Add HyruleDream sprites as subtype for 0x76 Farore
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@@ -36,6 +36,12 @@
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Sprite_Farore_Long:
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{
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PHB : PHK : PLB
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LDA.b INDOORS : BEQ .outdoors
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JSR Sprite_HyruleDream_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_HyruleDream_Main
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JMP .SpriteIsNotActive
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.outdoors
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JSR Sprite_Farore_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Farore_Main
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@@ -50,6 +56,10 @@ Sprite_Farore_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X ; Don't kill Farore when she goes off screen
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LDA.b INDOORS : BEQ .outdoors
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JSR Sprite_HyruleDream_Prep
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JMP .PlayIntro
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.outdoors
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LDA.l $7EF300 : BEQ .PlayIntro
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STZ.w SprState, X ; Kill the sprite
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.PlayIntro
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120
Sprites/NPCs/hyrule_dream.asm
Normal file
120
Sprites/NPCs/hyrule_dream.asm
Normal file
@@ -0,0 +1,120 @@
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Sprite_HyruleDream_Prep:
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{
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LDA.b ROOM : CMP.b #$51 : BEQ .king
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CMP.b #$60 : BEQ .soldier
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LDA.b #$00 : JMP .done
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.king
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LDA.b #$01 : JMP .done
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.soldier
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LDA.b #$02
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.done
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STA.w SprAction, X
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RTS
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}
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Sprite_HyruleDream_Main:
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{
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%SpriteJumpTable(Zelda_Idle,
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King_Idle,
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Soldier_Idle)
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Zelda_Idle:
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{
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STZ.w SprFrame, X
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RTS
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}
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King_Idle:
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{
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LDA.b #$01 : STA.w SprFrame, X
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RTS
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}
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Soldier_Idle:
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{
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LDA.b #$02 : STA.w SprFrame, X
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RTS
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}
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}
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Sprite_HyruleDream_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.w SprFrame, X : TAY ;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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db $00, $03, $07
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.nbr_of_tiles
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db 2, 3, 2
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.x_offsets
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dw -8, 8, 0
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dw -8, 8, -8, 8
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dw -4, 4, 0
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.y_offsets
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dw -4, -4, -14
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dw -16, -16, 0, 0
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dw -4, -4, -14
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.chr
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db $A8, $A8, $84
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db $8E, $8E, $AE, $AE
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db $A4, $A4, $A6
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.properties
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db $39, $79, $39
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db $39, $79, $39, $79
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db $39, $79, $39
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.sizes
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db $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02
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}
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@@ -76,7 +76,6 @@ MapleHandler:
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Maple_CheckForPendant:
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{
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print pc
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; Check for pendant
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LDA.l PENDANTS : AND.b #$04 : BNE .courage
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LDA.l PENDANTS : AND.b #$02 : BNE .power
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@@ -156,6 +155,7 @@ Link_HandleDreams:
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LDA.l Dreams : ORA.b #%00000001 : STA.l Dreams
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LDX.b #$00
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JSR Link_WarpToRoom
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LDA.b #$01 : STA.b $EE
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RTS
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}
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@@ -8,6 +8,8 @@ incsrc Core/sprite_new_table.asm
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Sprite_Farore = $73
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incsrc "Sprites/NPCs/farore.asm"
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print "End of farore.asm ", pc
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incsrc "Sprites/NPCs/hyrule_dream.asm"
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print "End of hyrule_dream.asm ", pc
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Sprite_KydrogNPC = $7B
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incsrc "Sprites/Bosses/kydrog.asm"
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