From b623a6604091ce34873230f7d87664ab81302572 Mon Sep 17 00:00:00 2001 From: scawful Date: Wed, 30 Aug 2023 21:05:57 -0400 Subject: [PATCH] Add Minecart sprite --- Sprites/Minecart/minecart.asm | 193 ++++++++++++++++++++++++++++++++++ 1 file changed, 193 insertions(+) create mode 100644 Sprites/Minecart/minecart.asm diff --git a/Sprites/Minecart/minecart.asm b/Sprites/Minecart/minecart.asm new file mode 100644 index 0000000..662604e --- /dev/null +++ b/Sprites/Minecart/minecart.asm @@ -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 +} \ No newline at end of file