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scawful
2024-03-28 20:17:56 -04:00
parent 3324a13fb2
commit 12ef39ff79

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@@ -2,33 +2,33 @@
; Minecart Sprite Properties
; =========================================================
!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
; =========================================================
@@ -38,15 +38,15 @@
; Link is in cart
!LinkInCart = $35
!MinecartSpeed = 20
!DoubleSpeed = 30
!MinecartSpeed = 20
!DoubleSpeed = 30
; nesw
; 0 - north
; 1 - east
; 2 - south
; 3 - west
!MinecartDirection = $012B
!MinecartDirection = $012B
; $0DE0[0x10] - (Sprite) ;functions
; udlr
@@ -54,13 +54,13 @@
; 1 - down
; 2 - left
; 3 - right
!SpriteDirection = $0DE0
!SpriteDirection = $0DE0
; Bitfield for carry-related actions.
; .... ..tl
; t - tossing object
; l - lifting object
!LinkCarryOrToss = $0309
!LinkCarryOrToss = $0309
; =========================================================
@@ -223,15 +223,15 @@ Sprite_Minecart_Main:
LDA #$01 : STA !LinkInCart
; Check if the cart is facing east or west
LDA SprSubtype,X : CMP.b #$03 : BNE .opposite_direction
LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
STA.w !MinecartDirection
LDA #$02 : STA $0DE0, X
LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest
RTS
.opposite_direction
STA.w !MinecartDirection
LDA #$03 : STA $0DE0, X
LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast
.not_ready
@@ -262,13 +262,13 @@ Sprite_Minecart_Main:
; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.opposite_direction
STA.w !MinecartDirection
LDA #$00 : STA $0DE0, X
LDA #$00 : STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
.not_ready
@@ -399,15 +399,15 @@ SetTileLookupPosBasedOnDirection:
.north
LDA.w SprY, X : SEC : SBC.b #$01 : STA.b $00
LDA.w SprX, X : STA.b $02
JMP .return
JMP .return
.east
LDA.w SprX, X : CLC : ADC.b #$01 : STA.b $03
LDA.w SprY, X : STA.b $00
JMP .return
JMP .return
.south
LDA.w SprY, X : SEC : SBC.b #$01 : STA.b $00
LDA.w SprX, X : STA.b $02
JMP .return
JMP .return
.west
LDA.w SprX, X : AND #$F8 : SEC : SBC.b #$01 : STA.b $03
LDA.w SprY, X : STA.b $00
@@ -416,9 +416,9 @@ SetTileLookupPosBasedOnDirection:
LDA.w SprYH, X : STA.b $01
LDA.w SprXH, X : STA.b $03
LDA.w SprX, X : STA $0FD8
LDA.w SprX, X : STA $0FD8
LDA.w SprXH, X : STA $0FD9
LDA.w SprY, X : STA $0FDA
LDA.w SprY, X : STA $0FDA
LDA.w SprYH, X : STA $0FDB
RTS
@@ -656,7 +656,7 @@ HandleDynamicSwitchTileDirections:
CheckSpritePresence:
{
PHX
CLC ; Assume sprite ID $B0 is not present
CLC ; Assume sprite ID $B0 is not present
LDX.b #$10
.x_loop
DEX