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

View File

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