From 68f9d051cde67f85b286584c7fbaa3fb4bf943f2 Mon Sep 17 00:00:00 2001 From: scawful Date: Thu, 26 Sep 2024 16:51:40 -0400 Subject: [PATCH] Whitespace cleanup stuff --- Masks/deku_mask.asm | 12 ++++++------ Sprites/Bosses/wolfos.asm | 10 +--------- Sprites/Enemies/octorok.asm | 2 +- 3 files changed, 8 insertions(+), 16 deletions(-) diff --git a/Masks/deku_mask.asm b/Masks/deku_mask.asm index 24fff9c..20aab95 100644 --- a/Masks/deku_mask.asm +++ b/Masks/deku_mask.asm @@ -77,7 +77,7 @@ LinkState_UsingQuake: JSR $F514 ; CacheCameraPropertiesIfOutdoors - STZ.b $27 : STZ.b $28 ; Reset recoil X and Y + STZ.b $27 : STZ.b $28 ; Reset recoil X and Y ; SPIN STEP CHECK LDA.w LinkSpinStep : CMP.b #$0A : BNE .not_ascending @@ -90,7 +90,7 @@ LinkState_UsingQuake: JSR Link_HandleChangeInZVelocity_preset JSL LinkHop_FindArbitraryLandingSpot - ; Link recoil Z value, hop Z value + ; Link recoil Z value, hop Z value LDA.b LinkRecoilZ : STA.w $0362 LDA.w $02C7 : STA.w $0363 @@ -110,7 +110,7 @@ LinkState_UsingQuake: .still_ascending INC.w LinkSpinStep - LDX.w LinkSpinStep + LDX.w LinkSpinStep CPX.b #$04 : BNE .skip_swish_sfx PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX .skip_swish_sfx @@ -120,7 +120,7 @@ LinkState_UsingQuake: .dont_reset_step LDA.w .anim_timer,X : STA.b $3D LDA.w .anim_step,X : STA.w $031C - + LDA.w $0324 : BNE .special ; Prevent repeat spellcast check CPX.b #$0B : BNE .special ; Animation step check @@ -137,7 +137,7 @@ LinkState_UsingQuake: .special LDA.b DekuFloating : BEQ + - DEC $5C + DEC $5C JSL DekuLink_HoverBasedOnInput + RTS @@ -149,4 +149,4 @@ assert pc() <= $07A779 ; Allow LinkState 0x0A to use velocity ; Previously would skip velocity for LinkState 0x0A org $07E38B - LDA.b $5D : CMP.b #$09 \ No newline at end of file + LDA.b $5D : CMP.b #$09 diff --git a/Sprites/Bosses/wolfos.asm b/Sprites/Bosses/wolfos.asm index 99465c1..c19a1af 100644 --- a/Sprites/Bosses/wolfos.asm +++ b/Sprites/Bosses/wolfos.asm @@ -197,7 +197,6 @@ Sprite_Wolfos_Main: %StartOnFrame(6) %PlayAnimation(6, 8, 10) %Wolfos_Move() - LDA #!NormalSpeed STA.w SprXSpeed, X STZ.w SprYSpeed, X @@ -284,10 +283,8 @@ Sprite_Wolfos_Main: LDA.w POSXH : STA.w SprXH, X LDA.w POSY : SEC : SBC.b #$08 : STA.w SprY, X LDA.w POSYH : STA.w SprYH, X - %GotoAction(7) .ninguna_cancion - RTS } @@ -325,7 +322,7 @@ Sprite_Wolfos_Main: ; Animation Frame ; 0-2 Attack Forward ; 3-5 Attack Back -; 6-8 Walk Right +; 6-8 Walk Right ; 9-11 Walk Left ; 12-13 Attack Right ; 14-15 Attack Left @@ -345,7 +342,6 @@ Sprite_Wolfos_Draw: .nextTile PHX ; Save current Tile Index? - TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? @@ -374,13 +370,9 @@ Sprite_Wolfos_Draw: LDA .properties, X : ORA $08 : STA ($90), Y PHY - TYA : LSR #2 : TAY - LDA.b #02 : ORA $0F : STA ($92), Y ; store size in oam buffer - PLY : INY - PLX : DEX : BPL .nextTile PLX diff --git a/Sprites/Enemies/octorok.asm b/Sprites/Enemies/octorok.asm index dc67b4d..3690e7f 100644 --- a/Sprites/Enemies/octorok.asm +++ b/Sprites/Enemies/octorok.asm @@ -11,7 +11,7 @@ !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow -!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow +!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) !Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen