Sprite housekeeping

This commit is contained in:
scawful
2023-11-17 20:27:06 -05:00
parent 1b39a834c0
commit cd601e32d0
8 changed files with 1807 additions and 101 deletions

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@@ -56,14 +56,17 @@ incsrc "Sprites/minecart.asm"
print "End of minecart.asm ", pc
incsrc "Sprites/twinrova.asm"
print "End of twinrova.asm ", pc
incsrc "Sprites/portal_sprite.asm"
print "End of portal_sprite.asm ", pc
incsrc "Sprites/impa.asm"
print "End of impa.asm ", pc
incsrc "Sprites/poltergeist.asm"
print "End of poltergeist.asm ", pc
incsrc "Sprites/bug_net_kid.asm"
warnpc $2B8000

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@@ -1,3 +1,5 @@
pushpc
org $07F4D0
Sprite_CheckIfPlayerPreoccupied:
@@ -53,4 +55,6 @@ BugNetKid_GrantBugNet:
STZ $02E4
RTS
}
}
pullpc

1705
Sprites/dark_link.asm Normal file

File diff suppressed because it is too large Load Diff

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@@ -1,5 +1,6 @@
pushpc
; Impa Fix
org $05EBCF
LDA $7EF359 : CMP.b #$04
pullpc

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@@ -2,33 +2,33 @@
; Sprite Properties
;==============================================================================
!SPRID = $BE ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
!SPRID = $BE ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
;==============================================================================
@@ -36,7 +36,6 @@
;==============================================================================
print "Minecart: ", pc
Sprite_Minecart_Long:
{
PHB : PHK : PLB
@@ -55,6 +54,16 @@ Sprite_Minecart_Long:
;==============================================================================
; $0DE0[0x10] - (Sprite) ;functions
; udlr
; 0 - up
; 1 - down
; 2 - left
; 3 - right
!MinecartSpeed = 20
!MinecartDirection = $012B
Sprite_Minecart_Prep:
{
PHB : PHK : PLB
@@ -76,6 +85,7 @@ Sprite_Minecart_Prep:
CMP.b #$03 : BEQ .west
.north
LDA #$01 : STA !MinecartDirection
%GotoAction(1) ; Minecart_MoveNorth
JMP .done
.east
@@ -95,16 +105,15 @@ Sprite_Minecart_Prep:
;==============================================================================
macro HandlePlayerCamera()
LDA $22 : SEC : SBC $3F : STA $31
LDA $20 : SEC : SBC $3E : STA $30
PHX
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
JSL Player_HaltDashAttack
PLX
endmacro
!MinecartSpeed = 20
!MinecartDirection = $012B
Sprite_Minecart_Main:
{
LDA.w SprAction, X ; Load the SprAction
@@ -155,10 +164,12 @@ Sprite_Minecart_Main:
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA !MinecartDirection : BNE .opposite_direction
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.opposite_direction
LDA #$00 : STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
.not_on_platform
.not_ready
@@ -171,17 +182,15 @@ Sprite_Minecart_Main:
{
%PlayAnimation(2,3,8)
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
LDA #$35 : STA $012E
JSL Sprite_MoveVert
; LDA SprY, X : SEC : SBC #$04 : STA $20
; LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
JSL Sprite_MoveVert
LDA SprY, X : SEC : SBC #$04 : STA $20
LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
RTS
}
@@ -191,21 +200,17 @@ Sprite_Minecart_Main:
Minecart_MoveEast:
{
%PlayAnimation(0,1,8)
%HandlePlayerCamera()
LDA.b #!MinecartSpeed : STA $0D50, X
JSL Sprite_MoveHoriz
LDA #$35 : STA $012E
; Make Link move with the minecart
LDA SprX, X : STA $22
; LDA SprX, X : STA $22
JSR DragPlayer
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
RTS
}
@@ -217,14 +222,15 @@ Sprite_Minecart_Main:
%PlayAnimation(2,3,8)
LDA.b #!MinecartSpeed : STA SprYSpeed, X
JSL Sprite_MoveVert
JSL Sprite_MoveVert
LDA SprY, X : SEC : SBC #$04 : STA $20
LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
; LDA SprY, X : SEC : SBC #$04 : STA $20
; LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
LDA $40 : SEC : SBC.b #$FF : STA $40
LDA $68 : SEC : SBC.b #$FF : STA $68
@@ -240,29 +246,14 @@ Sprite_Minecart_Main:
%PlayAnimation(0,1,8)
LDA.b #-!MinecartSpeed : STA $0D50, X
JSL Sprite_MoveHoriz
LDA #$35 : STA $012E
; Make Link move with the minecart
LDA SprX, X : STA $22
; LDA SprX, X : STA $22
JSR DragPlayer
JSR HandleTileDirections
; ; Set Minecart sprite coords to look for tile attributes
; LDA.w SprY, X : CLC : ADC.b #$04 : STA.b $00
; LDA.w SprYH, X : STA.b $01
; LDA.w SprX, X : STA.b $02
; LDA.w SprXH, X : STA.b $03
; LDA.b #$00 : JSL Sprite_GetTileAttr
; ; Check for bottom left corner tile
; LDA $0FA5 : CMP.b #$B1 : BNE .continue
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
RTS
}
@@ -290,14 +281,13 @@ macro StopCart()
endmacro
macro SwapSubtype()
LDA SprSubtype, X ; Load the current direction subtype
LDA SprSubtype, X ; Load the current direction subtype
; Assume the new direction is opposite to the current direction.
; This is just an example, adjust the logic as needed.
EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
STA SprSubtype, X ; Store the new direction subtype
EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
STA SprSubtype, X ; Store the new direction subtype
endmacro
print pc
HandleTileDirections:
{
; Setup Minecart position to look for tile IDs
@@ -308,7 +298,7 @@ HandleTileDirections:
LDA.b #$00 : JSL Sprite_GetTileAttr
; Load the tile index
LDA $0FA5
LDA $0FA5
CLC : CMP.b #$01 : BNE .not_out_of_bounds
LDA #$40 : STA SprTimerD, X
@@ -324,18 +314,18 @@ HandleTileDirections:
CLC : CMP.b #$B8 : BEQ .stop_south
CLC : CMP.b #$B9 : BEQ .stop_east
CLC : CMP.b #$BA : BEQ .stop_west
JMP .check_for_movement ; if none of the above, continue with normal logic
JMP .check_for_movement ; if none of the above, continue with normal logic
.stop_north
; Set the new direction to north and flip the cart's orientation
LDA.b South : STA SprSubtype, X
STZ.w !MinecartDirection
JMP .go_vert
JMP .go_vert
.stop_south
; Set the new direction to south and flip the cart's orientation
LDA.b North : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
LDA #$01 : STA !MinecartDirection
.go_vert
%SetTimerA($40)
%StopCart()
@@ -345,8 +335,8 @@ HandleTileDirections:
.stop_east
; Set the new direction to east and flip the cart's orientation
LDA.b West : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
JMP .go_horiz
LDA #$01 : STA !MinecartDirection
JMP .go_horiz
.stop_west
; Set the new direction to west and flip the cart's orientation
@@ -372,8 +362,8 @@ HandleTileDirections:
ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
TAY ; Transfer to Y to use as an offset for the rows
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC
ADC.w .DirectionTileLookup, Y ; Add the row and column offsets to index into the lookup table
TAY
@@ -393,24 +383,23 @@ HandleTileDirections:
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.check_direction
print pc
LDA SprSubtype, X
LDA SprSubtype, X
BNE .not_zero
.not_zero
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
TAY
LDA.w .DirectionTileLookup, Y
@@ -425,25 +414,29 @@ HandleTileDirections:
.move_north
LDA #$00 : STA SprSubtype, X
STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.move_east
LDA #$01 : STA SprSubtype, X
LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.move_south
LDA #$02 : STA SprSubtype, X
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.move_west
LDA #$03 : STA SprSubtype, X
LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest
.done
RTS
.tile_ids
; db $B0 ; - Horiz
; db $B1 ; | Vert
; db $B0 ; - Horiz
; db $B1 ; | Vert
; TL, BL, TR, BR
db $B2, $B3, $B4, $B5
; db $B8 Stop North
@@ -451,7 +444,7 @@ HandleTileDirections:
; db $BA Stop East
; db $BB Stop West
; db $BE ; + any direction
; db $BE ; + any direction
}
;==============================================================================
@@ -468,7 +461,7 @@ DragPlayer:
.SomariaPlatform_DragLink
REP #$20
LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done
LDA $0FD8 : SEC : SBC.w #$0002 : CMP $22 : BEQ .x_done
BPL .x_too_low
DEC $0B7C

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@@ -1,7 +1,7 @@
;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $B6; The sprite ID you are overwriting (HEX)
!SPRID = $B6 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 4 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

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@@ -3,7 +3,7 @@
; Portal Sprite
; =========================================================
!SPRID = $B6 ; The sprite ID you are overwriting (HEX)
!SPRID = $B8 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 01 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
@@ -60,6 +60,7 @@ Sprite_Portal_Prep:
PHB : PHK : PLB
; Persist outside of camera
LDA #$00 : STA $0CAA, X
LDA SprHitbox, X : AND.b #$20 : STA SprHitbox, X
PLB

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@@ -703,7 +703,6 @@ db $02, $02, $02, $02
db $02, $02, $02, $02
}
print "TWINROVA ============ ", pc
ApplyTwinrovaGraphics:
{
PHX