Farore sprite movement, include organization

This commit is contained in:
scawful
2023-04-18 07:44:41 -05:00
parent 590ff6883b
commit c9e9b23b73
5 changed files with 536 additions and 484 deletions

View File

@@ -51,185 +51,227 @@ incsrc sprite_new_functions.asm
;==============================================================================
; TODO: Setup Sprite Properties for Farore
%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
;==============================================================================
Sprite_Farore_Long:
PHB : PHK : PLB
{
PHB : PHK : PLB
JSR Sprite_Farore_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_Farore_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_Farore_Main ; Call the main sprite code
JSR Sprite_Farore_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
;==============================================================================
Sprite_Farore_Prep:
PHB : PHK : PLB
; LDA.l $7EF300
; BEQ .PlayIntro
; STZ.w $0DD0, X ; Kill the sprite
; .PlayIntro
PLB
RTL
{
PHB : PHK : PLB
; LDA.l $7EF300
; BEQ .PlayIntro
; STZ.w $0DD0, X ; Kill the sprite
; .PlayIntro
PLB
RTL
}
;==============================================================================
; Movement key bitwise ---- udlr
Sprite_Farore_Main:
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw IntroStart
dw MoveUp
dw MoveLeft
dw WaitAndMessage
IntroStart:
{
RTS
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw IntroStart
dw MoveUpTowardsFarore
dw MoveLeftTowardsFarore
dw WaitAndMessage
dw FaroreFollowPlayer
IntroStart:
{
%GotoAction(1)
RTS
}
MoveUpTowardsFarore:
{
LDA.b #$08 : STA.b $49 ; Auto-movement north
LDA.b $20 ; Link's Y Position
CMP.b #$6C ; Y = 6C
BCC .linkistoofar
%GotoAction(2)
.linkistoofar
RTS
}
MoveLeftTowardsFarore:
{
; Move Link Left
LDA.b #$02 : STA.b $49
LDA.b $22 ; Link's X position
CMP.b #$1E
BCS .linkistoofar
STZ.b $49 ; kill automove
LDA.b #$20
STA.w SprTimerA, X ; set timer A to 0x10
%GotoAction(3)
.linkistoofar
RTS
}
WaitAndMessage:
{
%PlayAnimation(2, 3, 8)
%MoveTowardPlayer(15)
LDA.w SprTimerA, X : BNE +
%ShowUnconditionalMessage($24)
LDA.b #$01
STA.l $7EF300 ; prevent intro from playing again with sram set
; STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
%GotoAction(4)
+
RTS
}
; you could just squeeze it between link and the 1st follower
; by reusing the follow code but with lower delay
; $1A00[0x14] - (Tagalong)
; Low bytes of tagalong states' Y coordinates.
; $1A14[0x14] - (Tagalong)
; High bytes of tagalong states' Y coordinates.
; $1A28[0x14] - (Tagalong)
; Low bytes of tagalong states' X coordinates.
; $1A3C[0x14] - (Tagalong)
; High bytes of tagalong states' X coordinates.
; load current follower position divide it by 2
; and use that as index
FaroreFollowPlayer:
{
%PlayAnimation(2, 3, 8)
%MoveTowardPlayer(10)
RTS
}
}
MoveUp:
{
LDA #$01 ; make link move up
STA $49
LDA $30 ; Link's Y Position
CMP #$C6
BCC .linkistoofarleft
; Here link reached the X position we want
; goto next action
%GotoAction(2)
.linkistoofarleft
RTS
}
MoveLeft:
{
LDA.b #$04 ; make link move left
STA.b $49
LDA.b $20 ; Link's Y Position
CMP.b #$88
BCC .linkistoofarup
; Here link reached the X position we want
; goto next action
STZ.b $49 ; kill automove
LDA.b #$20
STA.w SprTimerA, X ; set timer A to 0x10
%GotoAction(3)
.linkistoofarup
RTS
}
WaitAndMessage:
{
LDA.w SprTimerA, X : BNE +
%ShowUnconditionalMessage($24)
LDA.b #$01
STA.l $7EF300 ; prevent intro from playing again with sram set
STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
; could goto next action too instead
+
RTS
}
;==============================================================================
Sprite_Farore_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
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
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
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
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 $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 $0E
.on_screen_y
LDA.b #$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
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
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
PLX
RTS
RTS
;==============================================================================
.start_index
db $00, $02
db $00, $02, $04, $06
.nbr_of_tiles
db 1, 1
db 1, 1, 1, 1
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
.y_offsets
dw 4, -8
dw 4, -7
dw 4, -8
dw 4, -7
dw 4, -8
dw 4, -7
.chr
db $AA, $A8
db $AA, $A8
db $AA, $A8
db $AA, $A8
db $88, $A8
db $88, $A8
.properties
db $3B, $3B
db $3B, $3B
db $3B, $3B
db $3B, $3B
db $3B, $3B
db $7B, $3B
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
;==============================================================================