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:
555
Sprites/minecart.asm
Normal file
555
Sprites/minecart.asm
Normal file
@@ -0,0 +1,555 @@
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;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $BE ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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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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%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
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;==============================================================================
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Sprite_Minecart_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Minecart_DrawTop ; Call the draw code
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JSR Sprite_Minecart_DrawBottom
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Minecart_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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;==============================================================================
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Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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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
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}
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;==============================================================================
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!MinecartSpeed = 10
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print "Minecart: ", pc
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Sprite_Minecart_Main:
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{
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LDA.w SprAction, X ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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dw Minecart_Adjust
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dw Minecart_Waiting
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dw Minecart_MoveHorizontal
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dw Minecart_MoveVertical
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Minecart_Adjust:
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{
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%PlayAnimation(0,1,8)
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LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X
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LDA $0E30, X : STA $0DB0, X
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LDA #$06 : STA $0E40, X
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LDA #$40 : STA $0E60, x
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LDA #$E0 : STA $0F60, X
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LDA #$00 : STA $0CD2, X
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LDA #$00 : STA $0B6B, X ;Set interactive hitbox?
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LDA #$40 : STA $0E00, X
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INC $0D80, X
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RTS
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}
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Minecart_Waiting:
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{
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%PlayAnimation(0,1,8)
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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;Cancel Falling
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JSL Player_HaltDashAttack
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LDA #$02 : STA $02F5
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LDA $0FDA : SEC : SBC #$0B : STA $20
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; LDA #$01 : STA DungeonMainCheck
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%GotoAction(2)
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RTS
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.not_on_platform
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LDA $0E00, X : BNE + ;wait before moving
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LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground!
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INC $0D80, X
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LDA.b #$01 : STA $041A
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+
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RTS
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}
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print pc
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Minecart_MoveHorizontal:
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{
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%PlayAnimation(0,1,8)
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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JSR DragPlayer
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; Set Minecart sprite coords to look for tile attributes
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL $06E87B
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; Check for Top Right Corner Tile
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LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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INC $0D80, X
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RTS
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.continue
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PHX
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JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
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JSL $07F42F ; HandleIndoorCameraAndDoors_Long
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JSL Player_HaltDashAttack
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PLX
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RTS
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}
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Minecart_MoveVertical:
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{
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%PlayAnimation(2,3,8)
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LDA.b #-!MinecartSpeed : STA $0D40, X
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL $06E87B
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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%GotoAction(2)
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RTS
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.continue
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PHX
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JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
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JSL $07F42F ; HandleIndoorCameraAndDoors_Long
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JSL Player_HaltDashAttack
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PLX
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RTS
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}
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}
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DragPlayer:
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{
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LDY.w $0DE0, X
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LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w $0B7C : STA $0B7C
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LDA.w DragPlayer_drag_x_high, Y : ADC.w $0B7D : STA $0B7D
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LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E
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LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F
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.SomariaPlatform_DragLink
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REP #$20
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LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done
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BPL .x_too_low
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DEC $0B7C
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BRA .x_done
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.x_too_low
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INC $0B7C
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.x_done
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; Changing the modifier adjusts links position in the cart
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LDA $0FDA : SEC : SBC.w #$0008 : CMP $20 : BEQ .y_done
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BPL .y_too_low
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DEC $0B7E
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BRA .y_done
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.y_too_low
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INC $0B7E
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.y_done
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SEP #$30
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RTS
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; .drag_x_high
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; db 0, 0, -1, 0, -1
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; .drag_x_low
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; db 0, 0, -1, 1, -1, 1, 1
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; .drag_y_low
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; db -1, 1, 0, 0, -1, 1, -1, 1
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; .drag_y_high
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; db -1, 0, 0, 0, -1, 0, -1, 0
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.drag_x_high
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db 0, 0, -1, 0
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.drag_x_low
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db 0, 0, -1, 1
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.drag_y_low
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db -1, 1, 0, 0
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.drag_y_high
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db -1, 0, 0, 0
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}
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CheckIfPlayerIsOn:
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{
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REP #$20
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LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
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LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
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LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
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LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
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SEP #$21
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RTS ;Return with carry setted
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.OutsideLeft
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.OutsideRight
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.OutsideDown
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.OutsideUp
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SEP #$20
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CLC : RTS ;Return with carry cleared
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}
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; 0
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;3 1
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; 2
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;$0FD8 = X 16bit
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;$0FDA = Y 16bit
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GetTileIDAtPosition:
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{
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LDA $0E00, X : BEQ + ;Wait 10 frames after every collision with a corner to prevent doing same collison over and over
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RTS ;do not check if timer != 0
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+
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PHX
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REP #$30
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LDA $0FD8 : CLC : ADC #$0018 : AND #$01FF : LSR #03 : STA $00 ;512 >> 3
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LDA $0FDA : CLC : ADC #$0010 : AND #$01F8 : ASL #03 : CLC : ADC $00 : ASL : TAX ; that is basically >> 3 << 3 so /8 *8 *2 since array is word values
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;tilemap position!
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LDA $7E4000, X : AND #$03FF
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CMP #$0141 : BEQ .TopRightCorner
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CMP #$0140 : BEQ .TopLeftCorner
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CMP #$0150 : BEQ .BottomLeftCorner
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CMP #$0151 : BEQ .BottomRightCorner
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CMP #$0143 : BEQ .WaitingReverse
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SEP #$30
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PLX
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RTS
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.TopRightCorner
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SEP #$30
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PLX
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LDA #$0A : STA $0E00, X
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LDA $0DB0, X : CMP #$00 : BNE .GoingLeft
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LDA #$03 : STA $0DB0, X
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RTS
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.GoingLeft
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LDA #$02 : STA $0DB0, X
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RTS
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.TopLeftCorner
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SEP #$30
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PLX
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LDA #$0A : STA $0E00, X
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LDA $0DB0, X : CMP #$03 : BNE .GoingRight
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LDA #$02 : STA $0DB0, X
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RTS
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.GoingRight
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LDA #$01 : STA $0DB0, X
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RTS
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.BottomLeftCorner
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SEP #$30
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PLX
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LDA #$0A : STA $0E00, X
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LDA $0DB0, X : CMP #$02 : BNE .GoingUp
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LDA #$01 : STA $0DB0, X
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RTS
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.GoingUp
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LDA #$00 : STA $0DB0, X
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RTS
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.BottomRightCorner
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SEP #$30
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PLX
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LDA #$0A : STA $0E00, X
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LDA $0DB0, X : CMP #$01 : BNE .GoingDown
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LDA #$00 : STA $0DB0, X
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RTS
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.GoingDown
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LDA #$03 : STA $0DB0, X
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RTS
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.WaitingReverse
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SEP #$30
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PLX
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LDA #$50 : STA $0E00, X
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LDA #$30 : STA $0E10, X
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LDA $0DB0, X : CMP #$00 : BNE +
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LDA #$02 : STA $0DB0, X
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RTS
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+
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LDA $0DB0, X : CMP #$01 : BNE +
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LDA #$03 : STA $0DB0, X
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RTS
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+
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LDA $0DB0, X : CMP #$02 : BNE +
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LDA #$00 : STA $0DB0, X
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RTS
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+
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LDA $0DB0, X : CMP #$03 : BNE +
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LDA #$01 : STA $0DB0, X
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RTS
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+
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RTS
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}
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;==============================================================================
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Sprite_Minecart_DrawTop:
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{
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JSL Sprite_PrepOamCoord
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LDA #$18
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JSL OAM_AllocateFromRegionB
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
|
||||
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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||||
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||||
PHA ; Keep the value with animation index offset?
|
||||
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ASL A : TAX
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||||
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||||
REP #$20
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||||
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||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
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INY
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||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
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||||
SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
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STA $0E
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.on_screen_y
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||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
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||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
PHY
|
||||
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||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
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||||
PLY : INY
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||||
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||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
|
||||
RTS
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||||
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||||
.start_index
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||||
db $00, $02, $04, $06
|
||||
.nbr_of_tiles
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||||
db 1, 1, 1, 1
|
||||
.x_offsets
|
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dw -8, 8
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||||
dw -8, 8
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||||
dw -8, 8
|
||||
dw -8, 8
|
||||
.y_offsets
|
||||
dw -12, -12
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||||
dw -11, -11
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||||
dw -8, -8
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||||
dw -7, -7
|
||||
.chr
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||||
db $40, $40
|
||||
db $40, $40
|
||||
db $42, $42
|
||||
db $42, $42
|
||||
.properties
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
.sizes
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
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db $02, $02
|
||||
}
|
||||
|
||||
|
||||
Sprite_Minecart_DrawBottom:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
LDA #$18
|
||||
JSL OAM_AllocateFromRegionC
|
||||
|
||||
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
|
||||
|
||||
.start_index
|
||||
db $00, $02, $04, $06
|
||||
.nbr_of_tiles
|
||||
db 1, 1, 1, 1
|
||||
.x_offsets
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
.y_offsets
|
||||
dw 4, 4
|
||||
dw 5, 5
|
||||
dw 8, 8
|
||||
dw 9, 9
|
||||
.chr
|
||||
db $60, $60
|
||||
db $60, $60
|
||||
db $62, $62
|
||||
db $62, $62
|
||||
.properties
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
.sizes
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
}
|
||||
Reference in New Issue
Block a user