aboutsummaryrefslogtreecommitdiff
path: root/bunny.gbasm
blob: d19b16107b4ce0e37ad84657325845185b7624f7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
Initialize_Bunny:
	LD HL, $mem_entities_list
	LD A, $01
	LD (HL+), A

	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 (HL+), A

	INC BC

	LD A, (BC)
	LD D, A
	INC BC
	LD A, (BC)
	INC A
	CALL =RNG_Bound
	ADD D
	LD (HL+), A
	INC HL
	LD BC, =Move_Bunny
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	INC HL
	INC HL

	LD A, $0d
	LD (HL+), A
	LD A, $mem_bunny_x
	LD (HL+), A
	LD A, $mem_bunny_y
	LD (HL+), A
	LD A, $03
	LD (HL+), A
	LD BC, =Fox_AI
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	INC HL
	INC HL

	LD A, $0d
	LD (HL+), A
	LD A, $mem_bunny_x
	LD (HL+), A
	LD A, $mem_bunny_y
	LD (HL+), A
	LD A, $03
	LD (HL+), A
	LD BC, =Fox_AI
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	INC HL
	INC HL

	LD A, $0d
	LD (HL+), A
	LD A, $mem_bunny_x
	LD (HL+), A
	LD A, $mem_bunny_y
	LD (HL+), A
	LD A, $03
	LD (HL+), A
	LD BC, =Fox_AI
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	INC HL
	INC HL

	LD A, $0d
	LD (HL+), A
	LD A, $mem_bunny_x
	LD (HL+), A
	LD A, $mem_bunny_y
	LD (HL+), A
	LD A, $03
	LD (HL+), A
	LD BC, =Fox_AI
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	INC HL
	INC HL

	LD A, $0d
	LD (HL+), A
	LD A, $mem_bunny_x
	LD (HL+), A
	LD A, $mem_bunny_y
	LD (HL+), A
	LD A, $03
	LD (HL+), A
	LD BC, =Fox_AI
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	INC HL
	INC HL

	LD A, $0d
	LD (HL+), A
	LD A, $mem_bunny_x
	LD (HL+), A
	LD A, $mem_bunny_y
	LD (HL+), A
	LD A, $03
	LD (HL+), A
	LD BC, =Fox_AI
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	INC HL
	INC HL

	LD A, $0d
	LD (HL+), A
	LD A, $mem_bunny_x
	LD (HL+), A
	LD A, $mem_bunny_y
	LD (HL+), A
	LD A, $03
	LD (HL+), A
	LD BC, =Fox_AI
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	INC HL
	INC HL

	LD A, $0d
	LD (HL+), A
	LD A, $mem_bunny_x
	LD (HL+), A
	LD A, $mem_bunny_y
	LD (HL+), A
	LD A, $03
	LD (HL+), A
	LD BC, =Fox_AI
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	INC HL
	INC HL


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

	RET

Move_Bunny:
	PUSH HL
	LD C, $00 ; (bit 0 = has_scrolled, bit 1 = has ended movement)
	LD A, $mem_bunny_direction
	BIT 3, A
	JR NZ, =Move_Bunny.check_collision

	LD A, $mem_button_direction
	CP $00
	JP Z, =Move_Bunny.end
	SET 3, A
	LD $mem_bunny_direction, A

	Move_Bunny.check_collision:
		LD A, $mem_moving_animation_step
		CP $00
		JR NZ, =Move_Bunny.check_collision.end

		; THIS ASSUMES THAT THE BUNNY IS ALWAYS THE FIRST ENTITY IN THE LIST
		LD HL, $mem_entities_list
		LD A, $mem_bunny_direction

		PUSH BC
		CALL =Get_Position_After_Move
		LD A, C
		CALL =Is_Collisionable

		PUSH AF
		PUSH HL
		LD HL, $9ba0
		CALL =Print_8bit
		POP HL

		CALL =Carve_Entity_Collision_Map
		POP AF
		POP BC
		CP $00
		JR Z, =Move_Bunny.check_collision.end

		Move_Bunny.check_collision.collision:
		LD A, $mem_bunny_direction
		RES 3, A
		LD $mem_bunny_direction, A
		JP =Move_Bunny.end

		Move_Bunny.check_collision.end:

	Move_Bunny.check_direction:
		LD A, $mem_bunny_direction

		DEC A
		LD B, $01 ; Direction of the movement (+1)
		BIT 0, A
		JR NZ, =Move_Bunny.check_direction_end
		LD B, $FF ; Direction of the movement (-1)

	Move_Bunny.check_direction_end:

	BIT 1, A
	JR NZ, =Move_Bunny.vertical_viewport_move

	Move_Bunny.horizontal_viewport_move:
		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_viewport_move:
		SET 0, C
		LD A, $reg_viewport_y
		ADD B
		LD $reg_viewport_y, A

	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 A, $mem_bunny_direction
		RES 3, A
		LD $mem_bunny_direction, A
		AND $07
		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
	POP HL
	RET