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