bulk replace SprX/SprY labels to all sprites, .w qualifiers on STAs

This commit is contained in:
scawful
2024-06-30 12:34:42 -04:00
parent 7c4e1841ec
commit 61dffd7017
26 changed files with 348 additions and 362 deletions

View File

@@ -32,27 +32,27 @@
Sprite_IceBlock_Long:
{
PHB : PHK : PLB
PHB : PHK : PLB
LDA.w $0DE0, X : BEQ .not_being_pushed
STZ.w $0DE0, X
STZ.b $5E : STZ.b $48
LDA.w SprMiscC, X : BEQ .not_being_pushed
STZ.w SprMiscC, 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
LDA.w $0DF0, X : BEQ .retain_momentum
LDA.b #$01 : STA.w SprMiscC, X
LDA.b #$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_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
JSR Sprite_IceBlock_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
Sprite_IceBlock_Prep:
@@ -60,10 +60,10 @@ Sprite_IceBlock_Prep:
PHB : PHK : PLB
; Cache Sprite position
LDA SprX, X : STA SprMiscD, X
LDA SprY, X : STA SprMiscE, X
LDA SprXH, X : STA SprMiscF, X
LDA SprYH, X : STA SprMiscG, X
LDA SprX, X : STA.w SprMiscD, X
LDA SprY, X : STA.w SprMiscE, X
LDA SprXH, X : STA.w SprMiscF, X
LDA SprYH, X : STA.w SprMiscG, X
STZ.w $0CAA, X
@@ -71,7 +71,6 @@ Sprite_IceBlock_Prep:
RTL
}
StatueDirection:
db $04, $06, $00, $02
@@ -85,8 +84,6 @@ db -16, 16 ; bleeds into next
.y
db 0, 0, -16, 16
Sprite_IceBlock_Main:
{
LDA.w SprAction, X
@@ -98,54 +95,53 @@ Sprite_IceBlock_Main:
; 0x00
MovementHandler:
{
%PlayAnimation(0, 0, 1)
%PlayAnimation(0, 0, 1)
JSR Statue_BlockSprites
JSR Statue_BlockSprites
JSL Sprite_CheckDamageFromPlayerLong
BCC .no_damage
LDA SprMiscD, X : STA SprX, X
LDA SprMiscE, X : STA SprY, X
LDA SprMiscF, X : STA SprXH, X
LDA SprMiscG, X : STA SprYH, X
STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
JSL Sprite_CheckDamageFromPlayerLong
BCC .no_damage
LDA SprMiscD, X : STA.w SprX, X
LDA SprMiscE, X : STA.w SprY, X
LDA SprMiscF, X : STA.w SprXH, X
LDA SprMiscG, X : STA.w SprYH, 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
; 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 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
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
LDA.w $0E00,X : BNE Statue_CancelHookshot
; JSL Sprite_DirectionToFacePlayer
; LDA.w StatueSpeed_x,Y
; STA.w SprXSpeed,X
; LDA.w StatueSpeed_y,Y
; STA.w SprYSpeed,X
; JSR Statue_HandleGrab
LDA SprX, X : AND #$F0 : STA.w SprX, X
LDA SprY, X : AND #$F0 : STA.w SprY, X
RTS
.not_in_contact
%GotoAction(1)
%GotoAction(1)
.dont_move
RTS
RTS
}
Statue_CancelHookshot:
@@ -164,12 +160,12 @@ Sprite_IceBlock_Main:
.delay_timer
REP #$20
LDA.w $0FD8
LDA.w SprCachedX
SEC : SBC.b $22
CLC : ADC.w #$0010
CMP.w #$0023 : BCS .reset_contact
LDA.w $0FDA
LDA.w SprCachedY
SEC : SBC.b $20
CLC : ADC.w #$000C
CMP.w #$0024 : BCS .reset_contact
@@ -181,7 +177,7 @@ Sprite_IceBlock_Main:
; 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.b #$01 : STA.w SprFrame,X
; LDA.w $0376 : AND.b #$02 : BEQ .exit
; LDA.b $F0 : AND.w StatuePressMask,Y : BEQ .exit
@@ -190,17 +186,17 @@ Sprite_IceBlock_Main:
; TYA : EOR.b #$01 : TAY
; LDA.w StatueSpeed_x,Y : STA.w $0D50,X
; LDA.w StatueSpeed_x,Y : STA.w SprXSpeed,X
; LDA.w StatueSpeed_y,Y : STA.w $0D40,X
; LDA.w StatueSpeed_y,Y : STA.w SprYSpeed,X
; JMP.w Statue_HandleGrab
.reset_contact
SEP #$30
LDA.w $0D90,X : BEQ .exit
STZ.w $0D90,X
LDA.w SprFrame,X : BEQ .exit
STZ.w SprFrame,X
STZ.b $5E
STZ.w $0376
@@ -222,20 +218,20 @@ Sprite_IceBlock_Main:
CMP.b #$08 : BEQ .push_up
.push_right
LDA #16 : STA.w $0D50,X
LDA #00 : STA.w $0D40,X
LDA #16 : STA.w SprXSpeed,X
LDA #00 : STA.w SprYSpeed,X
JMP .push_done
.push_left
LDA #-16 : STA.w $0D50,X
LDA #00 : STA.w $0D40,X
LDA #-16 : STA.w SprXSpeed,X
LDA #00 : STA.w SprYSpeed,X
JMP .push_done
.push_down
LDA #00 : STA.w $0D50,X
LDA #16 : STA.w $0D40,X
LDA #00 : STA.w SprXSpeed,X
LDA #16 : STA.w SprYSpeed,X
JMP .push_done
.push_up
LDA #00 : STA.w $0D50,X
LDA #-16 : STA.w $0D40,X
LDA #00 : STA.w SprXSpeed,X
LDA #-16 : STA.w SprYSpeed,X
.push_done
@@ -247,10 +243,10 @@ Sprite_IceBlock_Main:
; 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 SprY,X : CLC : ADC.b #$08 : STA.b $00
LDA.w SprYH,X : ADC.b #$00 : STA.b $01
LDA.w SprX,X : STA.b $02
LDA.w SprXH,X : ADC.b #$00 : STA.b $03
LDA.w $0F20,X
PHY
JSL $06E87B ; GetTileType_long
@@ -261,43 +257,43 @@ IceBlock_CheckForGround:
SEC
RTS
.stop
STZ.w $0D50,X
STZ.w $0D40,X
STZ.w SprXSpeed,X
STZ.w SprYSpeed,X
CLC
RTS
}
Sprite_IceBlock_CheckForSwitch:
{
LDY.b #$03
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
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 SprX,X : CLC : ADC.w .offset_x,Y : STA.b $02
LDA.w SprXH,X : ADC.b #$00 : STA.b $03
LDA.w $0F20,X
PHY
JSL $06E87B ; GetTileType_long
PLY
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
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
DEY
BPL .next_tile
SEC
RTS
SEC
RTS
.fail
CLC
RTS
CLC
RTS
.offset_x
db 3, 12, 3, 12
@@ -331,21 +327,21 @@ Statue_BlockSprites:
CMP.b #$09
BCC .skip
LDA.w $0D10,Y
LDA.w SprX,Y
STA.b $04
LDA.w $0D30,Y
LDA.w SprXH,Y
STA.b $05
LDA.w $0D00,Y
LDA.w SprY,Y
STA.b $06
LDA.w $0D20,Y
LDA.w SprYH,Y
STA.b $07
REP #$20
LDA.w $0FD8
LDA.w SprCachedX
SEC
SBC.b $04
CLC
@@ -354,7 +350,7 @@ Statue_BlockSprites:
CMP.w #$0018
BCS .skip
LDA.w $0FDA
LDA.w SprCachedY
SEC
SBC.b $06
CLC
@@ -396,7 +392,7 @@ Sprite_IceBlock_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA $0DC0, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06

View File

@@ -100,13 +100,13 @@ Sprite_Minecart_Prep:
; If the subtype is > 4, then it's an active cart
LDA.w SprSubtype, X : CMP.b #$04 : BCC .continue
LDA.w SprSubtype, X : SEC : SBC.b #$04 : STA.w SprSubtype, X
LDA.b #$01 : STA SprMiscF, X ; Set the auto-move flag
LDA.b #$01 : STA.w SprMiscF, X ; Set the auto-move flag
.continue
LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
LDA #$04 : STA $0E40, X ; Nbr Oam Entries
LDA #$40 : STA $0E60, x ; Impervious props
LDA #$E0 : STA $0F60, X ; Persist
LDA #$00 : STA SprBump, X ; No bump damage
LDA #$00 : STA.w SprBump, X ; No bump damage
LDA #$00 : STA $0B6B, X ; Set interactive hitbox?
STZ.w !MinecartDirection
@@ -187,31 +187,31 @@ HandleToss:
CMP.b #$04 : BEQ .toss_east
CMP.b #$06 : BEQ .toss_west
.toss_north
LDA.b #-!DoubleSpeed : STA SprYSpeed, X
LDA #$00 : STA SprSubtype, X : STA !SpriteDirection, X
LDA.b #-!DoubleSpeed : STA.w SprYSpeed, X
LDA #$00 : STA.w SprSubtype, X : STA !SpriteDirection, X
%GotoAction(1) ; Minecart_WaitVert
JMP .continue
.toss_south
LDA.b #!DoubleSpeed : STA SprYSpeed, X
LDA #$02 : STA SprSubtype, X
LDA.b #!DoubleSpeed : STA.w SprYSpeed, X
LDA #$02 : STA.w SprSubtype, X
LDA #$01 : STA !SpriteDirection, X
%GotoAction(1) ; Minecart_WaitVert
JMP .continue
.toss_east
LDA.b #-!DoubleSpeed : STA SprXSpeed, X
LDA #$01 : STA SprSubtype, X
LDA.b #-!DoubleSpeed : STA.w SprXSpeed, X
LDA #$01 : STA.w SprSubtype, X
LDA #$03 : STA !SpriteDirection, X
%GotoAction(0) ; Minecart_WaitHoriz
JMP .continue
.toss_west
LDA.b #!DoubleSpeed : STA SprXSpeed, X
LDA #$03 : STA SprSubtype, X
LDA.b #!DoubleSpeed : STA.w SprXSpeed, X
LDA #$03 : STA.w SprSubtype, X
LDA #$02 : STA !SpriteDirection, X
%GotoAction(0) ; Minecart_WaitHoriz
.continue
LDA #$01 : STA SprMiscG, X
LDA #$12 : STA SprTimerC, X
STA SprYRound, X : STA SprXRound, X
LDA #$01 : STA.w SprMiscG, X
LDA #$12 : STA.w SprTimerC, X
STA.w SprYRound, X : STA.w SprXRound, X
RTS
}
@@ -236,8 +236,8 @@ HandleTossedCart:
.low_enough
LDA.w SprTimerC, X : BNE .not_tossed
LDA SprX, X : AND.b #$F8 : STA SprX, X
LDA SprY, X : AND.b #$F8 : STA SprY, X
LDA SprX, X : AND.b #$F8 : STA.w SprX, X
LDA SprY, X : AND.b #$F8 : STA.w SprY, X
STZ.w SprMiscG, X
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
@@ -339,10 +339,10 @@ Sprite_Minecart_Main:
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #-!DoubleSpeed : STA SprYSpeed, X
LDA.b #-!DoubleSpeed : STA.w SprYSpeed, X
.continue
JSL Sprite_MoveVert
@@ -389,10 +389,10 @@ Sprite_Minecart_Main:
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #!MinecartSpeed : STA SprYSpeed, X
LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #!DoubleSpeed : STA SprYSpeed, X
LDA.b #!DoubleSpeed : STA.w SprYSpeed, X
.continue
JSL Sprite_MoveVert
@@ -439,7 +439,7 @@ Sprite_Minecart_Main:
%StopCart()
LDA SprTimerD, X : BNE .not_ready
LDA #$40 : STA SprTimerA, X
LDA #$40 : STA.w SprTimerA, X
LDA.w !SpriteDirection, X : CMP.b #$00 : BEQ .vert
CMP.b #$02 : BEQ .vert
JMP .horiz
@@ -478,7 +478,7 @@ HandleTileDirections:
CMP.b #$02 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart
LDA #$40 : STA SprTimerD, X
LDA #$40 : STA.w SprTimerD, X
%GotoAction(6) ; Minecart_Release
RTS
@@ -492,13 +492,13 @@ HandleTileDirections:
.stop_north
; Set the new direction to north and flip the cart's orientation
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
LDA.b #South : STA.w SprSubtype, X : STA.w !MinecartDirection
LDA #$01 : STA !SpriteDirection, X
JMP .go_vert
.stop_south
; Set the new direction to south and flip the cart's orientation
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
LDA.b #North : STA.w SprSubtype, X : STZ.w !MinecartDirection
LDA #$00 : STA !SpriteDirection, X
; -----------------------------------------------
@@ -511,13 +511,13 @@ HandleTileDirections:
.stop_east
; Set the new direction to east and flip the cart's orientation
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
LDA.b #West : STA.w SprSubtype, X : STA.w !MinecartDirection
LDA #$02 : STA !SpriteDirection, X
JMP .go_horiz
.stop_west
; Set the new direction to west and flip the cart's orientation
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
LDA.b #East : STA.w SprSubtype, X : STA.w !MinecartDirection
LDA #$03 : STA !SpriteDirection, X
; -----------------------------------------------
@@ -541,20 +541,20 @@ HandleTileDirections:
.horiz
; Are we moving left or right?
LDA SprSubtype, X : CMP.b #$03 : BEQ .inverse_horiz_velocity
LDA.b #!MinecartSpeed : STA SprXSpeed, X
LDA.b #!MinecartSpeed : STA.w SprXSpeed, X
LDA.b #East : STA !MinecartDirection
JMP .done
.inverse_horiz_velocity
LDA.b #-!MinecartSpeed : STA SprXSpeed, X
LDA.b #-!MinecartSpeed : STA.w SprXSpeed, X
LDA.b #West : STA !MinecartDirection
JMP .done
.vert
; Are we moving up or down?
LDA SprSubtype, X : CMP.b #$00 : BEQ .inverse_vert_velocity
LDA.b #!MinecartSpeed : STA SprYSpeed, X
LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
JMP .done
.inverse_vert_velocity
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
JMP .done
.check_direction
@@ -575,31 +575,31 @@ HandleTileDirections:
JMP .done
.move_north
LDA #$00 : STA SprSubtype, X : STA !MinecartDirection
LDA #$00 : STA.w SprSubtype, X : STA !MinecartDirection
STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth
LDA SprX, X : AND #$F8 : STA SprX, X
LDA SprX, X : AND #$F8 : STA.w SprX, X
RTS
.move_east
LDA #$01 : STA SprSubtype, X : STA !MinecartDirection
LDA #$01 : STA.w SprSubtype, X : STA !MinecartDirection
STA !MinecartDirection
LDA #$03 : STA !SpriteDirection, X
LDA SprY, X : AND #$F8 : STA SprY, X
LDA SprY, X : AND #$F8 : STA.w SprY, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.move_south
LDA #$02 : STA SprSubtype, X : STA !MinecartDirection
LDA #$02 : STA.w SprSubtype, X : STA !MinecartDirection
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
LDA SprX, X : AND #$F8 : STA SprX, X
LDA SprX, X : AND #$F8 : STA.w SprX, X
RTS
.move_west
LDA #$03 : STA SprSubtype, X : STA !MinecartDirection
LDA #$03 : STA.w SprSubtype, X : STA !MinecartDirection
LDA #$02 : STA !SpriteDirection, X
LDA SprY, X : AND #$F8 : STA SprY, X
LDA SprY, X : AND #$F8 : STA.w SprY, X
%GotoAction(5) ; Minecart_MoveWest
.done
LDA #$04 : STA SprTimerA, X
LDA #$04 : STA.w SprTimerA, X
RTS
; Direction to move on tile collision
@@ -658,36 +658,36 @@ HandleDynamicSwitchTileDirections:
.east_or_west
LDA SwitchRam : BNE .go_west
LDA #$01 : STA SprSubtype, X
LDA #$01 : STA.w SprSubtype, X
STA.w !MinecartDirection
LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast
; LDA SprY, X : AND #$F8 : STA SprY, X
; LDA SprY, X : AND #$F8 : STA.w SprY, X
RTS
.go_west
LDA #$03 : STA SprSubtype, X
LDA #$03 : STA.w SprSubtype, X
STA.w !MinecartDirection
LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest
; LDA SprY, X : AND #$F8 : STA SprY, X
; LDA SprY, X : AND #$F8 : STA.w SprY, X
RTS
.north_or_south
LDA SwitchRam : BNE .go_south
LDA #$00 : STA SprSubtype, X
LDA #$00 : STA.w SprSubtype, X
STA.w !MinecartDirection
STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth
; LDA SprX, X : AND #$F8 : STA SprX, X
; LDA SprX, X : AND #$F8 : STA.w SprX, X
RTS
.go_south
LDA #$02 : STA SprSubtype, X
LDA #$02 : STA.w SprSubtype, X
STA.w !MinecartDirection
LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth
; LDA SprX, X : AND #$F8 : STA SprX, X
; LDA SprX, X : AND #$F8 : STA.w SprX, X
RTS
@@ -753,7 +753,7 @@ CheckForPlayerInput:
LDA.b #$01 : STA !SpriteDirection, X
LDA.b #South : STA !MinecartDirection
STA SprSubtype, X
STA.w SprSubtype, X
%GotoAction(4) ; Minecart_MoveSouth
BRA .return
@@ -762,7 +762,7 @@ CheckForPlayerInput:
LDA.b #$02 : STA !SpriteDirection, X
LDA.b #West : STA !MinecartDirection
STA SprSubtype, X
STA.w SprSubtype, X
%GotoAction(5) ; Minecart_MoveWest
BRA .return
@@ -1070,15 +1070,15 @@ DrawMinecartFollower:
JSL Sprite_SetSpawnedCoords
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .vert_adjust
CMP.b #$02 : BEQ .vert_adjust
LDA POSY : CLC : ADC #$08 : STA SprY, X
LDA POSX : STA SprX, X
LDA POSY : CLC : ADC #$08 : STA.w SprY, X
LDA POSX : STA.w SprX, X
JMP .finish_prep
.vert_adjust
LDA POSY : STA SprY, X
LDA POSX : CLC : ADC #$02 : STA SprX, X
LDA POSY : STA.w SprY, X
LDA POSX : CLC : ADC #$02 : STA.w SprX, X
.finish_prep
LDA POSYH : STA SprYH, X
LDA POSXH : STA SprXH, X
LDA POSYH : STA.w SprYH, X
LDA POSXH : STA.w SprXH, X
LDA.w !MinecartDirection : CLC : ADC.b #$04 : STA.w SprSubtype, X
LDA .direction_to_anim, X : STA $0D90, X
JSL Sprite_Minecart_Prep

View File

@@ -56,7 +56,7 @@ Sprite_LeverSwitch_Prep:
PHB : PHK : PLB
LDA.b #$00 : STA.w SprDefl, X
LDA SprSubtype, X : STA SprAction, X
LDA SprSubtype, X : STA.w SprAction, X
LDA.b #$00 : STA.w SprTileDie, X
STZ.w SprBulletproof, X
@@ -88,7 +88,7 @@ Sprite_LeverSwitch_Main:
LDA #$25 : STA $012F
STZ.w $37
LDA #$10 : STA SprTimerA, X
LDA #$10 : STA.w SprTimerA, X
%GotoAction(1)
.NoDamage
@@ -106,7 +106,7 @@ Sprite_LeverSwitch_Main:
LDA #$25 : STA $012F
LDA #$01 : STA $37
LDA #$10 : STA SprTimerA, X
LDA #$10 : STA.w SprTimerA, X
%GotoAction(0)
.NoDamage

View File

@@ -61,7 +61,7 @@ Sprite_Portal_Prep:
; Persist outside of camera
LDA #$00 : STA $0CAA, X
LDA SprHitbox, X : AND.b #$C0 : STA SprHitbox, X
LDA SprHitbox, X : AND.b #$C0 : STA.w SprHitbox, X
STZ.w $0B6B, X
LDA.b #$FF : STA.w $0BA0, X
@@ -114,8 +114,8 @@ Sprite_Portal_Main:
LDA $7E0FA6 : BNE .BluePortal
LDA #$01 : STA $0307
TXA : STA.w OrangeSpriteIndex
LDA $0D00, X : STA OrangePortal_X
LDA $0D10, X : STA OrangePortal_Y
LDA SprY, X : STA OrangePortal_X
LDA SprX, X : STA OrangePortal_Y
LDA.b #$01 : STA.w SprSubtype, X
%GotoAction(2)
@@ -123,8 +123,8 @@ Sprite_Portal_Main:
.BluePortal
LDA #$02 : STA $0307
TXA : STA.w BlueSpriteIndex
LDA $0D00, X : STA BluePortal_X
LDA $0D10, X : STA BluePortal_Y
LDA SprY, X : STA BluePortal_X
LDA SprX, X : STA BluePortal_Y
LDA.b #$02 : STA.w SprSubtype, X
%GotoAction(1)
@@ -211,10 +211,10 @@ Sprite_Portal_Main:
PHX
LDA OrangeSpriteIndex : TAX
LDA #$40 : STA SprTimerD, X
LDA $0D00, X : STA $7EC184
LDA #$40 : STA.w SprTimerD, X
LDA SprY, X : STA $7EC184
STA BluePortal_Y
LDA $0D10, X : STA $7EC186
LDA SprX, X : STA $7EC186
STA BluePortal_X
PLX
@@ -240,10 +240,10 @@ Sprite_Portal_Main:
PHX
LDA BlueSpriteIndex : TAX
LDA #$40 : STA SprTimerD, X
LDA $0D00, X : STA $7EC184
LDA #$40 : STA.w SprTimerD, X
LDA SprY, X : STA $7EC184
STA OrangePortal_Y
LDA $0D10, X : STA $7EC186
LDA SprX, X : STA $7EC186
STA OrangePortal_X
PLX
@@ -266,7 +266,7 @@ Sprite_Portal_Main:
PHX ; Infinite loop prevention protocol
LDA OrangeSpriteIndex : TAX
LDA #$40 : STA SprTimerD, X
LDA #$40 : STA.w SprTimerD, X
PLX
@@ -290,7 +290,7 @@ Sprite_Portal_Main:
PHX
LDA BlueSpriteIndex : TAX
LDA #$40 : STA SprTimerD, X
LDA #$40 : STA.w SprTimerD, X
PLX
LDA #$01 : STA $5D

View File

@@ -56,7 +56,7 @@ Sprite_RotatingTrack_Prep:
PHB : PHK : PLB
LDA.b #$80 : STA $0CAA, X
LDA SprSubtype, X : STA SprAction,X
LDA SprSubtype, X : STA.w SprAction,X
PLB
RTL