Whitespace cleanup stuff
This commit is contained in:
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
Reference in New Issue
Block a user