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

156
Events/lost_sea.asm Normal file
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@@ -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

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@@ -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

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@@ -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

View File

@@ -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"

View File

@@ -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
}
;==============================================================================