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

@@ -11,7 +11,7 @@
!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
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -76,7 +76,6 @@ Sprite_Collectible_Prep:
LDA.b #$03 : STA.w SprAction, X
.not_lupo_mountain
PLB
RTL
}
@@ -86,7 +85,7 @@ Sprite_Collectible_Prep:
Sprite_Collectible_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
JSL UseImplicitRegIndexedLocalJumpTable
dw Pineapple
dw Seashell
@@ -156,7 +155,7 @@ Sprite_Pineapple_Draw:
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
@@ -183,14 +182,14 @@ Sprite_Pineapple_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
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
@@ -231,17 +230,17 @@ Sprite_SwordShield_Draw:
.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
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
@@ -258,14 +257,14 @@ Sprite_SwordShield_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
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
@@ -304,17 +303,17 @@ Sprite_RockSirloin_Draw:
.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
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
@@ -331,14 +330,14 @@ Sprite_RockSirloin_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
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

View File

@@ -38,7 +38,7 @@ Sprite_IceBlock_Long:
STZ.w SprMiscC, X
STZ.b $5E : STZ.b $48
.not_being_pushed
LDA.w $0DF0, X : BEQ .retain_momentum
LDA.w SprTimerA, X : BEQ .retain_momentum
LDA.b #$01 : STA.w SprMiscC, X
LDA.b #$84 : STA $48
LDA.b #$04 : STA.b $5E
@@ -123,11 +123,11 @@ Sprite_IceBlock_Main:
BCC NotInContact
JSR ApplyPush
; Set timer
LDA.b #$07 : STA.w $0DF0, X
LDA.b #$07 : STA.w SprTimerA, X
JSL $079291 ; Sprite_RepelDash_long
LDA.w $0E00,X : BNE Statue_CancelHookshot
LDA.w SprTimerB,X : BNE Statue_CancelHookshot
; JSL Sprite_DirectionToFacePlayer
; LDA.w StatueSpeed_x,Y
; STA.w SprXSpeed,X
@@ -154,8 +154,8 @@ Sprite_IceBlock_Main:
NotInContact:
{
%PlayAnimation(0, 0, 1)
LDA.w $0DF0,X : BNE .delay_timer
LDA.b #$0D : STA.w $0E00,X
LDA.w SprTimerA,X : BNE .delay_timer
LDA.b #$0D : STA.w SprTimerB,X
.delay_timer