Add Eon Abyss Sea Zora and Sea Zora Elder draw routines

This commit is contained in:
scawful
2024-10-08 20:17:11 -04:00
parent b31cb0c507
commit 88c76f7aa5
2 changed files with 232 additions and 0 deletions

127
Sprites/NPCs/eon_zora.asm Normal file
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; Eon Abyss Sea Zora NPC
Sprite_EonZora_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw EonZora_Forward
dw EonZora_Left
dw EonZora_Right
dw EonZora_Back
EonZora_Forward:
RTS
EonZora_Left:
RTS
EonZora_Right:
RTS
EonZora_Back:
RTS
}
; 0-1 : Forward
; 2-3 : Left
; 4-5 : Right
; 6-7 : Back
Sprite_EonZora_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, 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 .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $02, $04, $06, $08, $0A, $0C, $0D
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 0, 0
.x_offsets
dw 0, 16
dw 0, -16
dw 0, 8
dw 0, 8
dw 0, -8
dw 0, -8
dw 0
dw 0
.y_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0
dw 0
.chr
db $60, $62
db $60, $62
db $40, $41
db $43, $44
db $40, $41
db $43, $44
db $64
db $64
.properties
db $39, $39
db $79, $79
db $39, $39
db $39, $39
db $79, $79
db $79, $79
db $39
db $79
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02
db $02
}

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; Eon Abyss Sea Zora Elder NPC
Sprite_EonZoraElder_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw EonZoraElder_Idle
dw EoNZoraElder_Surprised
dw EonZoraElder_WithRod
EonZoraElder_Idle:
RTS
EonZoraElder_Surprised:
RTS
EonZoraElder_WithRod:
RTS
}
; 0-1: Idle
; 2-3: Surprised
; 4: With Rod
Sprite_EonZoraElder_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, 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 .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $02, $04, $06
.nbr_of_tiles
db 1, 1, 1, 2
.x_offsets
dw 0, 8
dw 0, 8
dw 0, 8
dw 0, 8, -4
.y_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0, 0
.chr
db $46, $47
db $49, $4A
db $66, $67
db $69, $6A, $6C
.properties
db $39, $39
db $39, $39
db $39, $39
db $39, $39, $39
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02, $02
}