wrap anti_kirby sprite draw function in brackets

This commit is contained in:
scawful
2024-03-14 20:30:50 -04:00
parent b1ff33d507
commit 80a037c6be

View File

@@ -210,137 +210,133 @@ Sprite_AntiKirby_Main:
Sprite_AntiKirby_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
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
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
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
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 $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 $0E
.on_screen_y
LDA.b #$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
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 .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
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
PLX
RTS
RTS
;==================================================================================================
; Sprite Draw Generated Data
; --------------------------------------------------------------------------------------------------
; This is where the generated Data for the sprite go
;==================================================================================================
.start_index
db $00, $01, $02, $03, $05, $06, $07, $08, $0A, $0B, $0D, $0F, $11
.nbr_of_tiles
db 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1
.x_offsets
dw 0
dw 1
dw 0
dw 0, 16
dw 0
dw -1
dw 0
dw 0, -16
dw 0
dw 0, 16
dw 0, 16
dw -4, 12
dw -4, 12
.y_offsets
dw 0
dw 0
dw 0
dw 0, 0
dw 0
dw 0
dw 0
dw 0, 0
dw 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
.chr
db $00
db $02
db $00
db $04, $06
db $00
db $02
db $00
db $04, $06
db $20
db $08, $0A
db $28, $2A
db $22, $24
db $22, $24
.properties
db $37
db $37
db $37
db $37, $37
db $77
db $77
db $77
db $77, $77
db $37
db $37, $37
db $37, $37
db $37, $37
db $37, $37
.sizes
db $02
db $02
db $02
db $02, $02
db $02
db $02
db $02
db $02, $02
db $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
.start_index
db $00, $01, $02, $03, $05, $06, $07, $08, $0A, $0B, $0D, $0F, $11
.nbr_of_tiles
db 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1
.x_offsets
dw 0
dw 1
dw 0
dw 0, 16
dw 0
dw -1
dw 0
dw 0, -16
dw 0
dw 0, 16
dw 0, 16
dw -4, 12
dw -4, 12
.y_offsets
dw 0
dw 0
dw 0
dw 0, 0
dw 0
dw 0
dw 0
dw 0, 0
dw 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
.chr
db $00
db $02
db $00
db $04, $06
db $00
db $02
db $00
db $04, $06
db $20
db $08, $0A
db $28, $2A
db $22, $24
db $22, $24
.properties
db $37
db $37
db $37
db $37, $37
db $77
db $77
db $77
db $77, $77
db $37
db $37, $37
db $37, $37
db $37, $37
db $37, $37
.sizes
db $02
db $02
db $02
db $02, $02
db $02
db $02
db $02
db $02, $02
db $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}