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authorAstatin <[email protected]>2024-09-03 18:03:34 +0900
committerAstatin <astatin@redacted>2024-09-03 18:03:34 +0900
commit8a69fd747d22206afe4ea31a743e58070699b3d9 (patch)
tree2769d790ad5e4652ef347b669ca0d1acbf8d4700 /bunny.gbasm
parent4dd5da8812f90e8af924e3a6ee89aef4a88658e4 (diff)
Rewrite Display_Bunny to be able to display multiple entities
Diffstat (limited to 'bunny.gbasm')
-rw-r--r--bunny.gbasm158
1 files changed, 34 insertions, 124 deletions
diff --git a/bunny.gbasm b/bunny.gbasm
index b76c9fa..5212a05 100644
--- a/bunny.gbasm
+++ b/bunny.gbasm
@@ -1,4 +1,8 @@
Initialize_Bunny:
+ LD HL, $mem_entites_list
+ LD A, $01
+ LD (HL+), A
+
LD A, $mem_number_of_rooms
CALL =RNG_Bound
SLA A
@@ -16,7 +20,7 @@ Initialize_Bunny:
CALL =RNG_Bound
ADD D
- LD $mem_bunny_x, A
+ LD (HL+), A
INC BC
@@ -27,7 +31,17 @@ Initialize_Bunny:
INC A
CALL =RNG_Bound
ADD D
- LD $mem_bunny_y, A
+ LD (HL+), A
+ INC HL
+ LD A, $0d
+ LD (HL+), A
+ LD A, $10
+ LD (HL+), A
+ LD (HL+), A
+ LD A, $03
+ LD (HL+), A
+
+
Fix_Bunny_screen:
LD A, $mem_bunny_x
@@ -50,26 +64,22 @@ Fix_Bunny_screen:
OR $08
LD $reg_viewport_y, A
- LD A, $50
- LD $mem_bunny_x_px, A
- LD A, $40
- LD $mem_bunny_y_px, A
RET
Move_Bunny:
LD C, $00 ; (bit 0 = has_scrolled, bit 1 = has ended movement)
- LD A, $mem_moving_sprite_direction
- CP $00
+ LD A, $mem_bunny_direction
+ BIT 3, A
JR NZ, =Move_Bunny.check_direction
LD A, $mem_button_direction
- LD $mem_moving_sprite_direction, A
CP $00
JP Z, =Move_Bunny.end
+ SET 3, A
+ LD $mem_bunny_direction, A
Move_Bunny.check_direction:
- LD A, $mem_moving_sprite_direction
- LD $mem_sprite_direction, A
+ LD A, $mem_bunny_direction
DEC A
LD B, $01
@@ -99,20 +109,11 @@ Move_Bunny:
LD B, D
Move_Bunny.horizontal_px_move:
- LD A, $mem_bunny_x_px
+ SET 0, C
+ LD A, $reg_viewport_x
ADD B
- CP $30
- JR C, =Move_Bunny.horizontal_px_move.scrolling_fallback
- CP $71
- JR NC, =Move_Bunny.horizontal_px_move.scrolling_fallback
- LD $mem_bunny_x_px, A
+ LD $reg_viewport_x, A
JP =Move_Bunny.check_end_of_movement
- Move_Bunny.horizontal_px_move.scrolling_fallback:
- SET 0, C
- LD A, $reg_viewport_x
- ADD B
- LD $reg_viewport_x, A
- JP =Move_Bunny.check_end_of_movement
Move_Bunny.vertical_move:
LD D, B
@@ -129,24 +130,16 @@ Move_Bunny:
LD B, D
Move_Bunny.vertical_px_move:
- LD A, $mem_bunny_y_px
+ SET 0, C
+ LD A, $reg_viewport_y
ADD B
- CP $30
- JR C, =Move_Bunny.vertical_px_move.scrolling_fallback
- CP $71
- JR NC, =Move_Bunny.vertical_px_move.scrolling_fallback
- LD $mem_bunny_y_px, A
+ LD $reg_viewport_y, A
JP =Move_Bunny.check_end_of_movement
- Move_Bunny.vertical_px_move.scrolling_fallback:
- SET 0, C
- LD A, $reg_viewport_y
- ADD B
- LD $reg_viewport_y, A
- JP =Move_Bunny.check_end_of_movement
Move_Bunny.collision:
- LD A, $00
- LD $mem_moving_sprite_direction, A
+ LD A, $mem_bunny_direction
+ RES 3, A
+ LD $mem_bunny_direction, A
JP =Move_Bunny.end
Move_Bunny.check_end_of_movement:
@@ -156,8 +149,10 @@ Move_Bunny:
LD $mem_moving_animation_step, A
JR NZ, =Move_Bunny.end
SET 1, C
- LD $mem_moving_sprite_direction, A
- LD A, $mem_sprite_direction
+ LD A, $mem_bunny_direction
+ RES 3, A
+ LD $mem_bunny_direction, A
+ AND $07
DEC A
BIT 1, A
@@ -190,88 +185,3 @@ Move_Bunny:
LD A, C
LD $mem_map_loading_flags, A
RET
-
-Display_Bunny:
- LD A, $mem_bunny_x_px
- LD B, A
- LD A, $mem_bunny_y_px
- LD C, A
- LD A, $mem_moving_animation_step
-
- SUB $08
- BIT 7, A
- JR Z, =Display_Bunny.Hop_ABS1_end
-
- ; Adding hop animation to Y
- XOR $ff
- INC A
- Display_Bunny.Hop_ABS1_end:
- SUB $04
- BIT 7, A
- JR Z, =Display_Bunny.Hop_ABS2_end
- XOR $ff
- INC A
- Display_Bunny.Hop_ABS2_end:
- ADD C
-
- LD C, A
-
- LD A, $mem_sprite_direction
- CP $enum_direction_left
- JR Z, =Display_Bunny.Left_Direction_sprite
- CP $enum_direction_right
- JR Z, =Display_Bunny.Right_Direction_sprite
- CP $enum_direction_up
- JR Z, =Display_Bunny.Up_Direction_sprite
- JP =Display_Bunny.Down_Direction_sprite
-
- Display_Bunny.Left_Direction_sprite:
- LD E, $01
- LD D, $00
- JP =Display_Bunny.Write_OBJ
-
- Display_Bunny.Right_Direction_sprite:
- LD E, $03
- LD D, $20
- JP =Display_Bunny.Write_OBJ
-
- Display_Bunny.Up_Direction_sprite:
- LD E, $05
- LD D, $00
- JP =Display_Bunny.Write_OBJ
-
- Display_Bunny.Down_Direction_sprite:
- LD E, $09
- LD D, $00
- JP =Display_Bunny.Write_OBJ
-
- Display_Bunny.Write_OBJ:
- ; First OBJ (left)
- LD HL, $FE00
- LD A, C
- CALL =VBlank_Wait
- LD (HL+), A
- LD A, B
- LD (HL+), A
- LD A, E
- INC A
- LD (HL+), A
- LD A, D
- LD (HL+), A
-
- ; Second OBJ
- LD A, B
- ADD $08
- LD B, A
-
- LD A, C
- LD (HL+), A
- LD A, B
- LD (HL+), A
- LD A, E
- XOR $02
- INC A
- LD (HL+), A
- LD A, D
- LD (HL+), A
- RET