move link ram and fns to link.asm

This commit is contained in:
scawful
2025-01-19 17:42:30 -05:00
parent 316d5f302b
commit 7adb541a6a
3 changed files with 192 additions and 194 deletions

185
Core/link.asm Normal file
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@@ -0,0 +1,185 @@
; =========================================================
; Link RAM and Functions
LinkY = $20 ; Position Y of link
LinkYH = $21 ; High position Y of link
LinkX = $22 ; Position X of link
LinkXH = $23 ; High position X of link
LinkZ = $24 ; Position Z of link
; ----UDLR
; [U Up][D Down][L Left][R Right]
; Direction link is pushing against
LinkPushDir = $26
; Link's recoiling speed
; By themselves, these do not do much
; They will be reset every frame Link is not in recoil state
LinkRecoilY = $27
LinkRecoilX = $28
LinkRecoilZ = $29
; Link's subpixel velocity
; when this value overflows, Link's main velocity gains an extra pixel
; reset on direction change, so not really a positional subpixel
LinkSubVelY = $2A
LinkSubVelX = $2B
; Direction link is facing
; 00:Up, 02:Down, 04:Left, 06:Right
LinkFaceDir = $2F
; Last direction link moved towards
; 00:Up, 01:Down, 02:Left, 03:Right
LinkLastDir = $66
; ----UDLR
; [U Up][D Down][L Left][R Right]
; direction link is "walking towards"
LinkMoveDir = $67
; 0: Not moving, 1: Moving cardinal, 2: Moving diagonally
LinkMoveInfo = $6A
LinkVisible = $4B ; if set to 0x0C link will be invisible
LinkBunnyGfx = $56 ; if set to 1 link will be bunny, otherwise link
; 0x00: normal speed, 0x01-0x0F: slow,<2C>> 0x10:fast
LinkSpeed = $57
; 0x00: normal speed, 0x02: walking on stair speed, 0x10: dashing speed
LinkSpeedTbl = $5E
; if is set to 0x02 or 0x03 link is falling
LinkFalling = $5B
FallTimer = $5C
; LinkState_Default : 0x00
; LinkState_Pits : 0x01
; LinkState_Recoil : 0x02
; LinkState_SpinAttack : 0x03
; LinkState_Swimming : 0x04 (ZoraDive)
; LinkState_OnIce : 0x05
; LinkState_Recoil : 0x06
; LinkState_Zapped : 0x07
; LinkState_UsingEther : 0x08
; LinkState_UsingBombos : 0x09
; LinkState_UsingQuake : 0x0A (DekuHover)
; LinkState_HoppingSouthOW : 0x0B
; LinkState_HoppingHorizontallyOW : 0x0C
; LinkState_HoppingDiagonallyUpOW : 0x0D
; LinkState_HoppingDiagonallyDownOW : 0x0E
; LinkState_0F : 0x0F
; LinkState_0F : 0x10
; LinkState_Dashing : 0x11
; LinkState_ExitingDash : 0x12
; LinkState_Hookshotting : 0x13
; LinkState_CrossingWorlds : 0x14
; LinkState_ShowingOffItem : 0x15
; LinkState_Sleeping : 0x16
; LinkState_Bunny : 0x17
; LinkState_HoldingBigRock : 0x18
; LinkState_ReceivingEther : 0x19
; LinkState_ReceivingBombos : 0x1A
; LinkState_ReadingDesertTablet : 0x1B
; LinkState_TemporaryBunny : 0x1C
; LinkState_TreePull : 0x1D
; LinkState_SpinAttack : 0x1E
LinkState = $5D
; 0: Link is not in a doorway
; 1: is in a vertical doorway
; 2: is in horizontal doorway
LinkDoorway = $6C
; 0: Nothing
; 1: a hand in the air
; 2: 2 hands in the air (like getting triforce)
LinkGrabGfx = $02DA
; if not 0 add a poof gfx on link
LinkPoofGfx = $02E1
; Bunny timer for link before transforming back
LinkBunTimer = $02E2
; if not 0 prevent link from moving and opening the menu
LinkMenuMove = $02E4
; if not 0 prevent link from getting any damages from sprites
LinkDamage = $037B
; ----CCCC
; [C Touching chest id]
LinkColChest = $02E5
; 0: Not on somaria platform, 2: On somaria platform
LinkSomaria = $02F5
; BP-AETHR
; [B Boomerang][P Powder]
; [A Bow&Arrows][E UnusedItem]
; [T UnusedItem][H Hammer][R Rods]
LinkItemUse = $0301
LinkItemY = $0303 ; Currently equipped item on the Y button
; 0: Nothing, 1:Picking up something, 2: Throwing something
LinkCarrying = $0308
; .... ..tl
; t - tossing object
; l - lifting object
LinkCarryOrToss = $0309
; 0: Normal
; 1: Shovel
; 2: Praying
; 4: Hookshot
; 8: Somaria
; 10: Bug net
; 20: Read book
; 40: Tree pull
LinkAnim = $037A
LinkWallCheat = $037F ; If non zero can walk through walls
; Animation step/graphics for spin attack animations; including medallions.
LinkSpinGfx = $031C
LinkSpinStep = $031D
; =========================================================
Link_ReceiveItem = $0799AD ; Y = item id
Link_CancelDash = $0791B9
Link_Initialize = $07F13C
Link_ResetProperties_A = $07F1A3
Link_ResetProperties_B = $07F1E6
Link_ResetProperties_C = $07F1FA
Link_ResetSwimmingState = $07983A
Link_ResetStateAfterDamagingPit = $07984B
Link_ItemReset_FromOverworldThings = $07B107
Link_CalculateSFXPan = $0DBB67
; Used by Agahnim2 fight
CallForDuckIndoors = $07A45F
ApplyLinksMovementToCamera = $07E9D3
HandleIndoorCameraAndDoors = $07F42F
Link_HandleVelocityAndSandDrag = $07E3DD
Link_HandleMovingAnimation_FullLongEntry = $07E6A6
Link_HandleMovingAnimation_General = $07E765
Link_HandleMovingAnimationSwimming = $07E7FA
LinkHop_FindArbitraryLandingSpot = $07E370
CheckIfLinkIsBusy = $07F4D0
Refund_Magic = $07B0E9
Hookshot_CheckTileCollision = $07D576

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@@ -538,6 +538,12 @@ RebuildHUD_long = $0DFA58
ForcePrizeDrop_long = $06FA54 ForcePrizeDrop_long = $06FA54
TileDetect_BigArea_long = $07CF0A
Follower_Initialize = $099EFC
HandleFollowersAfterMirroring = $07AAA2
; ========================================================= ; =========================================================
; Controllers ; Controllers
@@ -578,199 +584,6 @@ ButtonAFlag = $3B ; bit7: Button A is down (A-------)
; Desert tablet: 0x0001 ; Desert tablet: 0x0001
BFLAG = $3C BFLAG = $3C
; =========================================================
; Link RAM and Functions
LinkY = $20 ; Position Y of link
LinkYH = $21 ; High position Y of link
LinkX = $22 ; Position X of link
LinkXH = $23 ; High position X of link
LinkZ = $24 ; Position Z of link
; ----UDLR
; [U Up][D Down][L Left][R Right]
; Direction link is pushing against
LinkPushDir = $26
; Link's recoiling speed
; By themselves, these do not do much
; They will be reset every frame Link is not in recoil state
LinkRecoilY = $27
LinkRecoilX = $28
LinkRecoilZ = $29
; Link's subpixel velocity
; when this value overflows, Link's main velocity gains an extra pixel
; reset on direction change, so not really a positional subpixel
LinkSubVelY = $2A
LinkSubVelX = $2B
; Direction link is facing
; 00:Up, 02:Down, 04:Left, 06:Right
LinkFaceDir = $2F
; Last direction link moved towards
; 00:Up, 01:Down, 02:Left, 03:Right
LinkLastDir = $66
; ----UDLR
; [U Up][D Down][L Left][R Right]
; direction link is "walking towards"
LinkMoveDir = $67
; 0: Not moving, 1: Moving cardinal, 2: Moving diagonally
LinkMoveInfo = $6A
LinkVisible = $4B ; if set to 0x0C link will be invisible
LinkBunnyGfx = $56 ; if set to 1 link will be bunny, otherwise link
; 0x00: normal speed, 0x01-0x0F: slow,<2C>> 0x10:fast
LinkSpeed = $57
; 0x00: normal speed, 0x02: walking on stair speed, 0x10: dashing speed
LinkSpeedTbl = $5E
; if is set to 0x02 or 0x03 link is falling
LinkFalling = $5B
FallTimer = $5C
; LinkState_Default : 0x00
; LinkState_Pits : 0x01
; LinkState_Recoil : 0x02
; LinkState_SpinAttack : 0x03
; LinkState_Swimming : 0x04 (ZoraDive)
; LinkState_OnIce : 0x05
; LinkState_Recoil : 0x06
; LinkState_Zapped : 0x07
; LinkState_UsingEther : 0x08
; LinkState_UsingBombos : 0x09
; LinkState_UsingQuake : 0x0A (DekuHover)
; LinkState_HoppingSouthOW : 0x0B
; LinkState_HoppingHorizontallyOW : 0x0C
; LinkState_HoppingDiagonallyUpOW : 0x0D
; LinkState_HoppingDiagonallyDownOW : 0x0E
; LinkState_0F : 0x0F
; LinkState_0F : 0x10
; LinkState_Dashing : 0x11
; LinkState_ExitingDash : 0x12
; LinkState_Hookshotting : 0x13
; LinkState_CrossingWorlds : 0x14
; LinkState_ShowingOffItem : 0x15
; LinkState_Sleeping : 0x16
; LinkState_Bunny : 0x17
; LinkState_HoldingBigRock : 0x18
; LinkState_ReceivingEther : 0x19
; LinkState_ReceivingBombos : 0x1A
; LinkState_ReadingDesertTablet : 0x1B
; LinkState_TemporaryBunny : 0x1C
; LinkState_TreePull : 0x1D
; LinkState_SpinAttack : 0x1E
LinkState = $5D
; 0: Link is not in a doorway
; 1: is in a vertical doorway
; 2: is in horizontal doorway
LinkDoorway = $6C
; 0: Nothing
; 1: a hand in the air
; 2: 2 hands in the air (like getting triforce)
LinkGrabGfx = $02DA
; if not 0 add a poof gfx on link
LinkPoofGfx = $02E1
; Bunny timer for link before transforming back
LinkBunTimer = $02E2
; if not 0 prevent link from moving and opening the menu
LinkMenuMove = $02E4
; if not 0 prevent link from getting any damages from sprites
LinkDamage = $037B
; ----CCCC
; [C Touching chest id]
LinkColChest = $02E5
; 0: Not on somaria platform, 2: On somaria platform
LinkSomaria = $02F5
; BP-AETHR
; [B Boomerang][P Powder]
; [A Bow&Arrows][E UnusedItem]
; [T UnusedItem][H Hammer][R Rods]
LinkItemUse = $0301
LinkItemY = $0303 ; Currently equipped item on the Y button
; 0: Nothing, 1:Picking up something, 2: Throwing something
LinkCarrying = $0308
; .... ..tl
; t - tossing object
; l - lifting object
LinkCarryOrToss = $0309
; 0: Normal
; 1: Shovel
; 2: Praying
; 4: Hookshot
; 8: Somaria
; 10: Bug net
; 20: Read book
; 40: Tree pull
LinkAnim = $037A
LinkWallCheat = $037F ; If non zero can walk through walls
; Animation step/graphics for spin attack animations; including medallions.
LinkSpinGfx = $031C
LinkSpinStep = $031D
; =========================================================
Link_ReceiveItem = $0799AD ; Y = item id
Link_CancelDash = $0791B9
Link_Initialize = $07F13C
Link_ResetProperties_A = $07F1A3
Link_ResetProperties_B = $07F1E6
Link_ResetProperties_C = $07F1FA
Link_ResetSwimmingState = $07983A
Link_ResetStateAfterDamagingPit = $07984B
Link_ItemReset_FromOverworldThings = $07B107
Link_CalculateSFXPan = $0DBB67
; Used by Agahnim2 fight
CallForDuckIndoors = $07A45F
ApplyLinksMovementToCamera = $07E9D3
HandleIndoorCameraAndDoors = $07F42F
Link_HandleVelocityAndSandDrag = $07E3DD
Link_HandleMovingAnimation_FullLongEntry = $07E6A6
Link_HandleMovingAnimation_General = $07E765
Link_HandleMovingAnimationSwimming = $07E7FA
LinkHop_FindArbitraryLandingSpot = $07E370
HandleFollowersAfterMirroring = $07AAA2
TileDetect_BigArea_long = $07CF0A
Hookshot_CheckTileCollision = $07D576
Refund_Magic = $07B0E9
CheckIfLinkIsBusy = $07F4D0
Follower_Initialize = $099EFC
; ========================================================= ; =========================================================
; Ancilla ; Ancilla
@@ -941,5 +754,4 @@ Sparkle_PrepOAMFromRadial = $08DA17
Fireball_SpawnTrailGarnish = $09B020 Fireball_SpawnTrailGarnish = $09B020
SpriteSFX_QueueSFX2WithPan = $0DBB7C SpriteSFX_QueueSFX2WithPan = $0DBB7C
SpriteSFX_QueueSFX3WithPan = $0DBB8A SpriteSFX_QueueSFX3WithPan = $0DBB8A

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@@ -35,6 +35,7 @@ incsrc "Core/ram.asm"
namespace Oracle namespace Oracle
{ {
incsrc "Core/link.asm"
incsrc "Core/sram.asm" incsrc "Core/sram.asm"
incsrc "Core/symbols.asm" incsrc "Core/symbols.asm"
incsrc "Core/message.asm" incsrc "Core/message.asm"