Portal Rod Portal Sprite cleanup

This commit is contained in:
scawful
2024-11-28 14:54:56 -05:00
parent 97e7b7cc78
commit 8a76b19e07

View File

@@ -1,4 +1,3 @@
; ========================================================= ; =========================================================
; Portal Sprite ; Portal Sprite
; ========================================================= ; =========================================================
@@ -12,7 +11,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this Portal (can be 0 to 7) !Palette = 00 ; Unused in this Portal (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen !Persist = 01 ; 01 = your sprite continue to live offscreen
@@ -34,21 +33,17 @@
; ========================================================= ; =========================================================
; Long Sprite Code ; Long Sprite Code
; ========================================================= ; =========================================================
Sprite_Portal_Long: Sprite_Portal_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_Portal_Draw
JSR Sprite_Portal_Draw ; Call the draw code JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSL Sprite_CheckActive ; Check if game is not paused JSR Sprite_Portal_Main
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive .SpriteIsNotActive
PLB
JSR Sprite_Portal_Main ; Call the main sprite code RTL
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
} }
@@ -58,13 +53,11 @@ Sprite_Portal_Long:
Sprite_Portal_Prep: Sprite_Portal_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; Persist outside of camera
; Persist outside of camera LDA #$00 : STA.w SprDefl, X
LDA #$00 : STA.w SprDefl, X
LDA.w SprHitbox, X : AND.b #$C0 : STA.w SprHitbox, X LDA.w SprHitbox, X : AND.b #$C0 : STA.w SprHitbox, X
STZ.w SprTileDie, X STZ.w SprTileDie, X
LDA.b #$FF : STA.w SprBulletproof, X LDA.b #$FF : STA.w SprBulletproof, X
PLB PLB
RTL RTL
} }
@@ -86,7 +79,7 @@ OrangeSpriteIndex = $7E0633
BlueSpriteIndex = $7E0632 BlueSpriteIndex = $7E0632
; ========================================================= ; =========================================================
; Main Sprite Code ; Main Sprite Code
; ========================================================= ; =========================================================
Sprite_Portal_Main: Sprite_Portal_Main:
@@ -115,7 +108,6 @@ Sprite_Portal_Main:
LDA.w SprY, X : STA.w OrangePortal_X LDA.w SprY, X : STA.w OrangePortal_X
LDA.w SprX, X : STA.w OrangePortal_Y LDA.w SprX, X : STA.w OrangePortal_Y
LDA.b #$01 : STA.w SprSubtype, X LDA.b #$01 : STA.w SprSubtype, X
%GotoAction(2) %GotoAction(2)
RTS RTS
.BluePortal .BluePortal
@@ -124,7 +116,7 @@ Sprite_Portal_Main:
LDA.w SprY, X : STA.w BluePortal_X LDA.w SprY, X : STA.w BluePortal_X
LDA.w SprX, X : STA.w BluePortal_Y LDA.w SprX, X : STA.w BluePortal_Y
LDA.b #$02 : STA.w SprSubtype, X LDA.b #$02 : STA.w SprSubtype, X
%GotoAction(1) %GotoAction(1)
RTS RTS
} }
@@ -141,8 +133,7 @@ Sprite_Portal_Main:
LDA.w SprTimerD, X : BNE .NoOverlap LDA.w SprTimerD, X : BNE .NoOverlap
JSL Link_SetupHitBox JSL Link_SetupHitBox
JSL $0683EA ; Sprite_SetupHitbox_long JSL $0683EA ; Sprite_SetupHitbox_long
JSL CheckIfHitBoxesOverlap : BCC .NoOverlap JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
CLC CLC
@@ -167,21 +158,19 @@ Sprite_Portal_Main:
CLC CLC
LDA.w SprTimerD, X : BNE .NoOverlap LDA.w SprTimerD, X : BNE .NoOverlap
JSL Link_SetupHitBox JSL Link_SetupHitBox
JSL $0683EA ; Sprite_SetupHitbox_long JSL $0683EA ; Sprite_SetupHitbox_long
JSL CheckIfHitBoxesOverlap : BCC .NoOverlap JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
CLC CLC
; JSL $01FF28 ; Player_CacheStatePriorToHandler ; JSL $01FF28 ; Player_CacheStatePriorToHandler
LDA $1B : BEQ .outdoors LDA $1B : BEQ .outdoors
%GotoAction(4) ; OrangePortal_WarpDungeon %GotoAction(4) ; OrangePortal_WarpDungeon
.NoOverlap
.NoOverlap RTS
RTS
.outdoors .outdoors
%GotoAction(6) ; OrangePortal_WarpOverworld %GotoAction(6) ; OrangePortal_WarpOverworld
RTS RTS
} }
@@ -198,7 +187,7 @@ Sprite_Portal_Main:
; LDA $7EC192 : STA $0612 ; LDA $7EC192 : STA $0612
; LDA $7EC194 : STA $0614 ; LDA $7EC194 : STA $0614
; LDA $7EC196 : STA $0616 ; LDA $7EC196 : STA $0616
PHX PHX
LDA.w OrangeSpriteIndex : TAX LDA.w OrangeSpriteIndex : TAX
LDA #$40 : STA.w SprTimerD, X LDA #$40 : STA.w SprTimerD, X
@@ -218,12 +207,12 @@ Sprite_Portal_Main:
LDA $7EC184 : STA $20 LDA $7EC184 : STA $20
LDA $7EC186 : STA $22 LDA $7EC186 : STA $22
; Camera Scroll Boundaries ; Camera Scroll Boundaries
LDA $7EC188 : STA $0600 ; Small Room North LDA $7EC188 : STA $0600 ; Small Room North
LDA $7EC18A : STA $0604 ; Small Room South LDA $7EC18A : STA $0604 ; Small Room South
LDA $7EC18C : STA $0608 ; Small Room West LDA $7EC18C : STA $0608 ; Small Room West
LDA $7EC18E : STA $060C ; Small Room South LDA $7EC18E : STA $060C ; Small Room South
; LDA $7EC190 : STA $0610 ; LDA $7EC190 : STA $0610
; LDA $7EC192 : STA $0612 ; LDA $7EC192 : STA $0612
; LDA $7EC194 : STA $0614 ; LDA $7EC194 : STA $0614
; LDA $7EC196 : STA $0616 ; LDA $7EC196 : STA $0616
@@ -237,7 +226,6 @@ Sprite_Portal_Main:
STA.w OrangePortal_X STA.w OrangePortal_X
PLX PLX
LDA #$14 : STA $11 LDA #$14 : STA $11
%GotoAction(2) ; Return to OrangePortal %GotoAction(2) ; Return to OrangePortal
RTS RTS
@@ -247,7 +235,7 @@ Sprite_Portal_Main:
{ {
LDA.w OrangePortal_X : STA $20 LDA.w OrangePortal_X : STA $20
LDA.w OrangePortal_Y : STA $22 LDA.w OrangePortal_Y : STA $22
LDA $7EC190 : STA $0610 LDA $7EC190 : STA $0610
LDA $7EC192 : STA $0612 LDA $7EC192 : STA $0612
LDA $7EC194 : STA $0614 LDA $7EC194 : STA $0614
LDA $7EC196 : STA $0616 LDA $7EC196 : STA $0616
@@ -257,12 +245,10 @@ Sprite_Portal_Main:
PHX ; Infinite loop prevention protocol PHX ; Infinite loop prevention protocol
LDA.w OrangeSpriteIndex : TAX LDA.w OrangeSpriteIndex : TAX
LDA #$40 : STA.w SprTimerD, X LDA #$40 : STA.w SprTimerD, X
PLX PLX
LDA #$01 : STA $5D LDA #$01 : STA $5D
;LDA #$2A : STA $11 ;LDA #$2A : STA $11
%GotoAction(1) ; Return to BluePortal %GotoAction(1) ; Return to BluePortal
RTS RTS
} }
@@ -271,7 +257,7 @@ Sprite_Portal_Main:
{ {
LDA.w BluePortal_X : STA $20 LDA.w BluePortal_X : STA $20
LDA.w BluePortal_Y : STA $22 LDA.w BluePortal_Y : STA $22
LDA $7EC190 : STA $0610 LDA $7EC190 : STA $0610
LDA $7EC192 : STA $0612 LDA $7EC192 : STA $0612
LDA $7EC194 : STA $0614 LDA $7EC194 : STA $0614
LDA $7EC196 : STA $0616 LDA $7EC196 : STA $0616
@@ -294,13 +280,13 @@ Sprite_Portal_Main:
CheckForDismissPortal: CheckForDismissPortal:
{ {
LDA $06FE : CMP.b #$02 : BCC .return LDA $06FE : CMP.b #$02 : BCC .return
LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next
PHX PHX
LDA.w BlueSpriteIndex : TAX LDA.w BlueSpriteIndex : TAX
STZ.w SprState, X STZ.w SprState, X
DEC.w $06FE DEC.w $06FE
PLX PLX
.DespawnOrange .DespawnOrange
PHX PHX
LDA.w OrangeSpriteIndex : TAX LDA.w OrangeSpriteIndex : TAX
STZ.w SprState, X STZ.w SprState, X
@@ -320,14 +306,14 @@ RejectOnTileCollision:
; Fetch tile attributes based on current coordinates ; Fetch tile attributes based on current coordinates
LDA.b #$00 : JSL Sprite_GetTileAttr LDA.b #$00 : JSL Sprite_GetTileAttr
; Load the tile index ; Load the tile index
LDA $0FA5 : CLC : CMP.b #$00 : BEQ .not_out_of_bounds LDA $0FA5 : CLC : CMP.b #$00 : BEQ .not_out_of_bounds
CMP.b #$48 : BEQ .not_out_of_bounds CMP.b #$48 : BEQ .not_out_of_bounds
; Clear the sprite and make an error sound ; Clear the sprite and make an error sound
LDA #$3C ; SFX2.3C Error beep LDA #$3C ; SFX2.3C Error beep
STA $012E ; Queue sound effect STA $012E ; Queue sound effect
LDA #$00 : STA.w SprState, X LDA #$00 : STA.w SprState, X
DEC $06FE DEC $06FE
@@ -355,7 +341,7 @@ Sprite_Portal_Draw:
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset? PHA ; Keep the value with animation index offset?
@@ -382,14 +368,14 @@ Sprite_Portal_Draw:
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX
@@ -397,7 +383,7 @@ Sprite_Portal_Draw:
RTS RTS
; Draw Data ; Draw Data
.start_index .start_index
db $00, $01, $02, $03 db $00, $01, $02, $03
@@ -424,4 +410,3 @@ Sprite_Portal_Draw:
db $22 db $22
db $62 db $62
} }