Update Sprites and Items
- Add the Portal Rod item (WIP) - Add Twinrova Boss Sprite - Update the Minecart Sprite - Fix the HUD magic meter draw - Fix some Zora Mask bugs (WIP) - General housekeeping
This commit is contained in:
@@ -189,7 +189,11 @@ Sprite_VillageDog_Main:
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Dog_WagTailLeft:
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{
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%PlayAnimation(0,1, 8)
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LDA $02B2 : CMP.b #$05 : BNE .not_minish
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%ShowSolicitedMessage($18) : JMP .continue
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.not_minish
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%ShowSolicitedMessage($1B)
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.continue
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LDA.w SprTimerD, X : BNE +
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%GotoAction(0)
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+
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@@ -200,7 +204,11 @@ Sprite_VillageDog_Main:
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Dog_WagTailRight:
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{
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%PlayAnimation(11,12,8)
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LDA $02B2 : CMP.b #$05 : BNE .not_minish
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%ShowSolicitedMessage($18) : JMP .continue
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.not_minish
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%ShowSolicitedMessage($1B)
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.continue
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LDA.w SprTimerD, X : BNE +
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%GotoAction(0)
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+
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@@ -57,6 +57,8 @@ SprXRound = $0D70
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SprCachedX = $0FD8 ; This doesn't need to be indexed with X it contains the 16bit position of the sprite
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SprCachedY = $0FDA ; This doesn't need to be indexed with X it contains the 16bit position of the sprite
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DungeonMainCheck = $021B ;0x01
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SpriteRanCheck = $8E ;0x01
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org $09AE64
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@@ -3,39 +3,38 @@
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;=================================================================
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Sprite_CheckActive:
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{
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; Deactivates the sprite in certain situations
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; Deactivates the sprite in certain situations
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LDA $0DD0, X : CMP.b #$09 : BNE .inactive
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LDA $0FC1 : BNE .inactive
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LDA $11 : BNE .inactive
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LDA $0CAA, X : BMI .active
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LDA $0F00, X : BEQ .active
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LDA $0DD0, X : CMP.b #$09 : BNE .inactive
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LDA $0FC1 : BNE .inactive
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LDA $11 : BNE .inactive
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LDA $0CAA, X : BMI .active
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LDA $0F00, X : BEQ .active
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.inactive
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CLC
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RTL
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.active
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SEC
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RTL
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.inactive
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CLC
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RTL
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.active
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SEC
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RTL
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}
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; make the sprite move X axis
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;===================================================================================================
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;==========================================================
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Sprite_MoveHoriz:
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LDA.w $0D50,X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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LDA.w $0D50, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D70,X : STA.w $0D70,X
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LDY.b #$00
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LDA.w $0D50,X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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LDA.w $0D50, X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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ORA.b #$F0
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DEY
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@@ -59,14 +58,14 @@ Sprite_Move:
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; make the sprite move Y axis
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;===================================================================================================
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Sprite_MoveVert:
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LDA.w $0D40,X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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LDA.w $0D40, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D60,X : STA.w $0D60,X
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LDY.b #$00
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LDA.w $0D40,X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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LDA.w $0D40, X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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ORA.b #$F0
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DEY
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@@ -82,12 +81,12 @@ Sprite_MoveVert:
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;===================================================================================================
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Sprite_MoveZ:
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Sprite_MoveAltitude:
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LDA.w $0F80,X : ASL : ASL : ASL : ASL
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LDA.w $0F80, X : ASL : ASL : ASL : ASL
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CLC : ADC.w $0F90,X : STA.w $0F90,X
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LDA.w $0F80,X : PHP
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LSR : LSR : LSR : LSR
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PLP : BPL .positive
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LDA.w $0F80, X : PHP
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LSR : LSR : LSR : LSR
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PLP : BPL .positive
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ORA.b #$F0
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@@ -107,11 +106,11 @@ Sprite_BounceTowardPlayer:
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DEC.w $0F80,X : DEC.w $0F80,X
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LDA.w $0F70,X : BPL .aloft
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LDA.w $0F70, X : BPL .aloft
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STZ.w $0F70,X
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STZ.w $0F70, X
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LDA.b $08 : STA.w $0F80,X ; set height from 08
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LDA.b $08 : STA.w $0F80, X ; set height from 08
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;LDA.b $09
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LDA.b #$20
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@@ -121,7 +120,7 @@ Sprite_BounceTowardPlayer:
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LDA.b #$21 : JSL Sound_SetSfx2PanLong
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.aloft
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LDA.w $0F70,X : BEQ .dontmove
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LDA.w $0F70, X : BEQ .dontmove
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JSL Sprite_Move
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@@ -129,41 +128,124 @@ Sprite_BounceTowardPlayer:
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RTL
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Sprite_BounceFromTileCollision:
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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LDA.w $0D50,X : EOR.b #$FF : INC : STA.w $0D50,X
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INC.w $0ED0,X
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INC.w $0ED0, X
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++ LDA.w $0E70,X : AND.b #$0C : BEQ ++
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++ LDA.w $0E70, X : AND.b #$0C : BEQ ++
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LDA.w $0D40,X : EOR.b #$FF : INC : STA.w $0D40,X
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INC.w $0ED0,X
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INC.w $0ED0, X
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++ RTL
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++ RTL
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; ==============================================================================
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Intro_Dungeon_Main:
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{
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;test to see if we are at a place where a guardian is present
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LDA $0E20 : CMP.b #$92 : BNE .notGuardian
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LDA $0E30 : BEQ .notGuardian
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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;free ram used to check if the sprite ran this frame, if 0, it didn't run
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LDA.b SpriteRanCheck : BEQ .didNotRun
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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.didNotRun
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STZ.b SpriteRanCheck
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.notGuardian
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REP #$21 : LDA.w DungeonMainCheck : BNE .intro ;<- load that free ram you are using if it's not zero then we're doing intro thing
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LDA $E2 : RTL ;return to normal intro
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.intro
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PLA ;Pop 2byte from stack
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;skip all the BGs codes
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SEP #$20
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PLA ;Pop 1 byte from the stack
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JSL $07F0AC ; $3F0AC IN ROM. Handle the sprites of pushed blocks.
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JSL $068328 ;Sprite_Main
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JSL $0DA18E ;PlayerOam_Main
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JSL $0DDB75 ;HUD.RefillLogicLong
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JML $0AFD0C ;FloorIndicator ; $57D0C IN ROM. Handles HUD floor indicator
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}
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;uses $00 as the Y coordinate and $02 as the X
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MoveCamera:
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{
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REP #$20
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;move the camera up or down until a point is reached
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LDA $E8 : CMP $00 : BEQ .dontMoveY ;if equals that point, dont move y
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BCS .CameraBelowPointY
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;CameraAbovePoint
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ADC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera down by 1
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BRA .dontMoveY
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.CameraBelowPointY
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SEC : SBC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera up by 1
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.dontMoveY
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;move the camera right or left until a point is reached
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LDA $E2 : CMP.w $02 : BEQ .dontMoveX ;if equals that point, dont move x
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BCS .CameraBelowPointX ;left
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;CameraAbovePoint ;right
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ADC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera right by 1
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BRA .dontMoveX
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.CameraBelowPointX
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SEC : SBC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera left by 1
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.dontMoveX
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;if link is outside of a certain range of the camera, make him dissapear so he doesnt appear on the other side
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LDA $20 : SEC : SBC $E8 : CMP.w #$00E0 : BCS .MakeLinkInvisible
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LDA $22 : SEC : SBC $E2 : CMP.w #$00E0 : BCS .MakeLinkInvisible
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SEP #$20
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LDA.b #$00 : STA $4B ;make link visible
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RTS
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.MakeLinkInvisible
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SEP #$20
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LDA.b #$0C : STA $4B ;make link invisible
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RTS
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}
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MovieEffectTimer = $7EF500 ;0x01
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;these need to be the same as the next set
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;used to do the HDMA
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MovieEffectArray = $F900 ;0x0F
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MovieEffectBank = $7E
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MovieEffectArray = $F900 ;0x0F
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MovieEffectBank = $7E
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;used to set the actual values
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MovieEffect0 = $7EF900 ;0x01
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MovieEffect1 = $7EF901 ;0x01
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MovieEffect2 = $7EF902 ;0x01
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MovieEffect3 = $7EF903 ;0x01
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MovieEffect4 = $7EF904 ;0x01
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MovieEffect5 = $7EF905 ;0x01
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MovieEffect6 = $7EF906 ;0x01
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MovieEffect7 = $7EF907 ;0x01
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MovieEffect8 = $7EF908 ;0x01
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MovieEffect9 = $7EF909 ;0x01
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MovieEffectA = $7EF90A ;0x01
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MovieEffectB = $7EF90B ;0x01
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MovieEffectC = $7EF90C ;0x01
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MovieEffectD = $7EF90D ;0x01
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MovieEffectE = $7EF90E ;0x01
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MovieEffect0 = $7EF900 ;0x01
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MovieEffect1 = $7EF901 ;0x01
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MovieEffect2 = $7EF902 ;0x01
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MovieEffect3 = $7EF903 ;0x01
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MovieEffect4 = $7EF904 ;0x01
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MovieEffect5 = $7EF905 ;0x01
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MovieEffect6 = $7EF906 ;0x01
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MovieEffect7 = $7EF907 ;0x01
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MovieEffect8 = $7EF908 ;0x01
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MovieEffect9 = $7EF909 ;0x01
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MovieEffectA = $7EF90A ;0x01
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MovieEffectB = $7EF90B ;0x01
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MovieEffectC = $7EF90C ;0x01
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MovieEffectD = $7EF90D ;0x01
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MovieEffectE = $7EF90E ;0x01
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SetupMovieEffect:
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{
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@@ -212,9 +294,9 @@ MovieEffect:
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LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
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LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
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LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
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LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
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SEP #$20
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SEP #$20
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LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
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; LDA $9B : ORA #$20 : STA $9B
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@@ -227,5 +309,5 @@ MovieEffect:
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $3F, $00 ;for $20 line set screen brightness to 0
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db $00 ;end the HDMA
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db $00 ;end the HDMA
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}
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@@ -25,7 +25,7 @@ incsrc ZSpriteLib/sprite_new_table.asm
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;==============================================================================
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org $308000
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org $2A8000
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incsrc ZSpriteLib/sprite_new_functions.asm
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incsrc "Sprites/farore.asm"
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@@ -52,5 +52,18 @@ print "End of anti_kirby.asm ", pc
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incsrc "Sprites/VillageDog/village_dog.asm"
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print "End of village_dog.asm ", pc
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incsrc "Sprites/Minecart/minecart.asm"
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print "End of minecart.asm ", pc
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incsrc "Sprites/minecart.asm"
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print "End of minecart.asm ", pc
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incsrc "Sprites/twinrova.asm"
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incsrc "Sprites/portal_sprite.asm"
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incsrc "Sprites/impa.asm"
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print "End of impa.asm ", pc
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incsrc "Sprites/bug_net_kid.asm"
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warnpc $2B8000
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56
Sprites/bug_net_kid.asm
Normal file
56
Sprites/bug_net_kid.asm
Normal file
@@ -0,0 +1,56 @@
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org $07F4D0
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Sprite_CheckIfPlayerPreoccupied:
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org $06F154
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Sprite_CheckDamageToPlayer_same_layer:
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org $06B962
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BugNetKid_Resting:
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{
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JSL Sprite_CheckIfPlayerPreoccupied : BCS .dont_awaken
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JSR Sprite_CheckDamageToPlayer_same_layer : BCC .dont_awaken
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LDA $7EF34C
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CMP.b #$01 : BCC .no_ocarina
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INC $0D80, X
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INC $02E4
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.dont_awaken
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RTS
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.no_ocarina
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; "... Do you have a bottle to keep a bug in? ... I see. You don't..."
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LDA.b #$04
|
||||
LDY.b #$01
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||||
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JSL Sprite_ShowSolicitedMessageIfPlayerFacing
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||||
RTS
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||||
}
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||||
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||||
org $06B9C6
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BugNetKid_GrantBugNet:
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||||
{
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||||
; Give Link the Boots
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LDY.b #$4B
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||||
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STZ $02E9
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||||
|
||||
PHX
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||||
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||||
JSL Link_ReceiveItem
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||||
|
||||
PLX
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||||
|
||||
INC $0D80, X
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||||
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||||
STZ $02E4
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||||
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||||
RTS
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||||
}
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||||
5
Sprites/impa.asm
Normal file
5
Sprites/impa.asm
Normal file
@@ -0,0 +1,5 @@
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||||
; Impa Fix
|
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org $05EBCF
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LDA $7EF359 : CMP.b #$04
|
||||
|
||||
|
||||
@@ -29,8 +29,6 @@
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||||
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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||||
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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||||
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||||
!HVelocity = $06
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||||
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||||
;==============================================================================
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||||
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%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
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@@ -59,21 +57,27 @@ Sprite_Minecart_Prep:
|
||||
{
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||||
PHB : PHK : PLB
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||||
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||||
; Adjust the Y position so it aligns with the tracks.
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LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X
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||||
|
||||
PLB
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||||
RTL
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
|
||||
!MinecartSpeed = 10
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||||
|
||||
print "Minecart: ", pc
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||||
Sprite_Minecart_Main:
|
||||
{
|
||||
LDA.w SprAction, X ; Load the SprAction
|
||||
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
|
||||
|
||||
dw Minecart_Adjust
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dw Minecart_Waiting
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||||
dw Minecart_Moving
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dw Minecart_Moving2
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||||
dw Minecart_Adjust
|
||||
dw Minecart_Waiting
|
||||
dw Minecart_MoveHorizontal
|
||||
dw Minecart_MoveVertical
|
||||
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||||
Minecart_Adjust:
|
||||
{
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||||
@@ -86,7 +90,6 @@ Sprite_Minecart_Main:
|
||||
LDA #$00 : STA $0CD2, X
|
||||
LDA #$00 : STA $0B6B, X ;Set interactive hitbox?
|
||||
LDA #$40 : STA $0E00, X
|
||||
LDA #$FF : STA $021B
|
||||
|
||||
INC $0D80, X
|
||||
|
||||
@@ -99,151 +102,173 @@ Sprite_Minecart_Main:
|
||||
JSR CheckIfPlayerIsOn : BCC .not_on_platform
|
||||
;Cancel Falling
|
||||
JSL Player_HaltDashAttack
|
||||
LDA #$00 : STA $5D : STA $5B : STA $57 : STA $5E
|
||||
STA $59
|
||||
LDA #$02 : STA $02F5
|
||||
LDA $0FDA : SEC : SBC #$0B : STA $20
|
||||
; LDA #$01 : STA DungeonMainCheck
|
||||
%GotoAction(2)
|
||||
RTS
|
||||
|
||||
.not_on_platform
|
||||
LDA $0E00, X : BNE + ;wait before moving
|
||||
LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground!
|
||||
INC $0D80, X
|
||||
|
||||
|
||||
LDA.b #$01 : STA $041A
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Minecart_Moving: ;Check for pixel X+24, Y+16 if tileid = 0D41
|
||||
|
||||
print pc
|
||||
Minecart_MoveHorizontal:
|
||||
{
|
||||
JSL Sprite_Move
|
||||
LDA $5D : CMP #$02 : BNE +
|
||||
RTS
|
||||
+
|
||||
|
||||
LDA $021B : CMP #$FF : BEQ .NoPlatformSetted ;if == FF then go check if we're on this platform
|
||||
CPX $021B : BNE .DoNotCheckThisPlatform ;Is the platform the one we're currently standing on?
|
||||
LDA #$FF : STA $021B
|
||||
|
||||
.NoPlatformSetted
|
||||
|
||||
JSR CheckIfPlayerIsOn : BCC .NotOnPlatform
|
||||
STX $021B ;We are on that platform so put that in
|
||||
%PlayAnimation(0,1,8)
|
||||
LDA.b #-!MinecartSpeed : STA $0D50, X
|
||||
JSL Sprite_MoveHoriz
|
||||
|
||||
; Make Link move with the minecart
|
||||
LDA SprX, X : STA $22
|
||||
|
||||
LDY $039D ;Load Hookshot slot
|
||||
LDA $0C4A, Y : CMP #$1F : BNE .noHookshot
|
||||
LDA #$13 : STA $5D ;we're in hookshot mode then!!
|
||||
.noHookshot
|
||||
|
||||
LDA $5D : CMP #$13 : BNE .dontstopPlatform ;Hookshotting!! stop the platform
|
||||
;Prevent platform from moving
|
||||
STZ $0D50, X : STZ $0D40, X
|
||||
REP #$20
|
||||
STZ $0B7E : STZ $0B7C
|
||||
SEP #$20
|
||||
;Prevent timers from going down as well
|
||||
INC $0E10, X
|
||||
INC $0E00, X
|
||||
|
||||
JSR DragPlayer
|
||||
|
||||
; Set Minecart sprite coords to look for tile attributes
|
||||
LDA.w $0D00, X : STA.b $00
|
||||
LDA.w $0D20, X : STA.b $01
|
||||
|
||||
LDA.w $0D10, X : STA.b $02
|
||||
LDA.w $0D30, X : STA.b $03
|
||||
|
||||
LDA.b #$00 : JSL $06E87B
|
||||
|
||||
; Check for Top Right Corner Tile
|
||||
LDA $0FA5 : CMP.b #$B1 : BNE .continue
|
||||
%StartOnFrame(2)
|
||||
LDA #$00 : STA $0D50, X ; Reset X Speed
|
||||
INC $0D80, X
|
||||
RTS
|
||||
.dontstopPlatform
|
||||
|
||||
.continue
|
||||
|
||||
PHX
|
||||
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
|
||||
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
|
||||
JSL Player_HaltDashAttack
|
||||
;Cancel Falling
|
||||
STZ $5D : STZ $5B : STZ $57 : STZ $5E : STZ $59
|
||||
|
||||
LDA $0E10, X : BNE .Waiting
|
||||
PLX
|
||||
|
||||
JSR CheckPlayerDirection
|
||||
|
||||
.DoNotCheckThisPlatform
|
||||
.NotOnPlatform
|
||||
LDA $5B : CMP #$02 : BEQ .Check5D ;IF $5B == 2 then we're falling!
|
||||
BRA .skip5D
|
||||
.Check5D
|
||||
LDA $5D : CMP #$01 : BEQ .Falling ;Branch if we're falling!
|
||||
|
||||
.skip5D
|
||||
LDA $0E10, X : BNE .Waiting
|
||||
STZ $0D50, X : STZ $0D40, X ;Not Needed probably
|
||||
LDY $0DB0, X ;Load Directtion
|
||||
LDA SpeedTableX, Y : STA $0D50, X
|
||||
LDA SpeedTableY, Y : STA $0D40, X
|
||||
|
||||
JSR Sprite_Move
|
||||
JSR GetTileIDAtPosition
|
||||
+
|
||||
|
||||
.Waiting
|
||||
RTS
|
||||
.Falling
|
||||
;Keep Timer incremented
|
||||
INC $0E10, X
|
||||
INC $0E00, X
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
Minecart_Moving2: ;Check for pixel X+24, Y+16 if tileid = 0D41 ;04
|
||||
Minecart_MoveVertical:
|
||||
{
|
||||
LDY $0DB0, X ;Load Directtion
|
||||
LDA SpeedTableX, Y : STA $0D50, X
|
||||
LDA SpeedTableY, Y : STA $0D40, X
|
||||
%PlayAnimation(2,3,8)
|
||||
LDA.b #-!MinecartSpeed : STA $0D40, X
|
||||
|
||||
JSR Sprite_Move
|
||||
JSR GetTileIDAtPosition
|
||||
JSL Sprite_MoveVert
|
||||
LDA SprY, X : SEC : SBC #$04 : STA $20
|
||||
LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
|
||||
|
||||
REP #$20
|
||||
LDA $0FD8 : CLC : ADC #$0010 : STA $00
|
||||
LDA $0FDA : CLC : ADC #$0008 : STA $02
|
||||
SEP #$20
|
||||
DEX
|
||||
LDA $00 : STA $0D10, X ;X low
|
||||
LDA $01 : STA $0D30, X ;X High
|
||||
JSR DragPlayer
|
||||
|
||||
LDA $02 : STA $0D00, X ;Y low
|
||||
LDA $03 : STA $0D20, X ;Y high
|
||||
INX
|
||||
RTS
|
||||
|
||||
|
||||
LDA.w $0D00, X : STA.b $00
|
||||
LDA.w $0D20, X : STA.b $01
|
||||
|
||||
LDA.w $0D10, X : STA.b $02
|
||||
LDA.w $0D30, X : STA.b $03
|
||||
|
||||
LDA.b #$00 : JSL $06E87B
|
||||
LDA $0FA5 : CMP.b #$B4 : BNE .continue
|
||||
LDA $0FDA : SEC : SBC #$0B : STA $20
|
||||
%GotoAction(2)
|
||||
RTS
|
||||
.continue
|
||||
|
||||
PHX
|
||||
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
|
||||
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
|
||||
JSL Player_HaltDashAttack
|
||||
PLX
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
;Up, Right, Down, Left
|
||||
SpeedTableX:
|
||||
db 00, 16, 00, -16
|
||||
SpeedTableY:
|
||||
db -16, 00, 16, 00
|
||||
|
||||
SpeedTableWordX:
|
||||
dw 00, 01, 00, -01
|
||||
SpeedTableWordY:
|
||||
dw -01, 00, 01, 00
|
||||
|
||||
|
||||
CheckPlayerDirection:
|
||||
DragPlayer:
|
||||
{
|
||||
REP #$20
|
||||
STZ $0B7E : STZ $0B7C ; Not needed propbably
|
||||
LDY.w $0DE0, X
|
||||
LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w $0B7C : STA $0B7C
|
||||
LDA.w DragPlayer_drag_x_high, Y : ADC.w $0B7D : STA $0B7D
|
||||
|
||||
LDA $0DB0, X : AND #$00FF : ASL : TAY ;Load Direction*2
|
||||
LDA SpeedTableWordX, Y : STA $0B7C
|
||||
LDA SpeedTableWordY, Y : STA $0B7E
|
||||
LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E
|
||||
LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F
|
||||
|
||||
SEP #$20
|
||||
.SomariaPlatform_DragLink
|
||||
REP #$20
|
||||
|
||||
LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done
|
||||
BPL .x_too_low
|
||||
|
||||
DEC $0B7C
|
||||
|
||||
BRA .x_done
|
||||
|
||||
.x_too_low
|
||||
|
||||
INC $0B7C
|
||||
|
||||
.x_done
|
||||
; Changing the modifier adjusts links position in the cart
|
||||
LDA $0FDA : SEC : SBC.w #$0008 : CMP $20 : BEQ .y_done
|
||||
BPL .y_too_low
|
||||
|
||||
DEC $0B7E
|
||||
|
||||
BRA .y_done
|
||||
|
||||
.y_too_low
|
||||
|
||||
INC $0B7E
|
||||
|
||||
.y_done
|
||||
|
||||
SEP #$30
|
||||
|
||||
RTS
|
||||
|
||||
; .drag_x_high
|
||||
; db 0, 0, -1, 0, -1
|
||||
|
||||
; .drag_x_low
|
||||
; db 0, 0, -1, 1, -1, 1, 1
|
||||
|
||||
; .drag_y_low
|
||||
; db -1, 1, 0, 0, -1, 1, -1, 1
|
||||
|
||||
; .drag_y_high
|
||||
; db -1, 0, 0, 0, -1, 0, -1, 0
|
||||
|
||||
.drag_x_high
|
||||
db 0, 0, -1, 0
|
||||
|
||||
.drag_x_low
|
||||
db 0, 0, -1, 1
|
||||
|
||||
.drag_y_low
|
||||
db -1, 1, 0, 0
|
||||
|
||||
.drag_y_high
|
||||
db -1, 0, 0, 0
|
||||
|
||||
}
|
||||
|
||||
CheckIfPlayerIsOn:
|
||||
{
|
||||
REP #$20
|
||||
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
|
||||
LDA $22 : SEC : SBC #$002C : CMP $0FD8 : BCS .OutsideRight
|
||||
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
|
||||
|
||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
|
||||
LDA $20 : SEC : SBC #$0016 : CMP $0FDA : BCS .OutsideDown
|
||||
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
|
||||
SEP #$21
|
||||
RTS ;Return with carry setted
|
||||
|
||||
431
Sprites/portal_sprite.asm
Normal file
431
Sprites/portal_sprite.asm
Normal file
@@ -0,0 +1,431 @@
|
||||
|
||||
; =========================================================
|
||||
; Portal Sprite
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $B6 ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 01 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||
!Health = 00 ; Number of Health the sprite have
|
||||
!Damage = 00 ; (08 is a whole heart), 04 is half heart
|
||||
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
|
||||
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
|
||||
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
|
||||
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||
!Palette = 00 ; Unused in this Portal (can be 0 to 7)
|
||||
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
|
||||
!Persist = 01 ; 01 = your sprite continue to live offscreen
|
||||
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
|
||||
!CollisionLayer = 00 ; 01 = will check both layer for collision
|
||||
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
|
||||
!DeflectArrow = 00 ; 01 = deflect arrows
|
||||
!WaterSprite = 00 ; 01 = can only walk shallow water
|
||||
!Blockable = 00 ; 01 = can be blocked by link's shield?
|
||||
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
|
||||
!Sound = 00 ; 01 = Play different sound when taking damage
|
||||
!Interaction = 00 ; ?? No documentation
|
||||
!Statue = 00 ; 01 = Sprite is statue
|
||||
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
|
||||
!ImperviousArrow = 00 ; 01 = Impervious to arrows
|
||||
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
||||
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
||||
%Set_Sprite_Properties(Sprite_Portal_Prep, Sprite_Portal_Long)
|
||||
|
||||
|
||||
; =========================================================
|
||||
; Long Sprite Code
|
||||
; =========================================================
|
||||
Sprite_Portal_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Portal_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_Portal_Main ; Call the main sprite code
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Sprite Initialization code
|
||||
; =========================================================
|
||||
Sprite_Portal_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Persist outside of camera
|
||||
LDA SprHitbox, X : AND.b #$20 : STA SprHitbox, X
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; FREE RAM: 0x08
|
||||
|
||||
BluePortal_X = $7E06F8
|
||||
BluePortal_Y = $7E06F9
|
||||
OrangePortal_X = $7E06FA
|
||||
OrangePortal_Y = $7E06FB
|
||||
|
||||
BlueActive = $7E06FC
|
||||
OrangeActive = $7E06FD
|
||||
; OrangePortal_Y_Low = $7E06FE
|
||||
; OrangePortal_Y_High = $7E06FF
|
||||
|
||||
OrangeSpriteIndex = $7E0633
|
||||
BlueSpriteIndex = $7E0632
|
||||
|
||||
|
||||
|
||||
; =========================================================
|
||||
; Main Sprite Code
|
||||
; =========================================================
|
||||
|
||||
Sprite_Portal_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
dw StateHandler
|
||||
dw BluePortal
|
||||
dw OrangePortal
|
||||
|
||||
dw BluePortal_WarpDungeon
|
||||
dw OrangePortal_WarpDungeon
|
||||
|
||||
dw BluePortal_WarpOverworld
|
||||
dw OrangePortal_WarpOverworld
|
||||
|
||||
|
||||
StateHandler:
|
||||
{
|
||||
JSR CheckForDismissPortal
|
||||
|
||||
LDA $7E0FA6 : BNE .BluePortal
|
||||
LDA #$01 : STA $0307
|
||||
TXA : STA OrangeSpriteIndex
|
||||
LDA $0D00, X : STA OrangePortal_X
|
||||
LDA $0D10, X : STA OrangePortal_Y
|
||||
|
||||
%GotoAction(2)
|
||||
RTS
|
||||
.BluePortal
|
||||
LDA #$02 : STA $0307
|
||||
TXA : STA BlueSpriteIndex
|
||||
LDA $0D00, X : STA BluePortal_X
|
||||
LDA $0D10, X : STA BluePortal_Y
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
BluePortal:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0,1,8)
|
||||
|
||||
|
||||
LDA $11 : CMP.b #$2A : BNE .not_warped_yet
|
||||
STZ $11
|
||||
.not_warped_yet
|
||||
CLC
|
||||
|
||||
LDA SprTimerD, X : BNE .NoOverlap
|
||||
|
||||
|
||||
JSR Link_SetupHitBox
|
||||
JSL $0683EA ; Sprite_SetupHitbox_long
|
||||
|
||||
JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
|
||||
CLC
|
||||
|
||||
LDA $1B : BEQ .outdoors
|
||||
|
||||
%GotoAction(3) ; BluePortal_WarpDungeon
|
||||
.NoOverlap
|
||||
RTS
|
||||
|
||||
.outdoors
|
||||
|
||||
%GotoAction(5) ; BluePortal_WarpOverworld
|
||||
|
||||
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
OrangePortal:
|
||||
{
|
||||
%StartOnFrame(2)
|
||||
%PlayAnimation(2,3,8)
|
||||
LDA $11 : CMP.b #$2A : BNE .not_warped_yet
|
||||
STZ $11
|
||||
.not_warped_yet
|
||||
CLC
|
||||
LDA SprTimerD, X : BNE .NoOverlap
|
||||
|
||||
JSR Link_SetupHitBox
|
||||
JSL $0683EA ; Sprite_SetupHitbox_long
|
||||
|
||||
JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
|
||||
CLC
|
||||
; JSL $01FF28 ; Player_CacheStatePriorToHandler
|
||||
|
||||
LDA $1B : BEQ .outdoors
|
||||
%GotoAction(4) ; OrangePortal_WarpDungeon
|
||||
|
||||
.NoOverlap
|
||||
RTS
|
||||
|
||||
.outdoors
|
||||
%GotoAction(6) ; OrangePortal_WarpOverworld
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
BluePortal_WarpDungeon:
|
||||
{
|
||||
LDA $7EC184 : STA $20
|
||||
LDA $7EC186 : STA $22
|
||||
|
||||
LDA $7EC188 : STA $0600
|
||||
LDA $7EC18A : STA $0604
|
||||
LDA $7EC18C : STA $0608
|
||||
LDA $7EC18E : STA $060C
|
||||
; LDA $7EC190 : STA $0610
|
||||
; LDA $7EC192 : STA $0612
|
||||
; LDA $7EC194 : STA $0614
|
||||
; LDA $7EC196 : STA $0616
|
||||
|
||||
PHX
|
||||
LDA OrangeSpriteIndex : TAX
|
||||
LDA #$40 : STA SprTimerD, X
|
||||
LDA $0D00, X : STA $7EC184
|
||||
STA BluePortal_Y
|
||||
LDA $0D10, X : STA $7EC186
|
||||
STA BluePortal_X
|
||||
PLX
|
||||
|
||||
LDA #$14 : STA $11
|
||||
%GotoAction(1) ; Return to BluePortal
|
||||
RTS
|
||||
}
|
||||
|
||||
OrangePortal_WarpDungeon:
|
||||
{
|
||||
LDA $7EC184 : STA $20
|
||||
LDA $7EC186 : STA $22
|
||||
|
||||
; Camera Scroll Boundaries
|
||||
LDA $7EC188 : STA $0600 ; Small Room North
|
||||
LDA $7EC18A : STA $0604 ; Small Room South
|
||||
LDA $7EC18C : STA $0608 ; Small Room West
|
||||
LDA $7EC18E : STA $060C ; Small Room South
|
||||
; LDA $7EC190 : STA $0610
|
||||
; LDA $7EC192 : STA $0612
|
||||
; LDA $7EC194 : STA $0614
|
||||
; LDA $7EC196 : STA $0616
|
||||
|
||||
PHX
|
||||
LDA BlueSpriteIndex : TAX
|
||||
LDA #$40 : STA SprTimerD, X
|
||||
LDA $0D00, X : STA $7EC184
|
||||
STA OrangePortal_Y
|
||||
LDA $0D10, X : STA $7EC186
|
||||
STA OrangePortal_X
|
||||
PLX
|
||||
|
||||
|
||||
LDA #$14 : STA $11
|
||||
%GotoAction(2) ; Return to OrangePortal
|
||||
RTS
|
||||
}
|
||||
|
||||
BluePortal_WarpOverworld:
|
||||
{
|
||||
LDA OrangePortal_X : STA $20
|
||||
LDA OrangePortal_Y : STA $22
|
||||
LDA $7EC190 : STA $0610
|
||||
LDA $7EC192 : STA $0612
|
||||
LDA $7EC194 : STA $0614
|
||||
LDA $7EC196 : STA $0616
|
||||
|
||||
JSL $07E9D3 ; ApplyLinksMovementToCamera
|
||||
|
||||
PHX ; Infinite loop prevention protocol
|
||||
LDA OrangeSpriteIndex : TAX
|
||||
LDA #$40 : STA SprTimerD, X
|
||||
|
||||
PLX
|
||||
|
||||
LDA #$01 : STA $5D
|
||||
;LDA #$2A : STA $11
|
||||
|
||||
%GotoAction(1) ; Return to BluePortal
|
||||
RTS
|
||||
}
|
||||
|
||||
OrangePortal_WarpOverworld:
|
||||
{
|
||||
LDA BluePortal_X : STA $20
|
||||
LDA BluePortal_Y : STA $22
|
||||
LDA $7EC190 : STA $0610
|
||||
LDA $7EC192 : STA $0612
|
||||
LDA $7EC194 : STA $0614
|
||||
LDA $7EC196 : STA $0616
|
||||
|
||||
JSL $07E9D3 ; ApplyLinksMovementToCamera
|
||||
|
||||
PHX
|
||||
LDA BlueSpriteIndex : TAX
|
||||
LDA #$40 : STA SprTimerD, X
|
||||
PLX
|
||||
|
||||
LDA #$01 : STA $5D
|
||||
;LDA #$2A : STA $11
|
||||
|
||||
%GotoAction(2) ; Return to BluePortal
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
CheckForDismissPortal:
|
||||
{
|
||||
LDA $06FE : CMP.b #$02 : BCC .return
|
||||
LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next
|
||||
|
||||
PHX
|
||||
LDA BlueSpriteIndex : TAX
|
||||
STZ.w $0DD0, X
|
||||
PLX
|
||||
JMP .return
|
||||
|
||||
.DespawnOrange
|
||||
|
||||
PHX
|
||||
LDA OrangeSpriteIndex : TAX
|
||||
STZ.w $0DD0, X
|
||||
PLX
|
||||
|
||||
.return
|
||||
INC $06FE ; This ticker needs to be reset when transitioning rooms and maps.
|
||||
RTS
|
||||
}
|
||||
|
||||
;==========================================================
|
||||
|
||||
|
||||
Sprite_Portal_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
; Draw Data
|
||||
|
||||
.start_index
|
||||
db $00, $01, $02, $03
|
||||
.nbr_of_tiles
|
||||
db 0, 0, 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $EE
|
||||
db $EE
|
||||
db $EE
|
||||
db $EE
|
||||
.properties
|
||||
db $34
|
||||
db $74
|
||||
db $32
|
||||
db $72
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
}
|
||||
|
||||
|
||||
; *$37705-$3772E LOCAL
|
||||
Link_SetupHitBox:
|
||||
{
|
||||
; *$3770A ALTERNATE ENTRY POINT
|
||||
|
||||
LDA.b #$08 : STA $02
|
||||
STA $03
|
||||
|
||||
LDA $22 : CLC : ADC.b #$04 : STA $00
|
||||
LDA $23 : ADC.b #$00 : STA $08
|
||||
|
||||
LDA $20 : ADC.b #$08 : STA $01
|
||||
LDA $21 : ADC.b #$00 : STA $09
|
||||
|
||||
RTS
|
||||
}
|
||||
733
Sprites/twinrova.asm
Normal file
733
Sprites/twinrova.asm
Normal file
@@ -0,0 +1,733 @@
|
||||
; =========================================================
|
||||
; Twinrova Boss Sprite
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 06 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||
!Health = 00 ; Number of Health the sprite have
|
||||
!Damage = 00 ; (08 is a whole heart), 04 is half heart
|
||||
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
|
||||
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
|
||||
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
|
||||
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||
!Palette = 00 ; Unused in this Twinrova (can be 0 to 7)
|
||||
!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
|
||||
!Persist = 00 ; 01 = your sprite continue to live offscreen
|
||||
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
|
||||
!CollisionLayer = 01 ; 01 = will check both layer for collision
|
||||
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
|
||||
!DeflectArrow = 00 ; 01 = deflect arrows
|
||||
!WaterSprite = 00 ; 01 = can only walk shallow water
|
||||
!Blockable = 00 ; 01 = can be blocked by link's shield?
|
||||
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
|
||||
!Sound = 00 ; 01 = Play different sound when taking damage
|
||||
!Interaction = 00 ; ?? No documentation
|
||||
!Statue = 00 ; 01 = Sprite is statue
|
||||
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
|
||||
!ImperviousArrow = 00 ; 01 = Impervious to arrows
|
||||
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
||||
!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss
|
||||
%Set_Sprite_Properties(Sprite_Twinrova_Prep, Sprite_Twinrova_Long)
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Twinrova_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Twinrova_Draw ; Call the draw code
|
||||
JSL Sprite_DrawShadow
|
||||
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
|
||||
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
|
||||
JSR Sprite_Twinrova_Main ; Call the main sprite code
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Twinrova_CheckIfDead:
|
||||
{
|
||||
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
|
||||
|
||||
; If health is negative, set back to zero
|
||||
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
|
||||
LDA.b #$00 : STA $0E50, X
|
||||
|
||||
.healthNotNegative
|
||||
|
||||
LDA $0E50, X : BNE .not_dead
|
||||
PHX
|
||||
|
||||
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
|
||||
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
|
||||
|
||||
PLX
|
||||
.not_dead
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Twinrova_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
STZ $0D80, X
|
||||
|
||||
LDA.b #$40 : STA $0E50, X ; Health
|
||||
|
||||
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
||||
|
||||
%SetSpriteSpeedX(15)
|
||||
%SetSpriteSpeedX(15)
|
||||
|
||||
LDA #$10 : STA $08
|
||||
LDA #$10 : STA $09
|
||||
|
||||
LDA #$00 : STA $7EF3CC
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
!AnimSpeed = 8
|
||||
|
||||
macro Twinrova_Front()
|
||||
%PlayAnimation(0,1,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Twinrova_Back()
|
||||
%PlayAnimation(2,3,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Twinrova_Ready()
|
||||
%PlayAnimation(4,6,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Twinrova_Attack()
|
||||
%PlayAnimation(7,7,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Show_Koume()
|
||||
%PlayAnimation(8,8,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Show_Kotake()
|
||||
%PlayAnimation(9,9,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Twinrova_Hurt()
|
||||
%PlayAnimation(10,11,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
; =========================================================
|
||||
|
||||
; Phase 0: Blind Maiden turns into Twinrova.
|
||||
;
|
||||
; Phase 1: Twinrova is one entity, moving around the room
|
||||
; and shooting fire and ice attacks at Link.
|
||||
; Similar to the Trinexx attacks.
|
||||
;
|
||||
; Phase 2: Twinrova alternates between Koume (fire) and
|
||||
; Kotake (ice) forms. Koume changes the arena
|
||||
; to a fire arena. Similar to Ganon fight changes.
|
||||
|
||||
Sprite_Twinrova_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw Twinrova_Init ; 0x00
|
||||
dw Twinrova_MoveState ; 0x01
|
||||
dw Twinrova_MoveForwards ; 0x02
|
||||
dw Twinrova_MoveBackwards ; 0x03
|
||||
dw Twinrova_PrepareAttack ; 0x04
|
||||
dw Twinrova_FireAttack ; 0x05
|
||||
dw Twinrova_IceAttack ; 0x06
|
||||
dw Twinrova_Hurt ; 0x07
|
||||
dw Twinrova_KoumeMode ; 0x08
|
||||
dw Twinrova_KotakeMode ; 0x09
|
||||
dw Twinrova_Dead ; 0x0A
|
||||
|
||||
Twinrova_Init:
|
||||
{
|
||||
; %Twinrova_Front()
|
||||
JSR ApplyTwinrovaGraphics
|
||||
%GotoAction(01)
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_MoveState:
|
||||
{
|
||||
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
|
||||
; -------------------------------------------
|
||||
; Phase 2
|
||||
LDA SprTimerE, X : BNE .kotake
|
||||
LDA #$70 : STA SprTimerD, X
|
||||
%GotoAction(8) ; Koume Mode
|
||||
RTS
|
||||
.kotake
|
||||
LDA #$70 : STA SprTimerD, X
|
||||
%GotoAction(9) ; Kotake Mode
|
||||
RTS
|
||||
|
||||
; ---------------------------------------------
|
||||
.phase_1
|
||||
LDA $0DA0 : BEQ .not_flashing
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
%GotoAction(7) ; Goto Twinrova_Hurt
|
||||
RTS
|
||||
.not_flashing
|
||||
|
||||
JSL GetRandomInt : AND.b #$3F : BNE +
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
STZ $AC
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
+
|
||||
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
LDA #$01 : STA $AC
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
++
|
||||
|
||||
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
|
||||
TYA : BNE .MoveBackwards ; If 1,
|
||||
%GotoAction(2)
|
||||
RTS
|
||||
.MoveBackwards
|
||||
%GotoAction(3)
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_MoveForwards:
|
||||
{
|
||||
%Twinrova_Front()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_MoveBackwards:
|
||||
{
|
||||
%Twinrova_Back()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_PrepareAttack:
|
||||
{
|
||||
%StartOnFrame(7)
|
||||
%Twinrova_Attack()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
LDA $0CAA : AND.b #$03 : STA $0CAA
|
||||
LDA SprTimerD, X : BNE +
|
||||
LDA $0CAA : ORA.b #$03 : STA $0CAA
|
||||
LDA.b #$40 : STA.w SprTimerD, X
|
||||
LDA $AC : BEQ .fire
|
||||
%GotoAction(6) ; Ice Attack
|
||||
RTS
|
||||
.fire
|
||||
%GotoAction(5)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x05
|
||||
Twinrova_FireAttack:
|
||||
{
|
||||
%StartOnFrame(4)
|
||||
%Twinrova_Ready()
|
||||
|
||||
JSR Sprite_Twinrova_FireAttack
|
||||
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x06
|
||||
Twinrova_IceAttack:
|
||||
{
|
||||
%StartOnFrame(4)
|
||||
%Twinrova_Ready()
|
||||
|
||||
JSR Sprite_Twinrova_IceAttack
|
||||
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_Hurt:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
%Twinrova_Hurt()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_KoumeMode:
|
||||
{
|
||||
%StartOnFrame(8)
|
||||
%Show_Koume()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
LDA SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_KotakeMode:
|
||||
{
|
||||
%StartOnFrame(9)
|
||||
%Show_Kotake()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
LDA SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_Dead:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
%Twinrova_Hurt()
|
||||
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Untitled_Garnish:
|
||||
{
|
||||
LDA $1A : AND.b #$03 : BNE .no_shake
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer
|
||||
|
||||
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
||||
|
||||
CLC : ADC.w $8000, Y : STA $0D50, X
|
||||
|
||||
.no_shake:
|
||||
|
||||
JSL Sprite_CheckTileCollision : BEQ .exit
|
||||
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
.exit
|
||||
|
||||
RTS
|
||||
|
||||
.x_speed_targets
|
||||
db 8, -16
|
||||
}
|
||||
|
||||
Sprite_Twinrova_FireAttack:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
|
||||
JMP Untitled_Garnish
|
||||
|
||||
.AddFireGarnish
|
||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||
|
||||
LDA.b #$2A : JSL Sound_SetSfx2PanLong
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA $00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
LDA.b #$10 : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
|
||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
AddIceGarnishV2:
|
||||
{
|
||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||
|
||||
LDA.b #$14 : JSL Sound_SetSfx3PanLong
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA.b #$00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
|
||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Twinrova_IceAttack:
|
||||
{
|
||||
JSL Sprite_Move
|
||||
JSR AddIceGarnishV2
|
||||
JSR Untitled_Garnish
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
; Overwrite vanilla Trinexx ice garnish
|
||||
; Plays like a simple ice cloud animation now.
|
||||
|
||||
pushpc
|
||||
|
||||
org $09B5DE
|
||||
Garnish_PrepOamCoord:
|
||||
|
||||
org $09B70C
|
||||
Garnish_SetOamPropsAndLargeSize:
|
||||
|
||||
org $09B459
|
||||
Garnish_CheckPlayerCollision:
|
||||
|
||||
org $09B5D6
|
||||
Garnish_SetOamPropsAndSmallSize:
|
||||
|
||||
org $09B33F
|
||||
TrinexxIce_Pool:
|
||||
{
|
||||
.chr
|
||||
db $2E
|
||||
db $2E
|
||||
db $2C
|
||||
db $2C
|
||||
.properties
|
||||
db $35
|
||||
db $35
|
||||
db $35
|
||||
db $35
|
||||
}
|
||||
|
||||
org $09B34F
|
||||
Garnish_TrinexxIce:
|
||||
{
|
||||
; special animation 0x0C
|
||||
|
||||
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
||||
|
||||
LDA TrinexxIce_Pool_properties, Y : STA $04
|
||||
|
||||
JSR Garnish_PrepOamCoord
|
||||
|
||||
LDA $00 : STA ($90), Y
|
||||
LDA $02 : INY : STA ($90), Y
|
||||
|
||||
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
||||
|
||||
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
||||
|
||||
LDA.b #$35 : ORA $04 : PLX
|
||||
|
||||
JMP Garnish_SetOamPropsAndLargeSize
|
||||
}
|
||||
warnpc $09B3B8
|
||||
|
||||
; Ice Garnish
|
||||
org $0DB266+$CD
|
||||
db $04
|
||||
|
||||
pullpc
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Twinrova_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
; Store Palette thing
|
||||
LDA $0DA0, X : STA $08
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
|
||||
; Set palette flash modifier
|
||||
LDA .properties, X : ORA $08 : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
SEP #$20 ;set A back to 8bit but not X and Y
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
SEP #$30
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
; =========================================================
|
||||
.start_index
|
||||
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
||||
.nbr_of_tiles
|
||||
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
||||
.x_offsets
|
||||
dw -8, 8, 8, -8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -16, 0, 16, -16, 0, 16
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
.y_offsets
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -6, -6, 10, 10
|
||||
dw -8, -8, -8, 8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
.chr
|
||||
db $00, $02, $22, $24
|
||||
db $04, $06, $24, $26
|
||||
db $08, $0A, $28, $2A
|
||||
db $0C, $0E, $28, $2A
|
||||
db $44, $46, $64, $66
|
||||
db $48, $4A, $68, $6A
|
||||
db $4C, $4E, $6C, $6E
|
||||
db $88, $8A, $8C, $A8, $AA, $AC
|
||||
db $80, $82, $A0, $A2
|
||||
db $84, $86, $A4, $A6
|
||||
db $40, $42, $60, $62
|
||||
db $40, $42, $60, $62
|
||||
.properties
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
.sizes
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $00
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
}
|
||||
|
||||
print "TWINROVA ============ ", pc
|
||||
ApplyTwinrovaGraphics:
|
||||
{
|
||||
PHX
|
||||
|
||||
REP #$20 ; A = 16, XY = 8
|
||||
LDX #$80 : STX $2100 ;turn the screen off (required)
|
||||
|
||||
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
|
||||
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
|
||||
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
|
||||
; "001 => 2 registers write once (2 bytes: p, p+1)"
|
||||
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
|
||||
LDX.b #TwinrovaGraphics>>16 : STX $4304
|
||||
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each
|
||||
LDX #$01 : STX $420B ; Do the DMA
|
||||
|
||||
LDX #$0F : STX $2100 ;turn the screen back on
|
||||
|
||||
SEP #$30
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
TwinrovaGraphics:
|
||||
incbin twinrova.bin
|
||||
}
|
||||
Reference in New Issue
Block a user