Intro Cutscene Sequence and Sprite Movement

This commit is contained in:
scawful
2023-05-10 11:39:16 -05:00
parent 2e0a82f549
commit 905dab92b4
3 changed files with 92 additions and 54 deletions

View File

@@ -34,27 +34,30 @@
;==============================================================================
Sprite_Kydrog_Long:
PHB : PHK : PLB
{
PHB : PHK : PLB
JSR Sprite_Kydrog_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Kydrog_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Kydrog_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
JSR Sprite_Kydrog_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
;==============================================================================
Sprite_Kydrog_Prep:
PHB : PHK : PLB
; Add more code here to initialize data
{
PHB : PHK : PLB
; Add more code here to initialize data
PLB
RTL
PLB
RTL
}
;==============================================================================
@@ -92,7 +95,7 @@ Sprite_Kydrog_Main:
{
LDA.w SprTimerA, X : BNE +
%ShowUnconditionalMessage($21)
LDA.b #$00 : STA.b $49 ; Stop Link's auto-movement
LDA.b #$02 : STA.b $B6 ; Update story flag for Farore
%GotoAction(2)
+
RTS
@@ -100,18 +103,30 @@ Sprite_Kydrog_Main:
Kydrog_SpawnOffspring:
{
STZ.b $49 ; Stop Link from moving
%GotoAction(3)
RTS
}
Kydrog_TurnPlayerToDeku:
{
; LDA.b #$03 : STA.b $B6
; JSL AddTransformationCloud
; LDA.b #$14 : JSR Player_DoSfx2
; JSL Palette_ArmorAndGloves
LDA #$35 : STA $BC
%GotoAction(4)
RTS
}
Kydrog_WarpPlayerAway:
{
LDA #$29
JSL $02B40F
RTS
}
}
@@ -190,4 +205,7 @@ Sprite_Kydrog_Draw:
db $3B, $3B, $3B, $3B, $3B, $3B
.sizes
db $02, $02, $02, $02, $02, $02
}
}
org $02ECF8
dw $0029

View File

@@ -1,6 +1,7 @@
;==============================================================================
; Farore/Maku Tree - Sprite Uncle/Priest
;
; STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
;
;==============================================================================
@@ -65,7 +66,7 @@ Sprite_Farore_Long:
JSR Sprite_Farore_Main ; Call the main sprite code
.SpriteIsNotActive
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
@@ -81,6 +82,8 @@ Sprite_Farore_Prep:
; STZ.w $0DD0, X ; Kill the sprite
; .PlayIntro
LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen
PLB
RTL
}
@@ -89,25 +92,37 @@ Sprite_Farore_Prep:
; Movement key bitwise ---- udlr
WALKSPEED = 09
WALKSPEED = 14
STORY_STATE = $B6
Sprite_Farore_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
dw IntroStart
dw MoveUpTowardsFarore
dw MoveLeftTowardsFarore
dw WaitAndMessage
dw FaroreFollowPlayer
dw MakuArea_FaroreFollowPlayer
dw MakuArea_FaroreWaitForKydrog
IntroStart:
{
; JSR SetupMovieEffect
; JSR MovieEffect
LDA $B6 : CMP #$01 : BEQ .maku_area
CMP #$02 : BEQ .waiting
%GotoAction(1)
.maku_area
JSR MakuArea_FaroreFollowPlayer
.waiting
JSR MakuArea_FaroreWaitForKydrog
RTS
}
@@ -119,7 +134,6 @@ Sprite_Farore_Main:
LDA.b $20 ; Link's Y Position
CMP.b #$9C ; Y = 6C
BCC .linkistoofar
%GotoAction(2)
.linkistoofar
@@ -149,59 +163,65 @@ Sprite_Farore_Main:
WaitAndMessage:
{
{
%PlayAnimation(1, 2, 8)
%MoveTowardPlayer(15)
LDA.w SprTimerA, X : BNE +
STZ $2F
%ShowUnconditionalMessage($24)
LDA.b #$01 : STA.l $7EF300 ; prevent intro from playing again with sram set
; STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
%GotoAction(4)
+
RTS
}
; you could just squeeze it between link and the 1st follower
; by reusing the follow code but with lower delay
; $1A00[0x14] - (Tagalong)
; Low bytes of tagalong states' Y coordinates.
; $1A14[0x14] - (Tagalong)
; High bytes of tagalong states' Y coordinates.
; $1A28[0x14] - (Tagalong)
; Low bytes of tagalong states' X coordinates.
; $1A3C[0x14] - (Tagalong)
; High bytes of tagalong states' X coordinates.
; load current follower position divide it by 2
; and use that as index
; 04
FaroreFollowPlayer:
{
LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$08 : STA.b $49 ; Auto-movement north
%PlayAnimation(3, 4, 8)
%MoveTowardPlayer(9)
%MoveTowardPlayer(16)
LDA #$02 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
LDA #$05 : STA $012D ; turn off rain sound
LDA #$01 : STA $0728
JSL $00FC41 ; fix monsters
LDA #$01 : STA $B6 ; Set Story State
%GotoAction(0)
RTS
}
; 05
MakuArea_FaroreFollowPlayer:
{
.keep_walking
%PlayAnimation(3, 4, 8)
%MoveTowardPlayer(9)
%MoveTowardPlayer(18)
LDA $B6 : CMP.b #$02 : BEQ .keep_walking
JSR MakuArea_FaroreWaitForKydrog
RTS
}
; 06
; 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:
{
%PlayAnimation(5, 5, 8)
RTS
}
; 07
MakuArea_FaroreWalkToPosition:
{
%PlayAnimation(3, 4, 8)
RTS
}
}
;==============================================================================
@@ -217,7 +237,7 @@ Sprite_Farore_Draw:
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
.nextTile
PHX ; Save current Tile Index?
@@ -239,7 +259,7 @@ Sprite_Farore_Draw:
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY