Housekeeping, whitespace cleanup

This commit is contained in:
scawful
2024-11-09 21:26:39 -05:00
parent 6b3118b14b
commit e3056ca827
10 changed files with 257 additions and 263 deletions

View File

@@ -56,32 +56,28 @@ Sprite_DekuScrub_Prep:
LDA.b #$80 : STA.w SprDefl, X
; Peacetime Deku Scrub NPCs
LDA.b $8A : CMP.b #$2E : BNE .check_next
; Deku Butler
LDA.b #$07 : STA.w SprAction, X
JMP .PlayIntro
JMP +
.check_next
CMP.b #$2F : BNE .continue
LDA.b #$08 : STA.w SprAction, X
JMP .PlayIntro
JMP +
.continue
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .DekuButler
CMP.b #$02 : BEQ .DekuPrincess
LDA.l $7EF301
BEQ .PlayIntro
LDA.l $7EF301 : BEQ +
LDA.b #$04 : STA.w SprAction, X
.PlayIntro
PLB
RTL
JMP +
.DekuButler
LDA.b #$05 : STA.w SprAction, X
PLB
RTL
LDA.b #$05 : STA.w SprAction, X
JMP +
.DekuPrincess
LDA.b #$06 : STA.w SprAction, X
LDA.b #$06 : STA.w SprAction, X
+
PLB
RTL
}

View File

@@ -9,7 +9,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this MaskSalesman (can be 0 to 7)
!Hitbox = 02 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -31,7 +31,7 @@
%Set_Sprite_Properties(Sprite_MaskSalesman_Prep, Sprite_MaskSalesman_Long);
Sprite_MaskSalesman_Long:
{
{
PHB : PHK : PLB
JSR Sprite_MaskSalesman_Draw ; Call the draw code
@@ -49,7 +49,6 @@ Sprite_MaskSalesman_Long:
Sprite_MaskSalesman_Prep:
{
PHB : PHK : PLB
PLB
RTL
}
@@ -59,7 +58,7 @@ Sprite_MaskSalesman_Main:
JSL Sprite_PlayerCantPassThrough
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
JSL UseImplicitRegIndexedLocalJumpTable
dw InquiryHandler
dw NoOcarina
@@ -75,7 +74,7 @@ Sprite_MaskSalesman_Main:
; 0x00
InquiryHandler:
{
{
%PlayAnimation(0, 1, 16)
; Player has a Lv1 Ocarina, skip to the you got it message
@@ -133,11 +132,11 @@ Sprite_MaskSalesman_Main:
RTS
}
; 0x03
; 0x03
TeachLinkSong:
{
LDA #$02 : STA $7EF34C ; Increment the number of songs Link has
LDA.b #$13
LDA.b #$13
STA.w $0CF8
JSL $0DBB67 ; Link_CalculateSFXPan
ORA.w $0CF8
@@ -148,7 +147,7 @@ Sprite_MaskSalesman_Main:
; 0x04 - Offer Bunny Hood
OfferBunnyHood:
{
{
%PlayAnimation(0, 1, 16)
%ShowUnconditionalMessage($07F) ; Bunny Hood for 100 rupees?
@@ -158,7 +157,7 @@ Sprite_MaskSalesman_Main:
; 0x05 - Offer Stone Mask
OfferStoneMask:
{
{
%PlayAnimation(0, 1, 16)
%ShowUnconditionalMessage($082) ; Stone Mask for 650 rupees?
%GotoAction(9)
@@ -208,14 +207,14 @@ Sprite_MaskSalesman_Main:
SEP #$30
%ShowUnconditionalMessage($063)
%GotoAction(0)
RTS
.not_enough_rupees
%GotoAction($0A)
RTS
.player_said_no
.player_said_no
%GotoAction(6)
RTS
}
@@ -251,7 +250,7 @@ Sprite_MaskSalesman_Main:
.not_enough_rupees
%GotoAction($0A)
RTS
.player_said_no
.player_said_no
%GotoAction(6)
RTS
}
@@ -266,7 +265,7 @@ Sprite_MaskSalesman_Main:
}
Sprite_MaskSalesman_Draw:
{
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
@@ -280,17 +279,17 @@ Sprite_MaskSalesman_Draw:
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
@@ -307,14 +306,14 @@ Sprite_MaskSalesman_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX

View File

@@ -9,7 +9,7 @@
!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
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 02 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen