Farore sprite movement, include organization
This commit is contained in:
@@ -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
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
|
||||
Reference in New Issue
Block a user