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