cleanup fishing rod, update labels

This commit is contained in:
scawful
2024-07-06 13:02:14 -04:00
parent 49a08548a8
commit 5bea1cc446

View File

@@ -10,11 +10,6 @@
; $7F5BA3 RAM Index for the fishing floater
; Modify the code of the sprite "RunningBoy" 0x74
; =========================================================
; Values
;#$400 ; to show fishing hud
;#$14A ; only the hud
; ================= USED FOR THE FLOATER ==================
; Sprite_2D_NecklessMan_bounce
org $06C0B2
@@ -67,22 +62,14 @@ LinkItem_FishingRod:
{
PHB : PHK : PLB
BIT.b $3A
BVS .holding_y
BIT.b $3A : BVS .holding_y
LDA.b $6C : BNE FishingRodExit
JSR CheckYButtonPress : BCC FishingRodExit
LDA.b $6C
BNE FishingRodExit
JSR CheckYButtonPress
BCC FishingRodExit
LDA.b $67
AND.b #$F0
STA.b $67
LDA.b $67 : AND.b #$F0 : STA.b $67
JSL FishingSwapCaneBlockHammerGfx
STZ.b $69
STZ.b $68
LDA.b #$08
@@ -91,21 +78,17 @@ LinkItem_FishingRod:
STZ.w $0300
STZ.w $0301
LDA.w RodAndCaneAnimationTimer
STA.b $3D
LDA.w RodAndCaneAnimationTimer : STA.b $3D
.holding_y
JSR HaltLinkWhenUsingItems
LDA.b #$26 : STA.w $0107 ; Sword DMA to Floater Hammer
LDA.w $0300 : CMP #$02 : BEQ +
DEC.b $3D ; decrease timer
BPL FishingRodExit
+
LDA.l $7F5BA2 : CMP #$02 : BNE +
JMP EndFishing
+
@@ -117,29 +100,26 @@ LinkItem_FishingRod:
TAX
LDA.w RodAndCaneAnimationTimer, X ; load timer for current frame animation state
STA.b $3D ; timer
; load timer for current frame animation state
LDA.w RodAndCaneAnimationTimer, X : STA.b $3D ; timer
CPX.b #$01 : BNE +
; spawn floater
; spawn floaters
PHX
LDA.b #$2D
JSL $1DF65D ; Sprite_SpawnDynamically because whatever
JSL Sprite_SpawnDynamically
LDA.b $22 : STA.w SprX, Y
LDA.b $23 : STA.w SprXH, Y
LDA.b $20 : STA.w SprY, Y
LDA.b $21 : STA.w SprYH, Y
LDA.b #$01 : STA.w $0E70, Y ; is floater
LDA.b #$01 : STA.w SprCollision, Y ; is floater
TYA : STA.l $7F5BA3 ; keep the index of the sprite
TYX
JSL SpritePrep_Floater ; just call it there
PLX
+
CPX.b #$02
BCC .exit
LDA #$01
STA.l $7F5BA2 ; set fishing rod state to rod is out
CPX.b #$02 : BCC .exit
LDA #$01 : STA.l $7F5BA2 ; set fishing rod state to rod is out
LDA.b #$FE : STA $3D ;set timer to 8 frames
; wait for Y press
.waitforend
@@ -156,14 +136,12 @@ LinkItem_FishingRod:
LDA.b #$10 : STA.w $0F80, X ; Gravity
;===========================================================
; =======================================================
; We got something spawn it and pull it at us
LDA.w $0DB0, X : BEQ .noPrize
JSL $0DBA71 : AND #$0F ; get random int
TAY : LDA Prizes, Y : BEQ .noPrize
JSL $1DF65D ; Sprite_SpawnDynamically because whatever
JSL $09AE64 ; Sprite_SetSpawnedCoords
JSL GetRandomInt : AND #$0F : TAY : LDA Prizes, Y : BEQ .noPrize
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoordinates
LDA.w $0E20, Y : CMP.b #$D2 : BNE .notafish
LDA #$04 : STA.w $0F70, Y
@@ -253,24 +231,17 @@ CheckYButtonPress:
HaltLinkWhenUsingItems:
{
LDA.b $AD : CMP.b #$02 : BNE .skip
LDA.w $0322 : AND.b #$03 : CMP.b #$03 : BNE .skip
STZ.b $30
STZ.b $31
STZ.b $67
STZ.b $2A
STZ.b $2B
STZ.b $6B
.skip
LDA.w $02F5 : BEQ .return
STZ.b $67
.return
RTS
}
@@ -347,8 +318,9 @@ Sprite_CheckIfActive:
RTS
}
;======================================================================
; =========================================================
; Floater sprite code
SpritePrep_Floater:
{
LDA.b $66 : CMP.b #$03 : BNE .notRight
@@ -368,12 +340,11 @@ SpritePrep_Floater:
BRA .DoInitFloater
.notUp
.DoInitFloater
LDA.b #$08 : STA.w $0F70, X ; Height
LDA.b #$10 : STA.w $0F80, X ; Gravity
LDA.b #$00 : STA.w $0ED0, X ; is it in water?
LDA.b #$00 : STA.w SprMiscG, X ; is it in water?
LDA.b #$00 : STA.w $0EB0, X ; Wiggling Velocity index
LDA.b #$00 : STA.w $0E90, X ; just for a check
LDA.b #$00 : STA.w $0DB0, X ; if we have a fish on line
@@ -383,47 +354,44 @@ SpritePrep_Floater:
RTL
}
;---------------------------------------------------------------------
; ---------------------------------------------------------
Sprite_Floater:
{
; Floater Draw, allocate 4 tiles to use for the hud
LDA $0ED0, X : BEQ +
JSL $059FFA ; draw water ripple
LDA SprMiscG, X : BEQ +
JSL SpriteDraw_WaterRipple
+
JSR Sprite_Floater_Draw
LDA $0ED0, X : BNE +
JSL $06DC54 ; shadow
LDA SprMiscG, X : BNE +
JSL Sprite_DrawShadow
+
JSR Sprite_CheckIfActive
LDA.w $0ED0, X : BEQ .noFishOnLine ; is the floater in water?
LDA.w SprMiscG, X : BEQ .noFishOnLine ; is the floater in water?
LDA.w $0EE0, X : BNE .noWigglingYet ; timerD wait until fish is on line
LDA.w $0DB0, X : BNE .fishOnlineWait
; start another random timer for the time it'll last
JSL $0DBA71 : AND #$3F ; GetRandomInt
JSL GetRandomInt : AND #$3F
CLC : ADC.b #$0F : STA.w $0DF0, X ; wiggling timer
INC.w $0DB0, X ; we have a fish on line
.noWigglingYet
LDA.w $0DB0, X : BEQ .noFishOnLine ; do we already have a fish on line?
.fishOnlineWait
LDA.w $0DF0, X : BNE .stillwiggling
LDA.w $0DF0, X : BNE .still_wiggling
STZ.w $0DB0, X ; no more fish on line took too much time
JSL $0DBA71 : AND.b #$7F ; GetRandomInt
JSL GetRandomInt : AND.b #$7F
CLC : ADC.b #$7F : STA.w $0EE0, X ; reset timer wait until fish is on line
STZ.w $0D50, X
STZ.w $0D40, X
BRA .noFishOnLine
.stillwiggling
.still_wiggling
LDY.w $0E10, X
@@ -434,60 +402,41 @@ Sprite_Floater:
LDA.b #$0F : STA.w $0E10, X ; wiggling timer
+
.noFishOnLine
JSL $1D808C ; Sprite_Move_XY
JSL Sprite_MoveLong
JSL Sprite_MoveAltitude
LDA.w $0F80,X
SEC
SBC.b #$01
STA.w $0F80,X
LDA.w $0F80, X : SEC : SBC.b #$01 : STA.w $0F80, X
LDA.w $0F70,X
BPL .aloft
LDA.w $0F70, X : BPL .aloft
STZ.w $0F70, X
LDA.w $0D50,X
ASL A
ROR.w $0D50,X
LDA.w $0D50, X : ASL A : ROR.w $0D50, X
LDA.w $0D40,X
ASL A
ROR.w $0D40,X
LDA.w $0D40, X : ASL A : ROR.w $0D40, X
LDA.w $0F80,X
EOR.b #$FF
INC A
LDA.w $0F80, X : EOR.b #$FF : INC A
LSR A
CMP.b #$09
BCS .no_bounce
LDA.w $0E90, X : BNE .not_water_tileLast
LDA.w $0E90, X : BNE .not_water_tile_last
INC.w $0E90, X
JSL $06E496 ; Sprite_CheckTileCollision
JSL Sprite_CheckTileCollision
LDA.w $0FA5
CMP.b #$08 ; TILETYPE 08
BEQ .water_tileLast
CMP.b #$09 ; TILETYPE 09
BNE .not_water_tileLast
.water_tileLast
INC.w $0ED0, X ; Set that so we know floater is in water!
JSL $1EA820 ; Sprite_SpawnSmallSplash
CMP.b #$08 : BEQ .water_tile_last
CMP.b #$09 : BNE .not_water_tile_last
.water_tile_last
INC.w SprMiscG, X ; Set that so we know floater is in water!
JSL Sprite_SpawnSmallSplash
JSL $0DBA71 : AND #$3F ; GetRandomInt
JSL GetRandomInt : AND #$3F
CLC : ADC #$3F : STA.w $0EE0, X
.not_water_tileLast
.not_water_tile_last
STZ.w $0F80, X
STZ.w $0D50, X
STZ.w $0D40, X
@@ -497,23 +446,20 @@ Sprite_Floater:
.no_bounce
STA.w $0F80, X
JSL $06E496 ; Sprite_CheckTileCollision
JSL Sprite_CheckTileCollision
LDA.w $0FA5
CMP.b #$08 ; TILETYPE 08
BEQ .water_tile
CMP.b #$09 ; TILETYPE 09
BNE .not_water_tile
CMP.b #$08 : BEQ .water_tile
CMP.b #$09 : BNE .not_water_tile
.water_tile
;STZ.w $0F80, X
JSL $1EA820 ; Sprite_SpawnSmallSplash
JSL Sprite_SpawnSmallSplash
.not_water_tile
.aloft
LDA.b #$01 : STA.w $0E70, X ; restore floater sprite seems to be overwriten
LDA.b #$01 : STA.w SprCollision, X ; restore floater sprite seems to be overwriten
RTS
}
@@ -548,7 +494,10 @@ Sprite_Floater_Draw:
WigglingTable:
db 08, -10, 06, -8, 12, -14, 18, -20, 10, -12, 04, -6, 08,-10, 14,-16, 08, -10, 06, -8, 12, -14, 18, -20, 10, -12, 04, -6, 08,-10, 14,-16
db 08, -10, 06, -8, 12, -14, 18, -20
db 10, -12, 04, -6, 08,-10, 14,-16, 08
db -10, 06, -8, 12, -14, 18, -20, 10
db -12, 04, -6, 08,-10, 14,-16
DismissRodFromMenu:
{