diff --git a/Sprites/dark_link.asm b/Sprites/Bosses/dark_link.asm similarity index 100% rename from Sprites/dark_link.asm rename to Sprites/Bosses/dark_link.asm diff --git a/Sprites/Kydrog/kydrog.asm b/Sprites/Bosses/kydrog.asm similarity index 100% rename from Sprites/Kydrog/kydrog.asm rename to Sprites/Bosses/kydrog.asm diff --git a/Sprites/Kydrog/kydrog_boss.asm b/Sprites/Bosses/kydrog_boss.asm similarity index 94% rename from Sprites/Kydrog/kydrog_boss.asm rename to Sprites/Bosses/kydrog_boss.asm index d0a09af..e0a1473 100644 --- a/Sprites/Kydrog/kydrog_boss.asm +++ b/Sprites/Bosses/kydrog_boss.asm @@ -8,7 +8,6 @@ !OffspringCount = $AC ;0x01 !CurrentDraw = $7A ;0x01 !WalkSpeed = 10 ;0x01 -!StorePosition = $030C ;============================================================================== ; Sprite Properties @@ -744,4 +743,25 @@ Kydrog_ThrowBoneAtPlayer: .spawn_failed RTS -} \ No newline at end of file +} + +; Y is the sprite index after you spawn it. + +; oh right yeah y will be equal to the sprite you spawned for that frame +; but if you want to do a count what you would do: +; PHX +; STZ $00 + +; LDX.b #$10 +; .loop +; DEX +; LDA $0E20, X : CMP.b #$skull : BNE .notSkull +; LDA $0DD0, X : CMP.b #$09 : BNE .notSkull +; INC $00 + +; .notSkull +; CPX.b #$00 : BNE .loop + +; PLX + +; $00 = your stalfos skull count \ No newline at end of file diff --git a/Sprites/twinrova.asm b/Sprites/Bosses/twinrova.asm similarity index 100% rename from Sprites/twinrova.asm rename to Sprites/Bosses/twinrova.asm diff --git a/Sprites/twinrova.bin b/Sprites/Bosses/twinrova.bin similarity index 100% rename from Sprites/twinrova.bin rename to Sprites/Bosses/twinrova.bin diff --git a/Sprites/bug_net_kid.asm b/Sprites/NPCs/bug_net_kid.asm similarity index 100% rename from Sprites/bug_net_kid.asm rename to Sprites/NPCs/bug_net_kid.asm diff --git a/Sprites/deku_scrub.asm b/Sprites/NPCs/deku_scrub.asm similarity index 100% rename from Sprites/deku_scrub.asm rename to Sprites/NPCs/deku_scrub.asm diff --git a/Sprites/mask_salesman.asm b/Sprites/NPCs/mask_salesman.asm similarity index 100% rename from Sprites/mask_salesman.asm rename to Sprites/NPCs/mask_salesman.asm diff --git a/Sprites/zora_prince.asm b/Sprites/NPCs/zora_prince.asm similarity index 100% rename from Sprites/zora_prince.asm rename to Sprites/NPCs/zora_prince.asm diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index f5b5a8c..9986818 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -15,6 +15,14 @@ RTS warnpc $00841E +; ============================================================================== + +; Fix the capital 'B' debug item cheat. +org $0CDC26 + db $80 ; replace a $F0 (BEQ) with a $80 (BRA). + +; ============================================================================== + incsrc ZSpriteLib/sprite_macros.asm incsrc ZSpriteLib/sprite_functions_hooks.asm @@ -31,19 +39,19 @@ incsrc ZSpriteLib/sprite_new_functions.asm incsrc "Sprites/farore.asm" print "End of farore.asm ", pc -incsrc "Sprites/Kydrog/kydrog.asm" +incsrc "Sprites/Bosses/kydrog.asm" print "End of kydrog.asm ", pc -incsrc "Sprites/Kydrog/kydrog_boss.asm" +incsrc "Sprites/Bosses/kydrog_boss.asm" print "End of kydrog_boss.asm ", pc incsrc "Sprites/maku_tree.asm" print "End of maku_tree.asm ", pc -incsrc "Sprites/mask_salesman.asm" +incsrc "Sprites/NPCs/mask_salesman.asm" print "End of mask_salesman.asm ", pc -incsrc "Sprites/deku_scrub.asm" +incsrc "Sprites/NPCs/deku_scrub.asm" print "End of deku_scrub.asm ", pc incsrc "Sprites/anti_kirby.asm" @@ -55,7 +63,7 @@ print "End of village_dog.asm ", pc incsrc "Sprites/minecart.asm" print "End of minecart.asm ", pc -incsrc "Sprites/twinrova.asm" +incsrc "Sprites/Bosses/twinrova.asm" print "End of twinrova.asm ", pc incsrc "Sprites/portal_sprite.asm" @@ -67,6 +75,6 @@ print "End of impa.asm ", pc incsrc "Sprites/poltergeist.asm" print "End of poltergeist.asm ", pc -incsrc "Sprites/bug_net_kid.asm" +incsrc "Sprites/NPCs/bug_net_kid.asm" warnpc $2B8000 \ No newline at end of file diff --git a/Sprites/farore.asm b/Sprites/farore.asm index fa5c9ae..a51ab8f 100644 --- a/Sprites/farore.asm +++ b/Sprites/farore.asm @@ -217,7 +217,8 @@ Sprite_Farore_Main: } ; 07 - ; Look at the RAM $0D00 to $0D60, the first few are the actual positions of the sprite that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc + ; Look at the RAM $0D00 to $0D60, the first few are the actual positions of the sprite + ; that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc ; You can set one of the speeds and then call the function called Sprite_Move ; And then that will handle it applying the speed for you MakuArea_FaroreWaitForKydrog: