[SOLVED] Boss drop

n8bit

Member
dale_coop said:
Could you also share your "Handle Object Collisions" script ?

As requested...

Code:
;; LOAD OBJECT 00
;; OUTER LOOP
;; CHECK IF ACTIVE, IF NOT, SKIP OBJECT
;; LOAD self-collision-box
;; START OBJECT COLLISION LOOP
	;; LDA ONE MORE THAN CURRENT OBJECT
	;; CHECK IF ACTIVE.  IF NOT, SKIP THIS other
	;; IF IT IS ACTIVE, then we have to play them against each other.
		;; IS self object hurt by monsters?  If so, and other object is a monster, respond.
		;; IS self object hurt by weapons?  If so, and other object is a weapon, respond.
		;; at this point, we can still gauge whether or not it's affected by player, like with powerups.
		;; ADD one to the object being checked, loop through other objects.
;; increase object, return to outer loop.  Repeat thorugh all self objects.

;; ObjectFlags:
;; 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0
;  |   |   |   |   |   |   |   + -- PERSISTENT (especially good for player!)
;  |   |   |   |   |   |   +------- player type
;  |   |   |   |   |   + ---------- player weapon/projectile type
;  |   |   |   |   +--------------- monster type
;  |   |   |   +------------------- monster weapon/projectile type
;  |   |   +----------------------- pickup / power up
;  |   + -------------------------- target type 
;  +------------------------------- NPC type

;; player type checks monster, mosnter weapon, and pickup.
;; player weapon checks monster and target.
;; nothing else needs checking, as it would all be handled by those two steps.
;; so if it's a monster, do nothing.  if it's a monster projectile, do nothing. 
;; if it's a pickup, or a target, or it ignores all collisions, do nothing.
;; only if it's #%00000110, do something.



HandleObjectCollisions:

	LDA update_screen
	BEQ notChangingScreens
	rts
notChangingScreens:
	
	LDA npc_collision
	AND #%11111110
	STA npc_collision

	;LDA currentBank
	;STA prevBank
	;LDY #BANK_ANIMS
	;JSR bankswitchY
	
	LDX #$00
CollisionOuterLoop:
	TXA
	STA tempx
	LDA Object_status,x
	AND #%10000000
	BNE continueObjectCollisions_objectIsActive
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsActive:
	LDA Object_status,x
	AND #%00000100 ;; is ot off screen
	BEQ continueObjectCollisions_objectIsOnScreen
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsOnScreen
	LDA Object_status,x
	AND #%00000011
	BEQ continueObjectCollisions_objectIsNotHurtOrInvincible
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsNotHurtOrInvincible
	;LDY Object_type,x
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00000110
	BNE continueObjectCollisions_onlyPlayerTypesCheck
	JMP doneWithThisObjectCollision
continueObjectCollisions_onlyPlayerTypesCheck:
	;; this is either a player or player projectile type of object.
	;; all other types will be taken care of by iterating through these two types.
	;; first, check if it's player type.
	;LdA ObjectFlags,y
	LDA Object_flags,x
	AND #%00000010
	BNE isPlayerTypeForCollision
	JMP notPlayerType_forObjectCollision
isPlayerTypeForCollision:
	LDA player1_object
	STA colX
	;; is player type for object collision
	;; player's index is loaded into tempx
	JSR GetSelfCollisionBox
	;; now we have the collision box for self object
	;; next we loop through objects.
	
	LDX #$00
LoopThroughOtherObjects_player:
	CPX tempx
	BNE dontSkipThisOtherObject
	JMP skipThisOtherObject ;; other object IS the player, the one doing the counting..
dontSkipThisOtherObject:
	LDA Object_status,x
	AND #%00000100
	BEQ dontSkipThisOtherObject_becauseOnScreen
	JMP skipThisOtherObject ;; because it was off screen.
dontSkipThisOtherObject_becauseOnScreen:

	JSR GetOtherCollisionBox
	

	;; now we can do all the compares
	LDA selfNT_R
	CMP otherNT_L
	BCC + ;; no player object collision
	BNE ++ ;; is still possible to see collision.
	LDA selfRight
	CMP otherLeft
	BCC + ;; no player object collision
++ ;; it is still possible there is a collision here.
	LDA otherNT_R
	CMP selfNT_L
	BCC +
	BNE +++
	LDA otherRight
	CMP selfLeft
	BCC +
	
+++ ;; there was a collision here
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	LDA otherBottom
	CMP selfTop
	BCC +
	LDA selfBottom
	CMP otherTop
	BCC +

	JMP DoPlayerObjectCollision

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
+ ;; there is no collision here horizontally.
	JMP noPlayerObjectCollision

DoPlayerObjectCollision:


	
	LDA Object_flags,x
	AND #%10000000 ;; is it an NPC
	BNE isAnNPC
	;; is not an NPC
	JMP isNotAnNPCcollision
isAnNPC:
	;;;; do npc stuff.
	LDA npc_collision
	ORA #%00000001
	STA npc_collision
	;;;; enables a button to be used to activate a textbox.
	LDA Object_ID,x
	STA textVar
	;LDA gameHandler
	;ORA #%00100000
	;STA gameHandler

	JMP skipThisOtherObject
	
isNotAnNPCcollision:	
	LDA Object_flags,x
	;LDA ObjectFlags,y
	AND #%00011000 ;; is it a monster type?
	BNE otherIsAMonsterTypeCollision
	JMP otherIsNotAMonsterTypeCollision
otherIsAMonsterTypeCollision:
	LDA Object_status,x
	AND #HURT_STATUS_MASK ;; if the monster is hurt, it can't hurt us
	BEQ yesPlayerObjectCollision
	JMP noPlayerObjectCollision
yesPlayerObjectCollision:
	
	LDA Object_vulnerability,x
	AND #%00000010 ;; in this module, this is ignore player collision
	BEQ doPlayerHurt
	JMP	noPlayerObjectCollision
doPlayerHurt:
	;;;observe health
	TXA
	STA tempx ;; object is in tempx.
	LDX player1_object
	LDA Object_status,x
	AND #HURT_STATUS_MASK
	BEQ playerWasNotHurtDuringCollision
	JMP playerWasHurtDuringCollision
playerWasNotHurtDuringCollision:
;;---- Jump On Kills code begin ----
	TYA
	STA tempy
	LDX tempx
	LDA Object_vulnerability,x
	AND #%00010000
	BNE jumpOnMonster
	LDX player1_object
	JMP dontJumpOnMonster
jumpOnMonster:
	LDX player1_object
	;TXA
	;STA tempx
	;JMP playerWasHurtDuringCollision
	;LDX player1_object
	LDA selfBottom
	CMP otherCenterY
	;;adjustments to handle monster death animations
		BCC +
	JMP dontJumpOnMonster
	+
	;;end adjustments
	;;; JUMP ON MONSTER
	LDX player1_object
	LDA #$00
	SEC
	SBC #$04
	STA Object_v_speed_hi,x
	LDX tempx
		LDA Object_health,x
        SEC
        SBC #$01
        CMP #$01
        BCC +
		JMP notMunsterDeath
	+
	
	;;;;DeactivateCurrentObject
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	CreateObject temp, temp1, #$09, #$00, currentNametable ;; create "splat"
	LDX tempx
	DeactivateCurrentObject
	
	LDY tempy
	;; INCREASE SCORE
	AddValue #$08, myScore, #$01, #$02
	UpdateHud HUD_myScore	
	JMP playerWasHurtDuringCollision ;; just skips collision
dontJumpOnMonster:
notMunsterDeath:
;;---- Jump On Kills code end ----

	LDA Object_vulnerability,x
	AND #%01000000 ;; is he lethal invincible?
	BNE isLethalInvincible
	JMP notLethalInvincible
isLethalInvincible:
	LDX tempx
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	CreateObject temp, temp1, #OBJ_MONSTER_DEATH, #$00, currentNametable ;; create "splat"
	LDX tempx
	
	;;; ordinarily we'll want to destroy the instance.
	 DeactivateCurrentObject
	;; incrase score, you killed a monster
	PlaySound #SND_SPLAT
	TXA
	STA tempx
	AddValue #$08, myScore, #$01, #$00

	;;; we also need to set up the routine to update the HUD
	;; for this to work right, health must be a "blank-then-draw" type element.
	;STA hudElementTilesToLoad
	;	LDA #$00
	;	STA hudElementTilesMax
		; LDA DrawHudBytes
		; ora #HUD_myScore
		; STA DrawHudBytes
	UpdateHud HUD_myScore
	LDX tempx
	;;
	
	JMP skipThisOtherObject
	
notLethalInvincible:
	
	;;;;;;;;;;;;;;;;;
	;;;;;;;;; WHAT HAPPENS WHEN PLAYER IS HURT
	.include SCR_PLAYER_HURT_SCRIPT
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
	
playerWasHurtDuringCollision:	
	LDX tempx
	JMP skipThisOtherObject
otherIsNotAMonsterTypeCollision:
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00100000 ;; is it a 'collectable'?
	BEQ otherIsNotAcollectable
	;;;; IS A pickup / power up
	DeactivateCurrentObject ;; makes the other object go away
							;; since other object is loaded in X
							
;;=========== WHAT DO YOU WANT TO HAVE HAPPEN WHEN YOU COLLECT THIS ITEM?

	JSR HandlePickupPowerup

	
otherIsNotAcollectable:
noPlayerObjectCollision:	
skipThisOtherObject:
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneLoopThroughOtherObjects_player
	JMP LoopThroughOtherObjects_player
doneLoopThroughOtherObjects_player:
	;; end of player collision
	LDX tempx ;; restore x
	JMP doneWithThisObjectCollision
	
	
	
notPlayerType_forObjectCollision:
	;; is of player weapon type.
	JSR GetSelfCollisionBox
	;; now we have the collision box for self object
	;; next we loop through objects.
	LDX #$00
LoopThroughOtherObjects_weapon:

	CPX tempx
	BNE dontskipThisOtherObject_weapon
	JMP skipThisOtherObject_weapon
dontskipThisOtherObject_weapon
	JSR GetOtherCollisionBox
	;; now we can do all the compares
	LDA selfNT_R
	CMP otherNT_L
	BCC + ;; no player object collision
	BNE ++ ;; is still possible to see collision.
	LDA selfRight
	CMP otherLeft
	BCC + ;; no player object collision
++ ;; it is still possible there is a collision here.
	LDA otherNT_R
	CMP selfNT_L
	BCC +
	BNE +++
	LDA otherRight
	CMP selfLeft
	BCC +
	
+++ ;; there was a collision here
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	LDA otherBottom
	CMP selfTop
	BCC +
	LDA selfBottom
	CMP otherTop
	BCC +

	JMP doWeaponObjectCollision

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
+ ;; there is no collision here horizontally.
	JMP noWeaponObjectCollision
doWeaponObjectCollision:
	;; go through the different types of collision possible.
	;; first, check monster OR monser projectile, as that should lead to hurt/death
	;LDY Object_type,x
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00001000 ;; is it a monster type?
	;;; if you'd like the player weapon to ALSO destroy projectiles
	;;; use #%00011000 here
	BNE otherIsMonsterTypeCollision_weapon
	JMP otherIsNotAMonsterTypeCollision_weapon
otherIsMonsterTypeCollision_weapon:
;;;;;;;;;;;;;;;;;;;;;;;;
	TXA
	PHA
	.include SCR_HANDLE_HURT_MONSTER
	PLA
	TAX
	;;; if monster dies, count monsters
	;; right now, he always dies, so count the monsters.
	JSR countAllMonsters	
	

	
otherIsNotAMonsterTypeCollision_weapon:
	
noWeaponObjectCollision:	
skipThisOtherObject_weapon:
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneWithLoopingThroughWeaponObjects
	JMP LoopThroughOtherObjects_weapon
doneWithLoopingThroughWeaponObjects:
	
	
	
	;; end of player collision
	LDX tempx ;; restore x
	JMP doneWithThisObjectCollision
	
	
	
	
doneWithThisObjectCollision:
	LDX tempx
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneWithAllObjects
	JMP CollisionOuterLoop
doneWithAllObjects:
	;;;;;;;;;;;;;;;;;;;;;;;;;
	;; for this module
	;; we will check for the melee position.
	;; but rather than waste space with an entire object
	;; we'll just test it against a single point
	.include SCR_CHECK_SPRITE_WEAPON

	RTS
	
	
	
	
	
	
GetSelfCollisionBox:	
	LDA Object_x_hi,x
	CLC
	ADC Object_left,x
	STA selfLeft
	LDA Object_scroll,x
	ADC #$00
	STA selfNT_L
	
	LDA Object_x_hi,x
	CLC
	ADC Object_right,x
	STA selfRight
	LDA Object_scroll,x
	ADC #$00
	STA selfNT_R
	
	LDA Object_vulnerability,x
	AND #%10000000
	BEQ noDuckingBit
	LDA Object_bottom
	SEC 
	SBC Object_top
	STA temp
	LDA Object_y_hi,x
	CLC
	ADC temp
	JMP gotSelfTop
noDuckingBit:
	LDA Object_y_hi,x
	CLC
	ADC Object_top,x
gotSelfTop:
	STA selfTop
	LDA Object_y_hi,x
	CLC
	ADC Object_bottom,x
	STA selfBottom
	LDA Object_x_hi,x
	CLC
	ADC Object_origin_x,x
	STA selfCenterX
	LDA Object_y_hi,x
	CLC
	ADC Object_origin_y,x
	STA selfCenterY
	

	RTS
	
GetOtherCollisionBox:
	LDA Object_x_hi,x
	CLC
	ADC Object_left,x
	STA otherLeft
	LDA Object_scroll,x
	ADC #$00
	STA otherNT_L
	
	LDA Object_x_hi,x
	CLC
	ADC Object_right,x
	STA otherRight
	LDA Object_scroll,x
	ADC #$00
	STA otherNT_R
	
	LDA Object_vulnerability,x
	AND #%10000000
	BEQ noDuckingBit_other
	LDA Object_bottom
	SEC 
	SBC Object_top
	STA temp
	LDA Object_y_hi,x
	CLC
	ADC temp
	JMP gotSelfTop_other
noDuckingBit_other:
	LDA Object_y_hi,x
	CLC
	ADC Object_top,x
gotSelfTop_other:	
	
	STA otherTop
	LDA Object_y_hi,x
	CLC
	ADC Object_bottom,x
	STA otherBottom
	LDA Object_x_hi,x
	CLC
	ADC Object_origin_x,x
	STA otherCenterX
	LDA Object_y_hi,x
	CLC
	ADC Object_origin_y,x
	STA otherCenterY
	

	RTS
	
	
	
	
	
	
	
DetermineRecoilDirection:

	;;;RECOIL
	;;First check for the abs x value
	LDA recoil_selfX
	SEC
	SBC recoil_otherX
	BCS absCheckDone
	EOR #$FF
	CLC
	ADC #$01
absCheckDone:
	STA temp
	LDA recoil_selfY
	SEC
	SBC recoil_otherY
	BCS absCheckDone2
	EOR #$FF
	CLC
	ADC #$01
absCheckDone2:
	CMP temp
	BCS vCol
	LDA recoil_selfX
	CMP recoil_otherX
	BCS recoilRight
	;; recoil left
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_h_speed_lo,x
	LDA #$00
	SEC
	SBC	#RECOIL_SPEED_HI
	STA Object_h_speed_hi,x
	LDA #$00
	STA Object_v_speed_hi,x
	STA Object_v_speed_lo,x
	LDA #%10000000
	STA temp1
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	CPX player1_object
	BNE dontChangeScrollDirectionL
	LDA #$00
	STA scrollDirection
dontChangeScrollDirectionL
	RTS
	
recoilRight:
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_h_speed_lo,x
	LDA	#RECOIL_SPEED_HI
	STA Object_h_speed_hi,x
	LDA #$00
	STA Object_v_speed_hi,x
	STA Object_v_speed_lo,x
	LDA #%11000000
	STA temp1
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	CPX player1_object
	BNE dontChangeScrollDirectionR
	LDA #$01
	STA scrollDirection
dontChangeScrollDirectionR:
	RTS
	
vCol:
	LDA recoil_selfY
	CMP recoil_otherY
	BCS recoilDown
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_v_speed_lo,x
	LDA #$00
	SEC
	SBC	#RECOIL_SPEED_HI
	STA Object_v_speed_hi,x
	LDA #%00100000
	STA temp1
	LDA #$00
	STA Object_h_speed_hi,x
	STA Object_h_speed_lo,x
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x

	RTS
	
recoilDown:
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_v_speed_lo,x
	LDA #RECOIL_SPEED_HI
	STA Object_v_speed_hi,x
	LDA #%00110000
	STA temp1
	LDA #$00
	STA Object_h_speed_hi,x
	STA Object_h_speed_lo,x
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	
	RTS
 

dale_coop

Moderator
Staff member
Ok, you could try this...

Replace your Handle Monster Drops script with this modified one:
Code:
;;; monster objects drop at random.
	LDA otherCenterX
	SBC #$08
	STA temp
	LDA otherCenterY
	SBC #$08
	STA temp1
	
	LDA Object_scroll,x
	SBC #$00
	STA temp3

	;; we will check if it's the BOSS:
	LDA temp2  ;;Object_type,x
	CLC
	CMP #15	;; compare with the boss monster Id
	BNE +
	LDX player1_object
	LDA Object_movement,x
	AND #%00000111
	CMP #%00000110
	BNE ++
	LDA selfLeft
	SEC
	SBC #$08
	STA temp
	JMP +++
	++
	LDA selfRight
	STA temp
	+++
	;; the monster killed it the BOSS monster
	CreateObject temp, temp1, #OBJ_BOSS_DROP, #$00, temp3
	+
	;; else, nothing:
	RTS	
	
	
	JSR GetRandomNumber
	AND #%00000111 ;; now, we have a number between 0 and 7
	BNE notPickup0 ;; 
	;; zero case here;
	;;; here, we'll create health
	CreateObject temp, temp1, #$04, #$00, temp3
	JMP donePickup
notPickup0:
	CMP #$01
	BNE notPickup1
	;; one case here;
;;; here, we'll create currency
	CreateObject temp, temp1, #$07, #$00, temp3
	JMP donePickup
notPickup1:
	CMP #$02
	BNE notPickup2
	;; two case here;
	;;; here, we'll create currency
	CreateObject temp, temp1, #$07, #$00, temp3
	JMP donePickup
notPickup2:
	;;;; do the same for each case.
	;;;; blank cases will simply return 'nothing'.
	
	
	
	
donePickup:	
	;;; ALL cases create a "pow"
	CreateObject temp, temp1, #OBJ_MONSTER_DEATH, #$00, temp3


And your "Handle Object Collision" script with this modified one (just added the handle for monster drop):

Code:
;; LOAD OBJECT 00
;; OUTER LOOP
;; CHECK IF ACTIVE, IF NOT, SKIP OBJECT
;; LOAD self-collision-box
;; START OBJECT COLLISION LOOP
	;; LDA ONE MORE THAN CURRENT OBJECT
	;; CHECK IF ACTIVE.  IF NOT, SKIP THIS other
	;; IF IT IS ACTIVE, then we have to play them against each other.
		;; IS self object hurt by monsters?  If so, and other object is a monster, respond.
		;; IS self object hurt by weapons?  If so, and other object is a weapon, respond.
		;; at this point, we can still gauge whether or not it's affected by player, like with powerups.
		;; ADD one to the object being checked, loop through other objects.
;; increase object, return to outer loop.  Repeat thorugh all self objects.

;; ObjectFlags:
;; 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0
;  |   |   |   |   |   |   |   + -- PERSISTENT (especially good for player!)
;  |   |   |   |   |   |   +------- player type
;  |   |   |   |   |   + ---------- player weapon/projectile type
;  |   |   |   |   +--------------- monster type
;  |   |   |   +------------------- monster weapon/projectile type
;  |   |   +----------------------- pickup / power up
;  |   + -------------------------- target type 
;  +------------------------------- NPC type

;; player type checks monster, mosnter weapon, and pickup.
;; player weapon checks monster and target.
;; nothing else needs checking, as it would all be handled by those two steps.
;; so if it's a monster, do nothing.  if it's a monster projectile, do nothing. 
;; if it's a pickup, or a target, or it ignores all collisions, do nothing.
;; only if it's #%00000110, do something.



HandleObjectCollisions:

	LDA update_screen
	BEQ notChangingScreens
	rts
notChangingScreens:
	
	LDA npc_collision
	AND #%11111110
	STA npc_collision

	;LDA currentBank
	;STA prevBank
	;LDY #BANK_ANIMS
	;JSR bankswitchY
	
	LDX #$00
CollisionOuterLoop:
	TXA
	STA tempx
	LDA Object_status,x
	AND #%10000000
	BNE continueObjectCollisions_objectIsActive
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsActive:
	LDA Object_status,x
	AND #%00000100 ;; is ot off screen
	BEQ continueObjectCollisions_objectIsOnScreen
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsOnScreen
	LDA Object_status,x
	AND #%00000011
	BEQ continueObjectCollisions_objectIsNotHurtOrInvincible
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsNotHurtOrInvincible
	;LDY Object_type,x
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00000110
	BNE continueObjectCollisions_onlyPlayerTypesCheck
	JMP doneWithThisObjectCollision
continueObjectCollisions_onlyPlayerTypesCheck:
	;; this is either a player or player projectile type of object.
	;; all other types will be taken care of by iterating through these two types.
	;; first, check if it's player type.
	;LdA ObjectFlags,y
	LDA Object_flags,x
	AND #%00000010
	BNE isPlayerTypeForCollision
	JMP notPlayerType_forObjectCollision
isPlayerTypeForCollision:
	LDA player1_object
	STA colX
	;; is player type for object collision
	;; player's index is loaded into tempx
	JSR GetSelfCollisionBox
	;; now we have the collision box for self object
	;; next we loop through objects.
	
	LDX #$00
LoopThroughOtherObjects_player:
	CPX tempx
	BNE dontSkipThisOtherObject
	JMP skipThisOtherObject ;; other object IS the player, the one doing the counting..
dontSkipThisOtherObject:
	LDA Object_status,x
	AND #%00000100
	BEQ dontSkipThisOtherObject_becauseOnScreen
	JMP skipThisOtherObject ;; because it was off screen.
dontSkipThisOtherObject_becauseOnScreen:

	JSR GetOtherCollisionBox
	

	;; now we can do all the compares
	LDA selfNT_R
	CMP otherNT_L
	BCC + ;; no player object collision
	BNE ++ ;; is still possible to see collision.
	LDA selfRight
	CMP otherLeft
	BCC + ;; no player object collision
++ ;; it is still possible there is a collision here.
	LDA otherNT_R
	CMP selfNT_L
	BCC +
	BNE +++
	LDA otherRight
	CMP selfLeft
	BCC +
	
+++ ;; there was a collision here
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	LDA otherBottom
	CMP selfTop
	BCC +
	LDA selfBottom
	CMP otherTop
	BCC +

	JMP DoPlayerObjectCollision

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
+ ;; there is no collision here horizontally.
	JMP noPlayerObjectCollision

DoPlayerObjectCollision:


	
	LDA Object_flags,x
	AND #%10000000 ;; is it an NPC
	BNE isAnNPC
	;; is not an NPC
	JMP isNotAnNPCcollision
isAnNPC:
	;;;; do npc stuff.
	LDA npc_collision
	ORA #%00000001
	STA npc_collision
	;;;; enables a button to be used to activate a textbox.
	LDA Object_ID,x
	STA textVar
	;LDA gameHandler
	;ORA #%00100000
	;STA gameHandler

	JMP skipThisOtherObject
	
isNotAnNPCcollision:	
	LDA Object_flags,x
	;LDA ObjectFlags,y
	AND #%00011000 ;; is it a monster type?
	BNE otherIsAMonsterTypeCollision
	JMP otherIsNotAMonsterTypeCollision
otherIsAMonsterTypeCollision:
	LDA Object_status,x
	AND #HURT_STATUS_MASK ;; if the monster is hurt, it can't hurt us
	BEQ yesPlayerObjectCollision
	JMP noPlayerObjectCollision
yesPlayerObjectCollision:
	
	LDA Object_vulnerability,x
	AND #%00000010 ;; in this module, this is ignore player collision
	BEQ doPlayerHurt
	JMP	noPlayerObjectCollision
doPlayerHurt:
	;;;observe health
	TXA
	STA tempx ;; object is in tempx.
	LDX player1_object
	LDA Object_status,x
	AND #HURT_STATUS_MASK
	BEQ playerWasNotHurtDuringCollision
	JMP playerWasHurtDuringCollision
playerWasNotHurtDuringCollision:
;;---- Jump On Kills code begin ----
	TYA
	STA tempy
	LDX tempx
	LDA Object_vulnerability,x
	AND #%00010000
	BNE jumpOnMonster
	LDX player1_object
	JMP dontJumpOnMonster
jumpOnMonster:
	LDX player1_object
	;TXA
	;STA tempx
	;JMP playerWasHurtDuringCollision
	;LDX player1_object
	LDA selfBottom
	CMP otherCenterY
	;;adjustments to handle monster death animations
		BCC +
	JMP dontJumpOnMonster
	+
	;;end adjustments
	;;; JUMP ON MONSTER
	LDX player1_object
	LDA #$00
	SEC
	SBC #$04
	STA Object_v_speed_hi,x
	LDX tempx
		LDA Object_health,x
        SEC
        SBC #$01
        CMP #$01
        BCC +
		JMP notMunsterDeath
	+
	
	;;;;DeactivateCurrentObject
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	LDA Object_type,x	;; used for Monster Drops
	STA	temp2			;; used for Monster Drops
	
	CreateObject temp, temp1, #OBJ_MONSTER_DEATH, #$00, currentNametable ;; create "splat"

	;; will use the Handle Monster Drops (mainly for boss):
	JSR HandleDrops

	LDX tempx
	DeactivateCurrentObject

	TXA
	STA tempy
	;; INCREASE SCORE
	AddValue #$08, myScore, #$01, #$02
	UpdateHud HUD_myScore	
	LDX tempy

	JMP playerWasHurtDuringCollision ;; just skips collision
dontJumpOnMonster:
notMunsterDeath:
;;---- Jump On Kills code end ----

	LDA Object_vulnerability,x
	AND #%01000000 ;; is he lethal invincible?
	BNE isLethalInvincible
	JMP notLethalInvincible
isLethalInvincible:
	LDX tempx
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	CreateObject temp, temp1, #OBJ_MONSTER_DEATH, #$00, currentNametable ;; create "splat"
	LDX tempx
	
	;;; ordinarily we'll want to destroy the instance.
	 DeactivateCurrentObject
	;; incrase score, you killed a monster
	PlaySound #SND_SPLAT
	TXA
	STA tempx
	AddValue #$08, myScore, #$01, #$00

	;;; we also need to set up the routine to update the HUD
	;; for this to work right, health must be a "blank-then-draw" type element.
	;STA hudElementTilesToLoad
	;	LDA #$00
	;	STA hudElementTilesMax
		; LDA DrawHudBytes
		; ora #HUD_myScore
		; STA DrawHudBytes
	UpdateHud HUD_myScore
	LDX tempx
	;;
	
	
	JMP skipThisOtherObject
	
notLethalInvincible:
	
	;;;;;;;;;;;;;;;;;
	;;;;;;;;; WHAT HAPPENS WHEN PLAYER IS HURT
	.include SCR_PLAYER_HURT_SCRIPT
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
	
playerWasHurtDuringCollision:	
	LDX tempx
	JMP skipThisOtherObject
otherIsNotAMonsterTypeCollision:
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00100000 ;; is it a 'collectable'?
	BEQ otherIsNotAcollectable
	;;;; IS A pickup / power up
	DeactivateCurrentObject ;; makes the other object go away
							;; since other object is loaded in X
							
;;=========== WHAT DO YOU WANT TO HAVE HAPPEN WHEN YOU COLLECT THIS ITEM?

	JSR HandlePickupPowerup

	
otherIsNotAcollectable:
noPlayerObjectCollision:	
skipThisOtherObject:
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneLoopThroughOtherObjects_player
	JMP LoopThroughOtherObjects_player
doneLoopThroughOtherObjects_player:
	;; end of player collision
	LDX tempx ;; restore x
	JMP doneWithThisObjectCollision
	
	
	
notPlayerType_forObjectCollision:
	;; is of player weapon type.
	JSR GetSelfCollisionBox
	;; now we have the collision box for self object
	;; next we loop through objects.
	LDX #$00
LoopThroughOtherObjects_weapon:

	CPX tempx
	BNE dontskipThisOtherObject_weapon
	JMP skipThisOtherObject_weapon
dontskipThisOtherObject_weapon
	JSR GetOtherCollisionBox
	;; now we can do all the compares
	LDA selfNT_R
	CMP otherNT_L
	BCC + ;; no player object collision
	BNE ++ ;; is still possible to see collision.
	LDA selfRight
	CMP otherLeft
	BCC + ;; no player object collision
++ ;; it is still possible there is a collision here.
	LDA otherNT_R
	CMP selfNT_L
	BCC +
	BNE +++
	LDA otherRight
	CMP selfLeft
	BCC +
	
+++ ;; there was a collision here
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	LDA otherBottom
	CMP selfTop
	BCC +
	LDA selfBottom
	CMP otherTop
	BCC +

	JMP doWeaponObjectCollision

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
+ ;; there is no collision here horizontally.
	JMP noWeaponObjectCollision
doWeaponObjectCollision:
	;; go through the different types of collision possible.
	;; first, check monster OR monser projectile, as that should lead to hurt/death
	;LDY Object_type,x
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00001000 ;; is it a monster type?
	;;; if you'd like the player weapon to ALSO destroy projectiles
	;;; use #%00011000 here
	BNE otherIsMonsterTypeCollision_weapon
	JMP otherIsNotAMonsterTypeCollision_weapon
otherIsMonsterTypeCollision_weapon:
;;;;;;;;;;;;;;;;;;;;;;;;
	TXA
	PHA
	.include SCR_HANDLE_HURT_MONSTER
	PLA
	TAX
	;;; if monster dies, count monsters
	;; right now, he always dies, so count the monsters.
	JSR countAllMonsters	
	

	
otherIsNotAMonsterTypeCollision_weapon:
	
noWeaponObjectCollision:	
skipThisOtherObject_weapon:
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneWithLoopingThroughWeaponObjects
	JMP LoopThroughOtherObjects_weapon
doneWithLoopingThroughWeaponObjects:
	
	
	
	;; end of player collision
	LDX tempx ;; restore x
	JMP doneWithThisObjectCollision
	
	
	
	
doneWithThisObjectCollision:
	LDX tempx
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneWithAllObjects
	JMP CollisionOuterLoop
doneWithAllObjects:
	;;;;;;;;;;;;;;;;;;;;;;;;;
	;; for this module
	;; we will check for the melee position.
	;; but rather than waste space with an entire object
	;; we'll just test it against a single point
	.include SCR_CHECK_SPRITE_WEAPON

	RTS
	
	
	
	
	
	
GetSelfCollisionBox:	
	LDA Object_x_hi,x
	CLC
	ADC Object_left,x
	STA selfLeft
	LDA Object_scroll,x
	ADC #$00
	STA selfNT_L
	
	LDA Object_x_hi,x
	CLC
	ADC Object_right,x
	STA selfRight
	LDA Object_scroll,x
	ADC #$00
	STA selfNT_R
	
	LDA Object_vulnerability,x
	AND #%10000000
	BEQ noDuckingBit
	LDA Object_bottom
	SEC 
	SBC Object_top
	STA temp
	LDA Object_y_hi,x
	CLC
	ADC temp
	JMP gotSelfTop
noDuckingBit:
	LDA Object_y_hi,x
	CLC
	ADC Object_top,x
gotSelfTop:
	STA selfTop
	LDA Object_y_hi,x
	CLC
	ADC Object_bottom,x
	STA selfBottom
	LDA Object_x_hi,x
	CLC
	ADC Object_origin_x,x
	STA selfCenterX
	LDA Object_y_hi,x
	CLC
	ADC Object_origin_y,x
	STA selfCenterY
	

	RTS
	
GetOtherCollisionBox:
	LDA Object_x_hi,x
	CLC
	ADC Object_left,x
	STA otherLeft
	LDA Object_scroll,x
	ADC #$00
	STA otherNT_L
	
	LDA Object_x_hi,x
	CLC
	ADC Object_right,x
	STA otherRight
	LDA Object_scroll,x
	ADC #$00
	STA otherNT_R
	
	LDA Object_vulnerability,x
	AND #%10000000
	BEQ noDuckingBit_other
	LDA Object_bottom
	SEC 
	SBC Object_top
	STA temp
	LDA Object_y_hi,x
	CLC
	ADC temp
	JMP gotSelfTop_other
noDuckingBit_other:
	LDA Object_y_hi,x
	CLC
	ADC Object_top,x
gotSelfTop_other:	
	
	STA otherTop
	LDA Object_y_hi,x
	CLC
	ADC Object_bottom,x
	STA otherBottom
	LDA Object_x_hi,x
	CLC
	ADC Object_origin_x,x
	STA otherCenterX
	LDA Object_y_hi,x
	CLC
	ADC Object_origin_y,x
	STA otherCenterY
	

	RTS
	
	
	
	
	
	
	
DetermineRecoilDirection:

	;;;RECOIL
	;;First check for the abs x value
	LDA recoil_selfX
	SEC
	SBC recoil_otherX
	BCS absCheckDone
	EOR #$FF
	CLC
	ADC #$01
absCheckDone:
	STA temp
	LDA recoil_selfY
	SEC
	SBC recoil_otherY
	BCS absCheckDone2
	EOR #$FF
	CLC
	ADC #$01
absCheckDone2:
	CMP temp
	BCS vCol
	LDA recoil_selfX
	CMP recoil_otherX
	BCS recoilRight
	;; recoil left
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_h_speed_lo,x
	LDA #$00
	SEC
	SBC	#RECOIL_SPEED_HI
	STA Object_h_speed_hi,x
	LDA #$00
	STA Object_v_speed_hi,x
	STA Object_v_speed_lo,x
	LDA #%10000000
	STA temp1
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	CPX player1_object
	BNE dontChangeScrollDirectionL
	LDA #$00
	STA scrollDirection
dontChangeScrollDirectionL
	RTS
	
recoilRight:
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_h_speed_lo,x
	LDA	#RECOIL_SPEED_HI
	STA Object_h_speed_hi,x
	LDA #$00
	STA Object_v_speed_hi,x
	STA Object_v_speed_lo,x
	LDA #%11000000
	STA temp1
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	CPX player1_object
	BNE dontChangeScrollDirectionR
	LDA #$01
	STA scrollDirection
dontChangeScrollDirectionR:
	RTS
	
vCol:
	LDA recoil_selfY
	CMP recoil_otherY
	BCS recoilDown
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_v_speed_lo,x
	LDA #$00
	SEC
	SBC	#RECOIL_SPEED_HI
	STA Object_v_speed_hi,x
	LDA #%00100000
	STA temp1
	LDA #$00
	STA Object_h_speed_hi,x
	STA Object_h_speed_lo,x
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x

	RTS
	
recoilDown:
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_v_speed_lo,x
	LDA #RECOIL_SPEED_HI
	STA Object_v_speed_hi,x
	LDA #%00110000
	STA temp1
	LDA #$00
	STA Object_h_speed_hi,x
	STA Object_h_speed_lo,x
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	
	RTS


And don't forget to set up your user constant "OBJ_BOSS_DROP" to , your "OBJ_MONSTER_DEATH".

Tell me how it goes...
 

n8bit

Member
Odd. Still no luck. If I was to setup a warp after the boss is killed where would I put it? Seems like that would be an easier solution at this point...
 

dale_coop

Moderator
Staff member
In that case, I would suggest to create the Victory Animation Object (like in the platformer tutorial), this object make a small animation and then, warps!
(you need to set the user constant "OBJ_PLAYER_VICTORY" value... and your boss monster is still 15, correct? else search for #15 and change for the correct one).

Here's your "Handle Object Collisions" modified script:
Code:
;; LOAD OBJECT 00
;; OUTER LOOP
;; CHECK IF ACTIVE, IF NOT, SKIP OBJECT
;; LOAD self-collision-box
;; START OBJECT COLLISION LOOP
	;; LDA ONE MORE THAN CURRENT OBJECT
	;; CHECK IF ACTIVE.  IF NOT, SKIP THIS other
	;; IF IT IS ACTIVE, then we have to play them against each other.
		;; IS self object hurt by monsters?  If so, and other object is a monster, respond.
		;; IS self object hurt by weapons?  If so, and other object is a weapon, respond.
		;; at this point, we can still gauge whether or not it's affected by player, like with powerups.
		;; ADD one to the object being checked, loop through other objects.
;; increase object, return to outer loop.  Repeat thorugh all self objects.

;; ObjectFlags:
;; 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0
;  |   |   |   |   |   |   |   + -- PERSISTENT (especially good for player!)
;  |   |   |   |   |   |   +------- player type
;  |   |   |   |   |   + ---------- player weapon/projectile type
;  |   |   |   |   +--------------- monster type
;  |   |   |   +------------------- monster weapon/projectile type
;  |   |   +----------------------- pickup / power up
;  |   + -------------------------- target type 
;  +------------------------------- NPC type

;; player type checks monster, mosnter weapon, and pickup.
;; player weapon checks monster and target.
;; nothing else needs checking, as it would all be handled by those two steps.
;; so if it's a monster, do nothing.  if it's a monster projectile, do nothing. 
;; if it's a pickup, or a target, or it ignores all collisions, do nothing.
;; only if it's #%00000110, do something.



HandleObjectCollisions:

	LDA update_screen
	BEQ notChangingScreens
	rts
notChangingScreens:
	
	LDA npc_collision
	AND #%11111110
	STA npc_collision

	;LDA currentBank
	;STA prevBank
	;LDY #BANK_ANIMS
	;JSR bankswitchY
	
	LDX #$00
CollisionOuterLoop:
	TXA
	STA tempx
	LDA Object_status,x
	AND #%10000000
	BNE continueObjectCollisions_objectIsActive
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsActive:
	LDA Object_status,x
	AND #%00000100 ;; is ot off screen
	BEQ continueObjectCollisions_objectIsOnScreen
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsOnScreen
	LDA Object_status,x
	AND #%00000011
	BEQ continueObjectCollisions_objectIsNotHurtOrInvincible
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsNotHurtOrInvincible
	;LDY Object_type,x
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00000110
	BNE continueObjectCollisions_onlyPlayerTypesCheck
	JMP doneWithThisObjectCollision
continueObjectCollisions_onlyPlayerTypesCheck:
	;; this is either a player or player projectile type of object.
	;; all other types will be taken care of by iterating through these two types.
	;; first, check if it's player type.
	;LdA ObjectFlags,y
	LDA Object_flags,x
	AND #%00000010
	BNE isPlayerTypeForCollision
	JMP notPlayerType_forObjectCollision
isPlayerTypeForCollision:
	LDA player1_object
	STA colX
	;; is player type for object collision
	;; player's index is loaded into tempx
	JSR GetSelfCollisionBox
	;; now we have the collision box for self object
	;; next we loop through objects.
	
	LDX #$00
LoopThroughOtherObjects_player:
	CPX tempx
	BNE dontSkipThisOtherObject
	JMP skipThisOtherObject ;; other object IS the player, the one doing the counting..
dontSkipThisOtherObject:
	LDA Object_status,x
	AND #%00000100
	BEQ dontSkipThisOtherObject_becauseOnScreen
	JMP skipThisOtherObject ;; because it was off screen.
dontSkipThisOtherObject_becauseOnScreen:

	JSR GetOtherCollisionBox
	

	;; now we can do all the compares
	LDA selfNT_R
	CMP otherNT_L
	BCC + ;; no player object collision
	BNE ++ ;; is still possible to see collision.
	LDA selfRight
	CMP otherLeft
	BCC + ;; no player object collision
++ ;; it is still possible there is a collision here.
	LDA otherNT_R
	CMP selfNT_L
	BCC +
	BNE +++
	LDA otherRight
	CMP selfLeft
	BCC +
	
+++ ;; there was a collision here
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	LDA otherBottom
	CMP selfTop
	BCC +
	LDA selfBottom
	CMP otherTop
	BCC +

	JMP DoPlayerObjectCollision

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
+ ;; there is no collision here horizontally.
	JMP noPlayerObjectCollision

DoPlayerObjectCollision:


	
	LDA Object_flags,x
	AND #%10000000 ;; is it an NPC
	BNE isAnNPC
	;; is not an NPC
	JMP isNotAnNPCcollision
isAnNPC:
	;;;; do npc stuff.
	LDA npc_collision
	ORA #%00000001
	STA npc_collision
	;;;; enables a button to be used to activate a textbox.
	LDA Object_ID,x
	STA textVar
	;LDA gameHandler
	;ORA #%00100000
	;STA gameHandler

	JMP skipThisOtherObject
	
isNotAnNPCcollision:	
	LDA Object_flags,x
	;LDA ObjectFlags,y
	AND #%00011000 ;; is it a monster type?
	BNE otherIsAMonsterTypeCollision
	JMP otherIsNotAMonsterTypeCollision
otherIsAMonsterTypeCollision:
	LDA Object_status,x
	AND #HURT_STATUS_MASK ;; if the monster is hurt, it can't hurt us
	BEQ yesPlayerObjectCollision
	JMP noPlayerObjectCollision
yesPlayerObjectCollision:
	
	LDA Object_vulnerability,x
	AND #%00000010 ;; in this module, this is ignore player collision
	BEQ doPlayerHurt
	JMP	noPlayerObjectCollision
doPlayerHurt:
	;;;observe health
	TXA
	STA tempx ;; object is in tempx.
	LDX player1_object
	LDA Object_status,x
	AND #HURT_STATUS_MASK
	BEQ playerWasNotHurtDuringCollision
	JMP playerWasHurtDuringCollision
playerWasNotHurtDuringCollision:
;;---- Jump On Kills code begin ----
	TYA
	STA tempy
	LDX tempx
	LDA Object_vulnerability,x
	AND #%00010000
	BNE jumpOnMonster
	LDX player1_object
	JMP dontJumpOnMonster
jumpOnMonster:
	LDX player1_object
	;TXA
	;STA tempx
	;JMP playerWasHurtDuringCollision
	;LDX player1_object
	LDA selfBottom
	CMP otherCenterY
	;;adjustments to handle monster death animations
		BCC +
	JMP dontJumpOnMonster
	+
	;;end adjustments
	;;; JUMP ON MONSTER
	LDX player1_object
	LDA #$00
	SEC
	SBC #$04
	STA Object_v_speed_hi,x
	LDX tempx
		LDA Object_health,x
        SEC
        SBC #$01
        CMP #$01
        BCC +
		JMP notMunsterDeath
	+
	
	;;;;DeactivateCurrentObject
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	LDA Object_type,x	;; used for Monster Drops
	STA	temp2			;; used for Monster Drops
	
	CreateObject temp, temp1, #OBJ_MONSTER_DEATH, #$00, currentNametable ;; create "splat"

	LDX tempx
	DeactivateCurrentObject

	;; we will check if it's the BOSS:
	LDA temp2  ;;Object_type,x
	CLC
	CMP #15
	BNE +
	TXA
	STA tempy
	LDX player1_object
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	CreateObject temp, temp1, #OBJ_PLAYER_VICTORY, #$00, currentNametable
	LDX player1_object
	DeactivateCurrentObject
	LDA #$01
	STA loadObjectFlag
	LDX tempy
	+

	TXA
	STA tempy
	;; INCREASE SCORE
	AddValue #$08, myScore, #$01, #$02
	UpdateHud HUD_myScore	
	LDX tempy

	JMP playerWasHurtDuringCollision ;; just skips collision
dontJumpOnMonster:
notMunsterDeath:
;;---- Jump On Kills code end ----

	LDA Object_vulnerability,x
	AND #%01000000 ;; is he lethal invincible?
	BNE isLethalInvincible
	JMP notLethalInvincible
isLethalInvincible:
	LDX tempx
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	CreateObject temp, temp1, #OBJ_MONSTER_DEATH, #$00, currentNametable ;; create "splat"
	LDX tempx
	
	;;; ordinarily we'll want to destroy the instance.
	 DeactivateCurrentObject
	;; incrase score, you killed a monster
	PlaySound #SND_SPLAT
	TXA
	STA tempx
	AddValue #$08, myScore, #$01, #$00

	;;; we also need to set up the routine to update the HUD
	;; for this to work right, health must be a "blank-then-draw" type element.
	;STA hudElementTilesToLoad
	;	LDA #$00
	;	STA hudElementTilesMax
		; LDA DrawHudBytes
		; ora #HUD_myScore
		; STA DrawHudBytes
	UpdateHud HUD_myScore
	LDX tempx
	;;
	
	
	JMP skipThisOtherObject
	
notLethalInvincible:
	
	;;;;;;;;;;;;;;;;;
	;;;;;;;;; WHAT HAPPENS WHEN PLAYER IS HURT
	.include SCR_PLAYER_HURT_SCRIPT
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
	
playerWasHurtDuringCollision:	
	LDX tempx
	JMP skipThisOtherObject
otherIsNotAMonsterTypeCollision:
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00100000 ;; is it a 'collectable'?
	BEQ otherIsNotAcollectable
	;;;; IS A pickup / power up
	DeactivateCurrentObject ;; makes the other object go away
							;; since other object is loaded in X
							
;;=========== WHAT DO YOU WANT TO HAVE HAPPEN WHEN YOU COLLECT THIS ITEM?

	JSR HandlePickupPowerup

	
otherIsNotAcollectable:
noPlayerObjectCollision:	
skipThisOtherObject:
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneLoopThroughOtherObjects_player
	JMP LoopThroughOtherObjects_player
doneLoopThroughOtherObjects_player:
	;; end of player collision
	LDX tempx ;; restore x
	JMP doneWithThisObjectCollision
	
	
	
notPlayerType_forObjectCollision:
	;; is of player weapon type.
	JSR GetSelfCollisionBox
	;; now we have the collision box for self object
	;; next we loop through objects.
	LDX #$00
LoopThroughOtherObjects_weapon:

	CPX tempx
	BNE dontskipThisOtherObject_weapon
	JMP skipThisOtherObject_weapon
dontskipThisOtherObject_weapon
	JSR GetOtherCollisionBox
	;; now we can do all the compares
	LDA selfNT_R
	CMP otherNT_L
	BCC + ;; no player object collision
	BNE ++ ;; is still possible to see collision.
	LDA selfRight
	CMP otherLeft
	BCC + ;; no player object collision
++ ;; it is still possible there is a collision here.
	LDA otherNT_R
	CMP selfNT_L
	BCC +
	BNE +++
	LDA otherRight
	CMP selfLeft
	BCC +
	
+++ ;; there was a collision here
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	LDA otherBottom
	CMP selfTop
	BCC +
	LDA selfBottom
	CMP otherTop
	BCC +

	JMP doWeaponObjectCollision

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
+ ;; there is no collision here horizontally.
	JMP noWeaponObjectCollision
doWeaponObjectCollision:
	;; go through the different types of collision possible.
	;; first, check monster OR monser projectile, as that should lead to hurt/death
	;LDY Object_type,x
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00001000 ;; is it a monster type?
	;;; if you'd like the player weapon to ALSO destroy projectiles
	;;; use #%00011000 here
	BNE otherIsMonsterTypeCollision_weapon
	JMP otherIsNotAMonsterTypeCollision_weapon
otherIsMonsterTypeCollision_weapon:
;;;;;;;;;;;;;;;;;;;;;;;;
	TXA
	PHA
	.include SCR_HANDLE_HURT_MONSTER
	PLA
	TAX
	;;; if monster dies, count monsters
	;; right now, he always dies, so count the monsters.
	JSR countAllMonsters	
	

	
otherIsNotAMonsterTypeCollision_weapon:
	
noWeaponObjectCollision:	
skipThisOtherObject_weapon:
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneWithLoopingThroughWeaponObjects
	JMP LoopThroughOtherObjects_weapon
doneWithLoopingThroughWeaponObjects:
	
	
	
	;; end of player collision
	LDX tempx ;; restore x
	JMP doneWithThisObjectCollision
	
	
	
	
doneWithThisObjectCollision:
	LDX tempx
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneWithAllObjects
	JMP CollisionOuterLoop
doneWithAllObjects:
	;;;;;;;;;;;;;;;;;;;;;;;;;
	;; for this module
	;; we will check for the melee position.
	;; but rather than waste space with an entire object
	;; we'll just test it against a single point
	.include SCR_CHECK_SPRITE_WEAPON

	RTS
	
	
	
	
	
	
GetSelfCollisionBox:	
	LDA Object_x_hi,x
	CLC
	ADC Object_left,x
	STA selfLeft
	LDA Object_scroll,x
	ADC #$00
	STA selfNT_L
	
	LDA Object_x_hi,x
	CLC
	ADC Object_right,x
	STA selfRight
	LDA Object_scroll,x
	ADC #$00
	STA selfNT_R
	
	LDA Object_vulnerability,x
	AND #%10000000
	BEQ noDuckingBit
	LDA Object_bottom
	SEC 
	SBC Object_top
	STA temp
	LDA Object_y_hi,x
	CLC
	ADC temp
	JMP gotSelfTop
noDuckingBit:
	LDA Object_y_hi,x
	CLC
	ADC Object_top,x
gotSelfTop:
	STA selfTop
	LDA Object_y_hi,x
	CLC
	ADC Object_bottom,x
	STA selfBottom
	LDA Object_x_hi,x
	CLC
	ADC Object_origin_x,x
	STA selfCenterX
	LDA Object_y_hi,x
	CLC
	ADC Object_origin_y,x
	STA selfCenterY
	

	RTS
	
GetOtherCollisionBox:
	LDA Object_x_hi,x
	CLC
	ADC Object_left,x
	STA otherLeft
	LDA Object_scroll,x
	ADC #$00
	STA otherNT_L
	
	LDA Object_x_hi,x
	CLC
	ADC Object_right,x
	STA otherRight
	LDA Object_scroll,x
	ADC #$00
	STA otherNT_R
	
	LDA Object_vulnerability,x
	AND #%10000000
	BEQ noDuckingBit_other
	LDA Object_bottom
	SEC 
	SBC Object_top
	STA temp
	LDA Object_y_hi,x
	CLC
	ADC temp
	JMP gotSelfTop_other
noDuckingBit_other:
	LDA Object_y_hi,x
	CLC
	ADC Object_top,x
gotSelfTop_other:	
	
	STA otherTop
	LDA Object_y_hi,x
	CLC
	ADC Object_bottom,x
	STA otherBottom
	LDA Object_x_hi,x
	CLC
	ADC Object_origin_x,x
	STA otherCenterX
	LDA Object_y_hi,x
	CLC
	ADC Object_origin_y,x
	STA otherCenterY
	

	RTS
	
	
	
	
	
	
	
DetermineRecoilDirection:

	;;;RECOIL
	;;First check for the abs x value
	LDA recoil_selfX
	SEC
	SBC recoil_otherX
	BCS absCheckDone
	EOR #$FF
	CLC
	ADC #$01
absCheckDone:
	STA temp
	LDA recoil_selfY
	SEC
	SBC recoil_otherY
	BCS absCheckDone2
	EOR #$FF
	CLC
	ADC #$01
absCheckDone2:
	CMP temp
	BCS vCol
	LDA recoil_selfX
	CMP recoil_otherX
	BCS recoilRight
	;; recoil left
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_h_speed_lo,x
	LDA #$00
	SEC
	SBC	#RECOIL_SPEED_HI
	STA Object_h_speed_hi,x
	LDA #$00
	STA Object_v_speed_hi,x
	STA Object_v_speed_lo,x
	LDA #%10000000
	STA temp1
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	CPX player1_object
	BNE dontChangeScrollDirectionL
	LDA #$00
	STA scrollDirection
dontChangeScrollDirectionL
	RTS
	
recoilRight:
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_h_speed_lo,x
	LDA	#RECOIL_SPEED_HI
	STA Object_h_speed_hi,x
	LDA #$00
	STA Object_v_speed_hi,x
	STA Object_v_speed_lo,x
	LDA #%11000000
	STA temp1
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	CPX player1_object
	BNE dontChangeScrollDirectionR
	LDA #$01
	STA scrollDirection
dontChangeScrollDirectionR:
	RTS
	
vCol:
	LDA recoil_selfY
	CMP recoil_otherY
	BCS recoilDown
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_v_speed_lo,x
	LDA #$00
	SEC
	SBC	#RECOIL_SPEED_HI
	STA Object_v_speed_hi,x
	LDA #%00100000
	STA temp1
	LDA #$00
	STA Object_h_speed_hi,x
	STA Object_h_speed_lo,x
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x

	RTS
	
recoilDown:
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_v_speed_lo,x
	LDA #RECOIL_SPEED_HI
	STA Object_v_speed_hi,x
	LDA #%00110000
	STA temp1
	LDA #$00
	STA Object_h_speed_hi,x
	STA Object_h_speed_lo,x
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	
	RTS
 

dale_coop

Moderator
Staff member
n8bit said:
Thanks will give it a shot this evening.

And if it doesn't work for you, could you share your NESMaker project with me (more precisely, I would need the project .MST file, the GraphicAssets and the GameEngineData folders)?
 

n8bit

Member
Ok... so... it works now. Guess what the issue was...

My boss was 21, not 15. Changing that made it work.

Somewhere in all our back and forth my boss number got confused for 15.

Works now. Thanks again for all your help Dale!
 

n8bit

Member
dale_coop said:
n8bit said:
Thanks will give it a shot this evening.

And if it doesn't work for you, could you share your NESMaker project with me (more precisely, I would need the project .MST file, the GraphicAssets and the GameEngineData folders)?

One more thing...

Now that it is working, if I create more bosses I can simply add the id of the new monster to this script, right? So it will check to see if it is any of the monster ids I add to it are bosses before proceeding.

For example if I make a boss (#22) I can just add another compare below the other compare like this:

CMP #21
CMP #22

And the script will still work, right?
 

n8bit

Member
n8bit said:
dale_coop said:
n8bit said:
Thanks will give it a shot this evening.

And if it doesn't work for you, could you share your NESMaker project with me (more precisely, I would need the project .MST file, the GraphicAssets and the GameEngineData folders)?

One more thing...

Now that it is working, if I create more bosses I can simply add the id of the new monster to this script, right? So it will check to see if it is any of the monster ids I add to it are bosses before proceeding.

For example if I make a boss (#22) I can just add another compare below the other compare like this:

CMP #21
CMP #22

And the script will still work, right?

Nevermind. Just tested with another enemy (#17) and it worked!
 
So this has been solved, but I'm wondering which modifications were actually necessary to make it work? There seems to have been a lot of back and forth. Thanks!
 

n8bit

Member
Convoy_Avenger said:
So this has been solved, but I'm wondering which modifications were actually necessary to make it work? There seems to have been a lot of back and forth. Thanks!

See the handle0bjectcollisions_jumponkills.asm below...

Code:
;; LOAD OBJECT 00
;; OUTER LOOP
;; CHECK IF ACTIVE, IF NOT, SKIP OBJECT
;; LOAD self-collision-box
;; START OBJECT COLLISION LOOP
	;; LDA ONE MORE THAN CURRENT OBJECT
	;; CHECK IF ACTIVE.  IF NOT, SKIP THIS other
	;; IF IT IS ACTIVE, then we have to play them against each other.
		;; IS self object hurt by monsters?  If so, and other object is a monster, respond.
		;; IS self object hurt by weapons?  If so, and other object is a weapon, respond.
		;; at this point, we can still gauge whether or not it's affected by player, like with powerups.
		;; ADD one to the object being checked, loop through other objects.
;; increase object, return to outer loop.  Repeat thorugh all self objects.

;; ObjectFlags:
;; 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0
;  |   |   |   |   |   |   |   + -- PERSISTENT (especially good for player!)
;  |   |   |   |   |   |   +------- player type
;  |   |   |   |   |   + ---------- player weapon/projectile type
;  |   |   |   |   +--------------- monster type
;  |   |   |   +------------------- monster weapon/projectile type
;  |   |   +----------------------- pickup / power up
;  |   + -------------------------- target type 
;  +------------------------------- NPC type

;; player type checks monster, mosnter weapon, and pickup.
;; player weapon checks monster and target.
;; nothing else needs checking, as it would all be handled by those two steps.
;; so if it's a monster, do nothing.  if it's a monster projectile, do nothing. 
;; if it's a pickup, or a target, or it ignores all collisions, do nothing.
;; only if it's #%00000110, do something.



HandleObjectCollisions:

	LDA update_screen
	BEQ notChangingScreens
	rts
notChangingScreens:
	
	LDA npc_collision
	AND #%11111110
	STA npc_collision

	;LDA currentBank
	;STA prevBank
	;LDY #BANK_ANIMS
	;JSR bankswitchY
	
	LDX #$00
CollisionOuterLoop:
	TXA
	STA tempx
	LDA Object_status,x
	AND #%10000000
	BNE continueObjectCollisions_objectIsActive
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsActive:
	LDA Object_status,x
	AND #%00000100 ;; is ot off screen
	BEQ continueObjectCollisions_objectIsOnScreen
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsOnScreen
	LDA Object_status,x
	AND #%00000011
	BEQ continueObjectCollisions_objectIsNotHurtOrInvincible
	JMP doneWithThisObjectCollision
continueObjectCollisions_objectIsNotHurtOrInvincible
	;LDY Object_type,x
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00000110
	BNE continueObjectCollisions_onlyPlayerTypesCheck
	JMP doneWithThisObjectCollision
continueObjectCollisions_onlyPlayerTypesCheck:
	;; this is either a player or player projectile type of object.
	;; all other types will be taken care of by iterating through these two types.
	;; first, check if it's player type.
	;LdA ObjectFlags,y
	LDA Object_flags,x
	AND #%00000010
	BNE isPlayerTypeForCollision
	JMP notPlayerType_forObjectCollision
isPlayerTypeForCollision:
	LDA player1_object
	STA colX
	;; is player type for object collision
	;; player's index is loaded into tempx
	JSR GetSelfCollisionBox
	;; now we have the collision box for self object
	;; next we loop through objects.
	
	LDX #$00
LoopThroughOtherObjects_player:
	CPX tempx
	BNE dontSkipThisOtherObject
	JMP skipThisOtherObject ;; other object IS the player, the one doing the counting..
dontSkipThisOtherObject:
	LDA Object_status,x
	AND #%00000100
	BEQ dontSkipThisOtherObject_becauseOnScreen
	JMP skipThisOtherObject ;; because it was off screen.
dontSkipThisOtherObject_becauseOnScreen:

	JSR GetOtherCollisionBox
	

	;; now we can do all the compares
	LDA selfNT_R
	CMP otherNT_L
	BCC + ;; no player object collision
	BNE ++ ;; is still possible to see collision.
	LDA selfRight
	CMP otherLeft
	BCC + ;; no player object collision
++ ;; it is still possible there is a collision here.
	LDA otherNT_R
	CMP selfNT_L
	BCC +
	BNE +++
	LDA otherRight
	CMP selfLeft
	BCC +
	
+++ ;; there was a collision here
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	LDA otherBottom
	CMP selfTop
	BCC +
	LDA selfBottom
	CMP otherTop
	BCC +

	JMP DoPlayerObjectCollision

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
+ ;; there is no collision here horizontally.
	JMP noPlayerObjectCollision

DoPlayerObjectCollision:


	
	LDA Object_flags,x
	AND #%10000000 ;; is it an NPC
	BNE isAnNPC
	;; is not an NPC
	JMP isNotAnNPCcollision
isAnNPC:
	;;;; do npc stuff.
	LDA npc_collision
	ORA #%00000001
	STA npc_collision
	;;;; enables a button to be used to activate a textbox.
	LDA Object_ID,x
	STA textVar
	;LDA gameHandler
	;ORA #%00100000
	;STA gameHandler

	JMP skipThisOtherObject
	
isNotAnNPCcollision:	
	LDA Object_flags,x
	;LDA ObjectFlags,y
	AND #%00011000 ;; is it a monster type?
	BNE otherIsAMonsterTypeCollision
	JMP otherIsNotAMonsterTypeCollision
otherIsAMonsterTypeCollision:
	LDA Object_status,x
	AND #HURT_STATUS_MASK ;; if the monster is hurt, it can't hurt us
	BEQ yesPlayerObjectCollision
	JMP noPlayerObjectCollision
yesPlayerObjectCollision:
	
	LDA Object_vulnerability,x
	AND #%00000010 ;; in this module, this is ignore player collision
	BEQ doPlayerHurt
	JMP	noPlayerObjectCollision
doPlayerHurt:
	;;;observe health
	TXA
	STA tempx ;; object is in tempx.
	LDX player1_object
	LDA Object_status,x
	AND #HURT_STATUS_MASK
	BEQ playerWasNotHurtDuringCollision
	JMP playerWasHurtDuringCollision
playerWasNotHurtDuringCollision:
;;---- Jump On Kills code begin ----
	TYA
	STA tempy
	LDX tempx
	LDA Object_vulnerability,x
	AND #%00010000
	BNE jumpOnMonster
	LDX player1_object
	JMP dontJumpOnMonster
jumpOnMonster:
	LDX player1_object
	;TXA
	;STA tempx
	;JMP playerWasHurtDuringCollision
	;LDX player1_object
	LDA selfBottom
	CMP otherCenterY
	;;adjustments to handle monster death animations
		BCC +
	JMP dontJumpOnMonster
	+
	;;end adjustments
	;;; JUMP ON MONSTER
	LDX player1_object
	LDA #$00
	SEC
	SBC #$04
	STA Object_v_speed_hi,x
	LDX tempx
		LDA Object_health,x
        SEC
        SBC #$01
        CMP #$01
        BCC +
		JMP notMunsterDeath
	+
	
	;;;;DeactivateCurrentObject
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	LDA Object_type,x	;; used for Monster Drops
	STA	temp2			;; used for Monster Drops
	
	CreateObject temp, temp1, #OBJ_MONSTER_DEATH, #$00, currentNametable ;; create "splat"

	LDX tempx
	DeactivateCurrentObject

	;; we will check if it's the BOSS:
	LDA temp2  ;;Object_type,x
	CLC
	CMP #21 ;;<- number of boss monster
	BNE +
	TXA
	STA tempy
	LDX player1_object
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	CreateObject temp, temp1, #OBJ_PLAYER_VICTORY, #$00, currentNametable
	LDX player1_object
	DeactivateCurrentObject
	LDA #$01
	STA loadObjectFlag
	LDX tempy
	+

	TXA
	STA tempy
	;; INCREASE SCORE
	AddValue #$08, myScore, #$01, #$02
	UpdateHud HUD_myScore	
	LDX tempy

	JMP playerWasHurtDuringCollision ;; just skips collision
dontJumpOnMonster:
notMunsterDeath:
;;---- Jump On Kills code end ----

	LDA Object_vulnerability,x
	AND #%01000000 ;; is he lethal invincible?
	BNE isLethalInvincible
	JMP notLethalInvincible
isLethalInvincible:
	LDX tempx
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	CreateObject temp, temp1, #OBJ_MONSTER_DEATH, #$00, currentNametable ;; create "splat"
	LDX tempx
	
	;;; ordinarily we'll want to destroy the instance.
	 DeactivateCurrentObject
	;; incrase score, you killed a monster
	PlaySound #SND_SPLAT
	TXA
	STA tempx
	AddValue #$08, myScore, #$01, #$00

	;;; we also need to set up the routine to update the HUD
	;; for this to work right, health must be a "blank-then-draw" type element.
	;STA hudElementTilesToLoad
	;	LDA #$00
	;	STA hudElementTilesMax
		; LDA DrawHudBytes
		; ora #HUD_myScore
		; STA DrawHudBytes
	UpdateHud HUD_myScore
	LDX tempx
	;;
	
	
	JMP skipThisOtherObject
	
notLethalInvincible:
	
	;;;;;;;;;;;;;;;;;
	;;;;;;;;; WHAT HAPPENS WHEN PLAYER IS HURT
	.include SCR_PLAYER_HURT_SCRIPT
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
	
playerWasHurtDuringCollision:	
	LDX tempx
	JMP skipThisOtherObject
otherIsNotAMonsterTypeCollision:
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00100000 ;; is it a 'collectable'?
	BEQ otherIsNotAcollectable
	;;;; IS A pickup / power up
	DeactivateCurrentObject ;; makes the other object go away
							;; since other object is loaded in X
							
;;=========== WHAT DO YOU WANT TO HAVE HAPPEN WHEN YOU COLLECT THIS ITEM?

	JSR HandlePickupPowerup

	
otherIsNotAcollectable:
noPlayerObjectCollision:	
skipThisOtherObject:
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneLoopThroughOtherObjects_player
	JMP LoopThroughOtherObjects_player
doneLoopThroughOtherObjects_player:
	;; end of player collision
	LDX tempx ;; restore x
	JMP doneWithThisObjectCollision
	
	
	
notPlayerType_forObjectCollision:
	;; is of player weapon type.
	JSR GetSelfCollisionBox
	;; now we have the collision box for self object
	;; next we loop through objects.
	LDX #$00
LoopThroughOtherObjects_weapon:

	CPX tempx
	BNE dontskipThisOtherObject_weapon
	JMP skipThisOtherObject_weapon
dontskipThisOtherObject_weapon
	JSR GetOtherCollisionBox
	;; now we can do all the compares
	LDA selfNT_R
	CMP otherNT_L
	BCC + ;; no player object collision
	BNE ++ ;; is still possible to see collision.
	LDA selfRight
	CMP otherLeft
	BCC + ;; no player object collision
++ ;; it is still possible there is a collision here.
	LDA otherNT_R
	CMP selfNT_L
	BCC +
	BNE +++
	LDA otherRight
	CMP selfLeft
	BCC +
	
+++ ;; there was a collision here
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	LDA otherBottom
	CMP selfTop
	BCC +
	LDA selfBottom
	CMP otherTop
	BCC +

	JMP doWeaponObjectCollision

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
+ ;; there is no collision here horizontally.
	JMP noWeaponObjectCollision
doWeaponObjectCollision:
	;; go through the different types of collision possible.
	;; first, check monster OR monser projectile, as that should lead to hurt/death
	;LDY Object_type,x
	;LDA ObjectFlags,y
	LDA Object_flags,x
	AND #%00001000 ;; is it a monster type?
	;;; if you'd like the player weapon to ALSO destroy projectiles
	;;; use #%00011000 here
	BNE otherIsMonsterTypeCollision_weapon
	JMP otherIsNotAMonsterTypeCollision_weapon
otherIsMonsterTypeCollision_weapon:
;;;;;;;;;;;;;;;;;;;;;;;;
	TXA
	PHA
	.include SCR_HANDLE_HURT_MONSTER
	PLA
	TAX
	;;; if monster dies, count monsters
	;; right now, he always dies, so count the monsters.
	JSR countAllMonsters	
	

	
otherIsNotAMonsterTypeCollision_weapon:
	
noWeaponObjectCollision:	
skipThisOtherObject_weapon:
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneWithLoopingThroughWeaponObjects
	JMP LoopThroughOtherObjects_weapon
doneWithLoopingThroughWeaponObjects:
	
	
	
	;; end of player collision
	LDX tempx ;; restore x
	JMP doneWithThisObjectCollision
	
	
	
	
doneWithThisObjectCollision:
	LDX tempx
	INX
	CPX #TOTAL_MAX_OBJECTS
	BEQ doneWithAllObjects
	JMP CollisionOuterLoop
doneWithAllObjects:
	;;;;;;;;;;;;;;;;;;;;;;;;;
	;; for this module
	;; we will check for the melee position.
	;; but rather than waste space with an entire object
	;; we'll just test it against a single point
	.include SCR_CHECK_SPRITE_WEAPON

	RTS
	
	
	
	
	
	
GetSelfCollisionBox:	
	LDA Object_x_hi,x
	CLC
	ADC Object_left,x
	STA selfLeft
	LDA Object_scroll,x
	ADC #$00
	STA selfNT_L
	
	LDA Object_x_hi,x
	CLC
	ADC Object_right,x
	STA selfRight
	LDA Object_scroll,x
	ADC #$00
	STA selfNT_R
	
	LDA Object_vulnerability,x
	AND #%10000000
	BEQ noDuckingBit
	LDA Object_bottom
	SEC 
	SBC Object_top
	STA temp
	LDA Object_y_hi,x
	CLC
	ADC temp
	JMP gotSelfTop
noDuckingBit:
	LDA Object_y_hi,x
	CLC
	ADC Object_top,x
gotSelfTop:
	STA selfTop
	LDA Object_y_hi,x
	CLC
	ADC Object_bottom,x
	STA selfBottom
	LDA Object_x_hi,x
	CLC
	ADC Object_origin_x,x
	STA selfCenterX
	LDA Object_y_hi,x
	CLC
	ADC Object_origin_y,x
	STA selfCenterY
	

	RTS
	
GetOtherCollisionBox:
	LDA Object_x_hi,x
	CLC
	ADC Object_left,x
	STA otherLeft
	LDA Object_scroll,x
	ADC #$00
	STA otherNT_L
	
	LDA Object_x_hi,x
	CLC
	ADC Object_right,x
	STA otherRight
	LDA Object_scroll,x
	ADC #$00
	STA otherNT_R
	
	LDA Object_vulnerability,x
	AND #%10000000
	BEQ noDuckingBit_other
	LDA Object_bottom
	SEC 
	SBC Object_top
	STA temp
	LDA Object_y_hi,x
	CLC
	ADC temp
	JMP gotSelfTop_other
noDuckingBit_other:
	LDA Object_y_hi,x
	CLC
	ADC Object_top,x
gotSelfTop_other:	
	
	STA otherTop
	LDA Object_y_hi,x
	CLC
	ADC Object_bottom,x
	STA otherBottom
	LDA Object_x_hi,x
	CLC
	ADC Object_origin_x,x
	STA otherCenterX
	LDA Object_y_hi,x
	CLC
	ADC Object_origin_y,x
	STA otherCenterY
	

	RTS
	
	
	
	
	
	
	
DetermineRecoilDirection:

	;;;RECOIL
	;;First check for the abs x value
	LDA recoil_selfX
	SEC
	SBC recoil_otherX
	BCS absCheckDone
	EOR #$FF
	CLC
	ADC #$01
absCheckDone:
	STA temp
	LDA recoil_selfY
	SEC
	SBC recoil_otherY
	BCS absCheckDone2
	EOR #$FF
	CLC
	ADC #$01
absCheckDone2:
	CMP temp
	BCS vCol
	LDA recoil_selfX
	CMP recoil_otherX
	BCS recoilRight
	;; recoil left
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_h_speed_lo,x
	LDA #$00
	SEC
	SBC	#RECOIL_SPEED_HI
	STA Object_h_speed_hi,x
	LDA #$00
	STA Object_v_speed_hi,x
	STA Object_v_speed_lo,x
	LDA #%10000000
	STA temp1
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	CPX player1_object
	BNE dontChangeScrollDirectionL
	LDA #$00
	STA scrollDirection
dontChangeScrollDirectionL
	RTS
	
recoilRight:
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_h_speed_lo,x
	LDA	#RECOIL_SPEED_HI
	STA Object_h_speed_hi,x
	LDA #$00
	STA Object_v_speed_hi,x
	STA Object_v_speed_lo,x
	LDA #%11000000
	STA temp1
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	CPX player1_object
	BNE dontChangeScrollDirectionR
	LDA #$01
	STA scrollDirection
dontChangeScrollDirectionR:
	RTS
	
vCol:
	LDA recoil_selfY
	CMP recoil_otherY
	BCS recoilDown
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_v_speed_lo,x
	LDA #$00
	SEC
	SBC	#RECOIL_SPEED_HI
	STA Object_v_speed_hi,x
	LDA #%00100000
	STA temp1
	LDA #$00
	STA Object_h_speed_hi,x
	STA Object_h_speed_lo,x
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x

	RTS
	
recoilDown:
	;LDX #$01
	LDA #RECOIL_SPEED_LO
	STA Object_v_speed_lo,x
	LDA #RECOIL_SPEED_HI
	STA Object_v_speed_hi,x
	LDA #%00110000
	STA temp1
	LDA #$00
	STA Object_h_speed_hi,x
	STA Object_h_speed_lo,x
	LDA Object_movement,x
	AND #%00000111
	ORA temp1
	STA Object_movement,x
	
	RTS

Keep in mind, my jump on kills has also been modified with the additional jump on hurt code. So it may look different.
 
I think it's the HandleDrops that's not working for me. My monster is the second one down (so 17?). They were dropping things with the original HandleDrops script, but adding in the extra bits has stopped things from dropping altogether. I don't know exactly what changed in the HandleCollisions script, so try to parse the differences there.
 

dale_coop

Moderator
Staff member
This script is meant to only drop a Victory object (a user constant is used to set the specific object to drop), when you jumpOn and kill on a BOSS monster, here in this script the Boss monster is the #21 If your is 17 (the 2nd monster in your list) so it should be a "CMP #17".
 
So this will ONLY work by being jumped on? That there's my problem then. The Handle Drop.asm seems so straight forward though.
So how could I accomplish this without the Jumping limitation? I'm using a "gun" weapon, if that matters.
 

dale_coop

Moderator
Staff member
So you will have to add the compare with boss monster code also in the HandleMonsterHurt script.
 

drexegar

Member
dale_coop said:
This script is meant to only drop a Victory object (a user constant is used to set the specific object to drop), when you jumpOn and kill on a BOSS monster, here in this script the Boss monster is the #21 If your is 17 (the 2nd monster in your list) so it should be a "CMP #17".

No matter what number I try I seem to just can't get it to detect the monster ID. I counted from 16 tried several other numbers and it just gets ignored, I want just a certain monster to drop items, but I just can't seem to match up the monster ID. 16 flame didn't work, I have a boss at 19 (oki) and that didn't work either, once I remove these numbers they work fine...

NhzyPgW.jpg


Here is my code:

Code:
;;; monster objects drop at random.
	LDA otherCenterX
	SBC #$08
	STA temp
	LDA otherCenterY
	SBC #$08
	STA temp1
	
	LDA Object_scroll,x
	SBC #$00
	STA temp3

	LDA Object_type,x
	CMP #19
	BEQ bossEnd
	JMP pickUp
	
bossEnd:
	CreateObject temp, temp1, #$07, #$00, temp3
	JMP donePickup

pickUp:


	JSR GetRandomNumber
	AND #%0000011 ;; now, we have a number between 0 and 7
	BNE notPickup0 ;; 
	;; zero case here;
	;;; here, we'll create health
	CreateObject temp, temp1, #$04, #$00, temp3
	JMP donePickup
notPickup0:
	CMP #$01
	BNE notPickup1
	;; one case here;
;;; here, we'll create currency
	CreateObject temp, temp1, #$07, #$00, temp3
	JMP donePickup
notPickup1:
	CMP #$02
	BNE notPickup2
	;; two case here;
	;;; here, we'll create currency
	CreateObject temp, temp1, #$07, #$00, temp3
	JMP donePickup
notPickup2:
	;;;; do the same for each case.
	;;;; blank cases will simply return 'nothing'.
	CreateObject temp, temp1, #$07, #$00, temp3
	
	
	
	
donePickup:	
	;;; ALL cases create a "pow"
 

dale_coop

Moderator
Staff member
Because I think the object loaded in X is the player, not the monster, in that script...
How is your Handle Monster Hurt script? could you share it?
 
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