cleanup sprite hooks and add new long labels

This commit is contained in:
scawful
2024-06-16 21:14:12 -04:00
parent 7b7ffa294c
commit 202eb058f3

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@@ -37,11 +37,20 @@ SprSubtype = $0E30 ; This contains the Sub ID of the sprite
; 0x0B - Sprite is frozen and / or stunned.
SprState = $0DD0 ; This tells if the sprite is alive, dead, frozen, etc...
SprNbrOAM = $0E40 ; Bits 0-4: define the number of OAM slots used by the sprite
; Bits 0-4: define the number of OAM slots used by the sprite
; Bit 5: Causes enemies to go towards the walls? strange...
; Bit 6: No idea but the master sword ceremony sprites seem to use them....?
; Bit 7: If set, enemy is harmless. Otherwise you take damage from contact.
SprNbrOAM = $0E40
SprHealth = $0E50
SprGfxProps = $0E60
SprCollision = $0E70 ; When a sprite hit a wall, this gets set to the direction in which the collision occurred.
SprDelay = $0E80 ; Used in sprite state 0x03 (falling in water), used as delay in most of the sprites
; Direction of sprite collision with wall
SprCollision = $0E70
; Used in sprite state 0x03 (falling in water), used as delay in most of the sprites
SprDelay = $0E80
SprRecoil = $0EA0 ; Recoil Timer
SprDeath = $0EF0
@@ -147,35 +156,25 @@ SprTileDie = $0B6B
; Bulletproof
SprBulletproof = $0BA0
org $09AE64
Sprite_SetSpawnedCoords:
Sprite_SetSpawnedCoords = $09AE64
; =========================================================
;Sprite_PrepOamCoord LONG
; set the oam coordinate for the sprite draw
org $06E416
Sprite_PrepOamCoord:
Sprite_PrepOamCoord = $06E416
; =========================================================
;Sprite_CheckDamageFromPlayer LONG
; check if the sprite is getting damage from player or items
org $06F2AA
Sprite_CheckDamageFromPlayer:
Sprite_CheckDamageFromPlayer = $06F2AA
; =========================================================
;Sprite_CheckDamageToPlayer LONG
; check if the sprite is touching the player to damage
org $06F121
Sprite_CheckDamageToPlayer:
Sprite_CheckDamageToPlayer = $06F121
; =========================================================
;Sprite_AttemptDamageToPlayerPlusRecoil LONG
; damage the player everywhere on screen?
org $06F41F
Sprite_AttemptDamageToPlayerPlusRecoil:
Sprite_AttemptDamageToPlayerPlusRecoil = $06F41F
; =========================================================
;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
Sprite_OAM_AllocateDeferToPlayer:
@@ -195,15 +194,13 @@ 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
; !pos1_size = $02
@@ -214,93 +211,71 @@ ApplyRumbleToSprites:
; !ans_low = $0F
; !ans_high = $0C
;returns carry clear if there was no overlap
org $0683E6
CheckIfHitBoxesOverlap:
CheckIfHitBoxesOverlap = $0683E6
; =========================================================
; Sprite_Get_16_bit_Coords LONG
; $0FD8 = sprite's X coordinate, $0FDA = sprite's Y coordinate
org $0684BD
Sprite_Get_16_bit_Coords:
; $0FD8 = sprite's X coordinate
; $0FDA = sprite's Y coordinate
Sprite_Get_16_bit_Coords = $0684BD
; =========================================================
; Sprite_PrepAndDrawSingleLarge LONG
; load / draw a 16x16 sprite
org $06DBF0
Sprite_PrepAndDrawSingleLarge:
Sprite_PrepAndDrawSingleLarge = $06DBF0
; =========================================================
; Sprite_PrepAndDrawSingleSmall LONG
; load / draw a 8x8 sprite
org $06DBF8
Sprite_PrepAndDrawSingleSmall:
Sprite_PrepAndDrawSingleSmall = $06DBF8
; =========================================================
; Sprite_DrawShadow LONG
; draw shadow
org $06DC54
Sprite_DrawShadow:
; draw shadow (requires additional oam allocation)
Sprite_DrawShadow = $06DC54
; =========================================================
; 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_CheckTileCollision = $06E496
; =========================================================
; Sprite_GetTileAttr LONG
; $00[0x02] - Entity Y coordinate
; $02[0x03?] - Entity X coordinate
; $0FA5
org $06E87B
Sprite_GetTileAttr:
Sprite_GetTileAttr = $06E87B
; =========================================================
; Sprite_CheckSlopedTileCollision LONG
; check if the sprite is colliding with a solid sloped tile
org $06E8FD
Sprite_CheckSlopedTileCollision:
Sprite_CheckSlopedTileCollision = $06E8FD
; =========================================================
; Sprite_ApplySpeedTowardsPlayer LONG
; set the velocity x,y towards the player (A = speed)
org $06EA12
Sprite_ApplySpeedTowardsPlayer:
Sprite_ApplySpeedTowardsPlayer = $06EA12
; =========================================================
; 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_DirectionToFacePlayer = $06EAA0
; =========================================================
; Sprite_IsToRightOfPlayer LONG
; if Link is to the left of the sprite, Y = 1, otherwise Y = 0.
org $06EACD
Sprite_IsToRightOfPlayer:
Sprite_IsToRightOfPlayer = $06EACD
; =========================================================
; Sprite_IsBelowPlayer LONG
; return Y=1 sprite is below player, otherwise Y = 0
org $06EAE4
Sprite_IsBelowPlayer:
Sprite_IsBelowPlayer = $06EAE4
; =========================================================
; Sprite_CheckDamageToPlayerSameLayer LONG
; check damage done to player if they collide and if they are on same layer
org $06F129
Sprite_CheckDamageToPlayerSameLayer:
; $06 = sprite's Y coordinate
; $07 = sprite's X coordinate
Sprite_IsBelowLocation = $06EB1D
; =========================================================
; check damage done to player if they collide on same layer
Sprite_CheckDamageToPlayerSameLayer = $06F129
; =========================================================
; Sprite_CheckDamageToPlayerIgnoreLayer LONG
; check damage done to player if they collide even if they are not on same layer
org $06F131
Sprite_CheckDamageToPlayerIgnoreLayer:
Sprite_CheckDamageToPlayerIgnoreLayer = $06F131
; =========================================================
; Sound_SetSfx2PanLong LONG
; play a sound loaded in A
org $0DBB6E
Sound_SetSfx1PanLong:
@@ -312,7 +287,6 @@ 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
;these values belong to the sprite who used that function not the new one
@@ -321,95 +295,66 @@ Sound_SetSfx3PanLong:
;$04 height, $05 low x (overlord)
;$06 high x (overlord), $07 low y (overlord)
;$08 high y (overlord)
org $1DF65D
Sprite_SpawnDynamically:
Sprite_SpawnDynamically = $1DF65D
org $07F1A3
Player_ResetState:
Player_ResetState = $07F1A3
; =========================================================
; Sprite_ApplyConveyorAdjustment LONG
; move the sprite if he stand on a conveyor belt
org $1D8010
Sprite_ApplyConveyorAdjustment:
Sprite_ApplyConveyorAdjustment = $1D8010
; =========================================================
;SetupHitBox LONG
;set the hitbox of the player (i think)
;org $0683EA
;Sprite_SetupHitBoxLong:
; =========================================================
; Dungeon_SpriteInducedTilemapUpdate LONG
; set tile of dungeon
org $01E7A9
Dungeon_SpriteInducedTilemapUpdate:
Dungeon_SpriteInducedTilemapUpdate = $01E7A9
; =========================================================
; Get random INT LONG
; GetRandomInt
org $0DBA71
GetRandomInt:
; =========================================================
; Sprite_PlayerCantPassThrough
; player can't pass through the sprite
org $1EF4F3
Sprite_PlayerCantPassThrough:
Sprite_PlayerCantPassThrough = $1EF4F3
; =========================================================
; Sprite_NullifyHookshotDrag
; player can't hookshot to that sprite
org $0FF540
Sprite_NullifyHookshotDrag:
Sprite_NullifyHookshotDrag = $0FF540
; =========================================================
; Player_HaltDashAttack
; stop the dash attack of the player
org $0791B9
Player_HaltDashAttack:
Player_HaltDashAttack = $0791B9
; =========================================================
; 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:
Sprite_ShowMessageUnconditional = $05E219
; =========================================================
; Link_ReceiveItem
; Y = item id
org $0799AD
Link_ReceiveItem:
Link_ReceiveItem = $0799AD
; =========================================================
; 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_ShowSolicitedMessageIfPlayerFacing = $05E1A7
; =========================================================
; 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
Sprite_ShowMessageFromPlayerContact:
Sprite_ShowMessageFromPlayerContact = $05E1F0
; Parameters: Stack, A
org $008781
UseImplicitRegIndexedLocalJumpTable:
UseImplicitRegIndexedLocalJumpTable = $008781
org $00893D
EnableForceBlank:
EnableForceBlank = $00893D
; =========================================================
; Sprite_ProjectSpeedTowardsEntityLong
; $04 = X
; $05 = HighX
; $06 = Y
@@ -418,27 +363,33 @@ EnableForceBlank:
; \return $00 - Y Velocity
; \return $01 - X Velocity
org $06EA22
Sprite_ProjectSpeedTowardsEntityLong:
Sprite_ProjectSpeedTowardsEntityLong = $06EA22
org $0DDA06
Sprite_SpawnFireball:
; =========================================================
; Misc long functions
org $1D808C
Sprite_MoveLong:
Sprite_SpawnFireball = $0DDA06
org $1EFF8D
Sprite_DrawRippleIfInWater:
Sprite_MoveLong = $1D808C
org $058008
Sprite_SpawnSparkleGarnish:
Sprite_DrawRippleIfInWater = $1EFF8D
Sprite_SpawnSparkleGarnish = $058008
org $06EA1A
Sprite_ProjectSpeedTowardsPlayer:
GetRandomInt = $0DBA71
org $06F2AA
Sprite_CheckDamageFromPlayerLong:
Sprite_ProjectSpeedTowardsPlayer = $06EA1A
org $06AA0C
Sprite_CheckIfLifted:
Sprite_CheckDamageFromPlayerLong = $06F2AA
Sprite_CheckIfLifted = $06AA0C
Sprite_TransmuteToBomb = $06AD50
Sprite_SetSpawnedCoordinates = $09AE64
Guard_ParrySwordAttacks = $06EB5E
; =========================================================
; Local functions which may be useful for sprites
; Sprite_AttemptZapDamage - 06EC02