Start Farore custom sprite, rearrange banks
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@@ -1,12 +1,64 @@
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lorom
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SprAction = $0D80
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SprFrame = $0D90 ; This is also used to do various things in different sprites
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SprMiscA = $0DA0 ; This can be used to do anything in sprite
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SprMiscB = $0DB0 ; This can be used to do anything in sprite
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SprMiscC = $0DE0 ; This can be used to do anything in sprite (Mainly used for sprite direction)
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SprMiscD = $0E90 ; This can be used to do anything in sprite
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SprMiscE = $0EB0 ; This can be used to do anything in sprite
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SprMiscF = $0EC0 ; This can be used to do anything in sprite
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SprMiscG = $0ED0 ; This can be used to do anything in sprite
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SprStunTimer = $0B58
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SprTimerA = $0DF0 ; This address value is decreased by one every frames
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SprTimerB = $0E00 ; This address value is decreased by one every frames
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SprTimerC = $0E10 ; This address value is decreased by one every frames
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SprTimerD = $0EE0 ; This address value is decreased by one every frames
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SprTimerE = $0F10 ; This address value is decreased by one every frames
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SprTimerF = $0F80 ; This address value is decreased by 2 every frames is also used by the gravity routine
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SprPause = $0F00 ; Can probably be used for anything
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SprFloor = $0F20
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SprType = $0E20 ; This contains the ID of the sprite 00 = raven, 01 = vulture, etc...
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SprSubtype = $0E30 ; This contains the Sub ID of the sprite
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SprState = $0DD0 ; This tells if the sprite is alive, dead, frozen, etc...
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SprNbrOAM = $0E40 ; Bits 0-4: define the number of OAM slots used by the sprite
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SprHealth = $0E50
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SprGfxProps = $0E60
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SprCollision = $0E70 ; When a sprite hit a wall, this gets set to the direction in which the collision occurred.
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SprDelay = $0E80 ; Used in sprite state 0x03 (falling in water), used as delay in most of the sprites
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SprRecoil = $0EA0 ; Recoil Timer
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SprDeath = $0EF0
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SprProps = $0F50 ; DIWS UUUU - [D boss death][I Impervious to all attacks][W Water slash] [S Draw Shadow] [U Unused]
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SprHitbox = $0F60 ; ISPH HHHH - [I ignore collisions][S Statis (not alive eg beamos)][P Persist code still run outside of camera][H Hitbox]
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SprHeight = $0F70 ; Distance from the shadow
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SprHeightS = $0F90 ; Distance from the shadow subpixel
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SprYRecoil = $0F30
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SprXRecoil = $0F40
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SprGfx = $0DC0 ; Determine the GFX used for the sprite
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OAMPtr = $90
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OAMPtrH = $92
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SprY = $0D00
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SprX = $0D10
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SprYH = $0D20
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SprXH = $0D30
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SprYSpeed = $0D40
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SprXSpeed = $0D50
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SprYRound = $0D60
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SprXRound = $0D70
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SprCachedX = $0FD8 ; This doesn't need to be indexed with X it contains the 16bit position of the sprite
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SprCachedY = $0FDA ; This doesn't need to be indexed with X it contains the 16bit position of the sprite
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!ADD = "CLC : ADC"
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!SUB = "SEC : SBC"
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!BLT = "BCC"
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!BGE = "BCS"
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;=================================================================
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org $09AE64
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Sprite_SetSpawnedCoords:
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@@ -40,7 +92,6 @@ Sprite_AttemptDamageToPlayerPlusRecoil:
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org $06F864
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Sprite_OAM_AllocateDeferToPlayer:
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org $0DBA80
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OAM_AllocateFromRegionA:
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org $0DBA84
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@@ -163,9 +214,15 @@ Sprite_CheckDamageToPlayerIgnoreLayer:
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;=================================================================
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;Sound_SetSfx2PanLong LONG
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;play a sound loaded in A
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org $0DBB6E
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Sound_SetSfx1PanLong:
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org $0DBB7C
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Sound_SetSfx2PanLong:
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org $0DBB8A
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Sound_SetSfx3PanLong:
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;=================================================================
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;Sprite_SpawnDynamically LONG
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;spawn a new sprite on screen, A = sprite id
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@@ -190,8 +247,8 @@ Sprite_ApplyConveyorAdjustment:
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;=================================================================
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;SetupHitBox LONG
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;set the hitbox of the player (i think)
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org $0683EA
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SetupHitBox:
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;org $0683EA
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;Sprite_SetupHitBoxLong:
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;=================================================================
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;Dungeon_SpriteInducedTilemapUpdate LONG
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@@ -275,4 +332,17 @@ org $06EA22
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Sprite_ProjectSpeedTowardsEntityLong:
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org $0DDA06
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Sprite_SpawnFireball:
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Sprite_SpawnFireball:
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org $1D808C
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Sprite_MoveLong:
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org $1EFF8D
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Sprite_DrawRippleIfInWater:
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org $058008
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Sprite_SpawnSparkleGarnish:
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org $06EA1A
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Sprite_ProjectSpeedTowardsPlayer:
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