Start Farore custom sprite, rearrange banks

This commit is contained in:
scawful
2023-04-16 17:49:47 -05:00
parent 18fbb9e1bd
commit 5021977b06
14 changed files with 322 additions and 151 deletions

View File

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