INCLUDE "hardware.inc"
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INCLUDE "input.inc"
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Section "Player Data", WRAM0
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playerWorldX: dw
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playerWorldY: dw
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Section "Player Code", ROM0
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spriteData:
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INCBIN "png/player.2bpp"
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Player_Init::
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ld a, 8
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ld hl, _OAM + 1
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ld [hl], a
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ld bc, _VRAM8000
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ld hl, spriteData
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ld d, 16
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call memcpy
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ld hl, _OAM
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ld a, 144-8
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ld [hli], a
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ld a, 8
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ld [hli], a
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xor a
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ld [hli], a
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ld [hli], a
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ld bc, _OAMRAM
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ld hl, _OAM
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ld d, 4
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call memcpy
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ret
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Player_Update::
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; Only update every 2 frames
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ld hl, frame
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ld a, [hl]
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and %1
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cp %1
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jr nz, .done
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ld hl, keys
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ld b, [hl]
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; check for move right
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ld a, b
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and BTN_RIGHT
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jr z, .left
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; check for right boundary
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ld hl, _OAM + 1
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ld a, [hl]
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cp 160
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jr nc, .done
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; Update x-position and set x-flip = false
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inc [hl]
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ld hl, _OAM + 3
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res 5, [hl]
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.left:
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; check for left button
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ld a, b
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and BTN_LEFT
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jr z, .done
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; check for left boundary
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ld hl, _OAM + 1
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ld a, [hl]
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cp 9
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jr c, .done
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; Update x-position and set x-flip = true
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dec [hl]
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ld hl, _OAM + 3
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set 5, [hl]
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.done:
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ret
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