Start Farore custom sprite, rearrange banks
This commit is contained in:
@@ -14,6 +14,10 @@
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; 00, 02, 04, 06, 08, 0A, 0C, 0E
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; =============================================================================
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; Big chest key for compass
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org $01EC1A
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db $66
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org $01EB8C
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Object_KeyBlock:
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{
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@@ -52,6 +56,3 @@ Object_KeyBlock:
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; =============================================================================
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; Big chest key for compass
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org $01EC1A
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db $66
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@@ -10,7 +10,7 @@ org $01CC18 ; override routine 0x39 "Holes(7)"
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org $01CC5A
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HouseTag_Return:
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org $238000
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org $268000
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HouseTag:
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{
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PHX
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@@ -95,8 +95,8 @@ HouseTag_WakeUpPlayer:
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LDA $7EF3C6 : ORA.b #$10 : STA $7EF3C6
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; Set the game mode
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LDA #$00 : STA $7ef3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
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LDA #$00 : STA $7ef3CC ; disable telepathic message
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LDA #$00 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
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LDA #$00 : STA $7EF3CC ; disable telepathic message
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JSL $00FC41 ; fix monsters
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RTS
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@@ -110,31 +110,12 @@ HouseTag_End:
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}
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; ==============================================================================
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; Dying Uncle Code Hook
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; Uncle won't remove tagalong when interacting
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org $05DF3A
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LDA.b #$01 : STA $7EF3CC
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; =============================================================================
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; Intro Modifier
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; Skips the intro sequence with the rain
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; lorom
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; org $05DF12
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; JSL $04ECA0
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; NOP
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; NOP
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; org $04ECA0
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; STZ $0DD0,x
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; STZ $02E4 ; repeat native code overwritten by hook
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; LDA #$02
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; STA $7ef3C5 ; store "part 2"
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; LDA #$00
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; STA $7ef3CC ; disable telepathic message
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; JSL $00FC41 ; fix monsters
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; RTL
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; =============================================================================
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; SRM Start Modifier
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; Credit: Conn, Euclid, MathOnNapkins
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@@ -23,15 +23,18 @@ BRA $1C ; make it always branch, so map isn't loaded anymore
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; =============================================================================
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; long subroutine that is executed every frame
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org $068365
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JSL $3CA600 ; overwrite it (originally JSL $099F91)
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JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
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; =============================================================================
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; go to expanded space to write our routine
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; (keep EveryFrame.asm in mind for the right adresses)
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org $3CA600
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; org $3CA600
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org $228000
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LinkItem_SecretsBook:
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{
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LDA $1B ; load data that tells us whether we are in a building or not
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AND #$01 ; are we in a building?
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BEQ END ; if not, don't use the x-button-secret
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BEQ .end ; if not, don't use the x-button-secret
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; ----------
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LDA $7EF34D ; load book of mudora slot
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@@ -50,8 +53,10 @@ BEQ END ; if not, don't use the x-button-secret
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STA $1C ; store layer flags
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; ----------
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END:
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.end
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JSL $099F91 ; at least execute original code
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RTL
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}
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; =============================================================================
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@@ -138,7 +138,7 @@ org $07B085
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; =============================================================================
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org $338000
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org $238000
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LinkItem_NewBottle:
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{
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; Check if we have a bottle or not
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@@ -17,7 +17,7 @@ org $07AFF8
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; =============================================================================
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org $348000
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org $218000
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NewBookCode:
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{
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JSL $07983A ; Reset swim state
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@@ -4,7 +4,7 @@
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; =============================================================================
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; Hooks
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incsrc "../Sprites/sprite_functions_hooks.asm"
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; incsrc "../Sprites/sprite_functions_hooks.asm"
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org $008A01
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LDA $BC
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@@ -160,7 +160,7 @@ LinkItem_UsingQuake:
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; =============================================================================
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org $288000
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org $318000
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;incsrc "link_handler.asm"
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LinkItem_UsingDekuMask:
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{
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@@ -1,6 +1,9 @@
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; =============================================================================
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; Wolf Mask
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;
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; Talk to animals
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; Dig for treasure ability (shovel)
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;
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; =============================================================================
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org $07A3DB
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@@ -31,16 +34,9 @@ LinkItem_WolfMask:
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JSR LinkItem_Shovel
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.equip
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; JSR Link_CheckNewY_ButtonPress : BCC .return
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; joypad 1 register (AXLR|????)
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; check for R button press
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; check for R button held
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LDA $F2 : CMP #$10 : BNE .return
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LDA $46 : BNE .return
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TSB $3A
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SEC
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; LDA $F4 : AND.b #$10 : BEQ .return
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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LDA $6C : BNE .return ; in a doorway
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@@ -92,31 +92,18 @@ LinkState_UsingZoraMask:
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; Check if we are indoors or outdoors
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LDA $1B : BEQ .overworld ; z flag is 1
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CLC
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REP #$30
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JSR Link_CheckNewY_ButtonPress : BCC .return_dungeon
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LDA $3A : AND.b #$BF : STA $3A
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SEP #$30
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; Check if already underwater
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LDA $0AAB : BEQ .dive_dungeon
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JMP .return_dungeon
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; Handle dungeon swimming (hard)
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.dive_dungeon
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; Set underwater walking mode
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LDA #$01 : STA $5D
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STA $0AAB
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; Splash visual effect
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LDA #$01 : STA $5D
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; Else, restore to normal swimming state
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LDA.b #$15 : LDY.b #$00
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JSL AddTransitionSplash
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; Change the layer Link is on to BG2
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LDA.b #$00 : STA $EE
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.return_dungeon
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JSR $E8F0 ; HandleIndoorCameraAndDoors
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RTS
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@@ -45,7 +45,7 @@ org $0DF14F
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; ==============================================================================
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; New Code Region Starts Here
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org $268000
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org $258000
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; ==============================================================================
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; Main HUD Update Loop
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@@ -10,23 +10,25 @@
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; Intro skip after leaving house
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; Key block link's awakening
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; Lost Sea Area Combo
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;
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;
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; Expanded Banks Key:
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; 20 - None
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; 21 - None
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; 22 - None
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; 23 - House Tag
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; 21 - Jump Feather
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; 22 - Book of Secrets
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; 23 - Bottle Net
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; 24 - Menu
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; 25 - None
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; 26 - HUD
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; 25 - HUD
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; 26 - House Tag
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; 27 - Mask Routines(?)
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; 28 - Deku Link Code
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; 28 - None
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; 29 - Custom Sprite Jump Table
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; 30 - Custom Sprite Functions
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; 31 - None
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; 32 - None
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; 33 - Bottle / Net Item
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; 34 - Jump Feather
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; 31 - Deku Link Code
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; 32 - Farore Sprite Code
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; 33 - None
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; 34 - None
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; 35 - Deku Link GFX
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; 36 - Zora Link GFX
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; 37 - Bunny Link GFX
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@@ -44,6 +46,10 @@ namespace Oracle
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incsrc "Util/ram.asm"
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incsrc "Util/functions.asm"
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incsrc "Sprites/farore_and_maku.asm"
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print "End of Sprites/farore_and_maku.asm", pc
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; ---------------------------------------------------------
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incsrc "Items/jump_feather.asm"
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print "End of Items/jump_feather.asm ", pc
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@@ -21,17 +21,17 @@ incsrc sprite_new_functions.asm
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; Sprite Properties
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;==============================================================================
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!SPRID = $73; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!NbrTiles = 2 ; Number of tiles used in a frame
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!Harmless = 00 ; 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 = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (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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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 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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@@ -39,7 +39,7 @@ incsrc sprite_new_functions.asm
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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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!Prize = 0 ; 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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@@ -55,60 +55,185 @@ incsrc sprite_new_functions.asm
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;==============================================================================
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Sprite_Farore_Long:
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PHB : PHK : PLB
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SpritePrep_FaroreAndMakuTree:
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JSR Sprite_Farore_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Farore_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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;==============================================================================
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Sprite_Farore_Prep:
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PHB : PHK : PLB
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; LDA.l $7EF300
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; BEQ .PlayIntro
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; STZ.w $0DD0, X ; Kill the sprite
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; .PlayIntro
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PLB
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RTL
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;==============================================================================
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Sprite_Farore_Main:
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw IntroStart
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dw MoveUp
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dw MoveLeft
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dw WaitAndMessage
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IntroStart:
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{
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; farore forest during intro
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; activates impa sprite
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RTS
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}
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; maku tree interaction in the forest
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; needs to be in part 1 of the game
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MoveUp:
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{
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LDA #$01 ; make link move up
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STA $49
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LDA $30 ; Link's Y Position
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CMP #$C6
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BCC .linkistoofarleft
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; Here link reached the X position we want
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; goto next action
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%GotoAction(2)
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.linkistoofarleft
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RTS
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}
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MoveLeft:
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{
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LDA.b #$04 ; make link move left
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STA.b $49
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LDA.b $20 ; Link's Y Position
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CMP.b #$88
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BCC .linkistoofarup
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; Here link reached the X position we want
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; goto next action
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STZ.b $49 ; kill automove
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LDA.b #$20
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STA.w SprTimerA, X ; set timer A to 0x10
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%GotoAction(3)
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.linkistoofarup
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RTS
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}
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WaitAndMessage:
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{
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LDA.w SprTimerA, X : BNE +
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%ShowUnconditionalMessage($24)
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LDA.b #$01
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STA.l $7EF300 ; prevent intro from playing again with sram set
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STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
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; could goto next action too instead
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+
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RTS
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}
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;==============================================================================
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Sprite_FaroreAndMakuTree:
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Sprite_Farore_Draw:
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{
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LDA $0E90, X ;
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL UseImplicitRegIndexedLocalJumpTable
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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dw Sprite_Farore
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dw Sprite_MakuTree
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}
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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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||||
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PLY : INY
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||||
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PLX : DEX : BPL .nextTile
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||||
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PLX
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||||
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RTS
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||||
;==============================================================================
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||||
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Sprite_Farore:
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{
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; Main entry point for the Farore sprite in the overworld
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||||
JSL Farore_Draw
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JSR Sprite2_CheckIfActive
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LDA $0E80, X
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||||
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JSL UseImplicitRegIndexedLocalJumpTable
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||||
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dw Farore_IntroCutscene
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||||
dw Farore_FinaleCutscene
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}
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||||
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;==============================================================================
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||||
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Farore_IntroCutscene:
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{
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||||
; Link approaches Farore sprite with Impa sprite (Zelda)
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||||
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; Activates Mantle style cutscene
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||||
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; Jump to antagonist cutscene code
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}
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||||
;==============================================================================
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||||
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Sprite_MakuTree:
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{
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; Main entry point for the MakuTree routines
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.start_index
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db $00, $02, $04
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.nbr_of_tiles
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db 1, 1, 1
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.x_offsets
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dw 0, 0
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||||
dw 0, 0
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||||
dw 0, 0
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.y_offsets
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dw 4, -8
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dw 4, -7
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dw 4, -8
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.chr
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db $AA, $A8
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||||
db $AA, $A8
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||||
db $AA, $A8
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||||
.properties
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||||
db $3B, $3B
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||||
db $7B, $3B
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||||
db $3B, $3B
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||||
.sizes
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||||
db $02, $02
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||||
db $02, $02
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||||
db $02, $02
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||||
}
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||||
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||||
;==============================================================================
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||||
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||||
@@ -1,12 +1,64 @@
|
||||
lorom
|
||||
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
|
||||
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
|
||||
@@ -276,3 +333,16 @@ Sprite_ProjectSpeedTowardsEntityLong:
|
||||
|
||||
org $0DDA06
|
||||
Sprite_SpawnFireball:
|
||||
|
||||
org $1D808C
|
||||
Sprite_MoveLong:
|
||||
|
||||
org $1EFF8D
|
||||
Sprite_DrawRippleIfInWater:
|
||||
|
||||
org $058008
|
||||
Sprite_SpawnSparkleGarnish:
|
||||
|
||||
|
||||
org $06EA1A
|
||||
Sprite_ProjectSpeedTowardsPlayer:
|
||||
Reference in New Issue
Block a user