replace sprite labels, more cleanup

This commit is contained in:
scawful
2024-07-07 11:11:10 -04:00
parent 1f2bb46559
commit 8c1ff13681
14 changed files with 55 additions and 56 deletions

View File

@@ -260,6 +260,15 @@ Sprite_AttemptDamageToPlayerPlusRecoil = $06F41F
; makes all the sprites on screen shaking
ApplyRumbleToSprites = $0680FA
; =========================================================
Sprite_MoveLong = $1D808C
Sprite_ProjectSpeedTowardsPlayer = $06EA1A
Sprite_Decelerate_X = $05E657
Sprite_Decelerate_Y = $05E666
; =========================================================
; args:
; pos1_low = $00
@@ -290,6 +299,9 @@ Sprite_PrepAndDrawSingleSmall = $06DBF8
; draw shadow (requires additional oam allocation)
Sprite_DrawShadow = $06DC54
Sprite_DrawWaterRipple = $059FFA
Sprite_DrawRippleIfInWater = $1EFF8D
; =========================================================
; check if the sprite is colliding with a solid tile set $0E70, X
; ----udlr , u = up, d = down, l = left, r = right
@@ -381,7 +393,6 @@ Sprite_NullifyHookshotDrag = $0FF540
; Y = high byte of message ID to use.
Sprite_ShowMessageUnconditional = $05E219
; =========================================================
; show a message if we press A and face the sprite
; A = low byte of message ID to use.
@@ -422,35 +433,23 @@ Sprite_ProjectSpeedTowardsEntityLong = $06EA22
Guard_ChaseLinkOnOneAxis = $05C542
Guard_ParrySwordAttacks = $06EB5E
Sprite_SpawnProbeAlways_long = $05C66E
Probe_CheckTileSolidity = $0DC26E
Sprite_SpawnProbeAlways_long = $05C66E
Sprite_TrackBodyToHead = $05DCA2
; =========================================================
; Misc long functions
GetRandomInt = $0DBA71
Sprite_TrackBodyToHead = $05DCA2
Sprite_Decelerate_X = $05E657
Sprite_Decelerate_Y = $05E666
Sprite_SpawnFireball = $0DDA06
Sprite_MoveLong = $1D808C
Sprite_DrawRippleIfInWater = $1EFF8D
SpriteDraw_WaterRipple = $059FFA
Sprite_SpawnSmallSplash = $1EA820
Sprite_SpawnSparkleGarnish = $058008
Sprite_ProjectSpeedTowardsPlayer = $06EA1A
Sprite_CheckDamageFromPlayerLong = $06F2AA
Sprite_CheckIfLifted = $06AA0C
Sprite_TransmuteToBomb = $06AD50

View File

@@ -360,7 +360,7 @@ Sprite_Floater:
{
; Floater Draw, allocate 4 tiles to use for the hud
LDA SprMiscG, X : BEQ +
JSL SpriteDraw_WaterRipple
JSL Sprite_DrawWaterRipple
+
JSR Sprite_Floater_Draw

View File

@@ -197,7 +197,7 @@ Sprite_Kydreeok_Main:
JSR StopIfOutOfBounds
JSL MoveBody
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
%GotoAction(4)
@@ -217,7 +217,7 @@ Sprite_Kydreeok_Main:
JSR StopIfOutOfBounds
JSL MoveBody
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
%GotoAction(4)
@@ -264,7 +264,7 @@ Sprite_Kydreeok_Main:
JSL MoveBody
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
@@ -325,7 +325,7 @@ Sprite_Kydreeok_Main:
LDA.b #$04 : STA.w SprHeight, X
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
LDA.w SprTimerA, X : BNE .continue

View File

@@ -90,7 +90,7 @@ Sprite_KydreeokHead_Main:
%PlayAnimation(0,2,10)
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -122,7 +122,7 @@ Sprite_KydreeokHead_Main:
%PlayAnimation(3,5,10)
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -143,7 +143,7 @@ Sprite_KydreeokHead_Main:
%StartOnFrame(6)
%PlayAnimation(6,8,10)
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSR KydreeokHead_RotationMove
@@ -163,7 +163,7 @@ Sprite_KydreeokHead_Main:
%PlayAnimation(9,11,10)
%MoveTowardPlayer(15)
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSR KydreeokHead_RotationMove
@@ -182,7 +182,7 @@ Sprite_KydreeokHead_Main:
%MoveTowardPlayer(15)
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX

View File

@@ -240,7 +240,7 @@ Sprite_KydrogBoss_Main:
%PlayAnimation(0, 2, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -260,7 +260,7 @@ Sprite_KydrogBoss_Main:
%PlayAnimation(3, 5, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -280,7 +280,7 @@ Sprite_KydrogBoss_Main:
%PlayAnimation(6, 8, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -300,7 +300,7 @@ Sprite_KydrogBoss_Main:
%PlayAnimation(9, 11, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -331,7 +331,7 @@ Sprite_KydrogBoss_Main:
.continue
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -361,7 +361,7 @@ Sprite_KydrogBoss_Main:
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -381,7 +381,7 @@ Sprite_KydrogBoss_Main:
%PlayAnimation(17, 17, 10)
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX

View File

@@ -205,7 +205,7 @@ Sprite_Manhandla_Main:
JSL Sprite_Move
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
RTS
@@ -219,7 +219,7 @@ Sprite_Manhandla_Main:
JSL Sprite_Move
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
RTS
@@ -234,7 +234,7 @@ Sprite_Manhandla_Main:
JSL Sprite_Move
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -258,7 +258,7 @@ Sprite_Manhandla_Main:
JSR Sprite_Manhandla_Move
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -331,7 +331,7 @@ Sprite_Manhandla_Main:
JSR Mothula_SpawnBeams
+
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
LDY.w Offspring1_Id

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@@ -251,7 +251,7 @@ Sprite_Twinrova_Main:
%Twinrova_Front()
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -271,7 +271,7 @@ Sprite_Twinrova_Main:
%Twinrova_Back()
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -404,7 +404,7 @@ Sprite_Twinrova_Main:
%Show_Koume()
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -436,7 +436,7 @@ Sprite_Twinrova_Main:
%Show_Kotake()
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX

View File

@@ -90,7 +90,7 @@ Sprite_Wolfos_CheckIfDefeated:
macro Wolfos_Move()
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageFromPlayerLong : BCC +
JSL Sprite_CheckDamageFromPlayer : BCC +
+
JSL Sprite_PlayerCantPassThrough

View File

@@ -122,7 +122,7 @@ Sprite_AntiKirby_Main:
%PlayAnimation(0, 2, 10) ; Start
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #!RecoilTime : STA.w SprTimerA, X
%GotoAction(1) ; Hurt
RTS
@@ -152,7 +152,7 @@ Sprite_AntiKirby_Main:
{
%PlayAnimation(4, 5, 10) ; Suck
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #!RecoilTime : STA.w SprTimerA, X
%GotoAction(1) ; Hurt
RTS
@@ -234,7 +234,7 @@ Sprite_AntiKirby_Main:
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #!RecoilTime : STA.w SprTimerA, X
%GotoAction(6) ; Hurt
.NoDamage

View File

@@ -221,7 +221,7 @@ Sprite_DekuScrubEnemy_Main:
STZ.w SprState, X
.no_collision
JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
; Apply force in the opposite direction
LDA #-16 : STA.w SprYSpeed, X
.no_damage

View File

@@ -88,7 +88,7 @@ Sprite_PolsVoice_Main:
%GotoAction(1)
.not_done
JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
JSL Sprite_DirectionToFacePlayer
; Apply the speed positive or negative speed
@@ -124,7 +124,7 @@ Sprite_PolsVoice_Main:
LDA SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
JSL Sprite_InvertSpeed_XY
.no_damage
RTS

View File

@@ -69,7 +69,7 @@ Sprite_SeaUrchin_Main:
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
BCC .NoDamage
%GotoAction(1)

View File

@@ -99,7 +99,7 @@ Sprite_IceBlock_Main:
JSR Statue_BlockSprites
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayer
BCC .no_damage
LDA SprMiscD, X : STA.w SprX, X
LDA SprMiscE, X : STA.w SprY, X

View File

@@ -82,7 +82,7 @@ Sprite_LeverSwitch_Main:
{
%PlayAnimation(0,0,4)
LDA SprTimerA, X : BNE .NoDamage
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #$25 : STA $012F
STZ.w $37
@@ -96,7 +96,7 @@ Sprite_LeverSwitch_Main:
{
%PlayAnimation(1,1,4)
LDA SprTimerA, X : BNE .NoDamage
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #$25 : STA $012F
LDA #$01 : STA $37
LDA #$10 : STA.w SprTimerA, X
@@ -108,7 +108,7 @@ Sprite_LeverSwitch_Main:
SpeedSwitchOff:
{
%PlayAnimation(0,0,4)
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA.b #$25 : STA $012F
LDA.b #$01 : STA $36
%GotoAction(3)
@@ -119,7 +119,7 @@ Sprite_LeverSwitch_Main:
SpeedSwitchOn:
{
%PlayAnimation(1,1,4)
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #$25 : STA $012F
STZ.w $36
%GotoAction(2)