npc housekeeping

This commit is contained in:
scawful
2024-11-28 11:27:34 -05:00
parent d54d3147e7
commit a0a31549e8
2 changed files with 34 additions and 48 deletions

View File

@@ -11,7 +11,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7) !Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen !Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -37,21 +37,18 @@ Sprite_Vasu_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA.w SprSubtype, X : BNE + LDA.w SprSubtype, X : BNE +
JSR Sprite_Vasu_Draw ; Call the draw code JSR Sprite_Vasu_Draw
JMP ++ JMP ++
+ +
JSR Sprite_Error_Draw JSR Sprite_Error_Draw
++ ++
JSL Sprite_DrawShadow JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive : BCC .SpriteIsNotActive
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Vasu_Main
JSR Sprite_Vasu_Main ; Call the main sprite code
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB
RTL ; Go back to original code RTL
} }
; ========================================================= ; =========================================================
@@ -59,13 +56,10 @@ Sprite_Vasu_Long:
Sprite_Vasu_Prep: Sprite_Vasu_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X LDA.b #$80 : STA.w SprDefl, X
LDA.w SprSubtype, X : BEQ + LDA.w SprSubtype, X : BEQ +
LDA.b #$04 : STA.w SprAction, X LDA.b #$04 : STA.w SprAction, X
+ +
PLB PLB
RTL RTL
} }
@@ -119,7 +113,7 @@ Sprite_Vasu_Main:
; Check if the player has found any rings to appraise ; Check if the player has found any rings to appraise
REP #$30 REP #$30
LDA.l FOUNDRINGS LDA.l FOUNDRINGS
AND.w #$00FF AND.w #$00FF
SEP #$30 SEP #$30
BEQ .no_rings BEQ .no_rings
@@ -144,7 +138,7 @@ Sprite_Vasu_Main:
%ShowUnconditionalMessage($0189) ; 'You don't have enough rupees!' %ShowUnconditionalMessage($0189) ; 'You don't have enough rupees!'
%GotoAction(0) %GotoAction(0)
RTS RTS
.no_rings_yet .no_rings_yet
%ShowUnconditionalMessage($00AB) ; 'First one is free!' %ShowUnconditionalMessage($00AB) ; 'First one is free!'
JMP .appraise_me JMP .appraise_me
@@ -196,24 +190,23 @@ Sprite_Vasu_Draw:
LDA.w SprFrame, X : TAY ;Animation Frame LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset? PHA ; Keep the value with animation index offset?
ASL A : TAX ASL A : TAX
REP #$20 REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E AND.w #$0100 : STA $0E
INY INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100 CLC : ADC #$0010 : CMP.w #$0100
@@ -230,14 +223,14 @@ Sprite_Vasu_Draw:
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX
@@ -275,24 +268,23 @@ Sprite_Error_Draw:
LDA.w SprFrame, X : TAY ;Animation Frame LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset? PHA ; Keep the value with animation index offset?
ASL A : TAX ASL A : TAX
REP #$20 REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E AND.w #$0100 : STA $0E
INY INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100 CLC : ADC #$0010 : CMP.w #$0100
@@ -309,14 +301,14 @@ Sprite_Error_Draw:
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX
@@ -343,4 +335,4 @@ Sprite_Error_Draw:
.sizes .sizes
db $02 db $02
db $02 db $02
} }

View File

@@ -33,29 +33,23 @@
Sprite_ZoraPrincess_Long: Sprite_ZoraPrincess_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_ZoraPrincess_Draw
JSR Sprite_ZoraPrincess_Draw ; Call the draw code JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSL Sprite_CheckActive ; Check if game is not paused JSR Sprite_ZoraPrincess_Main
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_ZoraPrincess_Main ; Call the main sprite code
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB
RTL ; Go back to original code RTL
} }
Sprite_ZoraPrincess_Prep: Sprite_ZoraPrincess_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA.l $7EF302 LDA.l $7EF302 : BEQ .doesnt_have_mask
BEQ .doesnt_have_mask
STZ.w SprState, X ; Kill the sprite STZ.w SprState, X ; Kill the sprite
.doesnt_have_mask .doesnt_have_mask
LDA #$00 : STA.w SprDefl, X LDA #$00 : STA.w SprDefl, X
LDA #$00 : STA.w SprTileDie, X LDA #$00 : STA.w SprTileDie, X
PLB PLB
RTL RTL
} }
@@ -141,7 +135,7 @@ Sprite_ZoraPrincess_Draw:
REP #$20 REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E AND.w #$0100 : STA $0E
INY INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100 CLC : ADC #$0010 : CMP.w #$0100
@@ -158,7 +152,7 @@ Sprite_ZoraPrincess_Draw:
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY