Update sprite macros for draw code, add new macros
This commit is contained in:
@@ -1,47 +1,57 @@
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; Write Sprite Properties in the rom MACRO
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macro Set_Sprite_Properties(SprPrep, SprMain)
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{
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pushpc ; Save writing Position for the sprite
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org $0DB080+!SPRID ; Oam Harmless ($0E40)
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db ((!Harmless<<7)|(!HVelocity<<6)|!NbrTiles)
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pushpc ; Save writing Position for the sprite
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org $0DB080+!SPRID ; Oam Harmless ($0E40)
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db ((!Harmless<<7)|(!HVelocity<<6)|!NbrTiles)
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org $0DB173+!SPRID ; Sprite HP ($0E50)
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db !Health
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org $0DB173+!SPRID ; Sprite HP ($0E50)
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db !Health
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org $0DB266+!SPRID ; Sprite Damage ($0CD2)
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db !Damage
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org $0DB266+!SPRID ; Sprite Damage ($0CD2)
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db !Damage
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org $0DB359+!SPRID ; Sprite Data ($0E60 / $0F50)
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db ((!DeathAnimation<<7)|(!ImperviousAll<<6)|(!SmallShadow<<5)|(!Shadow<<4)|(!Palette<<1))
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org $0DB359+!SPRID ; Sprite Data ($0E60 / $0F50)
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db ((!DeathAnimation<<7)|(!ImperviousAll<<6)|(!SmallShadow<<5)|(!Shadow<<4)|(!Palette<<1))
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org $0DB44C+!SPRID ; Sprite Hitbox ($0F60)
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db ((!CollisionLayer<<7)|(!Statis<<6)|(!Persist<<5)|(!Hitbox))
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org $0DB44C+!SPRID ; Sprite Hitbox ($0F60)
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db ((!CollisionLayer<<7)|(!Statis<<6)|(!Persist<<5)|(!Hitbox))
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org $0DB53F+!SPRID ; Sprite Fall ($0B6B)
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db ((!DeflectArrow<<3)|(!Boss<<1)|!CanFall)
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org $0DB53F+!SPRID ; Sprite Fall ($0B6B)
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db ((!DeflectArrow<<3)|(!Boss<<1)|!CanFall)
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org $0DB632+!SPRID ; Sprite Prize ($0BE0)
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db ((!Interaction<<7)|(!WaterSprite<<6)|(!Blockable<<5)|(!Sound<<4)|!Prize)
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org $0DB632+!SPRID ; Sprite Prize ($0BE0)
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db ((!Interaction<<7)|(!WaterSprite<<6)|(!Blockable<<5)|(!Sound<<4)|!Prize)
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org $0DB725+!SPRID ; Sprite ($0CAA)
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db ($40|(!Statue<<5)|(!DeflectProjectiles<<4)|(!ImpervSwordHammer<<2)|(!ImperviousArrow<<1))
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org $0DB725+!SPRID ; Sprite ($0CAA)
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db ($40|(!Statue<<5)|(!DeflectProjectiles<<4)|(!ImpervSwordHammer<<2)|(!ImperviousArrow<<1))
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org $069283+(!SPRID*2) ; Vanilla Sprite Main Pointer
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dw NewMainSprFunction
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org $069283+(!SPRID*2) ; Vanilla Sprite Main Pointer
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dw NewMainSprFunction
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org $06865B+(!SPRID*2) ; Vanilla Sprite Prep Pointer
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dw NewSprPrepFunction
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org $06865B+(!SPRID*2) ; Vanilla Sprite Prep Pointer
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dw NewSprPrepFunction
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org NewSprRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprMain>
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org NewSprPrepRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprPrep>
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pullpc ; Get back the writing position for the sprite
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org NewSprRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprMain>
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org NewSprPrepRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprPrep>
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pullpc ; Get back the writing position for the sprite
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}
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endmacro
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macro loop(body, ...)
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!x #= 0
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while !x < sizeof(...)
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!x #= !x+1
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endwhile
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endmacro
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macro sta(...)
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%loop(STA, ...)
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endmacro
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; Go to the action specified ID can be Hex or Decimal
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macro GotoAction(action)
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LDA.b #<action> : STA.w SprAction, X
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endmacro
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@@ -70,12 +80,14 @@ macro SetMode(bit_mode)
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endmacro
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macro ScopedMode(bit_mode, body)
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SetMode bit_mode
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body
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if <bit_mode> == "16bit"
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SetMode "8bit"
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%SetMode("16bit")
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<body>
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%SetMode("8bit")
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elseif <bit_mode> == "8bit"
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SetMode "16bit"
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%SetMode("8bit")
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<body>
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%SetMode("16bit")
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endif
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endmacro
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@@ -307,3 +319,44 @@ macro SetupDistanceFromSprite()
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LDA.w SprY, X : STA $05
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endmacro
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macro DrawSprite()
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY
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LDA.w .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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PHX
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LDX .nbr_of_tiles, Y ; amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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; Put the sprite out of the way
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LDA.b #$F0 : STA ($90), Y : STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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}
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endmacro
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@@ -110,7 +110,6 @@ Sprite_BusinessScrub_Main:
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JSL Sprite_IsBelowPlayer : TYA
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CMP #$00 : BNE .is_below_player
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; Check if the player is too close
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%SetupDistanceFromSprite()
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JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
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; The player is below the scrub, so it should pop up
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LDA #$20 : STA.w SprTimerA, X
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@@ -138,7 +137,6 @@ Sprite_BusinessScrub_Main:
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INC.w SprAction, X
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.not_done
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%SetupDistanceFromSprite()
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JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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@@ -74,16 +74,12 @@ Sprite_HelmetChuchu_Prep:
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Sprite_HelmetChuchu_Main:
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{
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JSL Sprite_DamageFlash_Long
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw GreenChuchu_Helmet
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dw GreenChuchu_NoHelmet
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dw RedChuchu_Masked
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dw RedChuchu_NoMask
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dw HelmetSubtype
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dw MaskSubtype
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%SpriteJumpTable(GreenChuchu_Helmet,
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GreenChuchu_NoHelmet,
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RedChuchu_Masked,
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RedChuchu_NoMask,
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HelmetSubtype,
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MaskSubtype)
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GreenChuchu_Helmet:
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{
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@@ -283,7 +283,6 @@ Sprite_WaterOctorok_Attack:
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RTS
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+
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%SetupDistanceFromSprite()
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JSL GetDistance8bit_Long
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CMP.b #$40
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BCC .not_close_enough ; LD < 64
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@@ -3,7 +3,7 @@
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; =========================================================
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!SPRID = Sprite_PolsVoice
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!NbrTiles = 02 ; Number of tiles used in a frame
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 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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!Health = 10 ; Number of Health the sprite have
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@@ -78,7 +78,6 @@ Sprite_PolsVoice_Main:
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_DamageFlash_Long
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%DoDamageToPlayerSameLayerOnContact()
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JSL GetRandomInt : AND #$3F : BNE .not_done
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@@ -133,63 +132,7 @@ Sprite_PolsVoice_Main:
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Sprite_PolsVoice_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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; =======================================================
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%DrawSprite()
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.start_index
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db $00, $01, $02, $03, $04
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@@ -63,13 +63,9 @@ Sprite_Puffstool_Prep:
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Sprite_Puffstool_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Puffstool_Walking
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dw Puffstool_Stunned
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dw Puffstool_Spores
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%SpriteJumpTable(Puffstool_Walking,
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Puffstool_Stunned,
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Puffstool_Spores)
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Puffstool_Walking:
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{
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@@ -140,30 +136,23 @@ Puffstool_SpawnSpores:
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LDA.b #$0C ; SFX2.0C
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JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan
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LDA.b #$03
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STA.b $0D
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LDA.b #$03 : STA.b $0D
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.nth_child
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LDA.b #$B1 ; SPRITE 10
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JSL Sprite_SpawnDynamically
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BMI .no_space
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LDA.b #$B1 : JSL Sprite_SpawnDynamically : BMI .no_space
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JSL Sprite_SetSpawnedCoordinates
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PHX
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JSL Sprite_SetSpawnedCoordinates
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PHX
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LDX.b $0D
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LDA.w .speed_x, X : STA.w SprXSpeed, Y
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LDA.w .speed_y, X : STA.w SprYSpeed, Y
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LDA.b #$20 : STA.w $0F80, Y
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LDA.b #$FF : STA.w $0E80, Y
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LDA.b #$40 : STA.w SprTimerC, Y
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LDA.b #$01 : STA.w SprSubtype, Y
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LDA.b #$02 : STA.w SprAction, Y
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PLX
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LDX.b $0D
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LDA.w .speed_x, X : STA.w SprXSpeed, Y
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LDA.w .speed_y, X : STA.w SprYSpeed, Y
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LDA.b #$20 : STA.w $0F80, Y
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LDA.b #$FF : STA.w $0E80, Y
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LDA.b #$40 : STA.w SprTimerC, Y
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LDA.b #$01 : STA.w SprSubtype, Y
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LDA.b #$02 : STA.w SprAction, Y
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PLX
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.no_space
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DEC.b $0D
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BPL .nth_child
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@@ -180,124 +169,75 @@ Puffstool_SpawnSpores:
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Sprite_Puffstool_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08 ; Palette damage flash
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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; =========================================================
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%DrawSprite()
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E, $0F, $10, $11, $12
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db $00, $02, $04, $06, $08, $0A, $0C, $0E, $0F, $10, $11, $12
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0
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db 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 4
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 4
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.y_offsets
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dw -8, 0
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0
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dw 0
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dw 0
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dw 0
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dw 4
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dw -8, 0
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0
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dw 0
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dw 0
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dw 0
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dw 4
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.chr
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db $C0, $D0
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db $D2, $C2
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db $D4, $C4
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db $D2, $C2
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db $D0, $C0
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db $D2, $C2
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db $D4, $C4
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db $D6
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db $EA
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db $C8
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db $E8
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db $F7
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db $C0, $D0
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db $D2, $C2
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db $D4, $C4
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db $D2, $C2
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db $D0, $C0
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db $D2, $C2
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db $D4, $C4
|
||||
db $D6
|
||||
db $EA
|
||||
db $C8
|
||||
db $E8
|
||||
db $F7
|
||||
.properties
|
||||
db $33, $33
|
||||
db $33, $33
|
||||
db $33, $33
|
||||
db $33, $33
|
||||
db $33, $33
|
||||
db $73, $73
|
||||
db $73, $73
|
||||
db $3D
|
||||
db $33
|
||||
db $33
|
||||
db $33
|
||||
db $33
|
||||
db $33, $33
|
||||
db $33, $33
|
||||
db $33, $33
|
||||
db $33, $33
|
||||
db $33, $33
|
||||
db $73, $73
|
||||
db $73, $73
|
||||
db $3D
|
||||
db $33
|
||||
db $33
|
||||
db $33
|
||||
db $33
|
||||
.sizes
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $00
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $00
|
||||
}
|
||||
|
||||
@@ -47,7 +47,6 @@ Sprite_ThunderGhost_Long:
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
Sprite_ThunderGhost_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
@@ -66,14 +65,11 @@ Sprite_ThunderGhost_Prep:
|
||||
|
||||
Sprite_ThunderGhost_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw ThunderGhostFaceForward
|
||||
dw ThunderGhostLeft
|
||||
dw ThunderGhostRight
|
||||
dw CastThunderLeft
|
||||
dw CastThunderRight
|
||||
%SpriteJumpTable(ThunderGhostFaceForward,
|
||||
ThunderGhostLeft,
|
||||
ThunderGhostRight,
|
||||
CastThunderLeft,
|
||||
CastThunderRight)
|
||||
|
||||
ThunderGhostFaceForward:
|
||||
{
|
||||
@@ -124,7 +120,6 @@ Sprite_ThunderGhost_Main:
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Sprite_ThunderGhost_Move:
|
||||
{
|
||||
JSL Sprite_Move
|
||||
@@ -215,63 +210,8 @@ SpawnLightningAttack:
|
||||
|
||||
Sprite_ThunderGhost_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
%DrawSprite()
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
LDA.w SprFlash, X : STA $08
|
||||
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
LDA .properties, X : ORA $08 : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
; =======================================================
|
||||
.start_index
|
||||
db $00, $03, $06, $09, $0C, $0F, $12, $15
|
||||
.nbr_of_tiles
|
||||
|
||||
Reference in New Issue
Block a user