ThomasSpeedrunner

Dynamic Jump Height Calculation System

May 26th, 2013
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  1. move.w #$680,d2 ; set stats
  2. tst.b (Super_Sonic_flag).w ; Test if super
  3. beq.s + ; if not, branch
  4. move.w #$880,d2 ; set higher jump speed if super
  5. +
  6. btst #6,status(a0) ; Test if underwater
  7. beq.s + ; if not, branch
  8. move.w #$380,d2 ; set lower jump speed if underwater
  9. tst.b (Super_Sonic_flag).w ; Test if super
  10. beq.s + ; if not, branch
  11. move.w #$480,d2 ; set higher jump speed if super
  12. +
  13. btst #3,status_secondary(a0) ; Test if high jump powerup is active
  14. beq.s + ; if it isn't, branch
  15. move.w #$880,d2 ; So it is? Set Sonic's jump height
  16. tst.b (Super_Sonic_flag).w ; Test to see if we're in our Super form
  17. beq.s + ; if we aren't, branch
  18. move.w #$A80,d2 ; So we are? Set Sonic's jump height
  19. btst #6,status(a0) ; Test if underwater
  20. beq.s + ; if not, branch
  21. move.w #$480,d2 ; set lower jump height if underwater
  22. tst.b (Super_Sonic_flag).w ; Test if super
  23. beq.s + ; if not, branch
  24. move.w #$580,d2 ; set higher jump height if super
  25. +
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