add more explicit length suffices

This commit is contained in:
scawful
2024-09-18 18:43:47 -04:00
parent 25085330d1
commit 2b452cc04c
31 changed files with 250 additions and 250 deletions

View File

@@ -64,8 +64,8 @@ Sprite_Kydreeok_Prep:
LDA.b #$09 : STA.w SprBump, X ; bump damage type
; Cache the origin position of the sprite.
LDA SprX, X : STA.w SprMiscA, X
LDA SprY, X : STA.w SprMiscB, X
LDA.w SprX, X : STA.w SprMiscA, X
LDA.w SprY, X : STA.w SprMiscB, X
JSR SpawnLeftHead
; JSR SpawnCenterHead
@@ -86,12 +86,12 @@ Sprite_Kydreeok_Prep:
Sprite_Kydreeok_CheckIfDead:
{
LDA Offspring1_Id : TAY
LDA.w Offspring1_Id : TAY
LDA.w SprState, Y : BEQ .offspring1_dead
JMP .not_dead
.offspring1_dead
LDA Offspring2_Id : TAY
LDA.w Offspring2_Id : TAY
LDA.w SprState, Y : BEQ .offspring2_dead
JMP .not_dead
.offspring2_dead
@@ -149,7 +149,7 @@ Sprite_Kydreeok_Main:
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
LDA SprMiscD, X : BNE .go
LDA.w SprMiscD, X : BNE .go
LDY #$00
JSR ApplyKydreeokGraphics
JSR ApplyPalette
@@ -158,8 +158,8 @@ Sprite_Kydreeok_Main:
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .continue
TXA : STA Kydreeok_Id
LDA.w SprTimerA, X : BNE .continue
TXA : STA.w Kydreeok_Id
LDA #$40 : STA.w SprTimerA, X
%GotoAction(1)
.continue
@@ -178,7 +178,7 @@ Sprite_Kydreeok_Main:
JSL MoveBody
JSR StopIfOutOfBounds
LDA SprTimerA, X : BNE .continue
LDA.w SprTimerA, X : BNE .continue
%GotoAction(2)
.continue
@@ -241,14 +241,14 @@ Sprite_Kydreeok_Main:
REP #$20
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $20 : SBC SprCachedY : CMP.w #$FFFB : BCC .notEqualY
LDA $20 : SBC.w SprCachedY : CMP.w #$FFFB : BCC .notEqualY
SEP #$20
%GotoAction(2) ; Kydreeok_MoveXandY
BRA .notEqualX
.notEqualY
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $22 : SBC SprCachedX : CMP.w #$FFFB : BCC .notEqualX
LDA $22 : SBC.w SprCachedX : CMP.w #$FFFB : BCC .notEqualX
SEP #$20
%GotoAction(2) ; Kydreeok_MoveXandY
.notEqualX
@@ -277,7 +277,7 @@ Sprite_Kydreeok_Main:
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
; Flicker the body every other frame using the timer
LDA SprTimerA, X : AND.b #$01 : BEQ .flicker
LDA.w SprTimerA, X : AND.b #$01 : BEQ .flicker
LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
.flicker
@@ -303,7 +303,7 @@ Sprite_Kydreeok_Main:
.no_space
LDA SprTimerA, X : BNE .continue
LDA.w SprTimerA, X : BNE .continue
STZ.w $0422
STZ.w $0424
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
@@ -369,19 +369,19 @@ SpawnLeftHead:
LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring1_Id
TYA : STA.w Offspring1_Id
;store the sub-type
LDA.b #$00 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA SprCachedX : SEC : SBC.w #$0010
LDA.w SprCachedX : SEC : SBC.w #$0010
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
@@ -407,7 +407,7 @@ SpawnLeftHead:
; LDA #$CF
; JSL Sprite_SpawnDynamically : BMI .return
; TYA : STA Offspring3_Id
; TYA : STA.w Offspring3_Id
; ;store the sub-type
; LDA.b #$02 : STA $0E30, Y
@@ -415,12 +415,12 @@ SpawnLeftHead:
; PHX
; ; code that controls where to spawn the offspring.
; REP #$20
; LDA SprCachedX : CLC : ADC.w #$0004
; LDA.w SprCachedX : CLC : ADC.w #$0004
; SEP #$20
; STA.w SprX, Y : XBA : STA.w SprXH, Y
; REP #$20
; LDA SprCachedY : SEC : SBC.w #$000F
; LDA.w SprCachedY : SEC : SBC.w #$000F
; SEP #$20
; STA.w SprY, Y : XBA : STA.w SprYH, Y
@@ -445,19 +445,19 @@ SpawnRightHead:
{
LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring2_Id
TYA : STA.w Offspring2_Id
;store the sub-type
LDA.b #$01 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA SprCachedX : CLC : ADC.w #$000D
LDA.w SprCachedX : CLC : ADC.w #$000D
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
@@ -540,7 +540,7 @@ StopIfOutOfBounds:
{
; Set A to 00 if outside of certain bounds
REP #$20
LDA SprCachedX : CMP.w #$0118 : BCS .not_out_of_bounds_Left
LDA.w SprCachedX : CMP.w #$0118 : BCS .not_out_of_bounds_Left
SEP #$20
LDA.w SprXSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Left
LDA.b #-10 : STA.w SprXSpeed : STA.w SprXRound
@@ -556,7 +556,7 @@ StopIfOutOfBounds:
SEP #$20
REP #$20
LDA SprCachedX : CMP.w #$01D8 : BCC .not_out_of_bounds_Right
LDA.w SprCachedX : CMP.w #$01D8 : BCC .not_out_of_bounds_Right
SEP #$20
LDA.w SprXSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Right
LDA.b #$00 : STA.w SprXSpeed : STA.w SprXRound
@@ -573,7 +573,7 @@ StopIfOutOfBounds:
; Upper bound
REP #$20
LDA SprCachedY : CMP.w #$0020 : BCS .not_out_of_bounds_Up
LDA.w SprCachedY : CMP.w #$0020 : BCS .not_out_of_bounds_Up
SEP #$20
LDA.w SprYSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Up
LDA.b #$00 : STA.w SprYSpeed : STA.w SprYRound
@@ -585,7 +585,7 @@ StopIfOutOfBounds:
SEP #$20
REP #$20
LDA SprCachedY : CMP.w #$00D0 : BCC .not_out_of_bounds_Down
LDA.w SprCachedY : CMP.w #$00D0 : BCC .not_out_of_bounds_Down
SEP #$20
LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down
LDA.b #-10 : STA.w SprYSpeed : STA.w SprYRound ; Reverse the direction

View File

@@ -38,7 +38,7 @@ Sprite_KydreeokHead_Long:
{
PHB : PHK : PLB
LDA SprAction, X : CMP #$05 : BEQ .no_head
LDA.w SprAction, X : CMP #$05 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw
.no_head
@@ -168,7 +168,7 @@ Sprite_KydreeokHead_Main:
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
RTS
@@ -188,7 +188,7 @@ Sprite_KydreeokHead_Main:
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
RTS
@@ -204,7 +204,7 @@ Sprite_KydreeokHead_Main:
JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X
.not_done
RTS
@@ -267,19 +267,19 @@ Sprite_KydreeokHead_Damage_Flash:
CoordinateBasedRotation:
{
LDA Neck_Index : TAY
LDA.w Neck_Index : TAY
; JSL GetRandomInt : AND #$04 : TAY
LDA X_Coords, Y : STA Neck1_OffsetX
LDA X_Coords, Y : STA Neck2_OffsetX
LDA X_Coords, Y : STA Neck3_OffsetX
LDA Y_Coords, Y : STA Neck1_OffsetY
LDA Y_Coords, Y : STA Neck2_OffsetY
LDA Y_Coords, Y : STA Neck3_OffsetY
LDA.w X_Coords, Y : STA.w Neck1_OffsetX
LDA.w X_Coords, Y : STA.w Neck2_OffsetX
LDA.w X_Coords, Y : STA.w Neck3_OffsetX
LDA.w Y_Coords, Y : STA.w Neck1_OffsetY
LDA.w Y_Coords, Y : STA.w Neck2_OffsetY
LDA.w Y_Coords, Y : STA.w Neck3_OffsetY
JSL GetRandomInt : AND #$3F : BNE .dont_increment
INC.w Neck_Index
.dont_increment
CPY #15 : BNE .not_full
LDA #0 : STA Neck_Index
LDA #0 : STA.w Neck_Index
.not_full
RTS
}
@@ -357,7 +357,7 @@ RandomlyAttack:
MoveWithBody:
{
LDA Kydreeok_Id : TAY
LDA.w Kydreeok_Id : TAY
CPX.w Offspring2_Id : BEQ .neck2_move
LDA.w SprX, Y : SEC : SBC #$0F

View File

@@ -79,7 +79,7 @@ Sprite_Kydrog_Main:
Kydrog_StartCutscene:
{
LDA #$03 : STA $012C ; Play music
LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$08 : STA.b $49 ; Auto-movement north
LDA.b $20 ; Link's Y Position

View File

@@ -421,7 +421,7 @@ Sprite_KydrogBoss_Main:
%RandomStalfosOffspring()
; Increase the Z for a bit until he is off screen
LDA SprHeight, X : CLC : ADC.b #$04
LDA.w SprHeight, X : CLC : ADC.b #$04
STA.w SprHeight, X : CMP.b #$B0 : BCC .not_off_screen
LDA #$40 : STA.w SprTimerD, X
%GotoAction($0B)
@@ -437,17 +437,17 @@ Sprite_KydrogBoss_Main:
%RandomStalfosOffspring()
LDA SprTimerD, X : BEQ .no_track_player
LDA.w SprTimerD, X : BEQ .no_track_player
LDA $20 : STA.w SprY, X
LDA $22 : STA.w SprX, X
; PHX : JSL $01F3EC : PLX ; Light Torch
LDA SprTimerD, X : BNE .wait_a_second
LDA.w SprTimerD, X : BNE .wait_a_second
.no_track_player
; Decrease the Z for a bit until he is at level with Link
LDA SprHeight, X : SEC : SBC.b #$04 : STA.w SprHeight, X
LDA.w SprHeight, X : SEC : SBC.b #$04 : STA.w SprHeight, X
CMP.b #$04 : BCS .not_off_screen
%GotoAction(1)
.not_off_screen
@@ -465,13 +465,13 @@ Sprite_KydrogBoss_Main:
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b $0D50 : CLC : ADC.b #$08 : STA $0D50
LDA.b $0D70 : CLC : ADC.b #$02 : STA $0D70
LDA SprTimerD, X : BNE .not_done
LDA.w SprTimerD, X : BNE .not_done
%GotoAction(1)
RTS
+
LDA.b $0D40 : CLC : ADC.b #$08 : STA $0D40
LDA.b $0D60 : CLC : ADC.b #$02 : STA $0D60
LDA SprTimerD, X : BNE .not_done
LDA.w SprTimerD, X : BNE .not_done
%GotoAction(1)
.not_done
@@ -494,29 +494,29 @@ CheckForNextPhase:
.phase_one
; Check for phase two
LDA SprHealth,X : CMP.b #$20 : BCC .phase_two
LDA.w SprHealth,X : CMP.b #$20 : BCC .phase_two
RTS
.phase_two
LDA SprHealth,X : CMP.b #$20 : BCC .phase_three
LDA.w SprHealth,X : CMP.b #$20 : BCC .phase_three
LDA !KydrogPhase : CMP.b #$01 : BEQ .return
LDA #$80 : STA $0E50, X
LDA #$01 : STA SprAction, X
LDA #$01 : STA.w SprAction, X
STA !KydrogPhase
INC.w SprFlash, X
RTS
.phase_three
LDA SprHealth,X : CMP.b #$20 : BCC .phase_four
LDA.w SprHealth,X : CMP.b #$20 : BCC .phase_four
LDA !KydrogPhase : CMP.b #$02 : BEQ .return
LDA #$80 : STA $0E50, X
LDA #$02 : STA SprAction, X
LDA #$02 : STA.w SprAction, X
STA !KydrogPhase
RTS
.phase_four
LDA #$03 : STA SprAction, X
LDA #$03 : STA.w SprAction, X
STA !KydrogPhase
.return
RTS
@@ -635,8 +635,8 @@ Kydrog_ThrowBoneAtPlayer:
TYX
LDA SprX, X : CLC : ADC.b #$10 : STA.w SprX, X
LDA SprY, X : SEC : SBC.b #$04 : STA.w SprY, X
LDA.w SprX, X : CLC : ADC.b #$10 : STA.w SprX, X
LDA.w SprY, X : SEC : SBC.b #$04 : STA.w SprY, X
LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer

View File

@@ -147,11 +147,11 @@ Lanmola_Mound: ;0x01
; ALTERNATE ENTRY POINT
.Lanmola_SetScatterSandPosition
LDA SprXH, X : STA $0DC0, X
LDA SprYH, X : STA $0EB0, X
LDA.w SprXH, X : STA $0DC0, X
LDA.w SprYH, X : STA $0EB0, X
LDA SprX, X : STA $0DE0, X
LDA SprY, X : STA $0E70, X
LDA.w SprX, X : STA $0DE0, X
LDA.w SprY, X : STA $0E70, X
LDA.b #$4A : STA $0E00, X
@@ -196,13 +196,13 @@ Lanmola_Fly: ;0x02
.dontSwitchDirections
LDA $0DA0, X : STA $04
LDA SprXH, X : STA $05
LDA.w SprXH, X : STA $05
LDA $0DB0, X : STA $06
LDA SprYH, X : STA $07
LDA SprX, X : STA $00
LDA SprXH, X : STA $01
LDA SprY, X : STA $02
LDA SprYH, X : STA $03
LDA.w SprYH, X : STA $07
LDA.w SprX, X : STA $00
LDA.w SprXH, X : STA $01
LDA.w SprY, X : STA $02
LDA.w SprYH, X : STA $03
REP #$20

View File

@@ -292,10 +292,10 @@ Lanmola_MoveSegment:
; Store the current position, angle, and hieght of the sprite
; so that we can set the other segments to them later.
LDA SprXH, X : PHA ;high x
LDA SprYH, X : PHA ;high y
LDA SprX, X : PHA ;lower x
LDA SprY, X : PHA ;lower y
LDA.w SprXH, X : PHA ;high x
LDA.w SprYH, X : PHA ;high y
LDA.w SprX, X : PHA ;lower x
LDA.w SprY, X : PHA ;lower y
LDA $0F70, X : PHA ;height
LDA $0F : PHA ;angle

View File

@@ -86,19 +86,19 @@ Sprite_Manhandla_Prep:
Sprite_Manhandla_CheckForNextPhaseOrDeath:
{
; All three heads need to be dead before we become big chuchu
LDA Offspring1_Id : TAY
LDA.w Offspring1_Id : TAY
LDA.w SprState, Y : BEQ .offspring1_dead
JMP .not_dead
.offspring1_dead
LDA.b #$05 : STA.w $36
LDA Offspring2_Id : TAY
LDA.w Offspring2_Id : TAY
LDA.w SprState, Y : BEQ .offspring2_dead
JMP .not_dead
.offspring2_dead
LDA.b #$06 : STA.w $36
LDA Offspring3_Id : TAY
LDA.w Offspring3_Id : TAY
LDA.w SprState, Y : BEQ .offspring3_dead
JMP .not_dead
.offspring3_dead
@@ -131,36 +131,36 @@ Sprite_Manhandla_CheckForNextPhaseOrDeath:
macro SetLeftHeadPos()
REP #$20
LDA SprCachedX : SEC : SBC.w #$0016
LDA.w SprCachedX : SEC : SBC.w #$0016
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
endmacro
macro SetRightHeadPos()
REP #$20
LDA SprCachedX : CLC : ADC.w #$0016
LDA.w SprCachedX : CLC : ADC.w #$0016
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
endmacro
macro SetCenterHeadPos()
REP #$20
LDA SprCachedX
LDA.w SprCachedX
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY
LDA.w SprCachedY
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
endmacro
@@ -277,11 +277,11 @@ Sprite_Manhandla_Main:
%PlayAnimation(11, 12, 10)
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
; Flicker the body every other frame using the timer
LDA SprTimerA, X : AND.b #$01 : BEQ .flicker
LDA.w SprTimerA, X : AND.b #$01 : BEQ .flicker
LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
.flicker
LDA SprTimerA, X : BNE .continue
LDA.w SprTimerA, X : BNE .continue
STZ.w $0422
STZ.w $0424
LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
@@ -292,7 +292,7 @@ Sprite_Manhandla_Main:
LDA #$88
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring3_Id
TYA : STA.w Offspring3_Id
PHX
%SetCenterHeadPos()
@@ -423,7 +423,7 @@ Sprite_Manhandla_Move:
STZ.w SprYSpeed : STZ.w SprXSpeed ;set velocitys to 0
JSL MoveBody
JSR Manhandla_StopIfOutOfBounds
LDA SprTimerA, X : BNE .continue
LDA.w SprTimerA, X : BNE .continue
INC.w SprMiscC, X
.continue
RTS
@@ -457,7 +457,7 @@ Sprite_Manhandla_Move:
REP #$20
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $20 : SBC SprCachedY : CMP.w #$FFFB : BCC .notEqualY
LDA $20 : SBC.w SprCachedY : CMP.w #$FFFB : BCC .notEqualY
SEP #$20
LDA.b #$02 : STA.w SprMiscC, X
@@ -465,7 +465,7 @@ Sprite_Manhandla_Move:
.notEqualY
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $22 : SBC SprCachedX : CMP.w #$FFFB : BCC .notEqualX
LDA $22 : SBC.w SprCachedX : CMP.w #$FFFB : BCC .notEqualX
SEP #$20
LDA.b #$02 : STA.w SprMiscC, X
.notEqualX
@@ -490,7 +490,7 @@ Manhandla_StopIfOutOfBounds:
{
; Set A to 00 if outside of certain bounds
REP #$20
LDA SprCachedX : CMP.w #$153A : BCS .not_out_of_bounds_Left
LDA.w SprCachedX : CMP.w #$153A : BCS .not_out_of_bounds_Left
SEP #$20
LDA.w SprXSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Left
LDA.b #-08 : STA.w SprXSpeed : STA.w SprXRound
@@ -499,7 +499,7 @@ Manhandla_StopIfOutOfBounds:
SEP #$20
REP #$20
LDA SprCachedX : CMP.w #$15C8 : BCC .not_out_of_bounds_Right
LDA.w SprCachedX : CMP.w #$15C8 : BCC .not_out_of_bounds_Right
SEP #$20
LDA.w SprXSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Right
LDA.b #$08 : STA.w SprXSpeed : STA.w SprXRound
@@ -509,7 +509,7 @@ Manhandla_StopIfOutOfBounds:
; Upper bound
REP #$20
LDA SprCachedY : CMP.w #$0B3A : BCS .not_out_of_bounds_Up
LDA.w SprCachedY : CMP.w #$0B3A : BCS .not_out_of_bounds_Up
SEP #$20
LDA.w SprYSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Up
LDA.b #$08 : STA.w SprYSpeed : STA.w SprYRound
@@ -518,7 +518,7 @@ Manhandla_StopIfOutOfBounds:
SEP #$20
REP #$20
LDA SprCachedY : CMP.w #$0BA6 : BCC .not_out_of_bounds_Down
LDA.w SprCachedY : CMP.w #$0BA6 : BCC .not_out_of_bounds_Down
SEP #$20
LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down
LDA.b #-08 : STA.w SprYSpeed : STA.w SprYRound ; Reverse the direction
@@ -854,7 +854,7 @@ SpawnLeftManhandlaHead:
{
LDA #$88
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring1_Id
TYA : STA.w Offspring1_Id
PHX
%SetLeftHeadPos()
@@ -878,7 +878,7 @@ SpawnRightManhandlaHead:
{
LDA #$88
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring2_Id
TYA : STA.w Offspring2_Id
PHX
%SetRightHeadPos()
@@ -901,7 +901,7 @@ SpawnCenterMandhandlaHead:
{
LDA #$88
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring3_Id
TYA : STA.w Offspring3_Id
PHX
%SetCenterHeadPos()

View File

@@ -58,13 +58,13 @@ Sprite_Twinrova_Long:
Sprite_Twinrova_CheckIfDead:
{
LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
LDA.w SprAction, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero
LDA SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
LDA.w SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
LDA.b #$00 : STA.w SprHealth, X
.health_not_negative
LDA SprHealth, X : BNE .not_dead
LDA.w SprHealth, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA.w SprAction, X ; Go to Twinrova_Dead stage
@@ -191,10 +191,10 @@ Sprite_Twinrova_Main:
Twinrova_MoveState:
{
STZ.w $0360
LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
LDA.w SprHealth, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
LDA.w SprTimerE, X : BNE .kotake
LDA #$70 : STA.w SprTimerD, X
%GotoAction(8) ; Koume Mode
RTS
@@ -293,7 +293,7 @@ Sprite_Twinrova_Main:
LDA #$01 : STA $0360
LDA $0CAA : AND.b #$03 : STA $0CAA
LDA SprTimerD, X : BNE +
LDA.w SprTimerD, X : BNE +
LDA $0CAA : ORA.b #$03 : STA $0CAA
LDA.b #$40 : STA.w SprTimerD, X
LDA $AC : BEQ .fire
@@ -421,7 +421,7 @@ Sprite_Twinrova_Main:
JSR RageModeMove
LDA SprTimerD, X : BNE +
LDA.w SprTimerD, X : BNE +
LDA #$70 : STA.w SprTimerE, X
%GotoAction(1)
+
@@ -455,7 +455,7 @@ Sprite_Twinrova_Main:
JSR RestoreFloorTile
+++
LDA SprTimerD, X : BNE +
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
@@ -479,10 +479,10 @@ Sprite_Twinrova_Main:
RageModeMove:
{
; If timer is zero, determine a new movement mode
LDA SprTimerA, X : BEQ .DetermineMovementMode
LDA.w SprTimerA, X : BEQ .DetermineMovementMode
; Execute current movement mode
LDA SprMiscA, X
LDA.w SprMiscA, X
CMP #$01 : BEQ .MoveTowardsPlayer
CMP #$02 : BEQ .RandomStrafe
CMP #$03 : BEQ .RandomDodge
@@ -660,7 +660,7 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
INC.w SprDelay, X : LDA.w SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
@@ -699,7 +699,7 @@ Sprite_Twinrova_IceAttack:
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
INC.w SprDelay, X : LDA.w SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
@@ -1397,11 +1397,11 @@ pullpc
NewMantlePrep:
{
LDA SprY, X : CLC : ADC.b #$07 : STA.w SprY, X
LDA SprX, X : CLC : ADC.b #$08 : STA.w SprX, X
LDA.w SprY, X : CLC : ADC.b #$07 : STA.w SprY, X
LDA.w SprX, X : CLC : ADC.b #$08 : STA.w SprX, X
LDA $7EF0DA : AND #$0F : BEQ +
LDA SprX, X : CLC : ADC.b #$28 : STA.w SprX, X
LDA.w SprX, X : CLC : ADC.b #$28 : STA.w SprX, X
+
RTL

View File

@@ -102,7 +102,7 @@ endmacro
Wolfos_DecideAction:
{
LDA SprTimerA, X : BNE .decide_new_action
LDA.w SprTimerA, X : BNE .decide_new_action
RTS
.decide_new_action
@@ -112,10 +112,10 @@ Wolfos_DecideAction:
LDA $0F ; x distance from player
STA.w SprMiscB, X
LDA SprMiscC, X
LDA.w SprMiscC, X
CMP #$10 ; Check if y distance is significant
BCS .adjust_y
LDA SprMiscB, X
LDA.w SprMiscB, X
CMP #$10 ; Check if x distance is significant
BCS .adjust_x
@@ -242,7 +242,7 @@ Sprite_Wolfos_Main:
LDA #!AttackSpeed
STA.w SprXSpeed, X
LDA SprTimerA, X : BNE +
LDA.w SprTimerA, X : BNE +
%GotoAction(2)
+
@@ -259,7 +259,7 @@ Sprite_Wolfos_Main:
LDA #-!AttackSpeed
STA.w SprXSpeed, X
LDA SprTimerA, X : BNE +
LDA.w SprTimerA, X : BNE +
%GotoAction(3)
+
@@ -273,7 +273,7 @@ Sprite_Wolfos_Main:
STZ.w SprYSpeed, X
; Run the dialogue and wait for a song of healing flag to be set
LDA SprMiscD, X : BNE .wait
LDA.w SprMiscD, X : BNE .wait
%ShowUnconditionalMessage($23)
LDA.b #$01 : STA.w SprMiscD, X
.wait
@@ -295,7 +295,7 @@ Sprite_Wolfos_Main:
{
LDA.b #16 : STA.w SprFrame, X
LDA SprTimerD, X : BNE .wait
LDA.w SprTimerD, X : BNE .wait
LDA.b #$01 : STA.w BRANDISH
%ShowUnconditionalMessage($10F)
LDA.b #$01 : STA.l $7EF358
@@ -309,7 +309,7 @@ Sprite_Wolfos_Main:
STZ.w SprXSpeed, X
STZ.w SprYSpeed, X
LDA SprTimerD, X : BNE .dismiss
LDA.w SprTimerD, X : BNE .dismiss
LDA.b #$00 : STA $0DD0, X ; kill sprite normal style
STZ.w SprAction, X
STZ.w SprHealth, X

View File

@@ -108,7 +108,7 @@ Sprite_AntiKirby_Main:
AntiKirby_Main:
{
; Check health
LDA SprHealth, X : CMP.b #$01 : BCS .NotDead
LDA.w SprHealth, X : CMP.b #$01 : BCS .NotDead
%GotoAction(4)
RTS
.NotDead
@@ -141,7 +141,7 @@ Sprite_AntiKirby_Main:
{
%PlayAnimation(3, 3, 10) ; Hurt
LDA SprTimerA, X : BNE .NotDone
LDA.w SprTimerA, X : BNE .NotDone
%GotoAction(0)
.NotDone
@@ -245,7 +245,7 @@ Sprite_AntiKirby_Main:
AntiKirby_HattedHurt:
{
%PlayAnimation(9, 9, 10)
LDA SprTimerA, X : BNE .NotDone
LDA.w SprTimerA, X : BNE .NotDone
%GotoAction(5)
.NotDone
RTS
@@ -333,7 +333,7 @@ Sprite_AntiKirby_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08

View File

@@ -191,7 +191,7 @@ Sprite_Booki_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08

View File

@@ -55,7 +55,7 @@ Sprite_DekuScrubEnemy_Prep:
{
PHB : PHK : PLB
LDA SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
CMP.b #$02 : BEQ .cutscene_scrub
JMP +
.pea_shot
@@ -109,8 +109,8 @@ Sprite_DekuScrubEnemy_Main:
; Check if the player is too close
LDA $22 : STA $02
LDA $20 : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
; The player is below the scrub, so it should pop up
LDA #$20 : STA.w SprTimerA, X
@@ -129,16 +129,16 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
JSR SpawnPeaShot
LDA #$F0 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
LDA POSX : STA $02
LDA POSY : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w POSX : STA $02
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
%GotoAction(0)
.not_too_close
@@ -170,7 +170,7 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_PlayerCantPassThrough
; Play the spinning animation for a bit before proceeding
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
LDA #$40 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
@@ -186,7 +186,7 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
%SetHarmless(1)
INC.w SprAction, X
.not_done
@@ -306,7 +306,7 @@ KillPeaShot:
{
; Kill the pea shot
PHX
LDA Offspring1_Id : TAX
LDA.w Offspring1_Id : TAX
STZ.w $0DD0, X
PLX
RTS

View File

@@ -57,7 +57,7 @@ Sprite_EonScrub_Prep:
{
PHB : PHK : PLB
LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
LDA.b #$20 : STA.b SprPrize, X
.normal_scrub
@@ -101,8 +101,8 @@ Sprite_EonScrub_Main:
; Check if the player is too close
LDA $22 : STA $02
LDA $20 : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
; The player is below the scrub, so it should pop up
LDA #$20 : STA.w SprTimerA, X
@@ -120,16 +120,16 @@ Sprite_EonScrub_Main:
JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
JSR EonScrub_SpawnPeaShot
LDA #$F0 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
LDA POSX : STA $02
LDA POSY : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w POSX : STA $02
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
%GotoAction(0)
.not_too_close
@@ -156,7 +156,7 @@ Sprite_EonScrub_Main:
JSL Sprite_PlayerCantPassThrough
; Play the spinning animation for a bit before proceeding
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
LDA #$40 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
@@ -170,7 +170,7 @@ Sprite_EonScrub_Main:
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
%SetHarmless(1)
INC.w SprAction, X
.not_done

View File

@@ -387,7 +387,7 @@ Sprite_Boomerang_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08

View File

@@ -279,10 +279,10 @@ Sprite_Chuchu_Move:
RecoilFromPlayer:
{
JSL GetRandomInt : AND.b #$02 : STA $09 ; Speed
LDA SprX, X : CLC : ADC $09 : STA $04
LDA SprY, X : SEC : SBC $09 : STA $06
LDA SprXH, X : ADC #$00 : STA $05
LDA SprYH, X : ADC #$00 : STA $07
LDA.w SprX, X : CLC : ADC $09 : STA $04
LDA.w SprY, X : SEC : SBC $09 : STA $06
LDA.w SprXH, X : ADC #$00 : STA $05
LDA.w SprYH, X : ADC #$00 : STA $07
LDA $09 : STA $00 : STA $01
JSL Sprite_ProjectSpeedTowardsEntityLong
@@ -302,7 +302,7 @@ Sprite_HelmetChuchu_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08

View File

@@ -125,7 +125,7 @@ Sprite_PolsVoice_Main:
%DoDamageToPlayerSameLayerOnContact()
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage

View File

@@ -54,7 +54,7 @@ Sprite_EonOwl_Prep:
{
PHB : PHK : PLB
LDA AreaIndex : CMP.b #$50 : BNE .not_intro
LDA.w AreaIndex : CMP.b #$50 : BNE .not_intro
; If Map 0x50, don't spawn after meeting Maku Tree
LDA.l OOSPROG : AND.b #$02 : BEQ .continue
STZ.w SprState, X
@@ -83,10 +83,10 @@ Sprite_EonOwl_Main:
{
%PlayAnimation(0,1,16)
LDA POSX : STA $02
LDA POSY : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w POSX : STA $02
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP #$28 : BCS .not_too_close
%GotoAction(1)
.not_too_close

View File

@@ -113,7 +113,7 @@ Sprite_Farore_Main:
; 01
MoveUpTowardsFarore:
{
LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$08 : STA.b $49 ; Auto-movement north
LDA.b $20 ; Link's Y Position
@@ -130,7 +130,7 @@ Sprite_Farore_Main:
MoveLeftTowardsFarore:
{
; Move Link Left
LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$02 : STA.b $49
LDA.b $22 ; Link's X position
@@ -178,7 +178,7 @@ Sprite_Farore_Main:
FaroreFollowPlayer:
{
LDA #$01 : STA InCutScene
LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$08 : STA.b $49 ; Auto-movement north
%PlayAnimation(3, 4, 8)

View File

@@ -825,15 +825,15 @@ DrawMinecartFollower:
JSL Sprite_SetSpawnedCoords
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .vert_adjust
CMP.b #$02 : BEQ .vert_adjust
LDA POSY : CLC : ADC #$08 : STA.w SprY, X
LDA POSX : STA.w SprX, X
LDA.w POSY : CLC : ADC #$08 : STA.w SprY, X
LDA.w POSX : STA.w SprX, X
JMP .finish_prep
.vert_adjust
LDA POSY : STA.w SprY, X
LDA POSX : CLC : ADC #$02 : STA.w SprX, X
LDA.w POSY : STA.w SprY, X
LDA.w POSX : CLC : ADC #$02 : STA.w SprX, X
.finish_prep
LDA POSYH : STA.w SprYH, X
LDA POSXH : STA.w SprXH, X
LDA.w POSYH : STA.w SprYH, X
LDA.w POSXH : STA.w SprXH, X
LDA.w !MinecartDirection : CLC : ADC.b #$03 : STA.w SprSubtype, X
LDA .direction_to_anim, X : STA $0D90, X

View File

@@ -108,7 +108,7 @@ Sprite_Korok_Main:
Sprite_Korok_WalkingDown:
{
%PlayAnimation(0, 2, 10)
LDA.b #KorokWalkSpeed : STA SprYSpeed, X
LDA.b #KorokWalkSpeed : STA.w SprYSpeed, X
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
@@ -119,7 +119,7 @@ Sprite_Korok_Main:
Sprite_Korok_WalkingUp:
{
%PlayAnimation(3, 5, 10)
LDA.b #-KorokWalkSpeed : STA SprYSpeed, X
LDA.b #-KorokWalkSpeed : STA.w SprYSpeed, X
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
@@ -130,7 +130,7 @@ Sprite_Korok_Main:
Sprite_Korok_WalkingLeft:
{
%PlayAnimation(6, 8, 10)
LDA.b #KorokWalkSpeed : STA SprXSpeed, X
LDA.b #KorokWalkSpeed : STA.w SprXSpeed, X
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
@@ -141,7 +141,7 @@ Sprite_Korok_Main:
Sprite_Korok_WalkingRight:
{
%PlayAnimation(9, 11, 10)
LDA.b #-KorokWalkSpeed : STA SprXSpeed, X
LDA.b #-KorokWalkSpeed : STA.w SprXSpeed, X
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +

View File

@@ -96,10 +96,10 @@ Sprite_MakuTree_Main:
MakuTree_MeetLink:
{
LDA POSX : STA $02
LDA POSY : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w POSX : STA $02
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP #$28 : BCS .not_too_close
%ShowUnconditionalMessage($20)
LDA.b #$01 : STA.l $7EF3D4

View File

@@ -27,7 +27,7 @@ RanchGirl_Message:
RanchGirl_TeachSong:
{
LDA SprMiscD, X : CMP.b #$01 : BNE .not_started
LDA.w SprMiscD, X : CMP.b #$01 : BNE .not_started
LDA $10 : CMP.b #$0E : BEQ .running_dialog
LDA $7EF34C : CMP.b #$01 : BCS .has_song

View File

@@ -60,10 +60,10 @@ Sprite_IceBlock_Prep:
PHB : PHK : PLB
; Cache Sprite position
LDA SprX, X : STA.w SprMiscD, X
LDA SprY, X : STA.w SprMiscE, X
LDA SprXH, X : STA.w SprMiscF, X
LDA SprYH, X : STA.w SprMiscG, X
LDA.w SprX, X : STA.w SprMiscD, X
LDA.w SprY, X : STA.w SprMiscE, X
LDA.w SprXH, X : STA.w SprMiscF, X
LDA.w SprYH, X : STA.w SprMiscG, X
STZ.w $0CAA, X
@@ -101,10 +101,10 @@ Sprite_IceBlock_Main:
JSL Sprite_CheckDamageFromPlayer
BCC .no_damage
LDA SprMiscD, X : STA.w SprX, X
LDA SprMiscE, X : STA.w SprY, X
LDA SprMiscF, X : STA.w SprXH, X
LDA SprMiscG, X : STA.w SprYH, X
LDA.w SprMiscD, X : STA.w SprX, X
LDA.w SprMiscE, X : STA.w SprY, X
LDA.w SprMiscF, X : STA.w SprXH, X
LDA.w SprMiscG, X : STA.w SprYH, X
STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
.no_damage
@@ -135,8 +135,8 @@ Sprite_IceBlock_Main:
; STA.w SprYSpeed,X
; JSR Statue_HandleGrab
LDA SprX, X : AND #$F0 : STA.w SprX, X
LDA SprY, X : AND #$F0 : STA.w SprY, X
LDA.w SprX, X : AND #$F0 : STA.w SprX, X
LDA.w SprY, X : AND #$F0 : STA.w SprY, X
RTS
.not_in_contact
%GotoAction(1)
@@ -392,7 +392,7 @@ Sprite_IceBlock_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA $0DC0, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06

View File

@@ -101,7 +101,7 @@ Sprite_Minecart_Prep:
STZ.w !MinecartDirection
LDA SprSubtype, X : CMP.b #$00 : BEQ .north
LDA.w SprSubtype, X : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south
CMP.b #$03 : BEQ .west
@@ -226,8 +226,8 @@ HandleTossedCart:
.low_enough
LDA.w SprTimerC, X : BNE .not_tossed
LDA SprX, X : AND.b #$F8 : STA.w SprX, X
LDA SprY, X : AND.b #$F8 : STA.w SprY, X
LDA.w SprX, X : AND.b #$F8 : STA.w SprX, X
LDA.w SprY, X : AND.b #$F8 : STA.w SprY, X
STZ.w SprMiscG, X
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
@@ -256,8 +256,8 @@ Sprite_Minecart_Main:
Minecart_WaitHoriz:
{
%PlayAnimation(0,1,8)
LDA LinkCarryOrToss : AND #$03 : BNE .lifting
LDA SprTimerA, X : BNE .not_ready
LDA.w LinkCarryOrToss : AND #$03 : BNE .lifting
LDA.w SprTimerA, X : BNE .not_ready
JSR CheckIfPlayerIsOn : BCC .not_ready
LDA.w SprMiscF, X : BNE .active_cart
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
@@ -268,7 +268,7 @@ Sprite_Minecart_Main:
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
; Check if the cart is facing east or west
LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
LDA.w SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
STA.w !MinecartDirection
LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest
@@ -292,8 +292,8 @@ Sprite_Minecart_Main:
Minecart_WaitVert:
{
%PlayAnimation(2,3,8)
LDA LinkCarryOrToss : AND #$03 : BNE .lifting
LDA SprTimerA, X : BNE .not_ready
LDA.w LinkCarryOrToss : AND #$03 : BNE .lifting
LDA.w SprTimerA, X : BNE .not_ready
JSR CheckIfPlayerIsOn : BCC .not_ready
LDA.w SprMiscF, X : BNE .active_cart
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
@@ -304,7 +304,7 @@ Sprite_Minecart_Main:
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction
LDA.w SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
@@ -430,7 +430,7 @@ Sprite_Minecart_Main:
{
%StopCart()
LDA SprTimerD, X : BNE .not_ready
LDA.w SprTimerD, X : BNE .not_ready
LDA #$40 : STA.w SprTimerA, X
LDA.w !SpriteDirection, X : CMP.b #$00 : BEQ .vert
CMP.b #$02 : BEQ .vert
@@ -449,7 +449,7 @@ Sprite_Minecart_Main:
HandleTileDirections:
{
LDA SprTimerA, X : BEQ +
LDA.w SprTimerA, X : BEQ +
RTS
+
@@ -533,7 +533,7 @@ HandleTileDirections:
.horiz
; Are we moving left or right?
LDA SprSubtype, X : CMP.b #$03 : BEQ .inverse_horiz_velocity
LDA.w SprSubtype, X : CMP.b #$03 : BEQ .inverse_horiz_velocity
LDA.b #!MinecartSpeed : STA.w SprXSpeed, X
LDA.b #East : STA !MinecartDirection
JMP .done
@@ -543,7 +543,7 @@ HandleTileDirections:
JMP .done
.vert
; Are we moving up or down?
LDA SprSubtype, X : CMP.b #$00 : BEQ .inverse_vert_velocity
LDA.w SprSubtype, X : CMP.b #$00 : BEQ .inverse_vert_velocity
LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
JMP .done
.inverse_vert_velocity
@@ -551,7 +551,7 @@ HandleTileDirections:
JMP .done
.check_direction
LDA SprSubtype, X
LDA.w SprSubtype, X
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07
@@ -571,25 +571,25 @@ HandleTileDirections:
LDA #$00 : STA.w SprSubtype, X : STA !MinecartDirection
STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth
LDA SprX, X : AND #$F8 : STA.w SprX, X
LDA.w SprX, X : AND #$F8 : STA.w SprX, X
JMP .done
.move_east
LDA #$01 : STA.w SprSubtype, X : STA !MinecartDirection
STA !MinecartDirection
LDA #$03 : STA !SpriteDirection, X
LDA SprY, X : AND #$F8 : STA.w SprY, X
LDA.w SprY, X : AND #$F8 : STA.w SprY, X
%GotoAction(3) ; Minecart_MoveEast
JMP .done
.move_south
LDA #$02 : STA.w SprSubtype, X : STA !MinecartDirection
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
LDA SprX, X : AND #$F8 : STA.w SprX, X
LDA.w SprX, X : AND #$F8 : STA.w SprX, X
JMP .done
.move_west
LDA #$03 : STA.w SprSubtype, X : STA !MinecartDirection
LDA #$02 : STA !SpriteDirection, X
LDA SprY, X : AND #$F8 : STA.w SprY, X
LDA.w SprY, X : AND #$F8 : STA.w SprY, X
%GotoAction(5) ; Minecart_MoveWest
.done
LDA #$0F : STA.w SprTimerA, X
@@ -634,7 +634,7 @@ HandleDynamicSwitchTileDirections:
RTS
.east_or_west
LDA SwitchRam : BNE .go_west
LDA.w SwitchRam : BNE .go_west
LDA #$01 : STA.w SprSubtype, X
STA.w !MinecartDirection
LDA #$03 : STA !SpriteDirection, X
@@ -649,7 +649,7 @@ HandleDynamicSwitchTileDirections:
RTS
.north_or_south
LDA SwitchRam : BNE .go_south
LDA.w SwitchRam : BNE .go_south
LDA #$00 : STA.w SprSubtype, X
STA.w !MinecartDirection
STA !SpriteDirection, X
@@ -717,7 +717,7 @@ CheckForPlayerInput:
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
LDA.b #North : STA !MinecartDirection
STA SprSubtype, X
STA.w SprSubtype, X
%GotoAction(2) ; Minecart_MoveNorth
BRA .return
@@ -741,7 +741,7 @@ CheckForPlayerInput:
LDA.b $00 : AND.b #$01 : BEQ .return
LDA.b #$03 : STA !SpriteDirection, X
LDA.b #East : STA !MinecartDirection
STA SprSubtype, X
STA.w SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast
.return
.cant_input

View File

@@ -56,7 +56,7 @@ Sprite_LeverSwitch_Prep:
PHB : PHK : PLB
LDA.b #$00 : STA.w SprDefl, X
LDA SprSubtype, X : STA.w SprAction, X
LDA.w SprSubtype, X : STA.w SprAction, X
LDA.b #$00 : STA.w SprTileDie, X
STZ.w SprBulletproof, X
@@ -81,7 +81,7 @@ Sprite_LeverSwitch_Main:
SwitchOff:
{
%PlayAnimation(0,0,4)
LDA SprTimerA, X : BNE .NoDamage
LDA.w SprTimerA, X : BNE .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #$25 : STA $012F
@@ -95,7 +95,7 @@ Sprite_LeverSwitch_Main:
SwitchOn:
{
%PlayAnimation(1,1,4)
LDA SprTimerA, X : BNE .NoDamage
LDA.w SprTimerA, X : BNE .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #$25 : STA $012F
LDA #$01 : STA $37

View File

@@ -61,7 +61,7 @@ Sprite_Portal_Prep:
; Persist outside of camera
LDA #$00 : STA $0CAA, X
LDA SprHitbox, X : AND.b #$C0 : STA.w SprHitbox, X
LDA.w SprHitbox, X : AND.b #$C0 : STA.w SprHitbox, X
STZ.w $0B6B, X
LDA.b #$FF : STA.w $0BA0, X
@@ -112,8 +112,8 @@ Sprite_Portal_Main:
LDA $7E0FA6 : BNE .BluePortal
LDA #$01 : STA $0307
TXA : STA.w OrangeSpriteIndex
LDA SprY, X : STA OrangePortal_X
LDA SprX, X : STA OrangePortal_Y
LDA.w SprY, X : STA.w OrangePortal_X
LDA.w SprX, X : STA.w OrangePortal_Y
LDA.b #$01 : STA.w SprSubtype, X
%GotoAction(2)
@@ -121,8 +121,8 @@ Sprite_Portal_Main:
.BluePortal
LDA #$02 : STA $0307
TXA : STA.w BlueSpriteIndex
LDA SprY, X : STA BluePortal_X
LDA SprX, X : STA BluePortal_Y
LDA.w SprY, X : STA.w BluePortal_X
LDA.w SprX, X : STA.w BluePortal_Y
LDA.b #$02 : STA.w SprSubtype, X
%GotoAction(1)
@@ -139,7 +139,7 @@ Sprite_Portal_Main:
.not_warped_yet
CLC
LDA SprTimerD, X : BNE .NoOverlap
LDA.w SprTimerD, X : BNE .NoOverlap
JSL Link_SetupHitBox
JSL $0683EA ; Sprite_SetupHitbox_long
@@ -165,7 +165,7 @@ Sprite_Portal_Main:
STZ $11
.not_warped_yet
CLC
LDA SprTimerD, X : BNE .NoOverlap
LDA.w SprTimerD, X : BNE .NoOverlap
JSL Link_SetupHitBox
JSL $0683EA ; Sprite_SetupHitbox_long
@@ -200,12 +200,12 @@ Sprite_Portal_Main:
; LDA $7EC196 : STA $0616
PHX
LDA OrangeSpriteIndex : TAX
LDA.w OrangeSpriteIndex : TAX
LDA #$40 : STA.w SprTimerD, X
LDA SprY, X : STA $7EC184
STA BluePortal_Y
LDA SprX, X : STA $7EC186
STA BluePortal_X
LDA.w SprY, X : STA $7EC184
STA.w BluePortal_Y
LDA.w SprX, X : STA $7EC186
STA.w BluePortal_X
PLX
LDA #$14 : STA $11
@@ -229,12 +229,12 @@ Sprite_Portal_Main:
; LDA $7EC196 : STA $0616
PHX
LDA BlueSpriteIndex : TAX
LDA.w BlueSpriteIndex : TAX
LDA #$40 : STA.w SprTimerD, X
LDA SprY, X : STA $7EC184
STA OrangePortal_Y
LDA SprX, X : STA $7EC186
STA OrangePortal_X
LDA.w SprY, X : STA $7EC184
STA.w OrangePortal_Y
LDA.w SprX, X : STA $7EC186
STA.w OrangePortal_X
PLX
@@ -245,8 +245,8 @@ Sprite_Portal_Main:
BluePortal_WarpOverworld:
{
LDA OrangePortal_X : STA $20
LDA OrangePortal_Y : STA $22
LDA.w OrangePortal_X : STA $20
LDA.w OrangePortal_Y : STA $22
LDA $7EC190 : STA $0610
LDA $7EC192 : STA $0612
LDA $7EC194 : STA $0614
@@ -255,7 +255,7 @@ Sprite_Portal_Main:
JSL ApplyLinksMovementToCamera
PHX ; Infinite loop prevention protocol
LDA OrangeSpriteIndex : TAX
LDA.w OrangeSpriteIndex : TAX
LDA #$40 : STA.w SprTimerD, X
PLX
@@ -269,8 +269,8 @@ Sprite_Portal_Main:
OrangePortal_WarpOverworld:
{
LDA BluePortal_X : STA $20
LDA BluePortal_Y : STA $22
LDA.w BluePortal_X : STA $20
LDA.w BluePortal_Y : STA $22
LDA $7EC190 : STA $0610
LDA $7EC192 : STA $0612
LDA $7EC194 : STA $0614
@@ -279,7 +279,7 @@ Sprite_Portal_Main:
JSL ApplyLinksMovementToCamera
PHX
LDA BlueSpriteIndex : TAX
LDA.w BlueSpriteIndex : TAX
LDA #$40 : STA.w SprTimerD, X
PLX
@@ -296,13 +296,13 @@ CheckForDismissPortal:
LDA $06FE : CMP.b #$02 : BCC .return
LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next
PHX
LDA BlueSpriteIndex : TAX
LDA.w BlueSpriteIndex : TAX
STZ.w $0DD0, X
DEC.w $06FE
PLX
.DespawnOrange
PHX
LDA OrangeSpriteIndex : TAX
LDA.w OrangeSpriteIndex : TAX
STZ.w $0DD0, X
DEC.w $06FE
PLX

View File

@@ -56,7 +56,7 @@ Sprite_RotatingTrack_Prep:
PHB : PHK : PLB
LDA.b #$80 : STA $0CAA, X
LDA SprSubtype, X : STA.w SprAction,X
LDA.w SprSubtype, X : STA.w SprAction,X
PLB
RTL
@@ -87,7 +87,7 @@ Sprite_RotatingTrack_Main:
; 00 = TopLeft -> TopRight
TopLeftToTopRight:
{
LDA SwitchRam : BNE part2
LDA.w SwitchRam : BNE part2
%PlayAnimation(0,0,4)
part2:
%PlayAnimation(1,1,4)
@@ -98,7 +98,7 @@ Sprite_RotatingTrack_Main:
; 01 = TopRight -> BottomRight
TopRightToBottomRight:
{
LDA SwitchRam : BNE part2_a
LDA.w SwitchRam : BNE part2_a
%PlayAnimation(1,1,4)
part2_a:
%PlayAnimation(2,2,4)
@@ -109,7 +109,7 @@ Sprite_RotatingTrack_Main:
; 02 = BottomRight -> BottomLeft
BottomRightToBottomLeft:
{
LDA SwitchRam : BNE part2_b
LDA.w SwitchRam : BNE part2_b
%PlayAnimation(2,2,4)
part2_b:
%PlayAnimation(3,3,4)
@@ -120,7 +120,7 @@ Sprite_RotatingTrack_Main:
; 03 = BottomLeft -> TopLeft
BottomLeftToTopLeft:
{
LDA SwitchRam : BNE part2_c
LDA.w SwitchRam : BNE part2_c
%PlayAnimation(3,3,4)
part2_c:
%PlayAnimation(0,0,4)
@@ -131,7 +131,7 @@ Sprite_RotatingTrack_Main:
; 04 = TopRight -> TopLeft
TopRightToTopLeft:
{
LDA SwitchRam : BNE part2_d
LDA.w SwitchRam : BNE part2_d
%StartOnFrame(1)
%PlayAnimation(1,1,4)
part2_d:

View File

@@ -221,7 +221,7 @@ DragXH = $0B7F
DragPlayer:
{
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
LDA.w .drag_x_high, Y : ADC.w DragYH : STA.w DragYH
LDA.w .drag_y_low, Y : CLC : ADC.w DragXL : STA.w DragXL
LDA.w .drag_y_high, Y : ADC.w DragXH : STA.w DragXH
@@ -229,7 +229,7 @@ DragPlayer:
.SomariaPlatform_DragLink
REP #$20
LDA SprCachedX : SEC : SBC.w #$0002
LDA.w SprCachedX : SEC : SBC.w #$0002
CMP $22 : BEQ .x_done : BPL .x_too_low
DEC.w DragYL
BRA .x_done
@@ -238,7 +238,7 @@ DragPlayer:
.x_done
; Changing the modifier adjusts links position in the cart
LDA SprCachedY : SEC : SBC.w #$0008
LDA.w SprCachedY : SEC : SBC.w #$0008
CMP $20 : BEQ .y_done : BPL .y_too_low
DEC.w DragXL
BRA .y_done
@@ -597,13 +597,13 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
REP #$20
; if link.y is 6 above sprite.y it is considered below
LDA SprCachedY : SEC : SBC $20 : CLC : ADC.w #$0006 : STA $01 ;delta Y
LDA.w SprCachedY : SEC : SBC $20 : CLC : ADC.w #$0006 : STA $01 ;delta Y
SEP #$20
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right1
;player_to_the_Left
REP #$20
LDA SprCachedX : SEC : SBC $22 ; delta X
LDA.w SprCachedX : SEC : SBC $22 ; delta X
CMP $01 : BCS .XGreaterThanY1
;YGreaterThanX
@@ -620,7 +620,7 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
.player_to_the_Right1
REP #$20
LDA $22 : SEC : SBC SprCachedX ; delta X
LDA $22 : SEC : SBC.w SprCachedX ; delta X
CMP $01 : BCS .XGreaterThanY2
;YGreaterThanX
@@ -639,13 +639,13 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
.player_below
REP #$20
; if link.y is 6 above sprite.y it is considered below
LDA $20 : SEC : SBC SprCachedY : CLC : ADC.w #$0006 : STA $01 ; delta Y
LDA $20 : SEC : SBC.w SprCachedY : CLC : ADC.w #$0006 : STA $01 ; delta Y
SEP #$20
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right2
;player_to_the_Left
REP #$20
LDA SprCachedX : SEC : SBC $22 ; delta X
LDA.w SprCachedX : SEC : SBC $22 ; delta X
CMP $01 : BCS .XGreaterThanY3
;YGreaterThanX
@@ -663,7 +663,7 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
.player_to_the_Right2
REP #$20
LDA $22 : SEC : SBC SprCachedX ; delta X
LDA $22 : SEC : SBC.w SprCachedX ; delta X
CMP $01 : BCS .XGreaterThanY4
;YGreaterThanX