Update sprite macros for draw code, add new macros

This commit is contained in:
scawful
2024-12-19 09:44:08 -05:00
parent 548379f95a
commit 2a996a69e5
7 changed files with 179 additions and 310 deletions

View File

@@ -63,13 +63,9 @@ Sprite_Puffstool_Prep:
Sprite_Puffstool_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Puffstool_Walking
dw Puffstool_Stunned
dw Puffstool_Spores
%SpriteJumpTable(Puffstool_Walking,
Puffstool_Stunned,
Puffstool_Spores)
Puffstool_Walking:
{
@@ -140,30 +136,23 @@ Puffstool_SpawnSpores:
LDA.b #$0C ; SFX2.0C
JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan
LDA.b #$03
STA.b $0D
LDA.b #$03 : STA.b $0D
.nth_child
LDA.b #$B1 ; SPRITE 10
JSL Sprite_SpawnDynamically
BMI .no_space
LDA.b #$B1 : JSL Sprite_SpawnDynamically : BMI .no_space
JSL Sprite_SetSpawnedCoordinates
PHX
JSL Sprite_SetSpawnedCoordinates
PHX
LDX.b $0D
LDA.w .speed_x, X : STA.w SprXSpeed, Y
LDA.w .speed_y, X : STA.w SprYSpeed, Y
LDA.b #$20 : STA.w $0F80, Y
LDA.b #$FF : STA.w $0E80, Y
LDA.b #$40 : STA.w SprTimerC, Y
LDA.b #$01 : STA.w SprSubtype, Y
LDA.b #$02 : STA.w SprAction, Y
PLX
LDX.b $0D
LDA.w .speed_x, X : STA.w SprXSpeed, Y
LDA.w .speed_y, X : STA.w SprYSpeed, Y
LDA.b #$20 : STA.w $0F80, Y
LDA.b #$FF : STA.w $0E80, Y
LDA.b #$40 : STA.w SprTimerC, Y
LDA.b #$01 : STA.w SprSubtype, Y
LDA.b #$02 : STA.w SprAction, Y
PLX
.no_space
DEC.b $0D
BPL .nth_child
@@ -180,124 +169,75 @@ Puffstool_SpawnSpores:
Sprite_Puffstool_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08 ; Palette damage flash
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
; =========================================================
%DrawSprite()
.start_index
db $00, $02, $04, $06, $08, $0A, $0C, $0E, $0F, $10, $11, $12
db $00, $02, $04, $06, $08, $0A, $0C, $0E, $0F, $10, $11, $12
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0
db 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0
dw 0
dw 0
dw 0
dw 4
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0
dw 0
dw 0
dw 0
dw 4
.y_offsets
dw -8, 0
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0
dw 0
dw 0
dw 0
dw 4
dw -8, 0
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0
dw 0
dw 0
dw 0
dw 4
.chr
db $C0, $D0
db $D2, $C2
db $D4, $C4
db $D2, $C2
db $D0, $C0
db $D2, $C2
db $D4, $C4
db $D6
db $EA
db $C8
db $E8
db $F7
db $C0, $D0
db $D2, $C2
db $D4, $C4
db $D2, $C2
db $D0, $C0
db $D2, $C2
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
}