; 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