cleanup whitespace in symbols.asm

This commit is contained in:
scawful
2024-09-18 22:31:12 -04:00
parent 2b452cc04c
commit 3b0bdd9f4a

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