Cleanup deku_scrub.asm

This commit is contained in:
scawful
2024-10-03 19:23:33 -04:00
parent 98f58d8b0e
commit e608e6fe5a

View File

@@ -11,7 +11,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !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 DekuScrub (can be 0 to 7) !Palette = 00 ; Unused in this DekuScrub (can be 0 to 7)
!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen !Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -34,7 +34,7 @@
; ========================================================= ; =========================================================
Sprite_DekuScrub_Long: Sprite_DekuScrub_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_DekuScrub_Draw ; Call the draw code JSR Sprite_DekuScrub_Draw ; Call the draw code
@@ -90,7 +90,7 @@ Sprite_DekuScrub_Prep:
Sprite_DekuScrub_Main: Sprite_DekuScrub_Main:
{ {
LDA.w SprAction, X LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable JSL UseImplicitRegIndexedLocalJumpTable
dw EstadoInactivo dw EstadoInactivo
@@ -110,9 +110,8 @@ Sprite_DekuScrub_Main:
%PlayAnimation(0, 1, 16) %PlayAnimation(0, 1, 16)
JSL Sprite_PlayerCantPassThrough JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($140) : BCC .no_hablaba %ShowSolicitedMessage($140) : BCC .no_hablaba
%GotoAction(1) %GotoAction(1)
.no_hablaba
.no_hablaba
RTS RTS
} }
@@ -120,35 +119,32 @@ Sprite_DekuScrub_Main:
{ {
%PlayAnimation(0, 1, 16) %PlayAnimation(0, 1, 16)
LDA $FE : BEQ .ninguna_cancion LDA $FE : BEQ .ninguna_cancion
STZ $FE STZ $FE
LDA.b #$C0 : STA.w SprTimerD, X LDA.b #$C0 : STA.w SprTimerD, X
%GotoAction(2) %GotoAction(2)
.ninguna_cancion .ninguna_cancion
RTS RTS
} }
DarMascara: DarMascara:
{ {
%PlayAnimation(0, 1, 16) %PlayAnimation(0, 1, 16)
LDA.w SprTimerD, X : BNE +
LDA.w SprTimerD, X : BNE + %ShowUnconditionalMessage($141)
%ShowUnconditionalMessage($141) LDA.b #$C0 : STA.w SprTimerD, X
LDA.b #$C0 : STA.w SprTimerD, X %GotoAction(3)
+
%GotoAction(3)
+
RTS RTS
} }
Regalo: Regalo:
{ {
LDA.w SprTimerD, X : BNE + LDA.w SprTimerD, X : BNE +
LDY #$11 : STZ $02E9 ; Give the Deku Mask
LDY #$11 : STZ $02E9 ; Give the Deku Mask JSL Link_ReceiveItem
JSL Link_ReceiveItem LDA.b #$01 : STA.l $7EF301
LDA.b #$01 : STA.l $7EF301 %GotoAction(4)
%GotoAction(4) +
+
RTS RTS
} }
@@ -170,7 +166,7 @@ Sprite_DekuScrub_Main:
{ {
%PlayAnimation(4, 4, 10) %PlayAnimation(4, 4, 10)
JSL Sprite_PlayerCantPassThrough JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($0C3) %ShowSolicitedMessage($0C3)
RTS RTS
} }
@@ -210,7 +206,6 @@ Sprite_DekuScrub_Draw:
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset? PHA ; Keep the value with animation index offset?
@@ -237,14 +232,10 @@ Sprite_DekuScrub_Draw:
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX
@@ -305,4 +296,5 @@ Sprite_DekuScrub_Draw:
; .sizes ; .sizes
; db $02, $02, $02, $02 ; db $02, $02, $02, $02
; db $02, $02, $02, $02 ; db $02, $02, $02, $02
} }