Whitespace cleanup stuff

This commit is contained in:
scawful
2024-09-26 16:51:40 -04:00
parent d17c4ad316
commit 68f9d051cd
3 changed files with 8 additions and 16 deletions

View File

@@ -77,7 +77,7 @@ LinkState_UsingQuake:
JSR $F514 ; CacheCameraPropertiesIfOutdoors 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 ; SPIN STEP CHECK
LDA.w LinkSpinStep : CMP.b #$0A : BNE .not_ascending LDA.w LinkSpinStep : CMP.b #$0A : BNE .not_ascending
@@ -90,7 +90,7 @@ LinkState_UsingQuake:
JSR Link_HandleChangeInZVelocity_preset JSR Link_HandleChangeInZVelocity_preset
JSL LinkHop_FindArbitraryLandingSpot JSL LinkHop_FindArbitraryLandingSpot
; Link recoil Z value, hop Z value ; Link recoil Z value, hop Z value
LDA.b LinkRecoilZ : STA.w $0362 LDA.b LinkRecoilZ : STA.w $0362
LDA.w $02C7 : STA.w $0363 LDA.w $02C7 : STA.w $0363
@@ -110,7 +110,7 @@ LinkState_UsingQuake:
.still_ascending .still_ascending
INC.w LinkSpinStep INC.w LinkSpinStep
LDX.w LinkSpinStep LDX.w LinkSpinStep
CPX.b #$04 : BNE .skip_swish_sfx CPX.b #$04 : BNE .skip_swish_sfx
PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX
.skip_swish_sfx .skip_swish_sfx
@@ -120,7 +120,7 @@ LinkState_UsingQuake:
.dont_reset_step .dont_reset_step
LDA.w .anim_timer,X : STA.b $3D LDA.w .anim_timer,X : STA.b $3D
LDA.w .anim_step,X : STA.w $031C LDA.w .anim_step,X : STA.w $031C
LDA.w $0324 : BNE .special ; Prevent repeat spellcast check LDA.w $0324 : BNE .special ; Prevent repeat spellcast check
CPX.b #$0B : BNE .special ; Animation step check CPX.b #$0B : BNE .special ; Animation step check
@@ -137,7 +137,7 @@ LinkState_UsingQuake:
.special .special
LDA.b DekuFloating : BEQ + LDA.b DekuFloating : BEQ +
DEC $5C DEC $5C
JSL DekuLink_HoverBasedOnInput JSL DekuLink_HoverBasedOnInput
+ +
RTS RTS
@@ -149,4 +149,4 @@ assert pc() <= $07A779
; Allow LinkState 0x0A to use velocity ; Allow LinkState 0x0A to use velocity
; Previously would skip velocity for LinkState 0x0A ; Previously would skip velocity for LinkState 0x0A
org $07E38B org $07E38B
LDA.b $5D : CMP.b #$09 LDA.b $5D : CMP.b #$09

View File

@@ -197,7 +197,6 @@ Sprite_Wolfos_Main:
%StartOnFrame(6) %StartOnFrame(6)
%PlayAnimation(6, 8, 10) %PlayAnimation(6, 8, 10)
%Wolfos_Move() %Wolfos_Move()
LDA #!NormalSpeed LDA #!NormalSpeed
STA.w SprXSpeed, X STA.w SprXSpeed, X
STZ.w SprYSpeed, X STZ.w SprYSpeed, X
@@ -284,10 +283,8 @@ Sprite_Wolfos_Main:
LDA.w POSXH : STA.w SprXH, X LDA.w POSXH : STA.w SprXH, X
LDA.w POSY : SEC : SBC.b #$08 : STA.w SprY, X LDA.w POSY : SEC : SBC.b #$08 : STA.w SprY, X
LDA.w POSYH : STA.w SprYH, X LDA.w POSYH : STA.w SprYH, X
%GotoAction(7) %GotoAction(7)
.ninguna_cancion .ninguna_cancion
RTS RTS
} }
@@ -325,7 +322,7 @@ Sprite_Wolfos_Main:
; Animation Frame ; Animation Frame
; 0-2 Attack Forward ; 0-2 Attack Forward
; 3-5 Attack Back ; 3-5 Attack Back
; 6-8 Walk Right ; 6-8 Walk Right
; 9-11 Walk Left ; 9-11 Walk Left
; 12-13 Attack Right ; 12-13 Attack Right
; 14-15 Attack Left ; 14-15 Attack Left
@@ -345,7 +342,6 @@ Sprite_Wolfos_Draw:
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with 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 LDA .properties, X : ORA $08 : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA.b #02 : ORA $0F : STA ($92), Y ; store size in oam buffer LDA.b #02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX

View File

@@ -11,7 +11,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !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) !Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen !Persist = 00 ; 01 = your sprite continue to live offscreen