Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ; Actual flight routine itself...
- ; ---------------------------------------------------------------------------
- ; Subroutine to check if Tails wants to begin flying mid-jump
- ; ---------------------------------------------------------------------------
- Tails_CheckFlight: ; in this ability routine, a0 = Tails
- btst #0,flight_property(a0) ; are we already flying?
- beq.s Tails_UpdateFlight ; if yes, update Tails' flight
- tst.b (Two_player_mode).w ; are we in two player mode?
- bne.w + ; if so, skip the following check
- cmpa.w #MainCharacter,a0 ; is Tails the main character?
- bne.w return_1C83D ; if not, return
- +
- cmpi.b #1,jumping(a0) ; are we jumping?
- bne.w return_1C83D ; if not, return
- move.b (Ctrl_1_Press_Logical).w,d0
- andi.b #button_B_mask|button_C_mask,d0 ; is B or C pressed?
- beq.w return_1C83D ; if not, branch
- ; if all of these conditions are met, do the following:
- move.b #AniIDTailsAni_Fly,anim(a0) ; begin flying
- move.b #$4B,flight_time(a0) ; set the amount of time Tails can fly for (this is needed later, in Tails_FlyingSwimming)
- move.w #$C,y_vel(a0) ; set Tails' y-velocity to something reasonable (again, needed later, in Tails_FlyingSwimming)
- bset #1,flight_property(a0) ; tell the game that Tails is flying
- bclr #0,flight_property(a0) ; tell the game that Tails is not not-flying, if that makes any sense to you people, which I highly doubt it did :U
- return_1C83D:
- rts
- ; ---------------------------------------------------------------------------
- ; Subroutine doing the extra logic for Tails' flight
- ; ---------------------------------------------------------------------------
- Tails_FlyingSwimming:
- moveq #0,d0
- move.b ($FFFFFE05).w,d0
- andi.b #7,d0
- bne.s ++
- subq.b #1,flight_time(a0)
- bne.s ++
- btst #2,flight_property(a0) ; Did we already tell the game that Tails is tired?
- bne.s + ; If so, don't tell it again, since that's completely pointless.
- bset #2,flight_property(a0) ; If we haven't yet, tell the game that Tails is tired.
- +
- moveq #0,d0
- move.b ($FFFFFE05).w,d0
- andi.b #3,d0
- bne.s +
- addq.w #1,y_vel(a0)
- +
- rts
- ; ...and the altered Tails_ResetOnFloor_Part3 to fix some issues.
- Tails_ResetOnFloor_Part3:
- bclr #1,status(a0)
- bclr #5,status(a0)
- bclr #4,status(a0)
- move.b #0,jumping(a0)
- move.w #0,(Chain_Bonus_counter).w
- move.b #0,flip_angle(a0)
- move.b #0,flip_turned(a0)
- move.b #0,flips_remaining(a0)
- btst #0,flight_property(a0) ; Test the not-flying bit...
- bne.s + ; ...and if we didn't fly since the last time we hit the floor, skip the flying section
- ; Section for Tails' flight:
- move.b #0,flight_time(a0) ; Reset our flight time...
- bclr #1,flight_property(a0) ; ...clear the flying bit...
- bclr #2,flight_property(a0) ; ...clear the tired-while-flying bit...
- bset #0,flight_property(a0) ; ...and set the not-flying bit.
- + ; Rest of original subroutine:
- move.w #0,(Tails_Look_delay_counter).w
- cmpi.b #AniIDTailsAni_Hang2,anim(a0)
- bne.s return_1CBC4
- move.b #AniIDTailsAni_Walk,anim(a0)
- return_1CBC4:
- rts
Advertisement
Add Comment
Please, Sign In to add comment