From 51a4f8ea575eb6a99113a527290a562de452baba Mon Sep 17 00:00:00 2001 From: scawful Date: Mon, 29 Apr 2024 20:28:20 -0400 Subject: [PATCH] Add sliding ice block spirte --- Sprites/Objects/ice_block.asm | 460 ++++++++++++++++++++++++++++++++++ Sprites/all_sprites.asm | 12 +- 2 files changed, 468 insertions(+), 4 deletions(-) create mode 100644 Sprites/Objects/ice_block.asm diff --git a/Sprites/Objects/ice_block.asm b/Sprites/Objects/ice_block.asm new file mode 100644 index 0000000..cf97be4 --- /dev/null +++ b/Sprites/Objects/ice_block.asm @@ -0,0 +1,460 @@ +; Pushable Ice Block + +!SPRID = $D5; The sprite ID you are overwriting (HEX) +!NbrTiles = 03 ; Number of tiles used in a frame +!Harmless = 01 ; 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 +!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 +!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 +!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall +!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 +!Sound = 00 ; 01 = Play different sound when taking damage +!Interaction = 00 ; ?? No documentation +!Statue = 01 ; 01 = Sprite is statue +!DeflectProjectiles = 01 ; 01 = Sprite will deflect ALL projectiles +!ImperviousArrow = 01 ; 01 = Impervious to arrows +!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks +!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss +%Set_Sprite_Properties(Sprite_IceBlock_Prep, Sprite_IceBlock_Long); + + +Sprite_IceBlock_Long: +{ + PHB : PHK : PLB + + LDA.w $0DE0, X : BEQ .not_being_pushed + STZ.w $0DE0, X + STZ.b $5E : STZ.b $48 + .not_being_pushed + LDA.w $0DF0, X : BEQ .retain_momentum + LDA.b #$01 : STA.w $0DE0, X + LDA #$84 : STA $48 + LDA.b #$04 : STA.b $5E + .retain_momentum + + JSR Sprite_IceBlock_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_IceBlock_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + +Sprite_IceBlock_Prep: +{ + PHB : PHK : PLB + + ; Cache Sprite position + LDA SprX, X : STA SprMiscD, X + LDA SprY, X : STA SprMiscE, X + + STZ.w $0CAA, X + + PLB + RTL +} + + +StatueDirection: +db $04, $06, $00, $02 + +StatuePressMask: +db $01, $02, $04, $08 + +StatueSpeed: +.x +db -16, 16 ; bleeds into next + +.y +db 0, 0, -16, 16 + + + +Sprite_IceBlock_Main: +{ + LDA.w SprAction, X + JSL UseImplicitRegIndexedLocalJumpTable + + dw MovementHandler + dw NotInContact + + ; 0x00 + MovementHandler: + { + %PlayAnimation(0, 0, 1) + + JSR Statue_BlockSprites + + JSL Sprite_CheckDamageFromPlayerLong + BCC .no_damage + LDA SprMiscD, X : STA SprX, X + LDA SprMiscE, X : STA SprY, X + STZ.w SprXSpeed, X : STZ.w SprYSpeed, X + .no_damage + + ; JSR IceBlock_CheckForGround + + STZ.w $0642 + JSR Sprite_IceBlock_CheckForSwitch : BCC .no_switch + STZ.w SprXSpeed, X : STZ.w SprYSpeed, X + LDA.b #$01 : STA.w $0642 + + .no_switch + + JSL Sprite_Move ; Sprite MoveXY + JSL Sprite_Get_16_bit_Coords ; Get 16bit coords + JSL Sprite_CheckTileCollision ; Check Tile collision + JSL Sprite_CheckDamageToPlayerSameLayer + BCC NotInContact + JSR ApplyPush + ; Set timer + LDA.b #$07 : STA.w $0DF0, X + + JSL $079291 ; Sprite_RepelDash_long + + LDA.w $0E00,X : BNE Statue_CancelHookshot + ; JSL Sprite_DirectionToFacePlayer + ; LDA.w StatueSpeed_x,Y + ; STA.w $0D50,X + ; LDA.w StatueSpeed_y,Y + ; STA.w $0D40,X + ; JSR Statue_HandleGrab + + LDA SprX, X : AND #$F0 : STA SprX, X + LDA SprY, X : AND #$F0 : STA SprY, X + RTS + .not_in_contact + %GotoAction(1) + .dont_move + RTS + } + + Statue_CancelHookshot: + { + JSL $0FF540 + RTS + } + + ; 0x01 + NotInContact: + { + %PlayAnimation(0, 0, 1) + LDA.w $0DF0,X : BNE .delay_timer + LDA.b #$0D : STA.w $0E00,X + + .delay_timer + + REP #$20 + LDA.w $0FD8 + SEC : SBC.b $22 + CLC : ADC.w #$0010 + CMP.w #$0023 : BCS .reset_contact + + LDA.w $0FDA + SEC : SBC.b $20 + CLC : ADC.w #$000C + CMP.w #$0024 : BCS .reset_contact + SEP #$30 + + JSL Sprite_DirectionToFacePlayer + + ; LDA.b $2F + ; CMP.w StatueDirection,Y : BNE .reset_contact + ; LDA.w $0372 : BNE .reset_contact + ; LDA.b #$01 : STA.w $02FA + ; LDA.b #$01 : STA.w $0D90,X + ; LDA.w $0376 : AND.b #$02 : BEQ .exit + + ; LDA.b $F0 : AND.w StatuePressMask,Y : BEQ .exit + + ; LDA.b $30 : ORA.b $31 : BEQ .exit + + ; TYA : EOR.b #$01 : TAY + + ; LDA.w StatueSpeed_x,Y : STA.w $0D50,X + + ; LDA.w StatueSpeed_y,Y : STA.w $0D40,X + + ; JMP.w Statue_HandleGrab + + .reset_contact + SEP #$30 + + LDA.w $0D90,X : BEQ .exit + STZ.w $0D90,X + + STZ.b $5E + STZ.w $0376 + STZ.w $02FA + + LDA.b $50 : AND.b #$FE : STA.b $50 + + .exit + %GotoAction(0) + RTS + } + + + ApplyPush: + { + LDA $26 : CMP.b #$01 : BEQ .push_right + CMP.b #$02 : BEQ .push_left + CMP.b #$04 : BEQ .push_down + CMP.b #$08 : BEQ .push_up + + .push_right + LDA #16 : STA.w $0D50,X + LDA #00 : STA.w $0D40,X + JMP .push_done + .push_left + LDA #-16 : STA.w $0D50,X + LDA #00 : STA.w $0D40,X + JMP .push_done + .push_down + LDA #00 : STA.w $0D50,X + LDA #16 : STA.w $0D40,X + JMP .push_done + .push_up + LDA #00 : STA.w $0D50,X + LDA #-16 : STA.w $0D40,X + + .push_done + + RTS + } +} + +; Check if the tile beneath the sprite is the sliding ice +; Currently unused as it doesnt play well with the hitbox choices +IceBlock_CheckForGround: +{ + LDA.w $0D00,X : CLC : ADC.b #$08 : STA.b $00 + LDA.w $0D20,X : ADC.b #$00 : STA.b $01 + LDA.w $0D10,X : STA.b $02 + LDA.w $0D30,X : ADC.b #$00 : STA.b $03 + LDA.w $0F20,X + PHY + JSL $06E87B ; GetTileType_long + PLY + + LDA.w $0FA5 + CMP.b #$0E : BNE .stop + SEC + RTS +.stop + STZ.w $0D50,X + STZ.w $0D40,X + CLC + RTS +} + +Sprite_IceBlock_CheckForSwitch: +{ + LDY.b #$03 + + .next_tile + LDA.w $0D00,X : CLC : ADC.w .offset_y,Y : STA.b $00 + LDA.w $0D20,X : ADC.b #$00 : STA.b $01 + LDA.w $0D10,X : CLC : ADC.w .offset_x,Y : STA.b $02 + LDA.w $0D30,X : ADC.b #$00 : STA.b $03 + LDA.w $0F20,X + + PHY + JSL $06E87B ; GetTileType_long + PLY + + LDA.w $0FA5 + CMP.w .tile_id+0 : BEQ .switch_tile + CMP.w .tile_id+1 : BEQ .switch_tile + CMP.w .tile_id+2 : BEQ .switch_tile + CMP.w .tile_id+3 : BNE .fail + + .switch_tile + DEY + BPL .next_tile + + SEC + RTS + + .fail + CLC + RTS + + .offset_x + db 3, 12, 3, 12 + + .offset_y + db 3, 3, 12, 12 + + .tile_id + db $23, $24, $25, $3B +} + + +Statue_BlockSprites: +{ + LDY.b #$0F + + .next + LDA.w $0E20,Y + CMP.b #$1C ; SPRITE 1C + BEQ .skip + + CPY.w $0FA0 + BEQ .skip + + TYA + EOR.b $1A + AND.b #$01 + BNE .skip + + LDA.w $0DD0,Y + CMP.b #$09 + BCC .skip + + LDA.w $0D10,Y + STA.b $04 + + LDA.w $0D30,Y + STA.b $05 + + LDA.w $0D00,Y + STA.b $06 + + LDA.w $0D20,Y + STA.b $07 + + REP #$20 + + LDA.w $0FD8 + SEC + SBC.b $04 + CLC + ADC.w #$000C + + CMP.w #$0018 + BCS .skip + + LDA.w $0FDA + SEC + SBC.b $06 + CLC + ADC.w #$000C + + CMP.w #$0024 + BCS .skip + + SEP #$20 + + LDA.b #$04 + STA.w $0EA0,Y + + PHY + + LDA.b #$20 + JSL Sprite_CheckSlopedTileCollision ; JSR Sprite_ProjectSpeedTowardsLocation + + PLY + + LDA.b $00 + STA.w $0F30,Y + + LDA.b $01 + STA.w $0F40,Y + + .skip + SEP #$20 + + DEY + BPL .next + + RTS +} + + +Sprite_IceBlock_Draw: +{ + JSL Sprite_PrepOamCoord + JSL Sprite_OAM_AllocateDeferToPlayer + + LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame + LDA .start_index, Y : STA $06 + + + 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 + + .start_index + db $00 + .nbr_of_tiles + db 3 + .x_offsets + dw 0, 8, 0, 8 + .y_offsets + dw 0, 0, 8, 8 + .chr + db $E9, $E9, $E9, $E9 + .properties + db $34, $74, $B4, $F4 + .sizes + db $00, $00, $00, $00 +} \ No newline at end of file diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index ba22419..050ef6e 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -15,23 +15,23 @@ RTS warnpc $00841E -; ============================================================================== +; ========================================================= ; Fix the capital 'B' debug item cheat. org $0CDC26 db $80 ; replace a $F0 (BEQ) with a $80 (BRA). -; ============================================================================== +; ========================================================= incsrc ZSpriteLib/sprite_macros.asm incsrc ZSpriteLib/sprite_hooks.asm -;============================================================================== +;========================================================= org $308000 incsrc ZSpriteLib/sprite_new_table.asm -;============================================================================== +;========================================================= org $318000 incsrc ZSpriteLib/sprite_new_functions.asm @@ -97,6 +97,10 @@ incsrc "Sprites/Enemies/deku_scrub_enemy.asm" print "End of deku_scrub_enemy.asm ", pc incsrc "Sprites/NPCs/zora_princess.asm" +print "End of zora_princess.asm ", pc + +incsrc "Sprites/Objects/ice_block.asm" +print "End of ice_block.asm ", pc incsrc "Sprites/NPCs/ranch_girl.asm" print "End of Ranch Girl.asm ", pc