Ice block push direction validation and documentation

Add side validation to prevent players from manipulating the ice block
by changing direction while in contact. Uses Sprite_DirectionToFacePlayer
to verify Link's position matches his facing direction before allowing push.

Key changes:
- IceBlock_ValidatePushSide: Anti-cheat that validates Link is on the
  correct side of the block for his facing direction
- Direction locking: Push direction locked in SprMiscA until block stops
- Comprehensive documentation of mechanics and sprite RAM usage
- Section headers for code organization

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
scawful
2025-12-09 08:00:33 -05:00
parent f508f9a19d
commit 57012b2656

View File

@@ -1,4 +1,26 @@
; =========================================================
; Pushable Ice Block ; Pushable Ice Block
; =========================================================
; A sliding puzzle block that Link can push in cardinal directions.
; The block slides until it hits a wall or lands on a switch tile.
;
; Key Mechanics:
; - Direction Locking: Once Link starts pushing, the direction is locked
; in SprMiscA until the block stops moving (speed = 0).
; - Side Validation: Link must be on the opposite side of the block from
; the direction he's facing. Uses Sprite_DirectionToFacePlayer to
; determine Link's relative position and validates against $26 (facing).
; - Switch Detection: Checks center point of block against switch tiles
; ($23, $24, $25, $3B) to stop and activate switches.
; - Grid Snapping: Block position is snapped to 8px grid when pushed.
;
; Sprite RAM Usage:
; SprMiscA - Locked push direction ($01=R, $02=L, $04=D, $08=U)
; SprMiscC - Push state flag (set while being actively pushed)
; SprMiscD-G - Cached initial position for damage reset
; SprTimerA - Push momentum timer (keeps push active for 7 frames)
; SprTimerB - Delay timer for hookshot cancellation
; =========================================================
!SPRID = $D5 !SPRID = $D5
!NbrTiles = 02 !NbrTiles = 02
@@ -30,6 +52,10 @@
%Set_Sprite_Properties(Sprite_IceBlock_Prep, Sprite_IceBlock_Long) %Set_Sprite_Properties(Sprite_IceBlock_Prep, Sprite_IceBlock_Long)
; =========================================================
; Main Entry Point - Called every frame
; Handles push state management and dispatches to main logic
; =========================================================
Sprite_IceBlock_Long: Sprite_IceBlock_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
@@ -54,6 +80,10 @@ Sprite_IceBlock_Long:
RTL RTL
} }
; =========================================================
; Initialization - Called once when sprite spawns
; Caches initial position for damage reset
; =========================================================
Sprite_IceBlock_Prep: Sprite_IceBlock_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
@@ -68,6 +98,9 @@ Sprite_IceBlock_Prep:
RTL RTL
} }
; =========================================================
; Main Logic - Handles movement, collision, and push detection
; =========================================================
Sprite_IceBlock_Main: Sprite_IceBlock_Main:
{ {
%PlayAnimation(0, 0, 1) %PlayAnimation(0, 0, 1)
@@ -93,18 +126,25 @@ Sprite_IceBlock_Main:
JSL Sprite_CheckTileCollision JSL Sprite_CheckTileCollision
; ----udlr , u = up, d = down, l = left, r = right ; ----udlr , u = up, d = down, l = left, r = right
LDA.w SprCollision, X : AND.b #$0F : BEQ + LDA.w SprCollision, X : AND.b #$0F : BEQ +
; Hit a wall - clear direction only if we actually stop
STZ.w SprMiscA, X STZ.w SprMiscA, X
+ +
; If link is in contact, register a push with the sprite ; If link is in contact, register a push with the sprite
; Run a timer briefly, and confirm the facing direction ; Must be pushing from correct side for the direction
; matches the push direction (cached) and then initiate
; the speed changes if they agree
JSL Sprite_CheckDamageToPlayerSameLayer : BCC .NotInContact JSL Sprite_CheckDamageToPlayerSameLayer : BCC .NotInContact
LDA.w SprMiscA, X : BNE .push_cached ; Check which side Link is on and validate push direction
JSR IceBlock_ValidatePushSide : BCC .wrong_direction
LDA.w SprMiscA, X : BNE .check_facing
; No direction cached - lock to current facing
LDA.b $26 : STA.w SprMiscA, X LDA.b $26 : STA.w SprMiscA, X
JSR Sprite_ApplyPush JSR Sprite_ApplyPush
.push_cached BRA .do_push
.check_facing
; Direction is locked - only allow push if Link faces same direction
LDA.b $26 : CMP.w SprMiscA, X : BNE .wrong_direction
.do_push
LDA.b #$07 : STA.w SprTimerA, X LDA.b #$07 : STA.w SprTimerA, X
STZ.b $5E STZ.b $5E
@@ -116,14 +156,29 @@ Sprite_IceBlock_Main:
.CancelHookshot: .CancelHookshot:
JSL Sprite_CancelHookshot JSL Sprite_CancelHookshot
RTS RTS
.wrong_direction
; Link is pushing from wrong side - just repel, don't move block
JSL Sprite_RepelDash
RTS
.NotInContact: .NotInContact:
; Not in contact - only clear direction if block has stopped moving
LDA.w SprXSpeed, X : ORA.w SprYSpeed, X : BNE .still_moving
STZ.w SprMiscA, X ; Block stopped, allow new direction
.still_moving
LDA.w SprTimerA, X : BNE .delay_timer LDA.w SprTimerA, X : BNE .delay_timer
LDA.b #$0D : STA.w SprTimerB, X LDA.b #$0D : STA.w SprTimerB, X
.delay_timer .delay_timer
RTS RTS
} }
; =========================================================
; Apply Push - Sets block velocity based on Link's facing direction
; Only applies if cached direction matches current facing
; =========================================================
Sprite_ApplyPush: Sprite_ApplyPush:
{ {
; Only apply the push if the facing direction ; Only apply the push if the facing direction
@@ -152,6 +207,63 @@ Sprite_ApplyPush:
RTS RTS
} }
; =========================================================
; Validate Push Side - Anti-cheat for push direction
; =========================================================
; Prevents players from manipulating the block by changing
; direction while in contact. Uses Sprite_DirectionToFacePlayer
; to determine Link's actual position relative to the block,
; then validates that his facing direction ($26) is appropriate.
;
; Example: If Link is standing to the RIGHT of the block,
; he must be facing LEFT ($02) to push it leftward.
;
; Returns: Carry set = valid push, Carry clear = invalid push
; Link facing ($26): $01 = right, $02 = left, $04 = down, $08 = up
; Sprite_DirectionToFacePlayer returns Y:
; Y=0: Link is to the right of sprite -> must face left ($02)
; Y=1: Link is to the left of sprite -> must face right ($01)
; Y=2: Link is below sprite -> must face up ($08)
; Y=3: Link is above sprite -> must face down ($04)
; =========================================================
IceBlock_ValidatePushSide:
{
JSL Sprite_DirectionToFacePlayer ; Y = Link's position relative to block
LDA.b $26 ; A = Link's facing direction
CPY.b #$00 : BEQ .link_is_right
CPY.b #$01 : BEQ .link_is_left
CPY.b #$02 : BEQ .link_is_below
CPY.b #$03 : BEQ .link_is_above
BRA .invalid ; Unknown direction
.link_is_right
CMP.b #$02 : BEQ .valid ; Must face left
BRA .invalid
.link_is_left
CMP.b #$01 : BEQ .valid ; Must face right
BRA .invalid
.link_is_below
CMP.b #$08 : BEQ .valid ; Must face up
BRA .invalid
.link_is_above
CMP.b #$04 : BEQ .valid ; Must face down (fall through to invalid)
.invalid
CLC
RTS
.valid
SEC
RTS
}
; =========================================================
; Helper Routines
; =========================================================
; Check if the tile beneath the sprite is the sliding ice ; Check if the tile beneath the sprite is the sliding ice
; Currently unused as it doesnt play well with the hitbox choices ; Currently unused as it doesnt play well with the hitbox choices
IceBlock_CheckForGround: IceBlock_CheckForGround:
@@ -177,46 +289,31 @@ IceBlock_CheckForGround:
Sprite_IceBlock_CheckForSwitch: Sprite_IceBlock_CheckForSwitch:
{ {
LDY.b #$03 ; Check center point of block for switch tile
LDA.w SprY, X : CLC : ADC.b #$08 : STA.b $00
.next_tile
LDA.w SprY, X : CLC : ADC.w .offset_y, Y : STA.b $00
LDA.w SprYH, X : ADC.b #$00 : STA.b $01 LDA.w SprYH, X : ADC.b #$00 : STA.b $01
LDA.w SprX, X : CLC : ADC.w .offset_x, Y : STA.b $02 LDA.w SprX, X : CLC : ADC.b #$08 : STA.b $02
LDA.w SprXH, X : ADC.b #$00 : STA.b $03 LDA.w SprXH, X : ADC.b #$00 : STA.b $03
LDA.w SprFloor, X LDA.w SprFloor, X
PHY
JSL Sprite_GetTileAttr JSL Sprite_GetTileAttr
PLY
LDA.w $0FA5 LDA.w $0FA5
CMP.w .tile_id+0 : BEQ .switch_tile CMP.b #$23 : BEQ .on_switch
CMP.w .tile_id+1 : BEQ .switch_tile CMP.b #$24 : BEQ .on_switch
CMP.w .tile_id+2 : BEQ .switch_tile CMP.b #$25 : BEQ .on_switch
CMP.w .tile_id+3 : BNE .fail CMP.b #$3B : BEQ .on_switch
.switch_tile
DEY
BPL .next_tile
SEC
RTS
.fail
CLC CLC
RTS RTS
.offset_x .on_switch
db 3, 12, 3, 12 SEC
RTS
.offset_y
db 3, 3, 12, 12
.tile_id
db $23, $24, $25, $3B
} }
; Block other sprites from passing through this block
; Applies recoil to sprites that collide with the ice block
Statue_BlockSprites: Statue_BlockSprites:
{ {
LDY.b #$0F LDY.b #$0F
@@ -264,6 +361,9 @@ Statue_BlockSprites:
RTS RTS
} }
; =========================================================
; Drawing - Renders the 16x16 ice block using 4 8x8 tiles
; =========================================================
Sprite_IceBlock_Draw: Sprite_IceBlock_Draw:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord