reorganize all_sprites

This commit is contained in:
scawful
2024-07-09 11:16:07 -04:00
parent 981e0d3200
commit 9a151517a6

View File

@@ -1,162 +1,7 @@
InCutScene = $7EF303
; Player2JoypadReturn
org $0083F8
LDA InCutScene : BEQ .notInCutscene
STZ $F0
STZ $F2
STZ $F4
STZ $F6
STZ $F8
STZ $FA ; kill all input
.notInCutscene
RTS
warnpc $00841E
; =========================================================
; Sprite
; Kydreeok Head die like Sidenexx
org $06EFFF
CMP.b #$CF
org $06F003
CMP.b #$CF
; Make Dark Link die like sidenexx
org $06F003
CMP.b #$C1
; Make Helmet ChuChu recoil link
org $06F37D
CMP.b #$05
; Make Kydreeok head recoil Link
org $06F381
CMP.b #$CF
; =========================================================
; Fix the capital 'B' debug item cheat.
org $0CDC26
db $80 ; replace a $F0 (BEQ) with a $80 (BRA).
; Follower_Disable
; Don't disable Kiki so we can switch maps with him.
org $09ACF3
LDA.l $7EF3CC
CMP.b #$0E
; Kiki, don't care if we're not in dark world
org $099FEB
#_099FEB: LDA.b $8A
#_099FED: AND.b #$FF
org $1EE48E
NOP #6
; Kiki activate cutscene 3 (tail palace)
org $1EE630
LDA.b #$03 : STA.w $04C6
; Kid at ranch checks for flute
org $05FF7D
LDA.l $7EF34C
CMP.b #$01
; Running Man draw palette
org $05E9CD
SpriteDraw_RunningBoy:
#_05E9CD: dw 0, -8 : db $2C, $00, $00, $02
#_05E9D5: dw 0, 0 : db $EE, $0E, $00, $02
#_05E9DD: dw 0, -7 : db $2C, $00, $00, $02
#_05E9E5: dw 0, 1 : db $EE, $4E, $00, $02
#_05E9ED: dw 0, -8 : db $2A, $00, $00, $02
#_05E9F5: dw 0, 0 : db $CA, $0E, $00, $02
#_05E9FD: dw 0, -7 : db $2A, $00, $00, $02
#_05EA05: dw 0, 1 : db $CA, $4E, $00, $02
#_05EA0D: dw 0, -8 : db $2E, $00, $00, $02
#_05EA15: dw 0, 0 : db $CC, $0E, $00, $02
#_05EA1D: dw 0, -7 : db $2E, $00, $00, $02
#_05EA25: dw 0, 1 : db $CE, $0E, $00, $02
#_05EA2D: dw 0, -8 : db $2E, $40, $00, $02
#_05EA35: dw 0, 0 : db $CC, $4E, $00, $02
#_05EA3D: dw 0, -7 : db $2E, $40, $00, $02
#_05EA45: dw 0, 1 : db $CE, $4E, $00, $02
; =========================================================
incsrc ZSpriteLib/sprite_macros.asm
; TODO: Sprite_AttemptKillingOfKin
; SpritePrep_HauntedGroveOstritch
org $068BB2
NOP #11
; HauntedGroveRabbit_Idle
org $1E9A8F
NOP #5
; MedallionTablet (Goron)
org $05F274
LDA.l $7EF378 ; Unused SRAM
org $08C2E3
dw $006F ; BUTTER SWORD DIALOGUE
; =========================================================
; Shop item heart OAM
; SpriteDraw_ShopItem
org $1EF42E
dw -4, 16 : db $03, $02, $00, $00 ; 3
dw -4, 16 : db $03, $02, $00, $00 ; 3
dw 4, 16 : db $30, $02, $00, $00 ; 0
dw 0, 0 : db $E5, $03, $00, $02 ; item
dw 4, 11 : db $38, $03, $00, $00 ; shadow
Bananas = $7EF38B
org $1EF27D
ShopItem_Banana:
{
JSR $F4CE ; SpriteDraw_ShopItem
JSR $FE78 ; Sprite_CheckIfActive_Bank1E
JSL $1EF4F3 ; Sprite_BehaveAsBarrier
JSR $F391 ; ShopItem_CheckForAPress
BCC .exit
LDA.l Bananas : CMP.b #$0A : BCS .error
LDA.b #$1E : LDY.b #$00
JSR $F39E ; ShopItem_HandleCost
BCC $F1A1 ; ShopItem_GiveFailureMessage
STZ.w $0DD0,X
INC.b Bananas
LDY.b #$42
JSR $F366 ; ShopItem_HandleReceipt
.exit
RTS
.error
JSR $F38A ; ShopItem_PlayBeep
}
warnpc $1EF2AB
; =========================================================
org $308000
incsrc ZSpriteLib/sprite_new_table.asm
@@ -243,11 +88,6 @@ org $1EEEE4
org $058EE6
JSL PutRollerBeneathLink
; Octoballoon_FormBabby
; Reduce by half the number of babies spawned
org $06D814
LDA.b #$02
; =========================================================
print ""
@@ -362,4 +202,167 @@ incsrc "Sprites/Bosses/kydreeok.asm"
print "End of kydreeok.asm ", pc
incsrc "Sprites/Bosses/kydreeok_head.asm"
print "End of kydreeok_head.asm ", pc
print "End of kydreeok_head.asm ", pc
; =========================================================
; Sprite Recoil and Death
; TODO: Sprite_AttemptKillingOfKin
; Kydreeok Head die like Sidenexx
org $06EFFF
CMP.b #$CF
org $06F003
CMP.b #$CF
; Make Dark Link die like sidenexx
org $06F003
CMP.b #$C1
; Make Helmet ChuChu recoil link
org $06F37D
CMP.b #$05
; Make Kydreeok head recoil Link
org $06F381
CMP.b #$CF
; =========================================================
InCutScene = $7EF303
; Player2JoypadReturn
org $0083F8
LDA InCutScene : BEQ .notInCutscene
STZ $F0
STZ $F2
STZ $F4
STZ $F6
STZ $F8
STZ $FA ; kill all input
.notInCutscene
RTS
warnpc $00841E
; =========================================================
Bananas = $7EF38B
org $1EF27D
ShopItem_Banana:
{
JSR $F4CE ; SpriteDraw_ShopItem
JSR $FE78 ; Sprite_CheckIfActive_Bank1E
JSL $1EF4F3 ; Sprite_BehaveAsBarrier
JSR $F391 ; ShopItem_CheckForAPress
BCC .exit
LDA.l Bananas : CMP.b #$0A : BCS .error
LDA.b #$1E : LDY.b #$00
JSR $F39E ; ShopItem_HandleCost
BCC $F1A1 ; ShopItem_GiveFailureMessage
STZ.w $0DD0,X
INC.b Bananas
LDY.b #$42
JSR $F366 ; ShopItem_HandleReceipt
.exit
RTS
.error
JSR $F38A ; ShopItem_PlayBeep
}
warnpc $1EF2AB
; =========================================================
; Shop item heart OAM
; SpriteDraw_ShopItem
org $1EF42E
dw -4, 16 : db $03, $02, $00, $00 ; 3
dw -4, 16 : db $03, $02, $00, $00 ; 3
dw 4, 16 : db $30, $02, $00, $00 ; 0
dw 0, 0 : db $E5, $03, $00, $02 ; item
dw 4, 11 : db $38, $03, $00, $00 ; shadow
; =========================================================
; Octoballoon_FormBabby
; Reduce by half the number of babies spawned
org $06D814
LDA.b #$02
; SpritePrep_HauntedGroveOstritch
org $068BB2
NOP #11
; HauntedGroveRabbit_Idle
org $1E9A8F
NOP #5
; MedallionTablet (Goron)
org $05F274
LDA.l $7EF378 ; Unused SRAM
org $08C2E3
dw $006F ; BUTTER SWORD DIALOGUE
; Fix the capital 'B' debug item cheat.
org $0CDC26
db $80 ; replace a $F0 (BEQ) with a $80 (BRA).
; Follower_Disable
; Don't disable Kiki so we can switch maps with him.
org $09ACF3
LDA.l $7EF3CC
CMP.b #$0E
; Kiki, don't care if we're not in dark world
org $099FEB
#_099FEB: LDA.b $8A
#_099FED: AND.b #$FF
org $1EE48E
NOP #6
; Kiki activate cutscene 3 (tail palace)
org $1EE630
LDA.b #$03 : STA.w $04C6
; Kid at ranch checks for flute
org $05FF7D
LDA.l $7EF34C
CMP.b #$01
; Running Man draw palette
org $05E9CD
SpriteDraw_RunningBoy:
#_05E9CD: dw 0, -8 : db $2C, $00, $00, $02
#_05E9D5: dw 0, 0 : db $EE, $0E, $00, $02
#_05E9DD: dw 0, -7 : db $2C, $00, $00, $02
#_05E9E5: dw 0, 1 : db $EE, $4E, $00, $02
#_05E9ED: dw 0, -8 : db $2A, $00, $00, $02
#_05E9F5: dw 0, 0 : db $CA, $0E, $00, $02
#_05E9FD: dw 0, -7 : db $2A, $00, $00, $02
#_05EA05: dw 0, 1 : db $CA, $4E, $00, $02
#_05EA0D: dw 0, -8 : db $2E, $00, $00, $02
#_05EA15: dw 0, 0 : db $CC, $0E, $00, $02
#_05EA1D: dw 0, -7 : db $2E, $00, $00, $02
#_05EA25: dw 0, 1 : db $CE, $0E, $00, $02
#_05EA2D: dw 0, -8 : db $2E, $40, $00, $02
#_05EA35: dw 0, 0 : db $CC, $4E, $00, $02
#_05EA3D: dw 0, -7 : db $2E, $40, $00, $02
#_05EA45: dw 0, 1 : db $CE, $4E, $00, $02
; =========================================================