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bank_01.asm
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bank_01.asm
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.segment "BANK_01"
; $A000-$BFFF
.setcpu "6502X"
.feature org_per_seg
.feature pc_assignment
.include "globals.inc"
; -----------------------------------------------------------------------------
;
; Relocated bank $0E code
;
; -----------------------------------------------------------------------------
; Temporary definitions
rom_8000 = $8000 ;
rom_8002 = $8002 ;
; -----------------------------------------------------------------------------
.export sub_state_machine_1
; This state starts right after fighter selection
sub_state_machine_1:
lda zp_game_substate
jsr sub_game_trampoline
; ----------------
.word sub_init_game_mode ; Substate 0
.word sub_match_fade_in ; Substate 1
.word sub_match_start ; Substate 2
.word sub_match_loop ; Substate 3 Match ongoing
.word sub_match_hit ; Substate 4 Someone was hit
.word sub_match_end ; Substate 5 End, victory pose and score
.word sub_match_eval ; Substate 6 Evaluate result (choose either 7 or 8 for next state)
.word sub_match_fade_out ; Substate 7 Fade out
.word sub_match_fade_out ; Substate 8 Fade out (to next round)
.word sub_rom_C284 ; Substate 9 Back to main menu?
; -----------------------------------------------------------------------------
sub_match_loop:
lda zp_plr1_fighter_idx
and #$80
beq :+
; No controller input for CPU opponent
asl ;same as lda #$00
sta zp_controller1
sta zp_controller1_new
:
lda zp_plr2_fighter_idx
and #$80
beq :+
; No controller input for CPU opponent
asl ;same as lda #$00
sta zp_controller2
sta zp_controller2_new
:
jsr sub_calc_players_distance
jsr sub_check_special_move
jsr sub_match_controller_input
jsr sub_call_match_routines
lda zp_short_counter
cmp zp_short_counter_target ; Typically every 2 frames
bcs :+
; If needed, show victory/shame animation
; Update match time display
jsr sub_upd_anim_and_timer ;sub_rom_CCA8
:
inc zp_23
jsr sub_short_counter_tick ; TODO Inline this
bcc :+
; Also normally every 2 frames
jsr sub_request_hit_sound
jsr sub_set_irq_x_scroll
jsr sub_rom_CA9D
;jsr sub_rom_D76D
jsr sub_move_fighter_sprites
jsr sub_rom_D20A
jsr sub_adjust_facing
jsr sub_rom_C9EC
:
jmp sub_rom_C29E ;jsr sub_rom_C29E
;rts
; -----------------------------------------------------------------------------
sub_match_hit:
jsr sub_match_hit_loop
lda #$00
lda zp_5E
bne :+
jmp sub_rom_C695
:
rts
; -----------------------------------------------------------------------------
sub_match_end:
lda zp_match_time
beq @C197 ; Branch if time over
lda zp_4B
bpl @C192
jmp sub_rom_D3DE
; ----------------
@C192:
dec zp_match_time
jsr sub_update_match_time ; Score calculation based on remaining time
@C197:
lda zp_16bit_hi ; Score left to add, high byte
bne @C19F
lda zp_16bit_lo ; Score left to add, low byte
beq @victory_end
@C19F:
; Unfortunately, this causes graphical glitches when we also have to play DPCM samples
; That is because of the extra cycles due to the sound driver constantly
; changing the currently playing SFX
;lda zp_frame_counter
;and #$03 ; Short pause between bleeps
;bne @C1AF
;lda #$22 ; Silence everything
;sta ram_req_song
;lda #$09 ; Pulse bleep (score counter)
;sta ram_req_sfx
; Determine winner based on damage taken
;@C1AF:
ldy #$00
ldx #$00
lda zp_plr1_damage
cmp zp_plr2_damage
bcc @C1C3 ; Branch if player 1 wins
bne :+
; Same health: nobody wins
stx zp_counter_param
beq @victory_end
:
lda ram_game_mode_initialised
beq @victory_end
iny ; Player 2 wins
ldx #$03
@C1C3:
sty zp_plr_idx_param ; Index of winning player
stx zp_plr_ofs_param
lda zp_counter_param
beq :+
jsr sub_announce_winner_name
:
jsr sub_clear_score_display
ldx zp_plr_ofs_param
lda #$01
sta zp_05
lda #$00
sta zp_06
jsr sub_update_score_display
; Start playing bleep sounds when both counters are zero
lda zp_counter_param
bne @skip_bleep
lda zp_short_counter
beq @play_bleep
dec zp_short_counter
bne @skip_bleep
@play_bleep:
lda zp_frame_counter
and #$03
bne @skip_bleep
lda #$09 ; Pulse bleep (score counter)
sta ram_req_sfx
@skip_bleep:
lda zp_plr_idx_param
eor #$01
sta zp_plr_idx_param
lda zp_plr_ofs_param
eor #$03
tax
stx zp_plr_ofs_param
jsr sub_rom_C6E2
lda zp_16bit_lo
sec
sbc #$01
sta zp_16bit_lo
bcs :+
dec zp_16bit_hi
:
rts
; ----------------
@victory_end:
lda zp_counter_param
bne :+ ; Wait for the announcer, if needed
inc zp_game_substate
rts
:
;jmp sub_announce_winner_name
;rts
; -----------------------------------------------------------------------------
sub_announce_winner_name:
inc zp_counter_param
lda zp_counter_param
cmp #$14
bne @wait_for_name
; Announce name after 20 frames
ldx zp_plr_idx_param ; Winner index
lda zp_plr1_fgtr_idx_clean,X
cmp #$07 ; Skip Goro and Shang-Tsung
bcs @abort_announcement
clc
adc #$11
sta ram_req_sfx
rts
@wait_for_name:
cmp #$50
bne @winner_name_rts
; Time to say "wins"
lda #$18
sta ram_req_sfx
@abort_announcement:
lda #$00
sta zp_counter_param
lda #$30
sta zp_short_counter
@winner_name_rts:
rts
; -----------------------------------------------------------------------------
; Is this even used?
sub_rom_C284:
jsr sub_fade_palettes_out
bcc :+
lda #$00
sta PpuMask_2001
sta zp_machine_state_0
sta ram_067D
sta ram_067C
sta zp_game_substate
lda #$1F ; Currently silenced
sta ram_req_sfx
:
rts
; -----------------------------------------------------------------------------
sub_rom_C29E:
ldy #$00
sty zp_plr_idx_param
jsr sub_rom_C2A8
iny
sty zp_plr_idx_param
; -----------------------------------------------------------------------------
sub_rom_C2A8:
;lda zp_4C,Y
;bpl @C2C4
;cmp #$F0
;bcs @C2BF
;lda #$03
;and zp_frame_counter
;bne @C2C4
;ldx zp_4C,Y
;inx
;stx zp_4C,Y
;jmp @C2C4
;@C2BF:
;lda #$00
;sta zp_4C,Y
;@C2C4:
lda #$1E
cmp zp_plr1_cur_anim,Y
beq @C2CC
@C2CB_rts:
rts
; ----------------
@C2CC:
lda zp_plr1_anim_frame,Y
cmp #$05
bcc @C2CB_rts
bne @C2F0
ldx zp_plr1_fgtr_idx_clean,Y
lda zp_plr1_facing_dir,Y
bne @C2E6
lda zp_plr1_x_pos,Y
clc
adc @rom_C35F,X
jmp @C2ED
@C2E6:
lda zp_plr1_x_pos,Y
sec
sbc @rom_C35F,X
@C2ED:
sta ram_ranged_atk_x_pos,Y
@C2F0:
lda ram_ranged_atk_x_pos,Y
cmp #$E8
bcs @C2FB
cmp #$08
bcs @C304
@C2FB:
lda #$00
sta zp_plr1_cur_anim,Y
sta zp_plr1_anim_frame,Y
rts
; ----------------
@C304:
tya
eor #$01
tax
lda zp_plr1_cur_anim,X
bne @C310
lda zp_plr1_anim_frame,X
beq @C317
@C310:
cmp #$27
beq @C317
jsr sub_ranged_attack
@C317:
lda ram_ranged_atk_x_pos,Y
sta zp_05
lda zp_plr1_cur_anim,Y
cmp #$0D
bne @C327
lda #$B4
bne @C32C
@C327:
ldx zp_plr1_fgtr_idx_clean,Y
lda zp_sprites_base_y
sec
sbc tbl_ranged_atk_spr_y,X
;lda rom_C3BD,X
@C32C:
sta zp_06
lda tbl_player_oam_offsets,Y
sta zp_ptr1_lo
clc
adc #$0C
tax
lda zp_plr1_fgtr_idx_clean,Y
asl A
asl A
tay
@C33D:
; Update sprites for the ranged attack
jsr sub_ranged_sprites_update
ldy zp_ptr2_lo
tya
iny
and #$03
cmp #$03
bne @C33D
jsr sub_ranged_special_oam
lda #$FD ; -3 if shooting left
ldy zp_plr_idx_param ; Attacker's index
ldx zp_plr1_facing_dir,Y
bne :+
lda #$03 ; +3 if shooting right
:
clc
adc ram_ranged_atk_x_pos,Y
sta ram_ranged_atk_x_pos,Y
rts
; ----------------
; These are added to ranged attack sprite's X position to make it move
; (or subtracted, depending on direction)
@rom_C35F:
.byte $20 ; Raiden
.byte $18 ; Sonya
.byte $18 ; Sub-Zero
.byte $20 ; Scorpion
.byte $00 ; Kano
.byte $20 ; Johnny Cage
.byte $20 ; Liu Kang
.byte $28 ; Goro
.byte $28 ; Shang-Tsung
; Probably unused
;.byte $20, $00, $18
; -----------------------------------------------------------------------------
; Parameters:
; X = offset of ranged attack sprites in OAM data
; Y = fighter index * 4 (for indexing)
sub_ranged_sprites_update:
sty zp_ptr2_lo
lda tbl_ranged_sprite_ids,Y
bmi @C397
ora zp_ptr1_lo
sta ram_0371,X ; Sprite tile index
lda zp_05
sta ram_0373,X ; X position
lda zp_06
sta ram_0370,X ; Y position
ldy zp_plr_idx_param
lda zp_plr1_facing_dir,Y
tay
lda zp_plr_idx_param
asl A
cpy #$00
beq :+
ora #$40
:
sta ram_0372,X ; Attributes
;dex
;dex
;dex
;dex
txa
axs #$04
@C397:
ldy zp_plr_idx_param
lda zp_ptr2_lo
and #$01
bne @C3B0
lda zp_plr1_facing_dir,Y
bne @C3A8
lda #$08
bne @C3AA
@C3A8:
lda #$F8
@C3AA:
clc
adc zp_05
sta zp_05
rts
; ----------------
@C3B0:
lda ram_ranged_atk_x_pos,Y
sta zp_05
lda zp_06
clc
adc #$08
sta zp_06
rts
; -----------------------------------------------------------------------------
; Relative Y coordinate for ranged attack sprite
tbl_ranged_atk_spr_y:
.byte $DA-$9C ; Raiden
.byte $DA-$98 ; Sonya
.byte $DA-$9C ; Sub-Zero
.byte $DA-$90 ; Scorpion
.byte $DA-$9C ; Kano
.byte $DA-$9C ; Johnny Cage
.byte $DA-$9C ; Liu Kang
.byte $DA-$9C ; Goro
.byte $DA-$A1 ; Shang-Tsung
; -----------------------------------------------------------------------------
; Tile indices for ranged attacks - up to 4 sprites per attack
tbl_ranged_sprite_ids:
.byte $7A, $7B, $72, $73 ; Raiden
.byte $77, $78, $79, $7A ; Sonya
.byte $6F, $70, $71, $72 ; Sub-Zero
.byte $23, $24, $FF, $FF ; Scorpion
.byte $74, $75, $7A, $FF ; Kano
.byte $77, $78, $FF, $FF ; Johnny Cage
.byte $67, $68, $FF, $FF ; Liu Kang
.byte $75, $76, $FF, $FF ; Goro
.byte $3E, $3F, $FF, $FF ; Shang-Tsung
; -----------------------------------------------------------------------------
; This is called when setting OAM data for the ranged attack sprite
; The only one that does somehing is Kano's, who seems to use more than
; four sprites
sub_ranged_special_oam:
ldy zp_plr_idx_param
lda zp_plr1_fgtr_idx_clean,Y
jsr sub_game_trampoline
; ----------------
.word sub_standard_ranged_oam ; Raiden
.word sub_standard_ranged_oam ; Sonya
.word sub_standard_ranged_oam ; Sub-Zero
.word sub_scorpion_ranged_oam ; Scorpion
.word sub_kano_ranged_oam ; Kano
.word sub_standard_ranged_oam ; Johnny Cage
.word sub_standard_ranged_oam ; Liu Kang
.word sub_standard_ranged_oam ; Goro
.word sub_standard_ranged_oam ; Shang-Tsung
; -----------------------------------------------------------------------------
sub_standard_ranged_oam:
rts
; -----------------------------------------------------------------------------
sub_scorpion_ranged_oam:
lda #$00
ldy zp_plr_idx_param
beq :+
lda #$80
:
sta zp_ptr1_lo ; OR mask for kunai sprite tile index
lda zp_frame_counter
and #$04
beq @scorpion_ranged_rts
ldx tbl_player_oam_offsets,Y
; Counter = ((Counter + 1) & 3) << 2
inc zp_ranged_counter
lda zp_ranged_counter
and #$03
sta zp_ranged_counter
asl
asl
tay ; Y = 0-3 value from frame counter
; Load tile ID from table
lda @tbl_kunai_oam_data+0,Y
ora zp_ptr1_lo
sta ram_0378+1,X
lda @tbl_kunai_oam_data+1,Y
ora zp_ptr1_lo
sta ram_037C+1,X
iny
iny
stx zp_backup_x
; Read a different X offset value depending on direction
ldx zp_plr_idx_param
lda zp_plr1_facing_dir,X
bne :+
iny ; Negative values (move left) if going right
:
ldx zp_backup_x
lda ram_0378+3,X
clc
adc @tbl_kunai_oam_data,Y
sta ram_0378+3,X
lda ram_037C+3,X
clc
adc @tbl_kunai_oam_data,Y
sta ram_037C+3,X
@scorpion_ranged_rts:
rts
; ----------------
@tbl_kunai_oam_data:
.byte $24, $23, $00, $00 ; Frame 0
.byte $22, $21, $10, $F0 ; Frame 1
.byte $20, $1F, $20, $E0 ; Frame 2
.byte $20, $1F, $20, $E0 ; Frame 2
; -----------------------------------------------------------------------------
sub_kano_ranged_oam:
ldy zp_plr_idx_param
lda zp_frame_counter
and #$04
bne :+
rts
; ----------------
:
ldx tbl_player_oam_offsets,Y
; Move this half down
lda ram_037C,X ; Sprite 3 Y
clc
adc #$08
sta ram_037C,X
lda ram_0378,X ; Sprite 2 Y
clc
adc #$08
sta ram_0378,X
; Move this half up
lda ram_0374,X ; Sprite 1 Y
sec
sbc #$08
sta ram_0374,X
;lda ram_0370,X ; Sprite 0 Y
;sec
;sbc #$08
;sta ram_0370,X
lda zp_plr1_facing_dir,Y
bne @C4EF
; Right-facing
lda #$10 ; +16
sta zp_16
lda #$08 ; +8
bne @C4F5
; Left-facing
@C4EF:
lda #$F0 ; -16
sta zp_16
lda #$F8 ; -8
@C4F5:
sta zp_ptr2_lo
lda ram_037F,X ; Sprite 3 X
clc
adc zp_ptr2_lo
clc
adc zp_16 ; +/- 24
sta ram_037F,X
lda ram_037B,X ; Sprite 2 X
sec
sbc zp_ptr2_lo
clc
adc zp_16 ; +/- 8
sta ram_037B,X
lda ram_0377,X ; Sprite 1 X
clc
adc zp_ptr2_lo
clc
adc zp_16 ; +/- 24
sta ram_0377,X
;lda ram_0373,X ; Sprite 0 X
;sec
;sbc zp_ptr2_lo
;clc
;adc zp_16 ; +/- 8
;sta ram_0373,X
; Flip both horizontally and vertically
;lda ram_0372,X ; Sprite 0 attributes
;eor #$C0
;sta ram_0372,X
lda ram_0376,X ; Sprite 1 attributes
eor #$C0
sta ram_0376,X
lda ram_037A,X ; Sprite 2 attributes
eor #$C0
sta ram_037A,X
lda ram_037E,X ; Sprite 3 attributes
eor #$C0
sta ram_037E,X
rts
; -----------------------------------------------------------------------------
; Returns the distance between the opponent player's hitbox and an active
; fireball sprite's hitbox (X only)
sub_calc_ranged_atk_distance:
lda ram_ranged_atk_x_pos,Y
cmp zp_plr1_x_pos,X
bcs @C558
lda zp_plr1_x_pos,X
sec
sbc ram_ranged_atk_x_pos,Y
bne @C55B_rts
@C558:
sec
sbc zp_plr1_x_pos,X
@C55B_rts:
rts
; -----------------------------------------------------------------------------
; X = index of fighter being attacked
; Y = index of attacking fighter
; (0 = player 1, 1 = player 2)
; Returns:
; Carry set if both fighters were doing a ranged attack or special 1, and their
; hits are connecting.
; Carry clear otherwise.
sub_check_double_special:
lda zp_plr1_cur_anim,X
cmp #$1E ; Ranged attack (opponent)
bne @C581_special_1_check
; Target was in the middle of a ranged attack
lda zp_plr1_cur_anim,Y
cmp #$1E ; Ranged attack (attacker)
beq @C58C_check_frame ; Branch if both were doing a ranged attack
bne @C5A2_no_hit
; Target was not doing a ranged attack, check for special 1 instead
@C581_special_1_check:
cmp #$0D ; Special 1 (opponent)
bne @C5A2_no_hit
lda zp_plr1_cur_anim,Y
cmp #$0D ; Special 1 (attacker)
bne @C5A2_no_hit
@C58C_check_frame:
lda zp_plr1_anim_frame,X
cmp #$05 ; Hit only registers after 5 frames
bcc @C5A2_no_hit
lda ram_ranged_atk_x_pos,X
cmp ram_ranged_atk_x_pos,Y
bcc @C5A4
sec
sbc ram_ranged_atk_x_pos,Y
@C59E_ranged_dist_check:
cmp #$08
bcc @C5AD_hit
@C5A2_no_hit:
clc
rts
; ----------------
@C5A4:
lda ram_ranged_atk_x_pos,Y
sec
sbc ram_ranged_atk_x_pos,X
bne @C59E_ranged_dist_check
@C5AD_hit:
lda #$00
sec
rts
; -----------------------------------------------------------------------------
; Parameters:
; Y = index of player launching the attack (0 for player one, 1 for player two)
; NOTE: Does NOT return to caller if the attack hits. It pulls from the stack
; to go back to caller's caller.
sub_ranged_attack:
tya
eor #$01 ; Sets X = !Y (This might be unnecessary, because it was already
tax ; done before the call)
jsr sub_check_double_special
bcc :+
jmp @player_hit_anim
:
lda zp_sprites_base_y
sec
sbc #$21 ; Hit box "height" = 33 pixels
cmp zp_plr1_y_pos,X
bcs @ranged_atk_return
jsr sub_calc_ranged_atk_distance
cmp #$10 ; Hit box "width" = 16 pixels
bcs @ranged_atk_return
; Cheeck opponent's animation
lda zp_plr1_cur_anim,X
cmp #$01 ; Crouching = no hit
bne :+
@ranged_atk_return:
rts
:
cmp #$2B ; Already parried (crouching)
beq @C60D_rts_x2
cmp #$2C ; Already hit (recovering)
beq @C60D_rts_x2
cmp #$02 ; Crouched parry
beq @C5FF_crouch_parry
cmp #$05 ; Parry
beq @C5FB_parry
lda #$01 ; Start the "hit" counter
sta zp_counter_var_F1
sty zp_backup_y
lda zp_plr1_fgtr_idx_clean,Y
tay
lda @tbl_ranged_hit_damage,Y
sta zp_plr1_dmg_counter,X ; Opponent
ldy zp_backup_y
lda #$03
sta zp_gained_score_idx,Y ; Attacker
; Scorpion's spear
lda zp_plr1_fgtr_idx_clean,Y
cmp #$03
bne :+
; Put the opponents on the ground in case they were jumping
lda zp_sprites_base_y
sta zp_plr1_y_pos,X
; Special hit animation for the opponent
lda #$33
bne @player_hit_anim
:
; Other special ranged attacks (Sub-Zero)
cmp #$02
bne @check_airborne_hit
lda #$00
sta zp_plr1_cur_anim,Y
sta zp_plr1_anim_frame,Y
lda zp_frozen_timer,X
beq :+
; Already frozen: Double Freeze!
; First, thaw the opponent
lda #$00
sta zp_frozen_timer,X
inc zp_thaw_flag,X
; Then, freeze the attacker
tya
tax
:
lda #$20
sta zp_frozen_timer,X
jsr sub_frozen_palette
jmp @C60D_rts_x2
@check_airborne_hit:
; Check if a player was hit whilst airborne
lda zp_plr1_y_pos,X
cmp zp_sprites_base_y
bne @C5F7_hit
lda #$30 ; Airborne hit
bne @player_hit_anim
@C5F7_hit:
lda #$2E ; Strong hit knockback
bne @player_hit_anim
@C5FB_parry:
lda #$2C ; Standing parry knockback
bne @player_hit_anim
@C5FF_crouch_parry:
lda #$2B ; Crouched parry knockback
@player_hit_anim:
sta zp_plr1_cur_anim,X ; Opponent
lda #$00
sta zp_plr1_anim_frame,X
sta zp_plr1_anim_frame,Y ; Attacker
ldx zp_plr1_fgtr_idx_clean,Y
cpx #$03
bne :+
lda #$2F ; Special pull animation for Scorpion
:
sta zp_plr1_cur_anim,Y ; Attacker
@C60D_rts_x2:
pla
pla
rts
@tbl_ranged_hit_damage:
.byte $08 ; Raiden
.byte $08 ; Sonya
.byte $01 ; Sub-Zero
.byte $02 ; Scorpion
.byte $08 ; Kano
.byte $08 ; Johnny Cage
.byte $08 ; Liu Kang
.byte $09 ; Goro
.byte $09 ; Shang-Tsung
; -----------------------------------------------------------------------------
; Displays zero on the score above the health bars for both players
sub_clear_score_display:
lda #$20
sta zp_nmi_ppu_ptr_hi
lda #$44
sta zp_nmi_ppu_ptr_lo
lda #$01
sta zp_nmi_ppu_rows
ldx #$0F
ldx #$18
stx zp_nmi_ppu_cols
ldy #$00
@C689:
lda tbl_score_zero,Y
sta ram_ppu_data_buffer,Y
iny
cpy #$1A
bcc @C689
rts
; -----------------------------------------------------------------------------
.export sub_rom_C69C
sub_rom_C695:
lda zp_counter_var_F1
cmp #$02
beq sub_rom_C69C
rts
; ----------------
sub_rom_C69C:
jsr sub_clear_score_display
ldy #$00
sty zp_plr_idx_param
ldx #$00
stx zp_plr_ofs_param
jsr sub_rom_C6BB
lda ram_game_mode_initialised
beq sub_rom_C6BA
inc zp_plr_idx_param
ldy zp_plr_idx_param
ldx #$03
stx zp_plr_ofs_param
jmp sub_rom_C6BB ;jsr sub_rom_C6BB
sub_rom_C6BA:
rts
; -----------------------------------------------------------------------------