Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ; Here we have the actual flight routine itself...
- ; ---------------------------------------------------------------------------
- ; Subroutine to check if Tails wants to begin flying mid-jump
- ; ---------------------------------------------------------------------------
- Tails_CheckFlight:
- btst #1,flight_property(a0) ; are we flying?
- bne.s Tails_FlyingSwimming ; if yes, branch to the subroutine handling Tails' flight logic
- btst #2,flight_property(a0) ; are we tired while flying?
- bne.s Tails_FlyingSwimming ; if yes, branch to the subroutine handling Tails' flight logic
- 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, return
- ; 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 (part 1)
- bclr #0,flight_property(a0) ; tell the game that Tails is flying (part 2)
- return_1C83D:
- rts
- ; ---------------------------------------------------------------------------
- ; Subroutine doing the extra logic for Tails' flight
- ; ---------------------------------------------------------------------------
- Tails_FlyingSwimming:
- jsr (ObjectMove).l
- cmpi.b #death_egg_zone,(Current_Zone).w ; are we in Death Egg Zone?
- bne.s + ; if not, skip the reverse gravity check
- moveq #0,d0 ; clear d0
- move.b (Reverse_gravity_flag).w,d0 ; move the value in Reverse_gravity_flag into d0
- cmpi.b #1,d0 ; is the reverse gravity gimmick on?
- bne.s + ; No? Branch then
- subi.w #4,y_vel(a0) ; If so, SUBTRACT from Tails' y_vel instead
- bra.s ++
- +
- addi.w #4,y_vel(a0) ; slowly increase Tails' gravity
- +
- moveq #0,d0
- move.b ($FFFFFE05).w,d0
- andi.b #9,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 keep telling it, since that's completely pointless and just wastes CPU cycles.
- bset #2,flight_property(a0) ; If we haven't yet, tell the game that Tails is tired.
- +
- rts
- ; ...and the modified Obj02_MdJump routine...
- ; ===========================================================================
- ; Start of subroutine Obj02_MdJump
- ; Called if Tails is in a ball and airborne (he could be jumping but not necessarily)
- Obj02_MdJump:
- bsr.w Tails_CheckFlight
- bsr.w Tails_JumpHeight
- bsr.w Tails_ChgJumpDir
- bsr.w Tails_LevelBound
- btst #1,flight_property(a0) ; is Tails flying?
- bne.s + ; if so, skip ObjectMoveAndFall and related commands (the gravity for Tails' flying is handled in Tails_FlyingSwimming)
- btst #2,flight_property(a0) ; is Tails in a tired state while flying?
- bne.s + ; if so, skip ObjectMoveAndFall and related commands (the gravity for Tails' flying is handled in Tails_FlyingSwimming)
- jsr (ObjectMoveAndFall).l
- btst #6,status(a0) ; is Tails underwater?
- beq.s + ; if not, branch
- subi.w #$28,y_vel(a0) ; reduce gravity by $28 ($38-$28=$10)
- +
- bsr.w Tails_JumpAngle
- bsr.w Tails_DoLevelCollision
- rts
- ; End of subroutine Obj02_MdJump
- ; ===========================================================================
- ; ...the modified Obj02_ResetOnFloor_Part3...
- ; loc_1CB80:
- 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
- ; ...and the modified section of Level_FromCheckpoint (this was done to fix a bug).
- move.b #1,(Level_started_flag).w
- cmpi.w #2,(Player_mode).w
- bne.s +
- bset #0,flight_property(a0)
- bclr #1,flight_property(a0)
- bclr #2,flight_property(a0)
- ; Level_StartGame: loc_435A:
- + bclr #GameModeFlag_TitleCard,(Game_Mode).w ; clear $80 from the game mode
Advertisement
Add Comment
Please, Sign In to add comment