Sprites housekeeping

This commit is contained in:
scawful
2024-11-21 21:02:28 -05:00
parent f25ae499d7
commit 78cf800378
3 changed files with 81 additions and 84 deletions

View File

@@ -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
}
}