merge whirlpool with deku leaf sprite slot

This commit is contained in:
scawful
2024-08-22 18:21:08 -04:00
parent 2572d56520
commit 7b24d677f8
3 changed files with 153 additions and 223 deletions

View File

@@ -38,7 +38,12 @@ Sprite_DekuLeaf_Long:
{
PHB : PHK : PLB
JSR Sprite_DekuLeaf_Draw ; Call the draw code
LDA $8A : CMP.b #$3D : BEQ .whirlpool
JSR Sprite_DekuLeaf_Draw ; Call the draw code
JMP +
.whirlpool
JSR Sprite_Whirlpool_Draw
+
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
@@ -54,7 +59,10 @@ Sprite_DekuLeaf_Long:
Sprite_DekuLeaf_Prep:
{
PHB : PHK : PLB
LDA $8A : CMP.b #$3D : BNE .not_whirlpool
LDA.b #$01 : STA.w SprAction, X
.not_whirlpool
PLB
RTL
@@ -69,6 +77,8 @@ Sprite_DekuLeaf_Main:
dw WaitForPlayer
dw Whirlpool_Main
WaitForPlayer:
{
%StartOnFrame(0)
@@ -82,6 +92,66 @@ Sprite_DekuLeaf_Main:
RTS
}
Whirlpool_Main:
{
%PlayAnimation(0, 2, 10)
JSR CheckIfPlayerIsOn : BCC .not_on
LDA $0AAB : BEQ .not_on
STZ $55 ; Reset cape flag
STZ $0AAB ; Reset underwater flag
STZ $0351 ; Reset ripple flag
STZ $037B ; Reset invincibility flag
STZ $02B2
LDA.b $10
CMP.b #$0B
BEQ .exit
LDA.b $8A
AND.b #$40
STA.b $7B
BEQ .no_mirror_portal
LDA.b $20
STA.w $1ADF
LDA.b $21
STA.w $1AEF
LDA.b $22
STA.w $1ABF
LDA.b $23
STA.w $1ACF
.no_mirror_portal
LDA.b #$23
#SetGameModeLikeMirror:
STA.b $11
STZ.w $03F8
LDA.b #$01
STA.w $02DB
STZ.b $B0
STZ.b $27
STZ.b $28
LDA.b #$14 ; LINKSTATE 14
STA.b $5D
.not_on
.exit
RTS
}
}
; =========================================================
@@ -159,4 +229,84 @@ Sprite_DekuLeaf_Draw:
db $A0, $A2, $82, $80
.properties
db $23, $23, $23, $23
}
Sprite_Whirlpool_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.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
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
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
RTS
.start_index
db $00, $04, $08
.nbr_of_tiles
db 3, 3, 3
.x_offsets
dw -8, 8, -8, 8
dw 8, -8, 8, -8
dw -8, 8, -8, 8
.y_offsets
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw 8, 8, -8, -8
.chr
db $C4, $C6, $E4, $E6
db $C4, $C6, $E4, $E6
db $C4, $C6, $E4, $E6
.properties
db $29, $29, $29, $29
db $69, $69, $69, $69
db $A9, $A9, $A9, $A9
}