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271 lines (256 loc) · 3.96 KB
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handle_input_game.asm
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271 lines (256 loc) · 3.96 KB
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handle_input_game:
;Save for later
LDA buttons
STA tempVar1
;Use special Buttons if this method is called from game 8
LDA current_game
CMP #$08
BNE .regular_update
LDA game_8_ball_buttons
STA buttons
.regular_update:
LDA muteButtons
BNE .ignore_buttons
JMP .dont_ignore_buttons
.ignore_buttons:
RTS
.dont_ignore_buttons:
LDA buttons
;CMP #$80
;BEQ pressA_game
;CMP #$40
;BEQ pressB_game
CMP #$10
BEQ pressStart_game
CMP #$20
BEQ pressSelect_game
;CMP #$A0
;BEQ pressSelect_game
CMP #$08
BEQ pressUp_game
CMP #$04
BEQ pressDown_game
CMP #$02
BEQ pressLeft_game
CMP #$01
BEQ pressRight_game
RTS
pressSelect_game:
JMP pressSelect_game2
;pressB_game:
; JMP pressB_game2
;pressA_game:
; JMP pressA_game2
pressRight_game:
JMP pressRight_game2
pressLeft_game:
JMP pressLeft_game2
pressStart_game:
JMP handle_input_game_done
pressUp_game:
LDA ball_box
STA ball_box_old
SEC
SBC #$04
BCC .skip_move
STA ball_box
;collide logic
LDA ram_board_ptr
SEC
SBC #$18
STA ram_board_ptr
LDX #$00
CLC
ADC ball_box_old, x
TAX
LDA #$01
CMP $200, x
BEQ .revert_move
LDA #$05
CMP $200, x
BEQ .revert_move
JMP .end_move
.revert_move:
LDA ball_box_old
STA ball_box
JMP .end_move
.skip_move:
JMP handle_input_game_done
.end_move:
LDA ram_board_ptr
CLC
ADC #$18
STA ram_board_ptr
LDA ball_box
CMP ball_box_old
BEQ .skip_move
update_ball
JSR make_boop
JMP handle_input_game_done
pressDown_game:
LDA ball_box
STA ball_box_old
CLC
ADC #$04
CMP #$13
BPL .skip_move
STA ball_box
;collide logic
LDA ram_board_ptr
SEC
SBC #$18
STA ram_board_ptr
LDX #$00
CLC
ADC ball_box, x
TAX
LDA #$01
CMP $200, x
BEQ .revert_move
LDA #$05
CMP $200, x
BEQ .revert_move
JMP .end_move
.revert_move:
LDA ball_box_old
STA ball_box
JMP .end_move
.skip_move:
JMP handle_input_game_done
.end_move:
LDA ram_board_ptr
CLC
ADC #$18
STA ram_board_ptr
LDA ball_box
CMP ball_box_old
BEQ .skip_move
update_ball
JSR make_boop
JMP handle_input_game_done
pressLeft_game2:
LDA ball_box
STA ball_box_old
SEC
SBC #$01
BCC .skip_move
TAX
AND #$03
CMP #$03
BEQ .skip_move
STX ball_box
;collide logic
LDA ram_board_ptr
SEC
SBC #$18
STA ram_board_ptr
LDX #$00
CLC
ADC ball_box, x
TAX
LDA #$02
CMP $200, x
BEQ .revert_move
LDA ball_box
CMP #$10
BMI .skip_bottom_check
LDA #$00
CMP $200, x
BNE .skip_bottom_check
INX
LDA #$04
CMP $200, x
BEQ .revert_move
DEX
JMP .skip_bottom_check
.skip_bottom_check:
JMP .end_move
.revert_move:
LDA ball_box_old
STA ball_box
JMP .end_move
.skip_move:
JMP handle_input_game_done
.end_move:
LDA ram_board_ptr
CLC
ADC #$18
STA ram_board_ptr
LDA ball_box
CMP ball_box_old
BEQ .skip_move
update_ball
JSR make_boop
JMP handle_input_game_done
pressRight_game2:
LDA ball_box
CLC
ADC #$01
TAX
AND #$03
CMP #$03
BEQ .skip_move
LDA ball_box
STA ball_box_old
STX ball_box
;collide logic
LDA ram_board_ptr
SEC
SBC #$18
STA ram_board_ptr
LDX #$00
CLC
ADC ball_box, x
TAX
LDA #$02
CMP $200, x
BEQ .revert_move
LDA ball_box
CMP #$10
BMI .skip_bottom_check
; INX
LDA #$00
CMP $200, x
BEQ .revert_move
; DEX
JMP .skip_bottom_check
.skip_bottom_check:
JMP .end_move
.revert_move:
LDA ball_box_old
STA ball_box
JMP .end_move
.skip_move:
JMP handle_input_game_done
.end_move:
LDA ram_board_ptr
CLC
ADC #$18
STA ram_board_ptr
LDA ball_box
CMP ball_box_old
BEQ .skip_move
update_ball
JSR make_boop
JMP handle_input_game_done
pressA_game2:
JMP handle_input_game_done
;pressB_game2:
; JMP handle_input_game_done
pressSelect_game2:
JMP handle_input_game_done
handle_input_game_done:
LDA tempVar1
STA buttons
RTS
make_boop:
LDA needPlaySound
BEQ .continue
JSR waitVBlank
JMP make_boop
.continue:
LDA #SOUND_03_GAME_01_MOVE
STA current_sound
LDA #$01
STA needPlaySound
RTS