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Copy pathgame_1_update_ball.asm
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343 lines (289 loc) · 5.8 KB
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drawBallUpdate:
; update - in this method - refers to updating the $200 range addresses
; In other words, we want to update for all of current_game==1. We only want it to update in the visible
; portions of current_game==3
;1) Turn new light on
; 1A) get metatile + 4 for ball_box
; 1B) use that to get metatile_coordinates
; 1C) write to PPU Address
;2) Same thing for turning old ball off with metatile - 4
LDA #LOW(meta_tiles)
STA meta_tiles_ptr
LDA #HIGH(meta_tiles)
STA meta_tiles_ptr+1
LDA #LOW(meta_tile_ppu_addr_coordinates)
STA meta_tile_ppu_addr_coords_ptr
LDA #HIGH(meta_tile_ppu_addr_coordinates)
STA meta_tile_ppu_addr_coords_ptr+1
LDA current_game
CMP #$04
BPL .mask_ball
LDA ram_board_ptr
SEC
SBC #$18
LDX #$00
CLC
ADC ball_box,x
TAY
LDA $200,y ; ram_board_ptr tells you where to fetch the metatile data
EOR #$04 ;flip the ball
STA $200,y
ASL A
TAY
LDA current_game
CMP #$01
BEQ .update
LDA current_game
CMP #$04
BEQ .mask_ball
LDA current_game
CMP #$02
BEQ .check_masking
JMP .dont_update
.check_masking
LDA isFirstMasking
BNE .turnOffFirstMasking
LDA isMasking
BEQ .update
JMP .dont_update
.turnOffFirstMasking:
LDA #$00
STA isFirstMasking
JMP .dont_update
.dont_update:
LDA mad_maze_number
AND #$01
CMP #$01
BEQ .bottom_goal
JMP .top_goal
.bottom_goal:
LDA ball_box
CMP #$10
BMI .mask_ball
JMP .update
.top_goal:
LDA ball_box
CMP #$08
BMI .update
JMP .mask_ball
.mask_ball:
LDA ship_box
CMP #$08
BEQ .special_case_ball
LDA #$07
ASL A
TAY
JMP .update
.special_case_ball: ;should only ever get here if it's game 4 and if ship_box==9.
NOP ;Why would adding a NOP make the ship brighter? Without the NOP, ship could be bright
;or dim. Randomly.
LDA isMasking
BEQ .masking
JMP .not_masking
.masking:
LDA #$04
JMP .please_proceed
.not_masking:
LDA #$07
.please_proceed:
ASL A
TAY
.update:
LDA [meta_tiles_ptr], y
STA meta_tile_ptr
INY
LDA [meta_tiles_ptr], y
STA meta_tile_ptr+1 ;at this point we have the address of the metatile needed
LDA ball_box
ASL A
TAY
LDA [meta_tile_ppu_addr_coords_ptr], y
STA meta_tile_ppu_addr_coord_ptr
INY
LDA [meta_tile_ppu_addr_coords_ptr], y
STA meta_tile_ppu_addr_coord_ptr+1 ;at this point we have the address of the metatile needed
LDY #$00
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
INY
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
;STA top left of the box
LDY #$00
LDA [meta_tile_ptr],y
STA $2007
INY
LDA [meta_tile_ptr],y
STA $2007
;load bottom
LDY #$04
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
INY
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
LDY #$03
LDA [meta_tile_ptr],y
STA $2007
INY
LDA [meta_tile_ptr],y
STA $2007
.end_loop:
RTS
eraseBallUpdate:
LDA ball_box
CMP ball_box_old
BEQ .end_loop
LDA current_game
CMP #$04
BEQ .end_loop
JMP .continue
.end_loop:
JMP game_1_end_erase_loop
.continue:
LDA #LOW(meta_tiles)
STA meta_tiles_ptr
LDA #HIGH(meta_tiles)
STA meta_tiles_ptr+1
LDA #LOW(meta_tile_ppu_addr_coordinates)
STA meta_tile_ppu_addr_coords_ptr
LDA #HIGH(meta_tile_ppu_addr_coordinates)
STA meta_tile_ppu_addr_coords_ptr+1
LDA current_game
CMP #$06
BPL .mask_ball
LDA ram_board_ptr
SEC
SBC #$18
LDX #$00
CLC
ADC ball_box_old,x
TAY
LDA $200,y ; ram_board_ptr tells you where to fetch the metatile data
EOR #$04 ;flip the ball
STA $200,y
ASL A
TAY
LDA current_game
CMP #$01
BEQ .update
LDA current_game
CMP #$04
BPL .mask_ball ;need this to prevent game 6 ball from getting written to RAM
.dont_update:
LDA mad_maze_number
AND #$01
CMP #$01
BEQ .bottom_goal
JMP .top_goal
.bottom_goal:
LDA ball_box_old
CMP #$10
BMI .mask_ball
JMP .update
.top_goal:
LDA ball_box_old
CMP #$04
BMI .update
JMP .mask_ball
.mask_ball:
LDA #$03
ASL A
TAY
.update:
LDA [meta_tiles_ptr], y
STA meta_tile_ptr
INY
LDA [meta_tiles_ptr], y
STA meta_tile_ptr+1 ;at this point we have the address of the metatile needed
LDA ball_box_old
ASL A
TAY
LDA [meta_tile_ppu_addr_coords_ptr], y
STA meta_tile_ppu_addr_coord_ptr
INY
LDA [meta_tile_ppu_addr_coords_ptr], y
STA meta_tile_ppu_addr_coord_ptr+1 ;at this point we have the address of the metatile needed
LDY #$00
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
INY
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
;STA top left of the box
LDY #$00
LDA [meta_tile_ptr],y
STA $2007
INY
LDA [meta_tile_ptr],y
STA $2007
;load bottom
LDY #$04
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
INY
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
LDY #$03
LDA [meta_tile_ptr],y
STA $2007
INY
LDA [meta_tile_ptr],y
STA $2007
game_1_end_erase_loop:
RTS
turn_off_ball:
LDA ram_board_ptr
SEC
SBC #$18
CLC
ADC ball_box
TAX
LDA $200,x
EOR #$04
STA $200,x
RTS
turn_on_ball:
LDA #$07
ASL A
TAY
LDA [meta_tiles_ptr], y
STA meta_tile_ptr
INY
LDA [meta_tiles_ptr], y
STA meta_tile_ptr+1 ;at this point we have the address of the metatile needed
LDA ball_box
ASL A
TAY
LDA [meta_tile_ppu_addr_coords_ptr], y
STA meta_tile_ppu_addr_coord_ptr
INY
LDA [meta_tile_ppu_addr_coords_ptr], y
STA meta_tile_ppu_addr_coord_ptr+1 ;at this point we have the address of the metatile needed
LDY #$00
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
INY
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
;STA top left of the box
LDY #$00
LDA [meta_tile_ptr],y
STA $2007
INY
LDA [meta_tile_ptr],y
STA $2007
;load bottom
LDY #$04
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
INY
LDA [meta_tile_ppu_addr_coord_ptr],y
STA $2006
LDY #$03
LDA [meta_tile_ptr],y
STA $2007
INY
LDA [meta_tile_ptr],y
STA $2007
RTS