Rename sprite_function_hooks to sprite_hooks

This commit is contained in:
scawful
2024-03-06 18:56:41 -05:00
parent 8ec8a414b2
commit 0aa601f599
2 changed files with 96 additions and 94 deletions

View File

@@ -64,31 +64,31 @@ SpriteRanCheck = $8E ;0x01
org $09AE64
Sprite_SetSpawnedCoords:
;=================================================================
; =========================================================
;Sprite_PrepOamCoord LONG
;set the oam coordinate for the sprite draw
org $06E416
Sprite_PrepOamCoord:
;=================================================================
; =========================================================
;Sprite_CheckDamageFromPlayer LONG
;check if the sprite is getting damage from player or items
org $06F2AA
Sprite_CheckDamageFromPlayer:
;=================================================================
; =========================================================
;Sprite_CheckDamageToPlayer LONG
;check if the sprite is touching the player to damage
org $06F121
Sprite_CheckDamageToPlayer:
;=================================================================
; =========================================================
;Sprite_AttemptDamageToPlayerPlusRecoil LONG
;damage the player everywhere on screen?
org $06F41F
Sprite_AttemptDamageToPlayerPlusRecoil:
;=================================================================
; =========================================================
;Sprite_OAM_AllocateDeferToPlayer LONG
;Draw the sprite depending of the position of the player (if he has to be over or under link)
org $06F864
@@ -109,14 +109,14 @@ OAM_AllocateFromRegionF:
org $05DF70
Sprite_DrawMultiple_quantity_preset:
;=================================================================
; =========================================================
;ApplyRumbleToSprites LONG
;makes all the sprites on screen shaking?
org $0680FA
ApplyRumbleToSprites:
;=================================================================
; =========================================================
;CheckIfHitBoxesOverlap LONG
;args :
;!pos1_low = $00
@@ -131,91 +131,91 @@ ApplyRumbleToSprites:
org $0683E6
CheckIfHitBoxesOverlap:
;=================================================================
;Sprite_Get_16_bit_Coords LONG
;$0FD8 = sprite's X coordinate, $0FDA = sprite's Y coordinate
; =========================================================
; Sprite_Get_16_bit_Coords LONG
; $0FD8 = sprite's X coordinate, $0FDA = sprite's Y coordinate
org $0684BD
Sprite_Get_16_bit_Coords:
;=================================================================
;Sprite_PrepAndDrawSingleLarge LONG
;load / draw a 16x16 sprite
; =========================================================
; Sprite_PrepAndDrawSingleLarge LONG
; load / draw a 16x16 sprite
org $06DBF0
Sprite_PrepAndDrawSingleLarge:
;=================================================================
;Sprite_PrepAndDrawSingleSmall LONG
;load / draw a 8x8 sprite
; =========================================================
; Sprite_PrepAndDrawSingleSmall LONG
; load / draw a 8x8 sprite
org $06DBF8
Sprite_PrepAndDrawSingleSmall:
;=================================================================
;Sprite_DrawShadow LONG
;draw shadow
; =========================================================
; Sprite_DrawShadow LONG
; draw shadow
org $06DC54
Sprite_DrawShadow:
;=================================================================
;Sprite_CheckTileCollision LONG
;check if the sprite is colliding with a solid tile set $0E70, X
;----udlr , u = up, d = down, l = left, r = right
; =========================================================
; Sprite_CheckTileCollision LONG
; check if the sprite is colliding with a solid tile set $0E70, X
; ----udlr , u = up, d = down, l = left, r = right
org $06E496
Sprite_CheckTileCollision:
;=================================================================
;Sprite_GetTileAttr LONG
; =========================================================
; Sprite_GetTileAttr LONG
; $00[0x02] - Entity Y coordinate
; $02[0x03?] - Entity X coordinate
;$0FA5
; $0FA5
org $06E87B
Sprite_GetTileAttr:
;=================================================================
;Sprite_CheckSlopedTileCollision LONG
;check if the sprite is colliding with a solid sloped tile
; =========================================================
; Sprite_CheckSlopedTileCollision LONG
; check if the sprite is colliding with a solid sloped tile
org $06E8FD
Sprite_CheckSlopedTileCollision:
;=================================================================
;Sprite_ApplySpeedTowardsPlayer LONG
;set the velocity x,y towards the player (A = speed)
; =========================================================
; Sprite_ApplySpeedTowardsPlayer LONG
; set the velocity x,y towards the player (A = speed)
org $06EA12
Sprite_ApplySpeedTowardsPlayer:
;=================================================================
;Sprite_DirectionToFacePlayer LONG
; \return $0E is low byte of player_y_pos - sprite_y_pos
; \return $0F is low byte of player_x_pos - sprite_x_pos
; =========================================================
; Sprite_DirectionToFacePlayer LONG
; \return $0E is low byte of player_y_pos - sprite_y_pos
; \return $0F is low byte of player_x_pos - sprite_x_pos
org $06EAA0
Sprite_DirectionToFacePlayer:
;=================================================================
;Sprite_IsToRightOfPlayer LONG
;if Link is to the left of the sprite, Y = 1, otherwise Y = 0.
; =========================================================
; Sprite_IsToRightOfPlayer LONG
; if Link is to the left of the sprite, Y = 1, otherwise Y = 0.
org $06EACD
Sprite_IsToRightOfPlayer:
;=================================================================
;Sprite_IsBelowPlayer LONG
;return Y=1 sprite is below player, otherwise Y = 0
; =========================================================
; Sprite_IsBelowPlayer LONG
; return Y=1 sprite is below player, otherwise Y = 0
org $06EAE4
Sprite_IsBelowPlayer:
;=================================================================
;Sprite_CheckDamageToPlayerSameLayer LONG
;check damage done to player if they collide and if they are on same layer
; =========================================================
; Sprite_CheckDamageToPlayerSameLayer LONG
; check damage done to player if they collide and if they are on same layer
org $06F129
Sprite_CheckDamageToPlayerSameLayer:
;=================================================================
;Sprite_CheckDamageToPlayerIgnoreLayer LONG
;check damage done to player if they collide even if they are not on same layer
; =========================================================
; Sprite_CheckDamageToPlayerIgnoreLayer LONG
; check damage done to player if they collide even if they are not on same layer
org $06F131
Sprite_CheckDamageToPlayerIgnoreLayer:
;=================================================================
;Sound_SetSfx2PanLong LONG
;play a sound loaded in A
; =========================================================
; Sound_SetSfx2PanLong LONG
; play a sound loaded in A
org $0DBB6E
Sound_SetSfx1PanLong:
@@ -225,7 +225,7 @@ Sound_SetSfx2PanLong:
org $0DBB8A
Sound_SetSfx3PanLong:
;=================================================================
; =========================================================
;Sprite_SpawnDynamically LONG
;spawn a new sprite on screen, A = sprite id
;when using this function you have to set the position yourself
@@ -240,72 +240,75 @@ Sprite_SpawnDynamically:
org $07F1A3
Player_ResetState:
;=================================================================
;Sprite_ApplyConveyorAdjustment LONG
;move the sprite if he stand on a conveyor belt
; =========================================================
; Sprite_ApplyConveyorAdjustment LONG
; move the sprite if he stand on a conveyor belt
org $1D8010
Sprite_ApplyConveyorAdjustment:
;=================================================================
; =========================================================
;SetupHitBox LONG
;set the hitbox of the player (i think)
;org $0683EA
;Sprite_SetupHitBoxLong:
;=================================================================
;Dungeon_SpriteInducedTilemapUpdate LONG
;set tile of dungeon
; =========================================================
; Dungeon_SpriteInducedTilemapUpdate LONG
; set tile of dungeon
org $01E7A9
Dungeon_SpriteInducedTilemapUpdate:
;=================================================================
;Get random INT LONG
;GetRandomInt
; =========================================================
; Get random INT LONG
; GetRandomInt
org $0DBA71
GetRandomInt:
;=================================================================
;Sprite_PlayerCantPassThrough
;player can't pass through the sprite
; =========================================================
; Sprite_PlayerCantPassThrough
; player can't pass through the sprite
org $1EF4F3
Sprite_PlayerCantPassThrough:
;=================================================================
;Sprite_NullifyHookshotDrag
;player can't hookshot to that sprite
; =========================================================
; Sprite_NullifyHookshotDrag
; player can't hookshot to that sprite
org $0FF540
Sprite_NullifyHookshotDrag:
;=================================================================
;Player_HaltDashAttack
;stop the dash attack of the player
; =========================================================
; Player_HaltDashAttack
; stop the dash attack of the player
org $0791B9
Player_HaltDashAttack:
;=================================================================
;Sprite_ShowMessageUnconditional
;show a message box without any condition
; =========================================================
; Sprite_ShowMessageUnconditional
; show a message box without any condition
; A = low byte of message ID to use.
; Y = high byte of message ID to use.
org $05E219
Sprite_ShowMessageUnconditional:
;=================================================================
;Link_ReceiveItem
;Y = item id
; =========================================================
; Link_ReceiveItem
; Y = item id
org $0799AD
Link_ReceiveItem:
;=================================================================
;Sprite_ShowSolicitedMessageIfPlayerFacing
;show a message if we press A and face the sprite
; =========================================================
; Sprite_ShowSolicitedMessageIfPlayerFacing
; show a message if we press A and face the sprite
; A = low byte of message ID to use.
; Y = high byte of message ID to use.
org $05E1A7
Sprite_ShowSolicitedMessageIfPlayerFacing:
;=================================================================
;Sprite_ShowMessageFromPlayerContact
;show a message if we touch the sprite should be used with Sprite_PlayerCantPassThrough
; =========================================================
; Sprite_ShowMessageFromPlayerContact
; show a message if we touch the sprite
; should be used with Sprite_PlayerCantPassThrough
; A = low byte of message ID to use.
; Y = high byte of message ID to use.
org $05E1F0
@@ -319,16 +322,15 @@ org $00893D
EnableForceBlank:
;=================================================================
;Sprite_ProjectSpeedTowardsEntityLong
;04 = X
;05 = HighX
;06 = Y
;07 = HighY
;A = Speed
;Return $00 - Y Velocity
;Return $01 - X Velocity
; =========================================================
; Sprite_ProjectSpeedTowardsEntityLong
; $04 = X
; $05 = HighX
; $06 = Y
; $07 = HighY
; A = Speed
; \return $00 - Y Velocity
; \return $01 - X Velocity
org $06EA22
Sprite_ProjectSpeedTowardsEntityLong:

View File

@@ -24,7 +24,7 @@ org $0CDC26
; ==============================================================================
incsrc ZSpriteLib/sprite_macros.asm
incsrc ZSpriteLib/sprite_functions_hooks.asm
incsrc ZSpriteLib/sprite_hooks.asm
;==============================================================================