Add SetImpervious macro and update symbols for camera cache and sprite properties
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@@ -205,6 +205,12 @@ macro SetHarmless(value)
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STA.w SprNbrOAM, X
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STA.w SprNbrOAM, X
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endmacro
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endmacro
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macro SetImpervious(value)
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LDA.w SprDefl, X
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EOR.b #(<value>)<<2
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STA.w SprDefl, X
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endmacro
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; Set Room Flag (Chest 6)
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; Set Room Flag (Chest 6)
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; Do not use if you have more than 5 chests or a small key under a pot
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; Do not use if you have more than 5 chests or a small key under a pot
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; in that room unless you want it to be already opened/taken
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; in that room unless you want it to be already opened/taken
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@@ -9,8 +9,6 @@ MenuScrollHDirection: skip 2
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MenuItemValueSpoof: skip 2
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MenuItemValueSpoof: skip 2
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ShortSpoof: skip 1
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ShortSpoof: skip 1
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MusicNoteValue: skip 2
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MusicNoteValue: skip 2
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OverworldLocationPointer: skip 2
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HasGoldstar: skip 1
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GoldstarOrHookshot: skip 1
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GoldstarOrHookshot: skip 1
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Neck_Index: skip 1
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Neck_Index: skip 1
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Neck1_OffsetX: skip 1
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Neck1_OffsetX: skip 1
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@@ -43,6 +41,9 @@ CurrentSong = $030F
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; 03 - Song of Storms
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; 03 - Song of Storms
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SongFlag = $FE
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SongFlag = $FE
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; Overlay camera cache variable
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CameraCache = $0632
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; =========================================================
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; =========================================================
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; The record format for the low table is 4 bytes:
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; The record format for the low table is 4 bytes:
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; byte OBJ*4+0: xxxxxxxx
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; byte OBJ*4+0: xxxxxxxx
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@@ -89,12 +90,12 @@ SprFrame = $0D90 ; Indexes the SprGfx for drawing
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SprGfx = $0DC0 ; Determine the GFX used for the sprite
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SprGfx = $0DC0 ; Determine the GFX used for the sprite
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SprMiscA = $0DA0 ; Direction, position, or other misc usage
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SprMiscA = $0DA0 ; Direction, position, or other misc usage
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SprMiscB = $0DB0 ; Various usages, truly auxiliary
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SprMiscB = $0DB0 ; Prober parent sprite ID, misc
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SprMiscC = $0DE0 ; Cardinal direction the sprite is facing
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SprMiscC = $0DE0 ; Cardinal direction the sprite is facing
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SprMiscD = $0E90 ; Pikit stolen item, misc usage
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SprMiscD = $0E90 ; Pikit stolen item, misc usage
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SprMiscE = $0EB0 ; Head direction 0123 -> udlr
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SprMiscE = $0EB0 ; Head direction 0123 -> udlr
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SprMiscF = $0EC0 ;
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SprMiscF = $0EC0 ; Clones
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SprMiscG = $0ED0 ;
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SprMiscG = $0ED0 ; Probe whistle sfx
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SprCustom = $1CC0 ;
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SprCustom = $1CC0 ;
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@@ -144,7 +145,7 @@ SprState = $0DD0
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; nios pppt
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; nios pppt
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; n - if set, don't draw extra death anim
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; n - if set, don't draw extra death anim
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; i - impervious to attacks and collision? TODO
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; i - impervious to attacks and collision (0: normal | 1: clink)
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; o - shadow size (0: normal | 1: small)
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; o - shadow size (0: normal | 1: small)
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; s - shadow (0: no shadow | 1: shadow)
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; s - shadow (0: no shadow | 1: shadow)
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; p - palette used for OAM props
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; p - palette used for OAM props
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