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

@@ -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 = 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 = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -40,7 +40,7 @@ Sprite_IceBlock_Long:
.not_being_pushed
LDA.w $0DF0, X : BEQ .retain_momentum
LDA.b #$01 : STA.w SprMiscC, X
LDA.b #$84 : STA $48
LDA.b #$84 : STA $48
LDA.b #$04 : STA.b $5E
.retain_momentum
@@ -58,7 +58,7 @@ Sprite_IceBlock_Long:
Sprite_IceBlock_Prep:
{
PHB : PHK : PLB
; Cache Sprite position
LDA.w SprX, X : STA.w SprMiscD, X
LDA.w SprY, X : STA.w SprMiscE, X
@@ -116,13 +116,13 @@ Sprite_IceBlock_Main:
LDA.b #$01 : STA.w $0642
.no_switch
JSL Sprite_Move ; Sprite MoveXY
JSL Sprite_Move ; Sprite MoveXY
JSL Sprite_Get_16_bit_Coords ; Get 16bit coords
JSL Sprite_CheckTileCollision ; Check Tile collision
JSL Sprite_CheckDamageToPlayerSameLayer
BCC NotInContact
JSR ApplyPush
; Set timer
; Set timer
LDA.b #$07 : STA.w $0DF0, X
JSL $079291 ; Sprite_RepelDash_long
@@ -134,7 +134,7 @@ Sprite_IceBlock_Main:
; LDA.w StatueSpeed_y,Y
; STA.w SprYSpeed,X
; JSR Statue_HandleGrab
LDA.w SprX, X : AND #$F0 : STA.w SprX, X
LDA.w SprY, X : AND #$F0 : STA.w SprY, X
RTS
@@ -239,7 +239,7 @@ Sprite_IceBlock_Main:
}
}
; Check if the tile beneath the sprite is the sliding ice
; Check if the tile beneath the sprite is the sliding ice
; Currently unused as it doesnt play well with the hitbox choices
IceBlock_CheckForGround:
{
@@ -252,7 +252,7 @@ IceBlock_CheckForGround:
JSL $06E87B ; GetTileType_long
PLY
LDA.w $0FA5
LDA.w $0FA5
CMP.b #$0E : BNE .stop
SEC
RTS
@@ -402,17 +402,17 @@ Sprite_IceBlock_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
@@ -429,14 +429,14 @@ Sprite_IceBlock_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
@@ -457,4 +457,4 @@ Sprite_IceBlock_Draw:
db $24, $64, $A4, $E4
.sizes
db $00, $00, $00, $00
}
}

View File

@@ -11,7 +11,7 @@
!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 = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen
@@ -54,7 +54,7 @@ Sprite_LeverSwitch_Long:
Sprite_LeverSwitch_Prep:
{
PHB : PHK : PLB
LDA.b #$00 : STA.w SprDefl, X
LDA.w SprSubtype, X : STA.w SprAction, X
LDA.b #$00 : STA.w SprTileDie, X
@@ -84,7 +84,7 @@ Sprite_LeverSwitch_Main:
LDA.w SprTimerA, X : BNE .NoDamage
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #$25 : STA $012F
STZ.w $37
LDA #$10 : STA.w SprTimerA, X
%GotoAction(1)
@@ -145,17 +145,17 @@ Sprite_LeverSwitch_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
@@ -172,14 +172,14 @@ Sprite_LeverSwitch_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
PHY
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
@@ -203,4 +203,4 @@ Sprite_LeverSwitch_Draw:
.properties
db $37
db $37
}
}