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Initialize_Bunny:
	LD A, $mem_number_of_rooms
	CALL =RNG_Bound
	SLA A
	SLA A
	ADD $80
	LD C, A

	LD B, $c8

	LD A, (BC)
	LD D, A
	INC BC
	LD A, (BC)
	INC A
	CALL =RNG_Bound
	ADD D

	LD $mem_bunny_x, A

	INC BC

	LD A, (BC)
	LD D, A
	INC BC
	LD A, (BC)
	INC A
	CALL =RNG_Bound
	ADD D
	LD $mem_bunny_y, A

Fix_Bunny_screen:
	LD A, $mem_bunny_x
	SUB $05
	LD $mem_viewport_x, A

	LD A, $mem_bunny_y
	SUB $04
	LD $mem_viewport_y, A

	LD A, $mem_viewport_x
	SWAP A
	AND $f0
	OR $08
	LD $reg_viewport_x, A

	LD A, $mem_viewport_y
	SWAP A
	AND $f0
	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
	JR NZ, =Move_Bunny.check_direction

	LD A, $mem_button_direction
	LD $mem_moving_sprite_direction, A
	CP $00
	JP Z, =Move_Bunny.end

	Move_Bunny.check_direction:
		LD A, $mem_moving_sprite_direction
		LD $mem_sprite_direction, A

		DEC A
		LD B, $01
		BIT 0, A
		JR NZ, =Move_Bunny.check_direction_end
		LD B, $FF

	Move_Bunny.check_direction_end:

	BIT 1, A
	JR NZ, =Move_Bunny.vertical_move

	Move_Bunny.horizontal_move:
		Move_Bunny.horizontal_move.check_collision:
		LD D, B
		LD A, $mem_bunny_y
		LD B, A
		LD A, $mem_bunny_x

		ADD D

		CALL =Is_Solid

		CP $00
		JR NZ, =Move_Bunny.collision

		LD B, D

	Move_Bunny.horizontal_px_move:
		LD A, $mem_bunny_x_px
		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
		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
		LD A, $mem_bunny_y
		ADD D
		LD B, A
		LD A, $mem_bunny_x

		CALL =Is_Solid

		CP $00
		JR NZ, =Move_Bunny.collision

		LD B, D

	Move_Bunny.vertical_px_move:
		LD A, $mem_bunny_y_px
		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
		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
		JP =Move_Bunny.end

	Move_Bunny.check_end_of_movement:
		LD A, $mem_moving_animation_step
		INC A
		AND $0f
		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
		DEC A

		BIT 1, A
		JR NZ, =Move_Bunny.vertical_tile_move

		Move_Bunny.horizontal_tile_move:
			BIT 0, C
			JR Z, =Move_Bunny.horizontal_tile_move.move_viewport_end
			LD A, $mem_viewport_x
			ADD B
			LD $mem_viewport_x, A
			Move_Bunny.horizontal_tile_move.move_viewport_end:
			LD A, $mem_bunny_x
			ADD B
			LD $mem_bunny_x, A
			JP =Move_Bunny.end

		Move_Bunny.vertical_tile_move:
			BIT 0, C
			JR Z, =Move_Bunny.vertical_tile_move.move_viewport_end
			LD A, $mem_viewport_y
			ADD B
			LD $mem_viewport_y, A
			Move_Bunny.vertical_tile_move.move_viewport_end:
			LD A, $mem_bunny_y
			ADD B
			LD $mem_bunny_y, A

	Move_Bunny.end:
	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