diff --git a/Sprites/ZSpriteLib/sprite_functions_hooks.asm b/Sprites/ZSpriteLib/sprite_hooks.asm similarity index 57% rename from Sprites/ZSpriteLib/sprite_functions_hooks.asm rename to Sprites/ZSpriteLib/sprite_hooks.asm index c3e2c5a..e386bfe 100644 --- a/Sprites/ZSpriteLib/sprite_functions_hooks.asm +++ b/Sprites/ZSpriteLib/sprite_hooks.asm @@ -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: diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index 77d2af9..0d6e7a6 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -24,7 +24,7 @@ org $0CDC26 ; ============================================================================== incsrc ZSpriteLib/sprite_macros.asm -incsrc ZSpriteLib/sprite_functions_hooks.asm +incsrc ZSpriteLib/sprite_hooks.asm ;==============================================================================