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cursor.asm
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.include "header.inc"
.include "snesregs.inc"
.include "misc_macros.inc"
.include "zeropage.inc"
.bank 0 slot 1
.ramsection "cursor_variables" SLOT RAM_SLOT
; The current screen position of the cursor sprite
cursor_x: dw
cursor_y: dw
; The destination position of the cursor sprite
cursor_dst_x: dw
cursor_dst_y: dw
; The coordinates of the cursor over the grid (converted
; to screen coordinates by cursor_gridToScreen)
cursor_grid_x: dw
cursor_grid_y: dw
; On screen (pixels) origin of cursor (grid 0,0)
cursor_org_x: dw
cursor_org_y: dw
; Grid width
cursor_grid_w: dw
cursor_grid_h: dw
; Max grid values (computed from grid width automatically)
cursor_grid_max_x: dw
cursor_grid_max_y: dw
cursor_x_pitch: dw
cursor_y_pitch: dw
cursor_pmult_tmp: dw
.ends
.16BIT
.section "cursor code" FREE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Animate cursor movement to cursor_dst_x,y
;
; Called from VBLANK
;
cursor_dovblank:
pha
phx
phy
php
A16
jsr _upd_cursor_y
jsr _upd_cursor_y
jsr _upd_cursor_x
jsr _upd_cursor_x
; Now update the sprite table
A8
lda cursor_x
sta oam_table1
lda cursor_y
sta oam_table1+1
jsr cursor_gridToScreen
plp
ply
plx
pla
rts
;;
_upd_cursor_x:
lda cursor_x
cmp cursor_dst_x
beq @done
bcc @less
dec cursor_x
bra @done
@less:
inc cursor_x
bra @done
@done:
rts
;;
_upd_cursor_y:
lda cursor_y
cmp cursor_dst_y
beq @done
bcc @less
dec cursor_y
bra @done
@less:
inc cursor_y
bra @done
@done:
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Initialize the cursor system
;
cursor_init:
pushall
A16
; Cursor start in uppper-left corner of grid
stz cursor_grid_x
stz cursor_grid_y
lda #9
sta cursor_grid_w
sta cursor_grid_h
stz cursor_org_x
stz cursor_org_y
lda #16
sta cursor_x_pitch
sta cursor_y_pitch
jsr cursor_jump_to_destination
popall
rts
cursor_jump_to_destination:
pushall
AXY16
jsr cursor_gridToScreen
lda cursor_dst_x
sta cursor_x
lda cursor_dst_y
sta cursor_y
popall
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; 16-bit A: Bits from gamepadX_pressed
;
; Does not clear the events.
;
; Returns with carry set if a direction button was used.
;
cursor_move_by_gamepad:
pushall
AXY16
; CTL_WORD0_UP $08
; CTL_WORD0_DOWN $04
; CTL_WORD0_LEFT $02
; CTL_WORD0_RIGHT $01
ldx #0
@lp:
lsr ; Drop bit in carry
bcs @button_found ; Carry set means button pressed.
inx
inx
cpx #8
bne @lp
bra @nobutton
@button_found:
jsr (_cursor_dirFuncs, X)
popall
sec
rts
@nobutton:
popall
clc
rts
_cursor_dirFuncs:
.dw cursor_moveRight
.dw cursor_moveLeft
.dw cursor_moveDown
.dw cursor_moveUp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Move the cursor left one grid position
;
cursor_moveLeft:
pha
lda cursor_grid_x
beq @min_reached
dec A
sta cursor_grid_x
@min_reached:
pla
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Move the cursor right one grid position
;
cursor_moveRight:
pushall
AXY16
ldy cursor_grid_w
dey
sty cursor_grid_max_x
lda cursor_grid_x
cmp cursor_grid_max_x
beq @max_reached
inc A
sta cursor_grid_x
bra @done
@max_reached:
;stz cursor_grid_x
;jsr cursor_jump_to_destination
@done:
popall
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Move the cursor up one grid position
;
cursor_moveUp:
pushall
AXY16
ldy cursor_grid_h
dey
sty cursor_grid_max_y
lda cursor_grid_y
beq @min_reached
dec A
sta cursor_grid_y
bra @done
@min_reached:
; wrap around
;lda cursor_grid_max_y
;sta cursor_grid_y
; we can't have the cursor move backward to the end! Jumping in this
; case feels more natural
;jsr cursor_jump_to_destination
@done:
popall
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Move the cursor down one grid position
;
cursor_moveDown:
pushall
AXY16
ldy cursor_grid_h
dey
sty cursor_grid_max_y
lda cursor_grid_y
cmp cursor_grid_max_y
beq @max_reached
inc A
sta cursor_grid_y
bra @done
@max_reached:
;stz cursor_grid_y
;jsr cursor_jump_to_destination
@done:
popall
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Convert cursor grid coordinates to screen coordinates
;
; Input: cursor_grid_x/y
; Output cursor_dst_x/y
;
cursor_gridToScreen:
pushall
A16
XY8
lda cursor_grid_x
jsr _cursor_mult_A_by_X_pitch
; if input was valid, carry will be clear.
adc cursor_org_x
sta cursor_dst_x
lda cursor_grid_y
jsr _cursor_mult_A_by_Y_pitch
adc cursor_org_y
sta cursor_dst_y
popall
rts
; pitches of 8 or 16 only
_cursor_mult_A_by_Y_pitch:
ldx cursor_y_pitch
cpx #8
beq @p8
asl ; * 2
@p8:
asl ; * 4
asl ; * 8
asl ; * 16
rts
_cursor_mult_A_by_X_pitch:
stz cursor_pmult_tmp ; post multiply addition
ldx cursor_x_pitch
cpx #8
beq @p8
cpx #16
beq @p16
cpx #32
beq @p32
pha
asl
asl
asl
sta cursor_pmult_tmp
pla
@p32:
asl ; * 2
@p16:
asl ; * 4
@p8:
asl ; * 8
asl ; * 16
asl ; * 32
clc
adc cursor_pmult_tmp
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Set the starting tile ID for the cursor sprite
;
; Input: A
;
cursor_setStartingTileID:
pha
php
A8
sta oam_table1+2
plp
pla
rts
.ends