Housekeeping NPCs, Octorok, TransferDungeonMapGfx

This commit is contained in:
scawful
2024-10-08 20:11:40 -04:00
parent 3918eeac17
commit b31cb0c507
4 changed files with 14 additions and 29 deletions

View File

@@ -269,7 +269,7 @@ Sprite_WaterOctorok_Attack:
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageToPlayer
LDA SprMiscG, X
LDA.w SprMiscG, X
JSL UseImplicitRegIndexedLocalJumpTable
dw WaterOctorok_Hidden

View File

@@ -655,7 +655,6 @@ MinecartFollower_Top:
LDA $02CF : TAY
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ; amount of tiles -1
LDY.b #$00
@@ -687,11 +686,8 @@ MinecartFollower_Top:
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
@@ -766,11 +762,8 @@ MinecartFollower_Bottom:
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
@@ -981,4 +974,4 @@ org $028A5B
org $0289BF
JSL CheckForFollowerIntraroomTransition
pullpc
pullpc

View File

@@ -10,7 +10,7 @@
!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 = 02 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -48,10 +48,9 @@ Sprite_ZoraPrincess_Long:
Sprite_ZoraPrincess_Prep:
{
PHB : PHK : PLB
LDA.l $7EF302
BEQ .doesnt_have_mask
STZ.w $0DD0, X ; Kill the sprite
STZ.w $0DD0, X ; Kill the sprite
.doesnt_have_mask
LDA #$00 : STA $0CAA, X
@@ -98,7 +97,7 @@ Sprite_ZoraPrincess_Main:
{
%PlayAnimation(0, 1, 10)
LDA.w SprTimerD, X : BNE +
%ShowUnconditionalMessage($0C6)
%ShowUnconditionalMessage($0C6)
LDA.b #$C0 : STA.w SprTimerD, X
%GotoAction(3)
+
@@ -133,12 +132,11 @@ Sprite_ZoraPrincess_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
@@ -161,13 +159,9 @@ Sprite_ZoraPrincess_Draw:
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