Update sprites library
This commit is contained in:
@@ -145,20 +145,17 @@ Sprite_KydrogBoss_Main:
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw KydrogBoss_Init ; 00
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dw KydrogBoss_Init ; 00
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dw KydrogBoss_WalkState ; 01
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dw KydrogBoss_WalkState ; 01
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dw KydrogBoss_WalkForward ; 02
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dw KydrogBoss_WalkForward ; 02
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dw KydrogBoss_WalkLeft ; 03
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dw KydrogBoss_WalkLeft ; 03
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dw KydrogBoss_WalkRight ; 04
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dw KydrogBoss_WalkRight ; 04
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dw KydrogBoss_WalkBackward ; 05
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dw KydrogBoss_WalkBackward ; 05
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dw KydrogBoss_TakeDamage ; 06
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dw KydrogBoss_TakeDamage ; 06
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dw KydrogBoss_TauntPlayer ; 07
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dw KydrogBoss_TauntPlayer ; 07
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dw KydrogBoss_SummonStalfos ; 08
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dw KydrogBoss_SummonStalfos ; 08
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dw KydrogBoss_Death ; 09
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dw KydrogBoss_Death ; 09
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; ---------------------------------------------------------------------------
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KydrogBoss_Init:
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KydrogBoss_Init:
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{
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{
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@@ -177,8 +174,6 @@ Sprite_KydrogBoss_Main:
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; ---------------------------------------------------------------------------
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; ---------------------------------------------------------------------------
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KydrogBoss_WalkState:
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KydrogBoss_WalkState:
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{
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{
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@@ -196,8 +191,6 @@ Sprite_KydrogBoss_Main:
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RTS
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RTS
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.no_offspring
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.no_offspring
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; \return $0E is low byte of player_y_pos - sprite_y_pos
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; \return $0F is low byte of player_x_pos - sprite_x_pos
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LDA #$50 : STA $09, X
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LDA #$50 : STA $09, X
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JSL Sprite_DirectionToFacePlayer
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JSL Sprite_DirectionToFacePlayer
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TYA : CMP.b #$02 : BCC .WalkRight
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TYA : CMP.b #$02 : BCC .WalkRight
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@@ -1,7 +1,7 @@
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; =============================================================================
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; =============================================================================
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!SPRID = $A0 ; The sprite ID you are overwriting (HEX)
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!SPRID = $A0 ; 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 = 06 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 01 ; 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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!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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!Health = 00 ; Number of Health the sprite have
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@@ -123,6 +123,7 @@ Sprite_DekuScrub_Main:
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; =============================================================================
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; =============================================================================
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Sprite_DekuScrub_Draw:
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Sprite_DekuScrub_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL Sprite_OAM_AllocateDeferToPlayer
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@@ -177,9 +178,6 @@ PLX
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RTS
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RTS
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; =============================================================================
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.start_index
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.start_index
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db $00, $04
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db $00, $04
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.nbr_of_tiles
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.nbr_of_tiles
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@@ -199,3 +197,4 @@ db $33, $73, $33, $73
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.sizes
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.sizes
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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}
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@@ -1,40 +1,5 @@
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;==============================================================================
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;==============================================================================
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; Farore Sprite
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; Farore Sprite Properties
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;
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;==============================================================================
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InCutScene = $7EF303
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org $0083F8
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LDA InCutScene : BEQ .notInCutscene
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STZ $F0
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STZ $F2
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STZ $F4
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STZ $F6
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STZ $F8
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STZ $FA ; kill all input
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.notInCutscene
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RTS
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warnpc $00841E
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incsrc sprite_macros.asm
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incsrc sprite_functions_hooks.asm
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;==============================================================================
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org $298000
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incsrc sprite_new_table.asm
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;==============================================================================
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org $308000
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incsrc sprite_new_functions.asm
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;==============================================================================
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; Sprite Properties
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;==============================================================================
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;==============================================================================
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!SPRID = $73; The sprite ID you are overwriting (HEX)
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!SPRID = $73; The sprite ID you are overwriting (HEX)
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!NbrTiles = 2 ; Number of tiles used in a frame
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!NbrTiles = 2 ; Number of tiles used in a frame
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53
Sprites/sprites.asm
Normal file
53
Sprites/sprites.asm
Normal file
@@ -0,0 +1,53 @@
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InCutScene = $7EF303
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org $0083F8
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LDA InCutScene : BEQ .notInCutscene
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STZ $F0
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STZ $F2
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STZ $F4
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STZ $F6
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STZ $F8
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STZ $FA ; kill all input
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.notInCutscene
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RTS
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warnpc $00841E
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incsrc ZSpriteLib/sprite_macros.asm
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incsrc ZSpriteLib/sprite_functions_hooks.asm
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;==============================================================================
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org $298000
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incsrc ZSpriteLib/sprite_new_table.asm
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;==============================================================================
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org $308000
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incsrc ZSpriteLib/sprite_new_functions.asm
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incsrc "Sprites/farore.asm"
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print "End of farore.asm ", pc
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incsrc "Sprites/Kydrog/kydrog.asm"
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print "End of kydrog.asm ", pc
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incsrc "Sprites/Kydrog/kydrog_boss.asm"
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print "End of kydrog_boss.asm ", pc
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incsrc "Sprites/maku_tree.asm"
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print "End of maku_tree.asm ", pc
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incsrc "Sprites/mask_salesman.asm"
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print "End of mask_salesman.asm ", pc
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incsrc "Sprites/deku_scrub.asm"
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print "End of deku_scrub.asm ", pc
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incsrc "Sprites/anti_kirby.asm"
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print "End of anti_kirby.asm ", pc
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incsrc "Sprites/VillageDog/village_dog.asm"
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print "End of village_dog.asm ", pc
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0
Sprites/zora_prince.asm
Normal file
0
Sprites/zora_prince.asm
Normal file
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