Draw Minecart sprite in OAM regions B and C
This commit is contained in:
@@ -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
|
||||
}
|
||||
Reference in New Issue
Block a user