Farore sprite movement, include organization
This commit is contained in:
156
Events/lost_sea.asm
Normal file
156
Events/lost_sea.asm
Normal file
@@ -0,0 +1,156 @@
|
||||
;===========================================================
|
||||
; Lost Sea Hack
|
||||
;
|
||||
; Area: 3A
|
||||
; East Exit 3B (or 33)
|
||||
; North Exit 32
|
||||
; South is 42
|
||||
; West is 39
|
||||
; combo is N (32),W (39),S (42),N (32)
|
||||
;===========================================================
|
||||
|
||||
|
||||
Event_LostSeaCombo:
|
||||
{
|
||||
lorom
|
||||
org $A0F000 ; Note at this stage the accumulator contains area currently in, and X contains the area you're moving to.
|
||||
|
||||
LOST_WOOD_HOOK:
|
||||
{
|
||||
CMP #$3A ; are we in the right area?
|
||||
BEQ begincode
|
||||
|
||||
normalfinish:
|
||||
{
|
||||
LDA $02A5EC,x ; not right area so return.
|
||||
STZ $1CF7
|
||||
RTL
|
||||
} ; label normalfinish
|
||||
|
||||
begincode:
|
||||
{
|
||||
CPX #$3B
|
||||
BEQ normalfinish
|
||||
|
||||
; from here onwards, use the ram address to determine which combo you're up to
|
||||
; this code is pretty repeatable
|
||||
LDA $1CF7
|
||||
|
||||
CMP #$00
|
||||
BNE combo1
|
||||
CPX #$32 ; did you get it right?
|
||||
BEQ UP_CORRECT
|
||||
STZ $1CF7
|
||||
BRA RESOLVE_INCORRECT
|
||||
} ; label begincode
|
||||
|
||||
combo1:
|
||||
{
|
||||
CMP #$01
|
||||
BNE combo2
|
||||
CPX #$39 ; did you get it right?
|
||||
BEQ LEFT_CORRECT
|
||||
STZ $1CF7
|
||||
BRA RESOLVE_INCORRECT
|
||||
} ; label comb1
|
||||
|
||||
|
||||
combo2:
|
||||
{
|
||||
CMP #$02
|
||||
BNE combo3
|
||||
CPX #$42 ; did you get it right?
|
||||
BEQ DOWN_CORRECT
|
||||
STZ $1CF7
|
||||
BRA RESOLVE_INCORRECT
|
||||
} ; label comb2
|
||||
|
||||
|
||||
combo3:
|
||||
{
|
||||
CPX #$32; did you get it right?
|
||||
BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
|
||||
LDA #$1B
|
||||
STA $012F ; play fanfare
|
||||
BRA normalfinish
|
||||
RESOLVE_INCORRECT:
|
||||
CPX #$39
|
||||
BEQ CASE_LEFT
|
||||
CPX #$32
|
||||
BEQ CASE_UP
|
||||
BRA CASE_DOWN
|
||||
} ; label combo3
|
||||
|
||||
DOWN_CORRECT:
|
||||
{
|
||||
INC $1CF7
|
||||
CASE_DOWN:
|
||||
DEC $21
|
||||
DEC $21
|
||||
DEC $E7
|
||||
DEC $E7
|
||||
DEC $E9
|
||||
DEC $E9
|
||||
DEC $611
|
||||
DEC $611
|
||||
DEC $613
|
||||
DEC $613
|
||||
LDA $700
|
||||
SEC
|
||||
SBC #$10
|
||||
STA $700
|
||||
BRA all
|
||||
} ; label DOWN_CORRECT
|
||||
|
||||
|
||||
UP_CORRECT:
|
||||
{
|
||||
INC $1CF7
|
||||
CASE_UP:
|
||||
INC $21
|
||||
INC $21
|
||||
INC $E7
|
||||
INC $E7
|
||||
INC $E9
|
||||
INC $E9
|
||||
INC $611
|
||||
INC $611
|
||||
INC $613
|
||||
INC $613
|
||||
LDA $700
|
||||
CLC
|
||||
ADC #$10
|
||||
STA $700
|
||||
BRA all
|
||||
} ; label UP_CORRECT
|
||||
|
||||
|
||||
LEFT_CORRECT:
|
||||
{
|
||||
INC $1CF7
|
||||
CASE_LEFT:
|
||||
INC $23
|
||||
INC $23
|
||||
INC $E1
|
||||
INC $E1
|
||||
INC $E3
|
||||
INC $E3
|
||||
INC $615
|
||||
INC $615
|
||||
INC $617
|
||||
INC $617
|
||||
INC $700
|
||||
INC $700
|
||||
} ; label LEFT_CORRECT
|
||||
|
||||
all:
|
||||
{
|
||||
LDA #$3A ; load the same area.
|
||||
RTL
|
||||
}
|
||||
|
||||
.end
|
||||
ORG $02AA7D
|
||||
JSL LOST_WOOD_HOOK
|
||||
} ; label LOST_WOOD_HOOK
|
||||
} ; label Event_LostSeaCombo
|
||||
@@ -1,159 +0,0 @@
|
||||
;===========================================================
|
||||
; Lost Sea Hack
|
||||
;
|
||||
; Area: 3A
|
||||
; East Exit 3B (or 33)
|
||||
; North Exit 32
|
||||
; South is 42
|
||||
; West is 39
|
||||
; combo is N (32),W (39),S (42),N (32)
|
||||
;===========================================================
|
||||
|
||||
namespace LostSea
|
||||
{
|
||||
Main:
|
||||
{
|
||||
lorom
|
||||
org $A0F000 ; Note at this stage the accumulator contains area currently in, and X contains the area you're moving to.
|
||||
|
||||
LOST_WOOD_HOOK:
|
||||
{
|
||||
CMP #$3A ; are we in the right area?
|
||||
BEQ begincode
|
||||
|
||||
normalfinish:
|
||||
{
|
||||
LDA $02A5EC,x ; not right area so return.
|
||||
STZ $1CF7
|
||||
RTL
|
||||
} ; label normalfinish
|
||||
|
||||
begincode:
|
||||
{
|
||||
CPX #$3B
|
||||
BEQ normalfinish
|
||||
|
||||
; from here onwards, use the ram address to determine which combo you're up to
|
||||
; this code is pretty repeatable
|
||||
LDA $1CF7
|
||||
|
||||
CMP #$00
|
||||
BNE combo1
|
||||
CPX #$32 ; did you get it right?
|
||||
BEQ UP_CORRECT
|
||||
STZ $1CF7
|
||||
BRA RESOLVE_INCORRECT
|
||||
} ; label begincode
|
||||
|
||||
combo1:
|
||||
{
|
||||
CMP #$01
|
||||
BNE combo2
|
||||
CPX #$39 ; did you get it right?
|
||||
BEQ LEFT_CORRECT
|
||||
STZ $1CF7
|
||||
BRA RESOLVE_INCORRECT
|
||||
} ; label comb1
|
||||
|
||||
|
||||
combo2:
|
||||
{
|
||||
CMP #$02
|
||||
BNE combo3
|
||||
CPX #$42 ; did you get it right?
|
||||
BEQ DOWN_CORRECT
|
||||
STZ $1CF7
|
||||
BRA RESOLVE_INCORRECT
|
||||
} ; label comb2
|
||||
|
||||
|
||||
combo3:
|
||||
{
|
||||
CPX #$32; did you get it right?
|
||||
BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
|
||||
LDA #$1B
|
||||
STA $012F ; play fanfare
|
||||
BRA normalfinish
|
||||
RESOLVE_INCORRECT:
|
||||
CPX #$39
|
||||
BEQ CASE_LEFT
|
||||
CPX #$32
|
||||
BEQ CASE_UP
|
||||
BRA CASE_DOWN
|
||||
} ; label combo3
|
||||
|
||||
DOWN_CORRECT:
|
||||
{
|
||||
INC $1CF7
|
||||
CASE_DOWN:
|
||||
DEC $21
|
||||
DEC $21
|
||||
DEC $E7
|
||||
DEC $E7
|
||||
DEC $E9
|
||||
DEC $E9
|
||||
DEC $611
|
||||
DEC $611
|
||||
DEC $613
|
||||
DEC $613
|
||||
LDA $700
|
||||
SEC
|
||||
SBC #$10
|
||||
STA $700
|
||||
BRA all
|
||||
} ; label DOWN_CORRECT
|
||||
|
||||
|
||||
UP_CORRECT:
|
||||
{
|
||||
INC $1CF7
|
||||
CASE_UP:
|
||||
INC $21
|
||||
INC $21
|
||||
INC $E7
|
||||
INC $E7
|
||||
INC $E9
|
||||
INC $E9
|
||||
INC $611
|
||||
INC $611
|
||||
INC $613
|
||||
INC $613
|
||||
LDA $700
|
||||
CLC
|
||||
ADC #$10
|
||||
STA $700
|
||||
BRA all
|
||||
} ; label UP_CORRECT
|
||||
|
||||
|
||||
LEFT_CORRECT:
|
||||
{
|
||||
INC $1CF7
|
||||
CASE_LEFT:
|
||||
INC $23
|
||||
INC $23
|
||||
INC $E1
|
||||
INC $E1
|
||||
INC $E3
|
||||
INC $E3
|
||||
INC $615
|
||||
INC $615
|
||||
INC $617
|
||||
INC $617
|
||||
INC $700
|
||||
INC $700
|
||||
} ; label LEFT_CORRECT
|
||||
|
||||
all:
|
||||
{
|
||||
LDA #$3A ; load the same area.
|
||||
RTL
|
||||
}
|
||||
|
||||
.end
|
||||
ORG $02AA7D
|
||||
JSL LOST_WOOD_HOOK
|
||||
} ; label LOST_WOOD_HOOK
|
||||
} ; label Main
|
||||
} ; namespace LostSea
|
||||
namespace off
|
||||
@@ -4,9 +4,8 @@
|
||||
;
|
||||
;===========================================================
|
||||
|
||||
namespace IceRod
|
||||
{
|
||||
Main:
|
||||
|
||||
LinkItem_IceRod:
|
||||
{
|
||||
lorom
|
||||
|
||||
@@ -161,5 +160,3 @@ namespace IceRod
|
||||
STA $1D,s
|
||||
STA $1D,s
|
||||
}
|
||||
} ; namespace IceRod
|
||||
namespace off
|
||||
114
Oracle_main.asm
114
Oracle_main.asm
@@ -56,71 +56,87 @@ namespace Oracle
|
||||
incsrc "Util/ram.asm"
|
||||
incsrc "Util/functions.asm"
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; Sprites
|
||||
|
||||
incsrc "Sprites/farore_and_maku.asm"
|
||||
print "End of Sprites/farore_and_maku.asm", pc
|
||||
print "End of farore_and_maku.asm ", pc
|
||||
|
||||
incsrc "Sprites/Kydrog/kydrog.asm"
|
||||
print "End of kydrog.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; Transformation Masks
|
||||
|
||||
incsrc "Masks/mask_routines.asm"
|
||||
|
||||
incsrc "Masks/deku_mask.asm"
|
||||
print "End of Masks/deku_mask.asm ", pc
|
||||
|
||||
incsrc "Masks/zora_mask.asm"
|
||||
print "End of Masks/zora_mask.asm ", pc
|
||||
|
||||
incsrc "Masks/wolf_mask.asm"
|
||||
print "End of Masks/wolf_mask.asm ", pc
|
||||
|
||||
incsrc "Masks/bunny_hood.asm"
|
||||
print "End of Masks/bunny_hood.asm ", pc
|
||||
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; Items
|
||||
|
||||
incsrc "Items/jump_feather.asm"
|
||||
print "End of Items/jump_feather.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Graphics/boat_gfx.asm"
|
||||
print "End of Graphics/boat_gfx.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Dungeons/keyblock.asm"
|
||||
print "End of Dungeons/keyblock.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Events/house_tag.asm"
|
||||
print "End of Events/house_tag.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Menu/menu.asm"
|
||||
print "End of Menu/menu.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; incsrc "Items/bottle_net.asm"
|
||||
; print "End of Items/bottle_net.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Events/maku_tree.asm"
|
||||
print "End of Events/maku_tree.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Events/lostsea.asm"
|
||||
print "End of Events/lostsea.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Items/ice_rod.asm"
|
||||
print "End of Items/ice_rod.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Items/book_of_secrets.asm"
|
||||
print "End of Items/book_of_secrets.asm ", pc
|
||||
|
||||
; incsrc "Items/bottle_net.asm"
|
||||
; print "End of Items/bottle_net.asm ", pc
|
||||
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; Events
|
||||
|
||||
incsrc "Events/house_tag.asm"
|
||||
print "End of Events/house_tag.asm ", pc
|
||||
|
||||
incsrc "Events/lost_sea.asm"
|
||||
print "End of Events/lost_sea.asm ", pc
|
||||
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; Graphics
|
||||
|
||||
incsrc "Graphics/boat_gfx.asm"
|
||||
print "End of Graphics/boat_gfx.asm ", pc
|
||||
|
||||
incsrc "Events/maku_tree.asm"
|
||||
print "End of Events/maku_tree.asm ", pc
|
||||
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; Dungeon
|
||||
|
||||
incsrc "Dungeons/keyblock.asm"
|
||||
print "End of Dungeons/keyblock.asm ", pc
|
||||
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; Custom Menu and HUD
|
||||
|
||||
incsrc "Menu/menu.asm"
|
||||
print "End of Menu/menu.asm ", pc
|
||||
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Debug/debug.asm"
|
||||
print "End of Debug/debug.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Masks/mask_routines.asm"
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Masks/deku_mask.asm"
|
||||
print "End of Masks/deku_mask.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Masks/zora_mask.asm"
|
||||
print "End of Masks/zora_mask.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Masks/wolf_mask.asm"
|
||||
print "End of Masks/wolf_mask.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Masks/bunny_hood.asm"
|
||||
print "End of Masks/bunny_hood.asm ", pc
|
||||
|
||||
print ""
|
||||
print "Finished applying patches"
|
||||
|
||||
@@ -51,12 +51,12 @@ 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
|
||||
|
||||
JSR Sprite_Farore_Draw ; Call the draw code
|
||||
@@ -68,10 +68,12 @@ JSR Sprite_Farore_Main ; Call the main sprite 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
|
||||
@@ -81,76 +83,106 @@ PHB : PHK : PLB
|
||||
|
||||
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 MoveUpTowardsFarore
|
||||
dw MoveLeftTowardsFarore
|
||||
dw WaitAndMessage
|
||||
dw FaroreFollowPlayer
|
||||
|
||||
|
||||
IntroStart:
|
||||
{
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
MoveUp:
|
||||
MoveUpTowardsFarore:
|
||||
{
|
||||
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 #$08 : STA.b $49 ; Auto-movement north
|
||||
|
||||
LDA.b $20 ; Link's Y Position
|
||||
CMP.b #$88
|
||||
BCC .linkistoofarup
|
||||
CMP.b #$6C ; Y = 6C
|
||||
BCC .linkistoofar
|
||||
|
||||
; Here link reached the X position we want
|
||||
; goto next action
|
||||
%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)
|
||||
|
||||
.linkistoofarup
|
||||
.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
|
||||
; could goto next action too instead
|
||||
; 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
|
||||
}
|
||||
}
|
||||
;==============================================================================
|
||||
|
||||
Sprite_Farore_Draw:
|
||||
@@ -212,24 +244,34 @@ 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
|
||||
.y_offsets
|
||||
dw 4, -8
|
||||
dw 4, -7
|
||||
dw 4, -8
|
||||
dw 4, -7
|
||||
.chr
|
||||
db $AA, $A8
|
||||
db $AA, $A8
|
||||
db $88, $A8
|
||||
db $88, $A8
|
||||
.properties
|
||||
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
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
|
||||
Reference in New Issue
Block a user