Add Sprite library: Macros, Jump table, new funcs
This commit is contained in:
77
Sprites/sprite_jump_table.asm
Normal file
77
Sprites/sprite_jump_table.asm
Normal file
@@ -0,0 +1,77 @@
|
||||
pushpc
|
||||
org $06FFF8 ; New Jumptable for sprites
|
||||
NewMainSprFunction:
|
||||
JSL SpriteActiveExp_MainLong
|
||||
RTS
|
||||
|
||||
org $068EB9
|
||||
NewSprPrepFunction:
|
||||
JSL Sprite_PrepExp_Long
|
||||
RTS
|
||||
pullpc
|
||||
|
||||
|
||||
|
||||
SpriteActiveExp_MainLong:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSL NewSprTable
|
||||
|
||||
PLB
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
NewSprTable:
|
||||
LDA $0E20, X ; Load Sprite ID
|
||||
REP #$30
|
||||
AND.w #$00FF
|
||||
STA $06
|
||||
ASL A ; *2
|
||||
CLC : ADC $06 ; *3
|
||||
TAY
|
||||
|
||||
LDA NewSprRoutinesLong, Y ; Load sprite Address
|
||||
STA $06
|
||||
SEP #$30
|
||||
LDA NewSprRoutinesLong+2, Y
|
||||
STA $08
|
||||
JMP [$0006]
|
||||
|
||||
;do a JML and sprite will RTL back to previous code
|
||||
|
||||
Sprite_PrepExp_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSL NewSprPrepTable
|
||||
|
||||
PLB
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
NewSprPrepTable:
|
||||
LDA $0E20, X ; Load Sprite ID
|
||||
REP #$30
|
||||
AND.w #$00FF
|
||||
STA $06
|
||||
ASL A ; *2
|
||||
CLC : ADC $06 ; *3
|
||||
TAY
|
||||
|
||||
LDA NewSprPrepRoutinesLong, Y ; Load sprite Address
|
||||
STA $06
|
||||
SEP #$30
|
||||
LDA NewSprPrepRoutinesLong+2, Y
|
||||
STA $08
|
||||
JMP [$0006]
|
||||
|
||||
NewSprRoutinesLong:
|
||||
fillbyte $00
|
||||
fill $2FD
|
||||
|
||||
NewSprPrepRoutinesLong:
|
||||
fillbyte $00
|
||||
fill $2FD
|
||||
198
Sprites/sprite_macros.asm
Normal file
198
Sprites/sprite_macros.asm
Normal file
@@ -0,0 +1,198 @@
|
||||
; Write Sprite Properties in the rom MACRO
|
||||
macro Set_Sprite_Properties(SprPrep, SprMain)
|
||||
|
||||
pushpc ; Save writing Position for the sprite
|
||||
org $0DB080+!SPRID ; Oam Harmless ($0E40)
|
||||
db ((!Harmless<<7)|(!HVelocity<<6)|!NbrTiles)
|
||||
|
||||
org $0DB173+!SPRID ; Sprite HP ($0E50)
|
||||
db !Health
|
||||
|
||||
org $0DB266+!SPRID ; Sprite Damage ($0CD2)
|
||||
db !Damage
|
||||
|
||||
org $0DB359+!SPRID ; Sprite Data ($0E60 / $0F50)
|
||||
db ((!DeathAnimation<<7)|(!ImperviousAll<<6)|(!SmallShadow<<5)|(!Shadow<<4)|(!Palette<<1))
|
||||
|
||||
org $0DB44C+!SPRID ; Sprite Hitbox ($0F60)
|
||||
db ((!CollisionLayer<<7)|(!Statis<<6)|(!Persist<<5)|(!Hitbox))
|
||||
|
||||
org $0DB53F+!SPRID ; Sprite Fall ($0B6B)
|
||||
db ((!DeflectArrow<<3)|(!Boss<<1)|!CanFall)
|
||||
|
||||
org $0DB632+!SPRID ; Sprite Prize ($0BE0)
|
||||
db ((!Interaction<<7)|(!WaterSprite<<6)|(!Blockable<<5)|(!Sound<<4)|!Prize)
|
||||
|
||||
org $0DB725+!SPRID ; Sprite ($0CAA)
|
||||
db ($40|(!Statue<<5)|(!DeflectProjectiles<<4)|(!ImpervSwordHammer<<2)|(!ImperviousArrow<<1))
|
||||
|
||||
org $069283+(!SPRID*2) ; Vanilla Sprite Main Pointer
|
||||
dw NewMainSprFunction
|
||||
|
||||
org $06865B+(!SPRID*2) ; Vanilla Sprite Prep Pointer
|
||||
dw NewSprPrepFunction
|
||||
|
||||
org NewSprRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
|
||||
dl <SprMain>
|
||||
|
||||
org NewSprPrepRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
|
||||
dl <SprPrep>
|
||||
pullpc ; Get back the writing position for the sprite
|
||||
|
||||
endmacro
|
||||
|
||||
; Go to the action specified ID can be Hex or Decimal
|
||||
macro GotoAction(action)
|
||||
LDA.b #<action> : STA.w SprAction, X
|
||||
endmacro
|
||||
|
||||
|
||||
; Increase the sprite frame every (frames_wait) frames
|
||||
; reset to (frame_start) when reaching (frame_end)
|
||||
; This is using SprTimerB
|
||||
macro PlayAnimation(frame_start, frame_end, frame_wait)
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #<frame_end>+1 : BCC .noframereset
|
||||
LDA.b #<frame_start> : STA.w SprFrame, X
|
||||
.noframereset
|
||||
LDA.b #<frame_wait> : STA.w SprTimerB, X
|
||||
+
|
||||
endmacro
|
||||
|
||||
|
||||
; Show message if the player is facing toward sprite and pressing A
|
||||
; Return Carry Set if message is displayed
|
||||
; can use BCC .label <> .label to see if message have been displayed
|
||||
macro ShowSolicitedMessage(message_id)
|
||||
LDY.b #(<message_id>)>>8
|
||||
LDA.b #<message_id>
|
||||
JSL Sprite_ShowSolicitedMessageIfPlayerFacing
|
||||
endmacro
|
||||
|
||||
; Show message no matter what (should not be used without code condition)
|
||||
macro ShowUnconditionalMessage(message_id)
|
||||
LDY.b #(<message_id>)>>8
|
||||
LDA.b #<message_id>
|
||||
JSL Sprite_ShowMessageUnconditional
|
||||
endmacro
|
||||
|
||||
; Make the sprite move towards the player at a speed of (speed)
|
||||
macro MoveTowardPlayer(speed)
|
||||
LDA.b #<speed>
|
||||
JSL Sprite_ApplySpeedTowardsPlayer
|
||||
JSL Sprite_MoveLong
|
||||
endmacro
|
||||
|
||||
; Prevent the player from passing through sprite hitbox
|
||||
macro PlayerCantPassThrough()
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
endmacro
|
||||
|
||||
; Do damage to player on contact if sprite is on same layer as player
|
||||
macro DoDamageToPlayerSameLayerOnContact()
|
||||
JSL Sprite_CheckDamageToPlayerSameLayer
|
||||
endmacro
|
||||
|
||||
; Set harmless flag, 0 = harmful, 1 = harmless
|
||||
macro SetHarmless(value)
|
||||
LDA.w SprNbrOAM, X
|
||||
AND #$7F
|
||||
if <value> != 0
|
||||
ORA.b #(<value>)<<7
|
||||
endif
|
||||
STA.w SprNbrOAM, X
|
||||
endmacro
|
||||
|
||||
; Set Room Flag (Chest 6)
|
||||
; Do not use if you have more than 5 chests or a small key under a pot
|
||||
; in that room unless you want it to be already opened/taken
|
||||
macro SetRoomFlag(value)
|
||||
if <value> != 0
|
||||
LDA $0403 : ORA #$20 : STA $0403
|
||||
else
|
||||
LDA $0403 : AND #$DF : STA $0403
|
||||
endif
|
||||
endmacro
|
||||
|
||||
; Will prevent the player from moving or opening his menu
|
||||
macro PreventPlayerMovement()
|
||||
LDA #$01 : STA $02E4
|
||||
endmacro
|
||||
|
||||
; Will allow the player to move or open his menu
|
||||
macro AllowPlayerMovement()
|
||||
STZ.w $02E4
|
||||
endmacro
|
||||
|
||||
; Enter 16bit mode
|
||||
macro Set16bitmode()
|
||||
REP #$30
|
||||
endmacro
|
||||
|
||||
; Enter 8bit mode
|
||||
macro Set8bitmode()
|
||||
SEP #$30
|
||||
endmacro
|
||||
|
||||
; This is a 16 bit will load A with current rupee count
|
||||
; to use with instructions CMP and BCC/BCS
|
||||
macro GetPlayerRupees()
|
||||
LDA $7EF360
|
||||
endmacro
|
||||
|
||||
; Set the velocity Y of the sprite at (speed) value
|
||||
; this require the use of the function JSL Sprite_MoveLong
|
||||
macro SetSpriteSpeedY(speed)
|
||||
LDA.b #<speed> : STA.w SprYSpeed, x
|
||||
endmacro
|
||||
|
||||
; Set the velocity X of the sprite at (speed) value
|
||||
; this require the use of the function JSL Sprite_MoveLong
|
||||
macro SetSpriteSpeedX(speed)
|
||||
LDA.b #<speed> : STA.w SprXSpeed, x
|
||||
endmacro
|
||||
|
||||
; Will play a sound SFX 1 See Zelda_3_RAM.log for more informations
|
||||
macro PlaySFX1(sfxid)
|
||||
LDA.b #<sfxid> : STA $012E
|
||||
endmacro
|
||||
|
||||
; Will play a sound SFX 2 See Zelda_3_RAM.log for more informations
|
||||
macro PlaySFX2(sfxid)
|
||||
LDA.b #<sfxid> : STA $012F
|
||||
endmacro
|
||||
|
||||
; Will play a music See Zelda_3_RAM.log for more informations
|
||||
macro PlayMusic(musicid)
|
||||
LDA.b #<musicid> : STA $012C
|
||||
endmacro
|
||||
|
||||
; Will set the timer A to wait (length) amount of frames
|
||||
macro SetTimerA(length)
|
||||
LDA.b #<length> : STA.w SprTimerA, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer B to wait (length) amount of frames
|
||||
macro SetTimerB(length)
|
||||
LDA.b #<length> : STA.w SprTimerB, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer C to wait (length) amount of frames
|
||||
macro SetTimerC(length)
|
||||
LDA.b #<length> : STA.w SprTimerC, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer D to wait (length) amount of frames
|
||||
macro SetTimerD(length)
|
||||
LDA.b #<length> : STA.w SprTimerD, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer E to wait (length) amount of frames
|
||||
macro SetTimerE(length)
|
||||
LDA.b #<length> : STA.w SprTimerE, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer F to wait (length) amount of frames
|
||||
macro SetTimerF(length)
|
||||
LDA.b #<length> : STA.w SprTimerF, X
|
||||
endmacro
|
||||
139
Sprites/sprite_new_functions.asm
Normal file
139
Sprites/sprite_new_functions.asm
Normal file
@@ -0,0 +1,139 @@
|
||||
;=================================================================
|
||||
;Long function, return Carry Set if Active
|
||||
;=================================================================
|
||||
Sprite_CheckActive:
|
||||
{
|
||||
; Deactivates the sprite in certain situations
|
||||
|
||||
LDA $0DD0, X : CMP.b #$09 : BNE .inactive
|
||||
|
||||
LDA $0FC1 : BNE .inactive
|
||||
|
||||
LDA $11 : BNE .inactive
|
||||
|
||||
LDA $0CAA, X : BMI .active
|
||||
|
||||
LDA $0F00, X : BEQ .active
|
||||
|
||||
.inactive
|
||||
CLC
|
||||
RTL
|
||||
|
||||
.active
|
||||
SEC
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
; make the sprite move X axis
|
||||
;===================================================================================================
|
||||
Sprite_MoveHoriz:
|
||||
LDA.w $0D50,X : BEQ .no_velocity
|
||||
ASL : ASL : ASL : ASL
|
||||
CLC : ADC.w $0D70,X : STA.w $0D70,X
|
||||
|
||||
LDY.b #$00
|
||||
LDA.w $0D50,X
|
||||
PHP : LSR : LSR : LSR : LSR : PLP
|
||||
BPL ++
|
||||
|
||||
ORA.b #$F0
|
||||
DEY
|
||||
|
||||
++ ADC.w $0D10,X : STA.w $0D10,X
|
||||
TYA : ADC.w $0D30,X : STA.w $0D30,X
|
||||
|
||||
.no_velocity
|
||||
RTL
|
||||
|
||||
;===================================================================================================
|
||||
; make the sprite move both directions (also height)
|
||||
;===================================================================================================
|
||||
Sprite_MoveXyz:
|
||||
JSL Sprite_MoveAltitude
|
||||
Sprite_Move:
|
||||
JSL Sprite_MoveHoriz
|
||||
; no RTL, just continue into Sprite_MoveVert
|
||||
|
||||
;===================================================================================================
|
||||
; make the sprite move Y axis
|
||||
;===================================================================================================
|
||||
Sprite_MoveVert:
|
||||
LDA.w $0D40,X : BEQ .no_velocity
|
||||
ASL : ASL : ASL : ASL
|
||||
CLC : ADC.w $0D60,X : STA.w $0D60,X
|
||||
|
||||
LDY.b #$00
|
||||
LDA.w $0D40,X
|
||||
PHP : LSR : LSR : LSR : LSR : PLP
|
||||
BPL ++
|
||||
|
||||
ORA.b #$F0
|
||||
DEY
|
||||
|
||||
++ ADC.w $0D00,X : STA.w $0D00,X
|
||||
TYA : ADC.w $0D20,X : STA.w $0D20,X
|
||||
|
||||
.no_velocity
|
||||
RTL
|
||||
|
||||
;===================================================================================================
|
||||
; make the sprite move Z axis (height)
|
||||
;===================================================================================================
|
||||
Sprite_MoveZ:
|
||||
Sprite_MoveAltitude:
|
||||
LDA.w $0F80,X : ASL : ASL : ASL : ASL
|
||||
CLC : ADC.w $0F90,X : STA.w $0F90,X
|
||||
|
||||
LDA.w $0F80,X : PHP
|
||||
LSR : LSR : LSR : LSR
|
||||
PLP : BPL .positive
|
||||
|
||||
ORA.b #$F0
|
||||
|
||||
.positive
|
||||
ADC.w $0F70,X : STA.w $0F70,X
|
||||
|
||||
RTL
|
||||
|
||||
|
||||
;===================================================================================================
|
||||
; make the sprite bounce toward player (like vitreous)
|
||||
; Movement, Collision are handled by this function (height:20 = vitreous)
|
||||
; $09 = speed, $08 = max height
|
||||
;===================================================================================================
|
||||
Sprite_Bouncetowardplayer:
|
||||
JSL Sprite_MoveAltitude
|
||||
|
||||
DEC.w $0F80,X : DEC.w $0F80,X
|
||||
|
||||
LDA.w $0F70,X : BPL .aloft
|
||||
|
||||
STZ.w $0F70,X
|
||||
|
||||
LDA.b $08 : STA.w $0F80,X ; set height from 08
|
||||
|
||||
LDA.b $09
|
||||
|
||||
JSL Sprite_ApplySpeedTowardsPlayer
|
||||
|
||||
LDA.b #$21 : JSL Sound_SetSfx2PanLong
|
||||
|
||||
.aloft
|
||||
LDA.w $0F70,X : BEQ .dontmove
|
||||
|
||||
JSL Sprite_Move
|
||||
|
||||
.dontmove
|
||||
RTL
|
||||
|
||||
Sprite_BounceFromTileCollision:
|
||||
JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
|
||||
LDA.w $0D50,X : EOR.b #$FF : INC : STA.w $0D50,X
|
||||
INC.w $0ED0,X
|
||||
|
||||
++ LDA.w $0E70,X : AND.b #$0C : BEQ ++
|
||||
LDA.w $0D40,X : EOR.b #$FF : INC : STA.w $0D40,X
|
||||
INC.w $0ED0,X
|
||||
|
||||
++ RTL
|
||||
Reference in New Issue
Block a user