Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ;This saves information.
- incsrc "../blocks/RelativeTeleportDefines/Defines.asm"
- LDA #$01 ;\Set relative warp mode.
- STA !Freeram_PlayerInfoSave ;/
- LDA $7B ;\Save X speed
- STA !Freeram_PlayerInfoSave+$01 ;/
- LDA $7D ;\Save Y speed
- STA !Freeram_PlayerInfoSave+$02 ;/
- LDA $76 ;\Facing direction
- STA !Freeram_PlayerInfoSave+$03 ;/
- LDA $13E4|!addr ;\Dash timer
- STA !Freeram_PlayerInfoSave+$04 ;/
- LDA $140D|!addr ;\Spinjump flag
- STA !Freeram_PlayerInfoSave+$05 ;/
- LDA $1407|!addr ;\Cape phase
- STA !Freeram_PlayerInfoSave+$06 ;/
- LDA $1408|!addr ;\Cape glide change index
- STA !Freeram_PlayerInfoSave+$07 ;/
- LDA $14A6|!addr ;\Cape spin timer
- STA !Freeram_PlayerInfoSave+$08 ;/
- LDA $72 ;\Air flag
- STA !Freeram_PlayerInfoSave+$09 ;/
- ;.HandleYoshiFacing
- ; LDA $187A|!addr ;\If not riding yoshi, don't set sprite table facing
- ; BEQ + ;/
- ; if !sa1 == 0
- ; LDX.b #12-1
- ; else
- ; LDX.b #22-1
- ; endif
- ; -
- ; LDA $7FAB10,x ;>May need to change this for SA-1 (custom sprite bit)
- ; AND.b #%00001000 ;\If custom sprite, next slot
- ; BNE ++ ;/
- ; LDA !9E,x ;\If other than yoshi, next slot
- ; CMP #$35 ;|
- ; BNE ++ ;/
- ; LDA !157C,x ;>Yoshi's facing direction
- ; STA !Freeram_PlayerInfoSave+$0A ;>Save it
- ; ++
- ; DEX ;\Even if its yoshi, it still loops next slot just in case of a double-yoshi
- ; BPL - ;/
- ; +
- LDA #$06 ;\Teleport player.
- STA $71 ;|
- STZ $89 ;|
- STZ $88 ;/
- RTL
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement