diff --git a/Sprites/ZSpriteLib/sprites.asm b/Sprites/ZSpriteLib/sprites.asm index e7f5695..ab0d5f0 100644 --- a/Sprites/ZSpriteLib/sprites.asm +++ b/Sprites/ZSpriteLib/sprites.asm @@ -509,11 +509,26 @@ LinkYH = $21 ; High position Y of link LinkX = $22 ; Position X of link LinkXH = $23 ; High position X of link -LinkPushDir = $26 ; ----UDLR [U Up][D Down][L Left][R Right] Direction link is pushing against -LinkFaceDir = $2F ; Direction link is facing 00:Up, 02:Down, 04:Left, 06:Right -LinkLastDir = $66 ; Last direction link moved towards 00:Up, 01:Down, 02:Left, 03:Right -LinkMoveDir = $67 ; ----UDLR [U Up][D Down][L Left][R Right] direction link is "walking towards" -LinkMoveInfo = $6A ; 0: Not moving, 1: Moving but NOT diagonally, 2: Moving diagonally +; ----UDLR +; [U Up][D Down][L Left][R Right] +; Direction link is pushing against +LinkPushDir = $26 + +; Direction link is facing +; 00:Up, 02:Down, 04:Left, 06:Right +LinkFaceDir = $2F + +; Last direction link moved towards +; 00:Up, 01:Down, 02:Left, 03:Right +LinkLastDir = $66 + +; ----UDLR +; [U Up][D Down][L Left][R Right] +; direction link is "walking towards" +LinkMoveDir = $67 + +; 0: Not moving, 1: Moving cardinal, 2: Moving diagonally +LinkMoveInfo = $6A LinkRecoilY = $27 ; Recoiling speed Y of link LinkRecoilX = $28 ; Recoiling speed X of link @@ -521,27 +536,102 @@ LinkRecoilX = $28 ; Recoiling speed X of link LinkVisible = $4B ; if set to 0x0C link will be invisible LinkBunnyGfx = $56 ; if set to 1 link will be bunny, otherwise link -LinkSpeed = $57 ; 0x00: normal speed, 0x01-0x0F: slow,�> 0x10:fast -LinkSpeedTbl = $5E ; 0x00: normal speed, 0x02: walking on stair speed, 0x10: dashing speed -LinkFalling = $5B ; if is set to 0x02 or 0x03 link is falling +; 0x00: normal speed, 0x01-0x0F: slow,�> 0x10:fast +LinkSpeed = $57 -LinkState = $5D ; See documentation for that address (0x00 = normal ground state, 0x01 falling, 0x02 recoil, 0x03 spin attack) and many more -LinkDoorway = $6C ; 0: Link is not in a doorway, 1: is in a vertical doorway, 2: is in horizontal doorway +; 0x00: normal speed, 0x02: walking on stair speed, 0x10: dashing speed +LinkSpeedTbl = $5E +; if is set to 0x02 or 0x03 link is falling +LinkFalling = $5B -LinkGrabGfx = $02DA ; 0: Nothing, 1: a hand in the air, 2: 2 hands in the air (like getting triforce) -LinkPoofGfx = $02E1 ; if not 0 add a poof gfx on link -LinkBunTimer = $02E2 ; Bunny timer for link how many time you will stay in bunny before transforming back -LinkMenuMove = $02E4 ; if not 0 prevent link from moving and opening the menu -LinkDamage = $037B ; if not 0 prevent link from getting any damages from sprites +; LinkState_Default : 0x00 +; LinkState_Pits : 0x01 +; LinkState_Recoil : 0x02 +; LinkState_SpinAttack : 0x03 +; LinkState_Swimming : 0x04 +; LinkState_OnIce : 0x05 +; LinkState_Recoil : 0x06 +; LinkState_Zapped : 0x07 +; LinkState_UsingEther : 0x08 +; LinkState_UsingBombos : 0x09 +; LinkState_UsingQuake : 0x0A +; LinkState_HoppingSouthOW : 0x0B +; LinkState_HoppingHorizontallyOW : 0x0C +; LinkState_HoppingDiagonallyUpOW : 0x0D +; LinkState_HoppingDiagonallyDownOW : 0x0E +; LinkState_0F : 0x0F +; LinkState_0F : 0x10 +; LinkState_Dashing : 0x11 +; LinkState_ExitingDash : 0x12 +; LinkState_Hookshotting : 0x13 +; LinkState_CrossingWorlds : 0x14 +; LinkState_ShowingOffItem : 0x15 +; LinkState_Sleeping : 0x16 +; LinkState_Bunny : 0x17 +; LinkState_HoldingBigRock : 0x18 +; LinkState_ReceivingEther : 0x19 +; LinkState_ReceivingBombos : 0x1A +; LinkState_ReadingDesertTablet : 0x1B +; LinkState_TemporaryBunny : 0x1C +; LinkState_TreePull : 0x1D +; LinkState_SpinAttack : 0x1E +LinkState = $5D + +; 0: Link is not in a doorway +; 1: is in a vertical doorway +; 2: is in horizontal doorway +LinkDoorway = $6C + +; 0: Nothing +; 1: a hand in the air +; 2: 2 hands in the air (like getting triforce) +LinkGrabGfx = $02DA + +; if not 0 add a poof gfx on link +LinkPoofGfx = $02E1 + +; Bunny timer for link before transforming back +LinkBunTimer = $02E2 + +; if not 0 prevent link from moving and opening the menu +LinkMenuMove = $02E4 + +; if not 0 prevent link from getting any damages from sprites +LinkDamage = $037B + +; ----CCCC +; [C Touching chest id] +LinkColChest = $02E5 + +; 0: Not on somaria platform, 2: On somaria platform +LinkSomaria = $02F5 + +; BP-AETHR +; [B Boomerang][P Powder] +; [A Bow&Arrows][E UnusedItem] +; [T UnusedItem][H Hammer][R Rods] +LinkItemUse = $0301 -LinkColChest = $02E5 ; ----CCCC [C Touching chest id] -LinkSomaria = $02F5 ; 0: Not on somaria platform, 2: On somaria platform -LinkItemUse = $0301 ; BP-AETHR [B Boomerang][P Powder][A Bow&Arrows][E UnusedItem][T UnusedItem][H Hammer][R Rods] LinkItemY = $0303 ; Currently equipped item on the Y button -LinkCarrying = $0308 ; 0: Nothing, 1:Picking up something, 2: Throwing something -LinkAnim = $037A ; 0: Normal, 1: Shovel, 2: Praying, 4:Hookshot, 8:Somaria, 10: Bug net, 20: Read book, 40: Tree pull +; 0: Nothing, 1:Picking up something, 2: Throwing something +LinkCarrying = $0308 + +; .... ..tl +; t - tossing object +; l - lifting object +LinkCarryOrToss = $0309 + +; 0: Normal +; 1: Shovel +; 2: Praying +; 4: Hookshot +; 8: Somaria +; 10: Bug net +; 20: Read book +; 40: Tree pull +LinkAnim = $037A LinkWallCheat = $037F ; If non zero can walk through walls