Update Minecart, add switch and track sprite
This commit is contained in:
@@ -54,9 +54,18 @@ print "End of mask_salesman.asm ", pc
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incsrc "Sprites/NPCs/deku_scrub.asm"
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print "End of deku_scrub.asm ", pc
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incsrc "Sprites/anti_kirby.asm"
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incsrc "Sprites/Enemies/anti_kirby.asm"
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print "End of anti_kirby.asm ", pc
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incsrc "Sprites/Enemies/sea_urchin.asm"
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print "End of sea_urchin.asm ", pc
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incsrc "Sprites/switch_track.asm"
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print "End of switch_track.asm ", pc
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incsrc "Sprites/mineswitch.asm"
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print "End of mineswitch.asm ", pc
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incsrc "Sprites/VillageDog/village_dog.asm"
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print "End of village_dog.asm ", pc
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@@ -72,7 +81,7 @@ print "End of portal_sprite.asm ", pc
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incsrc "Sprites/impa.asm"
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print "End of impa.asm ", pc
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incsrc "Sprites/poltergeist.asm"
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incsrc "Sprites/Enemies/poltergeist.asm"
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print "End of poltergeist.asm ", pc
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incsrc "Sprites/NPCs/bug_net_kid.asm"
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@@ -54,16 +54,22 @@ Sprite_Minecart_Long:
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;==============================================================================
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!MinecartSpeed = 20
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!DoubleSpeed = 30
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; nesw
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; 0 - north
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; 1 - east
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; 2 - south
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; 3 - west
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!MinecartDirection = $012B
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; $0DE0[0x10] - (Sprite) ;functions
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; udlr
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; 0 - up
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; 1 - down
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; 2 - left
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; 3 - right
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!MinecartSpeed = 20
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!MinecartDirection = $012B
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!SpriteDirection = $0DE0
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Sprite_Minecart_Prep:
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@@ -87,16 +93,19 @@ Sprite_Minecart_Prep:
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CMP.b #$03 : BEQ .west
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.north
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LDA #$01 : STA !MinecartDirection
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STZ.w !MinecartDirection
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%GotoAction(1) ; Minecart_MoveNorth
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JMP .done
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JMP .done
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.east
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LDA #$01 : STA !MinecartDirection
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%GotoAction(0) ; Minecart_MoveEast
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JMP .done
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.south
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LDA #$02 : STA !MinecartDirection
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%GotoAction(1) ; Minecart_MoveSouth
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JMP .done
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.west
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LDA #$03 : STA !MinecartDirection
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%GotoAction(0) ; Minecart_MoveWest
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.done
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@@ -116,6 +125,21 @@ macro HandlePlayerCamera()
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PLX
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endmacro
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macro InitMovement()
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LDA.b $22
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STA.b $3F
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LDA.b $23
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STA.b $41
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LDA.b $20
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STA.b $3E
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LDA.b $21
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STA.b $40
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endmacro
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Sprite_Minecart_Main:
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{
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LDA.w SprAction, X ; Load the SprAction
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@@ -142,12 +166,14 @@ Sprite_Minecart_Main:
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA !MinecartDirection : BNE .opposite_direction
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; Check if the cart is facing east or west
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LDA !MinecartDirection : CMP.b #$03 : BNE .opposite_direction
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LDA #$02 : STA $0DE0, X
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%GotoAction(5) ; Minecart_MoveWest
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RTS
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.opposite_direction
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LDA #$03 : STA $0DE0, X
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%GotoAction(3) ; Minecart_MoveEast
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.not_on_platform
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.not_ready
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@@ -166,7 +192,8 @@ Sprite_Minecart_Main:
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA !MinecartDirection : BNE .opposite_direction
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; Check if the cart is facing north or south
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LDA !MinecartDirection : CMP.b #$02 : BNE .opposite_direction
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LDA #$01 : STA $0DE0, X
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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@@ -184,11 +211,18 @@ Sprite_Minecart_Main:
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Minecart_MoveNorth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #-!MinecartSpeed : STA SprYSpeed, X
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA SprYSpeed, X
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JMP .continue
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.fast_speed
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LDA.b #-!DoubleSpeed : STA SprYSpeed, X
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.continue
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA SprX, X : CLC : ADC #$02 : STA $22
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; LDA SprY, X : SEC : SBC #$04 : STA $20
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; LDA SprX, X : CLC : ADC #$02 : STA $22
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JSR DragPlayer
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JSR CheckForPlayerInput
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@@ -204,13 +238,15 @@ Sprite_Minecart_Main:
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Minecart_MoveEast:
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{
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%PlayAnimation(0,1,8)
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LDA.b #!MinecartSpeed : STA $0D50, X
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA $0D50, X
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JMP .continue
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.fast_speed
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LDA.b #!DoubleSpeed : STA $0D50, X
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.continue
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JSL Sprite_MoveHoriz
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; Make Link move with the minecart
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; LDA SprX, X : STA $22
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JSR DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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@@ -225,38 +261,38 @@ Sprite_Minecart_Main:
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Minecart_MoveSouth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #!MinecartSpeed : STA SprYSpeed, X
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA SprYSpeed, X
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JMP .continue
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.fast_speed
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LDA.b #!DoubleSpeed : STA SprYSpeed, X
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.continue
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JSL Sprite_MoveVert
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; LDA SprY, X : SEC : SBC #$04 : STA $20
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; LDA SprX, X : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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; LDA $40 : SEC : SBC.b #$FF : STA $40
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; LDA $68 : SEC : SBC.b #$FF : STA $68
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LDA #$35 : STA $012E ; Moving sound effect
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x06
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print pc
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Minecart_MoveWest:
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{
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%PlayAnimation(0,1,8)
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JMP .continue
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.fast_speed
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LDA.b #-!DoubleSpeed : STA $0D50, X
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.continue
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JSL Sprite_MoveHoriz
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; Make Link move with the minecart
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; LDA SprX, X : STA $22
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JSR DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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@@ -266,13 +302,17 @@ Sprite_Minecart_Main:
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RTS
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}
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macro StopCart()
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STZ $02F5
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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endmacro
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; ---------------------------------------------------------------------------
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; 0x07
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Minecart_Release:
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{
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STZ $02F5
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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%StopCart()
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LDA SprTimerD, X : BNE .not_ready
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@@ -282,19 +322,7 @@ Sprite_Minecart_Main:
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}
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}
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macro StopCart()
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STZ $02F5
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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endmacro
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macro SwapSubtype()
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LDA SprSubtype, X ; Load the current direction subtype
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; Assume the new direction is opposite to the current direction.
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; This is just an example, adjust the logic as needed.
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EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
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STA SprSubtype, X ; Store the new direction subtype
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endmacro
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; ===========================================================================
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print "HandleTileDirections ", pc
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HandleTileDirections:
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@@ -307,9 +335,9 @@ HandleTileDirections:
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Load the tile index
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LDA $0FA5
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LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
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CLC : CMP.b #$01 : BNE .not_out_of_bounds
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; If the tile is out of bounds, release the cart
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LDA #$40 : STA SprTimerD, X
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%GotoAction(6) ; Minecart_Release
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RTS
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@@ -319,43 +347,45 @@ HandleTileDirections:
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CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
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.check_stop
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CLC : CMP.b #$B7 : BEQ .stop_north
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CLC : CMP.b #$B8 : BEQ .stop_south
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CLC : CMP.b #$B9 : BEQ .stop_east
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CLC : CMP.b #$BA : BEQ .stop_west
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JMP .check_for_movement ; if none of the above, continue with normal logic
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CLC : CMP.b #$B7 : BEQ .stop_north
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CLC : CMP.b #$B8 : BEQ .stop_south
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CLC : CMP.b #$B9 : BEQ .stop_east
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CLC : CMP.b #$BA : BEQ .stop_west
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JMP .check_for_movement ; if none of the above, continue with normal logic
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.stop_north
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; Set the new direction to north and flip the cart's orientation
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LDA.b #South : STA SprSubtype, X
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STZ.w !MinecartDirection
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LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
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LDA #$01 : STA $0DE0, X
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JMP .go_vert
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.stop_south
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; Set the new direction to south and flip the cart's orientation
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LDA.b #North : STA SprSubtype, X
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LDA #$01 : STA !MinecartDirection
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LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
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LDA #$00 : STA $0DE0, X
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.go_vert
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%SetTimerA($40)
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%StopCart()
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%GotoAction(1) ; Minecart_WaitVert
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RTS
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%SetTimerA($40)
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%StopCart()
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%GotoAction(1) ; Minecart_WaitVert
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JSL Player_ResetState
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RTS
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.stop_east
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; Set the new direction to east and flip the cart's orientation
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LDA.b #West : STA SprSubtype, X
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LDA #$01 : STA !MinecartDirection
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LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
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LDA #$03 : STA $0DE0, X
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JMP .go_horiz
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.stop_west
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; Set the new direction to west and flip the cart's orientation
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LDA.b #East : STA SprSubtype, X
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STZ.w !MinecartDirection
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LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
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LDA #$02 : STA $0DE0, X
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.go_horiz
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%SetTimerA($40)
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%StopCart()
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%GotoAction(0) ; Minecart_WaitHoriz
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RTS
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%SetTimerA($40)
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%StopCart()
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%GotoAction(0) ; Minecart_WaitHoriz
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JSL Player_ResetState
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RTS
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; ---------------------------------------------------------------------------
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.check_for_movement
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@@ -366,16 +396,15 @@ HandleTileDirections:
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CLC : CMP.b #$B5 : BEQ .check_direction
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JMP .done
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; Create a composite index based on current direction and tile type
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LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
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ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
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TAY ; Transfer to Y to use as an offset for the rows
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; Create a composite index based on current direction and tile type
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LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
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ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
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TAY ; Transfer to Y to use as an offset for the rows
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LDA $0FA5 ; Load the tile type
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SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
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CLC
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ADC.w .DirectionTileLookup, Y ; Add the row and column offsets to index into the lookup table
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TAY
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; Load the tile type and subtract $B2 to normalize the tile type to 0 to 3
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LDA $0FA5 : SEC : SBC.b #$B3
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; Add the row and column offsets to index into the lookup table
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CLC : ADC.w .DirectionTileLookup, Y : TAY
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; Direction to move on tile collision
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; 00 - stop or nothing
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@@ -465,6 +494,7 @@ DragYHigh = $0B7D
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DragPlayer:
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{
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; Get direction of the cart (0 to 3)
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LDY.w $0DE0, X
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LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w DragYLow : STA.w DragYLow
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LDA.w DragPlayer_drag_x_high, Y : ADC.w DragYHigh : STA DragYHigh
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@@ -505,32 +535,29 @@ DragPlayer:
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RTS
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; .drag_x_high
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; db 0, 0, -1, 0, -1
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; .drag_x_low
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; db 0, 0, -1, 1, -1, 1, 1
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; .drag_y_low
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; db -1, 1, 0, 0, -1, 1, -1, 1
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; .drag_y_high
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; db -1, 0, 0, 0, -1, 0, -1, 0
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.drag_x_high
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db 0, 0, -1, 0
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db 0, 0, -1, 0
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.drag_x_low
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db 0, 0, -1, 1
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db 0, 0, -1, 1
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.drag_y_low
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db -1, 1, 0, 0
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db -1, 1, 0, 0
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.drag_y_high
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db -1, 0, 0, 0
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db -1, 0, 0, 0
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; .drag_x_high
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; db 0, 0, -1, 0, -1
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; .drag_x_low
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; db 0, 0, -1, 1, -1, 1, 1
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; .drag_y_low
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; db -1, 1, 0, 0, -1, 1, -1, 1
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; .drag_y_high
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; db -1, 0, 0, 0, -1, 0, -1, 0
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}
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print "HERE", pc
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CheckForPlayerInput:
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{
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; Setup Minecart position to look for tile IDs
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213
Sprites/mineswitch.asm
Normal file
213
Sprites/mineswitch.asm
Normal file
@@ -0,0 +1,213 @@
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!SPRID = $AF ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 01 ; Number of Health the sprite have
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!Damage = 08 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
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Sprite_LeverSwitch_Long:
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{
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PHB : PHK : PLB
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||||
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JSR Sprite_LeverSwitch_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_LeverSwitch_Main ; Call the main sprite code
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
|
||||
Sprite_LeverSwitch_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA SprSubtype, X : STA SprAction, X
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
Sprite_LeverSwitch_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw SwitchOff
|
||||
dw SwitchOn
|
||||
dw SpeedSwitchOff
|
||||
dw SpeedSwitchOn
|
||||
|
||||
SwitchOff:
|
||||
{
|
||||
%PlayAnimation(0,0,4)
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
BCC .NoDamage
|
||||
|
||||
LDA #$25 : STA $012F
|
||||
LDA #$01 : STA $37
|
||||
%GotoAction(1)
|
||||
|
||||
.NoDamage
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
SwitchOn:
|
||||
{
|
||||
%PlayAnimation(1,1,4)
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
BCC .NoDamage
|
||||
|
||||
LDA #$25 : STA $012F
|
||||
STZ.w $37
|
||||
%GotoAction(0)
|
||||
|
||||
.NoDamage
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
SpeedSwitchOff:
|
||||
{
|
||||
%PlayAnimation(0,0,4)
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
BCC .NoDamage
|
||||
|
||||
LDA #$25 : STA $012F
|
||||
LDA.b #$01 : STA $36
|
||||
%GotoAction(3)
|
||||
|
||||
.NoDamage
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
SpeedSwitchOn:
|
||||
{
|
||||
%PlayAnimation(1,1,4)
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
BCC .NoDamage
|
||||
|
||||
LDA #$25 : STA $012F
|
||||
STZ.w $36
|
||||
%GotoAction(2)
|
||||
|
||||
.NoDamage
|
||||
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Sprite_LeverSwitch_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
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, $01
|
||||
.nbr_of_tiles
|
||||
db 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $64
|
||||
db $66
|
||||
.properties
|
||||
db $37
|
||||
db $37
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
|
||||
}
|
||||
172
Sprites/switch_track.asm
Normal file
172
Sprites/switch_track.asm
Normal file
@@ -0,0 +1,172 @@
|
||||
!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 04 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||
!Health = 01 ; 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 = 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 = 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
|
||||
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
|
||||
!ImperviousArrow = 00 ; 01 = Impervious to arrows
|
||||
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
||||
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
||||
|
||||
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
|
||||
|
||||
Sprite_RotatingTrack_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_RotatingTrack_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_RotatingTrack_Main ; Call the main sprite code
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; Modes
|
||||
; 0 = TopLeft -> TopRight
|
||||
; 1 = TopRight -> BottomRight
|
||||
; 2 = BottomRight -> BottomLeft
|
||||
; 3 = BottomLeft -> TopLeft
|
||||
|
||||
Sprite_RotatingTrack_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA SprSubtype,X : STA SprAction,X
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
SwitchRam = $37
|
||||
|
||||
Sprite_RotatingTrack_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
dw TopLeftToTopRight
|
||||
; dw TopRightToBottomRight
|
||||
; dw BottomRightToBottomLeft
|
||||
; dw BottomLeftToTopLeft
|
||||
|
||||
TopLeftToTopRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2
|
||||
|
||||
%PlayAnimation(0,0,4)
|
||||
part2:
|
||||
|
||||
%PlayAnimation(1,1,4)
|
||||
|
||||
JSL CheckIfHitBoxesOverlap
|
||||
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
Sprite_RotatingTrack_Draw:
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
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, $01, $02, $03
|
||||
.nbr_of_tiles
|
||||
db 0, 0, 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
.properties
|
||||
db $7D
|
||||
db $3D
|
||||
db $FD
|
||||
db $BD
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
Reference in New Issue
Block a user