From 12ef39ff79c77557ad9d8b2b37ebc6a9739c08b3 Mon Sep 17 00:00:00 2001 From: scawful Date: Thu, 28 Mar 2024 20:17:56 -0400 Subject: [PATCH] Apply ASM code formatter --- Sprites/Objects/minecart.asm | 86 ++++++++++++++++++------------------ 1 file changed, 43 insertions(+), 43 deletions(-) diff --git a/Sprites/Objects/minecart.asm b/Sprites/Objects/minecart.asm index 9be9955..a525bee 100644 --- a/Sprites/Objects/minecart.asm +++ b/Sprites/Objects/minecart.asm @@ -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