Housekeeping

This commit is contained in:
scawful
2024-01-15 14:12:30 -05:00
parent 7d71cb1ad9
commit 851afeec0e
7 changed files with 375 additions and 346 deletions

View File

@@ -1,6 +1,4 @@
;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $25 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -9,7 +7,7 @@
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this VillageDog (can be 0 to 7)
!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
@@ -31,11 +29,7 @@
%Set_Sprite_Properties(Sprite_VillageDog_Prep, Sprite_VillageDog_Long)
;==============================================================================
; Sprite Long Hook for that sprite
; This code can be left unchanged
; handle the draw code and if the sprite is active and should move or not
;==============================================================================
Sprite_VillageDog_Long:
{
PHB : PHK : PLB
@@ -53,24 +47,14 @@ Sprite_VillageDog_Long:
}
;==============================================================================
; Sprite initialization
; this code only get called once perfect to initialize sprites substate or timers
; this code as soon as the room transitions/ overworld transition occurs
;==============================================================================
Sprite_VillageDog_Prep:
PHB : PHK : PLB
{
PHB : PHK : PLB
; Add more code here to initialize data
PLB
RTL
}
PLB
RTL
;==============================================================================
; Sprite Main routines code
; This is the main local code of your sprite
; This contains all the Subroutines of your sprites you can add more below
;==============================================================================
Sprite_VillageDog_Main:
{
LDA.w SprAction, X ; Load the SprAction
@@ -83,6 +67,7 @@ Sprite_VillageDog_Main:
dw Dog_MoveRightTowardsLink ; 04
dw Dog_WagTailLeft ; 05
dw Dog_WagTailRight ; 06
dw Dog_RandomMovement ; 07
; 0
Dog_Handler:
@@ -91,7 +76,7 @@ Sprite_VillageDog_Main:
LDA #$20 : STA.w SprTimerD, X
JSL Sprite_IsToRightOfPlayer ; Check if sprite is to the right of player
TYA : BEQ .WalkRight ; If so, go to LookLeft
TYA : BEQ .WalkRight ; If so, go to LookLeft
%GotoAction(3)
RTS
@@ -108,7 +93,7 @@ Sprite_VillageDog_Main:
LDA.w SprTimerD, X : BNE +
; Load the timer for the run
LDA #$40 : STA.w SprTimerD, X
LDA #$60 : STA.w SprTimerD, X
%GotoAction(3)
+
RTS
@@ -121,7 +106,7 @@ Sprite_VillageDog_Main:
LDA.w SprTimerD, X : BNE +
; Load the timer for the run
LDA #$40 : STA.w SprTimerD, X
LDA #$60 : STA.w SprTimerD, X
%GotoAction(4)
+
RTS
@@ -131,11 +116,12 @@ Sprite_VillageDog_Main:
Dog_MoveLeftTowardsLink:
{
%PlayAnimation(2,4,6)
JSR CheckForSwitchToRandomMovement
JSL Sprite_DirectionToFacePlayer
; Check if the dog is near link, then wag the tail
LDA $0E : CMP.b #$0070 : BCS +
LDA $0E : CMP.b #$00A0 : BCS +
CLC
LDA $0F : CMP.b #$0070 : BCS +
LDA $0F : CMP.b #$00A0 : BCS +
%GotoAction(5)
+
@@ -162,11 +148,12 @@ Sprite_VillageDog_Main:
{
%PlayAnimation(5,7,6)
JSR CheckForSwitchToRandomMovement
JSL Sprite_DirectionToFacePlayer
; Check if the dog is near link, then wag the tail
LDA $0E : CMP.b #$0070 : BCS +
LDA $0E : CMP.b #$00A0 : BCS +
CLC
LDA $0F : CMP.b #$0070 : BCS +
LDA $0F : CMP.b #$00A0 : BCS +
%GotoAction(6)
+
@@ -189,11 +176,7 @@ Sprite_VillageDog_Main:
Dog_WagTailLeft:
{
%PlayAnimation(0,1, 8)
LDA $02B2 : CMP.b #$05 : BNE .not_minish
%ShowSolicitedMessage($18) : JMP .continue
.not_minish
%ShowSolicitedMessage($1B)
.continue
JSR ShowMessageIfMinish
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
+
@@ -204,155 +187,189 @@ Sprite_VillageDog_Main:
Dog_WagTailRight:
{
%PlayAnimation(11,12,8)
LDA $02B2 : CMP.b #$05 : BNE .not_minish
%ShowSolicitedMessage($18) : JMP .continue
.not_minish
%ShowSolicitedMessage($1B)
.continue
JSR ShowMessageIfMinish
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
+
RTS
}
; 07
Dog_RandomMovement:
{
%PlayAnimation(2,4,6)
LDA.w SprTimerD, X : BNE +
; Load the timer for the run
LDA #$60 : STA.w SprTimerD, X
JSL GetRandomInt
AND.b #$03
BEQ .move_left
BNE .move_right
.move_left
%GotoAction(3)
RTS
.move_right
%GotoAction(4)
RTS
+
RTS
}
}
CheckForSwitchToRandomMovement:
{
; LDA.w SprTimerD, X : BNE +
; LDA #$60 : STA.w SprTimerD, X
; %GotoAction(7)
; +
RTS
}
ShowMessageIfMinish:
{
LDA $02B2 : CMP.b #$05 : BNE .not_minish
%ShowSolicitedMessage($18) : JMP .continue
.not_minish
%ShowSolicitedMessage($1B)
.continue
RTS
}
;==============================================================================
; Sprite Draw code
; --------------------------------------------------------------------------------------------------
; Draw the tiles on screen with the data provided by the sprite maker editor
;==============================================================================
Sprite_VillageDog_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, $04, $08, $0C, $10, $13, $17, $1B, $1F, $20, $21, $22, $26
.nbr_of_tiles
db 3, 3, 3, 3, 2, 3, 3, 3, 0, 0, 0, 3, 3
.x_offsets
dw -4, -4, 12, 12
dw -4, -4, 12, 12
dw -4, -4, 4, 12
dw -4, -4, 4, 4
dw -4, 4, 4
dw 4, -4, 4, -4
dw 4, -4, 4, -4
dw 4, -4, -4, -4
dw 0
dw 0
dw 0
dw 8, 8, 0, 0
dw 8, 8, 0, 0
.y_offsets
dw -4, 4, 4, 12
dw -4, 4, 4, 12
dw -8, 0, 0, -8
dw 0, -8, -8, 0
dw 0, 0, -16
dw 0, 0, -8, -8
dw 0, 0, -16, -8
dw 0, 0, 8, -8
dw 0
dw 0
dw 0
dw -4, 4, 4, 12
dw -4, 4, 4, 12
.chr
db $10, $20, $22, $32
db $10, $20, $02, $12
db $13, $23, $24, $15
db $26, $16, $17, $27
db $29, $2A, $0A
db $23, $24, $13, $14
db $26, $27, $06, $18
db $29, $2B, $3B, $1B
db $2C
db $2E
db $2E
db $10, $20, $22, $32
db $10, $20, $02, $12
.properties
db $37, $37, $37, $37
db $37, $37, $37, $37
db $37, $37, $37, $37
db $37, $37, $37, $37
db $37, $37, $37
db $77, $77, $77, $77
db $77, $77, $77, $77
db $77, $77, $77, $77
db $37
db $77
db $37
db $77, $77, $77, $77
db $77, $77, $77, $77
.sizes
db $02, $02, $00, $00
db $02, $02, $00, $00
db $02, $02, $02, $00
db $02, $02, $02, $02
db $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $00
db $02, $00, $00, $00
db $02
db $02
db $02
db $02, $02, $00, $00
db $02, $02, $00, $00
.start_index
db $00, $04, $08, $0C, $10, $13, $17, $1B, $1F, $20, $21, $22, $26
.nbr_of_tiles
db 3, 3, 3, 3, 2, 3, 3, 3, 0, 0, 0, 3, 3
.x_offsets
dw -4, -4, 12, 12
dw -4, -4, 12, 12
dw -4, -4, 4, 12
dw -4, -4, 4, 4
dw -4, 4, 4
dw 4, -4, 4, -4
dw 4, -4, 4, -4
dw 4, -4, -4, -4
dw 0
dw 0
dw 0
dw 8, 8, 0, 0
dw 8, 8, 0, 0
.y_offsets
dw -4, 4, 4, 12
dw -4, 4, 4, 12
dw -8, 0, 0, -8
dw 0, -8, -8, 0
dw 0, 0, -16
dw 0, 0, -8, -8
dw 0, 0, -16, -8
dw 0, 0, 8, -8
dw 0
dw 0
dw 0
dw -4, 4, 4, 12
dw -4, 4, 4, 12
.chr
db $10, $20, $22, $32
db $10, $20, $02, $12
db $13, $23, $24, $15
db $26, $16, $17, $27
db $29, $2A, $0A
db $23, $24, $13, $14
db $26, $27, $06, $18
db $29, $2B, $3B, $1B
db $2C
db $2E
db $2E
db $10, $20, $22, $32
db $10, $20, $02, $12
.properties
db $37, $37, $37, $37
db $37, $37, $37, $37
db $37, $37, $37, $37
db $37, $37, $37, $37
db $37, $37, $37
db $77, $77, $77, $77
db $77, $77, $77, $77
db $77, $77, $77, $77
db $37
db $77
db $37
db $77, $77, $77, $77
db $77, $77, $77, $77
.sizes
db $02, $02, $00, $00
db $02, $02, $00, $00
db $02, $02, $02, $00
db $02, $02, $02, $02
db $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $00
db $02, $00, $00, $00
db $02
db $02
db $02
db $02, $02, $00, $00
db $02, $02, $00, $00
}