add ancilla labels and move ancilla table

This commit is contained in:
scawful
2024-07-06 15:08:49 -04:00
parent 730900f6a6
commit 2bdf5db12e
2 changed files with 100 additions and 73 deletions

View File

@@ -1,75 +1,3 @@
; Ancilla IDs
db $00 ; 0x00 - NOTHING
db $08 ; 0x01 - SOMARIA BULLET
db $0C ; 0x02 - FIRE ROD SHOT
db $10 ; 0x03 - UNUSED
db $10 ; 0x04 - BEAM HIT
db $04 ; 0x05 - BOOMERANG
db $10 ; 0x06 - WALL HIT
db $18 ; 0x07 - BOMB
db $08 ; 0x08 - DOOR DEBRIS
db $08 ; 0x09 - ARROW
db $08 ; 0x0A - ARROW IN THE WALL
db $00 ; 0x0B - ICE ROD SHOT
db $14 ; 0x0C - SWORD BEAM_BOUNCE
db $00 ; 0x0D - SPIN ATTACK FULL CHARGE SPARK
db $10 ; 0x0E - BLAST WALL EXPLOSION
db $28 ; 0x0F - BLAST WALL EXPLOSION
db $18 ; 0x10 - BLAST WALL EXPLOSION
db $10 ; 0x11 - ICE ROD WALL HIT
db $10 ; 0x12 - BLAST WALL EXPLOSION
db $10 ; 0x13 - ICE ROD SPARKLE
db $10 ; 0x14 - BAD POINTER
db $0C ; 0x15 - SPLASH
db $08 ; 0x16 - HIT STARS
db $08 ; 0x17 - SHOVEL DIRT
db $50 ; 0x18 - ETHER SPELL
db $00 ; 0x19 - BOMBOS SPELL
db $10 ; 0x1A - POWDER DUST
db $08 ; 0x1B - SWORD WALL HIT
db $40 ; 0x1C - QUAKE SPELL
db $00 ; 0x1D - SCREEN SHAKE
db $0C ; 0x1E - DASH DUST
db $24 ; 0x1F - HOOKSHOT
db $10 ; 0x20 - BLANKET
db $0C ; 0x21 - SNORE
db $08 ; 0x22 - ITEM GET
db $10 ; 0x23 - LINK POOF
db $10 ; 0x24 - GRAVESTONE
db $04 ; 0x25 - BAD POINTER
db $0C ; 0x26 - SWORD SWING SPARKLE
db $1C ; 0x27 - DUCK
db $00 ; 0x28 - WISH POND ITEM
db $10 ; 0x29 - MILESTONE ITEM GET
db $14 ; 0x2A - SPIN ATTACK SPARKLE A
db $14 ; 0x2B - SPIN ATTACK SPARKLE B
db $10 ; 0x2C - SOMARIA BLOCK
db $08 ; 0x2D - SOMARIA BLOCK FIZZ
db $20 ; 0x2E - SOMARIA BLOCK FISSION
db $10 ; 0x2F - LAMP FLAME
db $10 ; 0x30 - BYRNA WINDUP SPARK
db $10 ; 0x31 - BYRNA SPARK
db $04 ; 0x32 - BLAST WALL FIREBALL
db $00 ; 0x33 - BLAST WALL EXPLOSION
db $80 ; 0x34 - SKULL WOODS FIRE
db $10 ; 0x35 - MASTER SWORD GET
db $04 ; 0x36 - FLUTE
db $30 ; 0x37 - WEATHERVANE EXPLOSION
db $14 ; 0x38 - CUTSCENE DUCK
db $10 ; 0x39 - SOMARIA PLATFORM POOF
db $00 ; 0x3A - BIG BOMB EXPLOSION
db $10 ; 0x3B - SWORD UP SPARKLE
db $00 ; 0x3C - SPIN ATTACK CHARGE SPARKLE
db $00 ; 0x3D - ITEM SPLASH
db $08 ; 0x3E - RISING CRYSTAL
db $00 ; 0x3F - BUSH POOF
db $10 ; 0x40 - DWARF POOF
db $08 ; 0x41 - WATERFALL SPLASH
db $78 ; 0x42 - HAPPINESS POND RUPEES
db $80 ; 0x43 - GANONS TOWER CUTSCENE
; Garnish IDs
dw Garnish01_FireSnakeTail
dw Garnish02_MothulaBeamTrail
@@ -291,7 +219,8 @@ dw Module07_19_MirrorFade ; 0x19
dw Module07_1A_RoomDraw_OpenTriforceDoor_bounce ; 0x1A
Link_ControlHandler
Link_ControlHandler = $5D
dw LinkState_Default ; 0x00
dw LinkState_Pits ; 0x01

View File

@@ -549,3 +549,101 @@ Link_ResetProperties_B = $07F1E6
Link_ResetProperties_C = $07F1FA
; =========================================================
; Ancilla
AnciOAMPrior = $0280 ; Ancilla oam priority if non zero use highest priority for draw
AnciColTimer = $028A ; Ancilla collision timer to prevent doing collision code too often set to 06 after a collision
AnciZSpeed = $0294 ; Ancilla Z Speed
AnciHeight = $029E ; Ancilla Height how far it is from its shadow
AnciHeightH = $02A8 ; Ancilla Height hight byte how far it is from its shadow
AnciMiscA = $0BF0 ; This can be used to do anything in ancilla
AnciMiscB = $0C54 ; This can be used to do anything in ancilla
AnciMiscC = $0C5E ; This can be used to do anything in ancilla (often used to track item received)
AnciMiscD = $0C72 ; This can be used to do anything in ancilla (often used to track direction)
AnciTimerA = $0C68 ; This is a timer, value is decreased by 1 every frame
AnciY = $0BFA ; Position Y of the ancilla (Up to Down)
AnciX = $0C04 ; Position X of the ancilla (Left to Right)
AnciYH = $0C0E ; High (often determine the room) Position Y of the ancilla (Up to Down)
AnciXH = $0C18 ; High (often determine the room) Position X of the ancilla (Left to Right)
AnciXSpeed = $0C22 ; Y Speed of the ancilla can go negative to go up
AnciYSpeed = $0C2C ; X Speed of the ancilla can go negative to go left
AnciLayer = $0C7C ; return the floor where the ancilla is
AnciOamBuf = $0C86 ; Oam buffer?
AnciOAMNbr = $0C90 ; Number of OAM slots used
AnciYsub = $0C36 ; sub pixel for Y position for ancilla
AnciXsub = $0C40 ; sub pixel for X position for ancilla
; Ancilla IDs
; db $00 ; 0x00 - NOTHING
; db $08 ; 0x01 - SOMARIA BULLET
; db $0C ; 0x02 - FIRE ROD SHOT
; db $10 ; 0x03 - UNUSED
; db $10 ; 0x04 - BEAM HIT
; db $04 ; 0x05 - BOOMERANG
; db $10 ; 0x06 - WALL HIT
; db $18 ; 0x07 - BOMB
; db $08 ; 0x08 - DOOR DEBRIS
; db $08 ; 0x09 - ARROW
; db $08 ; 0x0A - ARROW IN THE WALL
; db $00 ; 0x0B - ICE ROD SHOT
; db $14 ; 0x0C - SWORD BEAM_BOUNCE
; db $00 ; 0x0D - SPIN ATTACK FULL CHARGE SPARK
; db $10 ; 0x0E - BLAST WALL EXPLOSION
; db $28 ; 0x0F - BLAST WALL EXPLOSION
; db $18 ; 0x10 - BLAST WALL EXPLOSION
; db $10 ; 0x11 - ICE ROD WALL HIT
; db $10 ; 0x12 - BLAST WALL EXPLOSION
; db $10 ; 0x13 - ICE ROD SPARKLE
; db $10 ; 0x14 - BAD POINTER
; db $0C ; 0x15 - SPLASH
; db $08 ; 0x16 - HIT STARS
; db $08 ; 0x17 - SHOVEL DIRT
; db $50 ; 0x18 - ETHER SPELL
; db $00 ; 0x19 - BOMBOS SPELL
; db $10 ; 0x1A - POWDER DUST
; db $08 ; 0x1B - SWORD WALL HIT
; db $40 ; 0x1C - QUAKE SPELL
; db $00 ; 0x1D - SCREEN SHAKE
; db $0C ; 0x1E - DASH DUST
; db $24 ; 0x1F - HOOKSHOT
; db $10 ; 0x20 - BLANKET
; db $0C ; 0x21 - SNORE
; db $08 ; 0x22 - ITEM GET
; db $10 ; 0x23 - LINK POOF
; db $10 ; 0x24 - GRAVESTONE
; db $04 ; 0x25 - BAD POINTER
; db $0C ; 0x26 - SWORD SWING SPARKLE
; db $1C ; 0x27 - DUCK
; db $00 ; 0x28 - WISH POND ITEM
; db $10 ; 0x29 - MILESTONE ITEM GET
; db $14 ; 0x2A - SPIN ATTACK SPARKLE A
; db $14 ; 0x2B - SPIN ATTACK SPARKLE B
; db $10 ; 0x2C - SOMARIA BLOCK
; db $08 ; 0x2D - SOMARIA BLOCK FIZZ
; db $20 ; 0x2E - SOMARIA BLOCK FISSION
; db $10 ; 0x2F - LAMP FLAME
; db $10 ; 0x30 - BYRNA WINDUP SPARK
; db $10 ; 0x31 - BYRNA SPARK
; db $04 ; 0x32 - BLAST WALL FIREBALL
; db $00 ; 0x33 - BLAST WALL EXPLOSION
; db $80 ; 0x34 - SKULL WOODS FIRE
; db $10 ; 0x35 - MASTER SWORD GET
; db $04 ; 0x36 - FLUTE
; db $30 ; 0x37 - WEATHERVANE EXPLOSION
; db $14 ; 0x38 - CUTSCENE DUCK
; db $10 ; 0x39 - SOMARIA PLATFORM POOF
; db $00 ; 0x3A - BIG BOMB EXPLOSION
; db $10 ; 0x3B - SWORD UP SPARKLE
; db $00 ; 0x3C - SPIN ATTACK CHARGE SPARKLE
; db $00 ; 0x3D - ITEM SPLASH
; db $08 ; 0x3E - RISING CRYSTAL
; db $00 ; 0x3F - BUSH POOF
; db $10 ; 0x40 - DWARF POOF
; db $08 ; 0x41 - WATERFALL SPLASH
; db $78 ; 0x42 - HAPPINESS POND RUPEES
; db $80 ; 0x43 - GANONS TOWER CUTSCENE
AnciType = $0C4A