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

@@ -14,6 +14,10 @@
; 00, 02, 04, 06, 08, 0A, 0C, 0E
; =============================================================================
; Big chest key for compass
org $01EC1A
db $66
org $01EB8C
Object_KeyBlock:
{
@@ -52,6 +56,3 @@ Object_KeyBlock:
; =============================================================================
; Big chest key for compass
org $01EC1A
db $66

View File

@@ -10,7 +10,7 @@ org $01CC18 ; override routine 0x39 "Holes(7)"
org $01CC5A
HouseTag_Return:
org $238000
org $268000
HouseTag:
{
PHX
@@ -95,8 +95,8 @@ HouseTag_WakeUpPlayer:
LDA $7EF3C6 : ORA.b #$10 : STA $7EF3C6
; Set the game mode
LDA #$00 : STA $7ef3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
LDA #$00 : STA $7ef3CC ; disable telepathic message
LDA #$00 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
LDA #$00 : STA $7EF3CC ; disable telepathic message
JSL $00FC41 ; fix monsters
RTS
@@ -110,31 +110,12 @@ HouseTag_End:
}
; ==============================================================================
; Dying Uncle Code Hook
; Uncle won't remove tagalong when interacting
org $05DF3A
LDA.b #$01 : STA $7EF3CC
; =============================================================================
; Intro Modifier
; Skips the intro sequence with the rain
; lorom
; org $05DF12
; JSL $04ECA0
; NOP
; NOP
; org $04ECA0
; STZ $0DD0,x
; STZ $02E4 ; repeat native code overwritten by hook
; LDA #$02
; STA $7ef3C5 ; store "part 2"
; LDA #$00
; STA $7ef3CC ; disable telepathic message
; JSL $00FC41 ; fix monsters
; RTL
; =============================================================================
; SRM Start Modifier
; Credit: Conn, Euclid, MathOnNapkins

View File

@@ -23,15 +23,18 @@ BRA $1C ; make it always branch, so map isn't loaded anymore
; =============================================================================
; long subroutine that is executed every frame
org $068365
JSL $3CA600 ; overwrite it (originally JSL $099F91)
JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
; =============================================================================
; go to expanded space to write our routine
; (keep EveryFrame.asm in mind for the right adresses)
org $3CA600
; org $3CA600
org $228000
LinkItem_SecretsBook:
{
LDA $1B ; load data that tells us whether we are in a building or not
AND #$01 ; are we in a building?
BEQ END ; if not, don't use the x-button-secret
BEQ .end ; if not, don't use the x-button-secret
; ----------
LDA $7EF34D ; load book of mudora slot
@@ -50,8 +53,10 @@ BEQ END ; if not, don't use the x-button-secret
STA $1C ; store layer flags
; ----------
END:
.end
JSL $099F91 ; at least execute original code
RTL
}
; =============================================================================

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@@ -138,7 +138,7 @@ org $07B085
; =============================================================================
org $338000
org $238000
LinkItem_NewBottle:
{
; Check if we have a bottle or not

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@@ -17,7 +17,7 @@ org $07AFF8
; =============================================================================
org $348000
org $218000
NewBookCode:
{
JSL $07983A ; Reset swim state

View File

@@ -4,7 +4,7 @@
; =============================================================================
; Hooks
incsrc "../Sprites/sprite_functions_hooks.asm"
; incsrc "../Sprites/sprite_functions_hooks.asm"
org $008A01
LDA $BC
@@ -160,7 +160,7 @@ LinkItem_UsingQuake:
; =============================================================================
org $288000
org $318000
;incsrc "link_handler.asm"
LinkItem_UsingDekuMask:
{

View File

@@ -1,6 +1,9 @@
; =============================================================================
; Wolf Mask
;
; Talk to animals
; Dig for treasure ability (shovel)
;
; =============================================================================
org $07A3DB
@@ -31,16 +34,9 @@ LinkItem_WolfMask:
JSR LinkItem_Shovel
.equip
; JSR Link_CheckNewY_ButtonPress : BCC .return
; joypad 1 register (AXLR|????)
; check for R button press
; check for R button held
LDA $F2 : CMP #$10 : BNE .return
LDA $46 : BNE .return
TSB $3A
SEC
; LDA $F4 : AND.b #$10 : BEQ .return
JSR Link_CheckNewY_ButtonPress : BCC .return
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
LDA $6C : BNE .return ; in a doorway

View File

@@ -92,31 +92,18 @@ LinkState_UsingZoraMask:
; Check if we are indoors or outdoors
LDA $1B : BEQ .overworld ; z flag is 1
CLC
REP #$30
JSR Link_CheckNewY_ButtonPress : BCC .return_dungeon
LDA $3A : AND.b #$BF : STA $3A
SEP #$30
; Check if already underwater
LDA $0AAB : BEQ .dive_dungeon
JMP .return_dungeon
; Handle dungeon swimming (hard)
.dive_dungeon
; Set underwater walking mode
LDA #$01 : STA $5D
STA $0AAB
; Splash visual effect
LDA #$01 : STA $5D
; Else, restore to normal swimming state
LDA.b #$15 : LDY.b #$00
JSL AddTransitionSplash
; Change the layer Link is on to BG2
LDA.b #$00 : STA $EE
.return_dungeon
JSR $E8F0 ; HandleIndoorCameraAndDoors
RTS

View File

@@ -45,7 +45,7 @@ org $0DF14F
; ==============================================================================
; New Code Region Starts Here
org $268000
org $258000
; ==============================================================================
; Main HUD Update Loop

View File

@@ -10,23 +10,25 @@
; Intro skip after leaving house
; Key block link's awakening
; Lost Sea Area Combo
;
;
; Expanded Banks Key:
; 20 - None
; 21 - None
; 22 - None
; 23 - House Tag
; 21 - Jump Feather
; 22 - Book of Secrets
; 23 - Bottle Net
; 24 - Menu
; 25 - None
; 26 - HUD
; 25 - HUD
; 26 - House Tag
; 27 - Mask Routines(?)
; 28 - Deku Link Code
; 28 - None
; 29 - Custom Sprite Jump Table
; 30 - Custom Sprite Functions
; 31 - None
; 32 - None
; 33 - Bottle / Net Item
; 34 - Jump Feather
; 31 - Deku Link Code
; 32 - Farore Sprite Code
; 33 - None
; 34 - None
; 35 - Deku Link GFX
; 36 - Zora Link GFX
; 37 - Bunny Link GFX
@@ -44,6 +46,10 @@ namespace Oracle
incsrc "Util/ram.asm"
incsrc "Util/functions.asm"
incsrc "Sprites/farore_and_maku.asm"
print "End of Sprites/farore_and_maku.asm", pc
; ---------------------------------------------------------
incsrc "Items/jump_feather.asm"
print "End of Items/jump_feather.asm ", pc

View File

@@ -21,17 +21,17 @@ incsrc sprite_new_functions.asm
; Sprite Properties
;==============================================================================
!SPRID = $73; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!NbrTiles = 2 ; 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 = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (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
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 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
@@ -39,7 +39,7 @@ incsrc sprite_new_functions.asm
!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
!Prize = 0 ; 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
@@ -55,60 +55,185 @@ incsrc sprite_new_functions.asm
;==============================================================================
Sprite_Farore_Long:
PHB : PHK : PLB
SpritePrep_FaroreAndMakuTree:
JSR Sprite_Farore_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_Farore_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
;==============================================================================
Sprite_Farore_Prep:
PHB : PHK : PLB
; LDA.l $7EF300
; BEQ .PlayIntro
; STZ.w $0DD0, X ; Kill the sprite
; .PlayIntro
PLB
RTL
;==============================================================================
Sprite_Farore_Main:
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw IntroStart
dw MoveUp
dw MoveLeft
dw WaitAndMessage
IntroStart:
{
; farore forest during intro
; activates impa sprite
RTS
}
; maku tree interaction in the forest
; needs to be in part 1 of the game
MoveUp:
{
LDA #$01 ; make link move up
STA $49
LDA $30 ; Link's Y Position
CMP #$C6
BCC .linkistoofarleft
; Here link reached the X position we want
; goto next action
%GotoAction(2)
.linkistoofarleft
RTS
}
MoveLeft:
{
LDA.b #$04 ; make link move left
STA.b $49
LDA.b $20 ; Link's Y Position
CMP.b #$88
BCC .linkistoofarup
; Here link reached the X position we want
; goto next action
STZ.b $49 ; kill automove
LDA.b #$20
STA.w SprTimerA, X ; set timer A to 0x10
%GotoAction(3)
.linkistoofarup
RTS
}
WaitAndMessage:
{
LDA.w SprTimerA, X : BNE +
%ShowUnconditionalMessage($24)
LDA.b #$01
STA.l $7EF300 ; prevent intro from playing again with sram set
STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
; could goto next action too instead
+
RTS
}
;==============================================================================
Sprite_FaroreAndMakuTree:
Sprite_Farore_Draw:
{
LDA $0E90, X ;
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
JSL UseImplicitRegIndexedLocalJumpTable
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
dw Sprite_Farore
dw Sprite_MakuTree
}
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
;==============================================================================
Sprite_Farore:
{
; Main entry point for the Farore sprite in the overworld
JSL Farore_Draw
JSR Sprite2_CheckIfActive
LDA $0E80, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Farore_IntroCutscene
dw Farore_FinaleCutscene
}
;==============================================================================
Farore_IntroCutscene:
{
; Link approaches Farore sprite with Impa sprite (Zelda)
; Activates Mantle style cutscene
; Jump to antagonist cutscene code
}
;==============================================================================
Sprite_MakuTree:
{
; Main entry point for the MakuTree routines
.start_index
db $00, $02, $04
.nbr_of_tiles
db 1, 1, 1
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
.y_offsets
dw 4, -8
dw 4, -7
dw 4, -8
.chr
db $AA, $A8
db $AA, $A8
db $AA, $A8
.properties
db $3B, $3B
db $7B, $3B
db $3B, $3B
.sizes
db $02, $02
db $02, $02
db $02, $02
}
;==============================================================================

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
@@ -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: