Draw Minecart sprite in OAM regions B and C

This commit is contained in:
scawful
2023-09-07 19:39:27 -04:00
parent 192f718eb0
commit 39f35b1771

View File

@@ -1,26 +1,26 @@
;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $XX ; The sprite ID you are overwriting (HEX)
!NbrTiles = 2 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!SPRID = $BE ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (08 is a whole heart), 04 is half heart
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
@@ -29,6 +29,8 @@
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
!HVelocity = $06
;==============================================================================
%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
@@ -39,9 +41,10 @@ Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_DrawTop ; Call the draw code
JSR Sprite_Minecart_DrawBottom
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
@@ -67,21 +70,35 @@ Sprite_Minecart_Main:
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
dw Minecart_Start
dw Minecart_Waiting
dw Minecart_Adjust
dw Minecart_Waiting
dw Minecart_Moving
dw Minecart_Moving2
; 00
Minecart_Start:
Minecart_Adjust:
{
%PlayAnimation(0,1,8)
LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X
LDA $0E30, X : STA $0DB0, X
LDA #$06 : STA $0E40, X
LDA #$40 : STA $0E60, x
LDA #$E0 : STA $0F60, X
LDA #$00 : STA $0CD2, X
LDA #$00 : STA $0B6B, X ;Set interactive hitbox?
LDA #$40 : STA $0E00, X
LDA #$FF : STA $021B
INC $0D80, X
RTS
}
Minecart_Waiting:
{
JSR Sprite_Minecraft_CheckIfPlayerIsOn : BCC .not_on_platform
%PlayAnimation(0,1,8)
JSR CheckIfPlayerIsOn : BCC .not_on_platform
;Cancel Falling
JSL Player_HaltDashAttackLong
JSL Player_HaltDashAttack
LDA #$00 : STA $5D : STA $5B : STA $57 : STA $5E
STA $59
@@ -95,10 +112,117 @@ Sprite_Minecart_Main:
+
RTS
}
Minecart_Moving: ;Check for pixel X+24, Y+16 if tileid = 0D41
{
JSL Sprite_Move
LDA $5D : CMP #$02 : BNE +
RTS
+
LDA $021B : CMP #$FF : BEQ .NoPlatformSetted ;if == FF then go check if we're on this platform
CPX $021B : BNE .DoNotCheckThisPlatform ;Is the platform the one we're currently standing on?
LDA #$FF : STA $021B
.NoPlatformSetted
JSR CheckIfPlayerIsOn : BCC .NotOnPlatform
STX $021B ;We are on that platform so put that in
LDY $039D ;Load Hookshot slot
LDA $0C4A, Y : CMP #$1F : BNE .noHookshot
LDA #$13 : STA $5D ;we're in hookshot mode then!!
.noHookshot
LDA $5D : CMP #$13 : BNE .dontstopPlatform ;Hookshotting!! stop the platform
;Prevent platform from moving
STZ $0D50, X : STZ $0D40, X
REP #$20
STZ $0B7E : STZ $0B7C
SEP #$20
;Prevent timers from going down as well
INC $0E10, X
INC $0E00, X
RTS
.dontstopPlatform
JSL Player_HaltDashAttack
;Cancel Falling
STZ $5D : STZ $5B : STZ $57 : STZ $5E : STZ $59
LDA $0E10, X : BNE .Waiting
JSR CheckPlayerDirection
.DoNotCheckThisPlatform
.NotOnPlatform
LDA $5B : CMP #$02 : BEQ .Check5D ;IF $5B == 2 then we're falling!
BRA .skip5D
.Check5D
LDA $5D : CMP #$01 : BEQ .Falling ;Branch if we're falling!
.skip5D
LDA $0E10, X : BNE .Waiting
STZ $0D50, X : STZ $0D40, X ;Not Needed probably
LDY $0DB0, X ;Load Directtion
LDA SpeedTableX, Y : STA $0D50, X
LDA SpeedTableY, Y : STA $0D40, X
JSR Sprite_Move
JSR GetTileIDAtPosition
+
.Waiting
RTS
.Falling
;Keep Timer incremented
INC $0E10, X
INC $0E00, X
RTS
}
Minecart_Moving2: ;Check for pixel X+24, Y+16 if tileid = 0D41 ;04
{
LDY $0DB0, X ;Load Directtion
LDA SpeedTableX, Y : STA $0D50, X
LDA SpeedTableY, Y : STA $0D40, X
JSR Sprite_Move
JSR GetTileIDAtPosition
REP #$20
LDA $0FD8 : CLC : ADC #$0010 : STA $00
LDA $0FDA : CLC : ADC #$0008 : STA $02
SEP #$20
DEX
LDA $00 : STA $0D10, X ;X low
LDA $01 : STA $0D30, X ;X High
LDA $02 : STA $0D00, X ;Y low
LDA $03 : STA $0D20, X ;Y high
INX
RTS
}
}
Sprite_Minecraft_CheckPlayerDirection:
;Up, Right, Down, Left
SpeedTableX:
db 00, 16, 00, -16
SpeedTableY:
db -16, 00, 16, 00
SpeedTableWordX:
dw 00, 01, 00, -01
SpeedTableWordY:
dw -01, 00, 01, 00
CheckPlayerDirection:
{
REP #$20
STZ $0B7E : STZ $0B7C ; Not needed propbably
@@ -112,7 +236,7 @@ Sprite_Minecraft_CheckPlayerDirection:
RTS
}
Sprite_Minecraft_CheckIfPlayerIsOn:
CheckIfPlayerIsOn:
{
REP #$20
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
@@ -130,12 +254,109 @@ Sprite_Minecraft_CheckIfPlayerIsOn:
SEP #$20
CLC : RTS ;Return with carry cleared
}
; 0
;3 1
; 2
;$0FD8 = X 16bit
;$0FDA = Y 16bit
GetTileIDAtPosition:
{
LDA $0E00, X : BEQ + ;Wait 10 frames after every collision with a corner to prevent doing same collison over and over
RTS ;do not check if timer != 0
+
PHX
REP #$30
LDA $0FD8 : CLC : ADC #$0018 : AND #$01FF : LSR #03 : STA $00 ;512 >> 3
LDA $0FDA : CLC : ADC #$0010 : AND #$01F8 : ASL #03 : CLC : ADC $00 : ASL : TAX ; that is basically >> 3 << 3 so /8 *8 *2 since array is word values
;tilemap position!
LDA $7E4000, X : AND #$03FF
CMP #$0141 : BEQ .TopRightCorner
CMP #$0140 : BEQ .TopLeftCorner
CMP #$0150 : BEQ .BottomLeftCorner
CMP #$0151 : BEQ .BottomRightCorner
CMP #$0143 : BEQ .WaitingReverse
SEP #$30
PLX
RTS
.TopRightCorner
SEP #$30
PLX
LDA #$0A : STA $0E00, X
LDA $0DB0, X : CMP #$00 : BNE .GoingLeft
LDA #$03 : STA $0DB0, X
RTS
.GoingLeft
LDA #$02 : STA $0DB0, X
RTS
.TopLeftCorner
SEP #$30
PLX
LDA #$0A : STA $0E00, X
LDA $0DB0, X : CMP #$03 : BNE .GoingRight
LDA #$02 : STA $0DB0, X
RTS
.GoingRight
LDA #$01 : STA $0DB0, X
RTS
.BottomLeftCorner
SEP #$30
PLX
LDA #$0A : STA $0E00, X
LDA $0DB0, X : CMP #$02 : BNE .GoingUp
LDA #$01 : STA $0DB0, X
RTS
.GoingUp
LDA #$00 : STA $0DB0, X
RTS
.BottomRightCorner
SEP #$30
PLX
LDA #$0A : STA $0E00, X
LDA $0DB0, X : CMP #$01 : BNE .GoingDown
LDA #$00 : STA $0DB0, X
RTS
.GoingDown
LDA #$03 : STA $0DB0, X
RTS
.WaitingReverse
SEP #$30
PLX
LDA #$50 : STA $0E00, X
LDA #$30 : STA $0E10, X
LDA $0DB0, X : CMP #$00 : BNE +
LDA #$02 : STA $0DB0, X
RTS
+
LDA $0DB0, X : CMP #$01 : BNE +
LDA #$03 : STA $0DB0, X
RTS
+
LDA $0DB0, X : CMP #$02 : BNE +
LDA #$00 : STA $0DB0, X
RTS
+
LDA $0DB0, X : CMP #$03 : BNE +
LDA #$01 : STA $0DB0, X
RTS
+
RTS
}
;==============================================================================
Sprite_Minecart_Draw:
Sprite_Minecart_DrawTop:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA #$18
JSL OAM_AllocateFromRegionB
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
@@ -188,6 +409,122 @@ Sprite_Minecart_Draw:
RTS
.start_index
db $00, $02, $04, $06
.nbr_of_tiles
db 1, 1, 1, 1
.x_offsets
dw -8, 8
dw -8, 8
dw -8, 8
dw -8, 8
.y_offsets
dw -12, -12
dw -11, -11
dw -8, -8
dw -7, -7
.chr
db $40, $40
db $40, $40
db $42, $42
db $42, $42
.properties
db $3D, $7D
db $3D, $7D
db $3D, $7D
db $3D, $7D
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
; Insert Draw data
Sprite_Minecart_DrawBottom:
{
JSL Sprite_PrepOamCoord
LDA #$18
JSL OAM_AllocateFromRegionC
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
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 : 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, $02, $04, $06
.nbr_of_tiles
db 1, 1, 1, 1
.x_offsets
dw -8, 8
dw -8, 8
dw -8, 8
dw -8, 8
.y_offsets
dw 4, 4
dw 5, 5
dw 8, 8
dw 9, 9
.chr
db $60, $60
db $60, $60
db $62, $62
db $62, $62
.properties
db $3D, $7D
db $3D, $7D
db $3D, $7D
db $3D, $7D
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}