Sprite housekeeping
This commit is contained in:
@@ -56,14 +56,17 @@ incsrc "Sprites/minecart.asm"
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print "End of minecart.asm ", pc
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print "End of minecart.asm ", pc
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incsrc "Sprites/twinrova.asm"
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incsrc "Sprites/twinrova.asm"
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print "End of twinrova.asm ", pc
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incsrc "Sprites/portal_sprite.asm"
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incsrc "Sprites/portal_sprite.asm"
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print "End of portal_sprite.asm ", pc
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incsrc "Sprites/impa.asm"
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incsrc "Sprites/impa.asm"
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print "End of impa.asm ", pc
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print "End of impa.asm ", pc
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incsrc "Sprites/poltergeist.asm"
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print "End of poltergeist.asm ", pc
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incsrc "Sprites/bug_net_kid.asm"
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incsrc "Sprites/bug_net_kid.asm"
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warnpc $2B8000
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warnpc $2B8000
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@@ -1,3 +1,5 @@
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pushpc
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org $07F4D0
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org $07F4D0
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Sprite_CheckIfPlayerPreoccupied:
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Sprite_CheckIfPlayerPreoccupied:
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@@ -54,3 +56,5 @@ BugNetKid_GrantBugNet:
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RTS
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RTS
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}
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}
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pullpc
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1705
Sprites/dark_link.asm
Normal file
1705
Sprites/dark_link.asm
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,6 @@
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pushpc
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; Impa Fix
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; Impa Fix
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org $05EBCF
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org $05EBCF
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LDA $7EF359 : CMP.b #$04
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LDA $7EF359 : CMP.b #$04
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pullpc
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@@ -9,12 +9,12 @@
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!Health = 00 ; Number of Health the sprite have
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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@@ -36,7 +36,6 @@
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;==============================================================================
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;==============================================================================
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print "Minecart: ", pc
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Sprite_Minecart_Long:
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Sprite_Minecart_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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@@ -55,6 +54,16 @@ Sprite_Minecart_Long:
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;==============================================================================
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;==============================================================================
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; $0DE0[0x10] - (Sprite) ;functions
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; udlr
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; 0 - up
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; 1 - down
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; 2 - left
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; 3 - right
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!MinecartSpeed = 20
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!MinecartDirection = $012B
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Sprite_Minecart_Prep:
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Sprite_Minecart_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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@@ -76,6 +85,7 @@ Sprite_Minecart_Prep:
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CMP.b #$03 : BEQ .west
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CMP.b #$03 : BEQ .west
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.north
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.north
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LDA #$01 : STA !MinecartDirection
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%GotoAction(1) ; Minecart_MoveNorth
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%GotoAction(1) ; Minecart_MoveNorth
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JMP .done
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JMP .done
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.east
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.east
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@@ -95,6 +105,8 @@ Sprite_Minecart_Prep:
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;==============================================================================
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;==============================================================================
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macro HandlePlayerCamera()
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macro HandlePlayerCamera()
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LDA $22 : SEC : SBC $3F : STA $31
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LDA $20 : SEC : SBC $3E : STA $30
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PHX
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PHX
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JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
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JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
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JSL $07F42F ; HandleIndoorCameraAndDoors_Long
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JSL $07F42F ; HandleIndoorCameraAndDoors_Long
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@@ -102,9 +114,6 @@ macro HandlePlayerCamera()
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PLX
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PLX
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endmacro
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endmacro
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!MinecartSpeed = 20
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!MinecartDirection = $012B
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Sprite_Minecart_Main:
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Sprite_Minecart_Main:
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{
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{
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LDA.w SprAction, X ; Load the SprAction
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LDA.w SprAction, X ; Load the SprAction
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@@ -155,10 +164,12 @@ Sprite_Minecart_Main:
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA !MinecartDirection : BNE .opposite_direction
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LDA !MinecartDirection : BNE .opposite_direction
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LDA #$01 : STA $0DE0, X
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%GotoAction(4) ; Minecart_MoveSouth
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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RTS
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.opposite_direction
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.opposite_direction
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LDA #$00 : STA $0DE0, X
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%GotoAction(2) ; Minecart_MoveNorth
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%GotoAction(2) ; Minecart_MoveNorth
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.not_on_platform
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.not_on_platform
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.not_ready
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.not_ready
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@@ -171,17 +182,15 @@ Sprite_Minecart_Main:
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{
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{
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%PlayAnimation(2,3,8)
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%PlayAnimation(2,3,8)
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LDA.b #-!MinecartSpeed : STA SprYSpeed, X
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LDA.b #-!MinecartSpeed : STA SprYSpeed, X
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LDA #$35 : STA $012E
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JSL Sprite_MoveVert
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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; LDA SprY, X : SEC : SBC #$04 : STA $20
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; LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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JSR DragPlayer
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%HandlePlayerCamera()
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%HandlePlayerCamera()
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JSR HandleTileDirections
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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RTS
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RTS
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}
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}
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@@ -191,21 +200,17 @@ Sprite_Minecart_Main:
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Minecart_MoveEast:
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Minecart_MoveEast:
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{
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{
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%PlayAnimation(0,1,8)
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%PlayAnimation(0,1,8)
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%HandlePlayerCamera()
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LDA.b #!MinecartSpeed : STA $0D50, X
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LDA.b #!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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JSL Sprite_MoveHoriz
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LDA #$35 : STA $012E
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; Make Link move with the minecart
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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; LDA SprX, X : STA $22
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JSR DragPlayer
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JSR DragPlayer
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%HandlePlayerCamera()
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%HandlePlayerCamera()
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JSR HandleTileDirections
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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RTS
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RTS
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}
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}
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@@ -217,14 +222,15 @@ Sprite_Minecart_Main:
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%PlayAnimation(2,3,8)
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%PlayAnimation(2,3,8)
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LDA.b #!MinecartSpeed : STA SprYSpeed, X
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LDA.b #!MinecartSpeed : STA SprYSpeed, X
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JSL Sprite_MoveVert
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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; LDA SprY, X : SEC : SBC #$04 : STA $20
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; LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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%HandlePlayerCamera()
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%HandlePlayerCamera()
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JSR HandleTileDirections
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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LDA $40 : SEC : SBC.b #$FF : STA $40
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LDA $40 : SEC : SBC.b #$FF : STA $40
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LDA $68 : SEC : SBC.b #$FF : STA $68
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LDA $68 : SEC : SBC.b #$FF : STA $68
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@@ -240,29 +246,14 @@ Sprite_Minecart_Main:
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%PlayAnimation(0,1,8)
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%PlayAnimation(0,1,8)
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LDA.b #-!MinecartSpeed : STA $0D50, X
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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JSL Sprite_MoveHoriz
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LDA #$35 : STA $012E
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; Make Link move with the minecart
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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; LDA SprX, X : STA $22
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JSR DragPlayer
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JSR DragPlayer
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JSR HandleTileDirections
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; ; Set Minecart sprite coords to look for tile attributes
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; LDA.w SprY, X : CLC : ADC.b #$04 : STA.b $00
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; LDA.w SprYH, X : STA.b $01
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; LDA.w SprX, X : STA.b $02
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; LDA.w SprXH, X : STA.b $03
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; LDA.b #$00 : JSL Sprite_GetTileAttr
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; ; Check for bottom left corner tile
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; LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%HandlePlayerCamera()
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA #$35 : STA $012E
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RTS
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RTS
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}
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}
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@@ -297,7 +288,6 @@ macro SwapSubtype()
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STA SprSubtype, X ; Store the new direction subtype
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STA SprSubtype, X ; Store the new direction subtype
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endmacro
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endmacro
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print pc
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HandleTileDirections:
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HandleTileDirections:
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{
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{
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; Setup Minecart position to look for tile IDs
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; Setup Minecart position to look for tile IDs
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@@ -400,7 +390,6 @@ HandleTileDirections:
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}
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}
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.check_direction
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.check_direction
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print pc
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LDA SprSubtype, X
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LDA SprSubtype, X
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BNE .not_zero
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BNE .not_zero
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@@ -425,18 +414,22 @@ HandleTileDirections:
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.move_north
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.move_north
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LDA #$00 : STA SprSubtype, X
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LDA #$00 : STA SprSubtype, X
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STA $0DE0, X
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%GotoAction(2) ; Minecart_MoveNorth
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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RTS
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.move_east
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.move_east
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LDA #$01 : STA SprSubtype, X
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LDA #$01 : STA SprSubtype, X
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LDA #$03 : STA $0DE0, X
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%GotoAction(3) ; Minecart_MoveEast
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%GotoAction(3) ; Minecart_MoveEast
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RTS
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RTS
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.move_south
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.move_south
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LDA #$02 : STA SprSubtype, X
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LDA #$02 : STA SprSubtype, X
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LDA #$01 : STA $0DE0, X
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%GotoAction(4) ; Minecart_MoveSouth
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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RTS
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.move_west
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.move_west
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LDA #$03 : STA SprSubtype, X
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LDA #$03 : STA SprSubtype, X
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LDA #$02 : STA $0DE0, X
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%GotoAction(5) ; Minecart_MoveWest
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%GotoAction(5) ; Minecart_MoveWest
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.done
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.done
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RTS
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RTS
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@@ -468,7 +461,7 @@ DragPlayer:
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.SomariaPlatform_DragLink
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.SomariaPlatform_DragLink
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REP #$20
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REP #$20
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LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done
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LDA $0FD8 : SEC : SBC.w #$0002 : CMP $22 : BEQ .x_done
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BPL .x_too_low
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BPL .x_too_low
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DEC $0B7C
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DEC $0B7C
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@@ -3,7 +3,7 @@
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; Portal Sprite
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; Portal Sprite
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; =========================================================
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; =========================================================
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!SPRID = $B6 ; The sprite ID you are overwriting (HEX)
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!SPRID = $B8 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 01 ; Number of tiles used in a frame
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!NbrTiles = 01 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -60,6 +60,7 @@ Sprite_Portal_Prep:
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PHB : PHK : PLB
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PHB : PHK : PLB
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; Persist outside of camera
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; Persist outside of camera
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LDA #$00 : STA $0CAA, X
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LDA SprHitbox, X : AND.b #$20 : STA SprHitbox, X
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LDA SprHitbox, X : AND.b #$20 : STA SprHitbox, X
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PLB
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PLB
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@@ -703,7 +703,6 @@ db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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}
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}
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print "TWINROVA ============ ", pc
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ApplyTwinrovaGraphics:
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ApplyTwinrovaGraphics:
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{
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{
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PHX
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PHX
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Reference in New Issue
Block a user