Replace common sprite ram with their symbols

This commit is contained in:
scawful
2024-11-19 16:11:23 -05:00
parent 2b90a21925
commit a4ec5b9f7a
25 changed files with 215 additions and 216 deletions

View File

@@ -46,7 +46,7 @@ Lanmola_FinishInitialization:
{
PHB : PHK : PLB
LDA.l .starting_delay, X : STA $0DF0, X
LDA.l .starting_delay, X : STA.w SprTimerA, X
LDA.b #$FF : STA $0F70, X
@@ -103,8 +103,8 @@ Lanmola_Wait: ;0x00
{
JSR Lanmola_Draw
LDA $0DF0, X : BNE .delay ; ORA $0F00, X :
LDA.b #$7F : STA $0DF0, X
LDA.w SprTimerA, X : BNE .delay ; ORA $0F00, X :
LDA.b #$7F : STA.w SprTimerA, X
INC $0D80, X
@@ -124,36 +124,36 @@ Lanmola_Mound: ;0x01
JSR Lanmola_DrawMound
JSL CheckIfActive : BCS Lanmola_Wait_delay
LDA $0DF0, X : BNE .return
LDA.w SprTimerA, X : BNE .return
JSL Lanmola_SpawnShrapnel
LDA.b #$13 : STA $012D
TXY
JSL GetRandomInt : AND.b #$07 : TAX
LDA $7EEAA8, X : STA $0DA0, Y ; Get random X pos to have the lanmola fly to. ;.randXPos
LDA $7EEAA8, X : STA.w SprMiscA, Y ; Get random X pos to have the lanmola fly to. ;.randXPos
JSL GetRandomInt : AND.b #$07 : TAX
LDA $7EEAB0, X : STA $0DB0, Y ; Get random Y pos to have the lanmola fly to. ;.randYPos
LDA $7EEAB0, X : STA.w SprMiscB, Y ; Get random Y pos to have the lanmola fly to. ;.randYPos
TYX
INC $0D80, X
LDA.b #$18 : STA $0F80, X
STZ $0EC0, X
STZ $0ED0, X
STZ.w SprMiscF, X
STZ.w SprMiscG, X
; ALTERNATE ENTRY POINT
.Lanmola_SetScatterSandPosition
LDA.w SprXH, X : STA $0DC0, X
LDA.w SprYH, X : STA $0EB0, X
LDA.w SprYH, X : STA.w SprMiscE, X
LDA.w SprX, X : STA $0DE0, X
LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA $0E70, X
LDA.b #$4A : STA $0E00, X
LDA.b #$4A : STA.w SprTimerB, X
.return
@@ -172,9 +172,9 @@ Lanmola_Fly: ;0x02
JSR Sprite2_MoveAltitude
; Slowly decrease the Y speed when first coming out of the ground
LDA $0EC0, X : BNE .notRising
LDA.w SprMiscF, X : BNE .notRising
LDA $0F80, X : SEC : SBC.b #$01 : STA $0F80, X : BNE .beta
INC $0EC0, X
INC.w SprMiscF, X
.beta
@@ -185,19 +185,19 @@ Lanmola_Fly: ;0x02
; Use the Y speed to bob up and down
LDA $1A : AND.b #$01 : BNE .dontSwitchDirections ; Every other frame.
TXY
LDA $0ED0, X : AND.b #$01 : TAX
LDA.w SprMiscG, X : AND.b #$01 : TAX
LDA $0F80, Y : CLC : ADC $7EEA9C, X : STA $0F80, Y : CMP $7EEA9E, X : BNE .dontSwitchDirections2 ;.y_speed_slope ;.y_speeds
TYX : INC $0ED0, X ; Switch direction
TYX : INC.w SprMiscG, X ; Switch direction
.dontSwitchDirections2
TYX
.dontSwitchDirections
LDA $0DA0, X : STA $04
LDA.w SprMiscA, X : STA $04
LDA.w SprXH, X : STA $05
LDA $0DB0, X : STA $06
LDA.w SprMiscB, X : STA $06
LDA.w SprYH, X : STA $07
LDA.w SprX, X : STA $00
LDA.w SprXH, X : STA $01
@@ -219,8 +219,8 @@ Lanmola_Fly: ;0x02
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA $00 : STA $0D40, X
LDA $01 : STA $0D50, X
LDA $00 : STA.w SprYSpeed, X
LDA $01 : STA.w SprXSpeed, X
JSR Sprite2_Move
@@ -250,7 +250,7 @@ Lanmola_Dive: ;0x03
LDA $0F70, X : BPL .notUnderGroundYet
INC $0D80, X
LDA.b #$80 : STA $0DF0, X
LDA.b #$80 : STA.w SprTimerA, X
JSR Lanmola_Mound_Lanmola_SetScatterSandPosition
@@ -267,7 +267,7 @@ Lanmola_Reset: ;0x04
JSL Lanmola_DrawDirtLONG
JSL CheckIfActive : BCS Lanmola_Dive_notUnderGroundYet
LDA $0DF0, X : BNE .wait
LDA.w SprTimerA, X : BNE .wait
STZ $0D80, X ; Go back to wait phase
TXY
@@ -289,7 +289,7 @@ Lanmola_Death: ;0x05
{
JSR Lanmola_Draw
LDA $0DF0, X : BNE .timerNotDone
LDA.w SprTimerA, X : BNE .timerNotDone
STZ $0DD0, X
; Y is the index where we write in RAM
@@ -316,7 +316,7 @@ Lanmola_Death: ;0x05
.timerNotDone
LDA $0DF0, X : CMP.b #$20 : BCC Lanmola_Reset_wait
LDA.w SprTimerA, X : CMP.b #$20 : BCC Lanmola_Reset_wait
CMP.b #$A0 : BCS Lanmola_Reset_wait
AND.b #$0F : BNE Lanmola_Reset_wait
TXY
@@ -346,7 +346,7 @@ Lanmola_Death: ;0x05
LDA.b #$04 : STA $0DD0, Y
LDA.b #$1F : STA $0DF0, Y : STA $0D90, Y
LDA.b #$1F : STA.w SprTimerA, Y : STA $0D90, Y
LDA $0A : STA.w SprX, Y
LDA $0B : STA.w SprXH, Y
@@ -386,7 +386,7 @@ Lanmola_Draw:
STA $0F
LDA $0D40, X : ASL A : ROL A : AND.b #$01 : TAX
LDA.w SprYSpeed, X : ASL A : ROL A : AND.b #$01 : TAX
LDA $7EEA06, X : STA $0C ;.data2
@@ -528,15 +528,15 @@ Lanmola_DrawMound:
PHX
LDA $0DF0, X : LSR #3 : TAX
LDA.w SprTimerA, X : LSR #3 : TAX
LDA $7EEA54, X : TAX ;.frameMound
LDY.b #$00
REP #$20
LDA $0FDA : SEC : SBC $E8 : STA $02
LDA $0FD8 : SEC : SBC $E2 : STA ($90), Y
LDA.w SprCachedY : SEC : SBC $E8 : STA $02
LDA.w SprCachedX : SEC : SBC $E2 : STA ($90), Y
STZ $37
BPL .notNegative
@@ -601,11 +601,11 @@ Sprite_Shrapnel:
TXA : EOR $1A : AND.b #$03 : BNE .noTileCollision
REP #$20
LDA $0FD8 : SEC : SBC $22 : CLC : ADC.w #$0004
LDA.w SprCachedX : SEC : SBC $22 : CLC : ADC.w #$0004
CMP.w #$0010 : BCS .player_not_close
LDA $0FDA : SEC : SBC $20 : CLC : ADC.w #$FFFC
LDA.w SprCachedY : SEC : SBC $20 : CLC : ADC.w #$FFFC
CMP.w #$000C : BCS .player_not_close
@@ -622,7 +622,7 @@ Sprite_Shrapnel:
.noTileCollision
LDA $0DF0, X : BNE .timerNotDone
LDA.w SprTimerA, X : BNE .timerNotDone
STZ $0DD0, X
.timerNotDone