Move portal sprite to objects, update sprite ID, move other NPC sprites

This commit is contained in:
scawful
2024-05-12 08:32:02 -04:00
parent 90eb4279e8
commit c7e4bee65b
5 changed files with 8 additions and 12 deletions

View File

@@ -0,0 +1,437 @@
; =========================================================
; Portal Sprite
; =========================================================
!SPRID = $03 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 01 ; 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 = 00 ; Number of Health the sprite have
!Damage = 00 ; (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 = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this Portal (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 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 = 00 ; 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_Portal_Prep, Sprite_Portal_Long)
; =========================================================
; Long Sprite Code
; =========================================================
Sprite_Portal_Long:
{
PHB : PHK : PLB
JSR Sprite_Portal_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_Portal_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
; Sprite Initialization code
; =========================================================
Sprite_Portal_Prep:
{
PHB : PHK : PLB
; Persist outside of camera
LDA #$00 : STA $0CAA, X
LDA SprHitbox, X : AND.b #$20 : STA SprHitbox, X
PLB
RTL
}
; =========================================================
; FREE RAM: 0x08
BluePortal_X = $7E06F8
BluePortal_Y = $7E06F9
OrangePortal_X = $7E06FA
OrangePortal_Y = $7E06FB
BlueActive = $7E06FC
OrangeActive = $7E06FD
; OrangePortal_Y_Low = $7E06FE
; OrangePortal_Y_High = $7E06FF
OrangeSpriteIndex = $7E0633
BlueSpriteIndex = $7E0632
; =========================================================
; Main Sprite Code
; =========================================================
Sprite_Portal_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw StateHandler
dw BluePortal
dw OrangePortal
dw BluePortal_WarpDungeon
dw OrangePortal_WarpDungeon
dw BluePortal_WarpOverworld
dw OrangePortal_WarpOverworld
StateHandler:
{
JSR CheckForDismissPortal
JSR RejectOnTileCollision
LDA $7E0FA6 : BNE .BluePortal
LDA #$01 : STA $0307
TXA : STA OrangeSpriteIndex
LDA $0D00, X : STA OrangePortal_X
LDA $0D10, X : STA OrangePortal_Y
%GotoAction(2)
RTS
.BluePortal
LDA #$02 : STA $0307
TXA : STA BlueSpriteIndex
LDA $0D00, X : STA BluePortal_X
LDA $0D10, X : STA BluePortal_Y
%GotoAction(1)
RTS
}
BluePortal:
{
%StartOnFrame(0)
%PlayAnimation(0,1,8)
LDA $11 : CMP.b #$2A : BNE .not_warped_yet
STZ $11
.not_warped_yet
CLC
LDA SprTimerD, X : BNE .NoOverlap
JSR Link_SetupHitBox
JSL $0683EA ; Sprite_SetupHitbox_long
JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
CLC
LDA $1B : BEQ .outdoors
%GotoAction(3) ; BluePortal_WarpDungeon
.NoOverlap
RTS
.outdoors
%GotoAction(5) ; BluePortal_WarpOverworld
RTS
}
OrangePortal:
{
%StartOnFrame(2)
%PlayAnimation(2,3,8)
LDA $11 : CMP.b #$2A : BNE .not_warped_yet
STZ $11
.not_warped_yet
CLC
LDA SprTimerD, X : BNE .NoOverlap
JSR Link_SetupHitBox
JSL $0683EA ; Sprite_SetupHitbox_long
JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
CLC
; JSL $01FF28 ; Player_CacheStatePriorToHandler
LDA $1B : BEQ .outdoors
%GotoAction(4) ; OrangePortal_WarpDungeon
.NoOverlap
RTS
.outdoors
%GotoAction(6) ; OrangePortal_WarpOverworld
RTS
}
BluePortal_WarpDungeon:
{
LDA $7EC184 : STA $20
LDA $7EC186 : STA $22
LDA $7EC188 : STA $0600
LDA $7EC18A : STA $0604
LDA $7EC18C : STA $0608
LDA $7EC18E : STA $060C
; LDA $7EC190 : STA $0610
; LDA $7EC192 : STA $0612
; LDA $7EC194 : STA $0614
; LDA $7EC196 : STA $0616
PHX
LDA OrangeSpriteIndex : TAX
LDA #$40 : STA SprTimerD, X
LDA $0D00, X : STA $7EC184
STA BluePortal_Y
LDA $0D10, X : STA $7EC186
STA BluePortal_X
PLX
LDA #$14 : STA $11
%GotoAction(1) ; Return to BluePortal
RTS
}
OrangePortal_WarpDungeon:
{
LDA $7EC184 : STA $20
LDA $7EC186 : STA $22
; Camera Scroll Boundaries
LDA $7EC188 : STA $0600 ; Small Room North
LDA $7EC18A : STA $0604 ; Small Room South
LDA $7EC18C : STA $0608 ; Small Room West
LDA $7EC18E : STA $060C ; Small Room South
; LDA $7EC190 : STA $0610
; LDA $7EC192 : STA $0612
; LDA $7EC194 : STA $0614
; LDA $7EC196 : STA $0616
PHX
LDA BlueSpriteIndex : TAX
LDA #$40 : STA SprTimerD, X
LDA $0D00, X : STA $7EC184
STA OrangePortal_Y
LDA $0D10, X : STA $7EC186
STA OrangePortal_X
PLX
LDA #$14 : STA $11
%GotoAction(2) ; Return to OrangePortal
RTS
}
BluePortal_WarpOverworld:
{
LDA OrangePortal_X : STA $20
LDA OrangePortal_Y : STA $22
LDA $7EC190 : STA $0610
LDA $7EC192 : STA $0612
LDA $7EC194 : STA $0614
LDA $7EC196 : STA $0616
JSL $07E9D3 ; ApplyLinksMovementToCamera
PHX ; Infinite loop prevention protocol
LDA OrangeSpriteIndex : TAX
LDA #$40 : STA SprTimerD, X
PLX
LDA #$01 : STA $5D
;LDA #$2A : STA $11
%GotoAction(1) ; Return to BluePortal
RTS
}
OrangePortal_WarpOverworld:
{
LDA BluePortal_X : STA $20
LDA BluePortal_Y : STA $22
LDA $7EC190 : STA $0610
LDA $7EC192 : STA $0612
LDA $7EC194 : STA $0614
LDA $7EC196 : STA $0616
JSL $07E9D3 ; ApplyLinksMovementToCamera
PHX
LDA BlueSpriteIndex : TAX
LDA #$40 : STA SprTimerD, X
PLX
LDA #$01 : STA $5D
;LDA #$2A : STA $11
%GotoAction(2) ; Return to BluePortal
RTS
}
}
CheckForDismissPortal:
{
LDA $06FE : CMP.b #$02 : BCC .return
LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next
PHX
LDA BlueSpriteIndex : TAX
STZ.w $0DD0, X
PLX
JMP .return
.DespawnOrange
PHX
LDA OrangeSpriteIndex : TAX
STZ.w $0DD0, X
PLX
.return
INC $06FE ; This ticker needs to be reset when transitioning rooms and maps.
RTS
}
RejectOnTileCollision:
{
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
; Fetch tile attributes based on current coordinates
LDA.b #$00 : JSL Sprite_GetTileAttr
; Load the tile index
LDA $0FA5 : CLC : CMP.b #$00 : BEQ .not_out_of_bounds
; Clear the sprite and make an error sound
LDA #$3C ; SFX2.3C Error beep
STA $012E ; Queue sound effect
LDA #$00 : STA $0DD0, X
.not_out_of_bounds
RTS
}
;==========================================================
Sprite_Portal_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
; Draw Data
.start_index
db $00, $01, $02, $03
.nbr_of_tiles
db 0, 0, 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
.chr
db $EE
db $EE
db $EE
db $EE
.properties
db $34
db $74
db $32
db $72
.sizes
db $02
db $02
db $02
db $02
}