannon_Offset ;get offset for data used by cannons and whirlpools + jsr GetAreaObjYPosition ;get proper vertical coordinate for cannon + sta Cannon_Y_Position,x ;and store it here + lda CurrentPageLoc + sta Cannon_PageLoc,x ;store page number for cannon here + jsr GetAreaObjXPosition ;get proper horizontal coordinate for cannon + sta Cannon_X_Position,x ;and store it here + inx + cpx #$06 ;increment and check offset + bcc StrCOffset ;if not yet reached sixth cannon, branch to save offset + ldx #$00 ;otherwise initialize it +StrCOffset stx Cannon_Offset ;save new offset and leave + rts + +;-------------------------------- + +StaircaseHeightData + db $07,$07,$06,$05,$04,$03,$02,$01,$00 + +StaircaseRowData + db $03,$03,$04,$05,$06,$07,$08,$09,$0a + +StaircaseObject + jsr ChkLrgObjLength ;check and load length + bcc NextStair ;if length already loaded, skip init part + lda #$09 ;start past the end for the bottom + sta StaircaseControl ;of the staircase +NextStair dec StaircaseControl ;move onto next step (or first if starting) + ldy StaircaseControl + ldx StaircaseRowData,y ;get starting row and height to render + lda StaircaseHeightData,y + tay + lda #$61 ;now render solid block staircase + jmp RenderUnderPart + +;-------------------------------- + +Jumpspring + jsr GetLrgObjAttrib + jsr FindEmptyEnemySlot ;find empty space in enemy object buffer + jsr GetAreaObjXPosition ;get horizontal coordinate for jumpspring + sta Enemy_X_Position,x ;and store + lda CurrentPageLoc ;store page location of jumpspring + sta Enemy_PageLoc,x + jsr GetAreaObjYPosition ;get vertical coordinate for jumpspring + sta Enemy_Y_Position,x ;and store + sta Jumpspring_FixedYPos,x ;store as permanent coordinate here + lda #JumpspringObject + sta Enemy_ID,x ;write jumpspring object to enemy object buffer + ldy #$01 + sty Enemy_Y_HighPos,x ;store vertical high byte + inc Enemy_Flag,x ;set flag for enemy object buffer + ldx $07 + lda #$67 ;draw metatiles in two rows where jumpspring is + sta MetatileBuffer,x + lda #$68 + sta MetatileBuffer+1,x + rts + +;-------------------------------- +;$07 - used to save ID of brick object + +Hidden1UpBlock + lda Hidden1UpFlag ;if flag not set, do not render object + beq ExitDecBlock + lda #$00 ;if set, init for the next one + sta Hidden1UpFlag + jmp BrickWithItem ;jump to code shared with unbreakable bricks + +QuestionBlock + jsr GetAreaObjectID ;get value from level decoder routine + jmp DrawQBlk ;go to render it + +BrickWithCoins + lda #$00 ;initialize multi-coin timer flag + sta BrickCoinTimerFlag + +BrickWithItem + jsr GetAreaObjectID ;save area object ID + sty $07 + lda #$00 ;load default adder for bricks with lines + ldy AreaType ;check level type for ground level + dey + beq BWithL ;if ground type, do not start with 5 + lda #$05 ;otherwise use adder for bricks without lines +BWithL clc ;add object ID to adder + adc $07 + tay ;use as offset for metatile +DrawQBlk lda BrickQBlockMetatiles,y ;get appropriate metatile for brick (question block + pha ;if branched to here from question block routine) + jsr GetLrgObjAttrib ;get row from location byte + jmp DrawRow ;now render the object + +GetAreaObjectID + lda $00 ;get value saved from area parser routine + sec + sbc #$00 ;possibly residual code + tay ;save to Y +ExitDecBlock rts + +;-------------------------------- + +HoleMetatiles + db $87,$00,$00,$00 + +Hole_Empty + jsr ChkLrgObjLength ;get lower nybble and save as length + bcc NoWhirlP ;skip this part if length already loaded + lda AreaType ;check for water type level + bne NoWhirlP ;if not water type, skip this part + ldx Whirlpool_Offset ;get offset for data used by cannons and whirlpools + jsr GetAreaObjXPosition ;get proper vertical coordinate of where we're at + sec + sbc #$10 ;subtract 16 pixels + sta Whirlpool_LeftExtent,x ;store as left extent of whirlpool + lda CurrentPageLoc ;get page location of where we're at + sbc #$00 ;subtract borrow + sta Whirlpool_PageLoc,x ;save as page location of whirlpool + iny + iny ;increment length by 2 + tya + asl ;multiply by 16 to get size of whirlpool + asl ;note that whirlpool will always be + asl ;two blocks bigger than actual size of hole + asl ;and extend one block beyond each edge + sta Whirlpool_Length,x ;save size of whirlpool here + inx + cpx #$05 ;increment and check offset + bcc StrWOffset ;if not yet reached fifth whirlpool, branch to save offset + ldx #$00 ;otherwise initialize it +StrWOffset stx Whirlpool_Offset ;save new offset here +NoWhirlP ldx AreaType ;get appropriate metatile, then + lda HoleMetatiles,x ;render the hole proper + ldx #$08 + ldy #$0f ;start at ninth row and go to bottom, run RenderUnderPart + +;-------------------------------- + +RenderUnderPart + sty AreaObjectHeight ;store vertical length to render + ldy MetatileBuffer,x ;check current spot to see if there's something + beq DrawThisRow ;we need to keep, if nothing, go ahead + cpy #$17 + beq WaitOneRow ;if middle part (tree ledge), wait until next row + cpy #$1a + beq WaitOneRow ;if middle part (mushroom ledge), wait until next row + cpy #$c0 + beq DrawThisRow ;if question block w/ coin, overwrite + cpy #$c0 + bcs WaitOneRow ;if any other metatile with palette 3, wait until next row + cpy #$54 + bne DrawThisRow ;if cracked rock terrain, overwrite + cmp #$50 + beq WaitOneRow ;if stem top of mushroom, wait until next row +DrawThisRow sta MetatileBuffer,x ;render contents of A from routine that called this +WaitOneRow inx + cpx #$0d ;stop rendering if we're at the bottom of the screen + bcs ExitUPartR + ldy AreaObjectHeight ;decrement, and stop rendering if there is no more length + dey + bpl RenderUnderPart +ExitUPartR rts + +;-------------------------------- + +ChkLrgObjLength + jsr GetLrgObjAttrib ;get row location and size (length if branched to from here) + +ChkLrgObjFixedLength + lda AreaObjectLength,x ;check for set length counter + clc ;clear carry flag for not just starting + bpl LenSet ;if counter not set, load it, otherwise leave alone + tya ;save length into length counter + sta AreaObjectLength,x + sec ;set carry flag if just starting +LenSet rts + + +GetLrgObjAttrib + ldy AreaObjOffsetBuffer,x ;get offset saved from area obj decoding routine + lda (AreaData),y ;get first byte of level object + and #%00001111 + sta $07 ;save row location + iny + lda (AreaData),y ;get next byte, save lower nybble (length or height) + and #%00001111 ;as Y, then leave + tay + rts + +;-------------------------------- + +GetAreaObjXPosition + lda CurrentColumnPos ;multiply current offset where we're at by 16 + asl ;to obtain horizontal pixel coordinate + asl + asl + asl + rts + +;-------------------------------- + +GetAreaObjYPosition + lda $07 ;multiply value by 16 + asl + asl ;this will give us the proper vertical pixel coordinate + asl + asl + clc + adc #32 ;add 32 pixels for the status bar + rts + +;------------------------------------------------------------------------------------- +;$06-$07 - used to store block buffer address used as indirect + +BlockBufferAddr + db Block_Buffer_1, >Block_Buffer_2 + +GetBlockBufferAddr + pha ;take value of A, save + lsr ;move high nybble to low + lsr + lsr + lsr + tay ;use nybble as pointer to high byte + lda BlockBufferAddr+2,y ;of indirect here + sta $07 + pla + and #%00001111 ;pull from stack, mask out high nybble + clc + adc BlockBufferAddr,y ;add to low byte + sta $06 ;store here and leave + rts + +;------------------------------------------------------------------------------------- + +;unused space + db $ff,$ff + +;------------------------------------------------------------------------------------- + +AreaDataOfsLoopback + db $12,$36,$0e,$0e,$0e,$32,$32,$32,$0a,$26,$40 + +;------------------------------------------------------------------------------------- + +LoadAreaPointer + jsr FindAreaPointer ;find it and store it here + sta AreaPointer +GetAreaType and #%01100000 ;mask out all but d6 and d5 + asl + rol + rol + rol ;make %0xx00000 into %000000xx + sta AreaType ;save 2 MSB as area type + rts + +FindAreaPointer + ldy WorldNumber ;load offset from world variable + lda WorldAddrOffsets,y + clc ;add area number used to find data + adc AreaNumber + tay + lda AreaAddrOffsets,y ;from there we have our area pointer + rts + + +GetAreaDataAddrs + lda AreaPointer ;use 2 MSB for Y + jsr GetAreaType + tay + lda AreaPointer ;mask out all but 5 LSB + and #%00011111 + sta AreaAddrsLOffset ;save as low offset + lda EnemyAddrHOffsets,y ;load base value with 2 altered MSB, + clc ;then add base value to 5 LSB, result + adc AreaAddrsLOffset ;becomes offset for level data + tay + lda EnemyDataAddrLow,y ;use offset to load pointer + sta EnemyDataLow + lda EnemyDataAddrHigh,y + sta EnemyDataHigh + ldy AreaType ;use area type as offset + lda AreaDataHOffsets,y ;do the same thing but with different base value + clc + adc AreaAddrsLOffset + tay + lda AreaDataAddrLow,y ;use this offset to load another pointer + sta AreaDataLow + lda AreaDataAddrHigh,y + sta AreaDataHigh + ldy #$00 ;load first byte of header + lda (AreaData),y + pha ;save it to the stack for now + and #%00000111 ;save 3 LSB for foreground scenery or bg color control + cmp #$04 + bcc StoreFore + sta BackgroundColorCtrl ;if 4 or greater, save value here as bg color control + lda #$00 +StoreFore sta ForegroundScenery ;if less, save value here as foreground scenery + pla ;pull byte from stack and push it back + pha + and #%00111000 ;save player entrance control bits + lsr ;shift bits over to LSBs + lsr + lsr + sta PlayerEntranceCtrl ;save value here as player entrance control + pla ;pull byte again but do not push it back + and #%11000000 ;save 2 MSB for game timer setting + clc + rol ;rotate bits over to LSBs + rol + rol + sta GameTimerSetting ;save value here as game timer setting + iny + lda (AreaData),y ;load second byte of header + pha ;save to stack + and #%00001111 ;mask out all but lower nybble + sta TerrainControl + pla ;pull and push byte to copy it to A + pha + and #%00110000 ;save 2 MSB for background scenery type + lsr + lsr ;shift bits to LSBs + lsr + lsr + sta BackgroundScenery ;save as background scenery + pla + and #%11000000 + clc + rol ;rotate bits over to LSBs + rol + rol + cmp #%00000011 ;if set to 3, store here + bne StoreStyle ;and nullify other value + sta CloudTypeOverride ;otherwise store value in other place + lda #$00 +StoreStyle sta AreaStyle + lda AreaDataLow ;increment area data address by 2 bytes + clc + adc #$02 + sta AreaDataLow + lda AreaDataHigh + adc #$00 + sta AreaDataHigh + rts + +;------------------------------------------------------------------------------------- +;GAME LEVELS DATA + +WorldAddrOffsets + db World1Areas-AreaAddrOffsets, World2Areas-AreaAddrOffsets + db World3Areas-AreaAddrOffsets, World4Areas-AreaAddrOffsets + db World5Areas-AreaAddrOffsets, World6Areas-AreaAddrOffsets + db World7Areas-AreaAddrOffsets, World8Areas-AreaAddrOffsets + +AreaAddrOffsets +World1Areas db $25,$29,$c0,$26,$60 +World2Areas db $28,$29,$01,$27,$62 +World3Areas db $24,$35,$20,$63 +World4Areas db $22,$29,$41,$2c,$61 +World5Areas db $2a,$31,$26,$62 +World6Areas db $2e,$23,$2d,$60 +World7Areas db $33,$29,$01,$27,$64 +World8Areas db $30,$32,$21,$65 + +;bonus area data offsets, included here for comparison purposes +;underground bonus area - c2 +;cloud area 1 (day) - 2b +;cloud area 2 (night) - 34 +;water area (5-2/6-2) - 00 +;water area (8-4) - 02 +;warp zone area (4-2) - 2f + +EnemyAddrHOffsets + db $1f,$06,$1c,$00 + +EnemyDataAddrLow + db E_CastleArea1, >E_CastleArea2, + db >E_GroundArea1, >E_GroundArea2, + db >E_GroundArea7, >E_GroundArea8, + db >E_GroundArea13, >E_GroundArea14, + db >E_GroundArea19, >E_GroundArea20, + db >E_UndergroundArea2, >E_UndergroundArea3, + +AreaDataHOffsets + db $00,$03,$19,$1c + +AreaDataAddrLow + db L_WaterArea1, >L_WaterArea2, + db >L_GroundArea4, >L_GroundArea5, + db >L_GroundArea10, >L_GroundArea11, + db >L_GroundArea16, >L_GroundArea17, + db >L_GroundArea22, >L_UndergroundArea1, + db >L_CastleArea2, >L_CastleArea3, + +;ENEMY OBJECT DATA + +;level 1-4/6-4 +E_CastleArea1 + db $76,$dd,$bb,$4c,$ea,$1d,$1b,$cc,$56,$5d + db $16,$9d,$c6,$1d,$36,$9d,$c9,$1d,$04,$db + db $49,$1d,$84,$1b,$c9,$5d,$88,$95,$0f,$08 + db $30,$4c,$78,$2d,$a6,$28,$90,$b5 + db $ff + +;level 4-4 +E_CastleArea2 + db $0f,$03,$56,$1b,$c9,$1b,$0f,$07,$36,$1b + db $aa,$1b,$48,$95,$0f,$0a,$2a,$1b,$5b,$0c + db $78,$2d,$90,$b5 + db $ff + +;level 2-4/5-4 +E_CastleArea3 + db $0b,$8c,$4b,$4c,$77,$5f,$eb,$0c,$bd,$db + db $19,$9d,$75,$1d,$7d,$5b,$d9,$1d,$3d,$dd + db $99,$1d,$26,$9d,$5a,$2b,$8a,$2c,$ca,$1b + db $20,$95,$7b,$5c,$db,$4c,$1b,$cc,$3b,$cc + db $78,$2d,$a6,$28,$90,$b5 + db $ff + +;level 3-4 +E_CastleArea4 + db $0b,$8c,$3b,$1d,$8b,$1d,$ab,$0c,$db,$1d + db $0f,$03,$65,$1d,$6b,$1b,$05,$9d,$0b,$1b + db $05,$9b,$0b,$1d,$8b,$0c,$1b,$8c,$70,$15 + db $7b,$0c,$db,$0c,$0f,$08,$78,$2d,$a6,$28 + db $90,$b5 + db $ff + +;level 7-4 +E_CastleArea5 + db $27,$a9,$4b,$0c,$68,$29,$0f,$06,$77,$1b + db $0f,$0b,$60,$15,$4b,$8c,$78,$2d,$90,$b5 + db $ff + +;level 8-4 +E_CastleArea6 + db $0f,$03,$8e,$65,$e1,$bb,$38,$6d,$a8,$3e,$e5,$e7 + db $0f,$08,$0b,$02,$2b,$02,$5e,$65,$e1,$bb,$0e + db $db,$0e,$bb,$8e,$db,$0e,$fe,$65,$ec,$0f,$0d + db $4e,$65,$e1,$0f,$0e,$4e,$02,$e0,$0f,$10,$fe,$e5,$e1 + db $1b,$85,$7b,$0c,$5b,$95,$78,$2d,$90,$b5 + db $ff + +;level 3-3 +E_GroundArea1 + db $a5,$86,$e4,$28,$18,$a8,$45,$83,$69,$03 + db $c6,$29,$9b,$83,$16,$a4,$88,$24,$e9,$28 + db $05,$a8,$7b,$28,$24,$8f,$c8,$03,$e8,$03 + db $46,$a8,$85,$24,$c8,$24 + db $ff + +;level 8-3 +E_GroundArea2 + db $eb,$8e,$0f,$03,$fb,$05,$17,$85,$db,$8e + db $0f,$07,$57,$05,$7b,$05,$9b,$80,$2b,$85 + db $fb,$05,$0f,$0b,$1b,$05,$9b,$05 + db $ff + +;level 4-1 +E_GroundArea3 + db $2e,$c2,$66,$e2,$11,$0f,$07,$02,$11,$0f,$0c + db $12,$11 + db $ff + +;level 6-2 +E_GroundArea4 + db $0e,$c2,$a8,$ab,$00,$bb,$8e,$6b,$82,$de,$00,$a0 + db $33,$86,$43,$06,$3e,$b4,$a0,$cb,$02,$0f,$07 + db $7e,$42,$a6,$83,$02,$0f,$0a,$3b,$02,$cb,$37 + db $0f,$0c,$e3,$0e + db $ff + +;level 3-1 +E_GroundArea5 + db $9b,$8e,$ca,$0e,$ee,$42,$44,$5b,$86,$80,$b8 + db $1b,$80,$50,$ba,$10,$b7,$5b,$00,$17,$85 + db $4b,$05,$fe,$34,$40,$b7,$86,$c6,$06,$5b,$80 + db $83,$00,$d0,$38,$5b,$8e,$8a,$0e,$a6,$00 + db $bb,$0e,$c5,$80,$f3,$00 + db $ff + +;level 1-1 +E_GroundArea6 + db $1e,$c2,$00,$6b,$06,$8b,$86,$63,$b7,$0f,$05 + db $03,$06,$23,$06,$4b,$b7,$bb,$00,$5b,$b7 + db $fb,$37,$3b,$b7,$0f,$0b,$1b,$37 + db $ff + +;level 1-3/5-3 +E_GroundArea7 + db $2b,$d7,$e3,$03,$c2,$86,$e2,$06,$76,$a5 + db $a3,$8f,$03,$86,$2b,$57,$68,$28,$e9,$28 + db $e5,$83,$24,$8f,$36,$a8,$5b,$03 + db $ff + +;level 2-3/7-3 +E_GroundArea8 + db $0f,$02,$78,$40,$48,$ce,$f8,$c3,$f8,$c3 + db $0f,$07,$7b,$43,$c6,$d0,$0f,$8a,$c8,$50 + db $ff + +;level 2-1 +E_GroundArea9 + db $85,$86,$0b,$80,$1b,$00,$db,$37,$77,$80 + db $eb,$37,$fe,$2b,$20,$2b,$80,$7b,$38,$ab,$b8 + db $77,$86,$fe,$42,$20,$49,$86,$8b,$06,$9b,$80 + db $7b,$8e,$5b,$b7,$9b,$0e,$bb,$0e,$9b,$80 +;end of data terminator here is also used by pipe intro area +E_GroundArea10 + db $ff + +;level 5-1 +E_GroundArea11 + db $0b,$80,$60,$38,$10,$b8,$c0,$3b,$db,$8e + db $40,$b8,$f0,$38,$7b,$8e,$a0,$b8,$c0,$b8 + db $fb,$00,$a0,$b8,$30,$bb,$ee,$42,$88,$0f,$0b + db $2b,$0e,$67,$0e + db $ff + +;cloud level used in levels 2-1 and 5-2 +E_GroundArea12 + db $0a,$aa,$0e,$28,$2a,$0e,$31,$88 + db $ff + +;level 4-3 +E_GroundArea13 + db $c7,$83,$d7,$03,$42,$8f,$7a,$03,$05,$a4 + db $78,$24,$a6,$25,$e4,$25,$4b,$83,$e3,$03 + db $05,$a4,$89,$24,$b5,$24,$09,$a4,$65,$24 + db $c9,$24,$0f,$08,$85,$25 + db $ff + +;level 6-3 +E_GroundArea14 + db $cd,$a5,$b5,$a8,$07,$a8,$76,$28,$cc,$25 + db $65,$a4,$a9,$24,$e5,$24,$19,$a4,$0f,$07 + db $95,$28,$e6,$24,$19,$a4,$d7,$29,$16,$a9 + db $58,$29,$97,$29 + db $ff + +;level 6-1 +E_GroundArea15 + db $0f,$02,$02,$11,$0f,$07,$02,$11 + db $ff + +;warp zone area used in level 4-2 +E_GroundArea16 + db $ff + +;level 8-1 +E_GroundArea17 + db $2b,$82,$ab,$38,$de,$42,$e2,$1b,$b8,$eb + db $3b,$db,$80,$8b,$b8,$1b,$82,$fb,$b8,$7b + db $80,$fb,$3c,$5b,$bc,$7b,$b8,$1b,$8e,$cb + db $0e,$1b,$8e,$0f,$0d,$2b,$3b,$bb,$b8,$eb,$82 + db $4b,$b8,$bb,$38,$3b,$b7,$bb,$02,$0f,$13 + db $1b,$00,$cb,$80,$6b,$bc + db $ff + +;level 5-2 +E_GroundArea18 + db $7b,$80,$ae,$00,$80,$8b,$8e,$e8,$05,$f9,$86 + db $17,$86,$16,$85,$4e,$2b,$80,$ab,$8e,$87,$85 + db $c3,$05,$8b,$82,$9b,$02,$ab,$02,$bb,$86 + db $cb,$06,$d3,$03,$3b,$8e,$6b,$0e,$a7,$8e + db $ff + +;level 8-2 +E_GroundArea19 + db $29,$8e,$52,$11,$83,$0e,$0f,$03,$9b,$0e + db $2b,$8e,$5b,$0e,$cb,$8e,$fb,$0e,$fb,$82 + db $9b,$82,$bb,$02,$fe,$42,$e8,$bb,$8e,$0f,$0a + db $ab,$0e,$cb,$0e,$f9,$0e,$88,$86,$a6,$06 + db $db,$02,$b6,$8e + db $ff + +;level 7-1 +E_GroundArea20 + db $ab,$ce,$de,$42,$c0,$cb,$ce,$5b,$8e,$1b,$ce + db $4b,$85,$67,$45,$0f,$07,$2b,$00,$7b,$85 + db $97,$05,$0f,$0a,$92,$02 + db $ff + +;cloud level used in levels 3-1 and 6-2 +E_GroundArea21 + db $0a,$aa,$0e,$24,$4a,$1e,$23,$aa + db $ff + +;level 3-2 +E_GroundArea22 + db $1b,$80,$bb,$38,$4b,$bc,$eb,$3b,$0f,$04 + db $2b,$00,$ab,$38,$eb,$00,$cb,$8e,$fb,$80 + db $ab,$b8,$6b,$80,$fb,$3c,$9b,$bb,$5b,$bc + db $fb,$00,$6b,$b8,$fb,$38 + db $ff + +;level 1-2 +E_UndergroundArea1 + db $0b,$86,$1a,$06,$db,$06,$de,$c2,$02,$f0,$3b + db $bb,$80,$eb,$06,$0b,$86,$93,$06,$f0,$39 + db $0f,$06,$60,$b8,$1b,$86,$a0,$b9,$b7,$27 + db $bd,$27,$2b,$83,$a1,$26,$a9,$26,$ee,$25,$0b + db $27,$b4 + db $ff + +;level 4-2 +E_UndergroundArea2 + db $0f,$02,$1e,$2f,$60,$e0,$3a,$a5,$a7,$db,$80 + db $3b,$82,$8b,$02,$fe,$42,$68,$70,$bb,$25,$a7 + db $2c,$27,$b2,$26,$b9,$26,$9b,$80,$a8,$82 + db $b5,$27,$bc,$27,$b0,$bb,$3b,$82,$87,$34 + db $ee,$25,$6b + db $ff + +;underground bonus rooms area used in many levels +E_UndergroundArea3 + db $1e,$a5,$0a,$2e,$28,$27,$2e,$33,$c7,$0f,$03,$1e,$40,$07 + db $2e,$30,$e7,$0f,$05,$1e,$24,$44,$0f,$07,$1e,$22,$6a + db $2e,$23,$ab,$0f,$09,$1e,$41,$68,$1e,$2a,$8a,$2e,$23,$a2 + db $2e,$32,$ea + db $ff + +;water area used in levels 5-2 and 6-2 +E_WaterArea1 + db $3b,$87,$66,$27,$cc,$27,$ee,$31,$87,$ee,$23,$a7 + db $3b,$87,$db,$07 + db $ff + +;level 2-2/7-2 +E_WaterArea2 + db $0f,$01,$2e,$25,$2b,$2e,$25,$4b,$4e,$25,$cb,$6b,$07 + db $97,$47,$e9,$87,$47,$c7,$7a,$07,$d6,$c7 + db $78,$07,$38,$87,$ab,$47,$e3,$07,$9b,$87 + db $0f,$09,$68,$47,$db,$c7,$3b,$c7 + db $ff + +;water area used in level 8-4 +E_WaterArea3 + db $47,$9b,$cb,$07,$fa,$1d,$86,$9b,$3a,$87 + db $56,$07,$88,$1b,$07,$9d,$2e,$65,$f0 + db $ff + +;AREA OBJECT DATA + +;level 1-4/6-4 +L_CastleArea1 + db $9b,$07 + db $05,$32,$06,$33,$07,$34,$ce,$03,$dc,$51 + db $ee,$07,$73,$e0,$74,$0a,$7e,$06,$9e,$0a + db $ce,$06,$e4,$00,$e8,$0a,$fe,$0a,$2e,$89 + db $4e,$0b,$54,$0a,$14,$8a,$c4,$0a,$34,$8a + db $7e,$06,$c7,$0a,$01,$e0,$02,$0a,$47,$0a + db $81,$60,$82,$0a,$c7,$0a,$0e,$87,$7e,$02 + db $a7,$02,$b3,$02,$d7,$02,$e3,$02,$07,$82 + db $13,$02,$3e,$06,$7e,$02,$ae,$07,$fe,$0a + db $0d,$c4,$cd,$43,$ce,$09,$de,$0b,$dd,$42 + db $fe,$02,$5d,$c7 + db $fd + +;level 4-4 +L_CastleArea2 + db $5b,$07 + db $05,$32,$06,$33,$07,$34,$5e,$0a,$68,$64 + db $98,$64,$a8,$64,$ce,$06,$fe,$02,$0d,$01 + db $1e,$0e,$7e,$02,$94,$63,$b4,$63,$d4,$63 + db $f4,$63,$14,$e3,$2e,$0e,$5e,$02,$64,$35 + db $88,$72,$be,$0e,$0d,$04,$ae,$02,$ce,$08 + db $cd,$4b,$fe,$02,$0d,$05,$68,$31,$7e,$0a + db $96,$31,$a9,$63,$a8,$33,$d5,$30,$ee,$02 + db $e6,$62,$f4,$61,$04,$b1,$08,$3f,$44,$33 + db $94,$63,$a4,$31,$e4,$31,$04,$bf,$08,$3f + db $04,$bf,$08,$3f,$cd,$4b,$03,$e4,$0e,$03 + db $2e,$01,$7e,$06,$be,$02,$de,$06,$fe,$0a + db $0d,$c4,$cd,$43,$ce,$09,$de,$0b,$dd,$42 + db $fe,$02,$5d,$c7 + db $fd + +;level 2-4/5-4 +L_CastleArea3 + db $9b,$07 + db $05,$32,$06,$33,$07,$34,$fe,$00,$27,$b1 + db $65,$32,$75,$0a,$71,$00,$b7,$31,$08,$e4 + db $18,$64,$1e,$04,$57,$3b,$bb,$0a,$17,$8a + db $27,$3a,$73,$0a,$7b,$0a,$d7,$0a,$e7,$3a + db $3b,$8a,$97,$0a,$fe,$08,$24,$8a,$2e,$00 + db $3e,$40,$38,$64,$6f,$00,$9f,$00,$be,$43 + db $c8,$0a,$c9,$63,$ce,$07,$fe,$07,$2e,$81 + db $66,$42,$6a,$42,$79,$0a,$be,$00,$c8,$64 + db $f8,$64,$08,$e4,$2e,$07,$7e,$03,$9e,$07 + db $be,$03,$de,$07,$fe,$0a,$03,$a5,$0d,$44 + db $cd,$43,$ce,$09,$dd,$42,$de,$0b,$fe,$02 + db $5d,$c7 + db $fd + +;level 3-4 +L_CastleArea4 + db $9b,$07 + db $05,$32,$06,$33,$07,$34,$fe,$06,$0c,$81 + db $39,$0a,$5c,$01,$89,$0a,$ac,$01,$d9,$0a + db $fc,$01,$2e,$83,$a7,$01,$b7,$00,$c7,$01 + db $de,$0a,$fe,$02,$4e,$83,$5a,$32,$63,$0a + db $69,$0a,$7e,$02,$ee,$03,$fa,$32,$03,$8a + db $09,$0a,$1e,$02,$ee,$03,$fa,$32,$03,$8a + db $09,$0a,$14,$42,$1e,$02,$7e,$0a,$9e,$07 + db $fe,$0a,$2e,$86,$5e,$0a,$8e,$06,$be,$0a + db $ee,$07,$3e,$83,$5e,$07,$fe,$0a,$0d,$c4 + db $41,$52,$51,$52,$cd,$43,$ce,$09,$de,$0b + db $dd,$42,$fe,$02,$5d,$c7 + db $fd + +;level 7-4 +L_CastleArea5 + db $5b,$07 + db $05,$32,$06,$33,$07,$34,$fe,$0a,$ae,$86 + db $be,$07,$fe,$02,$0d,$02,$27,$32,$46,$61 + db $55,$62,$5e,$0e,$1e,$82,$68,$3c,$74,$3a + db $7d,$4b,$5e,$8e,$7d,$4b,$7e,$82,$84,$62 + db $94,$61,$a4,$31,$bd,$4b,$ce,$06,$fe,$02 + db $0d,$06,$34,$31,$3e,$0a,$64,$32,$75,$0a + db $7b,$61,$a4,$33,$ae,$02,$de,$0e,$3e,$82 + db $64,$32,$78,$32,$b4,$36,$c8,$36,$dd,$4b + db $44,$b2,$58,$32,$94,$63,$a4,$3e,$ba,$30 + db $c9,$61,$ce,$06,$dd,$4b,$ce,$86,$dd,$4b + db $fe,$02,$2e,$86,$5e,$02,$7e,$06,$fe,$02 + db $1e,$86,$3e,$02,$5e,$06,$7e,$02,$9e,$06 + db $fe,$0a,$0d,$c4,$cd,$43,$ce,$09,$de,$0b + db $dd,$42,$fe,$02,$5d,$c7 + db $fd + +;level 8-4 +L_CastleArea6 + db $5b,$06 + db $05,$32,$06,$33,$07,$34,$5e,$0a,$ae,$02 + db $0d,$01,$39,$73,$0d,$03,$39,$7b,$4d,$4b + db $de,$06,$1e,$8a,$ae,$06,$c4,$33,$16,$fe + db $a5,$77,$fe,$02,$fe,$82,$0d,$07,$39,$73 + db $a8,$74,$ed,$4b,$49,$fb,$e8,$74,$fe,$0a + db $2e,$82,$67,$02,$84,$7a,$87,$31,$0d,$0b + db $fe,$02,$0d,$0c,$39,$73,$5e,$06,$c6,$76 + db $45,$ff,$be,$0a,$dd,$48,$fe,$06,$3d,$cb + db $46,$7e,$ad,$4a,$fe,$82,$39,$f3,$a9,$7b + db $4e,$8a,$9e,$07,$fe,$0a,$0d,$c4,$cd,$43 + db $ce,$09,$de,$0b,$dd,$42,$fe,$02,$5d,$c7 + db $fd + +;level 3-3 +L_GroundArea1 + db $94,$11 + db $0f,$26,$fe,$10,$28,$94,$65,$15,$eb,$12 + db $fa,$41,$4a,$96,$54,$40,$a4,$42,$b7,$13 + db $e9,$19,$f5,$15,$11,$80,$47,$42,$71,$13 + db $80,$41,$15,$92,$1b,$1f,$24,$40,$55,$12 + db $64,$40,$95,$12,$a4,$40,$d2,$12,$e1,$40 + db $13,$c0,$2c,$17,$2f,$12,$49,$13,$83,$40 + db $9f,$14,$a3,$40,$17,$92,$83,$13,$92,$41 + db $b9,$14,$c5,$12,$c8,$40,$d4,$40,$4b,$92 + db $78,$1b,$9c,$94,$9f,$11,$df,$14,$fe,$11 + db $7d,$c1,$9e,$42,$cf,$20 + db $fd + +;level 8-3 +L_GroundArea2 + db $90,$b1 + db $0f,$26,$29,$91,$7e,$42,$fe,$40,$28,$92 + db $4e,$42,$2e,$c0,$57,$73,$c3,$25,$c7,$27 + db $23,$84,$33,$20,$5c,$01,$77,$63,$88,$62 + db $99,$61,$aa,$60,$bc,$01,$ee,$42,$4e,$c0 + db $69,$11,$7e,$42,$de,$40,$f8,$62,$0e,$c2 + db $ae,$40,$d7,$63,$e7,$63,$33,$a7,$37,$27 + db $43,$04,$cc,$01,$e7,$73,$0c,$81,$3e,$42 + db $0d,$0a,$5e,$40,$88,$72,$be,$42,$e7,$87 + db $fe,$40,$39,$e1,$4e,$00,$69,$60,$87,$60 + db $a5,$60,$c3,$31,$fe,$31,$6d,$c1,$be,$42 + db $ef,$20 + db $fd + +;level 4-1 +L_GroundArea3 + db $52,$21 + db $0f,$20,$6e,$40,$58,$f2,$93,$01,$97,$00 + db $0c,$81,$97,$40,$a6,$41,$c7,$40,$0d,$04 + db $03,$01,$07,$01,$23,$01,$27,$01,$ec,$03 + db $ac,$f3,$c3,$03,$78,$e2,$94,$43,$47,$f3 + db $74,$43,$47,$fb,$74,$43,$2c,$f1,$4c,$63 + db $47,$00,$57,$21,$5c,$01,$7c,$72,$39,$f1 + db $ec,$02,$4c,$81,$d8,$62,$ec,$01,$0d,$0d + db $0f,$38,$c7,$07,$ed,$4a,$1d,$c1,$5f,$26 + db $fd + +;level 6-2 +L_GroundArea4 + db $54,$21 + db $0f,$26,$a7,$22,$37,$fb,$73,$20,$83,$07 + db $87,$02,$93,$20,$c7,$73,$04,$f1,$06,$31 + db $39,$71,$59,$71,$e7,$73,$37,$a0,$47,$04 + db $86,$7c,$e5,$71,$e7,$31,$33,$a4,$39,$71 + db $a9,$71,$d3,$23,$08,$f2,$13,$05,$27,$02 + db $49,$71,$75,$75,$e8,$72,$67,$f3,$99,$71 + db $e7,$20,$f4,$72,$f7,$31,$17,$a0,$33,$20 + db $39,$71,$73,$28,$bc,$05,$39,$f1,$79,$71 + db $a6,$21,$c3,$06,$d3,$20,$dc,$00,$fc,$00 + db $07,$a2,$13,$21,$5f,$32,$8c,$00,$98,$7a + db $c7,$63,$d9,$61,$03,$a2,$07,$22,$74,$72 + db $77,$31,$e7,$73,$39,$f1,$58,$72,$77,$73 + db $d8,$72,$7f,$b1,$97,$73,$b6,$64,$c5,$65 + db $d4,$66,$e3,$67,$f3,$67,$8d,$c1,$cf,$26 + db $fd + +;level 3-1 +L_GroundArea5 + db $52,$31 + db $0f,$20,$6e,$66,$07,$81,$36,$01,$66,$00 + db $a7,$22,$08,$f2,$67,$7b,$dc,$02,$98,$f2 + db $d7,$20,$39,$f1,$9f,$33,$dc,$27,$dc,$57 + db $23,$83,$57,$63,$6c,$51,$87,$63,$99,$61 + db $a3,$06,$b3,$21,$77,$f3,$f3,$21,$f7,$2a + db $13,$81,$23,$22,$53,$00,$63,$22,$e9,$0b + db $0c,$83,$13,$21,$16,$22,$33,$05,$8f,$35 + db $ec,$01,$63,$a0,$67,$20,$73,$01,$77,$01 + db $83,$20,$87,$20,$b3,$20,$b7,$20,$c3,$01 + db $c7,$00,$d3,$20,$d7,$20,$67,$a0,$77,$07 + db $87,$22,$e8,$62,$f5,$65,$1c,$82,$7f,$38 + db $8d,$c1,$cf,$26 + db $fd + +;level 1-1 +L_GroundArea6 + db $50,$21 + db $07,$81,$47,$24,$57,$00,$63,$01,$77,$01 + db $c9,$71,$68,$f2,$e7,$73,$97,$fb,$06,$83 + db $5c,$01,$d7,$22,$e7,$00,$03,$a7,$6c,$02 + db $b3,$22,$e3,$01,$e7,$07,$47,$a0,$57,$06 + db $a7,$01,$d3,$00,$d7,$01,$07,$81,$67,$20 + db $93,$22,$03,$a3,$1c,$61,$17,$21,$6f,$33 + db $c7,$63,$d8,$62,$e9,$61,$fa,$60,$4f,$b3 + db $87,$63,$9c,$01,$b7,$63,$c8,$62,$d9,$61 + db $ea,$60,$39,$f1,$87,$21,$a7,$01,$b7,$20 + db $39,$f1,$5f,$38,$6d,$c1,$af,$26 + db $fd + +;level 1-3/5-3 +L_GroundArea7 + db $90,$11 + db $0f,$26,$fe,$10,$2a,$93,$87,$17,$a3,$14 + db $b2,$42,$0a,$92,$19,$40,$36,$14,$50,$41 + db $82,$16,$2b,$93,$24,$41,$bb,$14,$b8,$00 + db $c2,$43,$c3,$13,$1b,$94,$67,$12,$c4,$15 + db $53,$c1,$d2,$41,$12,$c1,$29,$13,$85,$17 + db $1b,$92,$1a,$42,$47,$13,$83,$41,$a7,$13 + db $0e,$91,$a7,$63,$b7,$63,$c5,$65,$d5,$65 + db $dd,$4a,$e3,$67,$f3,$67,$8d,$c1,$ae,$42 + db $df,$20 + db $fd + +;level 2-3/7-3 +L_GroundArea8 + db $90,$11 + db $0f,$26,$6e,$10,$8b,$17,$af,$32,$d8,$62 + db $e8,$62,$fc,$3f,$ad,$c8,$f8,$64,$0c,$be + db $43,$43,$f8,$64,$0c,$bf,$73,$40,$84,$40 + db $93,$40,$a4,$40,$b3,$40,$f8,$64,$48,$e4 + db $5c,$39,$83,$40,$92,$41,$b3,$40,$f8,$64 + db $48,$e4,$5c,$39,$f8,$64,$13,$c2,$37,$65 + db $4c,$24,$63,$00,$97,$65,$c3,$42,$0b,$97 + db $ac,$32,$f8,$64,$0c,$be,$53,$45,$9d,$48 + db $f8,$64,$2a,$e2,$3c,$47,$56,$43,$ba,$62 + db $f8,$64,$0c,$b7,$88,$64,$bc,$31,$d4,$45 + db $fc,$31,$3c,$b1,$78,$64,$8c,$38,$0b,$9c + db $1a,$33,$18,$61,$28,$61,$39,$60,$5d,$4a + db $ee,$11,$0f,$b8,$1d,$c1,$3e,$42,$6f,$20 + db $fd + +;level 2-1 +L_GroundArea9 + db $52,$31 + db $0f,$20,$6e,$40,$f7,$20,$07,$84,$17,$20 + db $4f,$34,$c3,$03,$c7,$02,$d3,$22,$27,$e3 + db $39,$61,$e7,$73,$5c,$e4,$57,$00,$6c,$73 + db $47,$a0,$53,$06,$63,$22,$a7,$73,$fc,$73 + db $13,$a1,$33,$05,$43,$21,$5c,$72,$c3,$23 + db $cc,$03,$77,$fb,$ac,$02,$39,$f1,$a7,$73 + db $d3,$04,$e8,$72,$e3,$22,$26,$f4,$bc,$02 + db $8c,$81,$a8,$62,$17,$87,$43,$24,$a7,$01 + db $c3,$04,$08,$f2,$97,$21,$a3,$02,$c9,$0b + db $e1,$69,$f1,$69,$8d,$c1,$cf,$26 + db $fd + +;pipe intro area +L_GroundArea10 + db $38,$11 + db $0f,$26,$ad,$40,$3d,$c7 + db $fd + +;level 5-1 +L_GroundArea11 + db $95,$b1 + db $0f,$26,$0d,$02,$c8,$72,$1c,$81,$38,$72 + db $0d,$05,$97,$34,$98,$62,$a3,$20,$b3,$06 + db $c3,$20,$cc,$03,$f9,$91,$2c,$81,$48,$62 + db $0d,$09,$37,$63,$47,$03,$57,$21,$8c,$02 + db $c5,$79,$c7,$31,$f9,$11,$39,$f1,$a9,$11 + db $6f,$b4,$d3,$65,$e3,$65,$7d,$c1,$bf,$26 + db $fd + +;cloud level used in levels 2-1 and 5-2 +L_GroundArea12 + db $00,$c1 + db $4c,$00,$f4,$4f,$0d,$02,$02,$42,$43,$4f + db $52,$c2,$de,$00,$5a,$c2,$4d,$c7 + db $fd + +;level 4-3 +L_GroundArea13 + db $90,$51 + db $0f,$26,$ee,$10,$0b,$94,$33,$14,$42,$42 + db $77,$16,$86,$44,$02,$92,$4a,$16,$69,$42 + db $73,$14,$b0,$00,$c7,$12,$05,$c0,$1c,$17 + db $1f,$11,$36,$12,$8f,$14,$91,$40,$1b,$94 + db $35,$12,$34,$42,$60,$42,$61,$12,$87,$12 + db $96,$40,$a3,$14,$1c,$98,$1f,$11,$47,$12 + db $9f,$15,$cc,$15,$cf,$11,$05,$c0,$1f,$15 + db $39,$12,$7c,$16,$7f,$11,$82,$40,$98,$12 + db $df,$15,$16,$c4,$17,$14,$54,$12,$9b,$16 + db $28,$94,$ce,$01,$3d,$c1,$5e,$42,$8f,$20 + db $fd + +;level 6-3 +L_GroundArea14 + db $97,$11 + db $0f,$26,$fe,$10,$2b,$92,$57,$12,$8b,$12 + db $c0,$41,$f7,$13,$5b,$92,$69,$0b,$bb,$12 + db $b2,$46,$19,$93,$71,$00,$17,$94,$7c,$14 + db $7f,$11,$93,$41,$bf,$15,$fc,$13,$ff,$11 + db $2f,$95,$50,$42,$51,$12,$58,$14,$a6,$12 + db $db,$12,$1b,$93,$46,$43,$7b,$12,$8d,$49 + db $b7,$14,$1b,$94,$49,$0b,$bb,$12,$fc,$13 + db $ff,$12,$03,$c1,$2f,$15,$43,$12,$4b,$13 + db $77,$13,$9d,$4a,$15,$c1,$a1,$41,$c3,$12 + db $fe,$01,$7d,$c1,$9e,$42,$cf,$20 + db $fd + +;level 6-1 +L_GroundArea15 + db $52,$21 + db $0f,$20,$6e,$44,$0c,$f1,$4c,$01,$aa,$35 + db $d9,$34,$ee,$20,$08,$b3,$37,$32,$43,$04 + db $4e,$21,$53,$20,$7c,$01,$97,$21,$b7,$07 + db $9c,$81,$e7,$42,$5f,$b3,$97,$63,$ac,$02 + db $c5,$41,$49,$e0,$58,$61,$76,$64,$85,$65 + db $94,$66,$a4,$22,$a6,$03,$c8,$22,$dc,$02 + db $68,$f2,$96,$42,$13,$82,$17,$02,$af,$34 + db $f6,$21,$fc,$06,$26,$80,$2a,$24,$36,$01 + db $8c,$00,$ff,$35,$4e,$a0,$55,$21,$77,$20 + db $87,$07,$89,$22,$ae,$21,$4c,$82,$9f,$34 + db $ec,$01,$03,$e7,$13,$67,$8d,$4a,$ad,$41 + db $0f,$a6 + db $fd + +;warp zone area used in level 4-2 +L_GroundArea16 + db $10,$51 + db $4c,$00,$c7,$12,$c6,$42,$03,$92,$02,$42 + db $29,$12,$63,$12,$62,$42,$69,$14,$a5,$12 + db $a4,$42,$e2,$14,$e1,$44,$f8,$16,$37,$c1 + db $8f,$38,$02,$bb,$28,$7a,$68,$7a,$a8,$7a + db $e0,$6a,$f0,$6a,$6d,$c5 + db $fd + +;level 8-1 +L_GroundArea17 + db $92,$31 + db $0f,$20,$6e,$40,$0d,$02,$37,$73,$ec,$00 + db $0c,$80,$3c,$00,$6c,$00,$9c,$00,$06,$c0 + db $c7,$73,$06,$83,$28,$72,$96,$40,$e7,$73 + db $26,$c0,$87,$7b,$d2,$41,$39,$f1,$c8,$f2 + db $97,$e3,$a3,$23,$e7,$02,$e3,$07,$f3,$22 + db $37,$e3,$9c,$00,$bc,$00,$ec,$00,$0c,$80 + db $3c,$00,$86,$21,$a6,$06,$b6,$24,$5c,$80 + db $7c,$00,$9c,$00,$29,$e1,$dc,$05,$f6,$41 + db $dc,$80,$e8,$72,$0c,$81,$27,$73,$4c,$01 + db $66,$74,$0d,$11,$3f,$35,$b6,$41,$2c,$82 + db $36,$40,$7c,$02,$86,$40,$f9,$61,$39,$e1 + db $ac,$04,$c6,$41,$0c,$83,$16,$41,$88,$f2 + db $39,$f1,$7c,$00,$89,$61,$9c,$00,$a7,$63 + db $bc,$00,$c5,$65,$dc,$00,$e3,$67,$f3,$67 + db $8d,$c1,$cf,$26 + db $fd + +;level 5-2 +L_GroundArea18 + db $55,$b1 + db $0f,$26,$cf,$33,$07,$b2,$15,$11,$52,$42 + db $99,$0b,$ac,$02,$d3,$24,$d6,$42,$d7,$25 + db $23,$84,$cf,$33,$07,$e3,$19,$61,$78,$7a + db $ef,$33,$2c,$81,$46,$64,$55,$65,$65,$65 + db $ec,$74,$47,$82,$53,$05,$63,$21,$62,$41 + db $96,$22,$9a,$41,$cc,$03,$b9,$91,$39,$f1 + db $63,$26,$67,$27,$d3,$06,$fc,$01,$18,$e2 + db $d9,$07,$e9,$04,$0c,$86,$37,$22,$93,$24 + db $87,$84,$ac,$02,$c2,$41,$c3,$23,$d9,$71 + db $fc,$01,$7f,$b1,$9c,$00,$a7,$63,$b6,$64 + db $cc,$00,$d4,$66,$e3,$67,$f3,$67,$8d,$c1 + db $cf,$26 + db $fd + +;level 8-2 +L_GroundArea19 + db $50,$b1 + db $0f,$26,$fc,$00,$1f,$b3,$5c,$00,$65,$65 + db $74,$66,$83,$67,$93,$67,$dc,$73,$4c,$80 + db $b3,$20,$c9,$0b,$c3,$08,$d3,$2f,$dc,$00 + db $2c,$80,$4c,$00,$8c,$00,$d3,$2e,$ed,$4a + db $fc,$00,$d7,$a1,$ec,$01,$4c,$80,$59,$11 + db $d8,$11,$da,$10,$37,$a0,$47,$04,$99,$11 + db $e7,$21,$3a,$90,$67,$20,$76,$10,$77,$60 + db $87,$07,$d8,$12,$39,$f1,$ac,$00,$e9,$71 + db $0c,$80,$2c,$00,$4c,$05,$c7,$7b,$39,$f1 + db $ec,$00,$f9,$11,$0c,$82,$6f,$34,$f8,$11 + db $fa,$10,$7f,$b2,$ac,$00,$b6,$64,$cc,$01 + db $e3,$67,$f3,$67,$8d,$c1,$cf,$26 + db $fd + +;level 7-1 +L_GroundArea20 + db $52,$b1 + db $0f,$20,$6e,$45,$39,$91,$b3,$04,$c3,$21 + db $c8,$11,$ca,$10,$49,$91,$7c,$73,$e8,$12 + db $88,$91,$8a,$10,$e7,$21,$05,$91,$07,$30 + db $17,$07,$27,$20,$49,$11,$9c,$01,$c8,$72 + db $23,$a6,$27,$26,$d3,$03,$d8,$7a,$89,$91 + db $d8,$72,$39,$f1,$a9,$11,$09,$f1,$63,$24 + db $67,$24,$d8,$62,$28,$91,$2a,$10,$56,$21 + db $70,$04,$79,$0b,$8c,$00,$94,$21,$9f,$35 + db $2f,$b8,$3d,$c1,$7f,$26 + db $fd + +;cloud level used in levels 3-1 and 6-2 +L_GroundArea21 + db $06,$c1 + db $4c,$00,$f4,$4f,$0d,$02,$06,$20,$24,$4f + db $35,$a0,$36,$20,$53,$46,$d5,$20,$d6,$20 + db $34,$a1,$73,$49,$74,$20,$94,$20,$b4,$20 + db $d4,$20,$f4,$20,$2e,$80,$59,$42,$4d,$c7 + db $fd + +;level 3-2 +L_GroundArea22 + db $96,$31 + db $0f,$26,$0d,$03,$1a,$60,$77,$42,$c4,$00 + db $c8,$62,$b9,$e1,$d3,$06,$d7,$07,$f9,$61 + db $0c,$81,$4e,$b1,$8e,$b1,$bc,$01,$e4,$50 + db $e9,$61,$0c,$81,$0d,$0a,$84,$43,$98,$72 + db $0d,$0c,$0f,$38,$1d,$c1,$5f,$26 + db $fd + +;level 1-2 +L_UndergroundArea1 + db $48,$0f + db $0e,$01,$5e,$02,$a7,$00,$bc,$73,$1a,$e0 + db $39,$61,$58,$62,$77,$63,$97,$63,$b8,$62 + db $d6,$07,$f8,$62,$19,$e1,$75,$52,$86,$40 + db $87,$50,$95,$52,$93,$43,$a5,$21,$c5,$52 + db $d6,$40,$d7,$20,$e5,$06,$e6,$51,$3e,$8d + db $5e,$03,$67,$52,$77,$52,$7e,$02,$9e,$03 + db $a6,$43,$a7,$23,$de,$05,$fe,$02,$1e,$83 + db $33,$54,$46,$40,$47,$21,$56,$04,$5e,$02 + db $83,$54,$93,$52,$96,$07,$97,$50,$be,$03 + db $c7,$23,$fe,$02,$0c,$82,$43,$45,$45,$24 + db $46,$24,$90,$08,$95,$51,$78,$fa,$d7,$73 + db $39,$f1,$8c,$01,$a8,$52,$b8,$52,$cc,$01 + db $5f,$b3,$97,$63,$9e,$00,$0e,$81,$16,$24 + db $66,$04,$8e,$00,$fe,$01,$08,$d2,$0e,$06 + db $6f,$47,$9e,$0f,$0e,$82,$2d,$47,$28,$7a + db $68,$7a,$a8,$7a,$ae,$01,$de,$0f,$6d,$c5 + db $fd + +;level 4-2 +L_UndergroundArea2 + db $48,$0f + db $0e,$01,$5e,$02,$bc,$01,$fc,$01,$2c,$82 + db $41,$52,$4e,$04,$67,$25,$68,$24,$69,$24 + db $ba,$42,$c7,$04,$de,$0b,$b2,$87,$fe,$02 + db $2c,$e1,$2c,$71,$67,$01,$77,$00,$87,$01 + db $8e,$00,$ee,$01,$f6,$02,$03,$85,$05,$02 + db $13,$21,$16,$02,$27,$02,$2e,$02,$88,$72 + db $c7,$20,$d7,$07,$e4,$76,$07,$a0,$17,$06 + db $48,$7a,$76,$20,$98,$72,$79,$e1,$88,$62 + db $9c,$01,$b7,$73,$dc,$01,$f8,$62,$fe,$01 + db $08,$e2,$0e,$00,$6e,$02,$73,$20,$77,$23 + db $83,$04,$93,$20,$ae,$00,$fe,$0a,$0e,$82 + db $39,$71,$a8,$72,$e7,$73,$0c,$81,$8f,$32 + db $ae,$00,$fe,$04,$04,$d1,$17,$04,$26,$49 + db $27,$29,$df,$33,$fe,$02,$44,$f6,$7c,$01 + db $8e,$06,$bf,$47,$ee,$0f,$4d,$c7,$0e,$82 + db $68,$7a,$ae,$01,$de,$0f,$6d,$c5 + db $fd + +;underground bonus rooms area used in many levels +L_UndergroundArea3 + db $48,$01 + db $0e,$01,$00,$5a,$3e,$06,$45,$46,$47,$46 + db $53,$44,$ae,$01,$df,$4a,$4d,$c7,$0e,$81 + db $00,$5a,$2e,$04,$37,$28,$3a,$48,$46,$47 + db $c7,$07,$ce,$0f,$df,$4a,$4d,$c7,$0e,$81 + db $00,$5a,$33,$53,$43,$51,$46,$40,$47,$50 + db $53,$04,$55,$40,$56,$50,$62,$43,$64,$40 + db $65,$50,$71,$41,$73,$51,$83,$51,$94,$40 + db $95,$50,$a3,$50,$a5,$40,$a6,$50,$b3,$51 + db $b6,$40,$b7,$50,$c3,$53,$df,$4a,$4d,$c7 + db $0e,$81,$00,$5a,$2e,$02,$36,$47,$37,$52 + db $3a,$49,$47,$25,$a7,$52,$d7,$04,$df,$4a + db $4d,$c7,$0e,$81,$00,$5a,$3e,$02,$44,$51 + db $53,$44,$54,$44,$55,$24,$a1,$54,$ae,$01 + db $b4,$21,$df,$4a,$e5,$07,$4d,$c7 + db $fd + +;water area used in levels 5-2 and 6-2 +L_WaterArea1 + db $41,$01 + db $b4,$34,$c8,$52,$f2,$51,$47,$d3,$6c,$03 + db $65,$49,$9e,$07,$be,$01,$cc,$03,$fe,$07 + db $0d,$c9,$1e,$01,$6c,$01,$62,$35,$63,$53 + db $8a,$41,$ac,$01,$b3,$53,$e9,$51,$26,$c3 + db $27,$33,$63,$43,$64,$33,$ba,$60,$c9,$61 + db $ce,$0b,$e5,$09,$ee,$0f,$7d,$ca,$7d,$47 + db $fd + +;level 2-2/7-2 +L_WaterArea2 + db $41,$01 + db $b8,$52,$ea,$41,$27,$b2,$b3,$42,$16,$d4 + db $4a,$42,$a5,$51,$a7,$31,$27,$d3,$08,$e2 + db $16,$64,$2c,$04,$38,$42,$76,$64,$88,$62 + db $de,$07,$fe,$01,$0d,$c9,$23,$32,$31,$51 + db $98,$52,$0d,$c9,$59,$42,$63,$53,$67,$31 + db $14,$c2,$36,$31,$87,$53,$17,$e3,$29,$61 + db $30,$62,$3c,$08,$42,$37,$59,$40,$6a,$42 + db $99,$40,$c9,$61,$d7,$63,$39,$d1,$58,$52 + db $c3,$67,$d3,$31,$dc,$06,$f7,$42,$fa,$42 + db $23,$b1,$43,$67,$c3,$34,$c7,$34,$d1,$51 + db $43,$b3,$47,$33,$9a,$30,$a9,$61,$b8,$62 + db $be,$0b,$d5,$09,$de,$0f,$0d,$ca,$7d,$47 + db $fd + +;water area used in level 8-4 +L_WaterArea3 + db $49,$0f + db $1e,$01,$39,$73,$5e,$07,$ae,$0b,$1e,$82 + db $6e,$88,$9e,$02,$0d,$04,$2e,$0b,$45,$09 + db $4e,$0f,$ed,$47 + db $fd + +;------------------------------------------------------------------------------------- + +;unused space + db $ff + +;------------------------------------------------------------------------------------- + +;indirect jump routine called when +;$0770 is set to 1 +GameMode + lda OperMode_Task + jsr JumpEngine + + dw InitializeArea + dw ScreenRoutines + dw SecondaryGameSetup + dw GameCoreRoutine + +;------------------------------------------------------------------------------------- + +GameCoreRoutine + ldx CurrentPlayer ;get which player is on the screen + lda SavedJoypadBits,x ;use appropriate player's controller bits + sta SavedJoypadBits ;as the master controller bits + jsr GameRoutines ;execute one of many possible subs + lda OperMode_Task ;check major task of operating mode + cmp #$03 ;if we are supposed to be here, + bcs GameEngine ;branch to the game engine itself + rts + +GameEngine + jsr ProcFireball_Bubble ;process fireballs and air bubbles + ldx #$00 +ProcELoop stx ObjectOffset ;put incremented offset in X as enemy object offset + jsr EnemiesAndLoopsCore ;process enemy objects + jsr FloateyNumbersRoutine ;process floatey numbers + inx + cpx #$06 ;do these two subroutines until the whole buffer is done + bne ProcELoop + jsr GetPlayerOffscreenBits ;get offscreen bits for player object + jsr RelativePlayerPosition ;get relative coordinates for player object + jsr PlayerGfxHandler ;draw the player + jsr BlockObjMT_Updater ;replace block objects with metatiles if necessary + ldx #$01 + stx ObjectOffset ;set offset for second + jsr BlockObjectsCore ;process second block object + dex + stx ObjectOffset ;set offset for first + jsr BlockObjectsCore ;process first block object + jsr MiscObjectsCore ;process misc objects (hammer, jumping coins) + jsr ProcessCannons ;process bullet bill cannons + jsr ProcessWhirlpools ;process whirlpools + jsr FlagpoleRoutine ;process the flagpole + jsr RunGameTimer ;count down the game timer + jsr ColorRotation ;cycle one of the background colors + lda Player_Y_HighPos + cmp #$02 ;if player is below the screen, don't bother with the music + bpl NoChgMus + lda StarInvincibleTimer ;if star mario invincibility timer at zero, + beq ClrPlrPal ;skip this part + cmp #$04 + bne NoChgMus ;if not yet at a certain point, continue + lda IntervalTimerControl ;if interval timer not yet expired, + bne NoChgMus ;branch ahead, don't bother with the music + jsr GetAreaMusic ;to re-attain appropriate level music +NoChgMus ldy StarInvincibleTimer ;get invincibility timer + lda FrameCounter ;get frame counter + cpy #$08 ;if timer still above certain point, + bcs CycleTwo ;branch to cycle player's palette quickly + lsr ;otherwise, divide by 8 to cycle every eighth frame + lsr +CycleTwo lsr ;if branched here, divide by 2 to cycle every other frame + jsr CyclePlayerPalette ;do sub to cycle the palette (note shares fire flower code) + jmp SaveAB ;then skip this sub to finish up the game engine +ClrPlrPal jsr ResetPalStar ;do sub to clear player's palette bits in attributes +SaveAB lda A_B_Buttons ;save current A and B button + sta PreviousA_B_Buttons ;into temp variable to be used on next frame + lda #$00 + sta Left_Right_Buttons ;nullify left and right buttons temp variable +UpdScrollVar lda VRAM_Buffer_AddrCtrl + cmp #$06 ;if vram address controller set to 6 (one of two $0341s) + beq ExitEng ;then branch to leave + lda AreaParserTaskNum ;otherwise check number of tasks + bne RunParser + lda ScrollThirtyTwo ;get horizontal scroll in 0-31 or $00-$20 range + cmp #$20 ;check to see if exceeded $21 + bmi ExitEng ;branch to leave if not + lda ScrollThirtyTwo + sbc #$20 ;otherwise subtract $20 to set appropriately + sta ScrollThirtyTwo ;and store + lda #$00 ;reset vram buffer offset used in conjunction with + sta VRAM_Buffer2_Offset ;level graphics buffer at $0341-$035f +RunParser jsr AreaParserTaskHandler ;update the name table with more level graphics +ExitEng rts ;and after all that, we're finally done! + +;------------------------------------------------------------------------------------- + +ScrollHandler + lda Player_X_Scroll ;load value saved here + clc + adc Platform_X_Scroll ;add value used by left/right platforms + sta Player_X_Scroll ;save as new value here to impose force on scroll + lda ScrollLock ;check scroll lock flag + bne InitScrlAmt ;skip a bunch of code here if set + lda Player_Pos_ForScroll + cmp #$50 ;check player's horizontal screen position + bcc InitScrlAmt ;if less than 80 pixels to the right, branch + lda SideCollisionTimer ;if timer related to player's side collision + bne InitScrlAmt ;not expired, branch + ldy Player_X_Scroll ;get value and decrement by one + dey ;if value originally set to zero or otherwise + bmi InitScrlAmt ;negative for left movement, branch + iny + cpy #$02 ;if value $01, branch and do not decrement + bcc ChkNearMid + dey ;otherwise decrement by one +ChkNearMid lda Player_Pos_ForScroll + cmp #$70 ;check player's horizontal screen position + bcc ScrollScreen ;if less than 112 pixels to the right, branch + ldy Player_X_Scroll ;otherwise get original value undecremented + +ScrollScreen + tya + sta ScrollAmount ;save value here + clc + adc ScrollThirtyTwo ;add to value already set here + sta ScrollThirtyTwo ;save as new value here + tya + clc + adc ScreenLeft_X_Pos ;add to left side coordinate + sta ScreenLeft_X_Pos ;save as new left side coordinate + sta HorizontalScroll ;save here also + lda ScreenLeft_PageLoc + adc #$00 ;add carry to page location for left + sta ScreenLeft_PageLoc ;side of the screen + and #$01 ;get LSB of page location + sta $00 ;save as temp variable for PPU register 1 mirror + lda Mirror_PPU_CTRL_REG1 ;get PPU register 1 mirror + and #%11111110 ;save all bits except d0 + ora $00 ;get saved bit here and save in PPU register 1 + sta Mirror_PPU_CTRL_REG1 ;mirror to be used to set name table later + jsr GetScreenPosition ;figure out where the right side is + lda #$08 + sta ScrollIntervalTimer ;set scroll timer (residual, not used elsewhere) + jmp ChkPOffscr ;skip this part +InitScrlAmt lda #$00 + sta ScrollAmount ;initialize value here +ChkPOffscr ldx #$00 ;set X for player offset + jsr GetXOffscreenBits ;get horizontal offscreen bits for player + sta $00 ;save them here + ldy #$00 ;load default offset (left side) + asl ;if d7 of offscreen bits are set, + bcs KeepOnscr ;branch with default offset + iny ;otherwise use different offset (right side) + lda $00 + and #%00100000 ;check offscreen bits for d5 set + beq InitPlatScrl ;if not set, branch ahead of this part +KeepOnscr lda ScreenEdge_X_Pos,y ;get left or right side coordinate based on offset + sec + sbc X_SubtracterData,y ;subtract amount based on offset + sta Player_X_Position ;store as player position to prevent movement further + lda ScreenEdge_PageLoc,y ;get left or right page location based on offset + sbc #$00 ;subtract borrow + sta Player_PageLoc ;save as player's page location + lda Left_Right_Buttons ;check saved controller bits + cmp OffscrJoypadBitsData,y ;against bits based on offset + beq InitPlatScrl ;if not equal, branch + lda #$00 + sta Player_X_Speed ;otherwise nullify horizontal speed of player +InitPlatScrl lda #$00 ;nullify platform force imposed on scroll + sta Platform_X_Scroll + rts + +X_SubtracterData + db $00,$10 + +OffscrJoypadBitsData + db $01,$02 + +;------------------------------------------------------------------------------------- + +GetScreenPosition + lda ScreenLeft_X_Pos ;get coordinate of screen's left boundary + clc + adc #$ff ;add 255 pixels + sta ScreenRight_X_Pos ;store as coordinate of screen's right boundary + lda ScreenLeft_PageLoc ;get page number where left boundary is + adc #$00 ;add carry from before + sta ScreenRight_PageLoc ;store as page number where right boundary is + rts + +;------------------------------------------------------------------------------------- + +GameRoutines + lda GameEngineSubroutine ;run routine based on number (a few of these routines are + jsr JumpEngine ;merely placeholders as conditions for other routines) + + dw Entrance_GameTimerSetup + dw Vine_AutoClimb + dw SideExitPipeEntry + dw VerticalPipeEntry + dw FlagpoleSlide + dw PlayerEndLevel + dw PlayerLoseLife + dw PlayerEntrance + dw PlayerCtrlRoutine + dw PlayerChangeSize + dw PlayerInjuryBlink + dw PlayerDeath + dw PlayerFireFlower + +;------------------------------------------------------------------------------------- + +PlayerEntrance + lda AltEntranceControl ;check for mode of alternate entry + cmp #$02 + beq EntrMode2 ;if found, branch to enter from pipe or with vine + lda #$00 + ldy Player_Y_Position ;if vertical position above a certain + cpy #$30 ;point, nullify controller bits and continue + bcc AutoControlPlayer ;with player movement code, do not return + lda PlayerEntranceCtrl ;check player entry bits from header + cmp #$06 + beq ChkBehPipe ;if set to 6 or 7, execute pipe intro code + cmp #$07 ;otherwise branch to normal entry + bne PlayerRdy +ChkBehPipe lda Player_SprAttrib ;check for sprite attributes + bne IntroEntr ;branch if found + lda #$01 + jmp AutoControlPlayer ;force player to walk to the right +IntroEntr jsr EnterSidePipe ;execute sub to move player to the right + dec ChangeAreaTimer ;decrement timer for change of area + bne ExitEntr ;branch to exit if not yet expired + inc DisableIntermediate ;set flag to skip world and lives display + jmp NextArea ;jump to increment to next area and set modes +EntrMode2 lda JoypadOverride ;if controller override bits set here, + bne VineEntr ;branch to enter with vine + lda #$ff ;otherwise, set value here then execute sub + jsr MovePlayerYAxis ;to move player upwards (note $ff = -1) + lda Player_Y_Position ;check to see if player is at a specific coordinate + cmp #$91 ;if player risen to a certain point (this requires pipes + bcc PlayerRdy ;to be at specific height to look/function right) branch + rts ;to the last part, otherwise leave +VineEntr lda VineHeight + cmp #$60 ;check vine height + bne ExitEntr ;if vine not yet reached maximum height, branch to leave + lda Player_Y_Position ;get player's vertical coordinate + cmp #$99 ;check player's vertical coordinate against preset value + ldy #$00 ;load default values to be written to + lda #$01 ;this value moves player to the right off the vine + bcc OffVine ;if vertical coordinate < preset value, use defaults + lda #$03 + sta Player_State ;otherwise set player state to climbing + iny ;increment value in Y + lda #$08 ;set block in block buffer to cover hole, then + sta Block_Buffer_1+$b4 ;use same value to force player to climb +OffVine sty DisableCollisionDet ;set collision detection disable flag + jsr AutoControlPlayer ;use contents of A to move player up or right, execute sub + lda Player_X_Position + cmp #$48 ;check player's horizontal position + bcc ExitEntr ;if not far enough to the right, branch to leave +PlayerRdy lda #$08 ;set routine to be executed by game engine next frame + sta GameEngineSubroutine + lda #$01 ;set to face player to the right + sta PlayerFacingDir + lsr ;init A + sta AltEntranceControl ;init mode of entry + sta DisableCollisionDet ;init collision detection disable flag + sta JoypadOverride ;nullify controller override bits +ExitEntr rts ;leave! + +;------------------------------------------------------------------------------------- +;$07 - used to hold upper limit of high byte when player falls down hole + +AutoControlPlayer + sta SavedJoypadBits ;override controller bits with contents of A if executing here + +PlayerCtrlRoutine + lda GameEngineSubroutine ;check task here + cmp #$0b ;if certain value is set, branch to skip controller bit loading + beq SizeChk + lda AreaType ;are we in a water type area? + bne SaveJoyp ;if not, branch + ldy Player_Y_HighPos + dey ;if not in vertical area between + bne DisJoyp ;status bar and bottom, branch + lda Player_Y_Position + cmp #$d0 ;if nearing the bottom of the screen or + bcc SaveJoyp ;not in the vertical area between status bar or bottom, +DisJoyp lda #$00 ;disable controller bits + sta SavedJoypadBits +SaveJoyp lda SavedJoypadBits ;otherwise store A and B buttons in $0a + and #%11000000 + sta A_B_Buttons + lda SavedJoypadBits ;store left and right buttons in $0c + and #%00000011 + sta Left_Right_Buttons + lda SavedJoypadBits ;store up and down buttons in $0b + and #%00001100 + sta Up_Down_Buttons + and #%00000100 ;check for pressing down + beq SizeChk ;if not, branch + lda Player_State ;check player's state + bne SizeChk ;if not on the ground, branch + ldy Left_Right_Buttons ;check left and right + beq SizeChk ;if neither pressed, branch + lda #$00 + sta Left_Right_Buttons ;if pressing down while on the ground, + sta Up_Down_Buttons ;nullify directional bits +SizeChk jsr PlayerMovementSubs ;run movement subroutines + ldy #$01 ;is player small? + lda PlayerSize + bne ChkMoveDir + ldy #$00 ;check for if crouching + lda CrouchingFlag + beq ChkMoveDir ;if not, branch ahead + ldy #$02 ;if big and crouching, load y with 2 +ChkMoveDir sty Player_BoundBoxCtrl ;set contents of Y as player's bounding box size control + lda #$01 ;set moving direction to right by default + ldy Player_X_Speed ;check player's horizontal speed + beq PlayerSubs ;if not moving at all horizontally, skip this part + bpl SetMoveDir ;if moving to the right, use default moving direction + asl ;otherwise change to move to the left +SetMoveDir sta Player_MovingDir ;set moving direction +PlayerSubs jsr ScrollHandler ;move the screen if necessary + jsr GetPlayerOffscreenBits ;get player's offscreen bits + jsr RelativePlayerPosition ;get coordinates relative to the screen + ldx #$00 ;set offset for player object + jsr BoundingBoxCore ;get player's bounding box coordinates + jsr PlayerBGCollision ;do collision detection and process + lda Player_Y_Position + cmp #$40 ;check to see if player is higher than 64th pixel + bcc PlayerHole ;if so, branch ahead + lda GameEngineSubroutine + cmp #$05 ;if running end-of-level routine, branch ahead + beq PlayerHole + cmp #$07 ;if running player entrance routine, branch ahead + beq PlayerHole + cmp #$04 ;if running routines $00-$03, branch ahead + bcc PlayerHole + lda Player_SprAttrib + and #%11011111 ;otherwise nullify player's + sta Player_SprAttrib ;background priority flag +PlayerHole lda Player_Y_HighPos ;check player's vertical high byte + cmp #$02 ;for below the screen + bmi ExitCtrl ;branch to leave if not that far down + ldx #$01 + stx ScrollLock ;set scroll lock + ldy #$04 + sty $07 ;set value here + ldx #$00 ;use X as flag, and clear for cloud level + ldy GameTimerExpiredFlag ;check game timer expiration flag + bne HoleDie ;if set, branch + ldy CloudTypeOverride ;check for cloud type override + bne ChkHoleX ;skip to last part if found +HoleDie inx ;set flag in X for player death + ldy GameEngineSubroutine + cpy #$0b ;check for some other routine running + beq ChkHoleX ;if so, branch ahead + ldy DeathMusicLoaded ;check value here + bne HoleBottom ;if already set, branch to next part + iny + sty EventMusicQueue ;otherwise play death music + sty DeathMusicLoaded ;and set value here +HoleBottom ldy #$06 + sty $07 ;change value here +ChkHoleX cmp $07 ;compare vertical high byte with value set here + bmi ExitCtrl ;if less, branch to leave + dex ;otherwise decrement flag in X + bmi CloudExit ;if flag was clear, branch to set modes and other values + ldy EventMusicBuffer ;check to see if music is still playing + bne ExitCtrl ;branch to leave if so + lda #$06 ;otherwise set to run lose life routine + sta GameEngineSubroutine ;on next frame +ExitCtrl rts ;leave + +CloudExit + lda #$00 + sta JoypadOverride ;clear controller override bits if any are set + jsr SetEntr ;do sub to set secondary mode + inc AltEntranceControl ;set mode of entry to 3 + rts + +;------------------------------------------------------------------------------------- + +Vine_AutoClimb + lda Player_Y_HighPos ;check to see whether player reached position + bne AutoClimb ;above the status bar yet and if so, set modes + lda Player_Y_Position + cmp #$e4 + bcc SetEntr +AutoClimb lda #%00001000 ;set controller bits override to up + sta JoypadOverride + ldy #$03 ;set player state to climbing + sty Player_State + jmp AutoControlPlayer +SetEntr lda #$02 ;set starting position to override + sta AltEntranceControl + jmp ChgAreaMode ;set modes + +;------------------------------------------------------------------------------------- + +VerticalPipeEntry + lda #$01 ;set 1 as movement amount + jsr MovePlayerYAxis ;do sub to move player downwards + jsr ScrollHandler ;do sub to scroll screen with saved force if necessary + ldy #$00 ;load default mode of entry + lda WarpZoneControl ;check warp zone control variable/flag + bne ChgAreaPipe ;if set, branch to use mode 0 + iny + lda AreaType ;check for castle level type + cmp #$03 + bne ChgAreaPipe ;if not castle type level, use mode 1 + iny + jmp ChgAreaPipe ;otherwise use mode 2 + +MovePlayerYAxis + clc + adc Player_Y_Position ;add contents of A to player position + sta Player_Y_Position + rts + +;------------------------------------------------------------------------------------- + +SideExitPipeEntry + jsr EnterSidePipe ;execute sub to move player to the right + ldy #$02 +ChgAreaPipe dec ChangeAreaTimer ;decrement timer for change of area + bne ExitCAPipe + sty AltEntranceControl ;when timer expires set mode of alternate entry +ChgAreaMode inc DisableScreenFlag ;set flag to disable screen output + lda #$00 + sta OperMode_Task ;set secondary mode of operation + sta Sprite0HitDetectFlag ;disable sprite 0 check +ExitCAPipe rts ;leave + +EnterSidePipe + lda #$08 ;set player's horizontal speed + sta Player_X_Speed + ldy #$01 ;set controller right button by default + lda Player_X_Position ;mask out higher nybble of player's + and #%00001111 ;horizontal position + bne RightPipe + sta Player_X_Speed ;if lower nybble = 0, set as horizontal speed + tay ;and nullify controller bit override here +RightPipe tya ;use contents of Y to + jsr AutoControlPlayer ;execute player control routine with ctrl bits nulled + rts + +;------------------------------------------------------------------------------------- + +PlayerChangeSize + lda TimerControl ;check master timer control + cmp #$f8 ;for specific moment in time + bne EndChgSize ;branch if before or after that point + jmp InitChangeSize ;otherwise run code to get growing/shrinking going +EndChgSize cmp #$c4 ;check again for another specific moment + bne ExitChgSize ;and branch to leave if before or after that point + jsr DonePlayerTask ;otherwise do sub to init timer control and set routine +ExitChgSize rts ;and then leave + +;------------------------------------------------------------------------------------- + +PlayerInjuryBlink + lda TimerControl ;check master timer control + cmp #$f0 ;for specific moment in time + bcs ExitBlink ;branch if before that point + cmp #$c8 ;check again for another specific point + beq DonePlayerTask ;branch if at that point, and not before or after + jmp PlayerCtrlRoutine ;otherwise run player control routine +ExitBlink bne ExitBoth ;do unconditional branch to leave + +InitChangeSize + ldy PlayerChangeSizeFlag ;if growing/shrinking flag already set + bne ExitBoth ;then branch to leave + sty PlayerAnimCtrl ;otherwise initialize player's animation frame control + inc PlayerChangeSizeFlag ;set growing/shrinking flag + lda PlayerSize + eor #$01 ;invert player's size + sta PlayerSize +ExitBoth rts ;leave + +;------------------------------------------------------------------------------------- +;$00 - used in CyclePlayerPalette to store current palette to cycle + +PlayerDeath + lda TimerControl ;check master timer control + cmp #$f0 ;for specific moment in time + bcs ExitDeath ;branch to leave if before that point + jmp PlayerCtrlRoutine ;otherwise run player control routine + +DonePlayerTask + lda #$00 + sta TimerControl ;initialize master timer control to continue timers + lda #$08 + sta GameEngineSubroutine ;set player control routine to run next frame + rts ;leave + +PlayerFireFlower + lda TimerControl ;check master timer control + cmp #$c0 ;for specific moment in time + beq ResetPalFireFlower ;branch if at moment, not before or after + lda FrameCounter ;get frame counter + lsr + lsr ;divide by four to change every four frames + +CyclePlayerPalette + and #$03 ;mask out all but d1-d0 (previously d3-d2) + sta $00 ;store result here to use as palette bits + lda Player_SprAttrib ;get player attributes + and #%11111100 ;save any other bits but palette bits + ora $00 ;add palette bits + sta Player_SprAttrib ;store as new player attributes + rts ;and leave + +ResetPalFireFlower + jsr DonePlayerTask ;do sub to init timer control and run player control routine + +ResetPalStar + lda Player_SprAttrib ;get player attributes + and #%11111100 ;mask out palette bits to force palette 0 + sta Player_SprAttrib ;store as new player attributes + rts ;and leave + +ExitDeath + rts ;leave from death routine + +;------------------------------------------------------------------------------------- + +FlagpoleSlide + lda Enemy_ID+5 ;check special use enemy slot + cmp #FlagpoleFlagObject ;for flagpole flag object + bne NoFPObj ;if not found, branch to something residual + lda FlagpoleSoundQueue ;load flagpole sound + sta Square1SoundQueue ;into square 1's sfx queue + lda #$00 + sta FlagpoleSoundQueue ;init flagpole sound queue + ldy Player_Y_Position + cpy #$9e ;check to see if player has slid down + bcs SlidePlayer ;far enough, and if so, branch with no controller bits set + lda #$04 ;otherwise force player to climb down (to slide) +SlidePlayer jmp AutoControlPlayer ;jump to player control routine +NoFPObj inc GameEngineSubroutine ;increment to next routine (this may + rts ;be residual code) + +;------------------------------------------------------------------------------------- + +Hidden1UpCoinAmts + db $15,$23,$16,$1b,$17,$18,$23,$63 + +PlayerEndLevel + lda #$01 ;force player to walk to the right + jsr AutoControlPlayer + lda Player_Y_Position ;check player's vertical position + cmp #$ae + bcc ChkStop ;if player is not yet off the flagpole, skip this part + lda ScrollLock ;if scroll lock not set, branch ahead to next part + beq ChkStop ;because we only need to do this part once + lda #EndOfLevelMusic + sta EventMusicQueue ;load win level music in event music queue + lda #$00 + sta ScrollLock ;turn off scroll lock to skip this part later +ChkStop lda Player_CollisionBits ;get player collision bits + lsr ;check for d0 set + bcs RdyNextA ;if d0 set, skip to next part + lda StarFlagTaskControl ;if star flag task control already set, + bne InCastle ;go ahead with the rest of the code + inc StarFlagTaskControl ;otherwise set task control now (this gets ball rolling!) +InCastle lda #%00100000 ;set player's background priority bit to + sta Player_SprAttrib ;give illusion of being inside the castle +RdyNextA lda StarFlagTaskControl + cmp #$05 ;if star flag task control not yet set + bne ExitNA ;beyond last valid task number, branch to leave + inc LevelNumber ;increment level number used for game logic + lda LevelNumber + cmp #$03 ;check to see if we have yet reached level -4 + bne NextArea ;and skip this last part here if not + ldy WorldNumber ;get world number as offset + lda CoinTallyFor1Ups ;check third area coin tally for bonus 1-ups + cmp Hidden1UpCoinAmts,y ;against minimum value, if player has not collected + bcc NextArea ;at least this number of coins, leave flag clear + inc Hidden1UpFlag ;otherwise set hidden 1-up box control flag +NextArea inc AreaNumber ;increment area number used for address loader + jsr LoadAreaPointer ;get new level pointer + inc FetchNewGameTimerFlag ;set flag to load new game timer + jsr ChgAreaMode ;do sub to set secondary mode, disable screen and sprite 0 + sta HalfwayPage ;reset halfway page to 0 (beginning) + lda #Silence + sta EventMusicQueue ;silence music and leave +ExitNA rts + +;------------------------------------------------------------------------------------- + +PlayerMovementSubs + lda #$00 ;set A to init crouch flag by default + ldy PlayerSize ;is player small? + bne SetCrouch ;if so, branch + lda Player_State ;check state of player + bne ProcMove ;if not on the ground, branch + lda Up_Down_Buttons ;load controller bits for up and down + and #%00000100 ;single out bit for down button +SetCrouch sta CrouchingFlag ;store value in crouch flag +ProcMove jsr PlayerPhysicsSub ;run sub related to jumping and swimming + lda PlayerChangeSizeFlag ;if growing/shrinking flag set, + bne NoMoveSub ;branch to leave + lda Player_State + cmp #$03 ;get player state + beq MoveSubs ;if climbing, branch ahead, leave timer unset + ldy #$18 + sty ClimbSideTimer ;otherwise reset timer now +MoveSubs jsr JumpEngine + + dw OnGroundStateSub + dw JumpSwimSub + dw FallingSub + dw ClimbingSub + +NoMoveSub rts + +;------------------------------------------------------------------------------------- +;$00 - used by ClimbingSub to store high vertical adder + +OnGroundStateSub + jsr GetPlayerAnimSpeed ;do a sub to set animation frame timing + lda Left_Right_Buttons + beq GndMove ;if left/right controller bits not set, skip instruction + sta PlayerFacingDir ;otherwise set new facing direction +GndMove jsr ImposeFriction ;do a sub to impose friction on player's walk/run + jsr MovePlayerHorizontally ;do another sub to move player horizontally + sta Player_X_Scroll ;set returned value as player's movement speed for scroll + rts + +;-------------------------------- + +FallingSub + lda VerticalForceDown + sta VerticalForce ;dump vertical movement force for falling into main one + jmp LRAir ;movement force, then skip ahead to process left/right movement + +;-------------------------------- + +JumpSwimSub + ldy Player_Y_Speed ;if player's vertical speed zero + bpl DumpFall ;or moving downwards, branch to falling + lda A_B_Buttons + and #A_Button ;check to see if A button is being pressed + and PreviousA_B_Buttons ;and was pressed in previous frame + bne ProcSwim ;if so, branch elsewhere + lda JumpOrigin_Y_Position ;get vertical position player jumped from + sec + sbc Player_Y_Position ;subtract current from original vertical coordinate + cmp DiffToHaltJump ;compare to value set here to see if player is in mid-jump + bcc ProcSwim ;or just starting to jump, if just starting, skip ahead +DumpFall lda VerticalForceDown ;otherwise dump falling into main fractional + sta VerticalForce +ProcSwim lda SwimmingFlag ;if swimming flag not set, + beq LRAir ;branch ahead to last part + jsr GetPlayerAnimSpeed ;do a sub to get animation frame timing + lda Player_Y_Position + cmp #$14 ;check vertical position against preset value + bcs LRWater ;if not yet reached a certain position, branch ahead + lda #$18 + sta VerticalForce ;otherwise set fractional +LRWater lda Left_Right_Buttons ;check left/right controller bits (check for swimming) + beq LRAir ;if not pressing any, skip + sta PlayerFacingDir ;otherwise set facing direction accordingly +LRAir lda Left_Right_Buttons ;check left/right controller bits (check for jumping/falling) + beq JSMove ;if not pressing any, skip + jsr ImposeFriction ;otherwise process horizontal movement +JSMove jsr MovePlayerHorizontally ;do a sub to move player horizontally + sta Player_X_Scroll ;set player's speed here, to be used for scroll later + lda GameEngineSubroutine + cmp #$0b ;check for specific routine selected + bne ExitMov1 ;branch if not set to run + lda #$28 + sta VerticalForce ;otherwise set fractional +ExitMov1 jmp MovePlayerVertically ;jump to move player vertically, then leave + +;-------------------------------- + +ClimbAdderLow + db $0e,$04,$fc,$f2 +ClimbAdderHigh + db $00,$00,$ff,$ff + +ClimbingSub + lda Player_YMF_Dummy + clc ;add movement force to dummy variable + adc Player_Y_MoveForce ;save with carry + sta Player_YMF_Dummy + ldy #$00 ;set default adder here + lda Player_Y_Speed ;get player's vertical speed + bpl MoveOnVine ;if not moving upwards, branch + dey ;otherwise set adder to $ff +MoveOnVine sty $00 ;store adder here + adc Player_Y_Position ;add carry to player's vertical position + sta Player_Y_Position ;and store to move player up or down + lda Player_Y_HighPos + adc $00 ;add carry to player's page location + sta Player_Y_HighPos ;and store + lda Left_Right_Buttons ;compare left/right controller bits + and Player_CollisionBits ;to collision flag + beq InitCSTimer ;if not set, skip to end + ldy ClimbSideTimer ;otherwise check timer + bne ExitCSub ;if timer not expired, branch to leave + ldy #$18 + sty ClimbSideTimer ;otherwise set timer now + ldx #$00 ;set default offset here + ldy PlayerFacingDir ;get facing direction + lsr ;move right button controller bit to carry + bcs ClimbFD ;if controller right pressed, branch ahead + inx + inx ;otherwise increment offset by 2 bytes +ClimbFD dey ;check to see if facing right + beq CSetFDir ;if so, branch, do not increment + inx ;otherwise increment by 1 byte +CSetFDir lda Player_X_Position + clc ;add or subtract from player's horizontal position + adc ClimbAdderLow,x ;using value here as adder and X as offset + sta Player_X_Position + lda Player_PageLoc ;add or subtract carry or borrow using value here + adc ClimbAdderHigh,x ;from the player's page location + sta Player_PageLoc + lda Left_Right_Buttons ;get left/right controller bits again + eor #%00000011 ;invert them and store them while player + sta PlayerFacingDir ;is on vine to face player in opposite direction +ExitCSub rts ;then leave +InitCSTimer sta ClimbSideTimer ;initialize timer here + rts + +;------------------------------------------------------------------------------------- +;$00 - used to store offset to friction data + +JumpMForceData + db $20,$20,$1e,$28,$28,$0d,$04 + +FallMForceData + db $70,$70,$60,$90,$90,$0a,$09 + +PlayerYSpdData + db $fc,$fc,$fc,$fb,$fb,$fe,$ff + +InitMForceData + db $00,$00,$00,$00,$00,$80,$00 + +MaxLeftXSpdData + db $d8,$e8,$f0 + +MaxRightXSpdData + db $28,$18,$10 + db $0c ;used for pipe intros + +FrictionData + db $e4,$98,$d0 + +Climb_Y_SpeedData + db $00,$ff,$01 + +Climb_Y_MForceData + db $00,$20,$ff + +PlayerPhysicsSub + lda Player_State ;check player state + cmp #$03 + bne CheckForJumping ;if not climbing, branch + ldy #$00 + lda Up_Down_Buttons ;get controller bits for up/down + and Player_CollisionBits ;check against player's collision detection bits + beq ProcClimb ;if not pressing up or down, branch + iny + and #%00001000 ;check for pressing up + bne ProcClimb + iny +ProcClimb ldx Climb_Y_MForceData,y ;load value here + stx Player_Y_MoveForce ;store as vertical movement force + lda #$08 ;load default animation timing + ldx Climb_Y_SpeedData,y ;load some other value here + stx Player_Y_Speed ;store as vertical speed + bmi SetCAnim ;if climbing down, use default animation timing value + lsr ;otherwise divide timer setting by 2 +SetCAnim sta PlayerAnimTimerSet ;store animation timer setting and leave + rts + +CheckForJumping + lda JumpspringAnimCtrl ;if jumpspring animating, + bne NoJump ;skip ahead to something else + lda A_B_Buttons ;check for A button press + and #A_Button + beq NoJump ;if not, branch to something else + and PreviousA_B_Buttons ;if button not pressed in previous frame, branch + beq ProcJumping +NoJump jmp X_Physics ;otherwise, jump to something else + +ProcJumping + lda Player_State ;check player state + beq InitJS ;if on the ground, branch + lda SwimmingFlag ;if swimming flag not set, jump to do something else + beq NoJump ;to prevent midair jumping, otherwise continue + lda JumpSwimTimer ;if jump/swim timer nonzero, branch + bne InitJS + lda Player_Y_Speed ;check player's vertical speed + bpl InitJS ;if player's vertical speed motionless or down, branch + jmp X_Physics ;if timer at zero and player still rising, do not swim +InitJS lda #$20 ;set jump/swim timer + sta JumpSwimTimer + ldy #$00 ;initialize vertical force and dummy variable + sty Player_YMF_Dummy + sty Player_Y_MoveForce + lda Player_Y_HighPos ;get vertical high and low bytes of jump origin + sta JumpOrigin_Y_HighPos ;and store them next to each other here + lda Player_Y_Position + sta JumpOrigin_Y_Position + lda #$01 ;set player state to jumping/swimming + sta Player_State + lda Player_XSpeedAbsolute ;check value related to walking/running speed + cmp #$09 + bcc ChkWtr ;branch if below certain values, increment Y + iny ;for each amount equal or exceeded + cmp #$10 + bcc ChkWtr + iny + cmp #$19 + bcc ChkWtr + iny + cmp #$1c + bcc ChkWtr ;note that for jumping, range is 0-4 for Y + iny +ChkWtr lda #$01 ;set value here (apparently always set to 1) + sta DiffToHaltJump + lda SwimmingFlag ;if swimming flag disabled, branch + beq GetYPhy + ldy #$05 ;otherwise set Y to 5, range is 5-6 + lda Whirlpool_Flag ;if whirlpool flag not set, branch + beq GetYPhy + iny ;otherwise increment to 6 +GetYPhy lda JumpMForceData,y ;store appropriate jump/swim + sta VerticalForce ;data here + lda FallMForceData,y + sta VerticalForceDown + lda InitMForceData,y + sta Player_Y_MoveForce + lda PlayerYSpdData,y + sta Player_Y_Speed + lda SwimmingFlag ;if swimming flag disabled, branch + beq PJumpSnd + lda #Sfx_EnemyStomp ;load swim/goomba stomp sound into + sta Square1SoundQueue ;square 1's sfx queue + lda Player_Y_Position + cmp #$14 ;check vertical low byte of player position + bcs X_Physics ;if below a certain point, branch + lda #$00 ;otherwise reset player's vertical speed + sta Player_Y_Speed ;and jump to something else to keep player + jmp X_Physics ;from swimming above water level +PJumpSnd lda #Sfx_BigJump ;load big mario's jump sound by default + ldy PlayerSize ;is mario big? + beq SJumpSnd + lda #Sfx_SmallJump ;if not, load small mario's jump sound +SJumpSnd sta Square1SoundQueue ;store appropriate jump sound in square 1 sfx queue +X_Physics ldy #$00 + sty $00 ;init value here + lda Player_State ;if mario is on the ground, branch + beq ProcPRun + lda Player_XSpeedAbsolute ;check something that seems to be related + cmp #$19 ;to mario's speed + bcs GetXPhy ;if =>$19 branch here + bcc ChkRFast ;if not branch elsewhere +ProcPRun iny ;if mario on the ground, increment Y + lda AreaType ;check area type + beq ChkRFast ;if water type, branch + dey ;decrement Y by default for non-water type area + lda Left_Right_Buttons ;get left/right controller bits + cmp Player_MovingDir ;check against moving direction + bne ChkRFast ;if controller bits <> moving direction, skip this part + lda A_B_Buttons ;check for b button pressed + and #B_Button + bne SetRTmr ;if pressed, skip ahead to set timer + lda RunningTimer ;check for running timer set + bne GetXPhy ;if set, branch +ChkRFast iny ;if running timer not set or level type is water, + inc $00 ;increment Y again and temp variable in memory + lda RunningSpeed + bne FastXSp ;if running speed set here, branch + lda Player_XSpeedAbsolute + cmp #$21 ;otherwise check player's walking/running speed + bcc GetXPhy ;if less than a certain amount, branch ahead +FastXSp inc $00 ;if running speed set or speed => $21 increment $00 + jmp GetXPhy ;and jump ahead +SetRTmr lda #$0a ;if b button pressed, set running timer + sta RunningTimer +GetXPhy lda MaxLeftXSpdData,y ;get maximum speed to the left + sta MaximumLeftSpeed + lda GameEngineSubroutine ;check for specific routine running + cmp #$07 ;(player entrance) + bne GetXPhy2 ;if not running, skip and use old value of Y + ldy #$03 ;otherwise set Y to 3 +GetXPhy2 lda MaxRightXSpdData,y ;get maximum speed to the right + sta MaximumRightSpeed + ldy $00 ;get other value in memory + lda FrictionData,y ;get value using value in memory as offset + sta FrictionAdderLow + lda #$00 + sta FrictionAdderHigh ;init something here + lda PlayerFacingDir + cmp Player_MovingDir ;check facing direction against moving direction + beq ExitPhy ;if the same, branch to leave + asl FrictionAdderLow ;otherwise shift d7 of friction adder low into carry + rol FrictionAdderHigh ;then rotate carry onto d0 of friction adder high +ExitPhy rts ;and then leave + +;------------------------------------------------------------------------------------- + +PlayerAnimTmrData + db $02,$04,$07 + +GetPlayerAnimSpeed + ldy #$00 ;initialize offset in Y + lda Player_XSpeedAbsolute ;check player's walking/running speed + cmp #$1c ;against preset amount + bcs SetRunSpd ;if greater than a certain amount, branch ahead + iny ;otherwise increment Y + cmp #$0e ;compare against lower amount + bcs ChkSkid ;if greater than this but not greater than first, skip increment + iny ;otherwise increment Y again +ChkSkid lda SavedJoypadBits ;get controller bits + and #%01111111 ;mask out A button + beq SetAnimSpd ;if no other buttons pressed, branch ahead of all this + and #$03 ;mask out all others except left and right + cmp Player_MovingDir ;check against moving direction + bne ProcSkid ;if left/right controller bits <> moving direction, branch + lda #$00 ;otherwise set zero value here +SetRunSpd sta RunningSpeed ;store zero or running speed here + jmp SetAnimSpd +ProcSkid lda Player_XSpeedAbsolute ;check player's walking/running speed + cmp #$0b ;against one last amount + bcs SetAnimSpd ;if greater than this amount, branch + lda PlayerFacingDir + sta Player_MovingDir ;otherwise use facing direction to set moving direction + lda #$00 + sta Player_X_Speed ;nullify player's horizontal speed + sta Player_X_MoveForce ;and dummy variable for player +SetAnimSpd lda PlayerAnimTmrData,y ;get animation timer setting using Y as offset + sta PlayerAnimTimerSet + rts + +;------------------------------------------------------------------------------------- + +ImposeFriction + and Player_CollisionBits ;perform AND between left/right controller bits and collision flag + cmp #$00 ;then compare to zero (this instruction is redundant) + bne JoypFrict ;if any bits set, branch to next part + lda Player_X_Speed + beq SetAbsSpd ;if player has no horizontal speed, branch ahead to last part + bpl RghtFrict ;if player moving to the right, branch to slow + bmi LeftFrict ;otherwise logic dictates player moving left, branch to slow +JoypFrict lsr ;put right controller bit into carry + bcc RghtFrict ;if left button pressed, carry = 0, thus branch +LeftFrict lda Player_X_MoveForce ;load value set here + clc + adc FrictionAdderLow ;add to it another value set here + sta Player_X_MoveForce ;store here + lda Player_X_Speed + adc FrictionAdderHigh ;add value plus carry to horizontal speed + sta Player_X_Speed ;set as new horizontal speed + cmp MaximumRightSpeed ;compare against maximum value for right movement + bmi XSpdSign ;if horizontal speed greater negatively, branch + lda MaximumRightSpeed ;otherwise set preset value as horizontal speed + sta Player_X_Speed ;thus slowing the player's left movement down + jmp SetAbsSpd ;skip to the end +RghtFrict lda Player_X_MoveForce ;load value set here + sec + sbc FrictionAdderLow ;subtract from it another value set here + sta Player_X_MoveForce ;store here + lda Player_X_Speed + sbc FrictionAdderHigh ;subtract value plus borrow from horizontal speed + sta Player_X_Speed ;set as new horizontal speed + cmp MaximumLeftSpeed ;compare against maximum value for left movement + bpl XSpdSign ;if horizontal speed greater positively, branch + lda MaximumLeftSpeed ;otherwise set preset value as horizontal speed + sta Player_X_Speed ;thus slowing the player's right movement down +XSpdSign cmp #$00 ;if player not moving or moving to the right, + bpl SetAbsSpd ;branch and leave horizontal speed value unmodified + eor #$ff + clc ;otherwise get two's compliment to get absolute + adc #$01 ;unsigned walking/running speed +SetAbsSpd sta Player_XSpeedAbsolute ;store walking/running speed here and leave + rts + +;------------------------------------------------------------------------------------- +;$00 - used to store downward movement force in FireballObjCore +;$02 - used to store maximum vertical speed in FireballObjCore +;$07 - used to store pseudorandom bit in BubbleCheck + +ProcFireball_Bubble + lda PlayerStatus ;check player's status + cmp #$02 + bcc ProcAirBubbles ;if not fiery, branch + lda A_B_Buttons + and #B_Button ;check for b button pressed + beq ProcFireballs ;branch if not pressed + and PreviousA_B_Buttons + bne ProcFireballs ;if button pressed in previous frame, branch + lda FireballCounter ;load fireball counter + and #%00000001 ;get LSB and use as offset for buffer + tax + lda Fireball_State,x ;load fireball state + bne ProcFireballs ;if not inactive, branch + ldy Player_Y_HighPos ;if player too high or too low, branch + dey + bne ProcFireballs + lda CrouchingFlag ;if player crouching, branch + bne ProcFireballs + lda Player_State ;if player's state = climbing, branch + cmp #$03 + beq ProcFireballs + lda #Sfx_Fireball ;play fireball sound effect + sta Square1SoundQueue + lda #$02 ;load state + sta Fireball_State,x + ldy PlayerAnimTimerSet ;copy animation frame timer setting + sty FireballThrowingTimer ;into fireball throwing timer + dey + sty PlayerAnimTimer ;decrement and store in player's animation timer + inc FireballCounter ;increment fireball counter + +ProcFireballs + ldx #$00 + jsr FireballObjCore ;process first fireball object + ldx #$01 + jsr FireballObjCore ;process second fireball object, then do air bubbles + +ProcAirBubbles + lda AreaType ;if not water type level, skip the rest of this + bne BublExit + ldx #$02 ;otherwise load counter and use as offset +BublLoop stx ObjectOffset ;store offset + jsr BubbleCheck ;check timers and coordinates, create air bubble + jsr RelativeBubblePosition ;get relative coordinates + jsr GetBubbleOffscreenBits ;get offscreen information + jsr DrawBubble ;draw the air bubble + dex + bpl BublLoop ;do this until all three are handled +BublExit rts ;then leave + +FireballXSpdData + db $40,$c0 + +FireballObjCore + stx ObjectOffset ;store offset as current object + lda Fireball_State,x ;check for d7 = 1 + asl + bcs FireballExplosion ;if so, branch to get relative coordinates and draw explosion + ldy Fireball_State,x ;if fireball inactive, branch to leave + beq NoFBall + dey ;if fireball state set to 1, skip this part and just run it + beq RunFB + lda Player_X_Position ;get player's horizontal position + adc #$04 ;add four pixels and store as fireball's horizontal position + sta Fireball_X_Position,x + lda Player_PageLoc ;get player's page location + adc #$00 ;add carry and store as fireball's page location + sta Fireball_PageLoc,x + lda Player_Y_Position ;get player's vertical position and store + sta Fireball_Y_Position,x + lda #$01 ;set high byte of vertical position + sta Fireball_Y_HighPos,x + ldy PlayerFacingDir ;get player's facing direction + dey ;decrement to use as offset here + lda FireballXSpdData,y ;set horizontal speed of fireball accordingly + sta Fireball_X_Speed,x + lda #$04 ;set vertical speed of fireball + sta Fireball_Y_Speed,x + lda #$07 + sta Fireball_BoundBoxCtrl,x ;set bounding box size control for fireball + dec Fireball_State,x ;decrement state to 1 to skip this part from now on +RunFB txa ;add 7 to offset to use + clc ;as fireball offset for next routines + adc #$07 + tax + lda #$50 ;set downward movement force here + sta $00 + lda #$03 ;set maximum speed here + sta $02 + lda #$00 + jsr ImposeGravity ;do sub here to impose gravity on fireball and move vertically + jsr MoveObjectHorizontally ;do another sub to move it horizontally + ldx ObjectOffset ;return fireball offset to X + jsr RelativeFireballPosition ;get relative coordinates + jsr GetFireballOffscreenBits ;get offscreen information + jsr GetFireballBoundBox ;get bounding box coordinates + jsr FireballBGCollision ;do fireball to background collision detection + lda FBall_OffscreenBits ;get fireball offscreen bits + and #%11001100 ;mask out certain bits + bne EraseFB ;if any bits still set, branch to kill fireball + jsr FireballEnemyCollision ;do fireball to enemy collision detection and deal with collisions + jmp DrawFireball ;draw fireball appropriately and leave +EraseFB lda #$00 ;erase fireball state + sta Fireball_State,x +NoFBall rts ;leave + +FireballExplosion + jsr RelativeFireballPosition + jmp DrawExplosion_Fireball + +BubbleCheck + lda PseudoRandomBitReg+1,x ;get part of LSFR + and #$01 + sta $07 ;store pseudorandom bit here + lda Bubble_Y_Position,x ;get vertical coordinate for air bubble + cmp #$f8 ;if offscreen coordinate not set, + bne MoveBubl ;branch to move air bubble + lda AirBubbleTimer ;if air bubble timer not expired, + bne ExitBubl ;branch to leave, otherwise create new air bubble + +SetupBubble + ldy #$00 ;load default value here + lda PlayerFacingDir ;get player's facing direction + lsr ;move d0 to carry + bcc PosBubl ;branch to use default value if facing left + ldy #$08 ;otherwise load alternate value here +PosBubl tya ;use value loaded as adder + adc Player_X_Position ;add to player's horizontal position + sta Bubble_X_Position,x ;save as horizontal position for airbubble + lda Player_PageLoc + adc #$00 ;add carry to player's page location + sta Bubble_PageLoc,x ;save as page location for airbubble + lda Player_Y_Position + clc ;add eight pixels to player's vertical position + adc #$08 + sta Bubble_Y_Position,x ;save as vertical position for air bubble + lda #$01 + sta Bubble_Y_HighPos,x ;set vertical high byte for air bubble + ldy $07 ;get pseudorandom bit, use as offset + lda BubbleTimerData,y ;get data for air bubble timer + sta AirBubbleTimer ;set air bubble timer +MoveBubl ldy $07 ;get pseudorandom bit again, use as offset + lda Bubble_YMF_Dummy,x + sec ;subtract pseudorandom amount from dummy variable + sbc Bubble_MForceData,y + sta Bubble_YMF_Dummy,x ;save dummy variable + lda Bubble_Y_Position,x + sbc #$00 ;subtract borrow from airbubble's vertical coordinate + cmp #$20 ;if below the status bar, + bcs Y_Bubl ;branch to go ahead and use to move air bubble upwards + lda #$f8 ;otherwise set offscreen coordinate +Y_Bubl sta Bubble_Y_Position,x ;store as new vertical coordinate for air bubble +ExitBubl rts ;leave + +Bubble_MForceData + db $ff,$50 + +BubbleTimerData + db $40,$20 + +;------------------------------------------------------------------------------------- + +RunGameTimer + lda OperMode ;get primary mode of operation + beq ExGTimer ;branch to leave if in title screen mode + lda GameEngineSubroutine + cmp #$08 ;if routine number less than eight running, + bcc ExGTimer ;branch to leave + cmp #$0b ;if running death routine, + beq ExGTimer ;branch to leave + lda Player_Y_HighPos + cmp #$02 ;if player below the screen, + bcs ExGTimer ;branch to leave regardless of level type + lda GameTimerCtrlTimer ;if game timer control not yet expired, + bne ExGTimer ;branch to leave + lda GameTimerDisplay + ora GameTimerDisplay+1 ;otherwise check game timer digits + ora GameTimerDisplay+2 + beq TimeUpOn ;if game timer digits at 000, branch to time-up code + ldy GameTimerDisplay ;otherwise check first digit + dey ;if first digit not on 1, + bne ResGTCtrl ;branch to reset game timer control + lda GameTimerDisplay+1 ;otherwise check second and third digits + ora GameTimerDisplay+2 + bne ResGTCtrl ;if timer not at 100, branch to reset game timer control + lda #TimeRunningOutMusic + sta EventMusicQueue ;otherwise load time running out music +ResGTCtrl lda #$18 ;reset game timer control + sta GameTimerCtrlTimer + ldy #$23 ;set offset for last digit + lda #$ff ;set value to decrement game timer digit + sta DigitModifier+5 + jsr DigitsMathRoutine ;do sub to decrement game timer slowly + lda #$a4 ;set status nybbles to update game timer display + jmp PrintStatusBarNumbers ;do sub to update the display +TimeUpOn sta PlayerStatus ;init player status (note A will always be zero here) + jsr ForceInjury ;do sub to kill the player (note player is small here) + inc GameTimerExpiredFlag ;set game timer expiration flag +ExGTimer rts ;leave + +;------------------------------------------------------------------------------------- + +WarpZoneObject + lda ScrollLock ;check for scroll lock flag + beq ExGTimer ;branch if not set to leave + lda Player_Y_Position ;check to see if player's vertical coordinate has + and Player_Y_HighPos ;same bits set as in vertical high byte (why?) + bne ExGTimer ;if so, branch to leave + sta ScrollLock ;otherwise nullify scroll lock flag + inc WarpZoneControl ;increment warp zone flag to make warp pipes for warp zone + jmp EraseEnemyObject ;kill this object + +;------------------------------------------------------------------------------------- +;$00 - used in WhirlpoolActivate to store whirlpool length / 2, page location of center of whirlpool +;and also to store movement force exerted on player +;$01 - used in ProcessWhirlpools to store page location of right extent of whirlpool +;and in WhirlpoolActivate to store center of whirlpool +;$02 - used in ProcessWhirlpools to store right extent of whirlpool and in +;WhirlpoolActivate to store maximum vertical speed + +ProcessWhirlpools + lda AreaType ;check for water type level + bne ExitWh ;branch to leave if not found + sta Whirlpool_Flag ;otherwise initialize whirlpool flag + lda TimerControl ;if master timer control set, + bne ExitWh ;branch to leave + ldy #$04 ;otherwise start with last whirlpool data +WhLoop lda Whirlpool_LeftExtent,y ;get left extent of whirlpool + clc + adc Whirlpool_Length,y ;add length of whirlpool + sta $02 ;store result as right extent here + lda Whirlpool_PageLoc,y ;get page location + beq NextWh ;if none or page 0, branch to get next data + adc #$00 ;add carry + sta $01 ;store result as page location of right extent here + lda Player_X_Position ;get player's horizontal position + sec + sbc Whirlpool_LeftExtent,y ;subtract left extent + lda Player_PageLoc ;get player's page location + sbc Whirlpool_PageLoc,y ;subtract borrow + bmi NextWh ;if player too far left, branch to get next data + lda $02 ;otherwise get right extent + sec + sbc Player_X_Position ;subtract player's horizontal coordinate + lda $01 ;get right extent's page location + sbc Player_PageLoc ;subtract borrow + bpl WhirlpoolActivate ;if player within right extent, branch to whirlpool code +NextWh dey ;move onto next whirlpool data + bpl WhLoop ;do this until all whirlpools are checked +ExitWh rts ;leave + +WhirlpoolActivate + lda Whirlpool_Length,y ;get length of whirlpool + lsr ;divide by 2 + sta $00 ;save here + lda Whirlpool_LeftExtent,y ;get left extent of whirlpool + clc + adc $00 ;add length divided by 2 + sta $01 ;save as center of whirlpool + lda Whirlpool_PageLoc,y ;get page location + adc #$00 ;add carry + sta $00 ;save as page location of whirlpool center + lda FrameCounter ;get frame counter + lsr ;shift d0 into carry (to run on every other frame) + bcc WhPull ;if d0 not set, branch to last part of code + lda $01 ;get center + sec + sbc Player_X_Position ;subtract player's horizontal coordinate + lda $00 ;get page location of center + sbc Player_PageLoc ;subtract borrow + bpl LeftWh ;if player to the left of center, branch + lda Player_X_Position ;otherwise slowly pull player left, towards the center + sec + sbc #$01 ;subtract one pixel + sta Player_X_Position ;set player's new horizontal coordinate + lda Player_PageLoc + sbc #$00 ;subtract borrow + jmp SetPWh ;jump to set player's new page location +LeftWh lda Player_CollisionBits ;get player's collision bits + lsr ;shift d0 into carry + bcc WhPull ;if d0 not set, branch + lda Player_X_Position ;otherwise slowly pull player right, towards the center + clc + adc #$01 ;add one pixel + sta Player_X_Position ;set player's new horizontal coordinate + lda Player_PageLoc + adc #$00 ;add carry +SetPWh sta Player_PageLoc ;set player's new page location +WhPull lda #$10 + sta $00 ;set vertical movement force + lda #$01 + sta Whirlpool_Flag ;set whirlpool flag to be used later + sta $02 ;also set maximum vertical speed + lsr + tax ;set X for player offset + jmp ImposeGravity ;jump to put whirlpool effect on player vertically, do not return + +;------------------------------------------------------------------------------------- + +FlagpoleScoreMods + db $05,$02,$08,$04,$01 + +FlagpoleScoreDigits + db $03,$03,$04,$04,$04 + +FlagpoleRoutine + ldx #$05 ;set enemy object offset + stx ObjectOffset ;to special use slot + lda Enemy_ID,x + cmp #FlagpoleFlagObject ;if flagpole flag not found, + bne ExitFlagP ;branch to leave + lda GameEngineSubroutine + cmp #$04 ;if flagpole slide routine not running, + bne SkipScore ;branch to near the end of code + lda Player_State + cmp #$03 ;if player state not climbing, + bne SkipScore ;branch to near the end of code + lda Enemy_Y_Position,x ;check flagpole flag's vertical coordinate + cmp #$aa ;if flagpole flag down to a certain point, + bcs GiveFPScr ;branch to end the level + lda Player_Y_Position ;check player's vertical coordinate + cmp #$a2 ;if player down to a certain point, + bcs GiveFPScr ;branch to end the level + lda Enemy_YMF_Dummy,x + adc #$ff ;add movement amount to dummy variable + sta Enemy_YMF_Dummy,x ;save dummy variable + lda Enemy_Y_Position,x ;get flag's vertical coordinate + adc #$01 ;add 1 plus carry to move flag, and + sta Enemy_Y_Position,x ;store vertical coordinate + lda FlagpoleFNum_YMFDummy + sec ;subtract movement amount from dummy variable + sbc #$ff + sta FlagpoleFNum_YMFDummy ;save dummy variable + lda FlagpoleFNum_Y_Pos + sbc #$01 ;subtract one plus borrow to move floatey number, + sta FlagpoleFNum_Y_Pos ;and store vertical coordinate here +SkipScore jmp FPGfx ;jump to skip ahead and draw flag and floatey number +GiveFPScr ldy FlagpoleScore ;get score offset from earlier (when player touched flagpole) + lda FlagpoleScoreMods,y ;get amount to award player points + ldx FlagpoleScoreDigits,y ;get digit with which to award points + sta DigitModifier,x ;store in digit modifier + jsr AddToScore ;do sub to award player points depending on height of collision + lda #$05 + sta GameEngineSubroutine ;set to run end-of-level subroutine on next frame +FPGfx jsr GetEnemyOffscreenBits ;get offscreen information + jsr RelativeEnemyPosition ;get relative coordinates + jsr FlagpoleGfxHandler ;draw flagpole flag and floatey number +ExitFlagP rts + +;------------------------------------------------------------------------------------- + +Jumpspring_Y_PosData + db $08,$10,$08,$00 + +JumpspringHandler + jsr GetEnemyOffscreenBits ;get offscreen information + lda TimerControl ;check master timer control + bne DrawJSpr ;branch to last section if set + lda JumpspringAnimCtrl ;check jumpspring frame control + beq DrawJSpr ;branch to last section if not set + tay + dey ;subtract one from frame control, + tya ;the only way a poor nmos 6502 can + and #%00000010 ;mask out all but d1, original value still in Y + bne DownJSpr ;if set, branch to move player up + inc Player_Y_Position + inc Player_Y_Position ;move player's vertical position down two pixels + jmp PosJSpr ;skip to next part +DownJSpr dec Player_Y_Position ;move player's vertical position up two pixels + dec Player_Y_Position +PosJSpr lda Jumpspring_FixedYPos,x ;get permanent vertical position + clc + adc Jumpspring_Y_PosData,y ;add value using frame control as offset + sta Enemy_Y_Position,x ;store as new vertical position + cpy #$01 ;check frame control offset (second frame is $00) + bcc BounceJS ;if offset not yet at third frame ($01), skip to next part + lda A_B_Buttons + and #A_Button ;check saved controller bits for A button press + beq BounceJS ;skip to next part if A not pressed + and PreviousA_B_Buttons ;check for A button pressed in previous frame + bne BounceJS ;skip to next part if so + lda #$f4 + sta JumpspringForce ;otherwise write new jumpspring force here +BounceJS cpy #$03 ;check frame control offset again + bne DrawJSpr ;skip to last part if not yet at fifth frame ($03) + lda JumpspringForce + sta Player_Y_Speed ;store jumpspring force as player's new vertical speed + lda #$00 + sta JumpspringAnimCtrl ;initialize jumpspring frame control +DrawJSpr jsr RelativeEnemyPosition ;get jumpspring's relative coordinates + jsr EnemyGfxHandler ;draw jumpspring + jsr OffscreenBoundsCheck ;check to see if we need to kill it + lda JumpspringAnimCtrl ;if frame control at zero, don't bother + beq ExJSpring ;trying to animate it, just leave + lda JumpspringTimer + bne ExJSpring ;if jumpspring timer not expired yet, leave + lda #$04 + sta JumpspringTimer ;otherwise initialize jumpspring timer + inc JumpspringAnimCtrl ;increment frame control to animate jumpspring +ExJSpring rts ;leave + +;------------------------------------------------------------------------------------- + +Setup_Vine + lda #VineObject ;load identifier for vine object + sta Enemy_ID,x ;store in buffer + lda #$01 + sta Enemy_Flag,x ;set flag for enemy object buffer + lda Block_PageLoc,y + sta Enemy_PageLoc,x ;copy page location from previous object + lda Block_X_Position,y + sta Enemy_X_Position,x ;copy horizontal coordinate from previous object + lda Block_Y_Position,y + sta Enemy_Y_Position,x ;copy vertical coordinate from previous object + ldy VineFlagOffset ;load vine flag/offset to next available vine slot + bne NextVO ;if set at all, don't bother to store vertical + sta VineStart_Y_Position ;otherwise store vertical coordinate here +NextVO txa ;store object offset to next available vine slot + sta VineObjOffset,y ;using vine flag as offset + inc VineFlagOffset ;increment vine flag offset + lda #Sfx_GrowVine + sta Square2SoundQueue ;load vine grow sound + rts + +;------------------------------------------------------------------------------------- +;$06-$07 - used as address to block buffer data +;$02 - used as vertical high nybble of block buffer offset + +VineHeightData + db $30,$60 + +VineObjectHandler + cpx #$05 ;check enemy offset for special use slot + bne ExitVH ;if not in last slot, branch to leave + ldy VineFlagOffset + dey ;decrement vine flag in Y, use as offset + lda VineHeight + cmp VineHeightData,y ;if vine has reached certain height, + beq RunVSubs ;branch ahead to skip this part + lda FrameCounter ;get frame counter + lsr ;shift d1 into carry + lsr + bcc RunVSubs ;if d1 not set (2 frames every 4) skip this part + lda Enemy_Y_Position+5 + sbc #$01 ;subtract vertical position of vine + sta Enemy_Y_Position+5 ;one pixel every frame it's time + inc VineHeight ;increment vine height +RunVSubs lda VineHeight ;if vine still very small, + cmp #$08 ;branch to leave + bcc ExitVH + jsr RelativeEnemyPosition ;get relative coordinates of vine, + jsr GetEnemyOffscreenBits ;and any offscreen bits + ldy #$00 ;initialize offset used in draw vine sub +VDrawLoop jsr DrawVine ;draw vine + iny ;increment offset + cpy VineFlagOffset ;if offset in Y and offset here + bne VDrawLoop ;do not yet match, loop back to draw more vine + lda Enemy_OffscreenBits + and #%00001100 ;mask offscreen bits + beq WrCMTile ;if none of the saved offscreen bits set, skip ahead + dey ;otherwise decrement Y to get proper offset again +KillVine ldx VineObjOffset,y ;get enemy object offset for this vine object + jsr EraseEnemyObject ;kill this vine object + dey ;decrement Y + bpl KillVine ;if any vine objects left, loop back to kill it + sta VineFlagOffset ;initialize vine flag/offset + sta VineHeight ;initialize vine height +WrCMTile lda VineHeight ;check vine height + cmp #$20 ;if vine small (less than 32 pixels tall) + bcc ExitVH ;then branch ahead to leave + ldx #$06 ;set offset in X to last enemy slot + lda #$01 ;set A to obtain horizontal in $04, but we don't care + ldy #$1b ;set Y to offset to get block at ($04,$10) of coordinates + jsr BlockBufferCollision ;do a sub to get block buffer address set, return contents + ldy $02 + cpy #$d0 ;if vertical high nybble offset beyond extent of + bcs ExitVH ;current block buffer, branch to leave, do not write + lda ($06),y ;otherwise check contents of block buffer at + bne ExitVH ;current offset, if not empty, branch to leave + lda #$26 + sta ($06),y ;otherwise, write climbing metatile to block buffer +ExitVH ldx ObjectOffset ;get enemy object offset and leave + rts + +;------------------------------------------------------------------------------------- + +CannonBitmasks + db %00001111,%00000111 + +ProcessCannons + lda AreaType ;get area type + beq ExCannon ;if water type area, branch to leave + ldx #$02 +ThreeSChk stx ObjectOffset ;start at third enemy slot + lda Enemy_Flag,x ;check enemy buffer flag + bne Chk_BB ;if set, branch to check enemy + lda PseudoRandomBitReg+1,x ;otherwise get part of LSFR + ldy SecondaryHardMode ;get secondary hard mode flag, use as offset + and CannonBitmasks,y ;mask out bits of LSFR as decided by flag + cmp #$06 ;check to see if lower nybble is above certain value + bcs Chk_BB ;if so, branch to check enemy + tay ;transfer masked contents of LSFR to Y as pseudorandom offset + lda Cannon_PageLoc,y ;get page location + beq Chk_BB ;if not set or on page 0, branch to check enemy + lda Cannon_Timer,y ;get cannon timer + beq FireCannon ;if expired, branch to fire cannon + sbc #$00 ;otherwise subtract borrow (note carry will always be clear here) + sta Cannon_Timer,y ;to count timer down + jmp Chk_BB ;then jump ahead to check enemy + +FireCannon + lda TimerControl ;if master timer control set, + bne Chk_BB ;branch to check enemy + lda #$0e ;otherwise we start creating one + sta Cannon_Timer,y ;first, reset cannon timer + lda Cannon_PageLoc,y ;get page location of cannon + sta Enemy_PageLoc,x ;save as page location of bullet bill + lda Cannon_X_Position,y ;get horizontal coordinate of cannon + sta Enemy_X_Position,x ;save as horizontal coordinate of bullet bill + lda Cannon_Y_Position,y ;get vertical coordinate of cannon + sec + sbc #$08 ;subtract eight pixels (because enemies are 24 pixels tall) + sta Enemy_Y_Position,x ;save as vertical coordinate of bullet bill + lda #$01 + sta Enemy_Y_HighPos,x ;set vertical high byte of bullet bill + sta Enemy_Flag,x ;set buffer flag + lsr ;shift right once to init A + sta Enemy_State,x ;then initialize enemy's state + lda #$09 + sta Enemy_BoundBoxCtrl,x ;set bounding box size control for bullet bill + lda #BulletBill_CannonVar + sta Enemy_ID,x ;load identifier for bullet bill (cannon variant) + jmp Next3Slt ;move onto next slot +Chk_BB lda Enemy_ID,x ;check enemy identifier for bullet bill (cannon variant) + cmp #BulletBill_CannonVar + bne Next3Slt ;if not found, branch to get next slot + jsr OffscreenBoundsCheck ;otherwise, check to see if it went offscreen + lda Enemy_Flag,x ;check enemy buffer flag + beq Next3Slt ;if not set, branch to get next slot + jsr GetEnemyOffscreenBits ;otherwise, get offscreen information + jsr BulletBillHandler ;then do sub to handle bullet bill +Next3Slt dex ;move onto next slot + bpl ThreeSChk ;do this until first three slots are checked +ExCannon rts ;then leave + +;-------------------------------- + +BulletBillXSpdData + db $18,$e8 + +BulletBillHandler + lda TimerControl ;if master timer control set, + bne RunBBSubs ;branch to run subroutines except movement sub + lda Enemy_State,x + bne ChkDSte ;if bullet bill's state set, branch to check defeated state + lda Enemy_OffscreenBits ;otherwise load offscreen bits + and #%00001100 ;mask out bits + cmp #%00001100 ;check to see if all bits are set + beq KillBB ;if so, branch to kill this object + ldy #$01 ;set to move right by default + jsr PlayerEnemyDiff ;get horizontal difference between player and bullet bill + bmi SetupBB ;if enemy to the left of player, branch + iny ;otherwise increment to move left +SetupBB sty Enemy_MovingDir,x ;set bullet bill's moving direction + dey ;decrement to use as offset + lda BulletBillXSpdData,y ;get horizontal speed based on moving direction + sta Enemy_X_Speed,x ;and store it + lda $00 ;get horizontal difference + adc #$28 ;add 40 pixels + cmp #$50 ;if less than a certain amount, player is too close + bcc KillBB ;to cannon either on left or right side, thus branch + lda #$01 + sta Enemy_State,x ;otherwise set bullet bill's state + lda #$0a + sta EnemyFrameTimer,x ;set enemy frame timer + lda #Sfx_Blast + sta Square2SoundQueue ;play fireworks/gunfire sound +ChkDSte lda Enemy_State,x ;check enemy state for d5 set + and #%00100000 + beq BBFly ;if not set, skip to move horizontally + jsr MoveD_EnemyVertically ;otherwise do sub to move bullet bill vertically +BBFly jsr MoveEnemyHorizontally ;do sub to move bullet bill horizontally +RunBBSubs jsr GetEnemyOffscreenBits ;get offscreen information + jsr RelativeEnemyPosition ;get relative coordinates + jsr GetEnemyBoundBox ;get bounding box coordinates + jsr PlayerEnemyCollision ;handle player to enemy collisions + jmp EnemyGfxHandler ;draw the bullet bill and leave +KillBB jsr EraseEnemyObject ;kill bullet bill and leave + rts + +;------------------------------------------------------------------------------------- + +HammerEnemyOfsData + db $04,$04,$04,$05,$05,$05 + db $06,$06,$06 + +HammerXSpdData + db $10,$f0 + +SpawnHammerObj + lda PseudoRandomBitReg+1 ;get pseudorandom bits from + and #%00000111 ;second part of LSFR + bne SetMOfs ;if any bits are set, branch and use as offset + lda PseudoRandomBitReg+1 + and #%00001000 ;get d3 from same part of LSFR +SetMOfs tay ;use either d3 or d2-d0 for offset here + lda Misc_State,y ;if any values loaded in + bne NoHammer ;$2a-$32 where offset is then leave with carry clear + ldx HammerEnemyOfsData,y ;get offset of enemy slot to check using Y as offset + lda Enemy_Flag,x ;check enemy buffer flag at offset + bne NoHammer ;if buffer flag set, branch to leave with carry clear + ldx ObjectOffset ;get original enemy object offset + txa + sta HammerEnemyOffset,y ;save here + lda #$90 + sta Misc_State,y ;save hammer's state here + lda #$07 + sta Misc_BoundBoxCtrl,y ;set something else entirely, here + sec ;return with carry set + rts +NoHammer ldx ObjectOffset ;get original enemy object offset + clc ;return with carry clear + rts + +;-------------------------------- +;$00 - used to set downward force +;$01 - used to set upward force (residual) +;$02 - used to set maximum speed + +ProcHammerObj + lda TimerControl ;if master timer control set + bne RunHSubs ;skip all of this code and go to last subs at the end + lda Misc_State,x ;otherwise get hammer's state + and #%01111111 ;mask out d7 + ldy HammerEnemyOffset,x ;get enemy object offset that spawned this hammer + cmp #$02 ;check hammer's state + beq SetHSpd ;if currently at 2, branch + bcs SetHPos ;if greater than 2, branch elsewhere + txa + clc ;add 13 bytes to use + adc #$0d ;proper misc object + tax ;return offset to X + lda #$10 + sta $00 ;set downward movement force + lda #$0f + sta $01 ;set upward movement force (not used) + lda #$04 + sta $02 ;set maximum vertical speed + lda #$00 ;set A to impose gravity on hammer + jsr ImposeGravity ;do sub to impose gravity on hammer and move vertically + jsr MoveObjectHorizontally ;do sub to move it horizontally + ldx ObjectOffset ;get original misc object offset + jmp RunAllH ;branch to essential subroutines +SetHSpd lda #$fe + sta Misc_Y_Speed,x ;set hammer's vertical speed + lda Enemy_State,y ;get enemy object state + and #%11110111 ;mask out d3 + sta Enemy_State,y ;store new state + ldx Enemy_MovingDir,y ;get enemy's moving direction + dex ;decrement to use as offset + lda HammerXSpdData,x ;get proper speed to use based on moving direction + ldx ObjectOffset ;reobtain hammer's buffer offset + sta Misc_X_Speed,x ;set hammer's horizontal speed +SetHPos dec Misc_State,x ;decrement hammer's state + lda Enemy_X_Position,y ;get enemy's horizontal position + clc + adc #$02 ;set position 2 pixels to the right + sta Misc_X_Position,x ;store as hammer's horizontal position + lda Enemy_PageLoc,y ;get enemy's page location + adc #$00 ;add carry + sta Misc_PageLoc,x ;store as hammer's page location + lda Enemy_Y_Position,y ;get enemy's vertical position + sec + sbc #$0a ;move position 10 pixels upward + sta Misc_Y_Position,x ;store as hammer's vertical position + lda #$01 + sta Misc_Y_HighPos,x ;set hammer's vertical high byte + bne RunHSubs ;unconditional branch to skip first routine +RunAllH jsr PlayerHammerCollision ;handle collisions +RunHSubs jsr GetMiscOffscreenBits ;get offscreen information + jsr RelativeMiscPosition ;get relative coordinates + jsr GetMiscBoundBox ;get bounding box coordinates + jsr DrawHammer ;draw the hammer + rts ;and we are done here + +;------------------------------------------------------------------------------------- +;$02 - used to store vertical high nybble offset from block buffer routine +;$06 - used to store low byte of block buffer address + +CoinBlock + jsr FindEmptyMiscSlot ;set offset for empty or last misc object buffer slot + lda Block_PageLoc,x ;get page location of block object + sta Misc_PageLoc,y ;store as page location of misc object + lda Block_X_Position,x ;get horizontal coordinate of block object + ora #$05 ;add 5 pixels + sta Misc_X_Position,y ;store as horizontal coordinate of misc object + lda Block_Y_Position,x ;get vertical coordinate of block object + sbc #$10 ;subtract 16 pixels + sta Misc_Y_Position,y ;store as vertical coordinate of misc object + jmp JCoinC ;jump to rest of code as applies to this misc object + +SetupJumpCoin + jsr FindEmptyMiscSlot ;set offset for empty or last misc object buffer slot + lda Block_PageLoc2,x ;get page location saved earlier + sta Misc_PageLoc,y ;and save as page location for misc object + lda $06 ;get low byte of block buffer offset + asl + asl ;multiply by 16 to use lower nybble + asl + asl + ora #$05 ;add five pixels + sta Misc_X_Position,y ;save as horizontal coordinate for misc object + lda $02 ;get vertical high nybble offset from earlier + adc #$20 ;add 32 pixels for the status bar + sta Misc_Y_Position,y ;store as vertical coordinate +JCoinC lda #$fb + sta Misc_Y_Speed,y ;set vertical speed + lda #$01 + sta Misc_Y_HighPos,y ;set vertical high byte + sta Misc_State,y ;set state for misc object + sta Square2SoundQueue ;load coin grab sound + stx ObjectOffset ;store current control bit as misc object offset + jsr GiveOneCoin ;update coin tally on the screen and coin amount variable + inc CoinTallyFor1Ups ;increment coin tally used to activate 1-up block flag + rts + +FindEmptyMiscSlot + ldy #$08 ;start at end of misc objects buffer +FMiscLoop lda Misc_State,y ;get misc object state + beq UseMiscS ;branch if none found to use current offset + dey ;decrement offset + cpy #$05 ;do this for three slots + bne FMiscLoop ;do this until all slots are checked + ldy #$08 ;if no empty slots found, use last slot +UseMiscS sty JumpCoinMiscOffset ;store offset of misc object buffer here (residual) + rts + +;------------------------------------------------------------------------------------- + +MiscObjectsCore + ldx #$08 ;set at end of misc object buffer +MiscLoop stx ObjectOffset ;store misc object offset here + lda Misc_State,x ;check misc object state + beq MiscLoopBack ;branch to check next slot + asl ;otherwise shift d7 into carry + bcc ProcJumpCoin ;if d7 not set, jumping coin, thus skip to rest of code here + jsr ProcHammerObj ;otherwise go to process hammer, + jmp MiscLoopBack ;then check next slot + +;-------------------------------- +;$00 - used to set downward force +;$01 - used to set upward force (residual) +;$02 - used to set maximum speed + +ProcJumpCoin + ldy Misc_State,x ;check misc object state + dey ;decrement to see if it's set to 1 + beq JCoinRun ;if so, branch to handle jumping coin + inc Misc_State,x ;otherwise increment state to either start off or as timer + lda Misc_X_Position,x ;get horizontal coordinate for misc object + clc ;whether its jumping coin (state 0 only) or floatey number + adc ScrollAmount ;add current scroll speed + sta Misc_X_Position,x ;store as new horizontal coordinate + lda Misc_PageLoc,x ;get page location + adc #$00 ;add carry + sta Misc_PageLoc,x ;store as new page location + lda Misc_State,x + cmp #$30 ;check state of object for preset value + bne RunJCSubs ;if not yet reached, branch to subroutines + lda #$00 + sta Misc_State,x ;otherwise nullify object state + jmp MiscLoopBack ;and move onto next slot +JCoinRun txa + clc ;add 13 bytes to offset for next subroutine + adc #$0d + tax + lda #$50 ;set downward movement amount + sta $00 + lda #$06 ;set maximum vertical speed + sta $02 + lsr ;divide by 2 and set + sta $01 ;as upward movement amount (apparently residual) + lda #$00 ;set A to impose gravity on jumping coin + jsr ImposeGravity ;do sub to move coin vertically and impose gravity on it + ldx ObjectOffset ;get original misc object offset + lda Misc_Y_Speed,x ;check vertical speed + cmp #$05 + bne RunJCSubs ;if not moving downward fast enough, keep state as-is + inc Misc_State,x ;otherwise increment state to change to floatey number +RunJCSubs jsr RelativeMiscPosition ;get relative coordinates + jsr GetMiscOffscreenBits ;get offscreen information + jsr GetMiscBoundBox ;get bounding box coordinates (why?) + jsr JCoinGfxHandler ;draw the coin or floatey number + +MiscLoopBack + dex ;decrement misc object offset + bpl MiscLoop ;loop back until all misc objects handled + rts ;then leave + +;------------------------------------------------------------------------------------- + +CoinTallyOffsets + db $17,$1d + +ScoreOffsets + db $0b,$11 + +StatusBarNybbles + db $02,$13 + +GiveOneCoin + lda #$01 ;set digit modifier to add 1 coin + sta DigitModifier+5 ;to the current player's coin tally + ldx CurrentPlayer ;get current player on the screen + ldy CoinTallyOffsets,x ;get offset for player's coin tally + jsr DigitsMathRoutine ;update the coin tally + inc CoinTally ;increment onscreen player's coin amount + lda CoinTally + cmp #100 ;does player have 100 coins yet? + bne CoinPoints ;if not, skip all of this + lda #$00 + sta CoinTally ;otherwise, reinitialize coin amount + inc NumberofLives ;give the player an extra life + lda #Sfx_ExtraLife + sta Square2SoundQueue ;play 1-up sound + +CoinPoints + lda #$02 ;set digit modifier to award + sta DigitModifier+4 ;200 points to the player + +AddToScore + ldx CurrentPlayer ;get current player + ldy ScoreOffsets,x ;get offset for player's score + jsr DigitsMathRoutine ;update the score internally with value in digit modifier + +GetSBNybbles + ldy CurrentPlayer ;get current player + lda StatusBarNybbles,y ;get nybbles based on player, use to update score and coins + +UpdateNumber + jsr PrintStatusBarNumbers ;print status bar numbers based on nybbles, whatever they be + ldy VRAM_Buffer1_Offset + lda VRAM_Buffer1-6,y ;check highest digit of score + bne NoZSup ;if zero, overwrite with space tile for zero suppression + lda #$24 + sta VRAM_Buffer1-6,y +NoZSup ldx ObjectOffset ;get enemy object buffer offset + rts + +;------------------------------------------------------------------------------------- + +SetupPowerUp + lda #PowerUpObject ;load power-up identifier into + sta Enemy_ID+5 ;special use slot of enemy object buffer + lda Block_PageLoc,x ;store page location of block object + sta Enemy_PageLoc+5 ;as page location of power-up object + lda Block_X_Position,x ;store horizontal coordinate of block object + sta Enemy_X_Position+5 ;as horizontal coordinate of power-up object + lda #$01 + sta Enemy_Y_HighPos+5 ;set vertical high byte of power-up object + lda Block_Y_Position,x ;get vertical coordinate of block object + sec + sbc #$08 ;subtract 8 pixels + sta Enemy_Y_Position+5 ;and use as vertical coordinate of power-up object +PwrUpJmp lda #$01 ;this is a residual jump point in enemy object jump table + sta Enemy_State+5 ;set power-up object's state + sta Enemy_Flag+5 ;set buffer flag + lda #$03 + sta Enemy_BoundBoxCtrl+5 ;set bounding box size control for power-up object + lda PowerUpType + cmp #$02 ;check currently loaded power-up type + bcs PutBehind ;if star or 1-up, branch ahead + lda PlayerStatus ;otherwise check player's current status + cmp #$02 + bcc StrType ;if player not fiery, use status as power-up type + lsr ;otherwise shift right to force fire flower type +StrType sta PowerUpType ;store type here +PutBehind lda #%00100000 + sta Enemy_SprAttrib+5 ;set background priority bit + lda #Sfx_GrowPowerUp + sta Square2SoundQueue ;load power-up reveal sound and leave + rts + +;------------------------------------------------------------------------------------- + +PowerUpObjHandler + ldx #$05 ;set object offset for last slot in enemy object buffer + stx ObjectOffset + lda Enemy_State+5 ;check power-up object's state + beq ExitPUp ;if not set, branch to leave + asl ;shift to check if d7 was set in object state + bcc GrowThePowerUp ;if not set, branch ahead to skip this part + lda TimerControl ;if master timer control set, + bne RunPUSubs ;branch ahead to enemy object routines + lda PowerUpType ;check power-up type + beq ShroomM ;if normal mushroom, branch ahead to move it + cmp #$03 + beq ShroomM ;if 1-up mushroom, branch ahead to move it + cmp #$02 + bne RunPUSubs ;if not star, branch elsewhere to skip movement + jsr MoveJumpingEnemy ;otherwise impose gravity on star power-up and make it jump + jsr EnemyJump ;note that green paratroopa shares the same code here + jmp RunPUSubs ;then jump to other power-up subroutines +ShroomM jsr MoveNormalEnemy ;do sub to make mushrooms move + jsr EnemyToBGCollisionDet ;deal with collisions + jmp RunPUSubs ;run the other subroutines + +GrowThePowerUp + lda FrameCounter ;get frame counter + and #$03 ;mask out all but 2 LSB + bne ChkPUSte ;if any bits set here, branch + dec Enemy_Y_Position+5 ;otherwise decrement vertical coordinate slowly + lda Enemy_State+5 ;load power-up object state + inc Enemy_State+5 ;increment state for next frame (to make power-up rise) + cmp #$11 ;if power-up object state not yet past 16th pixel, + bcc ChkPUSte ;branch ahead to last part here + lda #$10 + sta Enemy_X_Speed,x ;otherwise set horizontal speed + lda #%10000000 + sta Enemy_State+5 ;and then set d7 in power-up object's state + asl ;shift once to init A + sta Enemy_SprAttrib+5 ;initialize background priority bit set here + rol ;rotate A to set right moving direction + sta Enemy_MovingDir,x ;set moving direction +ChkPUSte lda Enemy_State+5 ;check power-up object's state + cmp #$06 ;for if power-up has risen enough + bcc ExitPUp ;if not, don't even bother running these routines +RunPUSubs jsr RelativeEnemyPosition ;get coordinates relative to screen + jsr GetEnemyOffscreenBits ;get offscreen bits + jsr GetEnemyBoundBox ;get bounding box coordinates + jsr DrawPowerUp ;draw the power-up object + jsr PlayerEnemyCollision ;check for collision with player + jsr OffscreenBoundsCheck ;check to see if it went offscreen +ExitPUp rts ;and we're done + +;------------------------------------------------------------------------------------- +;These apply to all routines in this section unless otherwise noted +;$00 - used to store metatile from block buffer routine +;$02 - used to store vertical high nybble offset from block buffer routine +;$05 - used to store metatile stored in A at beginning of PlayerHeadCollision +;$06-$07 - used as block buffer address indirect + +BlockYPosAdderData + db $04,$12 + +PlayerHeadCollision + pha ;store metatile number to stack + lda #$11 ;load unbreakable block object state by default + ldx SprDataOffset_Ctrl ;load offset control bit here + ldy PlayerSize ;check player's size + bne DBlockSte ;if small, branch + lda #$12 ;otherwise load breakable block object state +DBlockSte sta Block_State,x ;store into block object buffer + jsr DestroyBlockMetatile ;store blank metatile in vram buffer to write to name table + ldx SprDataOffset_Ctrl ;load offset control bit + lda $02 ;get vertical high nybble offset used in block buffer routine + sta Block_Orig_YPos,x ;set as vertical coordinate for block object + tay + lda $06 ;get low byte of block buffer address used in same routine + sta Block_BBuf_Low,x ;save as offset here to be used later + lda ($06),y ;get contents of block buffer at old address at $06,$07 + jsr BlockBumpedChk ;do a sub to check which block player bumped head on + sta $00 ;store metatile here + ldy PlayerSize ;check player's size + bne ChkBrick ;if small, use metatile itself as contents of A + tya ;otherwise init A (note big = 0) +ChkBrick bcc PutMTileB ;if no match was found in previous sub, skip ahead + ldy #$11 ;otherwise load unbreakable state into block object buffer + sty Block_State,x ;note this applies to both player sizes + lda #$c4 ;load empty block metatile into A for now + ldy $00 ;get metatile from before + cpy #$58 ;is it brick with coins (with line)? + beq StartBTmr ;if so, branch + cpy #$5d ;is it brick with coins (without line)? + bne PutMTileB ;if not, branch ahead to store empty block metatile +StartBTmr lda BrickCoinTimerFlag ;check brick coin timer flag + bne ContBTmr ;if set, timer expired or counting down, thus branch + lda #$0b + sta BrickCoinTimer ;if not set, set brick coin timer + inc BrickCoinTimerFlag ;and set flag linked to it +ContBTmr lda BrickCoinTimer ;check brick coin timer + bne PutOldMT ;if not yet expired, branch to use current metatile + ldy #$c4 ;otherwise use empty block metatile +PutOldMT tya ;put metatile into A +PutMTileB sta Block_Metatile,x ;store whatever metatile be appropriate here + jsr InitBlock_XY_Pos ;get block object horizontal coordinates saved + ldy $02 ;get vertical high nybble offset + lda #$23 + sta ($06),y ;write blank metatile $23 to block buffer + lda #$10 + sta BlockBounceTimer ;set block bounce timer + pla ;pull original metatile from stack + sta $05 ;and save here + ldy #$00 ;set default offset + lda CrouchingFlag ;is player crouching? + bne SmallBP ;if so, branch to increment offset + lda PlayerSize ;is player big? + beq BigBP ;if so, branch to use default offset +SmallBP iny ;increment for small or big and crouching +BigBP lda Player_Y_Position ;get player's vertical coordinate + clc + adc BlockYPosAdderData,y ;add value determined by size + and #$f0 ;mask out low nybble to get 16-pixel correspondence + sta Block_Y_Position,x ;save as vertical coordinate for block object + ldy Block_State,x ;get block object state + cpy #$11 + beq Unbreak ;if set to value loaded for unbreakable, branch + jsr BrickShatter ;execute code for breakable brick + jmp InvOBit ;skip subroutine to do last part of code here +Unbreak jsr BumpBlock ;execute code for unbreakable brick or question block +InvOBit lda SprDataOffset_Ctrl ;invert control bit used by block objects + eor #$01 ;and floatey numbers + sta SprDataOffset_Ctrl + rts ;leave! + +;-------------------------------- + +InitBlock_XY_Pos + lda Player_X_Position ;get player's horizontal coordinate + clc + adc #$08 ;add eight pixels + and #$f0 ;mask out low nybble to give 16-pixel correspondence + sta Block_X_Position,x ;save as horizontal coordinate for block object + lda Player_PageLoc + adc #$00 ;add carry to page location of player + sta Block_PageLoc,x ;save as page location of block object + sta Block_PageLoc2,x ;save elsewhere to be used later + lda Player_Y_HighPos + sta Block_Y_HighPos,x ;save vertical high byte of player into + rts ;vertical high byte of block object and leave + +;-------------------------------- + +BumpBlock + jsr CheckTopOfBlock ;check to see if there's a coin directly above this block + lda #Sfx_Bump + sta Square1SoundQueue ;play bump sound + lda #$00 + sta Block_X_Speed,x ;initialize horizontal speed for block object + sta Block_Y_MoveForce,x ;init fractional movement force + sta Player_Y_Speed ;init player's vertical speed + lda #$fe + sta Block_Y_Speed,x ;set vertical speed for block object + lda $05 ;get original metatile from stack + jsr BlockBumpedChk ;do a sub to check which block player bumped head on + bcc ExitBlockChk ;if no match was found, branch to leave + tya ;move block number to A + cmp #$09 ;if block number was within 0-8 range, + bcc BlockCode ;branch to use current number + sbc #$05 ;otherwise subtract 5 for second set to get proper number +BlockCode jsr JumpEngine ;run appropriate subroutine depending on block number + + dw MushFlowerBlock + dw CoinBlock + dw CoinBlock + dw ExtraLifeMushBlock + dw MushFlowerBlock + dw VineBlock + dw StarBlock + dw CoinBlock + dw ExtraLifeMushBlock + +;-------------------------------- + +MushFlowerBlock + lda #$00 ;load mushroom/fire flower into power-up type + db $2c ;BIT instruction opcode + +StarBlock + lda #$02 ;load star into power-up type + db $2c ;BIT instruction opcode + +ExtraLifeMushBlock + lda #$03 ;load 1-up mushroom into power-up type + sta $39 ;store correct power-up type + jmp SetupPowerUp + +VineBlock + ldx #$05 ;load last slot for enemy object buffer + ldy SprDataOffset_Ctrl ;get control bit + jsr Setup_Vine ;set up vine object + +ExitBlockChk + rts ;leave + +;-------------------------------- + +BrickQBlockMetatiles + db $c1,$c0,$5f,$60 ;used by question blocks + + ;these two sets are functionally identical, but look different + db $55,$56,$57,$58,$59 ;used by ground level types + db $5a,$5b,$5c,$5d,$5e ;used by other level types + +BlockBumpedChk + ldy #$0d ;start at end of metatile data +BumpChkLoop cmp BrickQBlockMetatiles,y ;check to see if current metatile matches + beq MatchBump ;metatile found in block buffer, branch if so + dey ;otherwise move onto next metatile + bpl BumpChkLoop ;do this until all metatiles are checked + clc ;if none match, return with carry clear +MatchBump rts ;note carry is set if found match + +;-------------------------------- + +BrickShatter + jsr CheckTopOfBlock ;check to see if there's a coin directly above this block + lda #Sfx_BrickShatter + sta Block_RepFlag,x ;set flag for block object to immediately replace metatile + sta NoiseSoundQueue ;load brick shatter sound + jsr SpawnBrickChunks ;create brick chunk objects + lda #$fe + sta Player_Y_Speed ;set vertical speed for player + lda #$05 + sta DigitModifier+5 ;set digit modifier to give player 50 points + jsr AddToScore ;do sub to update the score + ldx SprDataOffset_Ctrl ;load control bit and leave + rts + +;-------------------------------- + +CheckTopOfBlock + ldx SprDataOffset_Ctrl ;load control bit + ldy $02 ;get vertical high nybble offset used in block buffer + beq TopEx ;branch to leave if set to zero, because we're at the top + tya ;otherwise set to A + sec + sbc #$10 ;subtract $10 to move up one row in the block buffer + sta $02 ;store as new vertical high nybble offset + tay + lda ($06),y ;get contents of block buffer in same column, one row up + cmp #$c2 ;is it a coin? (not underwater) + bne TopEx ;if not, branch to leave + lda #$00 + sta ($06),y ;otherwise put blank metatile where coin was + jsr RemoveCoin_Axe ;write blank metatile to vram buffer + ldx SprDataOffset_Ctrl ;get control bit + jsr SetupJumpCoin ;create jumping coin object and update coin variables +TopEx rts ;leave! + +;-------------------------------- + +SpawnBrickChunks + lda Block_X_Position,x ;set horizontal coordinate of block object + sta Block_Orig_XPos,x ;as original horizontal coordinate here + lda #$f0 + sta Block_X_Speed,x ;set horizontal speed for brick chunk objects + sta Block_X_Speed+2,x + lda #$fa + sta Block_Y_Speed,x ;set vertical speed for one + lda #$fc + sta Block_Y_Speed+2,x ;set lower vertical speed for the other + lda #$00 + sta Block_Y_MoveForce,x ;init fractional movement force for both + sta Block_Y_MoveForce+2,x + lda Block_PageLoc,x + sta Block_PageLoc+2,x ;copy page location + lda Block_X_Position,x + sta Block_X_Position+2,x ;copy horizontal coordinate + lda Block_Y_Position,x + clc ;add 8 pixels to vertical coordinate + adc #$08 ;and save as vertical coordinate for one of them + sta Block_Y_Position+2,x + lda #$fa + sta Block_Y_Speed,x ;set vertical speed...again??? (redundant) + rts + +;------------------------------------------------------------------------------------- + +BlockObjectsCore + lda Block_State,x ;get state of block object + beq UpdSte ;if not set, branch to leave + and #$0f ;mask out high nybble + pha ;push to stack + tay ;put in Y for now + txa + clc + adc #$09 ;add 9 bytes to offset (note two block objects are created + tax ;when using brick chunks, but only one offset for both) + dey ;decrement Y to check for solid block state + beq BouncingBlockHandler ;branch if found, otherwise continue for brick chunks + jsr ImposeGravityBlock ;do sub to impose gravity on one block object object + jsr MoveObjectHorizontally ;do another sub to move horizontally + txa + clc ;move onto next block object + adc #$02 + tax + jsr ImposeGravityBlock ;do sub to impose gravity on other block object + jsr MoveObjectHorizontally ;do another sub to move horizontally + ldx ObjectOffset ;get block object offset used for both + jsr RelativeBlockPosition ;get relative coordinates + jsr GetBlockOffscreenBits ;get offscreen information + jsr DrawBrickChunks ;draw the brick chunks + pla ;get lower nybble of saved state + ldy Block_Y_HighPos,x ;check vertical high byte of block object + beq UpdSte ;if above the screen, branch to kill it + pha ;otherwise save state back into stack + lda #$f0 + cmp Block_Y_Position+2,x ;check to see if bottom block object went + bcs ChkTop ;to the bottom of the screen, and branch if not + sta Block_Y_Position+2,x ;otherwise set offscreen coordinate +ChkTop lda Block_Y_Position,x ;get top block object's vertical coordinate + cmp #$f0 ;see if it went to the bottom of the screen + pla ;pull block object state from stack + bcc UpdSte ;if not, branch to save state + bcs KillBlock ;otherwise do unconditional branch to kill it + +BouncingBlockHandler + jsr ImposeGravityBlock ;do sub to impose gravity on block object + ldx ObjectOffset ;get block object offset + jsr RelativeBlockPosition ;get relative coordinates + jsr GetBlockOffscreenBits ;get offscreen information + jsr DrawBlock ;draw the block + lda Block_Y_Position,x ;get vertical coordinate + and #$0f ;mask out high nybble + cmp #$05 ;check to see if low nybble wrapped around + pla ;pull state from stack + bcs UpdSte ;if still above amount, not time to kill block yet, thus branch + lda #$01 + sta Block_RepFlag,x ;otherwise set flag to replace metatile +KillBlock lda #$00 ;if branched here, nullify object state +UpdSte sta Block_State,x ;store contents of A in block object state + rts + +;------------------------------------------------------------------------------------- +;$02 - used to store offset to block buffer +;$06-$07 - used to store block buffer address + +BlockObjMT_Updater + ldx #$01 ;set offset to start with second block object +UpdateLoop stx ObjectOffset ;set offset here + lda VRAM_Buffer1 ;if vram buffer already being used here, + bne NextBUpd ;branch to move onto next block object + lda Block_RepFlag,x ;if flag for block object already clear, + beq NextBUpd ;branch to move onto next block object + lda Block_BBuf_Low,x ;get low byte of block buffer + sta $06 ;store into block buffer address + lda #$05 + sta $07 ;set high byte of block buffer address + lda Block_Orig_YPos,x ;get original vertical coordinate of block object + sta $02 ;store here and use as offset to block buffer + tay + lda Block_Metatile,x ;get metatile to be written + sta ($06),y ;write it to the block buffer + jsr ReplaceBlockMetatile ;do sub to replace metatile where block object is + lda #$00 + sta Block_RepFlag,x ;clear block object flag +NextBUpd dex ;decrement block object offset + bpl UpdateLoop ;do this until both block objects are dealt with + rts ;then leave + +;------------------------------------------------------------------------------------- +;$00 - used to store high nybble of horizontal speed as adder +;$01 - used to store low nybble of horizontal speed +;$02 - used to store adder to page location + +MoveEnemyHorizontally + inx ;increment offset for enemy offset + jsr MoveObjectHorizontally ;position object horizontally according to + ldx ObjectOffset ;counters, return with saved value in A, + rts ;put enemy offset back in X and leave + +MovePlayerHorizontally + lda JumpspringAnimCtrl ;if jumpspring currently animating, + bne ExXMove ;branch to leave + tax ;otherwise set zero for offset to use player's stuff + +MoveObjectHorizontally + lda SprObject_X_Speed,x ;get currently saved value (horizontal + asl ;speed, secondary counter, whatever) + asl ;and move low nybble to high + asl + asl + sta $01 ;store result here + lda SprObject_X_Speed,x ;get saved value again + lsr ;move high nybble to low + lsr + lsr + lsr + cmp #$08 ;if < 8, branch, do not change + bcc SaveXSpd + ora #%11110000 ;otherwise alter high nybble +SaveXSpd sta $00 ;save result here + ldy #$00 ;load default Y value here + cmp #$00 ;if result positive, leave Y alone + bpl UseAdder + dey ;otherwise decrement Y +UseAdder sty $02 ;save Y here + lda SprObject_X_MoveForce,x ;get whatever number's here + clc + adc $01 ;add low nybble moved to high + sta SprObject_X_MoveForce,x ;store result here + lda #$00 ;init A + rol ;rotate carry into d0 + pha ;push onto stack + ror ;rotate d0 back onto carry + lda SprObject_X_Position,x + adc $00 ;add carry plus saved value (high nybble moved to low + sta SprObject_X_Position,x ;plus $f0 if necessary) to object's horizontal position + lda SprObject_PageLoc,x + adc $02 ;add carry plus other saved value to the + sta SprObject_PageLoc,x ;object's page location and save + pla + clc ;pull old carry from stack and add + adc $00 ;to high nybble moved to low +ExXMove rts ;and leave + +;------------------------------------------------------------------------------------- +;$00 - used for downward force +;$01 - used for upward force +;$02 - used for maximum vertical speed + +MovePlayerVertically + ldx #$00 ;set X for player offset + lda TimerControl + bne NoJSChk ;if master timer control set, branch ahead + lda JumpspringAnimCtrl ;otherwise check to see if jumpspring is animating + bne ExXMove ;branch to leave if so +NoJSChk lda VerticalForce ;dump vertical force + sta $00 + lda #$04 ;set maximum vertical speed here + jmp ImposeGravitySprObj ;then jump to move player vertically + +;-------------------------------- + +MoveD_EnemyVertically + ldy #$3d ;set quick movement amount downwards + lda Enemy_State,x ;then check enemy state + cmp #$05 ;if not set to unique state for spiny's egg, go ahead + bne ContVMove ;and use, otherwise set different movement amount, continue on + +MoveFallingPlatform + ldy #$20 ;set movement amount +ContVMove jmp SetHiMax ;jump to skip the rest of this + +;-------------------------------- + +MoveRedPTroopaDown + ldy #$00 ;set Y to move downwards + jmp MoveRedPTroopa ;skip to movement routine + +MoveRedPTroopaUp + ldy #$01 ;set Y to move upwards + +MoveRedPTroopa + inx ;increment X for enemy offset + lda #$03 + sta $00 ;set downward movement amount here + lda #$06 + sta $01 ;set upward movement amount here + lda #$02 + sta $02 ;set maximum speed here + tya ;set movement direction in A, and + jmp RedPTroopaGrav ;jump to move this thing + +;-------------------------------- + +MoveDropPlatform + ldy #$7f ;set movement amount for drop platform + bne SetMdMax ;skip ahead of other value set here + +MoveEnemySlowVert + ldy #$0f ;set movement amount for bowser/other objects +SetMdMax lda #$02 ;set maximum speed in A + bne SetXMoveAmt ;unconditional branch + +;-------------------------------- + +MoveJ_EnemyVertically + ldy #$1c ;set movement amount for podoboo/other objects +SetHiMax lda #$03 ;set maximum speed in A +SetXMoveAmt sty $00 ;set movement amount here + inx ;increment X for enemy offset + jsr ImposeGravitySprObj ;do a sub to move enemy object downwards + ldx ObjectOffset ;get enemy object buffer offset and leave + rts + +;-------------------------------- + +MaxSpdBlockData + db $06,$08 + +ResidualGravityCode + ldy #$00 ;this part appears to be residual, + db $2c ;no code branches or jumps to it... + +ImposeGravityBlock + ldy #$01 ;set offset for maximum speed + lda #$50 ;set movement amount here + sta $00 + lda MaxSpdBlockData,y ;get maximum speed + +ImposeGravitySprObj + sta $02 ;set maximum speed here + lda #$00 ;set value to move downwards + jmp ImposeGravity ;jump to the code that actually moves it + +;-------------------------------- + +MovePlatformDown + lda #$00 ;save value to stack (if branching here, execute next + db $2c ;part as BIT instruction) + +MovePlatformUp + lda #$01 ;save value to stack + pha + ldy Enemy_ID,x ;get enemy object identifier + inx ;increment offset for enemy object + lda #$05 ;load default value here + cpy #$29 ;residual comparison, object #29 never executes + bne SetDplSpd ;this code, thus unconditional branch here + lda #$09 ;residual code +SetDplSpd sta $00 ;save downward movement amount here + lda #$0a ;save upward movement amount here + sta $01 + lda #$03 ;save maximum vertical speed here + sta $02 + pla ;get value from stack + tay ;use as Y, then move onto code shared by red koopa + +RedPTroopaGrav + jsr ImposeGravity ;do a sub to move object gradually + ldx ObjectOffset ;get enemy object offset and leave + rts + +;------------------------------------------------------------------------------------- +;$00 - used for downward force +;$01 - used for upward force +;$07 - used as adder for vertical position + +ImposeGravity + pha ;push value to stack + lda SprObject_YMF_Dummy,x + clc ;add value in movement force to contents of dummy variable + adc SprObject_Y_MoveForce,x + sta SprObject_YMF_Dummy,x + ldy #$00 ;set Y to zero by default + lda SprObject_Y_Speed,x ;get current vertical speed + bpl AlterYP ;if currently moving downwards, do not decrement Y + dey ;otherwise decrement Y +AlterYP sty $07 ;store Y here + adc SprObject_Y_Position,x ;add vertical position to vertical speed plus carry + sta SprObject_Y_Position,x ;store as new vertical position + lda SprObject_Y_HighPos,x + adc $07 ;add carry plus contents of $07 to vertical high byte + sta SprObject_Y_HighPos,x ;store as new vertical high byte + lda SprObject_Y_MoveForce,x + clc + adc $00 ;add downward movement amount to contents of $0433 + sta SprObject_Y_MoveForce,x + lda SprObject_Y_Speed,x ;add carry to vertical speed and store + adc #$00 + sta SprObject_Y_Speed,x + cmp $02 ;compare to maximum speed + bmi ChkUpM ;if less than preset value, skip this part + lda SprObject_Y_MoveForce,x + cmp #$80 ;if less positively than preset maximum, skip this part + bcc ChkUpM + lda $02 + sta SprObject_Y_Speed,x ;keep vertical speed within maximum value + lda #$00 + sta SprObject_Y_MoveForce,x ;clear fractional +ChkUpM pla ;get value from stack + beq ExVMove ;if set to zero, branch to leave + lda $02 + eor #%11111111 ;otherwise get two's compliment of maximum speed + tay + iny + sty $07 ;store two's compliment here + lda SprObject_Y_MoveForce,x + sec ;subtract upward movement amount from contents + sbc $01 ;of movement force, note that $01 is twice as large as $00, + sta SprObject_Y_MoveForce,x ;thus it effectively undoes add we did earlier + lda SprObject_Y_Speed,x + sbc #$00 ;subtract borrow from vertical speed and store + sta SprObject_Y_Speed,x + cmp $07 ;compare vertical speed to two's compliment + bpl ExVMove ;if less negatively than preset maximum, skip this part + lda SprObject_Y_MoveForce,x + cmp #$80 ;check if fractional part is above certain amount, + bcs ExVMove ;and if so, branch to leave + lda $07 + sta SprObject_Y_Speed,x ;keep vertical speed within maximum value + lda #$ff + sta SprObject_Y_MoveForce,x ;clear fractional +ExVMove rts ;leave! + +;------------------------------------------------------------------------------------- + +EnemiesAndLoopsCore + lda Enemy_Flag,x ;check data here for MSB set + pha ;save in stack + asl + bcs ChkBowserF ;if MSB set in enemy flag, branch ahead of jumps + pla ;get from stack + beq ChkAreaTsk ;if data zero, branch + jmp RunEnemyObjectsCore ;otherwise, jump to run enemy subroutines +ChkAreaTsk lda AreaParserTaskNum ;check number of tasks to perform + and #$07 + cmp #$07 ;if at a specific task, jump and leave + beq ExitELCore + jmp ProcLoopCommand ;otherwise, jump to process loop command/load enemies +ChkBowserF pla ;get data from stack + and #%00001111 ;mask out high nybble + tay + lda Enemy_Flag,y ;use as pointer and load same place with different offset + bne ExitELCore + sta Enemy_Flag,x ;if second enemy flag not set, also clear first one +ExitELCore rts + +;-------------------------------- + +;loop command data +LoopCmdWorldNumber + db $03,$03,$06,$06,$06,$06,$06,$06,$07,$07,$07 + +LoopCmdPageNumber + db $05,$09,$04,$05,$06,$08,$09,$0a,$06,$0b,$10 + +LoopCmdYPosition + db $40,$b0,$b0,$80,$40,$40,$80,$40,$f0,$f0,$f0 + +ExecGameLoopback + lda Player_PageLoc ;send player back four pages + sec + sbc #$04 + sta Player_PageLoc + lda CurrentPageLoc ;send current page back four pages + sec + sbc #$04 + sta CurrentPageLoc + lda ScreenLeft_PageLoc ;subtract four from page location + sec ;of screen's left border + sbc #$04 + sta ScreenLeft_PageLoc + lda ScreenRight_PageLoc ;do the same for the page location + sec ;of screen's right border + sbc #$04 + sta ScreenRight_PageLoc + lda AreaObjectPageLoc ;subtract four from page control + sec ;for area objects + sbc #$04 + sta AreaObjectPageLoc + lda #$00 ;initialize page select for both + sta EnemyObjectPageSel ;area and enemy objects + sta AreaObjectPageSel + sta EnemyDataOffset ;initialize enemy object data offset + sta EnemyObjectPageLoc ;and enemy object page control + lda AreaDataOfsLoopback,y ;adjust area object offset based on + sta AreaDataOffset ;which loop command we encountered + rts + +ProcLoopCommand + lda LoopCommand ;check if loop command was found + beq ChkEnemyFrenzy + lda CurrentColumnPos ;check to see if we're still on the first page + bne ChkEnemyFrenzy ;if not, do not loop yet + ldy #$0b ;start at the end of each set of loop data +FindLoop dey + bmi ChkEnemyFrenzy ;if all data is checked and not match, do not loop + lda WorldNumber ;check to see if one of the world numbers + cmp LoopCmdWorldNumber,y ;matches our current world number + bne FindLoop + lda CurrentPageLoc ;check to see if one of the page numbers + cmp LoopCmdPageNumber,y ;matches the page we're currently on + bne FindLoop + lda Player_Y_Position ;check to see if the player is at the correct position + cmp LoopCmdYPosition,y ;if not, branch to check for world 7 + bne WrongChk + lda Player_State ;check to see if the player is + cmp #$00 ;on solid ground (i.e. not jumping or falling) + bne WrongChk ;if not, player fails to pass loop, and loopback + lda WorldNumber ;are we in world 7? (check performed on correct + cmp #World7 ;vertical position and on solid ground) + bne InitMLp ;if not, initialize flags used there, otherwise + inc MultiLoopCorrectCntr ;increment counter for correct progression +IncMLoop inc MultiLoopPassCntr ;increment master multi-part counter + lda MultiLoopPassCntr ;have we done all three parts? + cmp #$03 + bne InitLCmd ;if not, skip this part + lda MultiLoopCorrectCntr ;if so, have we done them all correctly? + cmp #$03 + beq InitMLp ;if so, branch past unnecessary check here + bne DoLpBack ;unconditional branch if previous branch fails +WrongChk lda WorldNumber ;are we in world 7? (check performed on + cmp #World7 ;incorrect vertical position or not on solid ground) + beq IncMLoop +DoLpBack jsr ExecGameLoopback ;if player is not in right place, loop back + jsr KillAllEnemies +InitMLp lda #$00 ;initialize counters used for multi-part loop commands + sta MultiLoopPassCntr + sta MultiLoopCorrectCntr +InitLCmd lda #$00 ;initialize loop command flag + sta LoopCommand + +;-------------------------------- + +ChkEnemyFrenzy + lda EnemyFrenzyQueue ;check for enemy object in frenzy queue + beq ProcessEnemyData ;if not, skip this part + sta Enemy_ID,x ;store as enemy object identifier here + lda #$01 + sta Enemy_Flag,x ;activate enemy object flag + lda #$00 + sta Enemy_State,x ;initialize state and frenzy queue + sta EnemyFrenzyQueue + jmp InitEnemyObject ;and then jump to deal with this enemy + +;-------------------------------- +;$06 - used to hold page location of extended right boundary +;$07 - used to hold high nybble of position of extended right boundary + +ProcessEnemyData + ldy EnemyDataOffset ;get offset of enemy object data + lda (EnemyData),y ;load first byte + cmp #$ff ;check for EOD terminator + bne CheckEndofBuffer + jmp CheckFrenzyBuffer ;if found, jump to check frenzy buffer, otherwise + +CheckEndofBuffer + and #%00001111 ;check for special row $0e + cmp #$0e + beq CheckRightBounds ;if found, branch, otherwise + cpx #$05 ;check for end of buffer + bcc CheckRightBounds ;if not at end of buffer, branch + iny + lda (EnemyData),y ;check for specific value here + and #%00111111 ;not sure what this was intended for, exactly + cmp #$2e ;this part is quite possibly residual code + beq CheckRightBounds ;but it has the effect of keeping enemies out of + rts ;the sixth slot + +CheckRightBounds + lda ScreenRight_X_Pos ;add 48 to pixel coordinate of right boundary + clc + adc #$30 + and #%11110000 ;store high nybble + sta $07 + lda ScreenRight_PageLoc ;add carry to page location of right boundary + adc #$00 + sta $06 ;store page location + carry + ldy EnemyDataOffset + iny + lda (EnemyData),y ;if MSB of enemy object is clear, branch to check for row $0f + asl + bcc CheckPageCtrlRow + lda EnemyObjectPageSel ;if page select already set, do not set again + bne CheckPageCtrlRow + inc EnemyObjectPageSel ;otherwise, if MSB is set, set page select + inc EnemyObjectPageLoc ;and increment page control + +CheckPageCtrlRow + dey + lda (EnemyData),y ;reread first byte + and #$0f + cmp #$0f ;check for special row $0f + bne PositionEnemyObj ;if not found, branch to position enemy object + lda EnemyObjectPageSel ;if page select set, + bne PositionEnemyObj ;branch without reading second byte + iny + lda (EnemyData),y ;otherwise, get second byte, mask out 2 MSB + and #%00111111 + sta EnemyObjectPageLoc ;store as page control for enemy object data + inc EnemyDataOffset ;increment enemy object data offset 2 bytes + inc EnemyDataOffset + inc EnemyObjectPageSel ;set page select for enemy object data and + jmp ProcLoopCommand ;jump back to process loop commands again + +PositionEnemyObj + lda EnemyObjectPageLoc ;store page control as page location + sta Enemy_PageLoc,x ;for enemy object + lda (EnemyData),y ;get first byte of enemy object + and #%11110000 + sta Enemy_X_Position,x ;store column position + cmp ScreenRight_X_Pos ;check column position against right boundary + lda Enemy_PageLoc,x ;without subtracting, then subtract borrow + sbc ScreenRight_PageLoc ;from page location + bcs CheckRightExtBounds ;if enemy object beyond or at boundary, branch + lda (EnemyData),y + and #%00001111 ;check for special row $0e + cmp #$0e ;if found, jump elsewhere + beq ParseRow0e + jmp CheckThreeBytes ;if not found, unconditional jump + +CheckRightExtBounds + lda $07 ;check right boundary + 48 against + cmp Enemy_X_Position,x ;column position without subtracting, + lda $06 ;then subtract borrow from page control temp + sbc Enemy_PageLoc,x ;plus carry + bcc CheckFrenzyBuffer ;if enemy object beyond extended boundary, branch + lda #$01 ;store value in vertical high byte + sta Enemy_Y_HighPos,x + lda (EnemyData),y ;get first byte again + asl ;multiply by four to get the vertical + asl ;coordinate + asl + asl + sta Enemy_Y_Position,x + cmp #$e0 ;do one last check for special row $0e + beq ParseRow0e ;(necessary if branched to $c1cb) + iny + lda (EnemyData),y ;get second byte of object + and #%01000000 ;check to see if hard mode bit is set + beq CheckForEnemyGroup ;if not, branch to check for group enemy objects + lda SecondaryHardMode ;if set, check to see if secondary hard mode flag + beq Inc2B ;is on, and if not, branch to skip this object completely + +CheckForEnemyGroup + lda (EnemyData),y ;get second byte and mask out 2 MSB + and #%00111111 + cmp #$37 ;check for value below $37 + bcc BuzzyBeetleMutate + cmp #$3f ;if $37 or greater, check for value + bcc DoGroup ;below $3f, branch if below $3f + +BuzzyBeetleMutate + cmp #Goomba ;if below $37, check for goomba + bne StrID ;value ($3f or more always fails) + ldy PrimaryHardMode ;check if primary hard mode flag is set + beq StrID ;and if so, change goomba to buzzy beetle + lda #BuzzyBeetle +StrID sta Enemy_ID,x ;store enemy object number into buffer + lda #$01 + sta Enemy_Flag,x ;set flag for enemy in buffer + jsr InitEnemyObject + lda Enemy_Flag,x ;check to see if flag is set + bne Inc2B ;if not, leave, otherwise branch + rts + +CheckFrenzyBuffer + lda EnemyFrenzyBuffer ;if enemy object stored in frenzy buffer + bne StrFre ;then branch ahead to store in enemy object buffer + lda VineFlagOffset ;otherwise check vine flag offset + cmp #$01 + bne ExEPar ;if other value <> 1, leave + lda #VineObject ;otherwise put vine in enemy identifier +StrFre sta Enemy_ID,x ;store contents of frenzy buffer into enemy identifier value + +InitEnemyObject + lda #$00 ;initialize enemy state + sta Enemy_State,x + jsr CheckpointEnemyID ;jump ahead to run jump engine and subroutines +ExEPar rts ;then leave + +DoGroup + jmp HandleGroupEnemies ;handle enemy group objects + +ParseRow0e + iny ;increment Y to load third byte of object + iny + lda (EnemyData),y + lsr ;move 3 MSB to the bottom, effectively + lsr ;making %xxx00000 into %00000xxx + lsr + lsr + lsr + cmp WorldNumber ;is it the same world number as we're on? + bne NotUse ;if not, do not use (this allows multiple uses + dey ;of the same area, like the underground bonus areas) + lda (EnemyData),y ;otherwise, get second byte and use as offset + sta AreaPointer ;to addresses for level and enemy object data + iny + lda (EnemyData),y ;get third byte again, and this time mask out + and #%00011111 ;the 3 MSB from before, save as page number to be + sta EntrancePage ;used upon entry to area, if area is entered +NotUse jmp Inc3B + +CheckThreeBytes + ldy EnemyDataOffset ;load current offset for enemy object data + lda (EnemyData),y ;get first byte + and #%00001111 ;check for special row $0e + cmp #$0e + bne Inc2B +Inc3B inc EnemyDataOffset ;if row = $0e, increment three bytes +Inc2B inc EnemyDataOffset ;otherwise increment two bytes + inc EnemyDataOffset + lda #$00 ;init page select for enemy objects + sta EnemyObjectPageSel + ldx ObjectOffset ;reload current offset in enemy buffers + rts ;and leave + +CheckpointEnemyID + lda Enemy_ID,x + cmp #$15 ;check enemy object identifier for $15 or greater + bcs InitEnemyRoutines ;and branch straight to the jump engine if found + tay ;save identifier in Y register for now + lda Enemy_Y_Position,x + adc #$08 ;add eight pixels to what will eventually be the + sta Enemy_Y_Position,x ;enemy object's vertical coordinate ($00-$14 only) + lda #$01 + sta EnemyOffscrBitsMasked,x ;set offscreen masked bit + tya ;get identifier back and use as offset for jump engine + +InitEnemyRoutines + jsr JumpEngine + +;jump engine table for newly loaded enemy objects + + dw InitNormalEnemy ;for objects $00-$0f + dw InitNormalEnemy + dw InitNormalEnemy + dw InitRedKoopa + dw NoInitCode + dw InitHammerBro + dw InitGoomba + dw InitBloober + dw InitBulletBill + dw NoInitCode + dw InitCheepCheep + dw InitCheepCheep + dw InitPodoboo + dw InitPiranhaPlant + dw InitJumpGPTroopa + dw InitRedPTroopa + + dw InitHorizFlySwimEnemy ;for objects $10-$1f + dw InitLakitu + dw InitEnemyFrenzy + dw NoInitCode + dw InitEnemyFrenzy + dw InitEnemyFrenzy + dw InitEnemyFrenzy + dw InitEnemyFrenzy + dw EndFrenzy + dw NoInitCode + dw NoInitCode + dw InitShortFirebar + dw InitShortFirebar + dw InitShortFirebar + dw InitShortFirebar + dw InitLongFirebar + + dw NoInitCode ;for objects $20-$2f + dw NoInitCode + dw NoInitCode + dw NoInitCode + dw InitBalPlatform + dw InitVertPlatform + dw LargeLiftUp + dw LargeLiftDown + dw InitHoriPlatform + dw InitDropPlatform + dw InitHoriPlatform + dw PlatLiftUp + dw PlatLiftDown + dw InitBowser + dw PwrUpJmp ;possibly dummy value + dw Setup_Vine + + dw NoInitCode ;for objects $30-$36 + dw NoInitCode + dw NoInitCode + dw NoInitCode + dw NoInitCode + dw InitRetainerObj + dw EndOfEnemyInitCode + +;------------------------------------------------------------------------------------- + +NoInitCode + rts ;this executed when enemy object has no init code + +;-------------------------------- + +InitGoomba + jsr InitNormalEnemy ;set appropriate horizontal speed + jmp SmallBBox ;set $09 as bounding box control, set other values + +;-------------------------------- + +InitPodoboo + lda #$02 ;set enemy position to below + sta Enemy_Y_HighPos,x ;the bottom of the screen + sta Enemy_Y_Position,x + lsr + sta EnemyIntervalTimer,x ;set timer for enemy + lsr + sta Enemy_State,x ;initialize enemy state, then jump to use + jmp SmallBBox ;$09 as bounding box size and set other things + +;-------------------------------- + +InitRetainerObj + lda #$b8 ;set fixed vertical position for + sta Enemy_Y_Position,x ;princess/mushroom retainer object + rts + +;-------------------------------- + +NormalXSpdData + db $f8,$f4 + +InitNormalEnemy + ldy #$01 ;load offset of 1 by default + lda PrimaryHardMode ;check for primary hard mode flag set + bne GetESpd + dey ;if not set, decrement offset +GetESpd lda NormalXSpdData,y ;get appropriate horizontal speed +SetESpd sta Enemy_X_Speed,x ;store as speed for enemy object + jmp TallBBox ;branch to set bounding box control and other data + +;-------------------------------- + +InitRedKoopa + jsr InitNormalEnemy ;load appropriate horizontal speed + lda #$01 ;set enemy state for red koopa troopa $03 + sta Enemy_State,x + rts + +;-------------------------------- + +HBroWalkingTimerData + db $80,$50 + +InitHammerBro + lda #$00 ;init horizontal speed and timer used by hammer bro + sta HammerThrowingTimer,x ;apparently to time hammer throwing + sta Enemy_X_Speed,x + ldy SecondaryHardMode ;get secondary hard mode flag + lda HBroWalkingTimerData,y + sta EnemyIntervalTimer,x ;set value as delay for hammer bro to walk left + lda #$0b ;set specific value for bounding box size control + jmp SetBBox + +;-------------------------------- + +InitHorizFlySwimEnemy + lda #$00 ;initialize horizontal speed + jmp SetESpd + +;-------------------------------- + +InitBloober + lda #$00 ;initialize horizontal speed + sta BlooperMoveSpeed,x +SmallBBox lda #$09 ;set specific bounding box size control + bne SetBBox ;unconditional branch + +;-------------------------------- + +InitRedPTroopa + ldy #$30 ;load central position adder for 48 pixels down + lda Enemy_Y_Position,x ;set vertical coordinate into location to + sta RedPTroopaOrigXPos,x ;be used as original vertical coordinate + bpl GetCent ;if vertical coordinate < $80 + ldy #$e0 ;if => $80, load position adder for 32 pixels up +GetCent tya ;send central position adder to A + adc Enemy_Y_Position,x ;add to current vertical coordinate + sta RedPTroopaCenterYPos,x ;store as central vertical coordinate +TallBBox lda #$03 ;set specific bounding box size control +SetBBox sta Enemy_BoundBoxCtrl,x ;set bounding box control here + lda #$02 ;set moving direction for left + sta Enemy_MovingDir,x +InitVStf lda #$00 ;initialize vertical speed + sta Enemy_Y_Speed,x ;and movement force + sta Enemy_Y_MoveForce,x + rts + +;-------------------------------- + +InitBulletBill + lda #$02 ;set moving direction for left + sta Enemy_MovingDir,x + lda #$09 ;set bounding box control for $09 + sta Enemy_BoundBoxCtrl,x + rts + +;-------------------------------- + +InitCheepCheep + jsr SmallBBox ;set vertical bounding box, speed, init others + lda PseudoRandomBitReg,x ;check one portion of LSFR + and #%00010000 ;get d4 from it + sta CheepCheepMoveMFlag,x ;save as movement flag of some sort + lda Enemy_Y_Position,x + sta CheepCheepOrigYPos,x ;save original vertical coordinate here + rts + +;-------------------------------- + +InitLakitu + lda EnemyFrenzyBuffer ;check to see if an enemy is already in + bne KillLakitu ;the frenzy buffer, and branch to kill lakitu if so + +SetupLakitu + lda #$00 ;erase counter for lakitu's reappearance + sta LakituReappearTimer + jsr InitHorizFlySwimEnemy ;set $03 as bounding box, set other attributes + jmp TallBBox2 ;set $03 as bounding box again (not necessary) and leave + +KillLakitu + jmp EraseEnemyObject + +;-------------------------------- +;$01-$03 - used to hold pseudorandom difference adjusters + +PRDiffAdjustData + db $26,$2c,$32,$38 + db $20,$22,$24,$26 + db $13,$14,$15,$16 + +LakituAndSpinyHandler + lda FrenzyEnemyTimer ;if timer here not expired, leave + bne ExLSHand + cpx #$05 ;if we are on the special use slot, leave + bcs ExLSHand + lda #$80 ;set timer + sta FrenzyEnemyTimer + ldy #$04 ;start with the last enemy slot +ChkLak lda Enemy_ID,y ;check all enemy slots to see + cmp #Lakitu ;if lakitu is on one of them + beq CreateSpiny ;if so, branch out of this loop + dey ;otherwise check another slot + bpl ChkLak ;loop until all slots are checked + inc LakituReappearTimer ;increment reappearance timer + lda LakituReappearTimer + cmp #$07 ;check to see if we're up to a certain value yet + bcc ExLSHand ;if not, leave + ldx #$04 ;start with the last enemy slot again +ChkNoEn lda Enemy_Flag,x ;check enemy buffer flag for non-active enemy slot + beq CreateL ;branch out of loop if found + dex ;otherwise check next slot + bpl ChkNoEn ;branch until all slots are checked + bmi RetEOfs ;if no empty slots were found, branch to leave +CreateL lda #$00 ;initialize enemy state + sta Enemy_State,x + lda #Lakitu ;create lakitu enemy object + sta Enemy_ID,x + jsr SetupLakitu ;do a sub to set up lakitu + lda #$20 + jsr PutAtRightExtent ;finish setting up lakitu +RetEOfs ldx ObjectOffset ;get enemy object buffer offset again and leave +ExLSHand rts + +;-------------------------------- + +CreateSpiny + lda Player_Y_Position ;if player above a certain point, branch to leave + cmp #$2c + bcc ExLSHand + lda Enemy_State,y ;if lakitu is not in normal state, branch to leave + bne ExLSHand + lda Enemy_PageLoc,y ;store horizontal coordinates (high and low) of lakitu + sta Enemy_PageLoc,x ;into the coordinates of the spiny we're going to create + lda Enemy_X_Position,y + sta Enemy_X_Position,x + lda #$01 ;put spiny within vertical screen unit + sta Enemy_Y_HighPos,x + lda Enemy_Y_Position,y ;put spiny eight pixels above where lakitu is + sec + sbc #$08 + sta Enemy_Y_Position,x + lda PseudoRandomBitReg,x ;get 2 LSB of LSFR and save to Y + and #%00000011 + tay + ldx #$02 +DifLoop lda PRDiffAdjustData,y ;get three values and save them + sta $01,x ;to $01-$03 + iny + iny ;increment Y four bytes for each value + iny + iny + dex ;decrement X for each one + bpl DifLoop ;loop until all three are written + ldx ObjectOffset ;get enemy object buffer offset + jsr PlayerLakituDiff ;move enemy, change direction, get value - difference + ldy Player_X_Speed ;check player's horizontal speed + cpy #$08 + bcs SetSpSpd ;if moving faster than a certain amount, branch elsewhere + tay ;otherwise save value in A to Y for now + lda PseudoRandomBitReg+1,x + and #%00000011 ;get one of the LSFR parts and save the 2 LSB + beq UsePosv ;branch if neither bits are set + tya + eor #%11111111 ;otherwise get two's compliment of Y + tay + iny +UsePosv tya ;put value from A in Y back to A (they will be lost anyway) +SetSpSpd jsr SmallBBox ;set bounding box control, init attributes, lose contents of A + ldy #$02 + sta Enemy_X_Speed,x ;set horizontal speed to zero because previous contents + cmp #$00 ;of A were lost...branch here will never be taken for + bmi SpinyRte ;the same reason + dey +SpinyRte sty Enemy_MovingDir,x ;set moving direction to the right + lda #$fd + sta Enemy_Y_Speed,x ;set vertical speed to move upwards + lda #$01 + sta Enemy_Flag,x ;enable enemy object by setting flag + lda #$05 + sta Enemy_State,x ;put spiny in egg state and leave +ChpChpEx rts + +;-------------------------------- + +FirebarSpinSpdData + db $28,$38,$28,$38,$28 + +FirebarSpinDirData + db $00,$00,$10,$10,$00 + +InitLongFirebar + jsr DuplicateEnemyObj ;create enemy object for long firebar + +InitShortFirebar + lda #$00 ;initialize low byte of spin state + sta FirebarSpinState_Low,x + lda Enemy_ID,x ;subtract $1b from enemy identifier + sec ;to get proper offset for firebar data + sbc #$1b + tay + lda FirebarSpinSpdData,y ;get spinning speed of firebar + sta FirebarSpinSpeed,x + lda FirebarSpinDirData,y ;get spinning direction of firebar + sta FirebarSpinDirection,x + lda Enemy_Y_Position,x + clc ;add four pixels to vertical coordinate + adc #$04 + sta Enemy_Y_Position,x + lda Enemy_X_Position,x + clc ;add four pixels to horizontal coordinate + adc #$04 + sta Enemy_X_Position,x + lda Enemy_PageLoc,x + adc #$00 ;add carry to page location + sta Enemy_PageLoc,x + jmp TallBBox2 ;set bounding box control (not used) and leave + +;-------------------------------- +;$00-$01 - used to hold pseudorandom bits + +FlyCCXPositionData + db $80,$30,$40,$80 + db $30,$50,$50,$70 + db $20,$40,$80,$a0 + db $70,$40,$90,$68 + +FlyCCXSpeedData + db $0e,$05,$06,$0e + db $1c,$20,$10,$0c + db $1e,$22,$18,$14 + +FlyCCTimerData + db $10,$60,$20,$48 + +InitFlyingCheepCheep + lda FrenzyEnemyTimer ;if timer here not expired yet, branch to leave + bne ChpChpEx + jsr SmallBBox ;jump to set bounding box size $09 and init other values + lda PseudoRandomBitReg+1,x + and #%00000011 ;set pseudorandom offset here + tay + lda FlyCCTimerData,y ;load timer with pseudorandom offset + sta FrenzyEnemyTimer + ldy #$03 ;load Y with default value + lda SecondaryHardMode + beq MaxCC ;if secondary hard mode flag not set, do not increment Y + iny ;otherwise, increment Y to allow as many as four onscreen +MaxCC sty $00 ;store whatever pseudorandom bits are in Y + cpx $00 ;compare enemy object buffer offset with Y + bcs ChpChpEx ;if X => Y, branch to leave + lda PseudoRandomBitReg,x + and #%00000011 ;get last two bits of LSFR, first part + sta $00 ;and store in two places + sta $01 + lda #$fb ;set vertical speed for cheep-cheep + sta Enemy_Y_Speed,x + lda #$00 ;load default value + ldy Player_X_Speed ;check player's horizontal speed + beq GSeed ;if player not moving left or right, skip this part + lda #$04 + cpy #$19 ;if moving to the right but not very quickly, + bcc GSeed ;do not change A + asl ;otherwise, multiply A by 2 +GSeed pha ;save to stack + clc + adc $00 ;add to last two bits of LSFR we saved earlier + sta $00 ;save it there + lda PseudoRandomBitReg+1,x + and #%00000011 ;if neither of the last two bits of second LSFR set, + beq RSeed ;skip this part and save contents of $00 + lda PseudoRandomBitReg+2,x + and #%00001111 ;otherwise overwrite with lower nybble of + sta $00 ;third LSFR part +RSeed pla ;get value from stack we saved earlier + clc + adc $01 ;add to last two bits of LSFR we saved in other place + tay ;use as pseudorandom offset here + lda FlyCCXSpeedData,y ;get horizontal speed using pseudorandom offset + sta Enemy_X_Speed,x + lda #$01 ;set to move towards the right + sta Enemy_MovingDir,x + lda Player_X_Speed ;if player moving left or right, branch ahead of this part + bne D2XPos1 + ldy $00 ;get first LSFR or third LSFR lower nybble + tya ;and check for d1 set + and #%00000010 + beq D2XPos1 ;if d1 not set, branch + lda Enemy_X_Speed,x + eor #$ff ;if d1 set, change horizontal speed + clc ;into two's compliment, thus moving in the opposite + adc #$01 ;direction + sta Enemy_X_Speed,x + inc Enemy_MovingDir,x ;increment to move towards the left +D2XPos1 tya ;get first LSFR or third LSFR lower nybble again + and #%00000010 + beq D2XPos2 ;check for d1 set again, branch again if not set + lda Player_X_Position ;get player's horizontal position + clc + adc FlyCCXPositionData,y ;if d1 set, add value obtained from pseudorandom offset + sta Enemy_X_Position,x ;and save as enemy's horizontal position + lda Player_PageLoc ;get player's page location + adc #$00 ;add carry and jump past this part + jmp FinCCSt +D2XPos2 lda Player_X_Position ;get player's horizontal position + sec + sbc FlyCCXPositionData,y ;if d1 not set, subtract value obtained from pseudorandom + sta Enemy_X_Position,x ;offset and save as enemy's horizontal position + lda Player_PageLoc ;get player's page location + sbc #$00 ;subtract borrow +FinCCSt sta Enemy_PageLoc,x ;save as enemy's page location + lda #$01 + sta Enemy_Flag,x ;set enemy's buffer flag + sta Enemy_Y_HighPos,x ;set enemy's high vertical byte + lda #$f8 + sta Enemy_Y_Position,x ;put enemy below the screen, and we are done + rts + +;-------------------------------- + +InitBowser + jsr DuplicateEnemyObj ;jump to create another bowser object + stx BowserFront_Offset ;save offset of first here + lda #$00 + sta BowserBodyControls ;initialize bowser's body controls + sta BridgeCollapseOffset ;and bridge collapse offset + lda Enemy_X_Position,x + sta BowserOrigXPos ;store original horizontal position here + lda #$df + sta BowserFireBreathTimer ;store something here + sta Enemy_MovingDir,x ;and in moving direction + lda #$20 + sta BowserFeetCounter ;set bowser's feet timer and in enemy timer + sta EnemyFrameTimer,x + lda #$05 + sta BowserHitPoints ;give bowser 5 hit points + lsr + sta BowserMovementSpeed ;set default movement speed here + rts + +;-------------------------------- + +DuplicateEnemyObj + ldy #$ff ;start at beginning of enemy slots +FSLoop iny ;increment one slot + lda Enemy_Flag,y ;check enemy buffer flag for empty slot + bne FSLoop ;if set, branch and keep checking + sty DuplicateObj_Offset ;otherwise set offset here + txa ;transfer original enemy buffer offset + ora #%10000000 ;store with d7 set as flag in new enemy + sta Enemy_Flag,y ;slot as well as enemy offset + lda Enemy_PageLoc,x + sta Enemy_PageLoc,y ;copy page location and horizontal coordinates + lda Enemy_X_Position,x ;from original enemy to new enemy + sta Enemy_X_Position,y + lda #$01 + sta Enemy_Flag,x ;set flag as normal for original enemy + sta Enemy_Y_HighPos,y ;set high vertical byte for new enemy + lda Enemy_Y_Position,x + sta Enemy_Y_Position,y ;copy vertical coordinate from original to new +FlmEx rts ;and then leave + +;-------------------------------- + +FlameYPosData + db $90,$80,$70,$90 + +FlameYMFAdderData + db $ff,$01 + +InitBowserFlame + lda FrenzyEnemyTimer ;if timer not expired yet, branch to leave + bne FlmEx + sta Enemy_Y_MoveForce,x ;reset something here + lda NoiseSoundQueue + ora #Sfx_BowserFlame ;load bowser's flame sound into queue + sta NoiseSoundQueue + ldy BowserFront_Offset ;get bowser's buffer offset + lda Enemy_ID,y ;check for bowser + cmp #Bowser + beq SpawnFromMouth ;branch if found + jsr SetFlameTimer ;get timer data based on flame counter + clc + adc #$20 ;add 32 frames by default + ldy SecondaryHardMode + beq SetFrT ;if secondary mode flag not set, use as timer setting + sec + sbc #$10 ;otherwise subtract 16 frames for secondary hard mode +SetFrT sta FrenzyEnemyTimer ;set timer accordingly + lda PseudoRandomBitReg,x + and #%00000011 ;get 2 LSB from first part of LSFR + sta BowserFlamePRandomOfs,x ;set here + tay ;use as offset + lda FlameYPosData,y ;load vertical position based on pseudorandom offset + +PutAtRightExtent + sta Enemy_Y_Position,x ;set vertical position + lda ScreenRight_X_Pos + clc + adc #$20 ;place enemy 32 pixels beyond right side of screen + sta Enemy_X_Position,x + lda ScreenRight_PageLoc + adc #$00 ;add carry + sta Enemy_PageLoc,x + jmp FinishFlame ;skip this part to finish setting values + +SpawnFromMouth + lda Enemy_X_Position,y ;get bowser's horizontal position + sec + sbc #$0e ;subtract 14 pixels + sta Enemy_X_Position,x ;save as flame's horizontal position + lda Enemy_PageLoc,y + sta Enemy_PageLoc,x ;copy page location from bowser to flame + lda Enemy_Y_Position,y + clc ;add 8 pixels to bowser's vertical position + adc #$08 + sta Enemy_Y_Position,x ;save as flame's vertical position + lda PseudoRandomBitReg,x + and #%00000011 ;get 2 LSB from first part of LSFR + sta Enemy_YMF_Dummy,x ;save here + tay ;use as offset + lda FlameYPosData,y ;get value here using bits as offset + ldy #$00 ;load default offset + cmp Enemy_Y_Position,x ;compare value to flame's current vertical position + bcc SetMF ;if less, do not increment offset + iny ;otherwise increment now +SetMF lda FlameYMFAdderData,y ;get value here and save + sta Enemy_Y_MoveForce,x ;to vertical movement force + lda #$00 + sta EnemyFrenzyBuffer ;clear enemy frenzy buffer + +FinishFlame + lda #$08 ;set $08 for bounding box control + sta Enemy_BoundBoxCtrl,x + lda #$01 ;set high byte of vertical and + sta Enemy_Y_HighPos,x ;enemy buffer flag + sta Enemy_Flag,x + lsr + sta Enemy_X_MoveForce,x ;initialize horizontal movement force, and + sta Enemy_State,x ;enemy state + rts + +;-------------------------------- + +FireworksXPosData + db $00,$30,$60,$60,$00,$20 + +FireworksYPosData + db $60,$40,$70,$40,$60,$30 + +InitFireworks + lda FrenzyEnemyTimer ;if timer not expired yet, branch to leave + bne ExitFWk + lda #$20 ;otherwise reset timer + sta FrenzyEnemyTimer + dec FireworksCounter ;decrement for each explosion + ldy #$06 ;start at last slot +StarFChk dey + lda Enemy_ID,y ;check for presence of star flag object + cmp #StarFlagObject ;if there isn't a star flag object, + bne StarFChk ;routine goes into infinite loop = crash + lda Enemy_X_Position,y + sec ;get horizontal coordinate of star flag object, then + sbc #$30 ;subtract 48 pixels from it and save to + pha ;the stack + lda Enemy_PageLoc,y + sbc #$00 ;subtract the carry from the page location + sta $00 ;of the star flag object + lda FireworksCounter ;get fireworks counter + clc + adc Enemy_State,y ;add state of star flag object (possibly not necessary) + tay ;use as offset + pla ;get saved horizontal coordinate of star flag - 48 pixels + clc + adc FireworksXPosData,y ;add number based on offset of fireworks counter + sta Enemy_X_Position,x ;store as the fireworks object horizontal coordinate + lda $00 + adc #$00 ;add carry and store as page location for + sta Enemy_PageLoc,x ;the fireworks object + lda FireworksYPosData,y ;get vertical position using same offset + sta Enemy_Y_Position,x ;and store as vertical coordinate for fireworks object + lda #$01 + sta Enemy_Y_HighPos,x ;store in vertical high byte + sta Enemy_Flag,x ;and activate enemy buffer flag + lsr + sta ExplosionGfxCounter,x ;initialize explosion counter + lda #$08 + sta ExplosionTimerCounter,x ;set explosion timing counter +ExitFWk rts + +;-------------------------------- + +Bitmasks + db %00000001, %00000010, + +Enemy17YPosData + db $40,$30,$90,$50,$20,$60,$a0,$70 + +SwimCC_IDData + db $0a,$0b + +BulletBillCheepCheep + lda FrenzyEnemyTimer ;if timer not expired yet, branch to leave + bne ExF17 + lda AreaType ;are we in a water-type level? + bne DoBulletBills ;if not, branch elsewhere + cpx #$03 ;are we past third enemy slot? + bcs ExF17 ;if so, branch to leave + ldy #$00 ;load default offset + lda PseudoRandomBitReg,x + cmp #$aa ;check first part of LSFR against preset value + bcc ChkW2 ;if less than preset, do not increment offset + iny ;otherwise increment +ChkW2 lda WorldNumber ;check world number + cmp #World2 + beq Get17ID ;if we're on world 2, do not increment offset + iny ;otherwise increment +Get17ID tya + and #%00000001 ;mask out all but last bit of offset + tay + lda SwimCC_IDData,y ;load identifier for cheep-cheeps +Set17ID sta Enemy_ID,x ;store whatever's in A as enemy identifier + lda BitMFilter + cmp #$ff ;if not all bits set, skip init part and compare bits + bne GetRBit + lda #$00 ;initialize vertical position filter + sta BitMFilter +GetRBit lda PseudoRandomBitReg,x ;get first part of LSFR + and #%00000111 ;mask out all but 3 LSB +ChkRBit tay ;use as offset + lda Bitmasks,y ;load bitmask + bit BitMFilter ;perform AND on filter without changing it + beq AddFBit + iny ;increment offset + tya + and #%00000111 ;mask out all but 3 LSB thus keeping it 0-7 + jmp ChkRBit ;do another check +AddFBit ora BitMFilter ;add bit to already set bits in filter + sta BitMFilter ;and store + lda Enemy17YPosData,y ;load vertical position using offset + jsr PutAtRightExtent ;set vertical position and other values + sta Enemy_YMF_Dummy,x ;initialize dummy variable + lda #$20 ;set timer + sta FrenzyEnemyTimer + jmp CheckpointEnemyID ;process our new enemy object + +DoBulletBills + ldy #$ff ;start at beginning of enemy slots +BB_SLoop iny ;move onto the next slot + cpy #$05 ;branch to play sound if we've done all slots + bcs FireBulletBill + lda Enemy_Flag,y ;if enemy buffer flag not set, + beq BB_SLoop ;loop back and check another slot + lda Enemy_ID,y + cmp #BulletBill_FrenzyVar ;check enemy identifier for + bne BB_SLoop ;bullet bill object (frenzy variant) +ExF17 rts ;if found, leave + +FireBulletBill + lda Square2SoundQueue + ora #Sfx_Blast ;play fireworks/gunfire sound + sta Square2SoundQueue + lda #BulletBill_FrenzyVar ;load identifier for bullet bill object + bne Set17ID ;unconditional branch + +;-------------------------------- +;$00 - used to store Y position of group enemies +;$01 - used to store enemy ID +;$02 - used to store page location of right side of screen +;$03 - used to store X position of right side of screen + +HandleGroupEnemies + ldy #$00 ;load value for green koopa troopa + sec + sbc #$37 ;subtract $37 from second byte read + pha ;save result in stack for now + cmp #$04 ;was byte in $3b-$3e range? + bcs SnglID ;if so, branch + pha ;save another copy to stack + ldy #Goomba ;load value for goomba enemy + lda PrimaryHardMode ;if primary hard mode flag not set, + beq PullID ;branch, otherwise change to value + ldy #BuzzyBeetle ;for buzzy beetle +PullID pla ;get second copy from stack +SnglID sty $01 ;save enemy id here + ldy #$b0 ;load default y coordinate + and #$02 ;check to see if d1 was set + beq SetYGp ;if so, move y coordinate up, + ldy #$70 ;otherwise branch and use default +SetYGp sty $00 ;save y coordinate here + lda ScreenRight_PageLoc ;get page number of right edge of screen + sta $02 ;save here + lda ScreenRight_X_Pos ;get pixel coordinate of right edge + sta $03 ;save here + ldy #$02 ;load two enemies by default + pla ;get first copy from stack + lsr ;check to see if d0 was set + bcc CntGrp ;if not, use default value + iny ;otherwise increment to three enemies +CntGrp sty NumberofGroupEnemies ;save number of enemies here +GrLoop ldx #$ff ;start at beginning of enemy buffers +GSltLp inx ;increment and branch if past + cpx #$05 ;end of buffers + bcs NextED + lda Enemy_Flag,x ;check to see if enemy is already + bne GSltLp ;stored in buffer, and branch if so + lda $01 + sta Enemy_ID,x ;store enemy object identifier + lda $02 + sta Enemy_PageLoc,x ;store page location for enemy object + lda $03 + sta Enemy_X_Position,x ;store x coordinate for enemy object + clc + adc #$18 ;add 24 pixels for next enemy + sta $03 + lda $02 ;add carry to page location for + adc #$00 ;next enemy + sta $02 + lda $00 ;store y coordinate for enemy object + sta Enemy_Y_Position,x + lda #$01 ;activate flag for buffer, and + sta Enemy_Y_HighPos,x ;put enemy within the screen vertically + sta Enemy_Flag,x + jsr CheckpointEnemyID ;process each enemy object separately + dec NumberofGroupEnemies ;do this until we run out of enemy objects + bne GrLoop +NextED jmp Inc2B ;jump to increment data offset and leave + +;-------------------------------- + +InitPiranhaPlant + lda #$01 ;set initial speed + sta PiranhaPlant_Y_Speed,x + lsr + sta Enemy_State,x ;initialize enemy state and what would normally + sta PiranhaPlant_MoveFlag,x ;be used as vertical speed, but not in this case + lda Enemy_Y_Position,x + sta PiranhaPlantDownYPos,x ;save original vertical coordinate here + sec + sbc #$18 + sta PiranhaPlantUpYPos,x ;save original vertical coordinate - 24 pixels here + lda #$09 + jmp SetBBox2 ;set specific value for bounding box control + +;-------------------------------- + +InitEnemyFrenzy + lda Enemy_ID,x ;load enemy identifier + sta EnemyFrenzyBuffer ;save in enemy frenzy buffer + sec + sbc #$12 ;subtract 12 and use as offset for jump engine + jsr JumpEngine + +;frenzy object jump table + dw LakituAndSpinyHandler + dw NoFrenzyCode + dw InitFlyingCheepCheep + dw InitBowserFlame + dw InitFireworks + dw BulletBillCheepCheep + +;-------------------------------- + +NoFrenzyCode + rts + +;-------------------------------- + +EndFrenzy + ldy #$05 ;start at last slot +LakituChk lda Enemy_ID,y ;check enemy identifiers + cmp #Lakitu ;for lakitu + bne NextFSlot + lda #$01 ;if found, set state + sta Enemy_State,y +NextFSlot dey ;move onto the next slot + bpl LakituChk ;do this until all slots are checked + lda #$00 + sta EnemyFrenzyBuffer ;empty enemy frenzy buffer + sta Enemy_Flag,x ;disable enemy buffer flag for this object + rts + +;-------------------------------- + +InitJumpGPTroopa + lda #$02 ;set for movement to the left + sta Enemy_MovingDir,x + lda #$f8 ;set horizontal speed + sta Enemy_X_Speed,x +TallBBox2 lda #$03 ;set specific value for bounding box control +SetBBox2 sta Enemy_BoundBoxCtrl,x ;set bounding box control then leave + rts + +;-------------------------------- + +InitBalPlatform + dec Enemy_Y_Position,x ;raise vertical position by two pixels + dec Enemy_Y_Position,x + ldy SecondaryHardMode ;if secondary hard mode flag not set, + bne AlignP ;branch ahead + ldy #$02 ;otherwise set value here + jsr PosPlatform ;do a sub to add or subtract pixels +AlignP ldy #$ff ;set default value here for now + lda BalPlatformAlignment ;get current balance platform alignment + sta Enemy_State,x ;set platform alignment to object state here + bpl SetBPA ;if old alignment $ff, put $ff as alignment for negative + txa ;if old contents already $ff, put + tay ;object offset as alignment to make next positive +SetBPA sty BalPlatformAlignment ;store whatever value's in Y here + lda #$00 + sta Enemy_MovingDir,x ;init moving direction + tay ;init Y + jsr PosPlatform ;do a sub to add 8 pixels, then run shared code here + +;-------------------------------- + +InitDropPlatform + lda #$ff + sta PlatformCollisionFlag,x ;set some value here + jmp CommonPlatCode ;then jump ahead to execute more code + +;-------------------------------- + +InitHoriPlatform + lda #$00 + sta XMoveSecondaryCounter,x ;init one of the moving counters + jmp CommonPlatCode ;jump ahead to execute more code + +;-------------------------------- + +InitVertPlatform + ldy #$40 ;set default value here + lda Enemy_Y_Position,x ;check vertical position + bpl SetYO ;if above a certain point, skip this part + eor #$ff + clc ;otherwise get two's compliment + adc #$01 + ldy #$c0 ;get alternate value to add to vertical position +SetYO sta YPlatformTopYPos,x ;save as top vertical position + tya + clc ;load value from earlier, add number of pixels + adc Enemy_Y_Position,x ;to vertical position + sta YPlatformCenterYPos,x ;save result as central vertical position + +;-------------------------------- + +CommonPlatCode + jsr InitVStf ;do a sub to init certain other values +SPBBox lda #$05 ;set default bounding box size control + ldy AreaType + cpy #$03 ;check for castle-type level + beq CasPBB ;use default value if found + ldy SecondaryHardMode ;otherwise check for secondary hard mode flag + bne CasPBB ;if set, use default value + lda #$06 ;use alternate value if not castle or secondary not set +CasPBB sta Enemy_BoundBoxCtrl,x ;set bounding box size control here and leave + rts + +;-------------------------------- + +LargeLiftUp + jsr PlatLiftUp ;execute code for platforms going up + jmp LargeLiftBBox ;overwrite bounding box for large platforms + +LargeLiftDown + jsr PlatLiftDown ;execute code for platforms going down + +LargeLiftBBox + jmp SPBBox ;jump to overwrite bounding box size control + +;-------------------------------- + +PlatLiftUp + lda #$10 ;set movement amount here + sta Enemy_Y_MoveForce,x + lda #$ff ;set moving speed for platforms going up + sta Enemy_Y_Speed,x + jmp CommonSmallLift ;skip ahead to part we should be executing + +;-------------------------------- + +PlatLiftDown + lda #$f0 ;set movement amount here + sta Enemy_Y_MoveForce,x + lda #$00 ;set moving speed for platforms going down + sta Enemy_Y_Speed,x + +;-------------------------------- + +CommonSmallLift + ldy #$01 + jsr PosPlatform ;do a sub to add 12 pixels due to preset value + lda #$04 + sta Enemy_BoundBoxCtrl,x ;set bounding box control for small platforms + rts + +;-------------------------------- + +PlatPosDataLow + db $08,$0c,$f8 + +PlatPosDataHigh + db $00,$00,$ff + +PosPlatform + lda Enemy_X_Position,x ;get horizontal coordinate + clc + adc PlatPosDataLow,y ;add or subtract pixels depending on offset + sta Enemy_X_Position,x ;store as new horizontal coordinate + lda Enemy_PageLoc,x + adc PlatPosDataHigh,y ;add or subtract page location depending on offset + sta Enemy_PageLoc,x ;store as new page location + rts ;and go back + +;-------------------------------- + +EndOfEnemyInitCode + rts + +;------------------------------------------------------------------------------------- + +RunEnemyObjectsCore + ldx ObjectOffset ;get offset for enemy object buffer + lda #$00 ;load value 0 for jump engine by default + ldy Enemy_ID,x + cpy #$15 ;if enemy object < $15, use default value + bcc JmpEO + tya ;otherwise subtract $14 from the value and use + sbc #$14 ;as value for jump engine +JmpEO jsr JumpEngine + + dw RunNormalEnemies ;for objects $00-$14 + + dw RunBowserFlame ;for objects $15-$1f + dw RunFireworks + dw NoRunCode + dw NoRunCode + dw NoRunCode + dw NoRunCode + dw RunFirebarObj + dw RunFirebarObj + dw RunFirebarObj + dw RunFirebarObj + dw RunFirebarObj + + dw RunFirebarObj ;for objects $20-$2f + dw RunFirebarObj + dw RunFirebarObj + dw NoRunCode + dw RunLargePlatform + dw RunLargePlatform + dw RunLargePlatform + dw RunLargePlatform + dw RunLargePlatform + dw RunLargePlatform + dw RunLargePlatform + dw RunSmallPlatform + dw RunSmallPlatform + dw RunBowser + dw PowerUpObjHandler + dw VineObjectHandler + + dw NoRunCode ;for objects $30-$35 + dw RunStarFlagObj + dw JumpspringHandler + dw NoRunCode + dw WarpZoneObject + dw RunRetainerObj + +;-------------------------------- + +NoRunCode + rts + +;-------------------------------- + +RunRetainerObj + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jmp EnemyGfxHandler + +;-------------------------------- + +RunNormalEnemies + lda #$00 ;init sprite attributes + sta Enemy_SprAttrib,x + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jsr EnemyGfxHandler + jsr GetEnemyBoundBox + jsr EnemyToBGCollisionDet + jsr EnemiesCollision + jsr PlayerEnemyCollision + ldy TimerControl ;if master timer control set, skip to last routine + bne SkipMove + jsr EnemyMovementSubs +SkipMove jmp OffscreenBoundsCheck + +EnemyMovementSubs + lda Enemy_ID,x + jsr JumpEngine + + dw MoveNormalEnemy ;only objects $00-$14 use this table + dw MoveNormalEnemy + dw MoveNormalEnemy + dw MoveNormalEnemy + dw MoveNormalEnemy + dw ProcHammerBro + dw MoveNormalEnemy + dw MoveBloober + dw MoveBulletBill + dw NoMoveCode + dw MoveSwimmingCheepCheep + dw MoveSwimmingCheepCheep + dw MovePodoboo + dw MovePiranhaPlant + dw MoveJumpingEnemy + dw ProcMoveRedPTroopa + dw MoveFlyGreenPTroopa + dw MoveLakitu + dw MoveNormalEnemy + dw NoMoveCode ;dummy + dw MoveFlyingCheepCheep + +;-------------------------------- + +NoMoveCode + rts + +;-------------------------------- + +RunBowserFlame + jsr ProcBowserFlame + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jsr GetEnemyBoundBox + jsr PlayerEnemyCollision + jmp OffscreenBoundsCheck + +;-------------------------------- + +RunFirebarObj + jsr ProcFirebar + jmp OffscreenBoundsCheck + +;-------------------------------- + +RunSmallPlatform + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jsr SmallPlatformBoundBox + jsr SmallPlatformCollision + jsr RelativeEnemyPosition + jsr DrawSmallPlatform + jsr MoveSmallPlatform + jmp OffscreenBoundsCheck + +;-------------------------------- + +RunLargePlatform + jsr GetEnemyOffscreenBits + jsr RelativeEnemyPosition + jsr LargePlatformBoundBox + jsr LargePlatformCollision + lda TimerControl ;if master timer control set, + bne SkipPT ;skip subroutine tree + jsr LargePlatformSubroutines +SkipPT jsr RelativeEnemyPosition + jsr DrawLargePlatform + jmp OffscreenBoundsCheck + +;-------------------------------- + +LargePlatformSubroutines + lda Enemy_ID,x ;subtract $24 to get proper offset for jump table + sec + sbc #$24 + jsr JumpEngine + + dw BalancePlatform ;table used by objects $24-$2a + dw YMovingPlatform + dw MoveLargeLiftPlat + dw MoveLargeLiftPlat + dw XMovingPlatform + dw DropPlatform + dw RightPlatform + +;------------------------------------------------------------------------------------- + +EraseEnemyObject + lda #$00 ;clear all enemy object variables + sta Enemy_Flag,x + sta Enemy_ID,x + sta Enemy_State,x + sta FloateyNum_Control,x + sta EnemyIntervalTimer,x + sta ShellChainCounter,x + sta Enemy_SprAttrib,x + sta EnemyFrameTimer,x + rts + +;------------------------------------------------------------------------------------- + +MovePodoboo + lda EnemyIntervalTimer,x ;check enemy timer + bne PdbM ;branch to move enemy if not expired + jsr InitPodoboo ;otherwise set up podoboo again + lda PseudoRandomBitReg+1,x ;get part of LSFR + ora #%10000000 ;set d7 + sta Enemy_Y_MoveForce,x ;store as movement force + and #%00001111 ;mask out high nybble + ora #$06 ;set for at least six intervals + sta EnemyIntervalTimer,x ;store as new enemy timer + lda #$f9 + sta Enemy_Y_Speed,x ;set vertical speed to move podoboo upwards +PdbM jmp MoveJ_EnemyVertically ;branch to impose gravity on podoboo + +;-------------------------------- +;$00 - used in HammerBroJumpCode as bitmask + +HammerThrowTmrData + db $30,$1c + +XSpeedAdderData + db $00,$e8,$00,$18 + +RevivedXSpeed + db $08,$f8,$0c,$f4 + +ProcHammerBro + lda Enemy_State,x ;check hammer bro's enemy state for d5 set + and #%00100000 + beq ChkJH ;if not set, go ahead with code + jmp MoveDefeatedEnemy ;otherwise jump to something else +ChkJH lda HammerBroJumpTimer,x ;check jump timer + beq HammerBroJumpCode ;if expired, branch to jump + dec HammerBroJumpTimer,x ;otherwise decrement jump timer + lda Enemy_OffscreenBits + and #%00001100 ;check offscreen bits + bne MoveHammerBroXDir ;if hammer bro a little offscreen, skip to movement code + lda HammerThrowingTimer,x ;check hammer throwing timer + bne DecHT ;if not expired, skip ahead, do not throw hammer + ldy SecondaryHardMode ;otherwise get secondary hard mode flag + lda HammerThrowTmrData,y ;get timer data using flag as offset + sta HammerThrowingTimer,x ;set as new timer + jsr SpawnHammerObj ;do a sub here to spawn hammer object + bcc DecHT ;if carry clear, hammer not spawned, skip to decrement timer + lda Enemy_State,x + ora #%00001000 ;set d3 in enemy state for hammer throw + sta Enemy_State,x + jmp MoveHammerBroXDir ;jump to move hammer bro +DecHT dec HammerThrowingTimer,x ;decrement timer + jmp MoveHammerBroXDir ;jump to move hammer bro + +HammerBroJumpLData + db $20,$37 + +HammerBroJumpCode + lda Enemy_State,x ;get hammer bro's enemy state + and #%00000111 ;mask out all but 3 LSB + cmp #$01 ;check for d0 set (for jumping) + beq MoveHammerBroXDir ;if set, branch ahead to moving code + lda #$00 ;load default value here + sta $00 ;save into temp variable for now + ldy #$fa ;set default vertical speed + lda Enemy_Y_Position,x ;check hammer bro's vertical coordinate + bmi SetHJ ;if on the bottom half of the screen, use current speed + ldy #$fd ;otherwise set alternate vertical speed + cmp #$70 ;check to see if hammer bro is above the middle of screen + inc $00 ;increment preset value to $01 + bcc SetHJ ;if above the middle of the screen, use current speed and $01 + dec $00 ;otherwise return value to $00 + lda PseudoRandomBitReg+1,x ;get part of LSFR, mask out all but LSB + and #$01 + bne SetHJ ;if d0 of LSFR set, branch and use current speed and $00 + ldy #$fa ;otherwise reset to default vertical speed +SetHJ sty Enemy_Y_Speed,x ;set vertical speed for jumping + lda Enemy_State,x ;set d0 in enemy state for jumping + ora #$01 + sta Enemy_State,x + lda $00 ;load preset value here to use as bitmask + and PseudoRandomBitReg+2,x ;and do bit-wise comparison with part of LSFR + tay ;then use as offset + lda SecondaryHardMode ;check secondary hard mode flag + bne HJump + tay ;if secondary hard mode flag clear, set offset to 0 +HJump lda HammerBroJumpLData,y ;get jump length timer data using offset from before + sta EnemyFrameTimer,x ;save in enemy timer + lda PseudoRandomBitReg+1,x + ora #%11000000 ;get contents of part of LSFR, set d7 and d6, then + sta HammerBroJumpTimer,x ;store in jump timer + +MoveHammerBroXDir + ldy #$fc ;move hammer bro a little to the left + lda FrameCounter + and #%01000000 ;change hammer bro's direction every 64 frames + bne Shimmy + ldy #$04 ;if d6 set in counter, move him a little to the right +Shimmy sty Enemy_X_Speed,x ;store horizontal speed + ldy #$01 ;set to face right by default + jsr PlayerEnemyDiff ;get horizontal difference between player and hammer bro + bmi SetShim ;if enemy to the left of player, skip this part + iny ;set to face left + lda EnemyIntervalTimer,x ;check walking timer + bne SetShim ;if not yet expired, skip to set moving direction + lda #$f8 + sta Enemy_X_Speed,x ;otherwise, make the hammer bro walk left towards player +SetShim sty Enemy_MovingDir,x ;set moving direction + +MoveNormalEnemy + ldy #$00 ;init Y to leave horizontal movement as-is + lda Enemy_State,x + and #%01000000 ;check enemy state for d6 set, if set skip + bne FallE ;to move enemy vertically, then horizontally if necessary + lda Enemy_State,x + asl ;check enemy state for d7 set + bcs SteadM ;if set, branch to move enemy horizontally + lda Enemy_State,x + and #%00100000 ;check enemy state for d5 set + bne MoveDefeatedEnemy ;if set, branch to move defeated enemy object + lda Enemy_State,x + and #%00000111 ;check d2-d0 of enemy state for any set bits + beq SteadM ;if enemy in normal state, branch to move enemy horizontally + cmp #$05 + beq FallE ;if enemy in state used by spiny's egg, go ahead here + cmp #$03 + bcs ReviveStunned ;if enemy in states $03 or $04, skip ahead to yet another part +FallE jsr MoveD_EnemyVertically ;do a sub here to move enemy downwards + ldy #$00 + lda Enemy_State,x ;check for enemy state $02 + cmp #$02 + beq MEHor ;if found, branch to move enemy horizontally + and #%01000000 ;check for d6 set + beq SteadM ;if not set, branch to something else + lda Enemy_ID,x + cmp #PowerUpObject ;check for power-up object + beq SteadM + bne SlowM ;if any other object where d6 set, jump to set Y +MEHor jmp MoveEnemyHorizontally ;jump here to move enemy horizontally for <> $2e and d6 set + +SlowM ldy #$01 ;if branched here, increment Y to slow horizontal movement +SteadM lda Enemy_X_Speed,x ;get current horizontal speed + pha ;save to stack + bpl AddHS ;if not moving or moving right, skip, leave Y alone + iny + iny ;otherwise increment Y to next data +AddHS clc + adc XSpeedAdderData,y ;add value here to slow enemy down if necessary + sta Enemy_X_Speed,x ;save as horizontal speed temporarily + jsr MoveEnemyHorizontally ;then do a sub to move horizontally + pla + sta Enemy_X_Speed,x ;get old horizontal speed from stack and return to + rts ;original memory location, then leave + +ReviveStunned + lda EnemyIntervalTimer,x ;if enemy timer not expired yet, + bne ChkKillGoomba ;skip ahead to something else + sta Enemy_State,x ;otherwise initialize enemy state to normal + lda FrameCounter + and #$01 ;get d0 of frame counter + tay ;use as Y and increment for movement direction + iny + sty Enemy_MovingDir,x ;store as pseudorandom movement direction + dey ;decrement for use as pointer + lda PrimaryHardMode ;check primary hard mode flag + beq SetRSpd ;if not set, use pointer as-is + iny + iny ;otherwise increment 2 bytes to next data +SetRSpd lda RevivedXSpeed,y ;load and store new horizontal speed + sta Enemy_X_Speed,x ;and leave + rts + +MoveDefeatedEnemy + jsr MoveD_EnemyVertically ;execute sub to move defeated enemy downwards + jmp MoveEnemyHorizontally ;now move defeated enemy horizontally + +ChkKillGoomba + cmp #$0e ;check to see if enemy timer has reached + bne NKGmba ;a certain point, and branch to leave if not + lda Enemy_ID,x + cmp #Goomba ;check for goomba object + bne NKGmba ;branch if not found + jsr EraseEnemyObject ;otherwise, kill this goomba object +NKGmba rts ;leave! + +;-------------------------------- + +MoveJumpingEnemy + jsr MoveJ_EnemyVertically ;do a sub to impose gravity on green paratroopa + jmp MoveEnemyHorizontally ;jump to move enemy horizontally + +;-------------------------------- + +ProcMoveRedPTroopa + lda Enemy_Y_Speed,x + ora Enemy_Y_MoveForce,x ;check for any vertical force or speed + bne MoveRedPTUpOrDown ;branch if any found + sta Enemy_YMF_Dummy,x ;initialize something here + lda Enemy_Y_Position,x ;check current vs. original vertical coordinate + cmp RedPTroopaOrigXPos,x + bcs MoveRedPTUpOrDown ;if current => original, skip ahead to more code + lda FrameCounter ;get frame counter + and #%00000111 ;mask out all but 3 LSB + bne NoIncPT ;if any bits set, branch to leave + inc Enemy_Y_Position,x ;otherwise increment red paratroopa's vertical position +NoIncPT rts ;leave + +MoveRedPTUpOrDown + lda Enemy_Y_Position,x ;check current vs. central vertical coordinate + cmp RedPTroopaCenterYPos,x + bcc MovPTDwn ;if current < central, jump to move downwards + jmp MoveRedPTroopaUp ;otherwise jump to move upwards +MovPTDwn jmp MoveRedPTroopaDown ;move downwards + +;-------------------------------- +;$00 - used to store adder for movement, also used as adder for platform +;$01 - used to store maximum value for secondary counter + +MoveFlyGreenPTroopa + jsr XMoveCntr_GreenPTroopa ;do sub to increment primary and secondary counters + jsr MoveWithXMCntrs ;do sub to move green paratroopa accordingly, and horizontally + ldy #$01 ;set Y to move green paratroopa down + lda FrameCounter + and #%00000011 ;check frame counter 2 LSB for any bits set + bne NoMGPT ;branch to leave if set to move up/down every fourth frame + lda FrameCounter + and #%01000000 ;check frame counter for d6 set + bne YSway ;branch to move green paratroopa down if set + ldy #$ff ;otherwise set Y to move green paratroopa up +YSway sty $00 ;store adder here + lda Enemy_Y_Position,x + clc ;add or subtract from vertical position + adc $00 ;to give green paratroopa a wavy flight + sta Enemy_Y_Position,x +NoMGPT rts ;leave! + +XMoveCntr_GreenPTroopa + lda #$13 ;load preset maximum value for secondary counter + +XMoveCntr_Platform + sta $01 ;store value here + lda FrameCounter + and #%00000011 ;branch to leave if not on + bne NoIncXM ;every fourth frame + ldy XMoveSecondaryCounter,x ;get secondary counter + lda XMovePrimaryCounter,x ;get primary counter + lsr + bcs DecSeXM ;if d0 of primary counter set, branch elsewhere + cpy $01 ;compare secondary counter to preset maximum value + beq IncPXM ;if equal, branch ahead of this part + inc XMoveSecondaryCounter,x ;increment secondary counter and leave +NoIncXM rts +IncPXM inc XMovePrimaryCounter,x ;increment primary counter and leave + rts +DecSeXM tya ;put secondary counter in A + beq IncPXM ;if secondary counter at zero, branch back + dec XMoveSecondaryCounter,x ;otherwise decrement secondary counter and leave + rts + +MoveWithXMCntrs + lda XMoveSecondaryCounter,x ;save secondary counter to stack + pha + ldy #$01 ;set value here by default + lda XMovePrimaryCounter,x + and #%00000010 ;if d1 of primary counter is + bne XMRight ;set, branch ahead of this part here + lda XMoveSecondaryCounter,x + eor #$ff ;otherwise change secondary + clc ;counter to two's compliment + adc #$01 + sta XMoveSecondaryCounter,x + ldy #$02 ;load alternate value here +XMRight sty Enemy_MovingDir,x ;store as moving direction + jsr MoveEnemyHorizontally + sta $00 ;save value obtained from sub here + pla ;get secondary counter from stack + sta XMoveSecondaryCounter,x ;and return to original place + rts + +;-------------------------------- + +BlooberBitmasks + db %00111111,%00000011 + +MoveBloober + lda Enemy_State,x + and #%00100000 ;check enemy state for d5 set + bne MoveDefeatedBloober ;branch if set to move defeated bloober + ldy SecondaryHardMode ;use secondary hard mode flag as offset + lda PseudoRandomBitReg+1,x ;get LSFR + and BlooberBitmasks,y ;mask out bits in LSFR using bitmask loaded with offset + bne BlooberSwim ;if any bits set, skip ahead to make swim + txa + lsr ;check to see if on second or fourth slot (1 or 3) + bcc FBLeft ;if not, branch to figure out moving direction + ldy Player_MovingDir ;otherwise, load player's moving direction and + bcs SBMDir ;do an unconditional branch to set +FBLeft ldy #$02 ;set left moving direction by default + jsr PlayerEnemyDiff ;get horizontal difference between player and bloober + bpl SBMDir ;if enemy to the right of player, keep left + dey ;otherwise decrement to set right moving direction +SBMDir sty Enemy_MovingDir,x ;set moving direction of bloober, then continue on here + +BlooberSwim + jsr ProcSwimmingB ;execute sub to make bloober swim characteristically + lda Enemy_Y_Position,x ;get vertical coordinate + sec + sbc Enemy_Y_MoveForce,x ;subtract movement force + cmp #$20 ;check to see if position is above edge of status bar + bcc SwimX ;if so, don't do it + sta Enemy_Y_Position,x ;otherwise, set new vertical position, make bloober swim +SwimX ldy Enemy_MovingDir,x ;check moving direction + dey + bne LeftSwim ;if moving to the left, branch to second part + lda Enemy_X_Position,x + clc ;add movement speed to horizontal coordinate + adc BlooperMoveSpeed,x + sta Enemy_X_Position,x ;store result as new horizontal coordinate + lda Enemy_PageLoc,x + adc #$00 ;add carry to page location + sta Enemy_PageLoc,x ;store as new page location and leave + rts + +LeftSwim + lda Enemy_X_Position,x + sec ;subtract movement speed from horizontal coordinate + sbc BlooperMoveSpeed,x + sta Enemy_X_Position,x ;store result as new horizontal coordinate + lda Enemy_PageLoc,x + sbc #$00 ;subtract borrow from page location + sta Enemy_PageLoc,x ;store as new page location and leave + rts + +MoveDefeatedBloober + jmp MoveEnemySlowVert ;jump to move defeated bloober downwards + +ProcSwimmingB + lda BlooperMoveCounter,x ;get enemy's movement counter + and #%00000010 ;check for d1 set + bne ChkForFloatdown ;branch if set + lda FrameCounter + and #%00000111 ;get 3 LSB of frame counter + pha ;and save it to the stack + lda BlooperMoveCounter,x ;get enemy's movement counter + lsr ;check for d0 set + bcs SlowSwim ;branch if set + pla ;pull 3 LSB of frame counter from the stack + bne BSwimE ;branch to leave, execute code only every eighth frame + lda Enemy_Y_MoveForce,x + clc ;add to movement force to speed up swim + adc #$01 + sta Enemy_Y_MoveForce,x ;set movement force + sta BlooperMoveSpeed,x ;set as movement speed + cmp #$02 + bne BSwimE ;if certain horizontal speed, branch to leave + inc BlooperMoveCounter,x ;otherwise increment movement counter +BSwimE rts + +SlowSwim + pla ;pull 3 LSB of frame counter from the stack + bne NoSSw ;branch to leave, execute code only every eighth frame + lda Enemy_Y_MoveForce,x + sec ;subtract from movement force to slow swim + sbc #$01 + sta Enemy_Y_MoveForce,x ;set movement force + sta BlooperMoveSpeed,x ;set as movement speed + bne NoSSw ;if any speed, branch to leave + inc BlooperMoveCounter,x ;otherwise increment movement counter + lda #$02 + sta EnemyIntervalTimer,x ;set enemy's timer +NoSSw rts ;leave + +ChkForFloatdown + lda EnemyIntervalTimer,x ;get enemy timer + beq ChkNearPlayer ;branch if expired + +Floatdown + lda FrameCounter ;get frame counter + lsr ;check for d0 set + bcs NoFD ;branch to leave on every other frame + inc Enemy_Y_Position,x ;otherwise increment vertical coordinate +NoFD rts ;leave + +ChkNearPlayer + lda Enemy_Y_Position,x ;get vertical coordinate + adc #$10 ;add sixteen pixels + cmp Player_Y_Position ;compare result with player's vertical coordinate + bcc Floatdown ;if modified vertical less than player's, branch + lda #$00 + sta BlooperMoveCounter,x ;otherwise nullify movement counter + rts + +;-------------------------------- + +MoveBulletBill + lda Enemy_State,x ;check bullet bill's enemy object state for d5 set + and #%00100000 + beq NotDefB ;if not set, continue with movement code + jmp MoveJ_EnemyVertically ;otherwise jump to move defeated bullet bill downwards +NotDefB lda #$e8 ;set bullet bill's horizontal speed + sta Enemy_X_Speed,x ;and move it accordingly (note this bullet bill + jmp MoveEnemyHorizontally ;object occurs in frenzy object $17, not from cannons) + +;-------------------------------- +;$02 - used to hold preset values +;$03 - used to hold enemy state + +SwimCCXMoveData + db $40,$80 + db $04,$04 ;residual data, not used + +MoveSwimmingCheepCheep + lda Enemy_State,x ;check cheep-cheep's enemy object state + and #%00100000 ;for d5 set + beq CCSwim ;if not set, continue with movement code + jmp MoveEnemySlowVert ;otherwise jump to move defeated cheep-cheep downwards +CCSwim sta $03 ;save enemy state in $03 + lda Enemy_ID,x ;get enemy identifier + sec + sbc #$0a ;subtract ten for cheep-cheep identifiers + tay ;use as offset + lda SwimCCXMoveData,y ;load value here + sta $02 + lda Enemy_X_MoveForce,x ;load horizontal force + sec + sbc $02 ;subtract preset value from horizontal force + sta Enemy_X_MoveForce,x ;store as new horizontal force + lda Enemy_X_Position,x ;get horizontal coordinate + sbc #$00 ;subtract borrow (thus moving it slowly) + sta Enemy_X_Position,x ;and save as new horizontal coordinate + lda Enemy_PageLoc,x + sbc #$00 ;subtract borrow again, this time from the + sta Enemy_PageLoc,x ;page location, then save + lda #$20 + sta $02 ;save new value here + cpx #$02 ;check enemy object offset + bcc ExSwCC ;if in first or second slot, branch to leave + lda CheepCheepMoveMFlag,x ;check movement flag + cmp #$10 ;if movement speed set to $00, + bcc CCSwimUpwards ;branch to move upwards + lda Enemy_YMF_Dummy,x + clc + adc $02 ;add preset value to dummy variable to get carry + sta Enemy_YMF_Dummy,x ;and save dummy + lda Enemy_Y_Position,x ;get vertical coordinate + adc $03 ;add carry to it plus enemy state to slowly move it downwards + sta Enemy_Y_Position,x ;save as new vertical coordinate + lda Enemy_Y_HighPos,x + adc #$00 ;add carry to page location and + jmp ChkSwimYPos ;jump to end of movement code + +CCSwimUpwards + lda Enemy_YMF_Dummy,x + sec + sbc $02 ;subtract preset value to dummy variable to get borrow + sta Enemy_YMF_Dummy,x ;and save dummy + lda Enemy_Y_Position,x ;get vertical coordinate + sbc $03 ;subtract borrow to it plus enemy state to slowly move it upwards + sta Enemy_Y_Position,x ;save as new vertical coordinate + lda Enemy_Y_HighPos,x + sbc #$00 ;subtract borrow from page location + +ChkSwimYPos + sta Enemy_Y_HighPos,x ;save new page location here + ldy #$00 ;load movement speed to upwards by default + lda Enemy_Y_Position,x ;get vertical coordinate + sec + sbc CheepCheepOrigYPos,x ;subtract original coordinate from current + bpl YPDiff ;if result positive, skip to next part + ldy #$10 ;otherwise load movement speed to downwards + eor #$ff + clc ;get two's compliment of result + adc #$01 ;to obtain total difference of original vs. current +YPDiff cmp #$0f ;if difference between original vs. current vertical + bcc ExSwCC ;coordinates < 15 pixels, leave movement speed alone + tya + sta CheepCheepMoveMFlag,x ;otherwise change movement speed +ExSwCC rts ;leave + +;-------------------------------- +;$00 - used as counter for firebar parts +;$01 - used for oscillated high byte of spin state or to hold horizontal adder +;$02 - used for oscillated high byte of spin state or to hold vertical adder +;$03 - used for mirror data +;$04 - used to store player's sprite 1 X coordinate +;$05 - used to evaluate mirror data +;$06 - used to store either screen X coordinate or sprite data offset +;$07 - used to store screen Y coordinate +;$ed - used to hold maximum length of firebar +;$ef - used to hold high byte of spinstate + +;horizontal adder is at first byte + high byte of spinstate, +;vertical adder is same + 8 bytes, two's compliment +;if greater than $08 for proper oscillation +FirebarPosLookupTbl + db $00,$01,$03,$04,$05,$06,$07,$07,$08 + db $00,$03,$06,$09,$0b,$0d,$0e,$0f,$10 + db $00,$04,$09,$0d,$10,$13,$16,$17,$18 + db $00,$06,$0c,$12,$16,$1a,$1d,$1f,$20 + db $00,$07,$0f,$16,$1c,$21,$25,$27,$28 + db $00,$09,$12,$1b,$21,$27,$2c,$2f,$30 + db $00,$0b,$15,$1f,$27,$2e,$33,$37,$38 + db $00,$0c,$18,$24,$2d,$35,$3b,$3e,$40 + db $00,$0e,$1b,$28,$32,$3b,$42,$46,$48 + db $00,$0f,$1f,$2d,$38,$42,$4a,$4e,$50 + db $00,$11,$22,$31,$3e,$49,$51,$56,$58 + +FirebarMirrorData + db $01,$03,$02,$00 + +FirebarTblOffsets + db $00,$09,$12,$1b,$24,$2d + db $36,$3f,$48,$51,$5a,$63 + +FirebarYPos + db $0c,$18 + +ProcFirebar + jsr GetEnemyOffscreenBits ;get offscreen information + lda Enemy_OffscreenBits ;check for d3 set + and #%00001000 ;if so, branch to leave + bne SkipFBar + lda TimerControl ;if master timer control set, branch + bne SusFbar ;ahead of this part + lda FirebarSpinSpeed,x ;load spinning speed of firebar + jsr FirebarSpin ;modify current spinstate + and #%00011111 ;mask out all but 5 LSB + sta FirebarSpinState_High,x ;and store as new high byte of spinstate +SusFbar lda FirebarSpinState_High,x ;get high byte of spinstate + ldy Enemy_ID,x ;check enemy identifier + cpy #$1f + bcc SetupGFB ;if < $1f (long firebar), branch + cmp #$08 ;check high byte of spinstate + beq SkpFSte ;if eight, branch to change + cmp #$18 + bne SetupGFB ;if not at twenty-four branch to not change +SkpFSte clc + adc #$01 ;add one to spinning thing to avoid horizontal state + sta FirebarSpinState_High,x +SetupGFB sta $ef ;save high byte of spinning thing, modified or otherwise + jsr RelativeEnemyPosition ;get relative coordinates to screen + jsr GetFirebarPosition ;do a sub here (residual, too early to be used now) + ldy Enemy_SprDataOffset,x ;get OAM data offset + lda Enemy_Rel_YPos ;get relative vertical coordinate + sta Sprite_Y_Position,y ;store as Y in OAM data + sta $07 ;also save here + lda Enemy_Rel_XPos ;get relative horizontal coordinate + sta Sprite_X_Position,y ;store as X in OAM data + sta $06 ;also save here + lda #$01 + sta $00 ;set $01 value here (not necessary) + jsr FirebarCollision ;draw fireball part and do collision detection + ldy #$05 ;load value for short firebars by default + lda Enemy_ID,x + cmp #$1f ;are we doing a long firebar? + bcc SetMFbar ;no, branch then + ldy #$0b ;otherwise load value for long firebars +SetMFbar sty $ed ;store maximum value for length of firebars + lda #$00 + sta $00 ;initialize counter here +DrawFbar lda $ef ;load high byte of spinstate + jsr GetFirebarPosition ;get fireball position data depending on firebar part + jsr DrawFirebar_Collision ;position it properly, draw it and do collision detection + lda $00 ;check which firebar part + cmp #$04 + bne NextFbar + ldy DuplicateObj_Offset ;if we arrive at fifth firebar part, + lda Enemy_SprDataOffset,y ;get offset from long firebar and load OAM data offset + sta $06 ;using long firebar offset, then store as new one here +NextFbar inc $00 ;move onto the next firebar part + lda $00 + cmp $ed ;if we end up at the maximum part, go on and leave + bcc DrawFbar ;otherwise go back and do another +SkipFBar rts + +DrawFirebar_Collision + lda $03 ;store mirror data elsewhere + sta $05 + ldy $06 ;load OAM data offset for firebar + lda $01 ;load horizontal adder we got from position loader + lsr $05 ;shift LSB of mirror data + bcs AddHA ;if carry was set, skip this part + eor #$ff + adc #$01 ;otherwise get two's compliment of horizontal adder +AddHA clc ;add horizontal coordinate relative to screen to + adc Enemy_Rel_XPos ;horizontal adder, modified or otherwise + sta Sprite_X_Position,y ;store as X coordinate here + sta $06 ;store here for now, note offset is saved in Y still + cmp Enemy_Rel_XPos ;compare X coordinate of sprite to original X of firebar + bcs SubtR1 ;if sprite coordinate => original coordinate, branch + lda Enemy_Rel_XPos + sec ;otherwise subtract sprite X from the + sbc $06 ;original one and skip this part + jmp ChkFOfs +SubtR1 sec ;subtract original X from the + sbc Enemy_Rel_XPos ;current sprite X +ChkFOfs cmp #$59 ;if difference of coordinates within a certain range, + bcc VAHandl ;continue by handling vertical adder + lda #$f8 ;otherwise, load offscreen Y coordinate + bne SetVFbr ;and unconditionally branch to move sprite offscreen +VAHandl lda Enemy_Rel_YPos ;if vertical relative coordinate offscreen, + cmp #$f8 ;skip ahead of this part and write into sprite Y coordinate + beq SetVFbr + lda $02 ;load vertical adder we got from position loader + lsr $05 ;shift LSB of mirror data one more time + bcs AddVA ;if carry was set, skip this part + eor #$ff + adc #$01 ;otherwise get two's compliment of second part +AddVA clc ;add vertical coordinate relative to screen to + adc Enemy_Rel_YPos ;the second data, modified or otherwise +SetVFbr sta Sprite_Y_Position,y ;store as Y coordinate here + sta $07 ;also store here for now + +FirebarCollision + jsr DrawFirebar ;run sub here to draw current tile of firebar + tya ;return OAM data offset and save + pha ;to the stack for now + lda StarInvincibleTimer ;if star mario invincibility timer + ora TimerControl ;or master timer controls set + bne NoColFB ;then skip all of this + sta $05 ;otherwise initialize counter + ldy Player_Y_HighPos + dey ;if player's vertical high byte offscreen, + bne NoColFB ;skip all of this + ldy Player_Y_Position ;get player's vertical position + lda PlayerSize ;get player's size + bne AdjSm ;if player small, branch to alter variables + lda CrouchingFlag + beq BigJp ;if player big and not crouching, jump ahead +AdjSm inc $05 ;if small or big but crouching, execute this part + inc $05 ;first increment our counter twice (setting $02 as flag) + tya + clc ;then add 24 pixels to the player's + adc #$18 ;vertical coordinate + tay +BigJp tya ;get vertical coordinate, altered or otherwise, from Y +FBCLoop sec ;subtract vertical position of firebar + sbc $07 ;from the vertical coordinate of the player + bpl ChkVFBD ;if player lower on the screen than firebar, + eor #$ff ;skip two's compliment part + clc ;otherwise get two's compliment + adc #$01 +ChkVFBD cmp #$08 ;if difference => 8 pixels, skip ahead of this part + bcs Chk2Ofs + lda $06 ;if firebar on far right on the screen, skip this, + cmp #$f0 ;because, really, what's the point? + bcs Chk2Ofs + lda Sprite_X_Position+4 ;get OAM X coordinate for sprite #1 + clc + adc #$04 ;add four pixels + sta $04 ;store here + sec ;subtract horizontal coordinate of firebar + sbc $06 ;from the X coordinate of player's sprite 1 + bpl ChkFBCl ;if modded X coordinate to the right of firebar + eor #$ff ;skip two's compliment part + clc ;otherwise get two's compliment + adc #$01 +ChkFBCl cmp #$08 ;if difference < 8 pixels, collision, thus branch + bcc ChgSDir ;to process +Chk2Ofs lda $05 ;if value of $02 was set earlier for whatever reason, + cmp #$02 ;branch to increment OAM offset and leave, no collision + beq NoColFB + ldy $05 ;otherwise get temp here and use as offset + lda Player_Y_Position + clc + adc FirebarYPos,y ;add value loaded with offset to player's vertical coordinate + inc $05 ;then increment temp and jump back + jmp FBCLoop +ChgSDir ldx #$01 ;set movement direction by default + lda $04 ;if OAM X coordinate of player's sprite 1 + cmp $06 ;is greater than horizontal coordinate of firebar + bcs SetSDir ;then do not alter movement direction + inx ;otherwise increment it +SetSDir stx Enemy_MovingDir ;store movement direction here + ldx #$00 + lda $00 ;save value written to $00 to stack + pha + jsr InjurePlayer ;perform sub to hurt or kill player + pla + sta $00 ;get value of $00 from stack +NoColFB pla ;get OAM data offset + clc ;add four to it and save + adc #$04 + sta $06 + ldx ObjectOffset ;get enemy object buffer offset and leave + rts + +GetFirebarPosition + pha ;save high byte of spinstate to the stack + and #%00001111 ;mask out low nybble + cmp #$09 + bcc GetHAdder ;if lower than $09, branch ahead + eor #%00001111 ;otherwise get two's compliment to oscillate + clc + adc #$01 +GetHAdder sta $01 ;store result, modified or not, here + ldy $00 ;load number of firebar ball where we're at + lda FirebarTblOffsets,y ;load offset to firebar position data + clc + adc $01 ;add oscillated high byte of spinstate + tay ;to offset here and use as new offset + lda FirebarPosLookupTbl,y ;get data here and store as horizontal adder + sta $01 + pla ;pull whatever was in A from the stack + pha ;save it again because we still need it + clc + adc #$08 ;add eight this time, to get vertical adder + and #%00001111 ;mask out high nybble + cmp #$09 ;if lower than $09, branch ahead + bcc GetVAdder + eor #%00001111 ;otherwise get two's compliment + clc + adc #$01 +GetVAdder sta $02 ;store result here + ldy $00 + lda FirebarTblOffsets,y ;load offset to firebar position data again + clc + adc $02 ;this time add value in $02 to offset here and use as offset + tay + lda FirebarPosLookupTbl,y ;get data here and store as vertica adder + sta $02 + pla ;pull out whatever was in A one last time + lsr ;divide by eight or shift three to the right + lsr + lsr + tay ;use as offset + lda FirebarMirrorData,y ;load mirroring data here + sta $03 ;store + rts + +;-------------------------------- + +PRandomSubtracter + db $f8,$a0,$70,$bd,$00 + +FlyCCBPriority + db $20,$20,$20,$00,$00 + +MoveFlyingCheepCheep + lda Enemy_State,x ;check cheep-cheep's enemy state + and #%00100000 ;for d5 set + beq FlyCC ;branch to continue code if not set + lda #$00 + sta Enemy_SprAttrib,x ;otherwise clear sprite attributes + jmp MoveJ_EnemyVertically ;and jump to move defeated cheep-cheep downwards +FlyCC jsr MoveEnemyHorizontally ;move cheep-cheep horizontally based on speed and force + ldy #$0d ;set vertical movement amount + lda #$05 ;set maximum speed + jsr SetXMoveAmt ;branch to impose gravity on flying cheep-cheep + lda Enemy_Y_MoveForce,x + lsr ;get vertical movement force and + lsr ;move high nybble to low + lsr + lsr + tay ;save as offset (note this tends to go into reach of code) + lda Enemy_Y_Position,x ;get vertical position + sec ;subtract pseudorandom value based on offset from position + sbc PRandomSubtracter,y + bpl AddCCF ;if result within top half of screen, skip this part + eor #$ff + clc ;otherwise get two's compliment + adc #$01 +AddCCF cmp #$08 ;if result or two's compliment greater than eight, + bcs BPGet ;skip to the end without changing movement force + lda Enemy_Y_MoveForce,x + clc + adc #$10 ;otherwise add to it + sta Enemy_Y_MoveForce,x + lsr ;move high nybble to low again + lsr + lsr + lsr + tay +BPGet lda FlyCCBPriority,y ;load bg priority data and store (this is very likely + sta Enemy_SprAttrib,x ;broken or residual code, value is overwritten before + rts ;drawing it next frame), then leave + +;-------------------------------- +;$00 - used to hold horizontal difference +;$01-$03 - used to hold difference adjusters + +LakituDiffAdj + db $15,$30,$40 + +MoveLakitu + lda Enemy_State,x ;check lakitu's enemy state + and #%00100000 ;for d5 set + beq ChkLS ;if not set, continue with code + jmp MoveD_EnemyVertically ;otherwise jump to move defeated lakitu downwards +ChkLS lda Enemy_State,x ;if lakitu's enemy state not set at all, + beq Fr12S ;go ahead and continue with code + lda #$00 + sta LakituMoveDirection,x ;otherwise initialize moving direction to move to left + sta EnemyFrenzyBuffer ;initialize frenzy buffer + lda #$10 + bne SetLSpd ;load horizontal speed and do unconditional branch +Fr12S lda #Spiny + sta EnemyFrenzyBuffer ;set spiny identifier in frenzy buffer + ldy #$02 +LdLDa lda LakituDiffAdj,y ;load values + sta $0001,y ;store in zero page + dey + bpl LdLDa ;do this until all values are stired + jsr PlayerLakituDiff ;execute sub to set speed and create spinys +SetLSpd sta LakituMoveSpeed,x ;set movement speed returned from sub + ldy #$01 ;set moving direction to right by default + lda LakituMoveDirection,x + and #$01 ;get LSB of moving direction + bne SetLMov ;if set, branch to the end to use moving direction + lda LakituMoveSpeed,x + eor #$ff ;get two's compliment of moving speed + clc + adc #$01 + sta LakituMoveSpeed,x ;store as new moving speed + iny ;increment moving direction to left +SetLMov sty Enemy_MovingDir,x ;store moving direction + jmp MoveEnemyHorizontally ;move lakitu horizontally + +PlayerLakituDiff + ldy #$00 ;set Y for default value + jsr PlayerEnemyDiff ;get horizontal difference between enemy and player + bpl ChkLakDif ;branch if enemy is to the right of the player + iny ;increment Y for left of player + lda $00 + eor #$ff ;get two's compliment of low byte of horizontal difference + clc + adc #$01 ;store two's compliment as horizontal difference + sta $00 +ChkLakDif lda $00 ;get low byte of horizontal difference + cmp #$3c ;if within a certain distance of player, branch + bcc ChkPSpeed + lda #$3c ;otherwise set maximum distance + sta $00 + lda Enemy_ID,x ;check if lakitu is in our current enemy slot + cmp #Lakitu + bne ChkPSpeed ;if not, branch elsewhere + tya ;compare contents of Y, now in A + cmp LakituMoveDirection,x ;to what is being used as horizontal movement direction + beq ChkPSpeed ;if moving toward the player, branch, do not alter + lda LakituMoveDirection,x ;if moving to the left beyond maximum distance, + beq SetLMovD ;branch and alter without delay + dec LakituMoveSpeed,x ;decrement horizontal speed + lda LakituMoveSpeed,x ;if horizontal speed not yet at zero, branch to leave + bne ExMoveLak +SetLMovD tya ;set horizontal direction depending on horizontal + sta LakituMoveDirection,x ;difference between enemy and player if necessary +ChkPSpeed lda $00 + and #%00111100 ;mask out all but four bits in the middle + lsr ;divide masked difference by four + lsr + sta $00 ;store as new value + ldy #$00 ;init offset + lda Player_X_Speed + beq SubDifAdj ;if player not moving horizontally, branch + lda ScrollAmount + beq SubDifAdj ;if scroll speed not set, branch to same place + iny ;otherwise increment offset + lda Player_X_Speed + cmp #$19 ;if player not running, branch + bcc ChkSpinyO + lda ScrollAmount + cmp #$02 ;if scroll speed below a certain amount, branch + bcc ChkSpinyO ;to same place + iny ;otherwise increment once more +ChkSpinyO lda Enemy_ID,x ;check for spiny object + cmp #Spiny + bne ChkEmySpd ;branch if not found + lda Player_X_Speed ;if player not moving, skip this part + bne SubDifAdj +ChkEmySpd lda Enemy_Y_Speed,x ;check vertical speed + bne SubDifAdj ;branch if nonzero + ldy #$00 ;otherwise reinit offset +SubDifAdj lda $0001,y ;get one of three saved values from earlier + ldy $00 ;get saved horizontal difference +SPixelLak sec ;subtract one for each pixel of horizontal difference + sbc #$01 ;from one of three saved values + dey + bpl SPixelLak ;branch until all pixels are subtracted, to adjust difference +ExMoveLak rts ;leave!!! + +;------------------------------------------------------------------------------------- +;$04-$05 - used to store name table address in little endian order + +BridgeCollapseData + db $1a ;axe + db $58 ;chain + db $98,$96,$94,$92,$90,$8e,$8c ;bridge + db $8a,$88,$86,$84,$82,$80 + +BridgeCollapse + ldx BowserFront_Offset ;get enemy offset for bowser + lda Enemy_ID,x ;check enemy object identifier for bowser + cmp #Bowser ;if not found, branch ahead, + bne SetM2 ;metatile removal not necessary + stx ObjectOffset ;store as enemy offset here + lda Enemy_State,x ;if bowser in normal state, skip all of this + beq RemoveBridge + and #%01000000 ;if bowser's state has d6 clear, skip to silence music + beq SetM2 + lda Enemy_Y_Position,x ;check bowser's vertical coordinate + cmp #$e0 ;if bowser not yet low enough, skip this part ahead + bcc MoveD_Bowser +SetM2 lda #Silence ;silence music + sta EventMusicQueue + inc OperMode_Task ;move onto next secondary mode in autoctrl mode + jmp KillAllEnemies ;jump to empty all enemy slots and then leave + +MoveD_Bowser + jsr MoveEnemySlowVert ;do a sub to move bowser downwards + jmp BowserGfxHandler ;jump to draw bowser's front and rear, then leave + +RemoveBridge + dec BowserFeetCounter ;decrement timer to control bowser's feet + bne NoBFall ;if not expired, skip all of this + lda #$04 + sta BowserFeetCounter ;otherwise, set timer now + lda BowserBodyControls + eor #$01 ;invert bit to control bowser's feet + sta BowserBodyControls + lda #$22 ;put high byte of name table address here for now + sta $05 + ldy BridgeCollapseOffset ;get bridge collapse offset here + lda BridgeCollapseData,y ;load low byte of name table address and store here + sta $04 + ldy VRAM_Buffer1_Offset ;increment vram buffer offset + iny + ldx #$0c ;set offset for tile data for sub to draw blank metatile + jsr RemBridge ;do sub here to remove bowser's bridge metatiles + ldx ObjectOffset ;get enemy offset + jsr MoveVOffset ;set new vram buffer offset + lda #Sfx_Blast ;load the fireworks/gunfire sound into the square 2 sfx + sta Square2SoundQueue ;queue while at the same time loading the brick + lda #Sfx_BrickShatter ;shatter sound into the noise sfx queue thus + sta NoiseSoundQueue ;producing the unique sound of the bridge collapsing + inc BridgeCollapseOffset ;increment bridge collapse offset + lda BridgeCollapseOffset + cmp #$0f ;if bridge collapse offset has not yet reached + bne NoBFall ;the end, go ahead and skip this part + jsr InitVStf ;initialize whatever vertical speed bowser has + lda #%01000000 + sta Enemy_State,x ;set bowser's state to one of defeated states (d6 set) + lda #Sfx_BowserFall + sta Square2SoundQueue ;play bowser defeat sound +NoBFall jmp BowserGfxHandler ;jump to code that draws bowser + +;-------------------------------- + +PRandomRange + db $21,$41,$11,$31 + +RunBowser + lda Enemy_State,x ;if d5 in enemy state is not set + and #%00100000 ;then branch elsewhere to run bowser + beq BowserControl + lda Enemy_Y_Position,x ;otherwise check vertical position + cmp #$e0 ;if above a certain point, branch to move defeated bowser + bcc MoveD_Bowser ;otherwise proceed to KillAllEnemies + +KillAllEnemies + ldx #$04 ;start with last enemy slot +KillLoop jsr EraseEnemyObject ;branch to kill enemy objects + dex ;move onto next enemy slot + bpl KillLoop ;do this until all slots are emptied + sta EnemyFrenzyBuffer ;empty frenzy buffer + ldx ObjectOffset ;get enemy object offset and leave + rts + +BowserControl + lda #$00 + sta EnemyFrenzyBuffer ;empty frenzy buffer + lda TimerControl ;if master timer control not set, + beq ChkMouth ;skip jump and execute code here + jmp SkipToFB ;otherwise, jump over a bunch of code +ChkMouth lda BowserBodyControls ;check bowser's mouth + bpl FeetTmr ;if bit clear, go ahead with code here + jmp HammerChk ;otherwise skip a whole section starting here +FeetTmr dec BowserFeetCounter ;decrement timer to control bowser's feet + bne ResetMDr ;if not expired, skip this part + lda #$20 ;otherwise, reset timer + sta BowserFeetCounter + lda BowserBodyControls ;and invert bit used + eor #%00000001 ;to control bowser's feet + sta BowserBodyControls +ResetMDr lda FrameCounter ;check frame counter + and #%00001111 ;if not on every sixteenth frame, skip + bne B_FaceP ;ahead to continue code + lda #$02 ;otherwise reset moving/facing direction every + sta Enemy_MovingDir,x ;sixteen frames +B_FaceP lda EnemyFrameTimer,x ;if timer set here expired, + beq GetPRCmp ;branch to next section + jsr PlayerEnemyDiff ;get horizontal difference between player and bowser, + bpl GetPRCmp ;and branch if bowser to the right of the player + lda #$01 + sta Enemy_MovingDir,x ;set bowser to move and face to the right + lda #$02 + sta BowserMovementSpeed ;set movement speed + lda #$20 + sta EnemyFrameTimer,x ;set timer here + sta BowserFireBreathTimer ;set timer used for bowser's flame + lda Enemy_X_Position,x + cmp #$c8 ;if bowser to the right past a certain point, + bcs HammerChk ;skip ahead to some other section +GetPRCmp lda FrameCounter ;get frame counter + and #%00000011 + bne HammerChk ;execute this code every fourth frame, otherwise branch + lda Enemy_X_Position,x + cmp BowserOrigXPos ;if bowser not at original horizontal position, + bne GetDToO ;branch to skip this part + lda PseudoRandomBitReg,x + and #%00000011 ;get pseudorandom offset + tay + lda PRandomRange,y ;load value using pseudorandom offset + sta MaxRangeFromOrigin ;and store here +GetDToO lda Enemy_X_Position,x + clc ;add movement speed to bowser's horizontal + adc BowserMovementSpeed ;coordinate and save as new horizontal position + sta Enemy_X_Position,x + ldy Enemy_MovingDir,x + cpy #$01 ;if bowser moving and facing to the right, skip ahead + beq HammerChk + ldy #$ff ;set default movement speed here (move left) + sec ;get difference of current vs. original + sbc BowserOrigXPos ;horizontal position + bpl CompDToO ;if current position to the right of original, skip ahead + eor #$ff + clc ;get two's compliment + adc #$01 + ldy #$01 ;set alternate movement speed here (move right) +CompDToO cmp MaxRangeFromOrigin ;compare difference with pseudorandom value + bcc HammerChk ;if difference < pseudorandom value, leave speed alone + sty BowserMovementSpeed ;otherwise change bowser's movement speed +HammerChk lda EnemyFrameTimer,x ;if timer set here not expired yet, skip ahead to + bne MakeBJump ;some other section of code + jsr MoveEnemySlowVert ;otherwise start by moving bowser downwards + lda WorldNumber ;check world number + cmp #World6 + bcc SetHmrTmr ;if world 1-5, skip this part (not time to throw hammers yet) + lda FrameCounter + and #%00000011 ;check to see if it's time to execute sub + bne SetHmrTmr ;if not, skip sub, otherwise + jsr SpawnHammerObj ;execute sub on every fourth frame to spawn misc object (hammer) +SetHmrTmr lda Enemy_Y_Position,x ;get current vertical position + cmp #$80 ;if still above a certain point + bcc ChkFireB ;then skip to world number check for flames + lda PseudoRandomBitReg,x + and #%00000011 ;get pseudorandom offset + tay + lda PRandomRange,y ;get value using pseudorandom offset + sta EnemyFrameTimer,x ;set for timer here +SkipToFB jmp ChkFireB ;jump to execute flames code +MakeBJump cmp #$01 ;if timer not yet about to expire, + bne ChkFireB ;skip ahead to next part + dec Enemy_Y_Position,x ;otherwise decrement vertical coordinate + jsr InitVStf ;initialize movement amount + lda #$fe + sta Enemy_Y_Speed,x ;set vertical speed to move bowser upwards +ChkFireB lda WorldNumber ;check world number here + cmp #World8 ;world 8? + beq SpawnFBr ;if so, execute this part here + cmp #World6 ;world 6-7? + bcs BowserGfxHandler ;if so, skip this part here +SpawnFBr lda BowserFireBreathTimer ;check timer here + bne BowserGfxHandler ;if not expired yet, skip all of this + lda #$20 + sta BowserFireBreathTimer ;set timer here + lda BowserBodyControls + eor #%10000000 ;invert bowser's mouth bit to open + sta BowserBodyControls ;and close bowser's mouth + bmi ChkFireB ;if bowser's mouth open, loop back + jsr SetFlameTimer ;get timing for bowser's flame + ldy SecondaryHardMode + beq SetFBTmr ;if secondary hard mode flag not set, skip this + sec + sbc #$10 ;otherwise subtract from value in A +SetFBTmr sta BowserFireBreathTimer ;set value as timer here + lda #BowserFlame ;put bowser's flame identifier + sta EnemyFrenzyBuffer ;in enemy frenzy buffer + +;-------------------------------- + +BowserGfxHandler + jsr ProcessBowserHalf ;do a sub here to process bowser's front + ldy #$10 ;load default value here to position bowser's rear + lda Enemy_MovingDir,x ;check moving direction + lsr + bcc CopyFToR ;if moving left, use default + ldy #$f0 ;otherwise load alternate positioning value here +CopyFToR tya ;move bowser's rear object position value to A + clc + adc Enemy_X_Position,x ;add to bowser's front object horizontal coordinate + ldy DuplicateObj_Offset ;get bowser's rear object offset + sta Enemy_X_Position,y ;store A as bowser's rear horizontal coordinate + lda Enemy_Y_Position,x + clc ;add eight pixels to bowser's front object + adc #$08 ;vertical coordinate and store as vertical coordinate + sta Enemy_Y_Position,y ;for bowser's rear + lda Enemy_State,x + sta Enemy_State,y ;copy enemy state directly from front to rear + lda Enemy_MovingDir,x + sta Enemy_MovingDir,y ;copy moving direction also + lda ObjectOffset ;save enemy object offset of front to stack + pha + ldx DuplicateObj_Offset ;put enemy object offset of rear as current + stx ObjectOffset + lda #Bowser ;set bowser's enemy identifier + sta Enemy_ID,x ;store in bowser's rear object + jsr ProcessBowserHalf ;do a sub here to process bowser's rear + pla + sta ObjectOffset ;get original enemy object offset + tax + lda #$00 ;nullify bowser's front/rear graphics flag + sta BowserGfxFlag +ExBGfxH rts ;leave! + +ProcessBowserHalf + inc BowserGfxFlag ;increment bowser's graphics flag, then run subroutines + jsr RunRetainerObj ;to get offscreen bits, relative position and draw bowser (finally!) + lda Enemy_State,x + bne ExBGfxH ;if either enemy object not in normal state, branch to leave + lda #$0a + sta Enemy_BoundBoxCtrl,x ;set bounding box size control + jsr GetEnemyBoundBox ;get bounding box coordinates + jmp PlayerEnemyCollision ;do player-to-enemy collision detection + +;------------------------------------------------------------------------------------- +;$00 - used to hold movement force and tile number +;$01 - used to hold sprite attribute data + +FlameTimerData + db $bf,$40,$bf,$bf,$bf,$40,$40,$bf + +SetFlameTimer + ldy BowserFlameTimerCtrl ;load counter as offset + inc BowserFlameTimerCtrl ;increment + lda BowserFlameTimerCtrl ;mask out all but 3 LSB + and #%00000111 ;to keep in range of 0-7 + sta BowserFlameTimerCtrl + lda FlameTimerData,y ;load value to be used then leave +ExFl rts + +ProcBowserFlame + lda TimerControl ;if master timer control flag set, + bne SetGfxF ;skip all of this + lda #$40 ;load default movement force + ldy SecondaryHardMode + beq SFlmX ;if secondary hard mode flag not set, use default + lda #$60 ;otherwise load alternate movement force to go faster +SFlmX sta $00 ;store value here + lda Enemy_X_MoveForce,x + sec ;subtract value from movement force + sbc $00 + sta Enemy_X_MoveForce,x ;save new value + lda Enemy_X_Position,x + sbc #$01 ;subtract one from horizontal position to move + sta Enemy_X_Position,x ;to the left + lda Enemy_PageLoc,x + sbc #$00 ;subtract borrow from page location + sta Enemy_PageLoc,x + ldy BowserFlamePRandomOfs,x ;get some value here and use as offset + lda Enemy_Y_Position,x ;load vertical coordinate + cmp FlameYPosData,y ;compare against coordinate data using $0417,x as offset + beq SetGfxF ;if equal, branch and do not modify coordinate + clc + adc Enemy_Y_MoveForce,x ;otherwise add value here to coordinate and store + sta Enemy_Y_Position,x ;as new vertical coordinate +SetGfxF jsr RelativeEnemyPosition ;get new relative coordinates + lda Enemy_State,x ;if bowser's flame not in normal state, + bne ExFl ;branch to leave + lda #$51 ;otherwise, continue + sta $00 ;write first tile number + ldy #$02 ;load attributes without vertical flip by default + lda FrameCounter + and #%00000010 ;invert vertical flip bit every 2 frames + beq FlmeAt ;if d1 not set, write default value + ldy #$82 ;otherwise write value with vertical flip bit set +FlmeAt sty $01 ;set bowser's flame sprite attributes here + ldy Enemy_SprDataOffset,x ;get OAM data offset + ldx #$00 + +DrawFlameLoop + lda Enemy_Rel_YPos ;get Y relative coordinate of current enemy object + sta Sprite_Y_Position,y ;write into Y coordinate of OAM data + lda $00 + sta Sprite_Tilenumber,y ;write current tile number into OAM data + inc $00 ;increment tile number to draw more bowser's flame + lda $01 + sta Sprite_Attributes,y ;write saved attributes into OAM data + lda Enemy_Rel_XPos + sta Sprite_X_Position,y ;write X relative coordinate of current enemy object + clc + adc #$08 + sta Enemy_Rel_XPos ;then add eight to it and store + iny + iny + iny + iny ;increment Y four times to move onto the next OAM + inx ;move onto the next OAM, and branch if three + cpx #$03 ;have not yet been done + bcc DrawFlameLoop + ldx ObjectOffset ;reload original enemy offset + jsr GetEnemyOffscreenBits ;get offscreen information + ldy Enemy_SprDataOffset,x ;get OAM data offset + lda Enemy_OffscreenBits ;get enemy object offscreen bits + lsr ;move d0 to carry and result to stack + pha + bcc M3FOfs ;branch if carry not set + lda #$f8 ;otherwise move sprite offscreen, this part likely + sta Sprite_Y_Position+12,y ;residual since flame is only made of three sprites +M3FOfs pla ;get bits from stack + lsr ;move d1 to carry and move bits back to stack + pha + bcc M2FOfs ;branch if carry not set again + lda #$f8 ;otherwise move third sprite offscreen + sta Sprite_Y_Position+8,y +M2FOfs pla ;get bits from stack again + lsr ;move d2 to carry and move bits back to stack again + pha + bcc M1FOfs ;branch if carry not set yet again + lda #$f8 ;otherwise move second sprite offscreen + sta Sprite_Y_Position+4,y +M1FOfs pla ;get bits from stack one last time + lsr ;move d3 to carry + bcc ExFlmeD ;branch if carry not set one last time + lda #$f8 + sta Sprite_Y_Position,y ;otherwise move first sprite offscreen +ExFlmeD rts ;leave + +;-------------------------------- + +RunFireworks + dec ExplosionTimerCounter,x ;decrement explosion timing counter here + bne SetupExpl ;if not expired, skip this part + lda #$08 + sta ExplosionTimerCounter,x ;reset counter + inc ExplosionGfxCounter,x ;increment explosion graphics counter + lda ExplosionGfxCounter,x + cmp #$03 ;check explosion graphics counter + bcs FireworksSoundScore ;if at a certain point, branch to kill this object +SetupExpl jsr RelativeEnemyPosition ;get relative coordinates of explosion + lda Enemy_Rel_YPos ;copy relative coordinates + sta Fireball_Rel_YPos ;from the enemy object to the fireball object + lda Enemy_Rel_XPos ;first vertical, then horizontal + sta Fireball_Rel_XPos + ldy Enemy_SprDataOffset,x ;get OAM data offset + lda ExplosionGfxCounter,x ;get explosion graphics counter + jsr DrawExplosion_Fireworks ;do a sub to draw the explosion then leave + rts + +FireworksSoundScore + lda #$00 ;disable enemy buffer flag + sta Enemy_Flag,x + lda #Sfx_Blast ;play fireworks/gunfire sound + sta Square2SoundQueue + lda #$05 ;set part of score modifier for 500 points + sta DigitModifier+4 + jmp EndAreaPoints ;jump to award points accordingly then leave + +;-------------------------------- + +StarFlagYPosAdder + db $00,$00,$08,$08 + +StarFlagXPosAdder + db $00,$08,$00,$08 + +StarFlagTileData + db $54,$55,$56,$57 + +RunStarFlagObj + lda #$00 ;initialize enemy frenzy buffer + sta EnemyFrenzyBuffer + lda StarFlagTaskControl ;check star flag object task number here + cmp #$05 ;if greater than 5, branch to exit + bcs StarFlagExit + jsr JumpEngine ;otherwise jump to appropriate sub + + dw StarFlagExit + dw GameTimerFireworks + dw AwardGameTimerPoints + dw RaiseFlagSetoffFWorks + dw DelayToAreaEnd + +GameTimerFireworks + ldy #$05 ;set default state for star flag object + lda GameTimerDisplay+2 ;get game timer's last digit + cmp #$01 + beq SetFWC ;if last digit of game timer set to 1, skip ahead + ldy #$03 ;otherwise load new value for state + cmp #$03 + beq SetFWC ;if last digit of game timer set to 3, skip ahead + ldy #$00 ;otherwise load one more potential value for state + cmp #$06 + beq SetFWC ;if last digit of game timer set to 6, skip ahead + lda #$ff ;otherwise set value for no fireworks +SetFWC sta FireworksCounter ;set fireworks counter here + sty Enemy_State,x ;set whatever state we have in star flag object + +IncrementSFTask1 + inc StarFlagTaskControl ;increment star flag object task number + +StarFlagExit + rts ;leave + +AwardGameTimerPoints + lda GameTimerDisplay ;check all game timer digits for any intervals left + ora GameTimerDisplay+1 + ora GameTimerDisplay+2 + beq IncrementSFTask1 ;if no time left on game timer at all, branch to next task + lda FrameCounter + and #%00000100 ;check frame counter for d2 set (skip ahead + beq NoTTick ;for four frames every four frames) branch if not set + lda #Sfx_TimerTick + sta Square2SoundQueue ;load timer tick sound +NoTTick ldy #$23 ;set offset here to subtract from game timer's last digit + lda #$ff ;set adder here to $ff, or -1, to subtract one + sta DigitModifier+5 ;from the last digit of the game timer + jsr DigitsMathRoutine ;subtract digit + lda #$05 ;set now to add 50 points + sta DigitModifier+5 ;per game timer interval subtracted + +EndAreaPoints + ldy #$0b ;load offset for mario's score by default + lda CurrentPlayer ;check player on the screen + beq ELPGive ;if mario, do not change + ldy #$11 ;otherwise load offset for luigi's score +ELPGive jsr DigitsMathRoutine ;award 50 points per game timer interval + lda CurrentPlayer ;get player on the screen (or 500 points per + asl ;fireworks explosion if branched here from there) + asl ;shift to high nybble + asl + asl + ora #%00000100 ;add four to set nybble for game timer + jmp UpdateNumber ;jump to print the new score and game timer + +RaiseFlagSetoffFWorks + lda Enemy_Y_Position,x ;check star flag's vertical position + cmp #$72 ;against preset value + bcc SetoffF ;if star flag higher vertically, branch to other code + dec Enemy_Y_Position,x ;otherwise, raise star flag by one pixel + jmp DrawStarFlag ;and skip this part here +SetoffF lda FireworksCounter ;check fireworks counter + beq DrawFlagSetTimer ;if no fireworks left to go off, skip this part + bmi DrawFlagSetTimer ;if no fireworks set to go off, skip this part + lda #Fireworks + sta EnemyFrenzyBuffer ;otherwise set fireworks object in frenzy queue + +DrawStarFlag + jsr RelativeEnemyPosition ;get relative coordinates of star flag + ldy Enemy_SprDataOffset,x ;get OAM data offset + ldx #$03 ;do four sprites +DSFLoop lda Enemy_Rel_YPos ;get relative vertical coordinate + clc + adc StarFlagYPosAdder,x ;add Y coordinate adder data + sta Sprite_Y_Position,y ;store as Y coordinate + lda StarFlagTileData,x ;get tile number + sta Sprite_Tilenumber,y ;store as tile number + lda #$22 ;set palette and background priority bits + sta Sprite_Attributes,y ;store as attributes + lda Enemy_Rel_XPos ;get relative horizontal coordinate + clc + adc StarFlagXPosAdder,x ;add X coordinate adder data + sta Sprite_X_Position,y ;store as X coordinate + iny + iny ;increment OAM data offset four bytes + iny ;for next sprite + iny + dex ;move onto next sprite + bpl DSFLoop ;do this until all sprites are done + ldx ObjectOffset ;get enemy object offset and leave + rts + +DrawFlagSetTimer + jsr DrawStarFlag ;do sub to draw star flag + lda #$06 + sta EnemyIntervalTimer,x ;set interval timer here + +IncrementSFTask2 + inc StarFlagTaskControl ;move onto next task + rts + +DelayToAreaEnd + jsr DrawStarFlag ;do sub to draw star flag + lda EnemyIntervalTimer,x ;if interval timer set in previous task + bne StarFlagExit2 ;not yet expired, branch to leave + lda EventMusicBuffer ;if event music buffer empty, + beq IncrementSFTask2 ;branch to increment task + +StarFlagExit2 + rts ;otherwise leave + +;-------------------------------- +;$00 - used to store horizontal difference between player and piranha plant + +MovePiranhaPlant + lda Enemy_State,x ;check enemy state + bne PutinPipe ;if set at all, branch to leave + lda EnemyFrameTimer,x ;check enemy's timer here + bne PutinPipe ;branch to end if not yet expired + lda PiranhaPlant_MoveFlag,x ;check movement flag + bne SetupToMovePPlant ;if moving, skip to part ahead + lda PiranhaPlant_Y_Speed,x ;if currently rising, branch + bmi ReversePlantSpeed ;to move enemy upwards out of pipe + jsr PlayerEnemyDiff ;get horizontal difference between player and + bpl ChkPlayerNearPipe ;piranha plant, and branch if enemy to right of player + lda $00 ;otherwise get saved horizontal difference + eor #$ff + clc ;and change to two's compliment + adc #$01 + sta $00 ;save as new horizontal difference + +ChkPlayerNearPipe + lda $00 ;get saved horizontal difference + cmp #$21 + bcc PutinPipe ;if player within a certain distance, branch to leave + +ReversePlantSpeed + lda PiranhaPlant_Y_Speed,x ;get vertical speed + eor #$ff + clc ;change to two's compliment + adc #$01 + sta PiranhaPlant_Y_Speed,x ;save as new vertical speed + inc PiranhaPlant_MoveFlag,x ;increment to set movement flag + +SetupToMovePPlant + lda PiranhaPlantDownYPos,x ;get original vertical coordinate (lowest point) + ldy PiranhaPlant_Y_Speed,x ;get vertical speed + bpl RiseFallPiranhaPlant ;branch if moving downwards + lda PiranhaPlantUpYPos,x ;otherwise get other vertical coordinate (highest point) + +RiseFallPiranhaPlant + sta $00 ;save vertical coordinate here + lda FrameCounter ;get frame counter + lsr + bcc PutinPipe ;branch to leave if d0 set (execute code every other frame) + lda TimerControl ;get master timer control + bne PutinPipe ;branch to leave if set (likely not necessary) + lda Enemy_Y_Position,x ;get current vertical coordinate + clc + adc PiranhaPlant_Y_Speed,x ;add vertical speed to move up or down + sta Enemy_Y_Position,x ;save as new vertical coordinate + cmp $00 ;compare against low or high coordinate + bne PutinPipe ;branch to leave if not yet reached + lda #$00 + sta PiranhaPlant_MoveFlag,x ;otherwise clear movement flag + lda #$40 + sta EnemyFrameTimer,x ;set timer to delay piranha plant movement + +PutinPipe + lda #%00100000 ;set background priority bit in sprite + sta Enemy_SprAttrib,x ;attributes to give illusion of being inside pipe + rts ;then leave + +;------------------------------------------------------------------------------------- +;$07 - spinning speed + +FirebarSpin + sta $07 ;save spinning speed here + lda FirebarSpinDirection,x ;check spinning direction + bne SpinCounterClockwise ;if moving counter-clockwise, branch to other part + ldy #$18 ;possibly residual ldy + lda FirebarSpinState_Low,x + clc ;add spinning speed to what would normally be + adc $07 ;the horizontal speed + sta FirebarSpinState_Low,x + lda FirebarSpinState_High,x ;add carry to what would normally be the vertical speed + adc #$00 + rts + +SpinCounterClockwise + ldy #$08 ;possibly residual ldy + lda FirebarSpinState_Low,x + sec ;subtract spinning speed to what would normally be + sbc $07 ;the horizontal speed + sta FirebarSpinState_Low,x + lda FirebarSpinState_High,x ;add carry to what would normally be the vertical speed + sbc #$00 + rts + +;------------------------------------------------------------------------------------- +;$00 - used to hold collision flag, Y movement force + 5 or low byte of name table for rope +;$01 - used to hold high byte of name table for rope +;$02 - used to hold page location of rope + +BalancePlatform + lda Enemy_Y_HighPos,x ;check high byte of vertical position + cmp #$03 + bne DoBPl + jmp EraseEnemyObject ;if far below screen, kill the object +DoBPl lda Enemy_State,x ;get object's state (set to $ff or other platform offset) + bpl CheckBalPlatform ;if doing other balance platform, branch to leave + rts + +CheckBalPlatform + tay ;save offset from state as Y + lda PlatformCollisionFlag,x ;get collision flag of platform + sta $00 ;store here + lda Enemy_MovingDir,x ;get moving direction + beq ChkForFall + jmp PlatformFall ;if set, jump here + +ChkForFall + lda #$2d ;check if platform is above a certain point + cmp Enemy_Y_Position,x + bcc ChkOtherForFall ;if not, branch elsewhere + cpy $00 ;if collision flag is set to same value as + beq MakePlatformFall ;enemy state, branch to make platforms fall + clc + adc #$02 ;otherwise add 2 pixels to vertical position + sta Enemy_Y_Position,x ;of current platform and branch elsewhere + jmp StopPlatforms ;to make platforms stop + +MakePlatformFall + jmp InitPlatformFall ;make platforms fall + +ChkOtherForFall + cmp Enemy_Y_Position,y ;check if other platform is above a certain point + bcc ChkToMoveBalPlat ;if not, branch elsewhere + cpx $00 ;if collision flag is set to same value as + beq MakePlatformFall ;enemy state, branch to make platforms fall + clc + adc #$02 ;otherwise add 2 pixels to vertical position + sta Enemy_Y_Position,y ;of other platform and branch elsewhere + jmp StopPlatforms ;jump to stop movement and do not return + +ChkToMoveBalPlat + lda Enemy_Y_Position,x ;save vertical position to stack + pha + lda PlatformCollisionFlag,x ;get collision flag + bpl ColFlg ;branch if collision + lda Enemy_Y_MoveForce,x + clc ;add $05 to contents of moveforce, whatever they be + adc #$05 + sta $00 ;store here + lda Enemy_Y_Speed,x + adc #$00 ;add carry to vertical speed + bmi PlatDn ;branch if moving downwards + bne PlatUp ;branch elsewhere if moving upwards + lda $00 + cmp #$0b ;check if there's still a little force left + bcc PlatSt ;if not enough, branch to stop movement + bcs PlatUp ;otherwise keep branch to move upwards +ColFlg cmp ObjectOffset ;if collision flag matches + beq PlatDn ;current enemy object offset, branch +PlatUp jsr MovePlatformUp ;do a sub to move upwards + jmp DoOtherPlatform ;jump ahead to remaining code +PlatSt jsr StopPlatforms ;do a sub to stop movement + jmp DoOtherPlatform ;jump ahead to remaining code +PlatDn jsr MovePlatformDown ;do a sub to move downwards + +DoOtherPlatform + ldy Enemy_State,x ;get offset of other platform + pla ;get old vertical coordinate from stack + sec + sbc Enemy_Y_Position,x ;get difference of old vs. new coordinate + clc + adc Enemy_Y_Position,y ;add difference to vertical coordinate of other + sta Enemy_Y_Position,y ;platform to move it in the opposite direction + lda PlatformCollisionFlag,x ;if no collision, skip this part here + bmi DrawEraseRope + tax ;put offset which collision occurred here + jsr PositionPlayerOnVPlat ;and use it to position player accordingly + +DrawEraseRope + ldy ObjectOffset ;get enemy object offset + lda Enemy_Y_Speed,y ;check to see if current platform is + ora Enemy_Y_MoveForce,y ;moving at all + beq ExitRp ;if not, skip all of this and branch to leave + ldx VRAM_Buffer1_Offset ;get vram buffer offset + cpx #$20 ;if offset beyond a certain point, go ahead + bcs ExitRp ;and skip this, branch to leave + lda Enemy_Y_Speed,y + pha ;save two copies of vertical speed to stack + pha + jsr SetupPlatformRope ;do a sub to figure out where to put new bg tiles + lda $01 ;write name table address to vram buffer + sta VRAM_Buffer1,x ;first the high byte, then the low + lda $00 + sta VRAM_Buffer1+1,x + lda #$02 ;set length for 2 bytes + sta VRAM_Buffer1+2,x + lda Enemy_Y_Speed,y ;if platform moving upwards, branch + bmi EraseR1 ;to do something else + lda #$a2 + sta VRAM_Buffer1+3,x ;otherwise put tile numbers for left + lda #$a3 ;and right sides of rope in vram buffer + sta VRAM_Buffer1+4,x + jmp OtherRope ;jump to skip this part +EraseR1 lda #$24 ;put blank tiles in vram buffer + sta VRAM_Buffer1+3,x ;to erase rope + sta VRAM_Buffer1+4,x + +OtherRope + lda Enemy_State,y ;get offset of other platform from state + tay ;use as Y here + pla ;pull second copy of vertical speed from stack + eor #$ff ;invert bits to reverse speed + jsr SetupPlatformRope ;do sub again to figure out where to put bg tiles + lda $01 ;write name table address to vram buffer + sta VRAM_Buffer1+5,x ;this time we're doing putting tiles for + lda $00 ;the other platform + sta VRAM_Buffer1+6,x + lda #$02 + sta VRAM_Buffer1+7,x ;set length again for 2 bytes + pla ;pull first copy of vertical speed from stack + bpl EraseR2 ;if moving upwards (note inversion earlier), skip this + lda #$a2 + sta VRAM_Buffer1+8,x ;otherwise put tile numbers for left + lda #$a3 ;and right sides of rope in vram + sta VRAM_Buffer1+9,x ;transfer buffer + jmp EndRp ;jump to skip this part +EraseR2 lda #$24 ;put blank tiles in vram buffer + sta VRAM_Buffer1+8,x ;to erase rope + sta VRAM_Buffer1+9,x +EndRp lda #$00 ;put null terminator at the end + sta VRAM_Buffer1+10,x + lda VRAM_Buffer1_Offset ;add ten bytes to the vram buffer offset + clc ;and store + adc #10 + sta VRAM_Buffer1_Offset +ExitRp ldx ObjectOffset ;get enemy object buffer offset and leave + rts + +SetupPlatformRope + pha ;save second/third copy to stack + lda Enemy_X_Position,y ;get horizontal coordinate + clc + adc #$08 ;add eight pixels + ldx SecondaryHardMode ;if secondary hard mode flag set, + bne GetLRp ;use coordinate as-is + clc + adc #$10 ;otherwise add sixteen more pixels +GetLRp pha ;save modified horizontal coordinate to stack + lda Enemy_PageLoc,y + adc #$00 ;add carry to page location + sta $02 ;and save here + pla ;pull modified horizontal coordinate + and #%11110000 ;from the stack, mask out low nybble + lsr ;and shift three bits to the right + lsr + lsr + sta $00 ;store result here as part of name table low byte + ldx Enemy_Y_Position,y ;get vertical coordinate + pla ;get second/third copy of vertical speed from stack + bpl GetHRp ;skip this part if moving downwards or not at all + txa + clc + adc #$08 ;add eight to vertical coordinate and + tax ;save as X +GetHRp txa ;move vertical coordinate to A + ldx VRAM_Buffer1_Offset ;get vram buffer offset + asl + rol ;rotate d7 to d0 and d6 into carry + pha ;save modified vertical coordinate to stack + rol ;rotate carry to d0, thus d7 and d6 are at 2 LSB + and #%00000011 ;mask out all bits but d7 and d6, then set + ora #%00100000 ;d5 to get appropriate high byte of name table + sta $01 ;address, then store + lda $02 ;get saved page location from earlier + and #$01 ;mask out all but LSB + asl + asl ;shift twice to the left and save with the + ora $01 ;rest of the bits of the high byte, to get + sta $01 ;the proper name table and the right place on it + pla ;get modified vertical coordinate from stack + and #%11100000 ;mask out low nybble and LSB of high nybble + clc + adc $00 ;add to horizontal part saved here + sta $00 ;save as name table low byte + lda Enemy_Y_Position,y + cmp #$e8 ;if vertical position not below the + bcc ExPRp ;bottom of the screen, we're done, branch to leave + lda $00 + and #%10111111 ;mask out d6 of low byte of name table address + sta $00 +ExPRp rts ;leave! + +InitPlatformFall + tya ;move offset of other platform from Y to X + tax + jsr GetEnemyOffscreenBits ;get offscreen bits + lda #$06 + jsr SetupFloateyNumber ;award 1000 points to player + lda Player_Rel_XPos + sta FloateyNum_X_Pos,x ;put floatey number coordinates where player is + lda Player_Y_Position + sta FloateyNum_Y_Pos,x + lda #$01 ;set moving direction as flag for + sta Enemy_MovingDir,x ;falling platforms + +StopPlatforms + jsr InitVStf ;initialize vertical speed and low byte + sta Enemy_Y_Speed,y ;for both platforms and leave + sta Enemy_Y_MoveForce,y + rts + +PlatformFall + tya ;save offset for other platform to stack + pha + jsr MoveFallingPlatform ;make current platform fall + pla + tax ;pull offset from stack and save to X + jsr MoveFallingPlatform ;make other platform fall + ldx ObjectOffset + lda PlatformCollisionFlag,x ;if player not standing on either platform, + bmi ExPF ;skip this part + tax ;transfer collision flag offset as offset to X + jsr PositionPlayerOnVPlat ;and position player appropriately +ExPF ldx ObjectOffset ;get enemy object buffer offset and leave + rts + +;-------------------------------- + +YMovingPlatform + lda Enemy_Y_Speed,x ;if platform moving up or down, skip ahead to + ora Enemy_Y_MoveForce,x ;check on other position + bne ChkYCenterPos + sta Enemy_YMF_Dummy,x ;initialize dummy variable + lda Enemy_Y_Position,x + cmp YPlatformTopYPos,x ;if current vertical position => top position, branch + bcs ChkYCenterPos ;ahead of all this + lda FrameCounter + and #%00000111 ;check for every eighth frame + bne SkipIY + inc Enemy_Y_Position,x ;increase vertical position every eighth frame +SkipIY jmp ChkYPCollision ;skip ahead to last part + +ChkYCenterPos + lda Enemy_Y_Position,x ;if current vertical position < central position, branch + cmp YPlatformCenterYPos,x ;to slow ascent/move downwards + bcc YMDown + jsr MovePlatformUp ;otherwise start slowing descent/moving upwards + jmp ChkYPCollision +YMDown jsr MovePlatformDown ;start slowing ascent/moving downwards + +ChkYPCollision + lda PlatformCollisionFlag,x ;if collision flag not set here, branch + bmi ExYPl ;to leave + jsr PositionPlayerOnVPlat ;otherwise position player appropriately +ExYPl rts ;leave + +;-------------------------------- +;$00 - used as adder to position player hotizontally + +XMovingPlatform + lda #$0e ;load preset maximum value for secondary counter + jsr XMoveCntr_Platform ;do a sub to increment counters for movement + jsr MoveWithXMCntrs ;do a sub to move platform accordingly, and return value + lda PlatformCollisionFlag,x ;if no collision with player, + bmi ExXMP ;branch ahead to leave + +PositionPlayerOnHPlat + lda Player_X_Position + clc ;add saved value from second subroutine to + adc $00 ;current player's position to position + sta Player_X_Position ;player accordingly in horizontal position + lda Player_PageLoc ;get player's page location + ldy $00 ;check to see if saved value here is positive or negative + bmi PPHSubt ;if negative, branch to subtract + adc #$00 ;otherwise add carry to page location + jmp SetPVar ;jump to skip subtraction +PPHSubt sbc #$00 ;subtract borrow from page location +SetPVar sta Player_PageLoc ;save result to player's page location + sty Platform_X_Scroll ;put saved value from second sub here to be used later + jsr PositionPlayerOnVPlat ;position player vertically and appropriately +ExXMP rts ;and we are done here + +;-------------------------------- + +DropPlatform + lda PlatformCollisionFlag,x ;if no collision between platform and player + bmi ExDPl ;occurred, just leave without moving anything + jsr MoveDropPlatform ;otherwise do a sub to move platform down very quickly + jsr PositionPlayerOnVPlat ;do a sub to position player appropriately +ExDPl rts ;leave + +;-------------------------------- +;$00 - residual value from sub + +RightPlatform + jsr MoveEnemyHorizontally ;move platform with current horizontal speed, if any + sta $00 ;store saved value here (residual code) + lda PlatformCollisionFlag,x ;check collision flag, if no collision between player + bmi ExRPl ;and platform, branch ahead, leave speed unaltered + lda #$10 + sta Enemy_X_Speed,x ;otherwise set new speed (gets moving if motionless) + jsr PositionPlayerOnHPlat ;use saved value from earlier sub to position player +ExRPl rts ;then leave + +;-------------------------------- + +MoveLargeLiftPlat + jsr MoveLiftPlatforms ;execute common to all large and small lift platforms + jmp ChkYPCollision ;branch to position player correctly + +MoveSmallPlatform + jsr MoveLiftPlatforms ;execute common to all large and small lift platforms + jmp ChkSmallPlatCollision ;branch to position player correctly + +MoveLiftPlatforms + lda TimerControl ;if master timer control set, skip all of this + bne ExLiftP ;and branch to leave + lda Enemy_YMF_Dummy,x + clc ;add contents of movement amount to whatever's here + adc Enemy_Y_MoveForce,x + sta Enemy_YMF_Dummy,x + lda Enemy_Y_Position,x ;add whatever vertical speed is set to current + adc Enemy_Y_Speed,x ;vertical position plus carry to move up or down + sta Enemy_Y_Position,x ;and then leave + rts + +ChkSmallPlatCollision + lda PlatformCollisionFlag,x ;get bounding box counter saved in collision flag + beq ExLiftP ;if none found, leave player position alone + jsr PositionPlayerOnS_Plat ;use to position player correctly +ExLiftP rts ;then leave + +;------------------------------------------------------------------------------------- +;$00 - page location of extended left boundary +;$01 - extended left boundary position +;$02 - page location of extended right boundary +;$03 - extended right boundary position + +OffscreenBoundsCheck + lda Enemy_ID,x ;check for cheep-cheep object + cmp #FlyingCheepCheep ;branch to leave if found + beq ExScrnBd + lda ScreenLeft_X_Pos ;get horizontal coordinate for left side of screen + ldy Enemy_ID,x + cpy #HammerBro ;check for hammer bro object + beq LimitB + cpy #PiranhaPlant ;check for piranha plant object + bne ExtendLB ;these two will be erased sooner than others if too far left +LimitB adc #$38 ;add 56 pixels to coordinate if hammer bro or piranha plant +ExtendLB sbc #$48 ;subtract 72 pixels regardless of enemy object + sta $01 ;store result here + lda ScreenLeft_PageLoc + sbc #$00 ;subtract borrow from page location of left side + sta $00 ;store result here + lda ScreenRight_X_Pos ;add 72 pixels to the right side horizontal coordinate + adc #$48 + sta $03 ;store result here + lda ScreenRight_PageLoc + adc #$00 ;then add the carry to the page location + sta $02 ;and store result here + lda Enemy_X_Position,x ;compare horizontal coordinate of the enemy object + cmp $01 ;to modified horizontal left edge coordinate to get carry + lda Enemy_PageLoc,x + sbc $00 ;then subtract it from the page coordinate of the enemy object + bmi TooFar ;if enemy object is too far left, branch to erase it + lda Enemy_X_Position,x ;compare horizontal coordinate of the enemy object + cmp $03 ;to modified horizontal right edge coordinate to get carry + lda Enemy_PageLoc,x + sbc $02 ;then subtract it from the page coordinate of the enemy object + bmi ExScrnBd ;if enemy object is on the screen, leave, do not erase enemy + lda Enemy_State,x ;if at this point, enemy is offscreen to the right, so check + cmp #HammerBro ;if in state used by spiny's egg, do not erase + beq ExScrnBd + cpy #PiranhaPlant ;if piranha plant, do not erase + beq ExScrnBd + cpy #FlagpoleFlagObject ;if flagpole flag, do not erase + beq ExScrnBd + cpy #StarFlagObject ;if star flag, do not erase + beq ExScrnBd + cpy #JumpspringObject ;if jumpspring, do not erase + beq ExScrnBd ;erase all others too far to the right +TooFar jsr EraseEnemyObject ;erase object if necessary +ExScrnBd rts ;leave + +;------------------------------------------------------------------------------------- + +;some unused space + db $ff,$ff,$ff + +;------------------------------------------------------------------------------------- +;$01 - enemy buffer offset + +FireballEnemyCollision + lda Fireball_State,x ;check to see if fireball state is set at all + beq ExitFBallEnemy ;branch to leave if not + asl + bcs ExitFBallEnemy ;branch to leave also if d7 in state is set + lda FrameCounter + lsr ;get LSB of frame counter + bcs ExitFBallEnemy ;branch to leave if set (do routine every other frame) + txa + asl ;multiply fireball offset by four + asl + clc + adc #$1c ;then add $1c or 28 bytes to it + tay ;to use fireball's bounding box coordinates + ldx #$04 + +FireballEnemyCDLoop + stx $01 ;store enemy object offset here + tya + pha ;push fireball offset to the stack + lda Enemy_State,x + and #%00100000 ;check to see if d5 is set in enemy state + bne NoFToECol ;if so, skip to next enemy slot + lda Enemy_Flag,x ;check to see if buffer flag is set + beq NoFToECol ;if not, skip to next enemy slot + lda Enemy_ID,x ;check enemy identifier + cmp #$24 + bcc GoombaDie ;if < $24, branch to check further + cmp #$2b + bcc NoFToECol ;if in range $24-$2a, skip to next enemy slot +GoombaDie cmp #Goomba ;check for goomba identifier + bne NotGoomba ;if not found, continue with code + lda Enemy_State,x ;otherwise check for defeated state + cmp #$02 ;if stomped or otherwise defeated, + bcs NoFToECol ;skip to next enemy slot +NotGoomba lda EnemyOffscrBitsMasked,x ;if any masked offscreen bits set, + bne NoFToECol ;skip to next enemy slot + txa + asl ;otherwise multiply enemy offset by four + asl + clc + adc #$04 ;add 4 bytes to it + tax ;to use enemy's bounding box coordinates + jsr SprObjectCollisionCore ;do fireball-to-enemy collision detection + ldx ObjectOffset ;return fireball's original offset + bcc NoFToECol ;if carry clear, no collision, thus do next enemy slot + lda #%10000000 + sta Fireball_State,x ;set d7 in enemy state + ldx $01 ;get enemy offset + jsr HandleEnemyFBallCol ;jump to handle fireball to enemy collision +NoFToECol pla ;pull fireball offset from stack + tay ;put it in Y + ldx $01 ;get enemy object offset + dex ;decrement it + bpl FireballEnemyCDLoop ;loop back until collision detection done on all enemies + +ExitFBallEnemy + ldx ObjectOffset ;get original fireball offset and leave + rts + +BowserIdentities + db Goomba, GreenKoopa, + +HandleEnemyFBallCol + jsr RelativeEnemyPosition ;get relative coordinate of enemy + ldx $01 ;get current enemy object offset + lda Enemy_Flag,x ;check buffer flag for d7 set + bpl ChkBuzzyBeetle ;branch if not set to continue + and #%00001111 ;otherwise mask out high nybble and + tax ;use low nybble as enemy offset + lda Enemy_ID,x + cmp #Bowser ;check enemy identifier for bowser + beq HurtBowser ;branch if found + ldx $01 ;otherwise retrieve current enemy offset + +ChkBuzzyBeetle + lda Enemy_ID,x + cmp #BuzzyBeetle ;check for buzzy beetle + beq ExHCF ;branch if found to leave (buzzy beetles fireproof) + cmp #Bowser ;check for bowser one more time (necessary if d7 of flag was clear) + bne ChkOtherEnemies ;if not found, branch to check other enemies + +HurtBowser + dec BowserHitPoints ;decrement bowser's hit points + bne ExHCF ;if bowser still has hit points, branch to leave + jsr InitVStf ;otherwise do sub to init vertical speed and movement force + sta Enemy_X_Speed,x ;initialize horizontal speed + sta EnemyFrenzyBuffer ;init enemy frenzy buffer + lda #$fe + sta Enemy_Y_Speed,x ;set vertical speed to make defeated bowser jump a little + ldy WorldNumber ;use world number as offset + lda BowserIdentities,y ;get enemy identifier to replace bowser with + sta Enemy_ID,x ;set as new enemy identifier + lda #$20 ;set A to use starting value for state + cpy #$03 ;check to see if using offset of 3 or more + bcs SetDBSte ;branch if so + ora #$03 ;otherwise add 3 to enemy state +SetDBSte sta Enemy_State,x ;set defeated enemy state + lda #Sfx_BowserFall + sta Square2SoundQueue ;load bowser defeat sound + ldx $01 ;get enemy offset + lda #$09 ;award 5000 points to player for defeating bowser + bne EnemySmackScore ;unconditional branch to award points + +ChkOtherEnemies + cmp #BulletBill_FrenzyVar + beq ExHCF ;branch to leave if bullet bill (frenzy variant) + cmp #Podoboo + beq ExHCF ;branch to leave if podoboo + cmp #$15 + bcs ExHCF ;branch to leave if identifier => $15 + +ShellOrBlockDefeat + lda Enemy_ID,x ;check for piranha plant + cmp #PiranhaPlant + bne StnE ;branch if not found + lda Enemy_Y_Position,x + adc #$18 ;add 24 pixels to enemy object's vertical position + sta Enemy_Y_Position,x +StnE jsr ChkToStunEnemies ;do yet another sub + lda Enemy_State,x + and #%00011111 ;mask out 2 MSB of enemy object's state + ora #%00100000 ;set d5 to defeat enemy and save as new state + sta Enemy_State,x + lda #$02 ;award 200 points by default + ldy Enemy_ID,x ;check for hammer bro + cpy #HammerBro + bne GoombaPoints ;branch if not found + lda #$06 ;award 1000 points for hammer bro + +GoombaPoints + cpy #Goomba ;check for goomba + bne EnemySmackScore ;branch if not found + lda #$01 ;award 100 points for goomba + +EnemySmackScore + jsr SetupFloateyNumber ;update necessary score variables + lda #Sfx_EnemySmack ;play smack enemy sound + sta Square1SoundQueue +ExHCF rts ;and now let's leave + +;------------------------------------------------------------------------------------- + +PlayerHammerCollision + lda FrameCounter ;get frame counter + lsr ;shift d0 into carry + bcc ExPHC ;branch to leave if d0 not set to execute every other frame + lda TimerControl ;if either master timer control + ora Misc_OffscreenBits ;or any offscreen bits for hammer are set, + bne ExPHC ;branch to leave + txa + asl ;multiply misc object offset by four + asl + clc + adc #$24 ;add 36 or $24 bytes to get proper offset + tay ;for misc object bounding box coordinates + jsr PlayerCollisionCore ;do player-to-hammer collision detection + ldx ObjectOffset ;get misc object offset + bcc ClHCol ;if no collision, then branch + lda Misc_Collision_Flag,x ;otherwise read collision flag + bne ExPHC ;if collision flag already set, branch to leave + lda #$01 + sta Misc_Collision_Flag,x ;otherwise set collision flag now + lda Misc_X_Speed,x + eor #$ff ;get two's compliment of + clc ;hammer's horizontal speed + adc #$01 + sta Misc_X_Speed,x ;set to send hammer flying the opposite direction + lda StarInvincibleTimer ;if star mario invincibility timer set, + bne ExPHC ;branch to leave + jmp InjurePlayer ;otherwise jump to hurt player, do not return +ClHCol lda #$00 ;clear collision flag + sta Misc_Collision_Flag,x +ExPHC rts + +;------------------------------------------------------------------------------------- + +HandlePowerUpCollision + jsr EraseEnemyObject ;erase the power-up object + lda #$06 + jsr SetupFloateyNumber ;award 1000 points to player by default + lda #Sfx_PowerUpGrab + sta Square2SoundQueue ;play the power-up sound + lda PowerUpType ;check power-up type + cmp #$02 + bcc Shroom_Flower_PUp ;if mushroom or fire flower, branch + cmp #$03 + beq SetFor1Up ;if 1-up mushroom, branch + lda #$23 ;otherwise set star mario invincibility + sta StarInvincibleTimer ;timer, and load the star mario music + lda #StarPowerMusic ;into the area music queue, then leave + sta AreaMusicQueue + rts + +Shroom_Flower_PUp + lda PlayerStatus ;if player status = small, branch + beq UpToSuper + cmp #$01 ;if player status not super, leave + bne NoPUp + ldx ObjectOffset ;get enemy offset, not necessary + lda #$02 ;set player status to fiery + sta PlayerStatus + jsr GetPlayerColors ;run sub to change colors of player + ldx ObjectOffset ;get enemy offset again, and again not necessary + lda #$0c ;set value to be used by subroutine tree (fiery) + jmp UpToFiery ;jump to set values accordingly + +SetFor1Up + lda #$0b ;change 1000 points into 1-up instead + sta FloateyNum_Control,x ;and then leave + rts + +UpToSuper + lda #$01 ;set player status to super + sta PlayerStatus + lda #$09 ;set value to be used by subroutine tree (super) + +UpToFiery + ldy #$00 ;set value to be used as new player state + jsr SetPRout ;set values to stop certain things in motion +NoPUp rts + +;-------------------------------- + +ResidualXSpdData + db $18,$e8 + +KickedShellXSpdData + db $30,$d0 + +DemotedKoopaXSpdData + db $08,$f8 + +PlayerEnemyCollision + lda FrameCounter ;check counter for d0 set + lsr + bcs NoPUp ;if set, branch to leave + jsr CheckPlayerVertical ;if player object is completely offscreen or + bcs NoPECol ;if down past 224th pixel row, branch to leave + lda EnemyOffscrBitsMasked,x ;if current enemy is offscreen by any amount, + bne NoPECol ;go ahead and branch to leave + lda GameEngineSubroutine + cmp #$08 ;if not set to run player control routine + bne NoPECol ;on next frame, branch to leave + lda Enemy_State,x + and #%00100000 ;if enemy state has d5 set, branch to leave + bne NoPECol + jsr GetEnemyBoundBoxOfs ;get bounding box offset for current enemy object + jsr PlayerCollisionCore ;do collision detection on player vs. enemy + ldx ObjectOffset ;get enemy object buffer offset + bcs CheckForPUpCollision ;if collision, branch past this part here + lda Enemy_CollisionBits,x + and #%11111110 ;otherwise, clear d0 of current enemy object's + sta Enemy_CollisionBits,x ;collision bit +NoPECol rts + +CheckForPUpCollision + ldy Enemy_ID,x + cpy #PowerUpObject ;check for power-up object + bne EColl ;if not found, branch to next part + jmp HandlePowerUpCollision ;otherwise, unconditional jump backwards +EColl lda StarInvincibleTimer ;if star mario invincibility timer expired, + beq HandlePECollisions ;perform task here, otherwise kill enemy like + jmp ShellOrBlockDefeat ;hit with a shell, or from beneath + +KickedShellPtsData + db $0a,$06,$04 + +HandlePECollisions + lda Enemy_CollisionBits,x ;check enemy collision bits for d0 set + and #%00000001 ;or for being offscreen at all + ora EnemyOffscrBitsMasked,x + bne ExPEC ;branch to leave if either is true + lda #$01 + ora Enemy_CollisionBits,x ;otherwise set d0 now + sta Enemy_CollisionBits,x + cpy #Spiny ;branch if spiny + beq ChkForPlayerInjury + cpy #PiranhaPlant ;branch if piranha plant + beq InjurePlayer + cpy #Podoboo ;branch if podoboo + beq InjurePlayer + cpy #BulletBill_CannonVar ;branch if bullet bill + beq ChkForPlayerInjury + cpy #$15 ;branch if object => $15 + bcs InjurePlayer + lda AreaType ;branch if water type level + beq InjurePlayer + lda Enemy_State,x ;branch if d7 of enemy state was set + asl + bcs ChkForPlayerInjury + lda Enemy_State,x ;mask out all but 3 LSB of enemy state + and #%00000111 + cmp #$02 ;branch if enemy is in normal or falling state + bcc ChkForPlayerInjury + lda Enemy_ID,x ;branch to leave if goomba in defeated state + cmp #Goomba + beq ExPEC + lda #Sfx_EnemySmack ;play smack enemy sound + sta Square1SoundQueue + lda Enemy_State,x ;set d7 in enemy state, thus become moving shell + ora #%10000000 + sta Enemy_State,x + jsr EnemyFacePlayer ;set moving direction and get offset + lda KickedShellXSpdData,y ;load and set horizontal speed data with offset + sta Enemy_X_Speed,x + lda #$03 ;add three to whatever the stomp counter contains + clc ;to give points for kicking the shell + adc StompChainCounter + ldy EnemyIntervalTimer,x ;check shell enemy's timer + cpy #$03 ;if above a certain point, branch using the points + bcs KSPts ;data obtained from the stomp counter + 3 + lda KickedShellPtsData,y ;otherwise, set points based on proximity to timer expiration +KSPts jsr SetupFloateyNumber ;set values for floatey number now +ExPEC rts ;leave!!! + +ChkForPlayerInjury + lda Player_Y_Speed ;check player's vertical speed + bmi ChkInj ;perform procedure below if player moving upwards + bne EnemyStomped ;or not at all, and branch elsewhere if moving downwards +ChkInj lda Enemy_ID,x ;branch if enemy object < $07 + cmp #Bloober + bcc ChkETmrs + lda Player_Y_Position ;add 12 pixels to player's vertical position + clc + adc #$0c + cmp Enemy_Y_Position,x ;compare modified player's position to enemy's position + bcc EnemyStomped ;branch if this player's position above (less than) enemy's +ChkETmrs lda StompTimer ;check stomp timer + bne EnemyStomped ;branch if set + lda InjuryTimer ;check to see if injured invincibility timer still + bne ExInjColRoutines ;counting down, and branch elsewhere to leave if so + lda Player_Rel_XPos + cmp Enemy_Rel_XPos ;if player's relative position to the left of enemy's + bcc TInjE ;relative position, branch here + jmp ChkEnemyFaceRight ;otherwise do a jump here +TInjE lda Enemy_MovingDir,x ;if enemy moving towards the left, + cmp #$01 ;branch, otherwise do a jump here + bne InjurePlayer ;to turn the enemy around + jmp LInj + +InjurePlayer + lda InjuryTimer ;check again to see if injured invincibility timer is + bne ExInjColRoutines ;at zero, and branch to leave if so + +ForceInjury + ldx PlayerStatus ;check player's status + beq KillPlayer ;branch if small + sta PlayerStatus ;otherwise set player's status to small + lda #$08 + sta InjuryTimer ;set injured invincibility timer + asl + sta Square1SoundQueue ;play pipedown/injury sound + jsr GetPlayerColors ;change player's palette if necessary + lda #$0a ;set subroutine to run on next frame +SetKRout ldy #$01 ;set new player state +SetPRout sta GameEngineSubroutine ;load new value to run subroutine on next frame + sty Player_State ;store new player state + ldy #$ff + sty TimerControl ;set master timer control flag to halt timers + iny + sty ScrollAmount ;initialize scroll speed + +ExInjColRoutines + ldx ObjectOffset ;get enemy offset and leave + rts + +KillPlayer + stx Player_X_Speed ;halt player's horizontal movement by initializing speed + inx + stx EventMusicQueue ;set event music queue to death music + lda #$fc + sta Player_Y_Speed ;set new vertical speed + lda #$0b ;set subroutine to run on next frame + bne SetKRout ;branch to set player's state and other things + +StompedEnemyPtsData + db $02,$06,$05,$06 + +EnemyStomped + lda Enemy_ID,x ;check for spiny, branch to hurt player + cmp #Spiny ;if found + beq InjurePlayer + lda #Sfx_EnemyStomp ;otherwise play stomp/swim sound + sta Square1SoundQueue + lda Enemy_ID,x + ldy #$00 ;initialize points data offset for stomped enemies + cmp #FlyingCheepCheep ;branch for cheep-cheep + beq EnemyStompedPts + cmp #BulletBill_FrenzyVar ;branch for either bullet bill object + beq EnemyStompedPts + cmp #BulletBill_CannonVar + beq EnemyStompedPts + cmp #Podoboo ;branch for podoboo (this branch is logically impossible + beq EnemyStompedPts ;for cpu to take due to earlier checking of podoboo) + iny ;increment points data offset + cmp #HammerBro ;branch for hammer bro + beq EnemyStompedPts + iny ;increment points data offset + cmp #Lakitu ;branch for lakitu + beq EnemyStompedPts + iny ;increment points data offset + cmp #Bloober ;branch if NOT bloober + bne ChkForDemoteKoopa + +EnemyStompedPts + lda StompedEnemyPtsData,y ;load points data using offset in Y + jsr SetupFloateyNumber ;run sub to set floatey number controls + lda Enemy_MovingDir,x + pha ;save enemy movement direction to stack + jsr SetStun ;run sub to kill enemy + pla + sta Enemy_MovingDir,x ;return enemy movement direction from stack + lda #%00100000 + sta Enemy_State,x ;set d5 in enemy state + jsr InitVStf ;nullify vertical speed, physics-related thing, + sta Enemy_X_Speed,x ;and horizontal speed + lda #$fd ;set player's vertical speed, to give bounce + sta Player_Y_Speed + rts + +ChkForDemoteKoopa + cmp #$09 ;branch elsewhere if enemy object < $09 + bcc HandleStompedShellE + and #%00000001 ;demote koopa paratroopas to ordinary troopas + sta Enemy_ID,x + ldy #$00 ;return enemy to normal state + sty Enemy_State,x + lda #$03 ;award 400 points to the player + jsr SetupFloateyNumber + jsr InitVStf ;nullify physics-related thing and vertical speed + jsr EnemyFacePlayer ;turn enemy around if necessary + lda DemotedKoopaXSpdData,y + sta Enemy_X_Speed,x ;set appropriate moving speed based on direction + jmp SBnce ;then move onto something else + +RevivalRateData + db $10,$0b + +HandleStompedShellE + lda #$04 ;set defeated state for enemy + sta Enemy_State,x + inc StompChainCounter ;increment the stomp counter + lda StompChainCounter ;add whatever is in the stomp counter + clc ;to whatever is in the stomp timer + adc StompTimer + jsr SetupFloateyNumber ;award points accordingly + inc StompTimer ;increment stomp timer of some sort + ldy PrimaryHardMode ;check primary hard mode flag + lda RevivalRateData,y ;load timer setting according to flag + sta EnemyIntervalTimer,x ;set as enemy timer to revive stomped enemy +SBnce lda #$fc ;set player's vertical speed for bounce + sta Player_Y_Speed ;and then leave!!! + rts + +ChkEnemyFaceRight + lda Enemy_MovingDir,x ;check to see if enemy is moving to the right + cmp #$01 + bne LInj ;if not, branch + jmp InjurePlayer ;otherwise go back to hurt player +LInj jsr EnemyTurnAround ;turn the enemy around, if necessary + jmp InjurePlayer ;go back to hurt player + + +EnemyFacePlayer + ldy #$01 ;set to move right by default + jsr PlayerEnemyDiff ;get horizontal difference between player and enemy + bpl SFcRt ;if enemy is to the right of player, do not increment + iny ;otherwise, increment to set to move to the left +SFcRt sty Enemy_MovingDir,x ;set moving direction here + dey ;then decrement to use as a proper offset + rts + +SetupFloateyNumber + sta FloateyNum_Control,x ;set number of points control for floatey numbers + lda #$30 + sta FloateyNum_Timer,x ;set timer for floatey numbers + lda Enemy_Y_Position,x + sta FloateyNum_Y_Pos,x ;set vertical coordinate + lda Enemy_Rel_XPos + sta FloateyNum_X_Pos,x ;set horizontal coordinate and leave +ExSFN rts + +;------------------------------------------------------------------------------------- +;$01 - used to hold enemy offset for second enemy + +SetBitsMask + db %10000000, %01000000, + +ClearBitsMask + db %01111111, %10111111, + +EnemiesCollision + lda FrameCounter ;check counter for d0 set + lsr + bcc ExSFN ;if d0 not set, leave + lda AreaType + beq ExSFN ;if water area type, leave + lda Enemy_ID,x + cmp #$15 ;if enemy object => $15, branch to leave + bcs ExitECRoutine + cmp #Lakitu ;if lakitu, branch to leave + beq ExitECRoutine + cmp #PiranhaPlant ;if piranha plant, branch to leave + beq ExitECRoutine + lda EnemyOffscrBitsMasked,x ;if masked offscreen bits nonzero, branch to leave + bne ExitECRoutine + jsr GetEnemyBoundBoxOfs ;otherwise, do sub, get appropriate bounding box offset for + dex ;first enemy we're going to compare, then decrement for second + bmi ExitECRoutine ;branch to leave if there are no other enemies +ECLoop stx $01 ;save enemy object buffer offset for second enemy here + tya ;save first enemy's bounding box offset to stack + pha + lda Enemy_Flag,x ;check enemy object enable flag + beq ReadyNextEnemy ;branch if flag not set + lda Enemy_ID,x + cmp #$15 ;check for enemy object => $15 + bcs ReadyNextEnemy ;branch if true + cmp #Lakitu + beq ReadyNextEnemy ;branch if enemy object is lakitu + cmp #PiranhaPlant + beq ReadyNextEnemy ;branch if enemy object is piranha plant + lda EnemyOffscrBitsMasked,x + bne ReadyNextEnemy ;branch if masked offscreen bits set + txa ;get second enemy object's bounding box offset + asl ;multiply by four, then add four + asl + clc + adc #$04 + tax ;use as new contents of X + jsr SprObjectCollisionCore ;do collision detection using the two enemies here + ldx ObjectOffset ;use first enemy offset for X + ldy $01 ;use second enemy offset for Y + bcc NoEnemyCollision ;if carry clear, no collision, branch ahead of this + lda Enemy_State,x + ora Enemy_State,y ;check both enemy states for d7 set + and #%10000000 + bne YesEC ;branch if at least one of them is set + lda Enemy_CollisionBits,y ;load first enemy's collision-related bits + and SetBitsMask,x ;check to see if bit connected to second enemy is + bne ReadyNextEnemy ;already set, and move onto next enemy slot if set + lda Enemy_CollisionBits,y + ora SetBitsMask,x ;if the bit is not set, set it now + sta Enemy_CollisionBits,y +YesEC jsr ProcEnemyCollisions ;react according to the nature of collision + jmp ReadyNextEnemy ;move onto next enemy slot + +NoEnemyCollision + lda Enemy_CollisionBits,y ;load first enemy's collision-related bits + and ClearBitsMask,x ;clear bit connected to second enemy + sta Enemy_CollisionBits,y ;then move onto next enemy slot + +ReadyNextEnemy + pla ;get first enemy's bounding box offset from the stack + tay ;use as Y again + ldx $01 ;get and decrement second enemy's object buffer offset + dex + bpl ECLoop ;loop until all enemy slots have been checked + +ExitECRoutine + ldx ObjectOffset ;get enemy object buffer offset + rts ;leave + +ProcEnemyCollisions + lda Enemy_State,y ;check both enemy states for d5 set + ora Enemy_State,x + and #%00100000 ;if d5 is set in either state, or both, branch + bne ExitProcessEColl ;to leave and do nothing else at this point + lda Enemy_State,x + cmp #$06 ;if second enemy state < $06, branch elsewhere + bcc ProcSecondEnemyColl + lda Enemy_ID,x ;check second enemy identifier for hammer bro + cmp #HammerBro ;if hammer bro found in alt state, branch to leave + beq ExitProcessEColl + lda Enemy_State,y ;check first enemy state for d7 set + asl + bcc ShellCollisions ;branch if d7 is clear + lda #$06 + jsr SetupFloateyNumber ;award 1000 points for killing enemy + jsr ShellOrBlockDefeat ;then kill enemy, then load + ldy $01 ;original offset of second enemy + +ShellCollisions + tya ;move Y to X + tax + jsr ShellOrBlockDefeat ;kill second enemy + ldx ObjectOffset + lda ShellChainCounter,x ;get chain counter for shell + clc + adc #$04 ;add four to get appropriate point offset + ldx $01 + jsr SetupFloateyNumber ;award appropriate number of points for second enemy + ldx ObjectOffset ;load original offset of first enemy + inc ShellChainCounter,x ;increment chain counter for additional enemies + +ExitProcessEColl + rts ;leave!!! + +ProcSecondEnemyColl + lda Enemy_State,y ;if first enemy state < $06, branch elsewhere + cmp #$06 + bcc MoveEOfs + lda Enemy_ID,y ;check first enemy identifier for hammer bro + cmp #HammerBro ;if hammer bro found in alt state, branch to leave + beq ExitProcessEColl + jsr ShellOrBlockDefeat ;otherwise, kill first enemy + ldy $01 + lda ShellChainCounter,y ;get chain counter for shell + clc + adc #$04 ;add four to get appropriate point offset + ldx ObjectOffset + jsr SetupFloateyNumber ;award appropriate number of points for first enemy + ldx $01 ;load original offset of second enemy + inc ShellChainCounter,x ;increment chain counter for additional enemies + rts ;leave!!! + +MoveEOfs + tya ;move Y ($01) to X + tax + jsr EnemyTurnAround ;do the sub here using value from $01 + ldx ObjectOffset ;then do it again using value from $08 + +EnemyTurnAround + lda Enemy_ID,x ;check for specific enemies + cmp #PiranhaPlant + beq ExTA ;if piranha plant, leave + cmp #Lakitu + beq ExTA ;if lakitu, leave + cmp #HammerBro + beq ExTA ;if hammer bro, leave + cmp #Spiny + beq RXSpd ;if spiny, turn it around + cmp #GreenParatroopaJump + beq RXSpd ;if green paratroopa, turn it around + cmp #$07 + bcs ExTA ;if any OTHER enemy object => $07, leave +RXSpd lda Enemy_X_Speed,x ;load horizontal speed + eor #$ff ;get two's compliment for horizontal speed + tay + iny + sty Enemy_X_Speed,x ;store as new horizontal speed + lda Enemy_MovingDir,x + eor #%00000011 ;invert moving direction and store, then leave + sta Enemy_MovingDir,x ;thus effectively turning the enemy around +ExTA rts ;leave!!! + +;------------------------------------------------------------------------------------- +;$00 - vertical position of platform + +LargePlatformCollision + lda #$ff ;save value here + sta PlatformCollisionFlag,x + lda TimerControl ;check master timer control + bne ExLPC ;if set, branch to leave + lda Enemy_State,x ;if d7 set in object state, + bmi ExLPC ;branch to leave + lda Enemy_ID,x + cmp #$24 ;check enemy object identifier for + bne ChkForPlayerC_LargeP ;balance platform, branch if not found + lda Enemy_State,x + tax ;set state as enemy offset here + jsr ChkForPlayerC_LargeP ;perform code with state offset, then original offset, in X + +ChkForPlayerC_LargeP + jsr CheckPlayerVertical ;figure out if player is below a certain point + bcs ExLPC ;or offscreen, branch to leave if true + txa + jsr GetEnemyBoundBoxOfsArg ;get bounding box offset in Y + lda Enemy_Y_Position,x ;store vertical coordinate in + sta $00 ;temp variable for now + txa ;send offset we're on to the stack + pha + jsr PlayerCollisionCore ;do player-to-platform collision detection + pla ;retrieve offset from the stack + tax + bcc ExLPC ;if no collision, branch to leave + jsr ProcLPlatCollisions ;otherwise collision, perform sub +ExLPC ldx ObjectOffset ;get enemy object buffer offset and leave + rts + +;-------------------------------- +;$00 - counter for bounding boxes + +SmallPlatformCollision + lda TimerControl ;if master timer control set, + bne ExSPC ;branch to leave + sta PlatformCollisionFlag,x ;otherwise initialize collision flag + jsr CheckPlayerVertical ;do a sub to see if player is below a certain point + bcs ExSPC ;or entirely offscreen, and branch to leave if true + lda #$02 + sta $00 ;load counter here for 2 bounding boxes + +ChkSmallPlatLoop + ldx ObjectOffset ;get enemy object offset + jsr GetEnemyBoundBoxOfs ;get bounding box offset in Y + and #%00000010 ;if d1 of offscreen lower nybble bits was set + bne ExSPC ;then branch to leave + lda BoundingBox_UL_YPos,y ;check top of platform's bounding box for being + cmp #$20 ;above a specific point + bcc MoveBoundBox ;if so, branch, don't do collision detection + jsr PlayerCollisionCore ;otherwise, perform player-to-platform collision detection + bcs ProcSPlatCollisions ;skip ahead if collision + +MoveBoundBox + lda BoundingBox_UL_YPos,y ;move bounding box vertical coordinates + clc ;128 pixels downwards + adc #$80 + sta BoundingBox_UL_YPos,y + lda BoundingBox_DR_YPos,y + clc + adc #$80 + sta BoundingBox_DR_YPos,y + dec $00 ;decrement counter we set earlier + bne ChkSmallPlatLoop ;loop back until both bounding boxes are checked +ExSPC ldx ObjectOffset ;get enemy object buffer offset, then leave + rts + +;-------------------------------- + +ProcSPlatCollisions + ldx ObjectOffset ;return enemy object buffer offset to X, then continue + +ProcLPlatCollisions + lda BoundingBox_DR_YPos,y ;get difference by subtracting the top + sec ;of the player's bounding box from the bottom + sbc BoundingBox_UL_YPos ;of the platform's bounding box + cmp #$04 ;if difference too large or negative, + bcs ChkForTopCollision ;branch, do not alter vertical speed of player + lda Player_Y_Speed ;check to see if player's vertical speed is moving down + bpl ChkForTopCollision ;if so, don't mess with it + lda #$01 ;otherwise, set vertical + sta Player_Y_Speed ;speed of player to kill jump + +ChkForTopCollision + lda BoundingBox_DR_YPos ;get difference by subtracting the top + sec ;of the platform's bounding box from the bottom + sbc BoundingBox_UL_YPos,y ;of the player's bounding box + cmp #$06 + bcs PlatformSideCollisions ;if difference not close enough, skip all of this + lda Player_Y_Speed + bmi PlatformSideCollisions ;if player's vertical speed moving upwards, skip this + lda $00 ;get saved bounding box counter from earlier + ldy Enemy_ID,x + cpy #$2b ;if either of the two small platform objects are found, + beq SetCollisionFlag ;regardless of which one, branch to use bounding box counter + cpy #$2c ;as contents of collision flag + beq SetCollisionFlag + txa ;otherwise use enemy object buffer offset + +SetCollisionFlag + ldx ObjectOffset ;get enemy object buffer offset + sta PlatformCollisionFlag,x ;save either bounding box counter or enemy offset here + lda #$00 + sta Player_State ;set player state to normal then leave + rts + +PlatformSideCollisions + lda #$01 ;set value here to indicate possible horizontal + sta $00 ;collision on left side of platform + lda BoundingBox_DR_XPos ;get difference by subtracting platform's left edge + sec ;from player's right edge + sbc BoundingBox_UL_XPos,y + cmp #$08 ;if difference close enough, skip all of this + bcc SideC + inc $00 ;otherwise increment value set here for right side collision + lda BoundingBox_DR_XPos,y ;get difference by subtracting player's left edge + clc ;from platform's right edge + sbc BoundingBox_UL_XPos + cmp #$09 ;if difference not close enough, skip subroutine + bcs NoSideC ;and instead branch to leave (no collision) +SideC jsr ImpedePlayerMove ;deal with horizontal collision +NoSideC ldx ObjectOffset ;return with enemy object buffer offset + rts + +;------------------------------------------------------------------------------------- + +PlayerPosSPlatData + db $80,$00 + +PositionPlayerOnS_Plat + tay ;use bounding box counter saved in collision flag + lda Enemy_Y_Position,x ;for offset + clc ;add positioning data using offset to the vertical + adc PlayerPosSPlatData-1,y ;coordinate + db $2c ;BIT instruction opcode + +PositionPlayerOnVPlat + lda Enemy_Y_Position,x ;get vertical coordinate + ldy GameEngineSubroutine + cpy #$0b ;if certain routine being executed on this frame, + beq ExPlPos ;skip all of this + ldy Enemy_Y_HighPos,x + cpy #$01 ;if vertical high byte offscreen, skip this + bne ExPlPos + sec ;subtract 32 pixels from vertical coordinate + sbc #$20 ;for the player object's height + sta Player_Y_Position ;save as player's new vertical coordinate + tya + sbc #$00 ;subtract borrow and store as player's + sta Player_Y_HighPos ;new vertical high byte + lda #$00 + sta Player_Y_Speed ;initialize vertical speed and low byte of force + sta Player_Y_MoveForce ;and then leave +ExPlPos rts + +;------------------------------------------------------------------------------------- + +CheckPlayerVertical + lda Player_OffscreenBits ;if player object is completely offscreen + cmp #$f0 ;vertically, leave this routine + bcs ExCPV + ldy Player_Y_HighPos ;if player high vertical byte is not + dey ;within the screen, leave this routine + bne ExCPV + lda Player_Y_Position ;if on the screen, check to see how far down + cmp #$d0 ;the player is vertically +ExCPV rts + +;------------------------------------------------------------------------------------- + +GetEnemyBoundBoxOfs + lda ObjectOffset ;get enemy object buffer offset + +GetEnemyBoundBoxOfsArg + asl ;multiply A by four, then add four + asl ;to skip player's bounding box + clc + adc #$04 + tay ;send to Y + lda Enemy_OffscreenBits ;get offscreen bits for enemy object + and #%00001111 ;save low nybble + cmp #%00001111 ;check for all bits set + rts + +;------------------------------------------------------------------------------------- +;$00-$01 - used to hold many values, essentially temp variables +;$04 - holds lower nybble of vertical coordinate from block buffer routine +;$eb - used to hold block buffer adder + +PlayerBGUpperExtent + db $20,$10 + +PlayerBGCollision + lda DisableCollisionDet ;if collision detection disabled flag set, + bne ExPBGCol ;branch to leave + lda GameEngineSubroutine + cmp #$0b ;if running routine #11 or $0b + beq ExPBGCol ;branch to leave + cmp #$04 + bcc ExPBGCol ;if running routines $00-$03 branch to leave + lda #$01 ;load default player state for swimming + ldy SwimmingFlag ;if swimming flag set, + bne SetPSte ;branch ahead to set default state + lda Player_State ;if player in normal state, + beq SetFallS ;branch to set default state for falling + cmp #$03 + bne ChkOnScr ;if in any other state besides climbing, skip to next part +SetFallS lda #$02 ;load default player state for falling +SetPSte sta Player_State ;set whatever player state is appropriate +ChkOnScr lda Player_Y_HighPos + cmp #$01 ;check player's vertical high byte for still on the screen + bne ExPBGCol ;branch to leave if not + lda #$ff + sta Player_CollisionBits ;initialize player's collision flag + lda Player_Y_Position + cmp #$cf ;check player's vertical coordinate + bcc ChkCollSize ;if not too close to the bottom of screen, continue +ExPBGCol rts ;otherwise leave + +ChkCollSize + ldy #$02 ;load default offset + lda CrouchingFlag + bne GBBAdr ;if player crouching, skip ahead + lda PlayerSize + bne GBBAdr ;if player small, skip ahead + dey ;otherwise decrement offset for big player not crouching + lda SwimmingFlag + bne GBBAdr ;if swimming flag set, skip ahead + dey ;otherwise decrement offset +GBBAdr lda BlockBufferAdderData,y ;get value using offset + sta $eb ;store value here + tay ;put value into Y, as offset for block buffer routine + ldx PlayerSize ;get player's size as offset + lda CrouchingFlag + beq HeadChk ;if player not crouching, branch ahead + inx ;otherwise increment size as offset +HeadChk lda Player_Y_Position ;get player's vertical coordinate + cmp PlayerBGUpperExtent,x ;compare with upper extent value based on offset + bcc DoFootCheck ;if player is too high, skip this part + jsr BlockBufferColli_Head ;do player-to-bg collision detection on top of + beq DoFootCheck ;player, and branch if nothing above player's head + jsr CheckForCoinMTiles ;check to see if player touched coin with their head + bcs AwardTouchedCoin ;if so, branch to some other part of code + ldy Player_Y_Speed ;check player's vertical speed + bpl DoFootCheck ;if player not moving upwards, branch elsewhere + ldy $04 ;check lower nybble of vertical coordinate returned + cpy #$04 ;from collision detection routine + bcc DoFootCheck ;if low nybble < 4, branch + jsr CheckForSolidMTiles ;check to see what player's head bumped on + bcs SolidOrClimb ;if player collided with solid metatile, branch + ldy AreaType ;otherwise check area type + beq NYSpd ;if water level, branch ahead + ldy BlockBounceTimer ;if block bounce timer not expired, + bne NYSpd ;branch ahead, do not process collision + jsr PlayerHeadCollision ;otherwise do a sub to process collision + jmp DoFootCheck ;jump ahead to skip these other parts here + +SolidOrClimb + cmp #$26 ;if climbing metatile, + beq NYSpd ;branch ahead and do not play sound + lda #Sfx_Bump + sta Square1SoundQueue ;otherwise load bump sound +NYSpd lda #$01 ;set player's vertical speed to nullify + sta Player_Y_Speed ;jump or swim + +DoFootCheck + ldy $eb ;get block buffer adder offset + lda Player_Y_Position + cmp #$cf ;check to see how low player is + bcs DoPlayerSideCheck ;if player is too far down on screen, skip all of this + jsr BlockBufferColli_Feet ;do player-to-bg collision detection on bottom left of player + jsr CheckForCoinMTiles ;check to see if player touched coin with their left foot + bcs AwardTouchedCoin ;if so, branch to some other part of code + pha ;save bottom left metatile to stack + jsr BlockBufferColli_Feet ;do player-to-bg collision detection on bottom right of player + sta $00 ;save bottom right metatile here + pla + sta $01 ;pull bottom left metatile and save here + bne ChkFootMTile ;if anything here, skip this part + lda $00 ;otherwise check for anything in bottom right metatile + beq DoPlayerSideCheck ;and skip ahead if not + jsr CheckForCoinMTiles ;check to see if player touched coin with their right foot + bcc ChkFootMTile ;if not, skip unconditional jump and continue code + +AwardTouchedCoin + jmp HandleCoinMetatile ;follow the code to erase coin and award to player 1 coin + +ChkFootMTile + jsr CheckForClimbMTiles ;check to see if player landed on climbable metatiles + bcs DoPlayerSideCheck ;if so, branch + ldy Player_Y_Speed ;check player's vertical speed + bmi DoPlayerSideCheck ;if player moving upwards, branch + cmp #$c5 + bne ContChk ;if player did not touch axe, skip ahead + jmp HandleAxeMetatile ;otherwise jump to set modes of operation +ContChk jsr ChkInvisibleMTiles ;do sub to check for hidden coin or 1-up blocks + beq DoPlayerSideCheck ;if either found, branch + ldy JumpspringAnimCtrl ;if jumpspring animating right now, + bne InitSteP ;branch ahead + ldy $04 ;check lower nybble of vertical coordinate returned + cpy #$05 ;from collision detection routine + bcc LandPlyr ;if lower nybble < 5, branch + lda Player_MovingDir + sta $00 ;use player's moving direction as temp variable + jmp ImpedePlayerMove ;jump to impede player's movement in that direction +LandPlyr jsr ChkForLandJumpSpring ;do sub to check for jumpspring metatiles and deal with it + lda #$f0 + and Player_Y_Position ;mask out lower nybble of player's vertical position + sta Player_Y_Position ;and store as new vertical position to land player properly + jsr HandlePipeEntry ;do sub to process potential pipe entry + lda #$00 + sta Player_Y_Speed ;initialize vertical speed and fractional + sta Player_Y_MoveForce ;movement force to stop player's vertical movement + sta StompChainCounter ;initialize enemy stomp counter +InitSteP lda #$00 + sta Player_State ;set player's state to normal + +DoPlayerSideCheck + ldy $eb ;get block buffer adder offset + iny + iny ;increment offset 2 bytes to use adders for side collisions + lda #$02 ;set value here to be used as counter + sta $00 + +SideCheckLoop + iny ;move onto the next one + sty $eb ;store it + lda Player_Y_Position + cmp #$20 ;check player's vertical position + bcc BHalf ;if player is in status bar area, branch ahead to skip this part + cmp #$e4 + bcs ExSCH ;branch to leave if player is too far down + jsr BlockBufferColli_Side ;do player-to-bg collision detection on one half of player + beq BHalf ;branch ahead if nothing found + cmp #$1c ;otherwise check for pipe metatiles + beq BHalf ;if collided with sideways pipe (top), branch ahead + cmp #$6b + beq BHalf ;if collided with water pipe (top), branch ahead + jsr CheckForClimbMTiles ;do sub to see if player bumped into anything climbable + bcc CheckSideMTiles ;if not, branch to alternate section of code +BHalf ldy $eb ;load block adder offset + iny ;increment it + lda Player_Y_Position ;get player's vertical position + cmp #$08 + bcc ExSCH ;if too high, branch to leave + cmp #$d0 + bcs ExSCH ;if too low, branch to leave + jsr BlockBufferColli_Side ;do player-to-bg collision detection on other half of player + bne CheckSideMTiles ;if something found, branch + dec $00 ;otherwise decrement counter + bne SideCheckLoop ;run code until both sides of player are checked +ExSCH rts ;leave + +CheckSideMTiles + jsr ChkInvisibleMTiles ;check for hidden or coin 1-up blocks + beq ExCSM ;branch to leave if either found + jsr CheckForClimbMTiles ;check for climbable metatiles + bcc ContSChk ;if not found, skip and continue with code + jmp HandleClimbing ;otherwise jump to handle climbing +ContSChk jsr CheckForCoinMTiles ;check to see if player touched coin + bcs HandleCoinMetatile ;if so, execute code to erase coin and award to player 1 coin + jsr ChkJumpspringMetatiles ;check for jumpspring metatiles + bcc ChkPBtm ;if not found, branch ahead to continue cude + lda JumpspringAnimCtrl ;otherwise check jumpspring animation control + bne ExCSM ;branch to leave if set + jmp StopPlayerMove ;otherwise jump to impede player's movement +ChkPBtm ldy Player_State ;get player's state + cpy #$00 ;check for player's state set to normal + bne StopPlayerMove ;if not, branch to impede player's movement + ldy PlayerFacingDir ;get player's facing direction + dey + bne StopPlayerMove ;if facing left, branch to impede movement + cmp #$6c ;otherwise check for pipe metatiles + beq PipeDwnS ;if collided with sideways pipe (bottom), branch + cmp #$1f ;if collided with water pipe (bottom), continue + bne StopPlayerMove ;otherwise branch to impede player's movement +PipeDwnS lda Player_SprAttrib ;check player's attributes + bne PlyrPipe ;if already set, branch, do not play sound again + ldy #Sfx_PipeDown_Injury + sty Square1SoundQueue ;otherwise load pipedown/injury sound +PlyrPipe ora #%00100000 + sta Player_SprAttrib ;set background priority bit in player attributes + lda Player_X_Position + and #%00001111 ;get lower nybble of player's horizontal coordinate + beq ChkGERtn ;if at zero, branch ahead to skip this part + ldy #$00 ;set default offset for timer setting data + lda ScreenLeft_PageLoc ;load page location for left side of screen + beq SetCATmr ;if at page zero, use default offset + iny ;otherwise increment offset +SetCATmr lda AreaChangeTimerData,y ;set timer for change of area as appropriate + sta ChangeAreaTimer +ChkGERtn lda GameEngineSubroutine ;get number of game engine routine running + cmp #$07 + beq ExCSM ;if running player entrance routine or + cmp #$08 ;player control routine, go ahead and branch to leave + bne ExCSM + lda #$02 + sta GameEngineSubroutine ;otherwise set sideways pipe entry routine to run + rts ;and leave + +;-------------------------------- +;$02 - high nybble of vertical coordinate from block buffer +;$04 - low nybble of horizontal coordinate from block buffer +;$06-$07 - block buffer address + +StopPlayerMove + jsr ImpedePlayerMove ;stop player's movement +ExCSM rts ;leave + +AreaChangeTimerData + db $a0,$34 + +HandleCoinMetatile + jsr ErACM ;do sub to erase coin metatile from block buffer + inc CoinTallyFor1Ups ;increment coin tally used for 1-up blocks + jmp GiveOneCoin ;update coin amount and tally on the screen + +HandleAxeMetatile + lda #$00 + sta OperMode_Task ;reset secondary mode + lda #$02 + sta OperMode ;set primary mode to autoctrl mode + lda #$18 + sta Player_X_Speed ;set horizontal speed and continue to erase axe metatile +ErACM ldy $02 ;load vertical high nybble offset for block buffer + lda #$00 ;load blank metatile + sta ($06),y ;store to remove old contents from block buffer + jmp RemoveCoin_Axe ;update the screen accordingly + +;-------------------------------- +;$02 - high nybble of vertical coordinate from block buffer +;$04 - low nybble of horizontal coordinate from block buffer +;$06-$07 - block buffer address + +ClimbXPosAdder + db $f9,$07 + +ClimbPLocAdder + db $ff,$00 + +FlagpoleYPosData + db $18,$22,$50,$68,$90 + +HandleClimbing + ldy $04 ;check low nybble of horizontal coordinate returned from + cpy #$06 ;collision detection routine against certain values, this + bcc ExHC ;makes actual physical part of vine or flagpole thinner + cpy #$0a ;than 16 pixels + bcc ChkForFlagpole +ExHC rts ;leave if too far left or too far right + +ChkForFlagpole + cmp #$24 ;check climbing metatiles + beq FlagpoleCollision ;branch if flagpole ball found + cmp #$25 + bne VineCollision ;branch to alternate code if flagpole shaft not found + +FlagpoleCollision + lda GameEngineSubroutine + cmp #$05 ;check for end-of-level routine running + beq PutPlayerOnVine ;if running, branch to end of climbing code + lda #$01 + sta PlayerFacingDir ;set player's facing direction to right + inc ScrollLock ;set scroll lock flag + lda GameEngineSubroutine + cmp #$04 ;check for flagpole slide routine running + beq RunFR ;if running, branch to end of flagpole code here + lda #BulletBill_CannonVar ;load identifier for bullet bills (cannon variant) + jsr KillEnemies ;get rid of them + lda #Silence + sta EventMusicQueue ;silence music + lsr + sta FlagpoleSoundQueue ;load flagpole sound into flagpole sound queue + ldx #$04 ;start at end of vertical coordinate data + lda Player_Y_Position + sta FlagpoleCollisionYPos ;store player's vertical coordinate here to be used later + +ChkFlagpoleYPosLoop + cmp FlagpoleYPosData,x ;compare with current vertical coordinate data + bcs MtchF ;if player's => current, branch to use current offset + dex ;otherwise decrement offset to use + bne ChkFlagpoleYPosLoop ;do this until all data is checked (use last one if all checked) +MtchF stx FlagpoleScore ;store offset here to be used later +RunFR lda #$04 + sta GameEngineSubroutine ;set value to run flagpole slide routine + jmp PutPlayerOnVine ;jump to end of climbing code + +VineCollision + cmp #$26 ;check for climbing metatile used on vines + bne PutPlayerOnVine + lda Player_Y_Position ;check player's vertical coordinate + cmp #$20 ;for being in status bar area + bcs PutPlayerOnVine ;branch if not that far up + lda #$01 + sta GameEngineSubroutine ;otherwise set to run autoclimb routine next frame + +PutPlayerOnVine + lda #$03 ;set player state to climbing + sta Player_State + lda #$00 ;nullify player's horizontal speed + sta Player_X_Speed ;and fractional horizontal movement force + sta Player_X_MoveForce + lda Player_X_Position ;get player's horizontal coordinate + sec + sbc ScreenLeft_X_Pos ;subtract from left side horizontal coordinate + cmp #$10 + bcs SetVXPl ;if 16 or more pixels difference, do not alter facing direction + lda #$02 + sta PlayerFacingDir ;otherwise force player to face left +SetVXPl ldy PlayerFacingDir ;get current facing direction, use as offset + lda $06 ;get low byte of block buffer address + asl + asl ;move low nybble to high + asl + asl + clc + adc ClimbXPosAdder-1,y ;add pixels depending on facing direction + sta Player_X_Position ;store as player's horizontal coordinate + lda $06 ;get low byte of block buffer address again + bne ExPVne ;if not zero, branch + lda ScreenRight_PageLoc ;load page location of right side of screen + clc + adc ClimbPLocAdder-1,y ;add depending on facing location + sta Player_PageLoc ;store as player's page location +ExPVne rts ;finally, we're done! + +;-------------------------------- + +ChkInvisibleMTiles + cmp #$5f ;check for hidden coin block + beq ExCInvT ;branch to leave if found + cmp #$60 ;check for hidden 1-up block +ExCInvT rts ;leave with zero flag set if either found + +;-------------------------------- +;$00-$01 - used to hold bottom right and bottom left metatiles (in that order) +;$00 - used as flag by ImpedePlayerMove to restrict specific movement + +ChkForLandJumpSpring + jsr ChkJumpspringMetatiles ;do sub to check if player landed on jumpspring + bcc ExCJSp ;if carry not set, jumpspring not found, therefore leave + lda #$70 + sta VerticalForce ;otherwise set vertical movement force for player + lda #$f9 + sta JumpspringForce ;set default jumpspring force + lda #$03 + sta JumpspringTimer ;set jumpspring timer to be used later + lsr + sta JumpspringAnimCtrl ;set jumpspring animation control to start animating +ExCJSp rts ;and leave + +ChkJumpspringMetatiles + cmp #$67 ;check for top jumpspring metatile + beq JSFnd ;branch to set carry if found + cmp #$68 ;check for bottom jumpspring metatile + clc ;clear carry flag + bne NoJSFnd ;branch to use cleared carry if not found +JSFnd sec ;set carry if found +NoJSFnd rts ;leave + +HandlePipeEntry + lda Up_Down_Buttons ;check saved controller bits from earlier + and #%00000100 ;for pressing down + beq ExPipeE ;if not pressing down, branch to leave + lda $00 + cmp #$11 ;check right foot metatile for warp pipe right metatile + bne ExPipeE ;branch to leave if not found + lda $01 + cmp #$10 ;check left foot metatile for warp pipe left metatile + bne ExPipeE ;branch to leave if not found + lda #$30 + sta ChangeAreaTimer ;set timer for change of area + lda #$03 + sta GameEngineSubroutine ;set to run vertical pipe entry routine on next frame + lda #Sfx_PipeDown_Injury + sta Square1SoundQueue ;load pipedown/injury sound + lda #%00100000 + sta Player_SprAttrib ;set background priority bit in player's attributes + lda WarpZoneControl ;check warp zone control + beq ExPipeE ;branch to leave if none found + and #%00000011 ;mask out all but 2 LSB + asl + asl ;multiply by four + tax ;save as offset to warp zone numbers (starts at left pipe) + lda Player_X_Position ;get player's horizontal position + cmp #$60 + bcc GetWNum ;if player at left, not near middle, use offset and skip ahead + inx ;otherwise increment for middle pipe + cmp #$a0 + bcc GetWNum ;if player at middle, but not too far right, use offset and skip + inx ;otherwise increment for last pipe +GetWNum ldy WarpZoneNumbers,x ;get warp zone numbers + dey ;decrement for use as world number + sty WorldNumber ;store as world number and offset + ldx WorldAddrOffsets,y ;get offset to where this world's area offsets are + lda AreaAddrOffsets,x ;get area offset based on world offset + sta AreaPointer ;store area offset here to be used to change areas + lda #Silence + sta EventMusicQueue ;silence music + lda #$00 + sta EntrancePage ;initialize starting page number + sta AreaNumber ;initialize area number used for area address offset + sta LevelNumber ;initialize level number used for world display + sta AltEntranceControl ;initialize mode of entry + inc Hidden1UpFlag ;set flag for hidden 1-up blocks + inc FetchNewGameTimerFlag ;set flag to load new game timer +ExPipeE rts ;leave!!! + +ImpedePlayerMove + lda #$00 ;initialize value here + ldy Player_X_Speed ;get player's horizontal speed + ldx $00 ;check value set earlier for + dex ;left side collision + bne RImpd ;if right side collision, skip this part + inx ;return value to X + cpy #$00 ;if player moving to the left, + bmi ExIPM ;branch to invert bit and leave + lda #$ff ;otherwise load A with value to be used later + jmp NXSpd ;and jump to affect movement +RImpd ldx #$02 ;return $02 to X + cpy #$01 ;if player moving to the right, + bpl ExIPM ;branch to invert bit and leave + lda #$01 ;otherwise load A with value to be used here +NXSpd ldy #$10 + sty SideCollisionTimer ;set timer of some sort + ldy #$00 + sty Player_X_Speed ;nullify player's horizontal speed + cmp #$00 ;if value set in A not set to $ff, + bpl PlatF ;branch ahead, do not decrement Y + dey ;otherwise decrement Y now +PlatF sty $00 ;store Y as high bits of horizontal adder + clc + adc Player_X_Position ;add contents of A to player's horizontal + sta Player_X_Position ;position to move player left or right + lda Player_PageLoc + adc $00 ;add high bits and carry to + sta Player_PageLoc ;page location if necessary +ExIPM txa ;invert contents of X + eor #$ff + and Player_CollisionBits ;mask out bit that was set here + sta Player_CollisionBits ;store to clear bit + rts + +;-------------------------------- + +SolidMTileUpperExt + db $10,$61,$88,$c4 + +CheckForSolidMTiles + jsr GetMTileAttrib ;find appropriate offset based on metatile's 2 MSB + cmp SolidMTileUpperExt,x ;compare current metatile with solid metatiles + rts + +ClimbMTileUpperExt + db $24,$6d,$8a,$c6 + +CheckForClimbMTiles + jsr GetMTileAttrib ;find appropriate offset based on metatile's 2 MSB + cmp ClimbMTileUpperExt,x ;compare current metatile with climbable metatiles + rts + +CheckForCoinMTiles + cmp #$c2 ;check for regular coin + beq CoinSd ;branch if found + cmp #$c3 ;check for underwater coin + beq CoinSd ;branch if found + clc ;otherwise clear carry and leave + rts +CoinSd lda #Sfx_CoinGrab + sta Square2SoundQueue ;load coin grab sound and leave + rts + +GetMTileAttrib + tay ;save metatile value into Y + and #%11000000 ;mask out all but 2 MSB + asl + rol ;shift and rotate d7-d6 to d1-d0 + rol + tax ;use as offset for metatile data + tya ;get original metatile value back +ExEBG rts ;leave + +;------------------------------------------------------------------------------------- +;$06-$07 - address from block buffer routine + +EnemyBGCStateData + db $01,$01,$02,$02,$02,$05 + +EnemyBGCXSpdData + db $10,$f0 + +EnemyToBGCollisionDet + lda Enemy_State,x ;check enemy state for d6 set + and #%00100000 + bne ExEBG ;if set, branch to leave + jsr SubtEnemyYPos ;otherwise, do a subroutine here + bcc ExEBG ;if enemy vertical coord + 62 < 68, branch to leave + ldy Enemy_ID,x + cpy #Spiny ;if enemy object is not spiny, branch elsewhere + bne DoIDCheckBGColl + lda Enemy_Y_Position,x + cmp #$25 ;if enemy vertical coordinate < 36 branch to leave + bcc ExEBG + +DoIDCheckBGColl + cpy #GreenParatroopaJump ;check for some other enemy object + bne HBChk ;branch if not found + jmp EnemyJump ;otherwise jump elsewhere +HBChk cpy #HammerBro ;check for hammer bro + bne CInvu ;branch if not found + jmp HammerBroBGColl ;otherwise jump elsewhere +CInvu cpy #Spiny ;if enemy object is spiny, branch + beq YesIn + cpy #PowerUpObject ;if special power-up object, branch + beq YesIn + cpy #$07 ;if enemy object =>$07, branch to leave + bcs ExEBGChk +YesIn jsr ChkUnderEnemy ;if enemy object < $07, or = $12 or $2e, do this sub + bne HandleEToBGCollision ;if block underneath enemy, branch + +NoEToBGCollision + jmp ChkForRedKoopa ;otherwise skip and do something else + +;-------------------------------- +;$02 - vertical coordinate from block buffer routine + +HandleEToBGCollision + jsr ChkForNonSolids ;if something is underneath enemy, find out what + beq NoEToBGCollision ;if blank $26, coins, or hidden blocks, jump, enemy falls through + cmp #$23 + bne LandEnemyProperly ;check for blank metatile $23 and branch if not found + ldy $02 ;get vertical coordinate used to find block + lda #$00 ;store default blank metatile in that spot so we won't + sta ($06),y ;trigger this routine accidentally again + lda Enemy_ID,x + cmp #$15 ;if enemy object => $15, branch ahead + bcs ChkToStunEnemies + cmp #Goomba ;if enemy object not goomba, branch ahead of this routine + bne GiveOEPoints + jsr KillEnemyAboveBlock ;if enemy object IS goomba, do this sub + +GiveOEPoints + lda #$01 ;award 100 points for hitting block beneath enemy + jsr SetupFloateyNumber + +ChkToStunEnemies + cmp #$09 ;perform many comparisons on enemy object identifier + bcc SetStun + cmp #$11 ;if the enemy object identifier is equal to the values + bcs SetStun ;$09,$0e,$0f or $10, it will be modified, and not + cmp #$0a ;modified if not any of those values, note that piranha plant will + bcc Demote ;always fail this test because A will still have vertical + cmp #PiranhaPlant ;coordinate from previous addition, also these comparisons + bcc SetStun ;are only necessary if branching from $d7a1 +Demote and #%00000001 ;erase all but LSB, essentially turning enemy object + sta Enemy_ID,x ;into green or red koopa troopa to demote them +SetStun lda Enemy_State,x ;load enemy state + and #%11110000 ;save high nybble + ora #%00000010 + sta Enemy_State,x ;set d1 of enemy state + dec Enemy_Y_Position,x + dec Enemy_Y_Position,x ;subtract two pixels from enemy's vertical position + lda Enemy_ID,x + cmp #Bloober ;check for bloober object + beq SetWYSpd + lda #$fd ;set default vertical speed + ldy AreaType + bne SetNotW ;if area type not water, set as speed, otherwise +SetWYSpd lda #$ff ;change the vertical speed +SetNotW sta Enemy_Y_Speed,x ;set vertical speed now + ldy #$01 + jsr PlayerEnemyDiff ;get horizontal difference between player and enemy object + bpl ChkBBill ;branch if enemy is to the right of player + iny ;increment Y if not +ChkBBill lda Enemy_ID,x + cmp #BulletBill_CannonVar ;check for bullet bill (cannon variant) + beq NoCDirF + cmp #BulletBill_FrenzyVar ;check for bullet bill (frenzy variant) + beq NoCDirF ;branch if either found, direction does not change + sty Enemy_MovingDir,x ;store as moving direction +NoCDirF dey ;decrement and use as offset + lda EnemyBGCXSpdData,y ;get proper horizontal speed + sta Enemy_X_Speed,x ;and store, then leave +ExEBGChk rts + +;-------------------------------- +;$04 - low nybble of vertical coordinate from block buffer routine + +LandEnemyProperly + lda $04 ;check lower nybble of vertical coordinate saved earlier + sec + sbc #$08 ;subtract eight pixels + cmp #$05 ;used to determine whether enemy landed from falling + bcs ChkForRedKoopa ;branch if lower nybble in range of $0d-$0f before subtract + lda Enemy_State,x + and #%01000000 ;branch if d6 in enemy state is set + bne LandEnemyInitState + lda Enemy_State,x + asl ;branch if d7 in enemy state is not set + bcc ChkLandedEnemyState +SChkA jmp DoEnemySideCheck ;if lower nybble < $0d, d7 set but d6 not set, jump here + +ChkLandedEnemyState + lda Enemy_State,x ;if enemy in normal state, branch back to jump here + beq SChkA + cmp #$05 ;if in state used by spiny's egg + beq ProcEnemyDirection ;then branch elsewhere + cmp #$03 ;if already in state used by koopas and buzzy beetles + bcs ExSteChk ;or in higher numbered state, branch to leave + lda Enemy_State,x ;load enemy state again (why?) + cmp #$02 ;if not in $02 state (used by koopas and buzzy beetles) + bne ProcEnemyDirection ;then branch elsewhere + lda #$10 ;load default timer here + ldy Enemy_ID,x ;check enemy identifier for spiny + cpy #Spiny + bne SetForStn ;branch if not found + lda #$00 ;set timer for $00 if spiny +SetForStn sta EnemyIntervalTimer,x ;set timer here + lda #$03 ;set state here, apparently used to render + sta Enemy_State,x ;upside-down koopas and buzzy beetles + jsr EnemyLanding ;then land it properly +ExSteChk rts ;then leave + +ProcEnemyDirection + lda Enemy_ID,x ;check enemy identifier for goomba + cmp #Goomba ;branch if found + beq LandEnemyInitState + cmp #Spiny ;check for spiny + bne InvtD ;branch if not found + lda #$01 + sta Enemy_MovingDir,x ;send enemy moving to the right by default + lda #$08 + sta Enemy_X_Speed,x ;set horizontal speed accordingly + lda FrameCounter + and #%00000111 ;if timed appropriately, spiny will skip over + beq LandEnemyInitState ;trying to face the player +InvtD ldy #$01 ;load 1 for enemy to face the left (inverted here) + jsr PlayerEnemyDiff ;get horizontal difference between player and enemy + bpl CNwCDir ;if enemy to the right of player, branch + iny ;if to the left, increment by one for enemy to face right (inverted) +CNwCDir tya + cmp Enemy_MovingDir,x ;compare direction in A with current direction in memory + bne LandEnemyInitState + jsr ChkForBump_HammerBroJ ;if equal, not facing in correct dir, do sub to turn around + +LandEnemyInitState + jsr EnemyLanding ;land enemy properly + lda Enemy_State,x + and #%10000000 ;if d7 of enemy state is set, branch + bne NMovShellFallBit + lda #$00 ;otherwise initialize enemy state and leave + sta Enemy_State,x ;note this will also turn spiny's egg into spiny + rts + +NMovShellFallBit + lda Enemy_State,x ;nullify d6 of enemy state, save other bits + and #%10111111 ;and store, then leave + sta Enemy_State,x + rts + +;-------------------------------- + +ChkForRedKoopa + lda Enemy_ID,x ;check for red koopa troopa $03 + cmp #RedKoopa + bne Chk2MSBSt ;branch if not found + lda Enemy_State,x + beq ChkForBump_HammerBroJ ;if enemy found and in normal state, branch +Chk2MSBSt lda Enemy_State,x ;save enemy state into Y + tay + asl ;check for d7 set + bcc GetSteFromD ;branch if not set + lda Enemy_State,x + ora #%01000000 ;set d6 + jmp SetD6Ste ;jump ahead of this part +GetSteFromD lda EnemyBGCStateData,y ;load new enemy state with old as offset +SetD6Ste sta Enemy_State,x ;set as new state + +;-------------------------------- +;$00 - used to store bitmask (not used but initialized here) +;$eb - used in DoEnemySideCheck as counter and to compare moving directions + +DoEnemySideCheck + lda Enemy_Y_Position,x ;if enemy within status bar, branch to leave + cmp #$20 ;because there's nothing there that impedes movement + bcc ExESdeC + ldy #$16 ;start by finding block to the left of enemy ($00,$14) + lda #$02 ;set value here in what is also used as + sta $eb ;OAM data offset +SdeCLoop lda $eb ;check value + cmp Enemy_MovingDir,x ;compare value against moving direction + bne NextSdeC ;branch if different and do not seek block there + lda #$01 ;set flag in A for save horizontal coordinate + jsr BlockBufferChk_Enemy ;find block to left or right of enemy object + beq NextSdeC ;if nothing found, branch + jsr ChkForNonSolids ;check for non-solid blocks + bne ChkForBump_HammerBroJ ;branch if not found +NextSdeC dec $eb ;move to the next direction + iny + cpy #$18 ;increment Y, loop only if Y < $18, thus we check + bcc SdeCLoop ;enemy ($00,$14) and ($10,$14) pixel coordinates +ExESdeC rts + +ChkForBump_HammerBroJ + cpx #$05 ;check if we're on the special use slot + beq NoBump ;and if so, branch ahead and do not play sound + lda Enemy_State,x ;if enemy state d7 not set, branch + asl ;ahead and do not play sound + bcc NoBump + lda #Sfx_Bump ;otherwise, play bump sound + sta Square1SoundQueue ;sound will never be played if branching from ChkForRedKoopa +NoBump lda Enemy_ID,x ;check for hammer bro + cmp #$05 + bne InvEnemyDir ;branch if not found + lda #$00 + sta $00 ;initialize value here for bitmask + ldy #$fa ;load default vertical speed for jumping + jmp SetHJ ;jump to code that makes hammer bro jump + +InvEnemyDir + jmp RXSpd ;jump to turn the enemy around + +;-------------------------------- +;$00 - used to hold horizontal difference between player and enemy + +PlayerEnemyDiff + lda Enemy_X_Position,x ;get distance between enemy object's + sec ;horizontal coordinate and the player's + sbc Player_X_Position ;horizontal coordinate + sta $00 ;and store here + lda Enemy_PageLoc,x + sbc Player_PageLoc ;subtract borrow, then leave + rts + +;-------------------------------- + +EnemyLanding + jsr InitVStf ;do something here to vertical speed and something else + lda Enemy_Y_Position,x + and #%11110000 ;save high nybble of vertical coordinate, and + ora #%00001000 ;set d3, then store, probably used to set enemy object + sta Enemy_Y_Position,x ;neatly on whatever it's landing on + rts + +SubtEnemyYPos + lda Enemy_Y_Position,x ;add 62 pixels to enemy object's + clc ;vertical coordinate + adc #$3e + cmp #$44 ;compare against a certain range + rts ;and leave with flags set for conditional branch + +EnemyJump + jsr SubtEnemyYPos ;do a sub here + bcc DoSide ;if enemy vertical coord + 62 < 68, branch to leave + lda Enemy_Y_Speed,x + clc ;add two to vertical speed + adc #$02 + cmp #$03 ;if green paratroopa not falling, branch ahead + bcc DoSide + jsr ChkUnderEnemy ;otherwise, check to see if green paratroopa is + beq DoSide ;standing on anything, then branch to same place if not + jsr ChkForNonSolids ;check for non-solid blocks + beq DoSide ;branch if found + jsr EnemyLanding ;change vertical coordinate and speed + lda #$fd + sta Enemy_Y_Speed,x ;make the paratroopa jump again +DoSide jmp DoEnemySideCheck ;check for horizontal blockage, then leave + +;-------------------------------- + +HammerBroBGColl + jsr ChkUnderEnemy ;check to see if hammer bro is standing on anything + beq NoUnderHammerBro + cmp #$23 ;check for blank metatile $23 and branch if not found + bne UnderHammerBro + +KillEnemyAboveBlock + jsr ShellOrBlockDefeat ;do this sub to kill enemy + lda #$fc ;alter vertical speed of enemy and leave + sta Enemy_Y_Speed,x + rts + +UnderHammerBro + lda EnemyFrameTimer,x ;check timer used by hammer bro + bne NoUnderHammerBro ;branch if not expired + lda Enemy_State,x + and #%10001000 ;save d7 and d3 from enemy state, nullify other bits + sta Enemy_State,x ;and store + jsr EnemyLanding ;modify vertical coordinate, speed and something else + jmp DoEnemySideCheck ;then check for horizontal blockage and leave + +NoUnderHammerBro + lda Enemy_State,x ;if hammer bro is not standing on anything, set d0 + ora #$01 ;in the enemy state to indicate jumping or falling, then leave + sta Enemy_State,x + rts + +ChkUnderEnemy + lda #$00 ;set flag in A for save vertical coordinate + ldy #$15 ;set Y to check the bottom middle (8,18) of enemy object + jmp BlockBufferChk_Enemy ;hop to it! + +ChkForNonSolids + cmp #$26 ;blank metatile used for vines? + beq NSFnd + cmp #$c2 ;regular coin? + beq NSFnd + cmp #$c3 ;underwater coin? + beq NSFnd + cmp #$5f ;hidden coin block? + beq NSFnd + cmp #$60 ;hidden 1-up block? +NSFnd rts + +;------------------------------------------------------------------------------------- + +FireballBGCollision + lda Fireball_Y_Position,x ;check fireball's vertical coordinate + cmp #$18 + bcc ClearBounceFlag ;if within the status bar area of the screen, branch ahead + jsr BlockBufferChk_FBall ;do fireball to background collision detection on bottom of it + beq ClearBounceFlag ;if nothing underneath fireball, branch + jsr ChkForNonSolids ;check for non-solid metatiles + beq ClearBounceFlag ;branch if any found + lda Fireball_Y_Speed,x ;if fireball's vertical speed set to move upwards, + bmi InitFireballExplode ;branch to set exploding bit in fireball's state + lda FireballBouncingFlag,x ;if bouncing flag already set, + bne InitFireballExplode ;branch to set exploding bit in fireball's state + lda #$fd + sta Fireball_Y_Speed,x ;otherwise set vertical speed to move upwards (give it bounce) + lda #$01 + sta FireballBouncingFlag,x ;set bouncing flag + lda Fireball_Y_Position,x + and #$f8 ;modify vertical coordinate to land it properly + sta Fireball_Y_Position,x ;store as new vertical coordinate + rts ;leave + +ClearBounceFlag + lda #$00 + sta FireballBouncingFlag,x ;clear bouncing flag by default + rts ;leave + +InitFireballExplode + lda #$80 + sta Fireball_State,x ;set exploding flag in fireball's state + lda #Sfx_Bump + sta Square1SoundQueue ;load bump sound + rts ;leave + +;------------------------------------------------------------------------------------- +;$00 - used to hold one of bitmasks, or offset +;$01 - used for relative X coordinate, also used to store middle screen page location +;$02 - used for relative Y coordinate, also used to store middle screen coordinate + +;this data added to relative coordinates of sprite objects +;stored in order left edge, top edge, right edge, bottom edge +BoundBoxCtrlData + db $02,$08,$0e,$20 + db $03,$14,$0d,$20 + db $02,$14,$0e,$20 + db $02,$09,$0e,$15 + db $00,$00,$18,$06 + db $00,$00,$20,$0d + db $00,$00,$30,$0d + db $00,$00,$08,$08 + db $06,$04,$0a,$08 + db $03,$0e,$0d,$14 + db $00,$02,$10,$15 + db $04,$04,$0c,$1c + +GetFireballBoundBox + txa ;add seven bytes to offset + clc ;to use in routines as offset for fireball + adc #$07 + tax + ldy #$02 ;set offset for relative coordinates + bne FBallB ;unconditional branch + +GetMiscBoundBox + txa ;add nine bytes to offset + clc ;to use in routines as offset for misc object + adc #$09 + tax + ldy #$06 ;set offset for relative coordinates +FBallB jsr BoundingBoxCore ;get bounding box coordinates + jmp CheckRightScreenBBox ;jump to handle any offscreen coordinates + +GetEnemyBoundBox + ldy #$48 ;store bitmask here for now + sty $00 + ldy #$44 ;store another bitmask here for now and jump + jmp GetMaskedOffScrBits + +SmallPlatformBoundBox + ldy #$08 ;store bitmask here for now + sty $00 + ldy #$04 ;store another bitmask here for now + +GetMaskedOffScrBits + lda Enemy_X_Position,x ;get enemy object position relative + sec ;to the left side of the screen + sbc ScreenLeft_X_Pos + sta $01 ;store here + lda Enemy_PageLoc,x ;subtract borrow from current page location + sbc ScreenLeft_PageLoc ;of left side + bmi CMBits ;if enemy object is beyond left edge, branch + ora $01 + beq CMBits ;if precisely at the left edge, branch + ldy $00 ;if to the right of left edge, use value in $00 for A +CMBits tya ;otherwise use contents of Y + and Enemy_OffscreenBits ;preserve bitwise whatever's in here + sta EnemyOffscrBitsMasked,x ;save masked offscreen bits here + bne MoveBoundBoxOffscreen ;if anything set here, branch + jmp SetupEOffsetFBBox ;otherwise, do something else + +LargePlatformBoundBox + inx ;increment X to get the proper offset + jsr GetXOffscreenBits ;then jump directly to the sub for horizontal offscreen bits + dex ;decrement to return to original offset + cmp #$fe ;if completely offscreen, branch to put entire bounding + bcs MoveBoundBoxOffscreen ;box offscreen, otherwise start getting coordinates + +SetupEOffsetFBBox + txa ;add 1 to offset to properly address + clc ;the enemy object memory locations + adc #$01 + tax + ldy #$01 ;load 1 as offset here, same reason + jsr BoundingBoxCore ;do a sub to get the coordinates of the bounding box + jmp CheckRightScreenBBox ;jump to handle offscreen coordinates of bounding box + +MoveBoundBoxOffscreen + txa ;multiply offset by 4 + asl + asl + tay ;use as offset here + lda #$ff + sta EnemyBoundingBoxCoord,y ;load value into four locations here and leave + sta EnemyBoundingBoxCoord+1,y + sta EnemyBoundingBoxCoord+2,y + sta EnemyBoundingBoxCoord+3,y + rts + +BoundingBoxCore + stx $00 ;save offset here + lda SprObject_Rel_YPos,y ;store object coordinates relative to screen + sta $02 ;vertically and horizontally, respectively + lda SprObject_Rel_XPos,y + sta $01 + txa ;multiply offset by four and save to stack + asl + asl + pha + tay ;use as offset for Y, X is left alone + lda SprObj_BoundBoxCtrl,x ;load value here to be used as offset for X + asl ;multiply that by four and use as X + asl + tax + lda $01 ;add the first number in the bounding box data to the + clc ;relative horizontal coordinate using enemy object offset + adc BoundBoxCtrlData,x ;and store somewhere using same offset * 4 + sta BoundingBox_UL_Corner,y ;store here + lda $01 + clc + adc BoundBoxCtrlData+2,x ;add the third number in the bounding box data to the + sta BoundingBox_LR_Corner,y ;relative horizontal coordinate and store + inx ;increment both offsets + iny + lda $02 ;add the second number to the relative vertical coordinate + clc ;using incremented offset and store using the other + adc BoundBoxCtrlData,x ;incremented offset + sta BoundingBox_UL_Corner,y + lda $02 + clc + adc BoundBoxCtrlData+2,x ;add the fourth number to the relative vertical coordinate + sta BoundingBox_LR_Corner,y ;and store + pla ;get original offset loaded into $00 * y from stack + tay ;use as Y + ldx $00 ;get original offset and use as X again + rts + +CheckRightScreenBBox + lda ScreenLeft_X_Pos ;add 128 pixels to left side of screen + clc ;and store as horizontal coordinate of middle + adc #$80 + sta $02 + lda ScreenLeft_PageLoc ;add carry to page location of left side of screen + adc #$00 ;and store as page location of middle + sta $01 + lda SprObject_X_Position,x ;get horizontal coordinate + cmp $02 ;compare against middle horizontal coordinate + lda SprObject_PageLoc,x ;get page location + sbc $01 ;subtract from middle page location + bcc CheckLeftScreenBBox ;if object is on the left side of the screen, branch + lda BoundingBox_DR_XPos,y ;check right-side edge of bounding box for offscreen + bmi NoOfs ;coordinates, branch if still on the screen + lda #$ff ;load offscreen value here to use on one or both horizontal sides + ldx BoundingBox_UL_XPos,y ;check left-side edge of bounding box for offscreen + bmi SORte ;coordinates, and branch if still on the screen + sta BoundingBox_UL_XPos,y ;store offscreen value for left side +SORte sta BoundingBox_DR_XPos,y ;store offscreen value for right side +NoOfs ldx ObjectOffset ;get object offset and leave + rts + +CheckLeftScreenBBox + lda BoundingBox_UL_XPos,y ;check left-side edge of bounding box for offscreen + bpl NoOfs2 ;coordinates, and branch if still on the screen + cmp #$a0 ;check to see if left-side edge is in the middle of the + bcc NoOfs2 ;screen or really offscreen, and branch if still on + lda #$00 + ldx BoundingBox_DR_XPos,y ;check right-side edge of bounding box for offscreen + bpl SOLft ;coordinates, branch if still onscreen + sta BoundingBox_DR_XPos,y ;store offscreen value for right side +SOLft sta BoundingBox_UL_XPos,y ;store offscreen value for left side +NoOfs2 ldx ObjectOffset ;get object offset and leave + rts + +;------------------------------------------------------------------------------------- +;$06 - second object's offset +;$07 - counter + +PlayerCollisionCore + ldx #$00 ;initialize X to use player's bounding box for comparison + +SprObjectCollisionCore + sty $06 ;save contents of Y here + lda #$01 + sta $07 ;save value 1 here as counter, compare horizontal coordinates first + +CollisionCoreLoop + lda BoundingBox_UL_Corner,y ;compare left/top coordinates + cmp BoundingBox_UL_Corner,x ;of first and second objects' bounding boxes + bcs FirstBoxGreater ;if first left/top => second, branch + cmp BoundingBox_LR_Corner,x ;otherwise compare to right/bottom of second + bcc SecondBoxVerticalChk ;if first left/top < second right/bottom, branch elsewhere + beq CollisionFound ;if somehow equal, collision, thus branch + lda BoundingBox_LR_Corner,y ;if somehow greater, check to see if bottom of + cmp BoundingBox_UL_Corner,y ;first object's bounding box is greater than its top + bcc CollisionFound ;if somehow less, vertical wrap collision, thus branch + cmp BoundingBox_UL_Corner,x ;otherwise compare bottom of first bounding box to the top + bcs CollisionFound ;of second box, and if equal or greater, collision, thus branch + ldy $06 ;otherwise return with carry clear and Y = $0006 + rts ;note horizontal wrapping never occurs + +SecondBoxVerticalChk + lda BoundingBox_LR_Corner,x ;check to see if the vertical bottom of the box + cmp BoundingBox_UL_Corner,x ;is greater than the vertical top + bcc CollisionFound ;if somehow less, vertical wrap collision, thus branch + lda BoundingBox_LR_Corner,y ;otherwise compare horizontal right or vertical bottom + cmp BoundingBox_UL_Corner,x ;of first box with horizontal left or vertical top of second box + bcs CollisionFound ;if equal or greater, collision, thus branch + ldy $06 ;otherwise return with carry clear and Y = $0006 + rts + +FirstBoxGreater + cmp BoundingBox_UL_Corner,x ;compare first and second box horizontal left/vertical top again + beq CollisionFound ;if first coordinate = second, collision, thus branch + cmp BoundingBox_LR_Corner,x ;if not, compare with second object right or bottom edge + bcc CollisionFound ;if left/top of first less than or equal to right/bottom of second + beq CollisionFound ;then collision, thus branch + cmp BoundingBox_LR_Corner,y ;otherwise check to see if top of first box is greater than bottom + bcc NoCollisionFound ;if less than or equal, no collision, branch to end + beq NoCollisionFound + lda BoundingBox_LR_Corner,y ;otherwise compare bottom of first to top of second + cmp BoundingBox_UL_Corner,x ;if bottom of first is greater than top of second, vertical wrap + bcs CollisionFound ;collision, and branch, otherwise, proceed onwards here + +NoCollisionFound + clc ;clear carry, then load value set earlier, then leave + ldy $06 ;like previous ones, if horizontal coordinates do not collide, we do + rts ;not bother checking vertical ones, because what's the point? + +CollisionFound + inx ;increment offsets on both objects to check + iny ;the vertical coordinates + dec $07 ;decrement counter to reflect this + bpl CollisionCoreLoop ;if counter not expired, branch to loop + sec ;otherwise we already did both sets, therefore collision, so set carry + ldy $06 ;load original value set here earlier, then leave + rts + +;------------------------------------------------------------------------------------- +;$02 - modified y coordinate +;$03 - stores metatile involved in block buffer collisions +;$04 - comes in with offset to block buffer adder data, goes out with low nybble x/y coordinate +;$05 - modified x coordinate +;$06-$07 - block buffer address + +BlockBufferChk_Enemy + pha ;save contents of A to stack + txa + clc ;add 1 to X to run sub with enemy offset in mind + adc #$01 + tax + pla ;pull A from stack and jump elsewhere + jmp BBChk_E + +ResidualMiscObjectCode + txa + clc ;supposedly used once to set offset for + adc #$0d ;miscellaneous objects + tax + ldy #$1b ;supposedly used once to set offset for block buffer data + jmp ResJmpM ;probably used in early stages to do misc to bg collision detection + +BlockBufferChk_FBall + ldy #$1a ;set offset for block buffer adder data + txa + clc + adc #$07 ;add seven bytes to use + tax +ResJmpM lda #$00 ;set A to return vertical coordinate +BBChk_E jsr BlockBufferCollision ;do collision detection subroutine for sprite object + ldx ObjectOffset ;get object offset + cmp #$00 ;check to see if object bumped into anything + rts + +BlockBufferAdderData + db $00,$07,$0e + +BlockBuffer_X_Adder + db $08,$03,$0c,$02,$02,$0d,$0d,$08 + db $03,$0c,$02,$02,$0d,$0d,$08,$03 + db $0c,$02,$02,$0d,$0d,$08,$00,$10 + db $04,$14,$04,$04 + +BlockBuffer_Y_Adder + db $04,$20,$20,$08,$18,$08,$18,$02 + db $20,$20,$08,$18,$08,$18,$12,$20 + db $20,$18,$18,$18,$18,$18,$14,$14 + db $06,$06,$08,$10 + +BlockBufferColli_Feet + iny ;if branched here, increment to next set of adders + +BlockBufferColli_Head + lda #$00 ;set flag to return vertical coordinate + db $2c ;BIT instruction opcode + +BlockBufferColli_Side + lda #$01 ;set flag to return horizontal coordinate + ldx #$00 ;set offset for player object + +BlockBufferCollision + pha ;save contents of A to stack + sty $04 ;save contents of Y here + lda BlockBuffer_X_Adder,y ;add horizontal coordinate + clc ;of object to value obtained using Y as offset + adc SprObject_X_Position,x + sta $05 ;store here + lda SprObject_PageLoc,x + adc #$00 ;add carry to page location + and #$01 ;get LSB, mask out all other bits + lsr ;move to carry + ora $05 ;get stored value + ror ;rotate carry to MSB of A + lsr ;and effectively move high nybble to + lsr ;lower, LSB which became MSB will be + lsr ;d4 at this point + jsr GetBlockBufferAddr ;get address of block buffer into $06,$07 + ldy $04 ;get old contents of Y + lda SprObject_Y_Position,x ;get vertical coordinate of object + clc + adc BlockBuffer_Y_Adder,y ;add it to value obtained using Y as offset + and #%11110000 ;mask out low nybble + sec + sbc #$20 ;subtract 32 pixels for the status bar + sta $02 ;store result here + tay ;use as offset for block buffer + lda ($06),y ;check current content of block buffer + sta $03 ;and store here + ldy $04 ;get old contents of Y again + pla ;pull A from stack + bne RetXC ;if A = 1, branch + lda SprObject_Y_Position,x ;if A = 0, load vertical coordinate + jmp RetYC ;and jump +RetXC lda SprObject_X_Position,x ;otherwise load horizontal coordinate +RetYC and #%00001111 ;and mask out high nybble + sta $04 ;store masked out result here + lda $03 ;get saved content of block buffer + rts ;and leave + +;------------------------------------------------------------------------------------- + +;unused byte + db $ff + +;------------------------------------------------------------------------------------- +;$00 - offset to vine Y coordinate adder +;$02 - offset to sprite data + +VineYPosAdder + db $00,$30 + +DrawVine + sty $00 ;save offset here + lda Enemy_Rel_YPos ;get relative vertical coordinate + clc + adc VineYPosAdder,y ;add value using offset in Y to get value + ldx VineObjOffset,y ;get offset to vine + ldy Enemy_SprDataOffset,x ;get sprite data offset + sty $02 ;store sprite data offset here + jsr SixSpriteStacker ;stack six sprites on top of each other vertically + lda Enemy_Rel_XPos ;get relative horizontal coordinate + sta Sprite_X_Position,y ;store in first, third and fifth sprites + sta Sprite_X_Position+8,y + sta Sprite_X_Position+16,y + clc + adc #$06 ;add six pixels to second, fourth and sixth sprites + sta Sprite_X_Position+4,y ;to give characteristic staggered vine shape to + sta Sprite_X_Position+12,y ;our vertical stack of sprites + sta Sprite_X_Position+20,y + lda #%00100001 ;set bg priority and palette attribute bits + sta Sprite_Attributes,y ;set in first, third and fifth sprites + sta Sprite_Attributes+8,y + sta Sprite_Attributes+16,y + ora #%01000000 ;additionally, set horizontal flip bit + sta Sprite_Attributes+4,y ;for second, fourth and sixth sprites + sta Sprite_Attributes+12,y + sta Sprite_Attributes+20,y + ldx #$05 ;set tiles for six sprites +VineTL lda #$e1 ;set tile number for sprite + sta Sprite_Tilenumber,y + iny ;move offset to next sprite data + iny + iny + iny + dex ;move onto next sprite + bpl VineTL ;loop until all sprites are done + ldy $02 ;get original offset + lda $00 ;get offset to vine adding data + bne SkpVTop ;if offset not zero, skip this part + lda #$e0 + sta Sprite_Tilenumber,y ;set other tile number for top of vine +SkpVTop ldx #$00 ;start with the first sprite again +ChkFTop lda VineStart_Y_Position ;get original starting vertical coordinate + sec + sbc Sprite_Y_Position,y ;subtract top-most sprite's Y coordinate + cmp #$64 ;if two coordinates are less than 100/$64 pixels + bcc NextVSp ;apart, skip this to leave sprite alone + lda #$f8 + sta Sprite_Y_Position,y ;otherwise move sprite offscreen +NextVSp iny ;move offset to next OAM data + iny + iny + iny + inx ;move onto next sprite + cpx #$06 ;do this until all sprites are checked + bne ChkFTop + ldy $00 ;return offset set earlier + rts + +SixSpriteStacker + ldx #$06 ;do six sprites +StkLp sta Sprite_Data,y ;store X or Y coordinate into OAM data + clc + adc #$08 ;add eight pixels + iny + iny ;move offset four bytes forward + iny + iny + dex ;do another sprite + bne StkLp ;do this until all sprites are done + ldy $02 ;get saved OAM data offset and leave + rts + +;------------------------------------------------------------------------------------- + +FirstSprXPos + db $04,$00,$04,$00 + +FirstSprYPos + db $00,$04,$00,$04 + +SecondSprXPos + db $00,$08,$00,$08 + +SecondSprYPos + db $08,$00,$08,$00 + +FirstSprTilenum + db $80,$82,$81,$83 + +SecondSprTilenum + db $81,$83,$80,$82 + +HammerSprAttrib + db $03,$03,$c3,$c3 + +DrawHammer + ldy Misc_SprDataOffset,x ;get misc object OAM data offset + lda TimerControl + bne ForceHPose ;if master timer control set, skip this part + lda Misc_State,x ;otherwise get hammer's state + and #%01111111 ;mask out d7 + cmp #$01 ;check to see if set to 1 yet + beq GetHPose ;if so, branch +ForceHPose ldx #$00 ;reset offset here + beq RenderH ;do unconditional branch to rendering part +GetHPose lda FrameCounter ;get frame counter + lsr ;move d3-d2 to d1-d0 + lsr + and #%00000011 ;mask out all but d1-d0 (changes every four frames) + tax ;use as timing offset +RenderH lda Misc_Rel_YPos ;get relative vertical coordinate + clc + adc FirstSprYPos,x ;add first sprite vertical adder based on offset + sta Sprite_Y_Position,y ;store as sprite Y coordinate for first sprite + clc + adc SecondSprYPos,x ;add second sprite vertical adder based on offset + sta Sprite_Y_Position+4,y ;store as sprite Y coordinate for second sprite + lda Misc_Rel_XPos ;get relative horizontal coordinate + clc + adc FirstSprXPos,x ;add first sprite horizontal adder based on offset + sta Sprite_X_Position,y ;store as sprite X coordinate for first sprite + clc + adc SecondSprXPos,x ;add second sprite horizontal adder based on offset + sta Sprite_X_Position+4,y ;store as sprite X coordinate for second sprite + lda FirstSprTilenum,x + sta Sprite_Tilenumber,y ;get and store tile number of first sprite + lda SecondSprTilenum,x + sta Sprite_Tilenumber+4,y ;get and store tile number of second sprite + lda HammerSprAttrib,x + sta Sprite_Attributes,y ;get and store attribute bytes for both + sta Sprite_Attributes+4,y ;note in this case they use the same data + ldx ObjectOffset ;get misc object offset + lda Misc_OffscreenBits + and #%11111100 ;check offscreen bits + beq NoHOffscr ;if all bits clear, leave object alone + lda #$00 + sta Misc_State,x ;otherwise nullify misc object state + lda #$f8 + jsr DumpTwoSpr ;do sub to move hammer sprites offscreen +NoHOffscr rts ;leave + +;------------------------------------------------------------------------------------- +;$00-$01 - used to hold tile numbers ($01 addressed in draw floatey number part) +;$02 - used to hold Y coordinate for floatey number +;$03 - residual byte used for flip (but value set here affects nothing) +;$04 - attribute byte for floatey number +;$05 - used as X coordinate for floatey number + +FlagpoleScoreNumTiles + db $f9,$50 + db $f7,$50 + db $fa,$fb + db $f8,$fb + db $f6,$fb + +FlagpoleGfxHandler + ldy Enemy_SprDataOffset,x ;get sprite data offset for flagpole flag + lda Enemy_Rel_XPos ;get relative horizontal coordinate + sta Sprite_X_Position,y ;store as X coordinate for first sprite + clc + adc #$08 ;add eight pixels and store + sta Sprite_X_Position+4,y ;as X coordinate for second and third sprites + sta Sprite_X_Position+8,y + clc + adc #$0c ;add twelve more pixels and + sta $05 ;store here to be used later by floatey number + lda Enemy_Y_Position,x ;get vertical coordinate + jsr DumpTwoSpr ;and do sub to dump into first and second sprites + adc #$08 ;add eight pixels + sta Sprite_Y_Position+8,y ;and store into third sprite + lda FlagpoleFNum_Y_Pos ;get vertical coordinate for floatey number + sta $02 ;store it here + lda #$01 + sta $03 ;set value for flip which will not be used, and + sta $04 ;attribute byte for floatey number + sta Sprite_Attributes,y ;set attribute bytes for all three sprites + sta Sprite_Attributes+4,y + sta Sprite_Attributes+8,y + lda #$7e + sta Sprite_Tilenumber,y ;put triangle shaped tile + sta Sprite_Tilenumber+8,y ;into first and third sprites + lda #$7f + sta Sprite_Tilenumber+4,y ;put skull tile into second sprite + lda FlagpoleCollisionYPos ;get vertical coordinate at time of collision + beq ChkFlagOffscreen ;if zero, branch ahead + tya + clc ;add 12 bytes to sprite data offset + adc #$0c + tay ;put back in Y + lda FlagpoleScore ;get offset used to award points for touching flagpole + asl ;multiply by 2 to get proper offset here + tax + lda FlagpoleScoreNumTiles,x ;get appropriate tile data + sta $00 + lda FlagpoleScoreNumTiles+1,x + jsr DrawOneSpriteRow ;use it to render floatey number + +ChkFlagOffscreen + ldx ObjectOffset ;get object offset for flag + ldy Enemy_SprDataOffset,x ;get OAM data offset + lda Enemy_OffscreenBits ;get offscreen bits + and #%00001110 ;mask out all but d3-d1 + beq ExitDumpSpr ;if none of these bits set, branch to leave + +;------------------------------------------------------------------------------------- + +MoveSixSpritesOffscreen + lda #$f8 ;set offscreen coordinate if jumping here + +DumpSixSpr + sta Sprite_Data+20,y ;dump A contents + sta Sprite_Data+16,y ;into third row sprites + +DumpFourSpr + sta Sprite_Data+12,y ;into second row sprites + +DumpThreeSpr + sta Sprite_Data+8,y + +DumpTwoSpr + sta Sprite_Data+4,y ;and into first row sprites + sta Sprite_Data,y + +ExitDumpSpr + rts + +;------------------------------------------------------------------------------------- + +DrawLargePlatform + ldy Enemy_SprDataOffset,x ;get OAM data offset + sty $02 ;store here + iny ;add 3 to it for offset + iny ;to X coordinate + iny + lda Enemy_Rel_XPos ;get horizontal relative coordinate + jsr SixSpriteStacker ;store X coordinates using A as base, stack horizontally + ldx ObjectOffset + lda Enemy_Y_Position,x ;get vertical coordinate + jsr DumpFourSpr ;dump into first four sprites as Y coordinate + ldy AreaType + cpy #$03 ;check for castle-type level + beq ShrinkPlatform + ldy SecondaryHardMode ;check for secondary hard mode flag set + beq SetLast2Platform ;branch if not set elsewhere + +ShrinkPlatform + lda #$f8 ;load offscreen coordinate if flag set or castle-type level + +SetLast2Platform + ldy Enemy_SprDataOffset,x ;get OAM data offset + sta Sprite_Y_Position+16,y ;store vertical coordinate or offscreen + sta Sprite_Y_Position+20,y ;coordinate into last two sprites as Y coordinate + lda #$5b ;load default tile for platform (girder) + ldx CloudTypeOverride + beq SetPlatformTilenum ;if cloud level override flag not set, use + lda #$75 ;otherwise load other tile for platform (puff) + +SetPlatformTilenum + ldx ObjectOffset ;get enemy object buffer offset + iny ;increment Y for tile offset + jsr DumpSixSpr ;dump tile number into all six sprites + lda #$02 ;set palette controls + iny ;increment Y for sprite attributes + jsr DumpSixSpr ;dump attributes into all six sprites + inx ;increment X for enemy objects + jsr GetXOffscreenBits ;get offscreen bits again + dex + ldy Enemy_SprDataOffset,x ;get OAM data offset + asl ;rotate d7 into carry, save remaining + pha ;bits to the stack + bcc SChk2 + lda #$f8 ;if d7 was set, move first sprite offscreen + sta Sprite_Y_Position,y +SChk2 pla ;get bits from stack + asl ;rotate d6 into carry + pha ;save to stack + bcc SChk3 + lda #$f8 ;if d6 was set, move second sprite offscreen + sta Sprite_Y_Position+4,y +SChk3 pla ;get bits from stack + asl ;rotate d5 into carry + pha ;save to stack + bcc SChk4 + lda #$f8 ;if d5 was set, move third sprite offscreen + sta Sprite_Y_Position+8,y +SChk4 pla ;get bits from stack + asl ;rotate d4 into carry + pha ;save to stack + bcc SChk5 + lda #$f8 ;if d4 was set, move fourth sprite offscreen + sta Sprite_Y_Position+12,y +SChk5 pla ;get bits from stack + asl ;rotate d3 into carry + pha ;save to stack + bcc SChk6 + lda #$f8 ;if d3 was set, move fifth sprite offscreen + sta Sprite_Y_Position+16,y +SChk6 pla ;get bits from stack + asl ;rotate d2 into carry + bcc SLChk ;save to stack + lda #$f8 + sta Sprite_Y_Position+20,y ;if d2 was set, move sixth sprite offscreen +SLChk lda Enemy_OffscreenBits ;check d7 of offscreen bits + asl ;and if d7 is not set, skip sub + bcc ExDLPl + jsr MoveSixSpritesOffscreen ;otherwise branch to move all sprites offscreen +ExDLPl rts + +;------------------------------------------------------------------------------------- + +DrawFloateyNumber_Coin + lda FrameCounter ;get frame counter + lsr ;divide by 2 + bcs NotRsNum ;branch if d0 not set to raise number every other frame + dec Misc_Y_Position,x ;otherwise, decrement vertical coordinate +NotRsNum lda Misc_Y_Position,x ;get vertical coordinate + jsr DumpTwoSpr ;dump into both sprites + lda Misc_Rel_XPos ;get relative horizontal coordinate + sta Sprite_X_Position,y ;store as X coordinate for first sprite + clc + adc #$08 ;add eight pixels + sta Sprite_X_Position+4,y ;store as X coordinate for second sprite + lda #$02 + sta Sprite_Attributes,y ;store attribute byte in both sprites + sta Sprite_Attributes+4,y + lda #$f7 + sta Sprite_Tilenumber,y ;put tile numbers into both sprites + lda #$fb ;that resemble "200" + sta Sprite_Tilenumber+4,y + jmp ExJCGfx ;then jump to leave (why not an rts here instead?) + +JumpingCoinTiles + db $60,$61,$62,$63 + +JCoinGfxHandler + ldy Misc_SprDataOffset,x ;get coin/floatey number's OAM data offset + lda Misc_State,x ;get state of misc object + cmp #$02 ;if 2 or greater, + bcs DrawFloateyNumber_Coin ;branch to draw floatey number + lda Misc_Y_Position,x ;store vertical coordinate as + sta Sprite_Y_Position,y ;Y coordinate for first sprite + clc + adc #$08 ;add eight pixels + sta Sprite_Y_Position+4,y ;store as Y coordinate for second sprite + lda Misc_Rel_XPos ;get relative horizontal coordinate + sta Sprite_X_Position,y + sta Sprite_X_Position+4,y ;store as X coordinate for first and second sprites + lda FrameCounter ;get frame counter + lsr ;divide by 2 to alter every other frame + and #%00000011 ;mask out d2-d1 + tax ;use as graphical offset + lda JumpingCoinTiles,x ;load tile number + iny ;increment OAM data offset to write tile numbers + jsr DumpTwoSpr ;do sub to dump tile number into both sprites + dey ;decrement to get old offset + lda #$02 + sta Sprite_Attributes,y ;set attribute byte in first sprite + lda #$82 + sta Sprite_Attributes+4,y ;set attribute byte with vertical flip in second sprite + ldx ObjectOffset ;get misc object offset +ExJCGfx rts ;leave + +;------------------------------------------------------------------------------------- +;$00-$01 - used to hold tiles for drawing the power-up,$00 also used to hold power-up type +;$02 - used to hold bottom row Y position +;$03 - used to hold flip control (not used here) +;$04 - used to hold sprite attributes +;$05 - used to hold X position +;$07 - counter + +;tiles arranged in top left, right, bottom left, right order +PowerUpGfxTable + db $76,$77,$78,$79 ;regular mushroom + db $d6,$d6,$d9,$d9 ;fire flower + db $8d,$8d,$e4,$e4 ;star + db $76,$77,$78,$79 ;1-up mushroom + +PowerUpAttributes + db $02,$01,$02,$01 + +DrawPowerUp + ldy Enemy_SprDataOffset+5 ;get power-up's sprite data offset + lda Enemy_Rel_YPos ;get relative vertical coordinate + clc + adc #$08 ;add eight pixels + sta $02 ;store result here + lda Enemy_Rel_XPos ;get relative horizontal coordinate + sta $05 ;store here + ldx PowerUpType ;get power-up type + lda PowerUpAttributes,x ;get attribute data for power-up type + ora Enemy_SprAttrib+5 ;add background priority bit if set + sta $04 ;store attributes here + txa + pha ;save power-up type to the stack + asl + asl ;multiply by four to get proper offset + tax ;use as X + lda #$01 + sta $07 ;set counter here to draw two rows of sprite object + sta $03 ;init d1 of flip control + +PUpDrawLoop + lda PowerUpGfxTable,x ;load left tile of power-up object + sta $00 + lda PowerUpGfxTable+1,x ;load right tile + jsr DrawOneSpriteRow ;branch to draw one row of our power-up object + dec $07 ;decrement counter + bpl PUpDrawLoop ;branch until two rows are drawn + ldy Enemy_SprDataOffset+5 ;get sprite data offset again + pla ;pull saved power-up type from the stack + beq PUpOfs ;if regular mushroom, branch, do not change colors or flip + cmp #$03 + beq PUpOfs ;if 1-up mushroom, branch, do not change colors or flip + sta $00 ;store power-up type here now + lda FrameCounter ;get frame counter + lsr ;divide by 2 to change colors every two frames + and #%00000011 ;mask out all but d1 and d0 (previously d2 and d1) + ora Enemy_SprAttrib+5 ;add background priority bit if any set + sta Sprite_Attributes,y ;set as new palette bits for top left and + sta Sprite_Attributes+4,y ;top right sprites for fire flower and star + ldx $00 + dex ;check power-up type for fire flower + beq FlipPUpRightSide ;if found, skip this part + sta Sprite_Attributes+8,y ;otherwise set new palette bits for bottom left + sta Sprite_Attributes+12,y ;and bottom right sprites as well for star only + +FlipPUpRightSide + lda Sprite_Attributes+4,y + ora #%01000000 ;set horizontal flip bit for top right sprite + sta Sprite_Attributes+4,y + lda Sprite_Attributes+12,y + ora #%01000000 ;set horizontal flip bit for bottom right sprite + sta Sprite_Attributes+12,y ;note these are only done for fire flower and star power-ups +PUpOfs jmp SprObjectOffscrChk ;jump to check to see if power-up is offscreen at all, then leave + +;------------------------------------------------------------------------------------- +;$00-$01 - used in DrawEnemyObjRow to hold sprite tile numbers +;$02 - used to store Y position +;$03 - used to store moving direction, used to flip enemies horizontally +;$04 - used to store enemy's sprite attributes +;$05 - used to store X position +;$eb - used to hold sprite data offset +;$ec - used to hold either altered enemy state or special value used in gfx handler as condition +;$ed - used to hold enemy state from buffer +;$ef - used to hold enemy code used in gfx handler (may or may not resemble Enemy_ID values) + +;tiles arranged in top left, right, middle left, right, bottom left, right order +EnemyGraphicsTable + db $fc,$fc,$aa,$ab,$ac,$ad ;buzzy beetle frame 1 + db $fc,$fc,$ae,$af,$b0,$b1 ; frame 2 + db $fc,$a5,$a6,$a7,$a8,$a9 ;koopa troopa frame 1 + db $fc,$a0,$a1,$a2,$a3,$a4 ; frame 2 + db $69,$a5,$6a,$a7,$a8,$a9 ;koopa paratroopa frame 1 + db $6b,$a0,$6c,$a2,$a3,$a4 ; frame 2 + db $fc,$fc,$96,$97,$98,$99 ;spiny frame 1 + db $fc,$fc,$9a,$9b,$9c,$9d ; frame 2 + db $fc,$fc,$8f,$8e,$8e,$8f ;spiny's egg frame 1 + db $fc,$fc,$95,$94,$94,$95 ; frame 2 + db $fc,$fc,$dc,$dc,$df,$df ;bloober frame 1 + db $dc,$dc,$dd,$dd,$de,$de ; frame 2 + db $fc,$fc,$b2,$b3,$b4,$b5 ;cheep-cheep frame 1 + db $fc,$fc,$b6,$b3,$b7,$b5 ; frame 2 + db $fc,$fc,$70,$71,$72,$73 ;goomba + db $fc,$fc,$6e,$6e,$6f,$6f ;koopa shell frame 1 (upside-down) + db $fc,$fc,$6d,$6d,$6f,$6f ; frame 2 + db $fc,$fc,$6f,$6f,$6e,$6e ;koopa shell frame 1 (rightsideup) + db $fc,$fc,$6f,$6f,$6d,$6d ; frame 2 + db $fc,$fc,$f4,$f4,$f5,$f5 ;buzzy beetle shell frame 1 (rightsideup) + db $fc,$fc,$f4,$f4,$f5,$f5 ; frame 2 + db $fc,$fc,$f5,$f5,$f4,$f4 ;buzzy beetle shell frame 1 (upside-down) + db $fc,$fc,$f5,$f5,$f4,$f4 ; frame 2 + db $fc,$fc,$fc,$fc,$ef,$ef ;defeated goomba + db $b9,$b8,$bb,$ba,$bc,$bc ;lakitu frame 1 + db $fc,$fc,$bd,$bd,$bc,$bc ; frame 2 + db $7a,$7b,$da,$db,$d8,$d8 ;princess + db $cd,$cd,$ce,$ce,$cf,$cf ;mushroom retainer + db $7d,$7c,$d1,$8c,$d3,$d2 ;hammer bro frame 1 + db $7d,$7c,$89,$88,$8b,$8a ; frame 2 + db $d5,$d4,$e3,$e2,$d3,$d2 ; frame 3 + db $d5,$d4,$e3,$e2,$8b,$8a ; frame 4 + db $e5,$e5,$e6,$e6,$eb,$eb ;piranha plant frame 1 + db $ec,$ec,$ed,$ed,$ee,$ee ; frame 2 + db $fc,$fc,$d0,$d0,$d7,$d7 ;podoboo + db $bf,$be,$c1,$c0,$c2,$fc ;bowser front frame 1 + db $c4,$c3,$c6,$c5,$c8,$c7 ;bowser rear frame 1 + db $bf,$be,$ca,$c9,$c2,$fc ; front frame 2 + db $c4,$c3,$c6,$c5,$cc,$cb ; rear frame 2 + db $fc,$fc,$e8,$e7,$ea,$e9 ;bullet bill + db $f2,$f2,$f3,$f3,$f2,$f2 ;jumpspring frame 1 + db $f1,$f1,$f1,$f1,$fc,$fc ; frame 2 + db $f0,$f0,$fc,$fc,$fc,$fc ; frame 3 + +EnemyGfxTableOffsets + db $0c,$0c,$00,$0c,$0c,$a8,$54,$3c + db $ea,$18,$48,$48,$cc,$c0,$18,$18 + db $18,$90,$24,$ff,$48,$9c,$d2,$d8 + db $f0,$f6,$fc + +EnemyAttributeData + db $01,$02,$03,$02,$01,$01,$03,$03 + db $03,$01,$01,$02,$02,$21,$01,$02 + db $01,$01,$02,$ff,$02,$02,$01,$01 + db $02,$02,$02 + +EnemyAnimTimingBMask + db $08,$18 + +JumpspringFrameOffsets + db $18,$19,$1a,$19,$18 + +EnemyGfxHandler + lda Enemy_Y_Position,x ;get enemy object vertical position + sta $02 + lda Enemy_Rel_XPos ;get enemy object horizontal position + sta $05 ;relative to screen + ldy Enemy_SprDataOffset,x + sty $eb ;get sprite data offset + lda #$00 + sta VerticalFlipFlag ;initialize vertical flip flag by default + lda Enemy_MovingDir,x + sta $03 ;get enemy object moving direction + lda Enemy_SprAttrib,x + sta $04 ;get enemy object sprite attributes + lda Enemy_ID,x + cmp #PiranhaPlant ;is enemy object piranha plant? + bne CheckForRetainerObj ;if not, branch + ldy PiranhaPlant_Y_Speed,x + bmi CheckForRetainerObj ;if piranha plant moving upwards, branch + ldy EnemyFrameTimer,x + beq CheckForRetainerObj ;if timer for movement expired, branch + rts ;if all conditions fail, leave + +CheckForRetainerObj + lda Enemy_State,x ;store enemy state + sta $ed + and #%00011111 ;nullify all but 5 LSB and use as Y + tay + lda Enemy_ID,x ;check for mushroom retainer/princess object + cmp #RetainerObject + bne CheckForBulletBillCV ;if not found, branch + ldy #$00 ;if found, nullify saved state in Y + lda #$01 ;set value that will not be used + sta $03 + lda #$15 ;set value $15 as code for mushroom retainer/princess object + +CheckForBulletBillCV + cmp #BulletBill_CannonVar ;otherwise check for bullet bill object + bne CheckForJumpspring ;if not found, branch again + dec $02 ;decrement saved vertical position + lda #$03 + ldy EnemyFrameTimer,x ;get timer for enemy object + beq SBBAt ;if expired, do not set priority bit + ora #%00100000 ;otherwise do so +SBBAt sta $04 ;set new sprite attributes + ldy #$00 ;nullify saved enemy state both in Y and in + sty $ed ;memory location here + lda #$08 ;set specific value to unconditionally branch once + +CheckForJumpspring + cmp #JumpspringObject ;check for jumpspring object + bne CheckForPodoboo + ldy #$03 ;set enemy state -2 MSB here for jumpspring object + ldx JumpspringAnimCtrl ;get current frame number for jumpspring object + lda JumpspringFrameOffsets,x ;load data using frame number as offset + +CheckForPodoboo + sta $ef ;store saved enemy object value here + sty $ec ;and Y here (enemy state -2 MSB if not changed) + ldx ObjectOffset ;get enemy object offset + cmp #$0c ;check for podoboo object + bne CheckBowserGfxFlag ;branch if not found + lda Enemy_Y_Speed,x ;if moving upwards, branch + bmi CheckBowserGfxFlag + inc VerticalFlipFlag ;otherwise, set flag for vertical flip + +CheckBowserGfxFlag + lda BowserGfxFlag ;if not drawing bowser at all, skip to something else + beq CheckForGoomba + ldy #$16 ;if set to 1, draw bowser's front + cmp #$01 + beq SBwsrGfxOfs + iny ;otherwise draw bowser's rear +SBwsrGfxOfs sty $ef + +CheckForGoomba + ldy $ef ;check value for goomba object + cpy #Goomba + bne CheckBowserFront ;branch if not found + lda Enemy_State,x + cmp #$02 ;check for defeated state + bcc GmbaAnim ;if not defeated, go ahead and animate + ldx #$04 ;if defeated, write new value here + stx $ec +GmbaAnim and #%00100000 ;check for d5 set in enemy object state + ora TimerControl ;or timer disable flag set + bne CheckBowserFront ;if either condition true, do not animate goomba + lda FrameCounter + and #%00001000 ;check for every eighth frame + bne CheckBowserFront + lda $03 + eor #%00000011 ;invert bits to flip horizontally every eight frames + sta $03 ;leave alone otherwise + +CheckBowserFront + lda EnemyAttributeData,y ;load sprite attribute using enemy object + ora $04 ;as offset, and add to bits already loaded + sta $04 + lda EnemyGfxTableOffsets,y ;load value based on enemy object as offset + tax ;save as X + ldy $ec ;get previously saved value + lda BowserGfxFlag + beq CheckForSpiny ;if not drawing bowser object at all, skip all of this + cmp #$01 + bne CheckBowserRear ;if not drawing front part, branch to draw the rear part + lda BowserBodyControls ;check bowser's body control bits + bpl ChkFrontSte ;branch if d7 not set (control's bowser's mouth) + ldx #$de ;otherwise load offset for second frame +ChkFrontSte lda $ed ;check saved enemy state + and #%00100000 ;if bowser not defeated, do not set flag + beq DrawBowser + +FlipBowserOver + stx VerticalFlipFlag ;set vertical flip flag to nonzero + +DrawBowser + jmp DrawEnemyObject ;draw bowser's graphics now + +CheckBowserRear + lda BowserBodyControls ;check bowser's body control bits + and #$01 + beq ChkRearSte ;branch if d0 not set (control's bowser's feet) + ldx #$e4 ;otherwise load offset for second frame +ChkRearSte lda $ed ;check saved enemy state + and #%00100000 ;if bowser not defeated, do not set flag + beq DrawBowser + lda $02 ;subtract 16 pixels from + sec ;saved vertical coordinate + sbc #$10 + sta $02 + jmp FlipBowserOver ;jump to set vertical flip flag + +CheckForSpiny + cpx #$24 ;check if value loaded is for spiny + bne CheckForLakitu ;if not found, branch + cpy #$05 ;if enemy state set to $05, do this, + bne NotEgg ;otherwise branch + ldx #$30 ;set to spiny egg offset + lda #$02 + sta $03 ;set enemy direction to reverse sprites horizontally + lda #$05 + sta $ec ;set enemy state +NotEgg jmp CheckForHammerBro ;skip a big chunk of this if we found spiny but not in egg + +CheckForLakitu + cpx #$90 ;check value for lakitu's offset loaded + bne CheckUpsideDownShell ;branch if not loaded + lda $ed + and #%00100000 ;check for d5 set in enemy state + bne NoLAFr ;branch if set + lda FrenzyEnemyTimer + cmp #$10 ;check timer to see if we've reached a certain range + bcs NoLAFr ;branch if not + ldx #$96 ;if d6 not set and timer in range, load alt frame for lakitu +NoLAFr jmp CheckDefeatedState ;skip this next part if we found lakitu but alt frame not needed + +CheckUpsideDownShell + lda $ef ;check for enemy object => $04 + cmp #$04 + bcs CheckRightSideUpShell ;branch if true + cpy #$02 + bcc CheckRightSideUpShell ;branch if enemy state < $02 + ldx #$5a ;set for upside-down koopa shell by default + ldy $ef + cpy #BuzzyBeetle ;check for buzzy beetle object + bne CheckRightSideUpShell + ldx #$7e ;set for upside-down buzzy beetle shell if found + inc $02 ;increment vertical position by one pixel + +CheckRightSideUpShell + lda $ec ;check for value set here + cmp #$04 ;if enemy state < $02, do not change to shell, if + bne CheckForHammerBro ;enemy state => $02 but not = $04, leave shell upside-down + ldx #$72 ;set right-side up buzzy beetle shell by default + inc $02 ;increment saved vertical position by one pixel + ldy $ef + cpy #BuzzyBeetle ;check for buzzy beetle object + beq CheckForDefdGoomba ;branch if found + ldx #$66 ;change to right-side up koopa shell if not found + inc $02 ;and increment saved vertical position again + +CheckForDefdGoomba + cpy #Goomba ;check for goomba object (necessary if previously + bne CheckForHammerBro ;failed buzzy beetle object test) + ldx #$54 ;load for regular goomba + lda $ed ;note that this only gets performed if enemy state => $02 + and #%00100000 ;check saved enemy state for d5 set + bne CheckForHammerBro ;branch if set + ldx #$8a ;load offset for defeated goomba + dec $02 ;set different value and decrement saved vertical position + +CheckForHammerBro + ldy ObjectOffset + lda $ef ;check for hammer bro object + cmp #HammerBro + bne CheckForBloober ;branch if not found + lda $ed + beq CheckToAnimateEnemy ;branch if not in normal enemy state + and #%00001000 + beq CheckDefeatedState ;if d3 not set, branch further away + ldx #$b4 ;otherwise load offset for different frame + bne CheckToAnimateEnemy ;unconditional branch + +CheckForBloober + cpx #$48 ;check for cheep-cheep offset loaded + beq CheckToAnimateEnemy ;branch if found + lda EnemyIntervalTimer,y + cmp #$05 + bcs CheckDefeatedState ;branch if some timer is above a certain point + cpx #$3c ;check for bloober offset loaded + bne CheckToAnimateEnemy ;branch if not found this time + cmp #$01 + beq CheckDefeatedState ;branch if timer is set to certain point + inc $02 ;increment saved vertical coordinate three pixels + inc $02 + inc $02 + jmp CheckAnimationStop ;and do something else + +CheckToAnimateEnemy + lda $ef ;check for specific enemy objects + cmp #Goomba + beq CheckDefeatedState ;branch if goomba + cmp #$08 + beq CheckDefeatedState ;branch if bullet bill (note both variants use $08 here) + cmp #Podoboo + beq CheckDefeatedState ;branch if podoboo + cmp #$18 ;branch if => $18 + bcs CheckDefeatedState + ldy #$00 + cmp #$15 ;check for mushroom retainer/princess object + bne CheckForSecondFrame ;which uses different code here, branch if not found + iny ;residual instruction + lda WorldNumber ;are we on world 8? + cmp #World8 + bcs CheckDefeatedState ;if so, leave the offset alone (use princess) + ldx #$a2 ;otherwise, set for mushroom retainer object instead + lda #$03 ;set alternate state here + sta $ec + bne CheckDefeatedState ;unconditional branch + +CheckForSecondFrame + lda FrameCounter ;load frame counter + and EnemyAnimTimingBMask,y ;mask it (partly residual, one byte not ever used) + bne CheckDefeatedState ;branch if timing is off + +CheckAnimationStop + lda $ed ;check saved enemy state + and #%10100000 ;for d7 or d5, or check for timers stopped + ora TimerControl + bne CheckDefeatedState ;if either condition true, branch + txa + clc + adc #$06 ;add $06 to current enemy offset + tax ;to animate various enemy objects + +CheckDefeatedState + lda $ed ;check saved enemy state + and #%00100000 ;for d5 set + beq DrawEnemyObject ;branch if not set + lda $ef + cmp #$04 ;check for saved enemy object => $04 + bcc DrawEnemyObject ;branch if less + ldy #$01 + sty VerticalFlipFlag ;set vertical flip flag + dey + sty $ec ;init saved value here + +DrawEnemyObject + ldy $eb ;load sprite data offset + jsr DrawEnemyObjRow ;draw six tiles of data + jsr DrawEnemyObjRow ;into sprite data + jsr DrawEnemyObjRow + ldx ObjectOffset ;get enemy object offset + ldy Enemy_SprDataOffset,x ;get sprite data offset + lda $ef + cmp #$08 ;get saved enemy object and check + bne CheckForVerticalFlip ;for bullet bill, branch if not found + +SkipToOffScrChk + jmp SprObjectOffscrChk ;jump if found + +CheckForVerticalFlip + lda VerticalFlipFlag ;check if vertical flip flag is set here + beq CheckForESymmetry ;branch if not + lda Sprite_Attributes,y ;get attributes of first sprite we dealt with + ora #%10000000 ;set bit for vertical flip + iny + iny ;increment two bytes so that we store the vertical flip + jsr DumpSixSpr ;in attribute bytes of enemy obj sprite data + dey + dey ;now go back to the Y coordinate offset + tya + tax ;give offset to X + lda $ef + cmp #HammerBro ;check saved enemy object for hammer bro + beq FlipEnemyVertically + cmp #Lakitu ;check saved enemy object for lakitu + beq FlipEnemyVertically ;branch for hammer bro or lakitu + cmp #$15 + bcs FlipEnemyVertically ;also branch if enemy object => $15 + txa + clc + adc #$08 ;if not selected objects or => $15, set + tax ;offset in X for next row + +FlipEnemyVertically + lda Sprite_Tilenumber,x ;load first or second row tiles + pha ;and save tiles to the stack + lda Sprite_Tilenumber+4,x + pha + lda Sprite_Tilenumber+16,y ;exchange third row tiles + sta Sprite_Tilenumber,x ;with first or second row tiles + lda Sprite_Tilenumber+20,y + sta Sprite_Tilenumber+4,x + pla ;pull first or second row tiles from stack + sta Sprite_Tilenumber+20,y ;and save in third row + pla + sta Sprite_Tilenumber+16,y + +CheckForESymmetry + lda BowserGfxFlag ;are we drawing bowser at all? + bne SkipToOffScrChk ;branch if so + lda $ef + ldx $ec ;get alternate enemy state + cmp #$05 ;check for hammer bro object + bne ContES + jmp SprObjectOffscrChk ;jump if found +ContES cmp #Bloober ;check for bloober object + beq MirrorEnemyGfx + cmp #PiranhaPlant ;check for piranha plant object + beq MirrorEnemyGfx + cmp #Podoboo ;check for podoboo object + beq MirrorEnemyGfx ;branch if either of three are found + cmp #Spiny ;check for spiny object + bne ESRtnr ;branch closer if not found + cpx #$05 ;check spiny's state + bne CheckToMirrorLakitu ;branch if not an egg, otherwise +ESRtnr cmp #$15 ;check for princess/mushroom retainer object + bne SpnySC + lda #$42 ;set horizontal flip on bottom right sprite + sta Sprite_Attributes+20,y ;note that palette bits were already set earlier +SpnySC cpx #$02 ;if alternate enemy state set to 1 or 0, branch + bcc CheckToMirrorLakitu + +MirrorEnemyGfx + lda BowserGfxFlag ;if enemy object is bowser, skip all of this + bne CheckToMirrorLakitu + lda Sprite_Attributes,y ;load attribute bits of first sprite + and #%10100011 + sta Sprite_Attributes,y ;save vertical flip, priority, and palette bits + sta Sprite_Attributes+8,y ;in left sprite column of enemy object OAM data + sta Sprite_Attributes+16,y + ora #%01000000 ;set horizontal flip + cpx #$05 ;check for state used by spiny's egg + bne EggExc ;if alternate state not set to $05, branch + ora #%10000000 ;otherwise set vertical flip +EggExc sta Sprite_Attributes+4,y ;set bits of right sprite column + sta Sprite_Attributes+12,y ;of enemy object sprite data + sta Sprite_Attributes+20,y + cpx #$04 ;check alternate enemy state + bne CheckToMirrorLakitu ;branch if not $04 + lda Sprite_Attributes+8,y ;get second row left sprite attributes + ora #%10000000 + sta Sprite_Attributes+8,y ;store bits with vertical flip in + sta Sprite_Attributes+16,y ;second and third row left sprites + ora #%01000000 + sta Sprite_Attributes+12,y ;store with horizontal and vertical flip in + sta Sprite_Attributes+20,y ;second and third row right sprites + +CheckToMirrorLakitu + lda $ef ;check for lakitu enemy object + cmp #Lakitu + bne CheckToMirrorJSpring ;branch if not found + lda VerticalFlipFlag + bne NVFLak ;branch if vertical flip flag not set + lda Sprite_Attributes+16,y ;save vertical flip and palette bits + and #%10000001 ;in third row left sprite + sta Sprite_Attributes+16,y + lda Sprite_Attributes+20,y ;set horizontal flip and palette bits + ora #%01000001 ;in third row right sprite + sta Sprite_Attributes+20,y + ldx FrenzyEnemyTimer ;check timer + cpx #$10 + bcs SprObjectOffscrChk ;branch if timer has not reached a certain range + sta Sprite_Attributes+12,y ;otherwise set same for second row right sprite + and #%10000001 + sta Sprite_Attributes+8,y ;preserve vertical flip and palette bits for left sprite + bcc SprObjectOffscrChk ;unconditional branch +NVFLak lda Sprite_Attributes,y ;get first row left sprite attributes + and #%10000001 + sta Sprite_Attributes,y ;save vertical flip and palette bits + lda Sprite_Attributes+4,y ;get first row right sprite attributes + ora #%01000001 ;set horizontal flip and palette bits + sta Sprite_Attributes+4,y ;note that vertical flip is left as-is + +CheckToMirrorJSpring + lda $ef ;check for jumpspring object (any frame) + cmp #$18 + bcc SprObjectOffscrChk ;branch if not jumpspring object at all + lda #$82 + sta Sprite_Attributes+8,y ;set vertical flip and palette bits of + sta Sprite_Attributes+16,y ;second and third row left sprites + ora #%01000000 + sta Sprite_Attributes+12,y ;set, in addition to those, horizontal flip + sta Sprite_Attributes+20,y ;for second and third row right sprites + +SprObjectOffscrChk + ldx ObjectOffset ;get enemy buffer offset + lda Enemy_OffscreenBits ;check offscreen information + lsr + lsr ;shift three times to the right + lsr ;which puts d2 into carry + pha ;save to stack + bcc LcChk ;branch if not set + lda #$04 ;set for right column sprites + jsr MoveESprColOffscreen ;and move them offscreen +LcChk pla ;get from stack + lsr ;move d3 to carry + pha ;save to stack + bcc Row3C ;branch if not set + lda #$00 ;set for left column sprites, + jsr MoveESprColOffscreen ;move them offscreen +Row3C pla ;get from stack again + lsr ;move d5 to carry this time + lsr + pha ;save to stack again + bcc Row23C ;branch if carry not set + lda #$10 ;set for third row of sprites + jsr MoveESprRowOffscreen ;and move them offscreen +Row23C pla ;get from stack + lsr ;move d6 into carry + pha ;save to stack + bcc AllRowC + lda #$08 ;set for second and third rows + jsr MoveESprRowOffscreen ;move them offscreen +AllRowC pla ;get from stack once more + lsr ;move d7 into carry + bcc ExEGHandler + jsr MoveESprRowOffscreen ;move all sprites offscreen (A should be 0 by now) + lda Enemy_ID,x + cmp #Podoboo ;check enemy identifier for podoboo + beq ExEGHandler ;skip this part if found, we do not want to erase podoboo! + lda Enemy_Y_HighPos,x ;check high byte of vertical position + cmp #$02 ;if not yet past the bottom of the screen, branch + bne ExEGHandler + jsr EraseEnemyObject ;what it says + +ExEGHandler + rts + +DrawEnemyObjRow + lda EnemyGraphicsTable,x ;load two tiles of enemy graphics + sta $00 + lda EnemyGraphicsTable+1,x + +DrawOneSpriteRow + sta $01 + jmp DrawSpriteObject ;draw them + +MoveESprRowOffscreen + clc ;add A to enemy object OAM data offset + adc Enemy_SprDataOffset,x + tay ;use as offset + lda #$f8 + jmp DumpTwoSpr ;move first row of sprites offscreen + +MoveESprColOffscreen + clc ;add A to enemy object OAM data offset + adc Enemy_SprDataOffset,x + tay ;use as offset + jsr MoveColOffscreen ;move first and second row sprites in column offscreen + sta Sprite_Data+16,y ;move third row sprite in column offscreen + rts + +;------------------------------------------------------------------------------------- +;$00-$01 - tile numbers +;$02 - relative Y position +;$03 - horizontal flip flag (not used here) +;$04 - attributes +;$05 - relative X position + +DefaultBlockObjTiles + db $85,$85,$86,$86 ;brick w/ line (these are sprite tiles, not BG!) + +DrawBlock + lda Block_Rel_YPos ;get relative vertical coordinate of block object + sta $02 ;store here + lda Block_Rel_XPos ;get relative horizontal coordinate of block object + sta $05 ;store here + lda #$03 + sta $04 ;set attribute byte here + lsr + sta $03 ;set horizontal flip bit here (will not be used) + ldy Block_SprDataOffset,x ;get sprite data offset + ldx #$00 ;reset X for use as offset to tile data +DBlkLoop lda DefaultBlockObjTiles,x ;get left tile number + sta $00 ;set here + lda DefaultBlockObjTiles+1,x ;get right tile number + jsr DrawOneSpriteRow ;do sub to write tile numbers to first row of sprites + cpx #$04 ;check incremented offset + bne DBlkLoop ;and loop back until all four sprites are done + ldx ObjectOffset ;get block object offset + ldy Block_SprDataOffset,x ;get sprite data offset + lda AreaType + cmp #$01 ;check for ground level type area + beq ChkRep ;if found, branch to next part + lda #$86 + sta Sprite_Tilenumber,y ;otherwise remove brick tiles with lines + sta Sprite_Tilenumber+4,y ;and replace then with lineless brick tiles +ChkRep lda Block_Metatile,x ;check replacement metatile + cmp #$c4 ;if not used block metatile, then + bne BlkOffscr ;branch ahead to use current graphics + lda #$87 ;set A for used block tile + iny ;increment Y to write to tile bytes + jsr DumpFourSpr ;do sub to dump into all four sprites + dey ;return Y to original offset + lda #$03 ;set palette bits + ldx AreaType + dex ;check for ground level type area again + beq SetBFlip ;if found, use current palette bits + lsr ;otherwise set to $01 +SetBFlip ldx ObjectOffset ;put block object offset back in X + sta Sprite_Attributes,y ;store attribute byte as-is in first sprite + ora #%01000000 + sta Sprite_Attributes+4,y ;set horizontal flip bit for second sprite + ora #%10000000 + sta Sprite_Attributes+12,y ;set both flip bits for fourth sprite + and #%10000011 + sta Sprite_Attributes+8,y ;set vertical flip bit for third sprite +BlkOffscr lda Block_OffscreenBits ;get offscreen bits for block object + pha ;save to stack + and #%00000100 ;check to see if d2 in offscreen bits are set + beq PullOfsB ;if not set, branch, otherwise move sprites offscreen + lda #$f8 ;move offscreen two OAMs + sta Sprite_Y_Position+4,y ;on the right side + sta Sprite_Y_Position+12,y +PullOfsB pla ;pull offscreen bits from stack +ChkLeftCo and #%00001000 ;check to see if d3 in offscreen bits are set + beq ExDBlk ;if not set, branch, otherwise move sprites offscreen + +MoveColOffscreen + lda #$f8 ;move offscreen two OAMs + sta Sprite_Y_Position,y ;on the left side (or two rows of enemy on either side + sta Sprite_Y_Position+8,y ;if branched here from enemy graphics handler) +ExDBlk rts + +;------------------------------------------------------------------------------------- +;$00 - used to hold palette bits for attribute byte or relative X position + +DrawBrickChunks + lda #$02 ;set palette bits here + sta $00 + lda #$75 ;set tile number for ball (something residual, likely) + ldy GameEngineSubroutine + cpy #$05 ;if end-of-level routine running, + beq DChunks ;use palette and tile number assigned + lda #$03 ;otherwise set different palette bits + sta $00 + lda #$84 ;and set tile number for brick chunks +DChunks ldy Block_SprDataOffset,x ;get OAM data offset + iny ;increment to start with tile bytes in OAM + jsr DumpFourSpr ;do sub to dump tile number into all four sprites + lda FrameCounter ;get frame counter + asl + asl + asl ;move low nybble to high + asl + and #$c0 ;get what was originally d3-d2 of low nybble + ora $00 ;add palette bits + iny ;increment offset for attribute bytes + jsr DumpFourSpr ;do sub to dump attribute data into all four sprites + dey + dey ;decrement offset to Y coordinate + lda Block_Rel_YPos ;get first block object's relative vertical coordinate + jsr DumpTwoSpr ;do sub to dump current Y coordinate into two sprites + lda Block_Rel_XPos ;get first block object's relative horizontal coordinate + sta Sprite_X_Position,y ;save into X coordinate of first sprite + lda Block_Orig_XPos,x ;get original horizontal coordinate + sec + sbc ScreenLeft_X_Pos ;subtract coordinate of left side from original coordinate + sta $00 ;store result as relative horizontal coordinate of original + sec + sbc Block_Rel_XPos ;get difference of relative positions of original - current + adc $00 ;add original relative position to result + adc #$06 ;plus 6 pixels to position second brick chunk correctly + sta Sprite_X_Position+4,y ;save into X coordinate of second sprite + lda Block_Rel_YPos+1 ;get second block object's relative vertical coordinate + sta Sprite_Y_Position+8,y + sta Sprite_Y_Position+12,y ;dump into Y coordinates of third and fourth sprites + lda Block_Rel_XPos+1 ;get second block object's relative horizontal coordinate + sta Sprite_X_Position+8,y ;save into X coordinate of third sprite + lda $00 ;use original relative horizontal position + sec + sbc Block_Rel_XPos+1 ;get difference of relative positions of original - current + adc $00 ;add original relative position to result + adc #$06 ;plus 6 pixels to position fourth brick chunk correctly + sta Sprite_X_Position+12,y ;save into X coordinate of fourth sprite + lda Block_OffscreenBits ;get offscreen bits for block object + jsr ChkLeftCo ;do sub to move left half of sprites offscreen if necessary + lda Block_OffscreenBits ;get offscreen bits again + asl ;shift d7 into carry + bcc ChnkOfs ;if d7 not set, branch to last part + lda #$f8 + jsr DumpTwoSpr ;otherwise move top sprites offscreen +ChnkOfs lda $00 ;if relative position on left side of screen, + bpl ExBCDr ;go ahead and leave + lda Sprite_X_Position,y ;otherwise compare left-side X coordinate + cmp Sprite_X_Position+4,y ;to right-side X coordinate + bcc ExBCDr ;branch to leave if less + lda #$f8 ;otherwise move right half of sprites offscreen + sta Sprite_Y_Position+4,y + sta Sprite_Y_Position+12,y +ExBCDr rts ;leave + +;------------------------------------------------------------------------------------- + +DrawFireball + ldy FBall_SprDataOffset,x ;get fireball's sprite data offset + lda Fireball_Rel_YPos ;get relative vertical coordinate + sta Sprite_Y_Position,y ;store as sprite Y coordinate + lda Fireball_Rel_XPos ;get relative horizontal coordinate + sta Sprite_X_Position,y ;store as sprite X coordinate, then do shared code + +DrawFirebar + lda FrameCounter ;get frame counter + lsr ;divide by four + lsr + pha ;save result to stack + and #$01 ;mask out all but last bit + eor #$64 ;set either tile $64 or $65 as fireball tile + sta Sprite_Tilenumber,y ;thus tile changes every four frames + pla ;get from stack + lsr ;divide by four again + lsr + lda #$02 ;load value $02 to set palette in attrib byte + bcc FireA ;if last bit shifted out was not set, skip this + ora #%11000000 ;otherwise flip both ways every eight frames +FireA sta Sprite_Attributes,y ;store attribute byte and leave + rts + +;------------------------------------------------------------------------------------- + +ExplosionTiles + db $68,$67,$66 + +DrawExplosion_Fireball + ldy Alt_SprDataOffset,x ;get OAM data offset of alternate sort for fireball's explosion + lda Fireball_State,x ;load fireball state + inc Fireball_State,x ;increment state for next frame + lsr ;divide by 2 + and #%00000111 ;mask out all but d3-d1 + cmp #$03 ;check to see if time to kill fireball + bcs KillFireBall ;branch if so, otherwise continue to draw explosion + +DrawExplosion_Fireworks + tax ;use whatever's in A for offset + lda ExplosionTiles,x ;get tile number using offset + iny ;increment Y (contains sprite data offset) + jsr DumpFourSpr ;and dump into tile number part of sprite data + dey ;decrement Y so we have the proper offset again + ldx ObjectOffset ;return enemy object buffer offset to X + lda Fireball_Rel_YPos ;get relative vertical coordinate + sec ;subtract four pixels vertically + sbc #$04 ;for first and third sprites + sta Sprite_Y_Position,y + sta Sprite_Y_Position+8,y + clc ;add eight pixels vertically + adc #$08 ;for second and fourth sprites + sta Sprite_Y_Position+4,y + sta Sprite_Y_Position+12,y + lda Fireball_Rel_XPos ;get relative horizontal coordinate + sec ;subtract four pixels horizontally + sbc #$04 ;for first and second sprites + sta Sprite_X_Position,y + sta Sprite_X_Position+4,y + clc ;add eight pixels horizontally + adc #$08 ;for third and fourth sprites + sta Sprite_X_Position+8,y + sta Sprite_X_Position+12,y + lda #$02 ;set palette attributes for all sprites, but + sta Sprite_Attributes,y ;set no flip at all for first sprite + lda #$82 + sta Sprite_Attributes+4,y ;set vertical flip for second sprite + lda #$42 + sta Sprite_Attributes+8,y ;set horizontal flip for third sprite + lda #$c2 + sta Sprite_Attributes+12,y ;set both flips for fourth sprite + rts ;we are done + +KillFireBall + lda #$00 ;clear fireball state to kill it + sta Fireball_State,x + rts + +;------------------------------------------------------------------------------------- + +DrawSmallPlatform + ldy Enemy_SprDataOffset,x ;get OAM data offset + lda #$5b ;load tile number for small platforms + iny ;increment offset for tile numbers + jsr DumpSixSpr ;dump tile number into all six sprites + iny ;increment offset for attributes + lda #$02 ;load palette controls + jsr DumpSixSpr ;dump attributes into all six sprites + dey ;decrement for original offset + dey + lda Enemy_Rel_XPos ;get relative horizontal coordinate + sta Sprite_X_Position,y + sta Sprite_X_Position+12,y ;dump as X coordinate into first and fourth sprites + clc + adc #$08 ;add eight pixels + sta Sprite_X_Position+4,y ;dump into second and fifth sprites + sta Sprite_X_Position+16,y + clc + adc #$08 ;add eight more pixels + sta Sprite_X_Position+8,y ;dump into third and sixth sprites + sta Sprite_X_Position+20,y + lda Enemy_Y_Position,x ;get vertical coordinate + tax + pha ;save to stack + cpx #$20 ;if vertical coordinate below status bar, + bcs TopSP ;do not mess with it + lda #$f8 ;otherwise move first three sprites offscreen +TopSP jsr DumpThreeSpr ;dump vertical coordinate into Y coordinates + pla ;pull from stack + clc + adc #$80 ;add 128 pixels + tax + cpx #$20 ;if below status bar (taking wrap into account) + bcs BotSP ;then do not change altered coordinate + lda #$f8 ;otherwise move last three sprites offscreen +BotSP sta Sprite_Y_Position+12,y ;dump vertical coordinate + 128 pixels + sta Sprite_Y_Position+16,y ;into Y coordinates + sta Sprite_Y_Position+20,y + lda Enemy_OffscreenBits ;get offscreen bits + pha ;save to stack + and #%00001000 ;check d3 + beq SOfs + lda #$f8 ;if d3 was set, move first and + sta Sprite_Y_Position,y ;fourth sprites offscreen + sta Sprite_Y_Position+12,y +SOfs pla ;move out and back into stack + pha + and #%00000100 ;check d2 + beq SOfs2 + lda #$f8 ;if d2 was set, move second and + sta Sprite_Y_Position+4,y ;fifth sprites offscreen + sta Sprite_Y_Position+16,y +SOfs2 pla ;get from stack + and #%00000010 ;check d1 + beq ExSPl + lda #$f8 ;if d1 was set, move third and + sta Sprite_Y_Position+8,y ;sixth sprites offscreen + sta Sprite_Y_Position+20,y +ExSPl ldx ObjectOffset ;get enemy object offset and leave + rts + +;------------------------------------------------------------------------------------- + +DrawBubble + ldy Player_Y_HighPos ;if player's vertical high position + dey ;not within screen, skip all of this + bne ExDBub + lda Bubble_OffscreenBits ;check air bubble's offscreen bits + and #%00001000 + bne ExDBub ;if bit set, branch to leave + ldy Bubble_SprDataOffset,x ;get air bubble's OAM data offset + lda Bubble_Rel_XPos ;get relative horizontal coordinate + sta Sprite_X_Position,y ;store as X coordinate here + lda Bubble_Rel_YPos ;get relative vertical coordinate + sta Sprite_Y_Position,y ;store as Y coordinate here + lda #$74 + sta Sprite_Tilenumber,y ;put air bubble tile into OAM data + lda #$02 + sta Sprite_Attributes,y ;set attribute byte +ExDBub rts ;leave + +;------------------------------------------------------------------------------------- +;$00 - used to store player's vertical offscreen bits + +PlayerGfxTblOffsets + db $20,$28,$c8,$18,$00,$40,$50,$58 + db $80,$88,$b8,$78,$60,$a0,$b0,$b8 + +;tiles arranged in order, 2 tiles per row, top to bottom + +PlayerGraphicsTable +;big player table + db $00,$01,$02,$03,$04,$05,$06,$07 ;walking frame 1 + db $08,$09,$0a,$0b,$0c,$0d,$0e,$0f ; frame 2 + db $10,$11,$12,$13,$14,$15,$16,$17 ; frame 3 + db $18,$19,$1a,$1b,$1c,$1d,$1e,$1f ;skidding + db $20,$21,$22,$23,$24,$25,$26,$27 ;jumping + db $08,$09,$28,$29,$2a,$2b,$2c,$2d ;swimming frame 1 + db $08,$09,$0a,$0b,$0c,$30,$2c,$2d ; frame 2 + db $08,$09,$0a,$0b,$2e,$2f,$2c,$2d ; frame 3 + db $08,$09,$28,$29,$2a,$2b,$5c,$5d ;climbing frame 1 + db $08,$09,$0a,$0b,$0c,$0d,$5e,$5f ; frame 2 + db $fc,$fc,$08,$09,$58,$59,$5a,$5a ;crouching + db $08,$09,$28,$29,$2a,$2b,$0e,$0f ;fireball throwing + +;small player table + db $fc,$fc,$fc,$fc,$32,$33,$34,$35 ;walking frame 1 + db $fc,$fc,$fc,$fc,$36,$37,$38,$39 ; frame 2 + db $fc,$fc,$fc,$fc,$3a,$37,$3b,$3c ; frame 3 + db $fc,$fc,$fc,$fc,$3d,$3e,$3f,$40 ;skidding + db $fc,$fc,$fc,$fc,$32,$41,$42,$43 ;jumping + db $fc,$fc,$fc,$fc,$32,$33,$44,$45 ;swimming frame 1 + db $fc,$fc,$fc,$fc,$32,$33,$44,$47 ; frame 2 + db $fc,$fc,$fc,$fc,$32,$33,$48,$49 ; frame 3 + db $fc,$fc,$fc,$fc,$32,$33,$90,$91 ;climbing frame 1 + db $fc,$fc,$fc,$fc,$3a,$37,$92,$93 ; frame 2 + db $fc,$fc,$fc,$fc,$9e,$9e,$9f,$9f ;killed + +;used by both player sizes + db $fc,$fc,$fc,$fc,$3a,$37,$4f,$4f ;small player standing + db $fc,$fc,$00,$01,$4c,$4d,$4e,$4e ;intermediate grow frame + db $00,$01,$4c,$4d,$4a,$4a,$4b,$4b ;big player standing + +SwimKickTileNum + db $31,$46 + +PlayerGfxHandler + lda InjuryTimer ;if player's injured invincibility timer + beq CntPl ;not set, skip checkpoint and continue code + lda FrameCounter + lsr ;otherwise check frame counter and branch + bcs ExPGH ;to leave on every other frame (when d0 is set) +CntPl lda GameEngineSubroutine ;if executing specific game engine routine, + cmp #$0b ;branch ahead to some other part + beq PlayerKilled + lda PlayerChangeSizeFlag ;if grow/shrink flag set + bne DoChangeSize ;then branch to some other code + ldy SwimmingFlag ;if swimming flag set, branch to + beq FindPlayerAction ;different part, do not return + lda Player_State + cmp #$00 ;if player status normal, + beq FindPlayerAction ;branch and do not return + jsr FindPlayerAction ;otherwise jump and return + lda FrameCounter + and #%00000100 ;check frame counter for d2 set (8 frames every + bne ExPGH ;eighth frame), and branch if set to leave + tax ;initialize X to zero + ldy Player_SprDataOffset ;get player sprite data offset + lda PlayerFacingDir ;get player's facing direction + lsr + bcs SwimKT ;if player facing to the right, use current offset + iny + iny ;otherwise move to next OAM data + iny + iny +SwimKT lda PlayerSize ;check player's size + beq BigKTS ;if big, use first tile + lda Sprite_Tilenumber+24,y ;check tile number of seventh/eighth sprite + cmp SwimTileRepOffset ;against tile number in player graphics table + beq ExPGH ;if spr7/spr8 tile number = value, branch to leave + inx ;otherwise increment X for second tile +BigKTS lda SwimKickTileNum,x ;overwrite tile number in sprite 7/8 + sta Sprite_Tilenumber+24,y ;to animate player's feet when swimming +ExPGH rts ;then leave + +FindPlayerAction + jsr ProcessPlayerAction ;find proper offset to graphics table by player's actions + jmp PlayerGfxProcessing ;draw player, then process for fireball throwing + +DoChangeSize + jsr HandleChangeSize ;find proper offset to graphics table for grow/shrink + jmp PlayerGfxProcessing ;draw player, then process for fireball throwing + +PlayerKilled + ldy #$0e ;load offset for player killed + lda PlayerGfxTblOffsets,y ;get offset to graphics table + +PlayerGfxProcessing + sta PlayerGfxOffset ;store offset to graphics table here + lda #$04 + jsr RenderPlayerSub ;draw player based on offset loaded + jsr ChkForPlayerAttrib ;set horizontal flip bits as necessary + lda FireballThrowingTimer + beq PlayerOffscreenChk ;if fireball throw timer not set, skip to the end + ldy #$00 ;set value to initialize by default + lda PlayerAnimTimer ;get animation frame timer + cmp FireballThrowingTimer ;compare to fireball throw timer + sty FireballThrowingTimer ;initialize fireball throw timer + bcs PlayerOffscreenChk ;if animation frame timer => fireball throw timer skip to end + sta FireballThrowingTimer ;otherwise store animation timer into fireball throw timer + ldy #$07 ;load offset for throwing + lda PlayerGfxTblOffsets,y ;get offset to graphics table + sta PlayerGfxOffset ;store it for use later + ldy #$04 ;set to update four sprite rows by default + lda Player_X_Speed + ora Left_Right_Buttons ;check for horizontal speed or left/right button press + beq SUpdR ;if no speed or button press, branch using set value in Y + dey ;otherwise set to update only three sprite rows +SUpdR tya ;save in A for use + jsr RenderPlayerSub ;in sub, draw player object again + +PlayerOffscreenChk + lda Player_OffscreenBits ;get player's offscreen bits + lsr + lsr ;move vertical bits to low nybble + lsr + lsr + sta $00 ;store here + ldx #$03 ;check all four rows of player sprites + lda Player_SprDataOffset ;get player's sprite data offset + clc + adc #$18 ;add 24 bytes to start at bottom row + tay ;set as offset here +PROfsLoop lda #$f8 ;load offscreen Y coordinate just in case + lsr $00 ;shift bit into carry + bcc NPROffscr ;if bit not set, skip, do not move sprites + jsr DumpTwoSpr ;otherwise dump offscreen Y coordinate into sprite data +NPROffscr tya + sec ;subtract eight bytes to do + sbc #$08 ;next row up + tay + dex ;decrement row counter + bpl PROfsLoop ;do this until all sprite rows are checked + rts ;then we are done! + +;------------------------------------------------------------------------------------- + +IntermediatePlayerData + db $58,$01,$00,$60,$ff,$04 + +DrawPlayer_Intermediate + ldx #$05 ;store data into zero page memory +PIntLoop lda IntermediatePlayerData,x ;load data to display player as he always + sta $02,x ;appears on world/lives display + dex + bpl PIntLoop ;do this until all data is loaded + ldx #$b8 ;load offset for small standing + ldy #$04 ;load sprite data offset + jsr DrawPlayerLoop ;draw player accordingly + lda Sprite_Attributes+36 ;get empty sprite attributes + ora #%01000000 ;set horizontal flip bit for bottom-right sprite + sta Sprite_Attributes+32 ;store and leave + rts + +;------------------------------------------------------------------------------------- +;$00-$01 - used to hold tile numbers,$00 also used to hold upper extent of animation frames +;$02 - vertical position +;$03 - facing direction, used as horizontal flip control +;$04 - attributes +;$05 - horizontal position +;$07 - number of rows to draw +;these also used in IntermediatePlayerData + +RenderPlayerSub + sta $07 ;store number of rows of sprites to draw + lda Player_Rel_XPos + sta Player_Pos_ForScroll ;store player's relative horizontal position + sta $05 ;store it here also + lda Player_Rel_YPos + sta $02 ;store player's vertical position + lda PlayerFacingDir + sta $03 ;store player's facing direction + lda Player_SprAttrib + sta $04 ;store player's sprite attributes + ldx PlayerGfxOffset ;load graphics table offset + ldy Player_SprDataOffset ;get player's sprite data offset + +DrawPlayerLoop + lda PlayerGraphicsTable,x ;load player's left side + sta $00 + lda PlayerGraphicsTable+1,x ;now load right side + jsr DrawOneSpriteRow + dec $07 ;decrement rows of sprites to draw + bne DrawPlayerLoop ;do this until all rows are drawn + rts + +ProcessPlayerAction + lda Player_State ;get player's state + cmp #$03 + beq ActionClimbing ;if climbing, branch here + cmp #$02 + beq ActionFalling ;if falling, branch here + cmp #$01 + bne ProcOnGroundActs ;if not jumping, branch here + lda SwimmingFlag + bne ActionSwimming ;if swimming flag set, branch elsewhere + ldy #$06 ;load offset for crouching + lda CrouchingFlag ;get crouching flag + bne NonAnimatedActs ;if set, branch to get offset for graphics table + ldy #$00 ;otherwise load offset for jumping + jmp NonAnimatedActs ;go to get offset to graphics table + +ProcOnGroundActs + ldy #$06 ;load offset for crouching + lda CrouchingFlag ;get crouching flag + bne NonAnimatedActs ;if set, branch to get offset for graphics table + ldy #$02 ;load offset for standing + lda Player_X_Speed ;check player's horizontal speed + ora Left_Right_Buttons ;and left/right controller bits + beq NonAnimatedActs ;if no speed or buttons pressed, use standing offset + lda Player_XSpeedAbsolute ;load walking/running speed + cmp #$09 + bcc ActionWalkRun ;if less than a certain amount, branch, too slow to skid + lda Player_MovingDir ;otherwise check to see if moving direction + and PlayerFacingDir ;and facing direction are the same + bne ActionWalkRun ;if moving direction = facing direction, branch, don't skid + iny ;otherwise increment to skid offset ($03) + +NonAnimatedActs + jsr GetGfxOffsetAdder ;do a sub here to get offset adder for graphics table + lda #$00 + sta PlayerAnimCtrl ;initialize animation frame control + lda PlayerGfxTblOffsets,y ;load offset to graphics table using size as offset + rts + +ActionFalling + ldy #$04 ;load offset for walking/running + jsr GetGfxOffsetAdder ;get offset to graphics table + jmp GetCurrentAnimOffset ;execute instructions for falling state + +ActionWalkRun + ldy #$04 ;load offset for walking/running + jsr GetGfxOffsetAdder ;get offset to graphics table + jmp FourFrameExtent ;execute instructions for normal state + +ActionClimbing + ldy #$05 ;load offset for climbing + lda Player_Y_Speed ;check player's vertical speed + beq NonAnimatedActs ;if no speed, branch, use offset as-is + jsr GetGfxOffsetAdder ;otherwise get offset for graphics table + jmp ThreeFrameExtent ;then skip ahead to more code + +ActionSwimming + ldy #$01 ;load offset for swimming + jsr GetGfxOffsetAdder + lda JumpSwimTimer ;check jump/swim timer + ora PlayerAnimCtrl ;and animation frame control + bne FourFrameExtent ;if any one of these set, branch ahead + lda A_B_Buttons + asl ;check for A button pressed + bcs FourFrameExtent ;branch to same place if A button pressed + +GetCurrentAnimOffset + lda PlayerAnimCtrl ;get animation frame control + jmp GetOffsetFromAnimCtrl ;jump to get proper offset to graphics table + +FourFrameExtent + lda #$03 ;load upper extent for frame control + jmp AnimationControl ;jump to get offset and animate player object + +ThreeFrameExtent + lda #$02 ;load upper extent for frame control for climbing + +AnimationControl + sta $00 ;store upper extent here + jsr GetCurrentAnimOffset ;get proper offset to graphics table + pha ;save offset to stack + lda PlayerAnimTimer ;load animation frame timer + bne ExAnimC ;branch if not expired + lda PlayerAnimTimerSet ;get animation frame timer amount + sta PlayerAnimTimer ;and set timer accordingly + lda PlayerAnimCtrl + clc ;add one to animation frame control + adc #$01 + cmp $00 ;compare to upper extent + bcc SetAnimC ;if frame control + 1 < upper extent, use as next + lda #$00 ;otherwise initialize frame control +SetAnimC sta PlayerAnimCtrl ;store as new animation frame control +ExAnimC pla ;get offset to graphics table from stack and leave + rts + +GetGfxOffsetAdder + lda PlayerSize ;get player's size + beq SzOfs ;if player big, use current offset as-is + tya ;for big player + clc ;otherwise add eight bytes to offset + adc #$08 ;for small player + tay +SzOfs rts ;go back + +ChangeSizeOffsetAdder + db $00,$01,$00,$01,$00,$01,$02,$00,$01,$02 + db $02,$00,$02,$00,$02,$00,$02,$00,$02,$00 + +HandleChangeSize + ldy PlayerAnimCtrl ;get animation frame control + lda FrameCounter + and #%00000011 ;get frame counter and execute this code every + bne GorSLog ;fourth frame, otherwise branch ahead + iny ;increment frame control + cpy #$0a ;check for preset upper extent + bcc CSzNext ;if not there yet, skip ahead to use + ldy #$00 ;otherwise initialize both grow/shrink flag + sty PlayerChangeSizeFlag ;and animation frame control +CSzNext sty PlayerAnimCtrl ;store proper frame control +GorSLog lda PlayerSize ;get player's size + bne ShrinkPlayer ;if player small, skip ahead to next part + lda ChangeSizeOffsetAdder,y ;get offset adder based on frame control as offset + ldy #$0f ;load offset for player growing + +GetOffsetFromAnimCtrl + asl ;multiply animation frame control + asl ;by eight to get proper amount + asl ;to add to our offset + adc PlayerGfxTblOffsets,y ;add to offset to graphics table + rts ;and return with result in A + +ShrinkPlayer + tya ;add ten bytes to frame control as offset + clc + adc #$0a ;this thing apparently uses two of the swimming frames + tax ;to draw the player shrinking + ldy #$09 ;load offset for small player swimming + lda ChangeSizeOffsetAdder,x ;get what would normally be offset adder + bne ShrPlF ;and branch to use offset if nonzero + ldy #$01 ;otherwise load offset for big player swimming +ShrPlF lda PlayerGfxTblOffsets,y ;get offset to graphics table based on offset loaded + rts ;and leave + +ChkForPlayerAttrib + ldy Player_SprDataOffset ;get sprite data offset + lda GameEngineSubroutine + cmp #$0b ;if executing specific game engine routine, + beq KilledAtt ;branch to change third and fourth row OAM attributes + lda PlayerGfxOffset ;get graphics table offset + cmp #$50 + beq C_S_IGAtt ;if crouch offset, either standing offset, + cmp #$b8 ;or intermediate growing offset, + beq C_S_IGAtt ;go ahead and execute code to change + cmp #$c0 ;fourth row OAM attributes only + beq C_S_IGAtt + cmp #$c8 + bne ExPlyrAt ;if none of these, branch to leave +KilledAtt lda Sprite_Attributes+16,y + and #%00111111 ;mask out horizontal and vertical flip bits + sta Sprite_Attributes+16,y ;for third row sprites and save + lda Sprite_Attributes+20,y + and #%00111111 + ora #%01000000 ;set horizontal flip bit for second + sta Sprite_Attributes+20,y ;sprite in the third row +C_S_IGAtt lda Sprite_Attributes+24,y + and #%00111111 ;mask out horizontal and vertical flip bits + sta Sprite_Attributes+24,y ;for fourth row sprites and save + lda Sprite_Attributes+28,y + and #%00111111 + ora #%01000000 ;set horizontal flip bit for second + sta Sprite_Attributes+28,y ;sprite in the fourth row +ExPlyrAt rts ;leave + +;------------------------------------------------------------------------------------- +;$00 - used in adding to get proper offset + +RelativePlayerPosition + ldx #$00 ;set offsets for relative cooordinates + ldy #$00 ;routine to correspond to player object + jmp RelWOfs ;get the coordinates + +RelativeBubblePosition + ldy #$01 ;set for air bubble offsets + jsr GetProperObjOffset ;modify X to get proper air bubble offset + ldy #$03 + jmp RelWOfs ;get the coordinates + +RelativeFireballPosition + ldy #$00 ;set for fireball offsets + jsr GetProperObjOffset ;modify X to get proper fireball offset + ldy #$02 +RelWOfs jsr GetObjRelativePosition ;get the coordinates + ldx ObjectOffset ;return original offset + rts ;leave + +RelativeMiscPosition + ldy #$02 ;set for misc object offsets + jsr GetProperObjOffset ;modify X to get proper misc object offset + ldy #$06 + jmp RelWOfs ;get the coordinates + +RelativeEnemyPosition + lda #$01 ;get coordinates of enemy object + ldy #$01 ;relative to the screen + jmp VariableObjOfsRelPos + +RelativeBlockPosition + lda #$09 ;get coordinates of one block object + ldy #$04 ;relative to the screen + jsr VariableObjOfsRelPos + inx ;adjust offset for other block object if any + inx + lda #$09 + iny ;adjust other and get coordinates for other one + +VariableObjOfsRelPos + stx $00 ;store value to add to A here + clc + adc $00 ;add A to value stored + tax ;use as enemy offset + jsr GetObjRelativePosition + ldx ObjectOffset ;reload old object offset and leave + rts + +GetObjRelativePosition + lda SprObject_Y_Position,x ;load vertical coordinate low + sta SprObject_Rel_YPos,y ;store here + lda SprObject_X_Position,x ;load horizontal coordinate + sec ;subtract left edge coordinate + sbc ScreenLeft_X_Pos + sta SprObject_Rel_XPos,y ;store result here + rts + +;------------------------------------------------------------------------------------- +;$00 - used as temp variable to hold offscreen bits + +GetPlayerOffscreenBits + ldx #$00 ;set offsets for player-specific variables + ldy #$00 ;and get offscreen information about player + jmp GetOffScreenBitsSet + +GetFireballOffscreenBits + ldy #$00 ;set for fireball offsets + jsr GetProperObjOffset ;modify X to get proper fireball offset + ldy #$02 ;set other offset for fireball's offscreen bits + jmp GetOffScreenBitsSet ;and get offscreen information about fireball + +GetBubbleOffscreenBits + ldy #$01 ;set for air bubble offsets + jsr GetProperObjOffset ;modify X to get proper air bubble offset + ldy #$03 ;set other offset for airbubble's offscreen bits + jmp GetOffScreenBitsSet ;and get offscreen information about air bubble + +GetMiscOffscreenBits + ldy #$02 ;set for misc object offsets + jsr GetProperObjOffset ;modify X to get proper misc object offset + ldy #$06 ;set other offset for misc object's offscreen bits + jmp GetOffScreenBitsSet ;and get offscreen information about misc object + +ObjOffsetData + db $07,$16,$0d + +GetProperObjOffset + txa ;move offset to A + clc + adc ObjOffsetData,y ;add amount of bytes to offset depending on setting in Y + tax ;put back in X and leave + rts + +GetEnemyOffscreenBits + lda #$01 ;set A to add 1 byte in order to get enemy offset + ldy #$01 ;set Y to put offscreen bits in Enemy_OffscreenBits + jmp SetOffscrBitsOffset + +GetBlockOffscreenBits + lda #$09 ;set A to add 9 bytes in order to get block obj offset + ldy #$04 ;set Y to put offscreen bits in Block_OffscreenBits + +SetOffscrBitsOffset + stx $00 + clc ;add contents of X to A to get + adc $00 ;appropriate offset, then give back to X + tax + +GetOffScreenBitsSet + tya ;save offscreen bits offset to stack for now + pha + jsr RunOffscrBitsSubs + asl ;move low nybble to high nybble + asl + asl + asl + ora $00 ;mask together with previously saved low nybble + sta $00 ;store both here + pla ;get offscreen bits offset from stack + tay + lda $00 ;get value here and store elsewhere + sta SprObject_OffscrBits,y + ldx ObjectOffset + rts + +RunOffscrBitsSubs + jsr GetXOffscreenBits ;do subroutine here + lsr ;move high nybble to low + lsr + lsr + lsr + sta $00 ;store here + jmp GetYOffscreenBits + +;-------------------------------- +;(these apply to these three subsections) +;$04 - used to store proper offset +;$05 - used as adder in DividePDiff +;$06 - used to store preset value used to compare to pixel difference in $07 +;$07 - used to store difference between coordinates of object and screen edges + +XOffscreenBitsData + db $7f,$3f,$1f,$0f,$07,$03,$01,$00 + db $80,$c0,$e0,$f0,$f8,$fc,$fe,$ff + +DefaultXOnscreenOfs + db $07,$0f,$07 + +GetXOffscreenBits + stx $04 ;save position in buffer to here + ldy #$01 ;start with right side of screen +XOfsLoop lda ScreenEdge_X_Pos,y ;get pixel coordinate of edge + sec ;get difference between pixel coordinate of edge + sbc SprObject_X_Position,x ;and pixel coordinate of object position + sta $07 ;store here + lda ScreenEdge_PageLoc,y ;get page location of edge + sbc SprObject_PageLoc,x ;subtract from page location of object position + ldx DefaultXOnscreenOfs,y ;load offset value here + cmp #$00 + bmi XLdBData ;if beyond right edge or in front of left edge, branch + ldx DefaultXOnscreenOfs+1,y ;if not, load alternate offset value here + cmp #$01 + bpl XLdBData ;if one page or more to the left of either edge, branch + lda #$38 ;if no branching, load value here and store + sta $06 + lda #$08 ;load some other value and execute subroutine + jsr DividePDiff +XLdBData lda XOffscreenBitsData,x ;get bits here + ldx $04 ;reobtain position in buffer + cmp #$00 ;if bits not zero, branch to leave + bne ExXOfsBS + dey ;otherwise, do left side of screen now + bpl XOfsLoop ;branch if not already done with left side +ExXOfsBS rts + +;-------------------------------- + +YOffscreenBitsData + db $00,$08,$0c,$0e + db $0f,$07,$03,$01 + db $00 + +DefaultYOnscreenOfs + db $04,$00,$04 + +HighPosUnitData + db $ff,$00 + +GetYOffscreenBits + stx $04 ;save position in buffer to here + ldy #$01 ;start with top of screen +YOfsLoop lda HighPosUnitData,y ;load coordinate for edge of vertical unit + sec + sbc SprObject_Y_Position,x ;subtract from vertical coordinate of object + sta $07 ;store here + lda #$01 ;subtract one from vertical high byte of object + sbc SprObject_Y_HighPos,x + ldx DefaultYOnscreenOfs,y ;load offset value here + cmp #$00 + bmi YLdBData ;if under top of the screen or beyond bottom, branch + ldx DefaultYOnscreenOfs+1,y ;if not, load alternate offset value here + cmp #$01 + bpl YLdBData ;if one vertical unit or more above the screen, branch + lda #$20 ;if no branching, load value here and store + sta $06 + lda #$04 ;load some other value and execute subroutine + jsr DividePDiff +YLdBData lda YOffscreenBitsData,x ;get offscreen data bits using offset + ldx $04 ;reobtain position in buffer + cmp #$00 + bne ExYOfsBS ;if bits not zero, branch to leave + dey ;otherwise, do bottom of the screen now + bpl YOfsLoop +ExYOfsBS rts + +;-------------------------------- + +DividePDiff + sta $05 ;store current value in A here + lda $07 ;get pixel difference + cmp $06 ;compare to preset value + bcs ExDivPD ;if pixel difference >= preset value, branch + lsr ;divide by eight + lsr + lsr + and #$07 ;mask out all but 3 LSB + cpy #$01 ;right side of the screen or top? + bcs SetOscrO ;if so, branch, use difference / 8 as offset + adc $05 ;if not, add value to difference / 8 +SetOscrO tax ;use as offset +ExDivPD rts ;leave + +;------------------------------------------------------------------------------------- +;$00-$01 - tile numbers +;$02 - Y coordinate +;$03 - flip control +;$04 - sprite attributes +;$05 - X coordinate + +DrawSpriteObject + lda $03 ;get saved flip control bits + lsr + lsr ;move d1 into carry + lda $00 + bcc NoHFlip ;if d1 not set, branch + sta Sprite_Tilenumber+4,y ;store first tile into second sprite + lda $01 ;and second into first sprite + sta Sprite_Tilenumber,y + lda #$40 ;activate horizontal flip OAM attribute + bne SetHFAt ;and unconditionally branch +NoHFlip sta Sprite_Tilenumber,y ;store first tile into first sprite + lda $01 ;and second into second sprite + sta Sprite_Tilenumber+4,y + lda #$00 ;clear bit for horizontal flip +SetHFAt ora $04 ;add other OAM attributes if necessary + sta Sprite_Attributes,y ;store sprite attributes + sta Sprite_Attributes+4,y + lda $02 ;now the y coordinates + sta Sprite_Y_Position,y ;note because they are + sta Sprite_Y_Position+4,y ;side by side, they are the same + lda $05 + sta Sprite_X_Position,y ;store x coordinate, then + clc ;add 8 pixels and store another to + adc #$08 ;put them side by side + sta Sprite_X_Position+4,y + lda $02 ;add eight pixels to the next y + clc ;coordinate + adc #$08 + sta $02 + tya ;add eight to the offset in Y to + clc ;move to the next two sprites + adc #$08 + tay + inx ;increment offset to return it to the + inx ;routine that called this subroutine + rts + +;------------------------------------------------------------------------------------- + +;unused space + db $ff,$ff,$ff,$ff,$ff,$ff + +;------------------------------------------------------------------------------------- + +SoundEngine + lda OperMode ;are we in title screen mode? + bne SndOn + sta SND_MASTERCTRL_REG ;if so, disable sound and leave + rts +SndOn lda #$ff + sta JOYPAD_PORT2 ;disable irqs and set frame counter mode??? + lda #$0f + sta SND_MASTERCTRL_REG ;enable first four channels + lda PauseModeFlag ;is sound already in pause mode? + bne InPause + lda PauseSoundQueue ;if not, check pause sfx queue + cmp #$01 + bne RunSoundSubroutines ;if queue is empty, skip pause mode routine +InPause lda PauseSoundBuffer ;check pause sfx buffer + bne ContPau + lda PauseSoundQueue ;check pause queue + beq SkipSoundSubroutines + sta PauseSoundBuffer ;if queue full, store in buffer and activate + sta PauseModeFlag ;pause mode to interrupt game sounds + lda #$00 ;disable sound and clear sfx buffers + sta SND_MASTERCTRL_REG + sta Square1SoundBuffer + sta Square2SoundBuffer + sta NoiseSoundBuffer + lda #$0f + sta SND_MASTERCTRL_REG ;enable sound again + lda #$2a ;store length of sound in pause counter + sta Squ1_SfxLenCounter +PTone1F lda #$44 ;play first tone + bne PTRegC ;unconditional branch +ContPau lda Squ1_SfxLenCounter ;check pause length left + cmp #$24 ;time to play second? + beq PTone2F + cmp #$1e ;time to play first again? + beq PTone1F + cmp #$18 ;time to play second again? + bne DecPauC ;only load regs during times, otherwise skip +PTone2F lda #$64 ;store reg contents and play the pause sfx +PTRegC ldx #$84 + ldy #$7f + jsr PlaySqu1Sfx +DecPauC dec Squ1_SfxLenCounter ;decrement pause sfx counter + bne SkipSoundSubroutines + lda #$00 ;disable sound if in pause mode and + sta SND_MASTERCTRL_REG ;not currently playing the pause sfx + lda PauseSoundBuffer ;if no longer playing pause sfx, check to see + cmp #$02 ;if we need to be playing sound again + bne SkipPIn + lda #$00 ;clear pause mode to allow game sounds again + sta PauseModeFlag +SkipPIn lda #$00 ;clear pause sfx buffer + sta PauseSoundBuffer + beq SkipSoundSubroutines + +RunSoundSubroutines + jsr Square1SfxHandler ;play sfx on square channel 1 + jsr Square2SfxHandler ; '' '' '' square channel 2 + jsr NoiseSfxHandler ; '' '' '' noise channel + jsr MusicHandler ;play music on all channels + lda #$00 ;clear the music queues + sta AreaMusicQueue + sta EventMusicQueue + +SkipSoundSubroutines + lda #$00 ;clear the sound effects queues + sta Square1SoundQueue + sta Square2SoundQueue + sta NoiseSoundQueue + sta PauseSoundQueue + ldy DAC_Counter ;load some sort of counter + lda AreaMusicBuffer + and #%00000011 ;check for specific music + beq NoIncDAC + inc DAC_Counter ;increment and check counter + cpy #$30 + bcc StrWave ;if not there yet, just store it +NoIncDAC tya + beq StrWave ;if we are at zero, do not decrement + dec DAC_Counter ;decrement counter +StrWave sty SND_DELTA_REG+1 ;store into DMC load register (??) + rts ;we are done here + +;-------------------------------- + +Dump_Squ1_Regs + sty SND_SQUARE1_REG+1 ;dump the contents of X and Y into square 1's control regs + stx SND_SQUARE1_REG + rts + +PlaySqu1Sfx + jsr Dump_Squ1_Regs ;do sub to set ctrl regs for square 1, then set frequency regs + +SetFreq_Squ1 + ldx #$00 ;set frequency reg offset for square 1 sound channel + +Dump_Freq_Regs + tay + lda FreqRegLookupTbl+1,y ;use previous contents of A for sound reg offset + beq NoTone ;if zero, then do not load + sta SND_REGISTER+2,x ;first byte goes into LSB of frequency divider + lda FreqRegLookupTbl,y ;second byte goes into 3 MSB plus extra bit for + ora #%00001000 ;length counter + sta SND_REGISTER+3,x +NoTone rts + +Dump_Sq2_Regs + stx SND_SQUARE2_REG ;dump the contents of X and Y into square 2's control regs + sty SND_SQUARE2_REG+1 + rts + +PlaySqu2Sfx + jsr Dump_Sq2_Regs ;do sub to set ctrl regs for square 2, then set frequency regs + +SetFreq_Squ2 + ldx #$04 ;set frequency reg offset for square 2 sound channel + bne Dump_Freq_Regs ;unconditional branch + +SetFreq_Tri + ldx #$08 ;set frequency reg offset for triangle sound channel + bne Dump_Freq_Regs ;unconditional branch + +;-------------------------------- + +SwimStompEnvelopeData + db $9f,$9b,$98,$96,$95,$94,$92,$90 + db $90,$9a,$97,$95,$93,$92 + +PlayFlagpoleSlide + lda #$40 ;store length of flagpole sound + sta Squ1_SfxLenCounter + lda #$62 ;load part of reg contents for flagpole sound + jsr SetFreq_Squ1 + ldx #$99 ;now load the rest + bne FPS2nd + +PlaySmallJump + lda #$26 ;branch here for small mario jumping sound + bne JumpRegContents + +PlayBigJump + lda #$18 ;branch here for big mario jumping sound + +JumpRegContents + ldx #$82 ;note that small and big jump borrow each others' reg contents + ldy #$a7 ;anyway, this loads the first part of mario's jumping sound + jsr PlaySqu1Sfx + lda #$28 ;store length of sfx for both jumping sounds + sta Squ1_SfxLenCounter ;then continue on here + +ContinueSndJump + lda Squ1_SfxLenCounter ;jumping sounds seem to be composed of three parts + cmp #$25 ;check for time to play second part yet + bne N2Prt + ldx #$5f ;load second part + ldy #$f6 + bne DmpJpFPS ;unconditional branch +N2Prt cmp #$20 ;check for third part + bne DecJpFPS + ldx #$48 ;load third part +FPS2nd ldy #$bc ;the flagpole slide sound shares part of third part +DmpJpFPS jsr Dump_Squ1_Regs + bne DecJpFPS ;unconditional branch outta here + +PlayFireballThrow + lda #$05 + ldy #$99 ;load reg contents for fireball throw sound + bne Fthrow ;unconditional branch + +PlayBump + lda #$0a ;load length of sfx and reg contents for bump sound + ldy #$93 +Fthrow ldx #$9e ;the fireball sound shares reg contents with the bump sound + sta Squ1_SfxLenCounter + lda #$0c ;load offset for bump sound + jsr PlaySqu1Sfx + +ContinueBumpThrow + lda Squ1_SfxLenCounter ;check for second part of bump sound + cmp #$06 + bne DecJpFPS + lda #$bb ;load second part directly + sta SND_SQUARE1_REG+1 +DecJpFPS bne BranchToDecLength1 ;unconditional branch + + +Square1SfxHandler + ldy Square1SoundQueue ;check for sfx in queue + beq CheckSfx1Buffer + sty Square1SoundBuffer ;if found, put in buffer + bmi PlaySmallJump ;small jump + lsr Square1SoundQueue + bcs PlayBigJump ;big jump + lsr Square1SoundQueue + bcs PlayBump ;bump + lsr Square1SoundQueue + bcs PlaySwimStomp ;swim/stomp + lsr Square1SoundQueue + bcs PlaySmackEnemy ;smack enemy + lsr Square1SoundQueue + bcs PlayPipeDownInj ;pipedown/injury + lsr Square1SoundQueue + bcs PlayFireballThrow ;fireball throw + lsr Square1SoundQueue + bcs PlayFlagpoleSlide ;slide flagpole + +CheckSfx1Buffer + lda Square1SoundBuffer ;check for sfx in buffer + beq ExS1H ;if not found, exit sub + bmi ContinueSndJump ;small mario jump + lsr + bcs ContinueSndJump ;big mario jump + lsr + bcs ContinueBumpThrow ;bump + lsr + bcs ContinueSwimStomp ;swim/stomp + lsr + bcs ContinueSmackEnemy ;smack enemy + lsr + bcs ContinuePipeDownInj ;pipedown/injury + lsr + bcs ContinueBumpThrow ;fireball throw + lsr + bcs DecrementSfx1Length ;slide flagpole +ExS1H rts + +PlaySwimStomp + lda #$0e ;store length of swim/stomp sound + sta Squ1_SfxLenCounter + ldy #$9c ;store reg contents for swim/stomp sound + ldx #$9e + lda #$26 + jsr PlaySqu1Sfx + +ContinueSwimStomp + ldy Squ1_SfxLenCounter ;look up reg contents in data section based on + lda SwimStompEnvelopeData-1,y ;length of sound left, used to control sound's + sta SND_SQUARE1_REG ;envelope + cpy #$06 + bne BranchToDecLength1 + lda #$9e ;when the length counts down to a certain point, put this + sta SND_SQUARE1_REG+2 ;directly into the LSB of square 1's frequency divider + +BranchToDecLength1 + bne DecrementSfx1Length ;unconditional branch (regardless of how we got here) + +PlaySmackEnemy + lda #$0e ;store length of smack enemy sound + ldy #$cb + ldx #$9f + sta Squ1_SfxLenCounter + lda #$28 ;store reg contents for smack enemy sound + jsr PlaySqu1Sfx + bne DecrementSfx1Length ;unconditional branch + +ContinueSmackEnemy + ldy Squ1_SfxLenCounter ;check about halfway through + cpy #$08 + bne SmSpc + lda #$a0 ;if we're at the about-halfway point, make the second tone + sta SND_SQUARE1_REG+2 ;in the smack enemy sound + lda #$9f + bne SmTick +SmSpc lda #$90 ;this creates spaces in the sound, giving it its distinct noise +SmTick sta SND_SQUARE1_REG + +DecrementSfx1Length + dec Squ1_SfxLenCounter ;decrement length of sfx + bne ExSfx1 + +StopSquare1Sfx + ldx #$00 ;if end of sfx reached, clear buffer + stx $f1 ;and stop making the sfx + ldx #$0e + stx SND_MASTERCTRL_REG + ldx #$0f + stx SND_MASTERCTRL_REG +ExSfx1 rts + +PlayPipeDownInj + lda #$2f ;load length of pipedown sound + sta Squ1_SfxLenCounter + +ContinuePipeDownInj + lda Squ1_SfxLenCounter ;some bitwise logic, forces the regs + lsr ;to be written to only during six specific times + bcs NoPDwnL ;during which d3 must be set and d1-0 must be clear + lsr + bcs NoPDwnL + and #%00000010 + beq NoPDwnL + ldy #$91 ;and this is where it actually gets written in + ldx #$9a + lda #$44 + jsr PlaySqu1Sfx +NoPDwnL jmp DecrementSfx1Length + +;-------------------------------- + +ExtraLifeFreqData + db $58,$02,$54,$56,$4e,$44 + +PowerUpGrabFreqData + db $4c,$52,$4c,$48,$3e,$36,$3e,$36,$30 + db $28,$4a,$50,$4a,$64,$3c,$32,$3c,$32 + db $2c,$24,$3a,$64,$3a,$34,$2c,$22,$2c + +;residual frequency data + db $22,$1c,$14 + +PUp_VGrow_FreqData + db $14,$04,$22,$24,$16,$04,$24,$26 ;used by both + db $18,$04,$26,$28,$1a,$04,$28,$2a + db $1c,$04,$2a,$2c,$1e,$04,$2c,$2e ;used by vinegrow + db $20,$04,$2e,$30,$22,$04,$30,$32 + +PlayCoinGrab + lda #$35 ;load length of coin grab sound + ldx #$8d ;and part of reg contents + bne CGrab_TTickRegL + +PlayTimerTick + lda #$06 ;load length of timer tick sound + ldx #$98 ;and part of reg contents + +CGrab_TTickRegL + sta Squ2_SfxLenCounter + ldy #$7f ;load the rest of reg contents + lda #$42 ;of coin grab and timer tick sound + jsr PlaySqu2Sfx + +ContinueCGrabTTick + lda Squ2_SfxLenCounter ;check for time to play second tone yet + cmp #$30 ;timer tick sound also executes this, not sure why + bne N2Tone + lda #$54 ;if so, load the tone directly into the reg + sta SND_SQUARE2_REG+2 +N2Tone bne DecrementSfx2Length + +PlayBlast + lda #$20 ;load length of fireworks/gunfire sound + sta Squ2_SfxLenCounter + ldy #$94 ;load reg contents of fireworks/gunfire sound + lda #$5e + bne SBlasJ + +ContinueBlast + lda Squ2_SfxLenCounter ;check for time to play second part + cmp #$18 + bne DecrementSfx2Length + ldy #$93 ;load second part reg contents then + lda #$18 +SBlasJ bne BlstSJp ;unconditional branch to load rest of reg contents + +PlayPowerUpGrab + lda #$36 ;load length of power-up grab sound + sta Squ2_SfxLenCounter + +ContinuePowerUpGrab + lda Squ2_SfxLenCounter ;load frequency reg based on length left over + lsr ;divide by 2 + bcs DecrementSfx2Length ;alter frequency every other frame + tay + lda PowerUpGrabFreqData-1,y ;use length left over / 2 for frequency offset + ldx #$5d ;store reg contents of power-up grab sound + ldy #$7f + +LoadSqu2Regs + jsr PlaySqu2Sfx + +DecrementSfx2Length + dec Squ2_SfxLenCounter ;decrement length of sfx + bne ExSfx2 + +EmptySfx2Buffer + ldx #$00 ;initialize square 2's sound effects buffer + stx Square2SoundBuffer + +StopSquare2Sfx + ldx #$0d ;stop playing the sfx + stx SND_MASTERCTRL_REG + ldx #$0f + stx SND_MASTERCTRL_REG +ExSfx2 rts + +Square2SfxHandler + lda Square2SoundBuffer ;special handling for the 1-up sound to keep it + and #Sfx_ExtraLife ;from being interrupted by other sounds on square 2 + bne ContinueExtraLife + ldy Square2SoundQueue ;check for sfx in queue + beq CheckSfx2Buffer + sty Square2SoundBuffer ;if found, put in buffer and check for the following + bmi PlayBowserFall ;bowser fall + lsr Square2SoundQueue + bcs PlayCoinGrab ;coin grab + lsr Square2SoundQueue + bcs PlayGrowPowerUp ;power-up reveal + lsr Square2SoundQueue + bcs PlayGrowVine ;vine grow + lsr Square2SoundQueue + bcs PlayBlast ;fireworks/gunfire + lsr Square2SoundQueue + bcs PlayTimerTick ;timer tick + lsr Square2SoundQueue + bcs PlayPowerUpGrab ;power-up grab + lsr Square2SoundQueue + bcs PlayExtraLife ;1-up + +CheckSfx2Buffer + lda Square2SoundBuffer ;check for sfx in buffer + beq ExS2H ;if not found, exit sub + bmi ContinueBowserFall ;bowser fall + lsr + bcs Cont_CGrab_TTick ;coin grab + lsr + bcs ContinueGrowItems ;power-up reveal + lsr + bcs ContinueGrowItems ;vine grow + lsr + bcs ContinueBlast ;fireworks/gunfire + lsr + bcs Cont_CGrab_TTick ;timer tick + lsr + bcs ContinuePowerUpGrab ;power-up grab + lsr + bcs ContinueExtraLife ;1-up +ExS2H rts + +Cont_CGrab_TTick + jmp ContinueCGrabTTick + +JumpToDecLength2 + jmp DecrementSfx2Length + +PlayBowserFall + lda #$38 ;load length of bowser defeat sound + sta Squ2_SfxLenCounter + ldy #$c4 ;load contents of reg for bowser defeat sound + lda #$18 +BlstSJp bne PBFRegs + +ContinueBowserFall + lda Squ2_SfxLenCounter ;check for almost near the end + cmp #$08 + bne DecrementSfx2Length + ldy #$a4 ;if so, load the rest of reg contents for bowser defeat sound + lda #$5a +PBFRegs ldx #$9f ;the fireworks/gunfire sound shares part of reg contents here +EL_LRegs bne LoadSqu2Regs ;this is an unconditional branch outta here + +PlayExtraLife + lda #$30 ;load length of 1-up sound + sta Squ2_SfxLenCounter + +ContinueExtraLife + lda Squ2_SfxLenCounter + ldx #$03 ;load new tones only every eight frames +DivLLoop lsr + bcs JumpToDecLength2 ;if any bits set here, branch to dec the length + dex + bne DivLLoop ;do this until all bits checked, if none set, continue + tay + lda ExtraLifeFreqData-1,y ;load our reg contents + ldx #$82 + ldy #$7f + bne EL_LRegs ;unconditional branch + +PlayGrowPowerUp + lda #$10 ;load length of power-up reveal sound + bne GrowItemRegs + +PlayGrowVine + lda #$20 ;load length of vine grow sound + +GrowItemRegs + sta Squ2_SfxLenCounter + lda #$7f ;load contents of reg for both sounds directly + sta SND_SQUARE2_REG+1 + lda #$00 ;start secondary counter for both sounds + sta Sfx_SecondaryCounter + +ContinueGrowItems + inc Sfx_SecondaryCounter ;increment secondary counter for both sounds + lda Sfx_SecondaryCounter ;this sound doesn't decrement the usual counter + lsr ;divide by 2 to get the offset + tay + cpy Squ2_SfxLenCounter ;have we reached the end yet? + beq StopGrowItems ;if so, branch to jump, and stop playing sounds + lda #$9d ;load contents of other reg directly + sta SND_SQUARE2_REG + lda PUp_VGrow_FreqData,y ;use secondary counter / 2 as offset for frequency regs + jsr SetFreq_Squ2 + rts + +StopGrowItems + jmp EmptySfx2Buffer ;branch to stop playing sounds + +;-------------------------------- + +BrickShatterFreqData + db $01,$0e,$0e,$0d,$0b,$06,$0c,$0f + db $0a,$09,$03,$0d,$08,$0d,$06,$0c + +PlayBrickShatter + lda #$20 ;load length of brick shatter sound + sta Noise_SfxLenCounter + +ContinueBrickShatter + lda Noise_SfxLenCounter + lsr ;divide by 2 and check for bit set to use offset + bcc DecrementSfx3Length + tay + ldx BrickShatterFreqData,y ;load reg contents of brick shatter sound + lda BrickShatterEnvData,y + +PlayNoiseSfx + sta SND_NOISE_REG ;play the sfx + stx SND_NOISE_REG+2 + lda #$18 + sta SND_NOISE_REG+3 + +DecrementSfx3Length + dec Noise_SfxLenCounter ;decrement length of sfx + bne ExSfx3 + lda #$f0 ;if done, stop playing the sfx + sta SND_NOISE_REG + lda #$00 + sta NoiseSoundBuffer +ExSfx3 rts + +NoiseSfxHandler + ldy NoiseSoundQueue ;check for sfx in queue + beq CheckNoiseBuffer + sty NoiseSoundBuffer ;if found, put in buffer + lsr NoiseSoundQueue + bcs PlayBrickShatter ;brick shatter + lsr NoiseSoundQueue + bcs PlayBowserFlame ;bowser flame + +CheckNoiseBuffer + lda NoiseSoundBuffer ;check for sfx in buffer + beq ExNH ;if not found, exit sub + lsr + bcs ContinueBrickShatter ;brick shatter + lsr + bcs ContinueBowserFlame ;bowser flame +ExNH rts + +PlayBowserFlame + lda #$40 ;load length of bowser flame sound + sta Noise_SfxLenCounter + +ContinueBowserFlame + lda Noise_SfxLenCounter + lsr + tay + ldx #$0f ;load reg contents of bowser flame sound + lda BowserFlameEnvData-1,y + bne PlayNoiseSfx ;unconditional branch here + +;-------------------------------- + +ContinueMusic + jmp HandleSquare2Music ;if we have music, start with square 2 channel + +MusicHandler + lda EventMusicQueue ;check event music queue + bne LoadEventMusic + lda AreaMusicQueue ;check area music queue + bne LoadAreaMusic + lda EventMusicBuffer ;check both buffers + ora AreaMusicBuffer + bne ContinueMusic + rts ;no music, then leave + +LoadEventMusic + sta EventMusicBuffer ;copy event music queue contents to buffer + cmp #DeathMusic ;is it death music? + bne NoStopSfx ;if not, jump elsewhere + jsr StopSquare1Sfx ;stop sfx in square 1 and 2 + jsr StopSquare2Sfx ;but clear only square 1's sfx buffer +NoStopSfx ldx AreaMusicBuffer + stx AreaMusicBuffer_Alt ;save current area music buffer to be re-obtained later + ldy #$00 + sty NoteLengthTblAdder ;default value for additional length byte offset + sty AreaMusicBuffer ;clear area music buffer + cmp #TimeRunningOutMusic ;is it time running out music? + bne FindEventMusicHeader + ldx #$08 ;load offset to be added to length byte of header + stx NoteLengthTblAdder + bne FindEventMusicHeader ;unconditional branch + +LoadAreaMusic + cmp #$04 ;is it underground music? + bne NoStop1 ;no, do not stop square 1 sfx + jsr StopSquare1Sfx +NoStop1 ldy #$10 ;start counter used only by ground level music +GMLoopB sty GroundMusicHeaderOfs + +HandleAreaMusicLoopB + ldy #$00 ;clear event music buffer + sty EventMusicBuffer + sta AreaMusicBuffer ;copy area music queue contents to buffer + cmp #$01 ;is it ground level music? + bne FindAreaMusicHeader + inc GroundMusicHeaderOfs ;increment but only if playing ground level music + ldy GroundMusicHeaderOfs ;is it time to loopback ground level music? + cpy #$32 + bne LoadHeader ;branch ahead with alternate offset + ldy #$11 + bne GMLoopB ;unconditional branch + +FindAreaMusicHeader + ldy #$08 ;load Y for offset of area music + sty MusicOffset_Square2 ;residual instruction here + +FindEventMusicHeader + iny ;increment Y pointer based on previously loaded queue contents + lsr ;bit shift and increment until we find a set bit for music + bcc FindEventMusicHeader + +LoadHeader + lda MusicHeaderOffsetData,y ;load offset for header + tay + lda MusicHeaderData,y ;now load the header + sta NoteLenLookupTblOfs + lda MusicHeaderData+1,y + sta MusicDataLow + lda MusicHeaderData+2,y + sta MusicDataHigh + lda MusicHeaderData+3,y + sta MusicOffset_Triangle + lda MusicHeaderData+4,y + sta MusicOffset_Square1 + lda MusicHeaderData+5,y + sta MusicOffset_Noise + sta NoiseDataLoopbackOfs + lda #$01 ;initialize music note counters + sta Squ2_NoteLenCounter + sta Squ1_NoteLenCounter + sta Tri_NoteLenCounter + sta Noise_BeatLenCounter + lda #$00 ;initialize music data offset for square 2 + sta MusicOffset_Square2 + sta AltRegContentFlag ;initialize alternate control reg data used by square 1 + lda #$0b ;disable triangle channel and reenable it + sta SND_MASTERCTRL_REG + lda #$0f + sta SND_MASTERCTRL_REG + +HandleSquare2Music + dec Squ2_NoteLenCounter ;decrement square 2 note length + bne MiscSqu2MusicTasks ;is it time for more data? if not, branch to end tasks + ldy MusicOffset_Square2 ;increment square 2 music offset and fetch data + inc MusicOffset_Square2 + lda (MusicData),y + beq EndOfMusicData ;if zero, the data is a null terminator + bpl Squ2NoteHandler ;if non-negative, data is a note + bne Squ2LengthHandler ;otherwise it is length data + +EndOfMusicData + lda EventMusicBuffer ;check secondary buffer for time running out music + cmp #TimeRunningOutMusic + bne NotTRO + lda AreaMusicBuffer_Alt ;load previously saved contents of primary buffer + bne MusicLoopBack ;and start playing the song again if there is one +NotTRO and #VictoryMusic ;check for victory music (the only secondary that loops) + bne VictoryMLoopBack + lda AreaMusicBuffer ;check primary buffer for any music except pipe intro + and #%01011111 + bne MusicLoopBack ;if any area music except pipe intro, music loops + lda #$00 ;clear primary and secondary buffers and initialize + sta AreaMusicBuffer ;control regs of square and triangle channels + sta EventMusicBuffer + sta SND_TRIANGLE_REG + lda #$90 + sta SND_SQUARE1_REG + sta SND_SQUARE2_REG + rts + +MusicLoopBack + jmp HandleAreaMusicLoopB + +VictoryMLoopBack + jmp LoadEventMusic + +Squ2LengthHandler + jsr ProcessLengthData ;store length of note + sta Squ2_NoteLenBuffer + ldy MusicOffset_Square2 ;fetch another byte (MUST NOT BE LENGTH BYTE!) + inc MusicOffset_Square2 + lda (MusicData),y + +Squ2NoteHandler + ldx Square2SoundBuffer ;is there a sound playing on this channel? + bne SkipFqL1 + jsr SetFreq_Squ2 ;no, then play the note + beq Rest ;check to see if note is rest + jsr LoadControlRegs ;if not, load control regs for square 2 +Rest sta Squ2_EnvelopeDataCtrl ;save contents of A + jsr Dump_Sq2_Regs ;dump X and Y into square 2 control regs +SkipFqL1 lda Squ2_NoteLenBuffer ;save length in square 2 note counter + sta Squ2_NoteLenCounter + +MiscSqu2MusicTasks + lda Square2SoundBuffer ;is there a sound playing on square 2? + bne HandleSquare1Music + lda EventMusicBuffer ;check for death music or d4 set on secondary buffer + and #%10010001 ;note that regs for death music or d4 are loaded by default + bne HandleSquare1Music + ldy Squ2_EnvelopeDataCtrl ;check for contents saved from LoadControlRegs + beq NoDecEnv1 + dec Squ2_EnvelopeDataCtrl ;decrement unless already zero +NoDecEnv1 jsr LoadEnvelopeData ;do a load of envelope data to replace default + sta SND_SQUARE2_REG ;based on offset set by first load unless playing + ldx #$7f ;death music or d4 set on secondary buffer + stx SND_SQUARE2_REG+1 + +HandleSquare1Music + ldy MusicOffset_Square1 ;is there a nonzero offset here? + beq HandleTriangleMusic ;if not, skip ahead to the triangle channel + dec Squ1_NoteLenCounter ;decrement square 1 note length + bne MiscSqu1MusicTasks ;is it time for more data? + +FetchSqu1MusicData + ldy MusicOffset_Square1 ;increment square 1 music offset and fetch data + inc MusicOffset_Square1 + lda (MusicData),y + bne Squ1NoteHandler ;if nonzero, then skip this part + lda #$83 + sta SND_SQUARE1_REG ;store some data into control regs for square 1 + lda #$94 ;and fetch another byte of data, used to give + sta SND_SQUARE1_REG+1 ;death music its unique sound + sta AltRegContentFlag + bne FetchSqu1MusicData ;unconditional branch + +Squ1NoteHandler + jsr AlternateLengthHandler + sta Squ1_NoteLenCounter ;save contents of A in square 1 note counter + ldy Square1SoundBuffer ;is there a sound playing on square 1? + bne HandleTriangleMusic + txa + and #%00111110 ;change saved data to appropriate note format + jsr SetFreq_Squ1 ;play the note + beq SkipCtrlL + jsr LoadControlRegs +SkipCtrlL sta Squ1_EnvelopeDataCtrl ;save envelope offset + jsr Dump_Squ1_Regs + +MiscSqu1MusicTasks + lda Square1SoundBuffer ;is there a sound playing on square 1? + bne HandleTriangleMusic + lda EventMusicBuffer ;check for death music or d4 set on secondary buffer + and #%10010001 + bne DeathMAltReg + ldy Squ1_EnvelopeDataCtrl ;check saved envelope offset + beq NoDecEnv2 + dec Squ1_EnvelopeDataCtrl ;decrement unless already zero +NoDecEnv2 jsr LoadEnvelopeData ;do a load of envelope data + sta SND_SQUARE1_REG ;based on offset set by first load +DeathMAltReg lda AltRegContentFlag ;check for alternate control reg data + bne DoAltLoad + lda #$7f ;load this value if zero, the alternate value +DoAltLoad sta SND_SQUARE1_REG+1 ;if nonzero, and let's move on + +HandleTriangleMusic + lda MusicOffset_Triangle + dec Tri_NoteLenCounter ;decrement triangle note length + bne HandleNoiseMusic ;is it time for more data? + ldy MusicOffset_Triangle ;increment square 1 music offset and fetch data + inc MusicOffset_Triangle + lda (MusicData),y + beq LoadTriCtrlReg ;if zero, skip all this and move on to noise + bpl TriNoteHandler ;if non-negative, data is note + jsr ProcessLengthData ;otherwise, it is length data + sta Tri_NoteLenBuffer ;save contents of A + lda #$1f + sta SND_TRIANGLE_REG ;load some default data for triangle control reg + ldy MusicOffset_Triangle ;fetch another byte + inc MusicOffset_Triangle + lda (MusicData),y + beq LoadTriCtrlReg ;check once more for nonzero data + +TriNoteHandler + jsr SetFreq_Tri + ldx Tri_NoteLenBuffer ;save length in triangle note counter + stx Tri_NoteLenCounter + lda EventMusicBuffer + and #%01101110 ;check for death music or d4 set on secondary buffer + bne NotDOrD4 ;if playing any other secondary, skip primary buffer check + lda AreaMusicBuffer ;check primary buffer for water or castle level music + and #%00001010 + beq HandleNoiseMusic ;if playing any other primary, or death or d4, go on to noise routine +NotDOrD4 txa ;if playing water or castle music or any secondary + cmp #$12 ;besides death music or d4 set, check length of note + bcs LongN + lda EventMusicBuffer ;check for win castle music again if not playing a long note + and #EndOfCastleMusic + beq MediN + lda #$0f ;load value $0f if playing the win castle music and playing a short + bne LoadTriCtrlReg ;note, load value $1f if playing water or castle level music or any +MediN lda #$1f ;secondary besides death and d4 except win castle or win castle and playing + bne LoadTriCtrlReg ;a short note, and load value $ff if playing a long note on water, castle +LongN lda #$ff ;or any secondary (including win castle) except death and d4 + +LoadTriCtrlReg + sta SND_TRIANGLE_REG ;save final contents of A into control reg for triangle + +HandleNoiseMusic + lda AreaMusicBuffer ;check if playing underground or castle music + and #%11110011 + beq ExitMusicHandler ;if so, skip the noise routine + dec Noise_BeatLenCounter ;decrement noise beat length + bne ExitMusicHandler ;is it time for more data? + +FetchNoiseBeatData + ldy MusicOffset_Noise ;increment noise beat offset and fetch data + inc MusicOffset_Noise + lda (MusicData),y ;get noise beat data, if nonzero, branch to handle + bne NoiseBeatHandler + lda NoiseDataLoopbackOfs ;if data is zero, reload original noise beat offset + sta MusicOffset_Noise ;and loopback next time around + bne FetchNoiseBeatData ;unconditional branch + +NoiseBeatHandler + jsr AlternateLengthHandler + sta Noise_BeatLenCounter ;store length in noise beat counter + txa + and #%00111110 ;reload data and erase length bits + beq SilentBeat ;if no beat data, silence + cmp #$30 ;check the beat data and play the appropriate + beq LongBeat ;noise accordingly + cmp #$20 + beq StrongBeat + and #%00010000 + beq SilentBeat + lda #$1c ;short beat data + ldx #$03 + ldy #$18 + bne PlayBeat + +StrongBeat + lda #$1c ;strong beat data + ldx #$0c + ldy #$18 + bne PlayBeat + +LongBeat + lda #$1c ;long beat data + ldx #$03 + ldy #$58 + bne PlayBeat + +SilentBeat + lda #$10 ;silence + +PlayBeat + sta SND_NOISE_REG ;load beat data into noise regs + stx SND_NOISE_REG+2 + sty SND_NOISE_REG+3 + +ExitMusicHandler + rts + +AlternateLengthHandler + tax ;save a copy of original byte into X + ror ;save LSB from original byte into carry + txa ;reload original byte and rotate three times + rol ;turning xx00000x into 00000xxx, with the + rol ;bit in carry as the MSB here + rol + +ProcessLengthData + and #%00000111 ;clear all but the three LSBs + clc + adc $f0 ;add offset loaded from first header byte + adc NoteLengthTblAdder ;add extra if time running out music + tay + lda MusicLengthLookupTbl,y ;load length + rts + +LoadControlRegs + lda EventMusicBuffer ;check secondary buffer for win castle music + and #EndOfCastleMusic + beq NotECstlM + lda #$04 ;this value is only used for win castle music + bne AllMus ;unconditional branch +NotECstlM lda AreaMusicBuffer + and #%01111101 ;check primary buffer for water music + beq WaterMus + lda #$08 ;this is the default value for all other music + bne AllMus +WaterMus lda #$28 ;this value is used for water music and all other event music +AllMus ldx #$82 ;load contents of other sound regs for square 2 + ldy #$7f + rts + +LoadEnvelopeData + lda EventMusicBuffer ;check secondary buffer for win castle music + and #EndOfCastleMusic + beq LoadUsualEnvData + lda EndOfCastleMusicEnvData,y ;load data from offset for win castle music + rts + +LoadUsualEnvData + lda AreaMusicBuffer ;check primary buffer for water music + and #%01111101 + beq LoadWaterEventMusEnvData + lda AreaMusicEnvData,y ;load default data from offset for all other music + rts + +LoadWaterEventMusEnvData + lda WaterEventMusEnvData,y ;load data from offset for water music and all other event music + rts + +;-------------------------------- + +;music header offsets + +MusicHeaderData + db DeathMusHdr-MHD ;event music + db GameOverMusHdr-MHD + db VictoryMusHdr-MHD + db WinCastleMusHdr-MHD + db GameOverMusHdr-MHD + db EndOfLevelMusHdr-MHD + db TimeRunningOutHdr-MHD + db SilenceHdr-MHD + + db GroundLevelPart1Hdr-MHD ;area music + db WaterMusHdr-MHD + db UndergroundMusHdr-MHD + db CastleMusHdr-MHD + db Star_CloudHdr-MHD + db GroundLevelLeadInHdr-MHD + db Star_CloudHdr-MHD + db SilenceHdr-MHD + + db GroundLevelLeadInHdr-MHD ;ground level music layout + db GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD + db GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, + db GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, + db GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, + db GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD + db GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, + db GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, + db GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, + db GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, + +;music headers +;header format is as follows +;1 byte - length byte offset +;2 bytes - music data address +;1 byte - triangle data offset +;1 byte - square 1 data offset +;1 byte - noise data offset (not used by secondary music) + +TimeRunningOutHdr db $08,