
dcb "INIT"
	RTL

dcb "MAIN"

	PHB		;\
	PHK		; | Change the data bank to the one our code is running from.
	PLB		; | This is a good practice.
	JSR SpriteCode	; | Jump to the sprite's function.
	PLB		; | Restore old data bank.
	RTL		;/ And return.

;===================================
;Sprite Function
;===================================

RETURN: 	RTS
SpriteCode:	JSR Graphics
		JSR SUB_OFF_SCREEN_X0

		LDA $14C8,x		;\
		CMP #$08		; | If sprite dead,
		BNE RETURN		;/ Return.
		LDA $9D			;\
		BNE RETURN		;/ If locked, return.

		JSL $01A7DC
		BCC NoContact
		LDA $7FAB10,x 
		AND #$01
		BNE Hurt_Ball
		LDA #$60
		STA $18BD
		BRA DestroySprite
Hurt_Ball:	JSL $00F5B7
DestroySprite:	LDA #$04
		STA $14C8,x
		LDA #$20
		STA $1540,x
		RTS
NoContact:	LDA #$28
		STA $AA,x
		JSL $01801A
		RTS

;===================================
;Graphics Code
;===================================

TILEMAP: 	dcb $08,$0A
Graphics:	JSL $20CA4F 	; Before actually coding the graphics, we need a routine that will get the current sprite's value 
			 	 	; into the OAM.
			  		; The OAM being a place where the tile data for the current sprite will be stored.
		LDA $157C,x
		STA $02			; Store direction to $02 for use with property routine later.

		LDA $00			;\
		STA $0300,y		;/ Draw the X position of the sprite

		LDA $01			;\
		STA $0301,y		;/ Draw the Y position of the sprite

		PHX
		LDA $14
		LSR
		LSR
		LSR
		AND #$01
		TAX
		LDA TILEMAP,x
		STA $0302,y
		PLX			; Pull back X.

		LDA $7FAB10,x 
		AND #$01
		BNE Yellow_Color
		LDA #$2B
		STA $0303,y		; Store to properties byte.
		BRA Fin_Color
Yellow_Color:	LDA #$23
		STA $0303,y		; Store to properties byte.
Fin_Color:	INY			;\
		INY			; | The OAM is 8x8, but our sprite is 16x16 ..
		INY			; | So increment it 4 times.
		INY			;/

		LDY #$02		; Y ends with the tile size .. 02 means it's 16x16
		LDA #$00		; A -> number of tiles drawn - 1.
					; I drew only 1 tile so I put in 1-1 = 00.
	
		JSL $01B7B3		; Call the routine that draws the sprite.
		RTS			; Never forget this!
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SUB_OFF_SCREEN
; This subroutine deals with sprites that have moved off screen
; It is adapted from the subroutine at $01AC0D
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
SPR_T12             dcb $40,$B0
SPR_T13             dcb $01,$FF
SPR_T14             dcb $30,$C0,$A0,$C0,$A0,$F0,$60,$90		;bank 1 sizes
		            dcb $30,$C0,$A0,$80,$A0,$40,$60,$B0		;bank 3 sizes
SPR_T15             dcb $01,$FF,$01,$FF,$01,$FF,$01,$FF		;bank 1 sizes
					dcb $01,$FF,$01,$FF,$01,$00,$01,$FF		;bank 3 sizes

SUB_OFF_SCREEN_X1   LDA #$02                ; \ entry point of routine determines value of $03
                    BRA STORE_03            ;  | (table entry to use on horizontal levels)
SUB_OFF_SCREEN_X2   LDA #$04                ;  | 
                    BRA STORE_03            ;  |
SUB_OFF_SCREEN_X3   LDA #$06                ;  |
                    BRA STORE_03            ;  |
SUB_OFF_SCREEN_X4   LDA #$08                ;  |
                    BRA STORE_03            ;  |
SUB_OFF_SCREEN_X5   LDA #$0A                ;  |
                    BRA STORE_03            ;  |
SUB_OFF_SCREEN_X6   LDA #$0C                ;  |
                    BRA STORE_03            ;  |
SUB_OFF_SCREEN_X7   LDA #$0E                ;  |
STORE_03			STA $03					;  |            
					BRA START_SUB			;  |
SUB_OFF_SCREEN_X0   STZ $03					; /

START_SUB           JSR SUB_IS_OFF_SCREEN   ; \ if sprite is not off screen, return
                    BEQ RETURN_35           ; /
	      STZ $14C8,x	
                    LDA $5B                 ; \  goto VERTICAL_LEVEL if vertical level
                    AND #$01                ; |
                    BNE VERTICAL_LEVEL      ; /     
                    LDA $D8,x               ; \
                    CLC                     ; | 
                    ADC #$50                ; | if the sprite has gone off the bottom of the level...
                    LDA $14D4,x             ; | (if adding 0x50 to the sprite y position would make the high byte >= 2)
                    ADC #$00                ; | 
                    CMP #$02                ; | 
                    BPL ERASE_SPRITE        ; /    ...erase the sprite
                    LDA $167A,x             ; \ if "process offscreen" flag is set, return
                    AND #$04                ; |
                    BNE RETURN_35           ; /
                    LDA $13                 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0756 VC:176 00 FL:205
                    AND #$01                ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0780 VC:176 00 FL:205
                    ORA $03                 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0796 VC:176 00 FL:205
                    STA $01                 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0820 VC:176 00 FL:205
                    TAY                     ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0844 VC:176 00 FL:205
                    LDA $1A                 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0858 VC:176 00 FL:205
                    CLC                     ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0882 VC:176 00 FL:205
                    ADC SPR_T14,y           ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0896 VC:176 00 FL:205
                    ROL $00                 ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizcHC:0928 VC:176 00 FL:205
                    CMP $E4,x               ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:0966 VC:176 00 FL:205
                    PHP                     ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:0996 VC:176 00 FL:205
                    LDA $1B                 ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizCHC:1018 VC:176 00 FL:205
                    LSR $00                 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdiZCHC:1042 VC:176 00 FL:205
                    ADC SPR_T15,y           ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizcHC:1080 VC:176 00 FL:205
                    PLP                     ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F0 P:eNvMXdizcHC:1112 VC:176 00 FL:205
                    SBC $14E0,x             ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1140 VC:176 00 FL:205
                    STA $00                 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1172 VC:176 00 FL:205
                    LSR $01                 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1196 VC:176 00 FL:205
                    BCC SPR_L31             ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1234 VC:176 00 FL:205
                    EOR #$80                ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1250 VC:176 00 FL:205
                    STA $00                 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1266 VC:176 00 FL:205
SPR_L31             LDA $00                 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1290 VC:176 00 FL:205
                    BPL RETURN_35           ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205
ERASE_SPRITE        LDA $14C8,x             ; \ if sprite status < 8, permanently erase sprite
                    CMP #$08                ; |
                    BCC KILL_SPRITE         ; /    
                    LDY $161A,x             ;A:FF08 X:0007 Y:0001 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1108 VC:059 00 FL:2878
                    CPY #$FF                ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1140 VC:059 00 FL:2878
                    BEQ KILL_SPRITE         ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1156 VC:059 00 FL:2878
                    LDA #$00                ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1172 VC:059 00 FL:2878
                    STA $1938,y             ;A:FF00 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZcHC:1188 VC:059 00 FL:2878
KILL_SPRITE         STZ $14C8,x             ; erase sprite
RETURN_35           RTS                     ; return

VERTICAL_LEVEL      LDA $167A,x             ; \ if "process offscreen" flag is set, return
                    AND #$04                ; |
                    BNE RETURN_35           ; /
                    LDA $13                 ; \
                    LSR A                   ; | 
                    BCS RETURN_35           ; /
                    LDA $E4,x               ; \ 
                    CMP #$00                ;  | if the sprite has gone off the side of the level...
                    LDA $14E0,x             ;  |
                    SBC #$00                ;  |
                    CMP #$02                ;  |
                    BCS ERASE_SPRITE        ; /  ...erase the sprite
                    LDA $13                 ;A:0000 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:1218 VC:250 00 FL:5379
                    LSR A                   ;A:0016 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1242 VC:250 00 FL:5379
                    AND #$01                ;A:000B X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1256 VC:250 00 FL:5379
                    STA $01                 ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1272 VC:250 00 FL:5379
                    TAY                     ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1296 VC:250 00 FL:5379
                    LDA $1C                 ;A:001A X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0052 VC:251 00 FL:5379
                    CLC                     ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0076 VC:251 00 FL:5379
                    ADC SPR_T12,y           ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0090 VC:251 00 FL:5379
                    ROL $00                 ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:enVMXdizCHC:0122 VC:251 00 FL:5379
                    CMP $D8,x               ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0160 VC:251 00 FL:5379
                    PHP                     ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0190 VC:251 00 FL:5379
                    LDA.W $001D             ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F2 P:eNVMXdizcHC:0212 VC:251 00 FL:5379
                    LSR $00                 ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdiZcHC:0244 VC:251 00 FL:5379
                    ADC SPR_T13,y           ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdizCHC:0282 VC:251 00 FL:5379
                    PLP                     ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:envMXdiZCHC:0314 VC:251 00 FL:5379
                    SBC $14D4,x             ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0342 VC:251 00 FL:5379
                    STA $00                 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0374 VC:251 00 FL:5379
                    LDY $01                 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0398 VC:251 00 FL:5379
                    BEQ SPR_L38             ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0422 VC:251 00 FL:5379
                    EOR #$80                ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0438 VC:251 00 FL:5379
                    STA $00                 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0454 VC:251 00 FL:5379
SPR_L38             LDA $00                 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0478 VC:251 00 FL:5379
                    BPL RETURN_35           ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0502 VC:251 00 FL:5379
                    BMI ERASE_SPRITE        ;A:8AFF X:0002 Y:0000 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0704 VC:184 00 FL:5490

SUB_IS_OFF_SCREEN   LDA $15A0,x             ; \ if sprite is on screen, accumulator = 0 
                    ORA $186C,x             ; |  
                    RTS                     ; / return

