From 78cf800378152c919d684efd0e7af67a92202f83 Mon Sep 17 00:00:00 2001 From: scawful Date: Thu, 21 Nov 2024 21:02:28 -0500 Subject: [PATCH] Sprites housekeeping --- Sprites/Bosses/manhandla.asm | 118 +++++++++++++++++----------------- Sprites/Objects/deku_leaf.asm | 45 ++++++------- Sprites/Objects/ice_block.asm | 2 +- 3 files changed, 81 insertions(+), 84 deletions(-) diff --git a/Sprites/Bosses/manhandla.asm b/Sprites/Bosses/manhandla.asm index 3c61ae2..f4d8ef1 100644 --- a/Sprites/Bosses/manhandla.asm +++ b/Sprites/Bosses/manhandla.asm @@ -11,7 +11,7 @@ !DeathAnimation = 01 ; 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 @@ -50,7 +50,7 @@ Sprite_Manhandla_Long: BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Manhandla_Main ; Call the main sprite code - + .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code @@ -70,7 +70,7 @@ pullpc Sprite_Manhandla_Prep: { PHB : PHK : PLB - + LDA.b #$04 : STA $36 ; Stores initial movement speeds LDA.b #$06 : STA $0428 ; Allows BG1 to move LDA.b #$80 : STA.w SprDefl, X @@ -103,12 +103,12 @@ Sprite_Manhandla_CheckForNextPhaseOrDeath: JMP .not_dead .offspring3_dead LDA.b #$07 : STA.w $36 - + LDA.w SprMiscD, X : BNE .phase2 - LDA.b #$01 : STA.w SprMiscD, X - LDA.b #$40 : STA.w SprTimerA, X + LDA.b #$01 : STA.w SprMiscD, X + LDA.b #$40 : STA.w SprTimerA, X LDA.b #$40 : STA.w SprHealth, X ; Refill the health - LDA.b #$08 : STA.w SprNbrOAM, X ; Give more OAM + LDA.b #$08 : STA.w SprNbrOAM, X ; Give more OAM LDA.b #$07 : STA.w SprAction, X ; Chuchu Emerge LDA.b #$0A : STA.w $36 .not_dead @@ -116,14 +116,14 @@ Sprite_Manhandla_CheckForNextPhaseOrDeath: .phase2 LDA.w SprMiscD, X : CMP.b #$03 : BEQ + LDA.w SprHealth, X : CMP.b #$04 : BCS .phase2_not_dead - LDA.b #$50 : STA.w SprTimerA, X + LDA.b #$50 : STA.w SprTimerA, X LDA.b #$09 : STA.w SprAction, X LDA.b #$13 : STA $012C LDA.b #$04 : STA.w SprMiscD, X LDA.b #$0A : STA.w $36 .phase2_not_dead + - + RTS } @@ -139,7 +139,7 @@ macro SetLeftHeadPos() LDA.w SprCachedY : SEC : SBC.w #$000F SEP #$20 STA.w SprY, Y : XBA : STA.w SprYH, Y -endmacro +endmacro macro SetRightHeadPos() REP #$20 @@ -153,14 +153,14 @@ macro SetRightHeadPos() STA.w SprY, Y : XBA : STA.w SprYH, Y endmacro -macro SetCenterHeadPos() +macro SetCenterHeadPos() REP #$20 LDA.w SprCachedX SEP #$20 STA.w SprX, Y : XBA : STA.w SprXH, Y REP #$20 - LDA.w SprCachedY + LDA.w SprCachedY SEP #$20 STA.w SprY, Y : XBA : STA.w SprYH, Y endmacro @@ -174,7 +174,7 @@ Sprite_Manhandla_Main: dw Manhandla_FrontHead ; 0x01 dw Manhandla_LeftHead ; 0x02 dw Manhandla_RightHead ; 0x03 - dw BigChuchu_Main ; 0x04 + dw BigChuchu_Main ; 0x04 dw Flower_Flicker ; 0x05 dw Manhandla_Body ; 0x06 dw BigChuchu_Emerge ; 0x07 @@ -189,11 +189,11 @@ Sprite_Manhandla_Main: JSR SpawnLeftManhandlaHead JSR SpawnRightManhandlaHead JSR SpawnCenterMandhandlaHead - LDA.b #$06 : STA.w SprFrame, X + LDA.b #$06 : STA.w SprFrame, X %GotoAction(6) ; Manhandla_Body RTS .not_main - + LDA.w SprSubtype, X : STA.w SprAction, X RTS } @@ -221,7 +221,7 @@ Sprite_Manhandla_Main: JSL Sprite_CheckDamageFromPlayer %DoDamageToPlayerSameLayerOnContact() - + RTS } @@ -237,7 +237,7 @@ Sprite_Manhandla_Main: JSL Sprite_CheckDamageFromPlayer %DoDamageToPlayerSameLayerOnContact() PLX - + RTS } @@ -276,7 +276,7 @@ Sprite_Manhandla_Main: { %PlayAnimation(11, 12, 10) LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body) - ; Flicker the body every other frame using the timer + ; Flicker the body every other frame using the timer LDA.w SprTimerA, X : AND.b #$01 : BEQ .flicker LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body) .flicker @@ -288,8 +288,8 @@ Sprite_Manhandla_Main: %GotoAction($04) LDA.b #$10 : STA.w SprTimerC, X - LDA.b #$8D : STA.w SprHitbox, X - + LDA.b #$8D : STA.w SprHitbox, X + LDA #$88 JSL Sprite_SpawnDynamically : BMI .return TYA : STA.w Offspring3_Id @@ -310,7 +310,7 @@ Sprite_Manhandla_Main: STZ.w SprYRound, X STZ.w SprXRound, X PLX - + .return @@ -326,14 +326,14 @@ Sprite_Manhandla_Main: JSR Sprite_Manhandla_Move JSL Sprite_DamageFlash_Long - JSL GetRandomInt : AND.b #$7F : BNE + + JSL GetRandomInt : AND.b #$7F : BNE + JSL GetRandomInt : AND.b #$04 : BNE + JSR Mothula_SpawnBeams + JSL Sprite_CheckDamageFromPlayer %DoDamageToPlayerSameLayerOnContact() - + LDY.w Offspring1_Id LDA.w SprType, Y : CMP.b #$88 : BNE .not_head LDA.w SprState, Y : BEQ .offspring1_dead @@ -354,7 +354,7 @@ Sprite_Manhandla_Main: .offspring3_dead .not_head3 - PLX + PLX RTS } @@ -365,9 +365,9 @@ Sprite_Manhandla_Main: JSL Sprite_DamageFlash_Long - LDA.w SprTimerA, X : BNE + - LDA.b #$02 : STA.w SprMiscD, X ; Set phase flag - LDA.b #$20 : STA.w SprTimerA, X + LDA.w SprTimerA, X : BNE + + LDA.b #$02 : STA.w SprMiscD, X ; Set phase flag + LDA.b #$20 : STA.w SprTimerA, X %GotoAction($05) + @@ -389,9 +389,9 @@ Sprite_Manhandla_Main: BigChuchu_Dead: { - #_068517: LDA.b #$FF - #_068519: STA.w $0BC0, X - LDA.b #$04 : STA.w SprState, X + LDA.b #$FF + STA.w $0BC0, X + LDA.b #$04 : STA.w SprState, X STZ.w SprHealth, X RTS } @@ -410,7 +410,7 @@ Sprite_Manhandla_Main: Sprite_Manhandla_Move: { - LDA.w SprMiscC, X + LDA.w SprMiscC, X JSL UseImplicitRegIndexedLocalJumpTable dw StageControl @@ -456,15 +456,15 @@ Sprite_Manhandla_Move: PHX REP #$20 - ; Use a range of + 0x05 because being exact equal didnt trigger consistently + ; Use a range of + 0x05 because being exact equal didnt trigger consistently LDA $20 : SBC.w SprCachedY : CMP.w #$FFFB : BCC .notEqualY SEP #$20 LDA.b #$02 : STA.w SprMiscC, X - + BRA .notEqualX .notEqualY - ; Use a range of + 0x05 because being exact equal didnt trigger consistently + ; Use a range of + 0x05 because being exact equal didnt trigger consistently LDA $22 : SBC.w SprCachedX : CMP.w #$FFFB : BCC .notEqualX SEP #$20 LDA.b #$02 : STA.w SprMiscC, X @@ -546,17 +546,17 @@ Sprite_Manhandla_Draw: .nextTile PHX ; Save current Tile Index? - + TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -573,14 +573,14 @@ Sprite_Manhandla_Draw: INY LDA .properties, X : ORA $08 : STA ($90), Y - PHY - + PHY + TYA : LSR #2 : TAY - + LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer - + PLY : INY - + PLX : DEX : BPL .nextTile PLX @@ -686,17 +686,17 @@ Sprite_BigChuchu_Draw: .nextTile PHX ; Save current Tile Index? - + TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -713,14 +713,14 @@ Sprite_BigChuchu_Draw: INY LDA .properties, X : ORA $08 : STA ($90), Y - PHY - + PHY + TYA : LSR #2 : TAY - + LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer - + PLY : INY - + PLX : DEX : BPL .nextTile PLX @@ -769,7 +769,7 @@ Chuchu_SpawnBlast: PHX LDA.b #$88 JSL Sprite_SpawnDynamically : BMI .return - + LDA.b #$0A : STA.w SprSubtype, Y STA.w SprAction, Y @@ -783,12 +783,12 @@ Chuchu_SpawnBlast: LDA.b #$02 : STA.w SprMiscD, Y LDA.b #$00 : STA.w SprTileDie, Y LDA.b #$40 : STA.w SprProps, Y - LDA.b #$04 : STA.w SprFrame, Y + LDA.b #$04 : STA.w SprFrame, Y LDA.b #$10 : STA.w SprTimerB, Y LDA.b #$00 : STA.w SprNbrOAM, Y LDA.b #$03 : STA.w SprHitbox, Y - .return + .return PLX RTS @@ -869,7 +869,7 @@ SpawnLeftManhandlaHead: STZ.w SprYRound, X STZ.w SprXRound, X PLX - + .return RTS } @@ -925,7 +925,7 @@ ApplyManhandlaPalette: { REP #$20 ;Set A in 16bit mode - ;note, this uses adresses like 7EC300 and not 7EC500 because the game + ;note, this uses adresses like 7EC300 and not 7EC500 because the game ;will fade the colors into 7EC500 based on the colors found in 7EC300 LDA #$7FFF : STA $7EC5E2 ;BG2 @@ -937,7 +937,7 @@ ApplyManhandlaPalette: LDA #$19DF : STA $7EC5EE INC $15 - + SEP #$20 ;Set A in 8bit mode RTS @@ -945,19 +945,19 @@ ApplyManhandlaPalette: ApplyManhandlaGraphics: { - PHX + PHX REP #$20 ; A = 16, XY = 8 LDX #$80 : STX $2100 ; turn the screen off (required) LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1 LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2 - LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register + LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register ; "001 => 2 registers write once (2 bytes: p, p+1)" LDA.w #ManhandlaGraphics : STA $4302 LDX.b #ManhandlaGraphics>>16 : STX $4304 LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each - LDX #$01 : STX $420B ; Do the DMA + LDX #$01 : STX $420B ; Do the DMA LDX #$0F : STX $2100 ; Turn the screen back on SEP #$30 PLX diff --git a/Sprites/Objects/deku_leaf.asm b/Sprites/Objects/deku_leaf.asm index 644eda9..a682194 100644 --- a/Sprites/Objects/deku_leaf.asm +++ b/Sprites/Objects/deku_leaf.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 = $0D ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen @@ -76,7 +76,6 @@ Sprite_DekuLeaf_Main: JSL UseImplicitRegIndexedLocalJumpTable dw WaitForPlayer - dw Whirlpool_Main WaitForPlayer: @@ -92,7 +91,6 @@ Sprite_DekuLeaf_Main: RTS } - Whirlpool_Main: { %PlayAnimation(0, 2, 10) @@ -100,9 +98,9 @@ Sprite_DekuLeaf_Main: LDA $0AAB : BEQ .not_on - STZ $55 ; Reset cape flag - STZ $0AAB ; Reset underwater flag - STZ $0351 ; Reset ripple flag + STZ $55 ; Reset cape flag + STZ $0AAB ; Reset underwater flag + STZ $0351 ; Reset ripple flag STZ $037B ; Reset invincibility flag STZ $02B2 @@ -151,7 +149,6 @@ Sprite_DekuLeaf_Main: .exit RTS } - } ; ========================================================= @@ -173,17 +170,17 @@ Sprite_DekuLeaf_Draw: .nextTile PHX ; Save current Tile Index? - + TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -200,14 +197,14 @@ Sprite_DekuLeaf_Draw: INY LDA .properties, X : STA ($90), Y - PHY - + 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 @@ -246,17 +243,17 @@ Sprite_Whirlpool_Draw: .nextTile PHX ; Save current Tile Index? - + TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -273,14 +270,14 @@ Sprite_Whirlpool_Draw: INY LDA .properties, X : STA ($90), Y - PHY - + 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 @@ -309,4 +306,4 @@ Sprite_Whirlpool_Draw: db $29, $29, $29, $29 db $69, $69, $69, $69 db $A9, $A9, $A9, $A9 -} \ No newline at end of file +} diff --git a/Sprites/Objects/ice_block.asm b/Sprites/Objects/ice_block.asm index 5d3619b..5e167de 100644 --- a/Sprites/Objects/ice_block.asm +++ b/Sprites/Objects/ice_block.asm @@ -105,7 +105,7 @@ Sprite_IceBlock_Main: ; matches the push direction (cached) and then initiate ; the speed changes if they agree - JSL Sprite_CheckDamageToPlayerSameLayer : BCC NotInContact + JSL Sprite_CheckDamageToPlayerSameLayer : BCC .NotInContact LDA.w SprMiscA, X : BNE .push_cached LDA.b $26 : STA.w SprMiscA, X JSR ApplyPush