Update Minecart, add switch and track sprite

This commit is contained in:
scawful
2024-01-08 00:10:02 -05:00
parent 5039119a43
commit 3d0e1833b7
5 changed files with 519 additions and 98 deletions

View File

@@ -54,9 +54,18 @@ print "End of mask_salesman.asm ", pc
incsrc "Sprites/NPCs/deku_scrub.asm"
print "End of deku_scrub.asm ", pc
incsrc "Sprites/anti_kirby.asm"
incsrc "Sprites/Enemies/anti_kirby.asm"
print "End of anti_kirby.asm ", pc
incsrc "Sprites/Enemies/sea_urchin.asm"
print "End of sea_urchin.asm ", pc
incsrc "Sprites/switch_track.asm"
print "End of switch_track.asm ", pc
incsrc "Sprites/mineswitch.asm"
print "End of mineswitch.asm ", pc
incsrc "Sprites/VillageDog/village_dog.asm"
print "End of village_dog.asm ", pc
@@ -72,7 +81,7 @@ print "End of portal_sprite.asm ", pc
incsrc "Sprites/impa.asm"
print "End of impa.asm ", pc
incsrc "Sprites/poltergeist.asm"
incsrc "Sprites/Enemies/poltergeist.asm"
print "End of poltergeist.asm ", pc
incsrc "Sprites/NPCs/bug_net_kid.asm"

View File

@@ -54,16 +54,22 @@ Sprite_Minecart_Long:
;==============================================================================
!MinecartSpeed = 20
!DoubleSpeed = 30
; nesw
; 0 - north
; 1 - east
; 2 - south
; 3 - west
!MinecartDirection = $012B
; $0DE0[0x10] - (Sprite) ;functions
; udlr
; 0 - up
; 1 - down
; 2 - left
; 3 - right
!MinecartSpeed = 20
!MinecartDirection = $012B
!SpriteDirection = $0DE0
Sprite_Minecart_Prep:
@@ -87,16 +93,19 @@ Sprite_Minecart_Prep:
CMP.b #$03 : BEQ .west
.north
LDA #$01 : STA !MinecartDirection
STZ.w !MinecartDirection
%GotoAction(1) ; Minecart_MoveNorth
JMP .done
JMP .done
.east
LDA #$01 : STA !MinecartDirection
%GotoAction(0) ; Minecart_MoveEast
JMP .done
.south
LDA #$02 : STA !MinecartDirection
%GotoAction(1) ; Minecart_MoveSouth
JMP .done
.west
LDA #$03 : STA !MinecartDirection
%GotoAction(0) ; Minecart_MoveWest
.done
@@ -116,6 +125,21 @@ macro HandlePlayerCamera()
PLX
endmacro
macro InitMovement()
LDA.b $22
STA.b $3F
LDA.b $23
STA.b $41
LDA.b $20
STA.b $3E
LDA.b $21
STA.b $40
endmacro
Sprite_Minecart_Main:
{
LDA.w SprAction, X ; Load the SprAction
@@ -142,12 +166,14 @@ Sprite_Minecart_Main:
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA !MinecartDirection : BNE .opposite_direction
; Check if the cart is facing east or west
LDA !MinecartDirection : CMP.b #$03 : BNE .opposite_direction
LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest
RTS
.opposite_direction
LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast
.not_on_platform
.not_ready
@@ -166,7 +192,8 @@ Sprite_Minecart_Main:
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA !MinecartDirection : BNE .opposite_direction
; Check if the cart is facing north or south
LDA !MinecartDirection : CMP.b #$02 : BNE .opposite_direction
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
@@ -184,11 +211,18 @@ Sprite_Minecart_Main:
Minecart_MoveNorth:
{
%PlayAnimation(2,3,8)
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #-!DoubleSpeed : STA SprYSpeed, X
.continue
JSL Sprite_MoveVert
LDA SprY, X : SEC : SBC #$04 : STA $20
LDA SprX, X : CLC : ADC #$02 : STA $22
; LDA SprY, X : SEC : SBC #$04 : STA $20
; LDA SprX, X : CLC : ADC #$02 : STA $22
JSR DragPlayer
JSR CheckForPlayerInput
@@ -204,13 +238,15 @@ Sprite_Minecart_Main:
Minecart_MoveEast:
{
%PlayAnimation(0,1,8)
LDA.b #!MinecartSpeed : STA $0D50, X
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #!MinecartSpeed : STA $0D50, X
JMP .continue
.fast_speed
LDA.b #!DoubleSpeed : STA $0D50, X
.continue
JSL Sprite_MoveHoriz
; Make Link move with the minecart
; LDA SprX, X : STA $22
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
@@ -225,38 +261,38 @@ Sprite_Minecart_Main:
Minecart_MoveSouth:
{
%PlayAnimation(2,3,8)
LDA.b #!MinecartSpeed : STA SprYSpeed, X
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #!DoubleSpeed : STA SprYSpeed, X
.continue
JSL Sprite_MoveVert
; LDA SprY, X : SEC : SBC #$04 : STA $20
; LDA SprX, X : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
; LDA $40 : SEC : SBC.b #$FF : STA $40
; LDA $68 : SEC : SBC.b #$FF : STA $68
LDA #$35 : STA $012E ; Moving sound effect
RTS
}
; ---------------------------------------------------------------------------
; 0x06
print pc
Minecart_MoveWest:
{
%PlayAnimation(0,1,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #-!MinecartSpeed : STA $0D50, X
JMP .continue
.fast_speed
LDA.b #-!DoubleSpeed : STA $0D50, X
.continue
JSL Sprite_MoveHoriz
; Make Link move with the minecart
; LDA SprX, X : STA $22
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
@@ -266,13 +302,17 @@ Sprite_Minecart_Main:
RTS
}
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
endmacro
; ---------------------------------------------------------------------------
; 0x07
Minecart_Release:
{
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
%StopCart()
LDA SprTimerD, X : BNE .not_ready
@@ -282,19 +322,7 @@ Sprite_Minecart_Main:
}
}
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
endmacro
macro SwapSubtype()
LDA SprSubtype, X ; Load the current direction subtype
; Assume the new direction is opposite to the current direction.
; This is just an example, adjust the logic as needed.
EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
STA SprSubtype, X ; Store the new direction subtype
endmacro
; ===========================================================================
print "HandleTileDirections ", pc
HandleTileDirections:
@@ -307,9 +335,9 @@ HandleTileDirections:
LDA.b #$00 : JSL Sprite_GetTileAttr
; Load the tile index
LDA $0FA5
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
CLC : CMP.b #$01 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart
LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release
RTS
@@ -319,43 +347,45 @@ HandleTileDirections:
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
.check_stop
CLC : CMP.b #$B7 : BEQ .stop_north
CLC : CMP.b #$B8 : BEQ .stop_south
CLC : CMP.b #$B9 : BEQ .stop_east
CLC : CMP.b #$BA : BEQ .stop_west
JMP .check_for_movement ; if none of the above, continue with normal logic
CLC : CMP.b #$B7 : BEQ .stop_north
CLC : CMP.b #$B8 : BEQ .stop_south
CLC : CMP.b #$B9 : BEQ .stop_east
CLC : CMP.b #$BA : BEQ .stop_west
JMP .check_for_movement ; if none of the above, continue with normal logic
.stop_north
; Set the new direction to north and flip the cart's orientation
LDA.b #South : STA SprSubtype, X
STZ.w !MinecartDirection
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X
JMP .go_vert
.stop_south
; Set the new direction to south and flip the cart's orientation
LDA.b #North : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
LDA #$00 : STA $0DE0, X
.go_vert
%SetTimerA($40)
%StopCart()
%GotoAction(1) ; Minecart_WaitVert
RTS
%SetTimerA($40)
%StopCart()
%GotoAction(1) ; Minecart_WaitVert
JSL Player_ResetState
RTS
.stop_east
; Set the new direction to east and flip the cart's orientation
LDA.b #West : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$03 : STA $0DE0, X
JMP .go_horiz
.stop_west
; Set the new direction to west and flip the cart's orientation
LDA.b #East : STA SprSubtype, X
STZ.w !MinecartDirection
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$02 : STA $0DE0, X
.go_horiz
%SetTimerA($40)
%StopCart()
%GotoAction(0) ; Minecart_WaitHoriz
RTS
%SetTimerA($40)
%StopCart()
%GotoAction(0) ; Minecart_WaitHoriz
JSL Player_ResetState
RTS
; ---------------------------------------------------------------------------
.check_for_movement
@@ -366,16 +396,15 @@ HandleTileDirections:
CLC : CMP.b #$B5 : BEQ .check_direction
JMP .done
; Create a composite index based on current direction and tile type
LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
TAY ; Transfer to Y to use as an offset for the rows
; Create a composite index based on current direction and tile type
LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
TAY ; Transfer to Y to use as an offset for the rows
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC
ADC.w .DirectionTileLookup, Y ; Add the row and column offsets to index into the lookup table
TAY
; Load the tile type and subtract $B2 to normalize the tile type to 0 to 3
LDA $0FA5 : SEC : SBC.b #$B3
; Add the row and column offsets to index into the lookup table
CLC : ADC.w .DirectionTileLookup, Y : TAY
; Direction to move on tile collision
; 00 - stop or nothing
@@ -465,6 +494,7 @@ DragYHigh = $0B7D
DragPlayer:
{
; Get direction of the cart (0 to 3)
LDY.w $0DE0, X
LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w DragYLow : STA.w DragYLow
LDA.w DragPlayer_drag_x_high, Y : ADC.w DragYHigh : STA DragYHigh
@@ -505,32 +535,29 @@ DragPlayer:
RTS
; .drag_x_high
; db 0, 0, -1, 0, -1
; .drag_x_low
; db 0, 0, -1, 1, -1, 1, 1
; .drag_y_low
; db -1, 1, 0, 0, -1, 1, -1, 1
; .drag_y_high
; db -1, 0, 0, 0, -1, 0, -1, 0
.drag_x_high
db 0, 0, -1, 0
db 0, 0, -1, 0
.drag_x_low
db 0, 0, -1, 1
db 0, 0, -1, 1
.drag_y_low
db -1, 1, 0, 0
db -1, 1, 0, 0
.drag_y_high
db -1, 0, 0, 0
db -1, 0, 0, 0
; .drag_x_high
; db 0, 0, -1, 0, -1
; .drag_x_low
; db 0, 0, -1, 1, -1, 1, 1
; .drag_y_low
; db -1, 1, 0, 0, -1, 1, -1, 1
; .drag_y_high
; db -1, 0, 0, 0, -1, 0, -1, 0
}
print "HERE", pc
CheckForPlayerInput:
{
; Setup Minecart position to look for tile IDs

213
Sprites/mineswitch.asm Normal file
View File

@@ -0,0 +1,213 @@
!SPRID = $AF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 01 ; Number of Health the sprite have
!Damage = 08 ; (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_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
Sprite_LeverSwitch_Long:
{
PHB : PHK : PLB
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
View 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