cleanup sprite hooks and add new long labels
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@@ -37,11 +37,20 @@ SprSubtype = $0E30 ; This contains the Sub ID of the sprite
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; 0x0B - Sprite is frozen and / or stunned.
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SprState = $0DD0 ; This tells if the sprite is alive, dead, frozen, etc...
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SprNbrOAM = $0E40 ; Bits 0-4: define the number of OAM slots used by the sprite
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; Bits 0-4: define the number of OAM slots used by the sprite
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; Bit 5: Causes enemies to go towards the walls? strange...
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; Bit 6: No idea but the master sword ceremony sprites seem to use them....?
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; Bit 7: If set, enemy is harmless. Otherwise you take damage from contact.
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SprNbrOAM = $0E40
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SprHealth = $0E50
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SprGfxProps = $0E60
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SprCollision = $0E70 ; When a sprite hit a wall, this gets set to the direction in which the collision occurred.
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SprDelay = $0E80 ; Used in sprite state 0x03 (falling in water), used as delay in most of the sprites
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; Direction of sprite collision with wall
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SprCollision = $0E70
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; Used in sprite state 0x03 (falling in water), used as delay in most of the sprites
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SprDelay = $0E80
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SprRecoil = $0EA0 ; Recoil Timer
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SprDeath = $0EF0
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@@ -147,35 +156,25 @@ SprTileDie = $0B6B
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; Bulletproof
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SprBulletproof = $0BA0
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org $09AE64
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Sprite_SetSpawnedCoords:
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Sprite_SetSpawnedCoords = $09AE64
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; =========================================================
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;Sprite_PrepOamCoord LONG
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; set the oam coordinate for the sprite draw
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org $06E416
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Sprite_PrepOamCoord:
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Sprite_PrepOamCoord = $06E416
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; =========================================================
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;Sprite_CheckDamageFromPlayer LONG
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; check if the sprite is getting damage from player or items
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org $06F2AA
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Sprite_CheckDamageFromPlayer:
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Sprite_CheckDamageFromPlayer = $06F2AA
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; =========================================================
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;Sprite_CheckDamageToPlayer LONG
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; check if the sprite is touching the player to damage
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org $06F121
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Sprite_CheckDamageToPlayer:
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Sprite_CheckDamageToPlayer = $06F121
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; =========================================================
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;Sprite_AttemptDamageToPlayerPlusRecoil LONG
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; damage the player everywhere on screen?
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org $06F41F
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Sprite_AttemptDamageToPlayerPlusRecoil:
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Sprite_AttemptDamageToPlayerPlusRecoil = $06F41F
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; =========================================================
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;Sprite_OAM_AllocateDeferToPlayer LONG
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;Draw the sprite depending of the position of the player (if he has to be over or under link)
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org $06F864
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Sprite_OAM_AllocateDeferToPlayer:
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@@ -195,15 +194,13 @@ OAM_AllocateFromRegionF:
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org $05DF70
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Sprite_DrawMultiple_quantity_preset:
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; =========================================================
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;ApplyRumbleToSprites LONG
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;makes all the sprites on screen shaking?
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org $0680FA
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ApplyRumbleToSprites:
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; =========================================================
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;CheckIfHitBoxesOverlap LONG
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; args :
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; !pos1_low = $00
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; !pos1_size = $02
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@@ -214,93 +211,71 @@ ApplyRumbleToSprites:
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; !ans_low = $0F
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; !ans_high = $0C
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;returns carry clear if there was no overlap
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org $0683E6
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CheckIfHitBoxesOverlap:
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CheckIfHitBoxesOverlap = $0683E6
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; =========================================================
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; Sprite_Get_16_bit_Coords LONG
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; $0FD8 = sprite's X coordinate, $0FDA = sprite's Y coordinate
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org $0684BD
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Sprite_Get_16_bit_Coords:
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; $0FD8 = sprite's X coordinate
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; $0FDA = sprite's Y coordinate
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Sprite_Get_16_bit_Coords = $0684BD
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; =========================================================
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; Sprite_PrepAndDrawSingleLarge LONG
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; load / draw a 16x16 sprite
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org $06DBF0
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Sprite_PrepAndDrawSingleLarge:
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Sprite_PrepAndDrawSingleLarge = $06DBF0
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; =========================================================
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; Sprite_PrepAndDrawSingleSmall LONG
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; load / draw a 8x8 sprite
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org $06DBF8
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Sprite_PrepAndDrawSingleSmall:
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Sprite_PrepAndDrawSingleSmall = $06DBF8
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; =========================================================
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; Sprite_DrawShadow LONG
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; draw shadow
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org $06DC54
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Sprite_DrawShadow:
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; draw shadow (requires additional oam allocation)
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Sprite_DrawShadow = $06DC54
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; =========================================================
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; Sprite_CheckTileCollision LONG
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; check if the sprite is colliding with a solid tile set $0E70, X
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; ----udlr , u = up, d = down, l = left, r = right
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org $06E496
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Sprite_CheckTileCollision:
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Sprite_CheckTileCollision = $06E496
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; =========================================================
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; Sprite_GetTileAttr LONG
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; $00[0x02] - Entity Y coordinate
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; $02[0x03?] - Entity X coordinate
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; $0FA5
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org $06E87B
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Sprite_GetTileAttr:
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Sprite_GetTileAttr = $06E87B
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; =========================================================
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; Sprite_CheckSlopedTileCollision LONG
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; check if the sprite is colliding with a solid sloped tile
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org $06E8FD
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Sprite_CheckSlopedTileCollision:
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Sprite_CheckSlopedTileCollision = $06E8FD
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; =========================================================
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; Sprite_ApplySpeedTowardsPlayer LONG
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; set the velocity x,y towards the player (A = speed)
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org $06EA12
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Sprite_ApplySpeedTowardsPlayer:
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Sprite_ApplySpeedTowardsPlayer = $06EA12
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; =========================================================
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; Sprite_DirectionToFacePlayer LONG
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; \return $0E is low byte of player_y_pos - sprite_y_pos
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; \return $0F is low byte of player_x_pos - sprite_x_pos
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org $06EAA0
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Sprite_DirectionToFacePlayer:
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Sprite_DirectionToFacePlayer = $06EAA0
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; =========================================================
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; Sprite_IsToRightOfPlayer LONG
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; if Link is to the left of the sprite, Y = 1, otherwise Y = 0.
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org $06EACD
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Sprite_IsToRightOfPlayer:
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Sprite_IsToRightOfPlayer = $06EACD
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; =========================================================
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; Sprite_IsBelowPlayer LONG
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; return Y=1 sprite is below player, otherwise Y = 0
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org $06EAE4
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Sprite_IsBelowPlayer:
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Sprite_IsBelowPlayer = $06EAE4
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; =========================================================
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; Sprite_CheckDamageToPlayerSameLayer LONG
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; check damage done to player if they collide and if they are on same layer
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org $06F129
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Sprite_CheckDamageToPlayerSameLayer:
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; $06 = sprite's Y coordinate
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; $07 = sprite's X coordinate
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Sprite_IsBelowLocation = $06EB1D
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; =========================================================
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; check damage done to player if they collide on same layer
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Sprite_CheckDamageToPlayerSameLayer = $06F129
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; =========================================================
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; Sprite_CheckDamageToPlayerIgnoreLayer LONG
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; check damage done to player if they collide even if they are not on same layer
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org $06F131
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Sprite_CheckDamageToPlayerIgnoreLayer:
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Sprite_CheckDamageToPlayerIgnoreLayer = $06F131
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; =========================================================
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; Sound_SetSfx2PanLong LONG
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; play a sound loaded in A
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org $0DBB6E
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Sound_SetSfx1PanLong:
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@@ -312,7 +287,6 @@ org $0DBB8A
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Sound_SetSfx3PanLong:
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; =========================================================
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;Sprite_SpawnDynamically LONG
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;spawn a new sprite on screen, A = sprite id
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;when using this function you have to set the position yourself
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;these values belong to the sprite who used that function not the new one
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@@ -321,95 +295,66 @@ Sound_SetSfx3PanLong:
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;$04 height, $05 low x (overlord)
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;$06 high x (overlord), $07 low y (overlord)
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;$08 high y (overlord)
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org $1DF65D
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Sprite_SpawnDynamically:
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Sprite_SpawnDynamically = $1DF65D
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org $07F1A3
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Player_ResetState:
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Player_ResetState = $07F1A3
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; =========================================================
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; Sprite_ApplyConveyorAdjustment LONG
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; move the sprite if he stand on a conveyor belt
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org $1D8010
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Sprite_ApplyConveyorAdjustment:
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Sprite_ApplyConveyorAdjustment = $1D8010
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; =========================================================
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;SetupHitBox LONG
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;set the hitbox of the player (i think)
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;org $0683EA
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;Sprite_SetupHitBoxLong:
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; =========================================================
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; Dungeon_SpriteInducedTilemapUpdate LONG
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; set tile of dungeon
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org $01E7A9
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Dungeon_SpriteInducedTilemapUpdate:
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Dungeon_SpriteInducedTilemapUpdate = $01E7A9
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; =========================================================
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; Get random INT LONG
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; GetRandomInt
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org $0DBA71
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GetRandomInt:
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; =========================================================
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; Sprite_PlayerCantPassThrough
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; player can't pass through the sprite
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org $1EF4F3
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Sprite_PlayerCantPassThrough:
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Sprite_PlayerCantPassThrough = $1EF4F3
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; =========================================================
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; Sprite_NullifyHookshotDrag
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; player can't hookshot to that sprite
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org $0FF540
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Sprite_NullifyHookshotDrag:
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Sprite_NullifyHookshotDrag = $0FF540
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; =========================================================
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; Player_HaltDashAttack
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; stop the dash attack of the player
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org $0791B9
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Player_HaltDashAttack:
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Player_HaltDashAttack = $0791B9
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; =========================================================
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; Sprite_ShowMessageUnconditional
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; show a message box without any condition
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; A = low byte of message ID to use.
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; Y = high byte of message ID to use.
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org $05E219
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Sprite_ShowMessageUnconditional:
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Sprite_ShowMessageUnconditional = $05E219
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; =========================================================
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; Link_ReceiveItem
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; Y = item id
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org $0799AD
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Link_ReceiveItem:
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Link_ReceiveItem = $0799AD
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; =========================================================
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; Sprite_ShowSolicitedMessageIfPlayerFacing
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; show a message if we press A and face the sprite
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; A = low byte of message ID to use.
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; Y = high byte of message ID to use.
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org $05E1A7
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Sprite_ShowSolicitedMessageIfPlayerFacing:
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Sprite_ShowSolicitedMessageIfPlayerFacing = $05E1A7
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; =========================================================
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; Sprite_ShowMessageFromPlayerContact
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; show a message if we touch the sprite
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; should be used with Sprite_PlayerCantPassThrough
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; A = low byte of message ID to use.
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; Y = high byte of message ID to use.
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org $05E1F0
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Sprite_ShowMessageFromPlayerContact:
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Sprite_ShowMessageFromPlayerContact = $05E1F0
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; Parameters: Stack, A
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org $008781
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UseImplicitRegIndexedLocalJumpTable:
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UseImplicitRegIndexedLocalJumpTable = $008781
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org $00893D
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EnableForceBlank:
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EnableForceBlank = $00893D
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; =========================================================
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; Sprite_ProjectSpeedTowardsEntityLong
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; $04 = X
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; $05 = HighX
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; $06 = Y
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@@ -418,27 +363,33 @@ EnableForceBlank:
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; \return $00 - Y Velocity
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; \return $01 - X Velocity
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org $06EA22
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Sprite_ProjectSpeedTowardsEntityLong:
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Sprite_ProjectSpeedTowardsEntityLong = $06EA22
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org $0DDA06
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Sprite_SpawnFireball:
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; =========================================================
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; Misc long functions
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org $1D808C
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Sprite_MoveLong:
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Sprite_SpawnFireball = $0DDA06
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org $1EFF8D
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Sprite_DrawRippleIfInWater:
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Sprite_MoveLong = $1D808C
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org $058008
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Sprite_SpawnSparkleGarnish:
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Sprite_DrawRippleIfInWater = $1EFF8D
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Sprite_SpawnSparkleGarnish = $058008
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org $06EA1A
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Sprite_ProjectSpeedTowardsPlayer:
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GetRandomInt = $0DBA71
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org $06F2AA
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Sprite_CheckDamageFromPlayerLong:
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Sprite_ProjectSpeedTowardsPlayer = $06EA1A
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org $06AA0C
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Sprite_CheckIfLifted:
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Sprite_CheckDamageFromPlayerLong = $06F2AA
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Sprite_CheckIfLifted = $06AA0C
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Sprite_TransmuteToBomb = $06AD50
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Sprite_SetSpawnedCoordinates = $09AE64
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Guard_ParrySwordAttacks = $06EB5E
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; =========================================================
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; Local functions which may be useful for sprites
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; Sprite_AttemptZapDamage - 06EC02
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