Move portal sprite to objects, update sprite ID, move other NPC sprites
This commit is contained in:
437
Sprites/Objects/portal_sprite.asm
Normal file
437
Sprites/Objects/portal_sprite.asm
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@@ -0,0 +1,437 @@
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; =========================================================
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; Portal Sprite
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; =========================================================
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!SPRID = $03 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 01 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this Portal (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Portal_Prep, Sprite_Portal_Long)
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; =========================================================
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; Long Sprite Code
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; =========================================================
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Sprite_Portal_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Portal_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Portal_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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; Sprite Initialization code
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; =========================================================
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Sprite_Portal_Prep:
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{
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PHB : PHK : PLB
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; Persist outside of camera
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LDA #$00 : STA $0CAA, X
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LDA SprHitbox, X : AND.b #$20 : STA SprHitbox, X
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PLB
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RTL
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}
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; =========================================================
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; FREE RAM: 0x08
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BluePortal_X = $7E06F8
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BluePortal_Y = $7E06F9
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OrangePortal_X = $7E06FA
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OrangePortal_Y = $7E06FB
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BlueActive = $7E06FC
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OrangeActive = $7E06FD
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; OrangePortal_Y_Low = $7E06FE
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; OrangePortal_Y_High = $7E06FF
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OrangeSpriteIndex = $7E0633
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BlueSpriteIndex = $7E0632
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; =========================================================
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; Main Sprite Code
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; =========================================================
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Sprite_Portal_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw StateHandler
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dw BluePortal
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dw OrangePortal
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dw BluePortal_WarpDungeon
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dw OrangePortal_WarpDungeon
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dw BluePortal_WarpOverworld
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dw OrangePortal_WarpOverworld
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StateHandler:
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{
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JSR CheckForDismissPortal
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JSR RejectOnTileCollision
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LDA $7E0FA6 : BNE .BluePortal
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LDA #$01 : STA $0307
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TXA : STA OrangeSpriteIndex
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LDA $0D00, X : STA OrangePortal_X
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LDA $0D10, X : STA OrangePortal_Y
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%GotoAction(2)
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RTS
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.BluePortal
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LDA #$02 : STA $0307
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TXA : STA BlueSpriteIndex
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LDA $0D00, X : STA BluePortal_X
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LDA $0D10, X : STA BluePortal_Y
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%GotoAction(1)
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RTS
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}
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BluePortal:
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{
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%StartOnFrame(0)
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%PlayAnimation(0,1,8)
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LDA $11 : CMP.b #$2A : BNE .not_warped_yet
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STZ $11
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.not_warped_yet
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CLC
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LDA SprTimerD, X : BNE .NoOverlap
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JSR Link_SetupHitBox
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JSL $0683EA ; Sprite_SetupHitbox_long
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JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
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CLC
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LDA $1B : BEQ .outdoors
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%GotoAction(3) ; BluePortal_WarpDungeon
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.NoOverlap
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RTS
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.outdoors
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%GotoAction(5) ; BluePortal_WarpOverworld
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RTS
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}
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OrangePortal:
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{
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%StartOnFrame(2)
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%PlayAnimation(2,3,8)
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LDA $11 : CMP.b #$2A : BNE .not_warped_yet
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STZ $11
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.not_warped_yet
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CLC
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LDA SprTimerD, X : BNE .NoOverlap
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JSR Link_SetupHitBox
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JSL $0683EA ; Sprite_SetupHitbox_long
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JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
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CLC
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; JSL $01FF28 ; Player_CacheStatePriorToHandler
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LDA $1B : BEQ .outdoors
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%GotoAction(4) ; OrangePortal_WarpDungeon
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.NoOverlap
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RTS
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.outdoors
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%GotoAction(6) ; OrangePortal_WarpOverworld
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RTS
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}
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BluePortal_WarpDungeon:
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{
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LDA $7EC184 : STA $20
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LDA $7EC186 : STA $22
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LDA $7EC188 : STA $0600
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LDA $7EC18A : STA $0604
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LDA $7EC18C : STA $0608
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LDA $7EC18E : STA $060C
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; LDA $7EC190 : STA $0610
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; LDA $7EC192 : STA $0612
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; LDA $7EC194 : STA $0614
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; LDA $7EC196 : STA $0616
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PHX
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LDA OrangeSpriteIndex : TAX
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LDA #$40 : STA SprTimerD, X
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LDA $0D00, X : STA $7EC184
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STA BluePortal_Y
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LDA $0D10, X : STA $7EC186
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STA BluePortal_X
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PLX
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LDA #$14 : STA $11
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%GotoAction(1) ; Return to BluePortal
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RTS
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}
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OrangePortal_WarpDungeon:
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{
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LDA $7EC184 : STA $20
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LDA $7EC186 : STA $22
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; Camera Scroll Boundaries
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LDA $7EC188 : STA $0600 ; Small Room North
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LDA $7EC18A : STA $0604 ; Small Room South
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LDA $7EC18C : STA $0608 ; Small Room West
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LDA $7EC18E : STA $060C ; Small Room South
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; LDA $7EC190 : STA $0610
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; LDA $7EC192 : STA $0612
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; LDA $7EC194 : STA $0614
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; LDA $7EC196 : STA $0616
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PHX
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LDA BlueSpriteIndex : TAX
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LDA #$40 : STA SprTimerD, X
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LDA $0D00, X : STA $7EC184
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STA OrangePortal_Y
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LDA $0D10, X : STA $7EC186
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STA OrangePortal_X
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PLX
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LDA #$14 : STA $11
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%GotoAction(2) ; Return to OrangePortal
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RTS
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}
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BluePortal_WarpOverworld:
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{
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LDA OrangePortal_X : STA $20
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LDA OrangePortal_Y : STA $22
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LDA $7EC190 : STA $0610
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LDA $7EC192 : STA $0612
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LDA $7EC194 : STA $0614
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LDA $7EC196 : STA $0616
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JSL $07E9D3 ; ApplyLinksMovementToCamera
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PHX ; Infinite loop prevention protocol
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LDA OrangeSpriteIndex : TAX
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LDA #$40 : STA SprTimerD, X
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PLX
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LDA #$01 : STA $5D
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;LDA #$2A : STA $11
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%GotoAction(1) ; Return to BluePortal
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RTS
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}
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OrangePortal_WarpOverworld:
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{
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LDA BluePortal_X : STA $20
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LDA BluePortal_Y : STA $22
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LDA $7EC190 : STA $0610
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LDA $7EC192 : STA $0612
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LDA $7EC194 : STA $0614
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LDA $7EC196 : STA $0616
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JSL $07E9D3 ; ApplyLinksMovementToCamera
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PHX
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LDA BlueSpriteIndex : TAX
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LDA #$40 : STA SprTimerD, X
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PLX
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LDA #$01 : STA $5D
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;LDA #$2A : STA $11
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%GotoAction(2) ; Return to BluePortal
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RTS
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}
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}
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CheckForDismissPortal:
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{
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LDA $06FE : CMP.b #$02 : BCC .return
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LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next
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PHX
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LDA BlueSpriteIndex : TAX
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STZ.w $0DD0, X
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PLX
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JMP .return
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.DespawnOrange
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PHX
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LDA OrangeSpriteIndex : TAX
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STZ.w $0DD0, X
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PLX
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.return
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INC $06FE ; This ticker needs to be reset when transitioning rooms and maps.
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RTS
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}
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RejectOnTileCollision:
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{
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LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Load the tile index
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LDA $0FA5 : CLC : CMP.b #$00 : BEQ .not_out_of_bounds
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; Clear the sprite and make an error sound
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LDA #$3C ; SFX2.3C Error beep
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STA $012E ; Queue sound effect
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LDA #$00 : STA $0DD0, X
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.not_out_of_bounds
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RTS
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}
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;==========================================================
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Sprite_Portal_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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; Draw Data
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.start_index
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db $00, $01, $02, $03
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.nbr_of_tiles
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db 0, 0, 0, 0
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.x_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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.y_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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.chr
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db $EE
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db $EE
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db $EE
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db $EE
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.properties
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db $34
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db $74
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db $32
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db $72
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.sizes
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db $02
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db $02
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db $02
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db $02
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}
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Reference in New Issue
Block a user