diff --git a/Core/symbols.asm b/Core/symbols.asm index 8fcded4..9f7a674 100644 --- a/Core/symbols.asm +++ b/Core/symbols.asm @@ -24,7 +24,7 @@ SprMiscB = $0DB0 ; Various usages, truly auxiliary SprMiscC = $0DE0 ; Cardinal direction the sprite is facing SprMiscD = $0E90 ; Pikit stolen item, misc usage SprMiscE = $0EB0 ; Head direction 0123 -> udlr -SprMiscF = $0EC0 ; +SprMiscF = $0EC0 ; SprMiscG = $0ED0 ; ; Used in sprite state 0x03 (falling in water) @@ -55,7 +55,7 @@ SprSubtype = $0E30 ; Sprite subtype ; w - Causes enemies to go towards the walls ; m - Master sword ceremony sprite flag ; h - If set, harmless. Unset you take damage from contact. -SprNbrOAM = $0E40 +SprNbrOAM = $0E40 SprHealth = $0E50 ; 0x00 - Sprite is dead, totally inactive @@ -63,10 +63,10 @@ SprHealth = $0E50 ; 0x02 - Sprite transforms into a puff of smoke, often producing an item ; 0x03 - Sprite falling into deep water (optionally making a fish jump up?) ; 0x04 - Death mode for bosses -; 0x05 - Sprite falling into a pit that has a special animation +; 0x05 - Sprite falling into a pit that has a special animation ; 0x06 - Death Mode for normal creatures. -; 0x08 - Sprite is being spawned at load time. -; An initialization routine will be run for one frame, +; 0x08 - Sprite is being spawned at load time. +; An initialization routine will be run for one frame, ; and then move on to the active state (0x09) next frame. ; 0x09 - Sprite is in the normal, active mode. ; 0x0A - Sprite is being carried by the player. @@ -86,7 +86,7 @@ SprGfxProps = $0E60 SprCollision = $0E70 -; Definitely closely tied to the process of a sprite taking damage. +; Definitely closely tied to the process of a sprite taking damage. ; Seems to serve as a palette cycling index, or a state variable. ; When this value is positive ; 0x80 - Signal that the recoil process has finished @@ -101,7 +101,7 @@ SprDeath = $0EF0 SprYRecoil = $0F30 SprXRecoil = $0F40 -; DIWS UUUU +; DIWS UUUU ; D - boss death ; I - Impervious to all attacks ; W - Water slash @@ -109,7 +109,7 @@ SprXRecoil = $0F40 ; U - Unused SprProps = $0F50 -; ISPH HHHH +; ISPH HHHH ; I - ignore collisions ; S - Statis (not alive eg beamos) ; P - Persist code still run outside of camera @@ -154,7 +154,7 @@ SprDmgTaken = $0CE2 ; Sprite Deflection Properties ; abcdefgh -; a - If set, sprite is active +; a - If set, sprite is active ; b - Same as bit 'a' for Zora. ; c - Never queried, pushable interaction flag ; d - If hit from front, deflect Ice Rod, Somarian missile, @@ -178,7 +178,7 @@ SprDefl = $0CAA SprPrize = $0BE0 ; tttt a.bp -; t - tile interaction hitbox +; t - tile interaction hitbox ; a - deflect arrows TODO VERIFY ; b - boss death ; p - Sprite ignores falling into a pit when frozen? @@ -210,7 +210,7 @@ SprDrop = $0CBA ;X W 00: Drop nothing, 01: drop normal key, 03: Drop green ; Xxxxxxxxx = X position of the sprite. signed but see below. ; yyyyyyyy = Y position of the sprite. ; cccccccc = First tile of the sprite. -; N = Name table of the sprite. See below for VRAM address calculation +; N = Name table of the sprite. See below for VRAM address calculation ; ppp = Palette of the sprite. The first palette index is 128+ppp*16. ; oo = Sprite priority. See below for details. ; h/v = Horizontal/Vertical flip flags. @@ -231,7 +231,7 @@ SpritePrep_ResetProperties = $0DB871 Sprite_PrepOamCoord = $06E416 ; ========================================================= -; Draw the sprite depending of the position of the player +; Draw the sprite depending of the position of the player ; (if he has to be over or under link) Sprite_OAM_AllocateDeferToPlayer = $06F864 @@ -270,7 +270,7 @@ Sprite_Decelerate_X = $05E657 Sprite_Decelerate_Y = $05E666 ; ========================================================= -; args: +; args: ; pos1_low = $00 ; pos1_size = $02 ; pos2_low = $04 @@ -358,7 +358,7 @@ Sound_SetSfx3PanLong = $0DBB8A ; ========================================================= ; spawn a new sprite on screen, A = sprite id ; when using this function you have to set the position yourself -; these values belong to the sprite who used that function not the new one +; these values belong to the sprite who used that function not the new one ; $00 low x, $01 high x ; $02 low y, $03 high y ; $04 height, $05 low x (overlord) @@ -404,7 +404,7 @@ Sprite_ShowSolicitedMessage = $05E1A7 Sprite_ShowSolicitedMessageIfPlayerFacing = $05E1A7 ; ========================================================= -; show a message if we touch the sprite +; show a message if we touch the sprite ; should be used with Sprite_PlayerCantPassThrough ; A = low byte of message ID to use. ; Y = high byte of message ID to use. @@ -446,7 +446,7 @@ Sprite_SpawnProbeAlways_long = $05C66E Sprite_TrackBodyToHead = $05DCA2 ; ========================================================= -; Misc long functions +; Misc long functions GetRandomInt = $0DBA71 @@ -484,9 +484,9 @@ AreaIndex = $8A ; Return the current overworld area ID MsgChoice = $1CE8 ; Choice made in a message box -; set the mosaic setting ($2106) XXXXDCBA +; set the mosaic setting ($2106) XXXXDCBA ; [ABCD BG1/BG2/BG3/BG4][X size of the mosaic pixels 0-16] -Mosaic = $95 +Mosaic = $95 DungeonMainCheck = $021B SpriteRanCheck = $8E @@ -506,25 +506,25 @@ RebuildHUD_long = $0DFA58 ; ========================================================= ; Controllers -; BYSTUDLR +; BYSTUDLR ; [B BButton][Y YButton] ; [SSelect Button][TStart Button] ; [UDLR dpad buttons Up, Down, Left, Right] RawJoypad1L = $F0 -; AXLRIIII -; [A AButton][X Xbutton][L LButton][R RButton][I = controller ID] +; AXLRIIII +; [A AButton][X Xbutton][L LButton][R RButton][I = controller ID] RawJoypad1H = $F2 -; BYSTUDLR +; BYSTUDLR ; [B BButton][Y YButton] ; [SSelect Button][TStart Button] ; [UDLR dpad buttons Up, Down, Left, Right] PressPad1L = $F4 -; AXLRIIII +; AXLRIIII ; [A AButton][X Xbutton] ; [L LButton][R RButton][I = controller ID] -PressPad1H = $F6 +PressPad1H = $F6 ButtonAFlag = $3B ; bit7: Button A is down (A-------) @@ -552,9 +552,9 @@ LinkX = $22 ; Position X of link LinkXH = $23 ; High position X of link LinkZ = $24 ; Position Z of link -; ----UDLR -; [U Up][D Down][L Left][R Right] -; Direction link is pushing against +; ----UDLR +; [U Up][D Down][L Left][R Right] +; Direction link is pushing against LinkPushDir = $26 ; Link's recoiling speed @@ -570,16 +570,16 @@ LinkRecoilZ = $29 LinkSubVelY = $2A LinkSubVelX = $2B -; Direction link is facing +; Direction link is facing ; 00:Up, 02:Down, 04:Left, 06:Right LinkFaceDir = $2F -; Last direction link moved towards +; Last direction link moved towards ; 00:Up, 01:Down, 02:Left, 03:Right LinkLastDir = $66 -; ----UDLR -; [U Up][D Down][L Left][R Right] +; ----UDLR +; [U Up][D Down][L Left][R Right] ; direction link is "walking towards" LinkMoveDir = $67 @@ -595,7 +595,7 @@ LinkSpeed = $57 ; 0x00: normal speed, 0x02: walking on stair speed, 0x10: dashing speed LinkSpeedTbl = $5E -; if is set to 0x02 or 0x03 link is falling +; if is set to 0x02 or 0x03 link is falling LinkFalling = $5B FallTimer = $5C @@ -635,18 +635,18 @@ LinkState = $5D ; 0: Link is not in a doorway ; 1: is in a vertical doorway ; 2: is in horizontal doorway -LinkDoorway = $6C +LinkDoorway = $6C ; 0: Nothing ; 1: a hand in the air ; 2: 2 hands in the air (like getting triforce) -LinkGrabGfx = $02DA +LinkGrabGfx = $02DA ; if not 0 add a poof gfx on link -LinkPoofGfx = $02E1 +LinkPoofGfx = $02E1 ; Bunny timer for link before transforming back -LinkBunTimer = $02E2 +LinkBunTimer = $02E2 ; if not 0 prevent link from moving and opening the menu LinkMenuMove = $02E4 @@ -654,14 +654,14 @@ LinkMenuMove = $02E4 ; if not 0 prevent link from getting any damages from sprites LinkDamage = $037B -; ----CCCC +; ----CCCC ; [C Touching chest id] LinkColChest = $02E5 ; 0: Not on somaria platform, 2: On somaria platform LinkSomaria = $02F5 -; BP-AETHR +; BP-AETHR ; [B Boomerang][P Powder] ; [A Bow&Arrows][E UnusedItem] ; [T UnusedItem][H Hammer][R Rods] @@ -870,14 +870,15 @@ AncillaAdd_Snoring = $0980C8 AncillaAdd_Bomb = $09811F AncillaAdd_Boomerang = $09820F AncillaAdd_BoomerangAsClink = $098345 -AddHappinessPondRupees = $098AE0 AncillaAdd_DugUpFlute = $098C73 AncillaAdd_ChargedSpinAttackSparkle = $098CB1 AncillaAdd_ExplodingWeatherVane = $098D11 AncillaAdd_CutsceneDuck = $098D90 AncillaAdd_SomariaPlatformPoof = $098DD2 AncillaAdd_SuperBombExplosion = $098DF9 + ConfigureRevivalAncillae = $098E4E + AncillaAdd_CaneOfByrnaInitSpark = $098EE0 AncillaAdd_LampFlame = $098F1C AncillaAdd_ShovelDirt = $098F5B @@ -896,10 +897,12 @@ AncillaAdd_Splash = $0998FC AncillaAdd_Hookshot = $099B10 AncillaAdd_Blanket = $098091 +AddHappinessPondRupees = $098AE0 + DeleteBoomAndByrnaSparks = $0FFD86 Sparkle_PrepOAMFromRadial = $08DA17 Fireball_SpawnTrailGarnish = $09B020 -SpriteSFX_QueueSFX2WithPan = $0DBB7C \ No newline at end of file +SpriteSFX_QueueSFX2WithPan = $0DBB7C