Add Minecart sprite
This commit is contained in:
193
Sprites/Minecart/minecart.asm
Normal file
193
Sprites/Minecart/minecart.asm
Normal file
@@ -0,0 +1,193 @@
|
||||
;==============================================================================
|
||||
; Sprite Properties
|
||||
;==============================================================================
|
||||
!SPRID = $XX ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 2 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||
!Health = 0 ; Number of Health the sprite have
|
||||
!Damage = 0 ; (08 is a whole heart), 04 is half heart
|
||||
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
|
||||
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
|
||||
!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
|
||||
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||
!Palette = 0 ; Unused in this template (can be 0 to 7)
|
||||
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
|
||||
!Persist = 00 ; 01 = your sprite continue to live offscreen
|
||||
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
|
||||
!CollisionLayer = 00 ; 01 = will check both layer for collision
|
||||
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
|
||||
!DeflectArrow = 00 ; 01 = deflect arrows
|
||||
!WaterSprite = 00 ; 01 = can only walk shallow water
|
||||
!Blockable = 00 ; 01 = can be blocked by link's shield?
|
||||
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
|
||||
!Sound = 00 ; 01 = Play different sound when taking damage
|
||||
!Interaction = 00 ; ?? No documentation
|
||||
!Statue = 00 ; 01 = Sprite is statue
|
||||
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
|
||||
!ImperviousArrow = 00 ; 01 = Impervious to arrows
|
||||
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
||||
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
||||
|
||||
;==============================================================================
|
||||
|
||||
%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
|
||||
|
||||
;==============================================================================
|
||||
|
||||
Sprite_Minecart_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Minecart_Draw ; Call the draw code
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
|
||||
JSR Sprite_Minecart_Main ; Call the main sprite code
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
|
||||
Sprite_Minecart_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
|
||||
Sprite_Minecart_Main:
|
||||
{
|
||||
LDA.w SprAction, X ; Load the SprAction
|
||||
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
|
||||
|
||||
dw Minecart_Start
|
||||
dw Minecart_Waiting
|
||||
|
||||
; 00
|
||||
Minecart_Start:
|
||||
{
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
Minecart_Waiting:
|
||||
{
|
||||
JSR Sprite_Minecraft_CheckIfPlayerIsOn : BCC .not_on_platform
|
||||
;Cancel Falling
|
||||
JSL Player_HaltDashAttackLong
|
||||
LDA #$00 : STA $5D : STA $5B : STA $57 : STA $5E
|
||||
STA $59
|
||||
|
||||
.not_on_platform
|
||||
LDA $0E00, X : BNE + ;wait before moving
|
||||
LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground!
|
||||
INC $0D80, X
|
||||
|
||||
|
||||
LDA.b #$01 : STA $041A
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Sprite_Minecraft_CheckPlayerDirection:
|
||||
{
|
||||
REP #$20
|
||||
STZ $0B7E : STZ $0B7C ; Not needed propbably
|
||||
|
||||
LDA $0DB0, X : AND #$00FF : ASL : TAY ;Load Direction*2
|
||||
LDA SpeedTableWordX, Y : STA $0B7C
|
||||
LDA SpeedTableWordY, Y : STA $0B7E
|
||||
|
||||
SEP #$20
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Minecraft_CheckIfPlayerIsOn:
|
||||
{
|
||||
REP #$20
|
||||
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
|
||||
LDA $22 : SEC : SBC #$002C : CMP $0FD8 : BCS .OutsideRight
|
||||
|
||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
|
||||
LDA $20 : SEC : SBC #$0016 : CMP $0FDA : BCS .OutsideDown
|
||||
SEP #$21
|
||||
RTS ;Return with carry setted
|
||||
|
||||
.OutsideLeft
|
||||
.OutsideRight
|
||||
.OutsideDown
|
||||
.OutsideUp
|
||||
SEP #$20
|
||||
CLC : RTS ;Return with carry cleared
|
||||
}
|
||||
;==============================================================================
|
||||
|
||||
Sprite_Minecart_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
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
|
||||
|
||||
|
||||
; Insert Draw data
|
||||
}
|
||||
Reference in New Issue
Block a user