Update sprites library

This commit is contained in:
scawful
2023-08-30 21:05:25 -04:00
parent 8797429dcb
commit 52d74ad220
5 changed files with 124 additions and 114 deletions

View File

@@ -130,11 +130,11 @@ macro StopIfTooClose()
endmacro
macro RandomStalfosOffspring()
JSL GetRandomInt : AND.b #$7F : BNE +
JSL GetRandomInt : AND.b #$7F : BNE +
PHX : JSR Sprite_Offspring_Spawn : PLX
+
JSL GetRandomInt : AND.b #$7F : BNE +
JSL GetRandomInt : AND.b #$7F : BNE +
PHX : JSR Sprite_Offspring_SpawnHead : PLX
+
endmacro
@@ -145,20 +145,17 @@ Sprite_KydrogBoss_Main:
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw KydrogBoss_Init ; 00
dw KydrogBoss_WalkState ; 01
dw KydrogBoss_WalkForward ; 02
dw KydrogBoss_WalkLeft ; 03
dw KydrogBoss_WalkRight ; 04
dw KydrogBoss_WalkBackward ; 05
dw KydrogBoss_TakeDamage ; 06
dw KydrogBoss_TauntPlayer ; 07
dw KydrogBoss_SummonStalfos ; 08
dw KydrogBoss_Death ; 09
; ---------------------------------------------------------------------------
KydrogBoss_Init:
{
@@ -177,8 +174,6 @@ Sprite_KydrogBoss_Main:
; ---------------------------------------------------------------------------
KydrogBoss_WalkState:
{
@@ -196,8 +191,6 @@ Sprite_KydrogBoss_Main:
RTS
.no_offspring
; \return $0E is low byte of player_y_pos - sprite_y_pos
; \return $0F is low byte of player_x_pos - sprite_x_pos
LDA #$50 : STA $09, X
JSL Sprite_DirectionToFacePlayer
TYA : CMP.b #$02 : BCC .WalkRight

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@@ -1,7 +1,7 @@
; =============================================================================
!SPRID = $A0; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!SPRID = $A0 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 06 ; 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
@@ -36,8 +36,8 @@ Sprite_DekuScrub_Long:
PHB : PHK : PLB
JSR Sprite_DekuScrub_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_DekuScrub_Main ; Call the main sprite code
@@ -53,7 +53,7 @@ Sprite_DekuScrub_Prep:
PHB : PHK : PLB
LDA.l $7EF301
BEQ .PlayIntro
BEQ .PlayIntro
STZ.w $0DD0, X ; Kill the sprite
.PlayIntro
@@ -65,8 +65,8 @@ Sprite_DekuScrub_Prep:
Sprite_DekuScrub_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
dw EstadoInactivo
dw QuiereCuracion
@@ -86,8 +86,8 @@ Sprite_DekuScrub_Main:
QuiereCuracion:
{
%PlayAnimation(0, 1, 16)
LDA $FE : BEQ .ninguna_cancion
STZ $FE
LDA $FE : BEQ .ninguna_cancion
STZ $FE
LDA.b #$C0 : STA.w SprTimerD, X
%GotoAction(2)
.ninguna_cancion
@@ -98,7 +98,7 @@ Sprite_DekuScrub_Main:
{
%PlayAnimation(0, 1, 16)
LDA.w SprTimerD, X : BNE +
LDA.w SprTimerD, X : BNE +
%ShowUnconditionalMessage($141)
LDA.b #$C0 : STA.w SprTimerD, X
@@ -111,9 +111,9 @@ Sprite_DekuScrub_Main:
{
LDA.w SprTimerD, X : BNE +
LDY #$0F : STZ $02E9
JSL Link_ReceiveItem
LDA #$01 : STA.l $7EF301
LDY #$0F : STZ $02E9
JSL Link_ReceiveItem
LDA #$01 : STA.l $7EF301
LDA.b #$00 : STA $0DD0, X
+
RTS
@@ -123,79 +123,78 @@ Sprite_DekuScrub_Main:
; =============================================================================
Sprite_DekuScrub_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
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
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
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
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 $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 $0E
.on_screen_y
LDA.b #$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
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
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
PLX
RTS
; =============================================================================
RTS
.start_index
db $00, $04
db $00, $04
.nbr_of_tiles
db 3, 3
db 3, 3
.x_offsets
dw 4, -4, -4, 4
dw 4, -4, -4, 4
dw 4, -4, -4, 4
dw 4, -4, -4, 4
.y_offsets
dw 0, 0, -8, -8
dw 0, 0, -8, -8
dw 0, 0, -8, -8
dw 0, 0, -8, -8
.chr
db $2C, $2C, $0C, $0C
db $2E, $2E, $0E, $0E
db $2C, $2C, $0C, $0C
db $2E, $2E, $0E, $0E
.properties
db $33, $73, $33, $73
db $33, $73, $33, $73
db $33, $73, $33, $73
db $33, $73, $33, $73
.sizes
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
}

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@@ -1,40 +1,5 @@
;==============================================================================
; Farore Sprite
;
;==============================================================================
InCutScene = $7EF303
org $0083F8
LDA InCutScene : BEQ .notInCutscene
STZ $F0
STZ $F2
STZ $F4
STZ $F6
STZ $F8
STZ $FA ; kill all input
.notInCutscene
RTS
warnpc $00841E
incsrc sprite_macros.asm
incsrc sprite_functions_hooks.asm
;==============================================================================
org $298000
incsrc sprite_new_table.asm
;==============================================================================
org $308000
incsrc sprite_new_functions.asm
;==============================================================================
; Sprite Properties
; Farore Sprite Properties
;==============================================================================
!SPRID = $73; The sprite ID you are overwriting (HEX)
!NbrTiles = 2 ; Number of tiles used in a frame

53
Sprites/sprites.asm Normal file
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@@ -0,0 +1,53 @@
InCutScene = $7EF303
org $0083F8
LDA InCutScene : BEQ .notInCutscene
STZ $F0
STZ $F2
STZ $F4
STZ $F6
STZ $F8
STZ $FA ; kill all input
.notInCutscene
RTS
warnpc $00841E
incsrc ZSpriteLib/sprite_macros.asm
incsrc ZSpriteLib/sprite_functions_hooks.asm
;==============================================================================
org $298000
incsrc ZSpriteLib/sprite_new_table.asm
;==============================================================================
org $308000
incsrc ZSpriteLib/sprite_new_functions.asm
incsrc "Sprites/farore.asm"
print "End of farore.asm ", pc
incsrc "Sprites/Kydrog/kydrog.asm"
print "End of kydrog.asm ", pc
incsrc "Sprites/Kydrog/kydrog_boss.asm"
print "End of kydrog_boss.asm ", pc
incsrc "Sprites/maku_tree.asm"
print "End of maku_tree.asm ", pc
incsrc "Sprites/mask_salesman.asm"
print "End of mask_salesman.asm ", pc
incsrc "Sprites/deku_scrub.asm"
print "End of deku_scrub.asm ", pc
incsrc "Sprites/anti_kirby.asm"
print "End of anti_kirby.asm ", pc
incsrc "Sprites/VillageDog/village_dog.asm"
print "End of village_dog.asm ", pc

0
Sprites/zora_prince.asm Normal file
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