Move deku leaf, mineswitch, switch track to Sprites/Objects

This commit is contained in:
scawful
2024-03-18 19:24:57 -04:00
parent f4ae06bfd1
commit ef1540f3f6
4 changed files with 4 additions and 3 deletions

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; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $EE; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!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
!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
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_DekuLeaf_Prep, Sprite_DekuLeaf_Long);
; =========================================================
Sprite_DekuLeaf_Long:
PHB : PHK : PLB
JSR Sprite_DekuLeaf_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_DekuLeaf_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
; =========================================================
Sprite_DekuLeaf_Prep:
PHB : PHK : PLB
; Add more code here to initialize data
PLB
RTL
; =========================================================
Sprite_DekuLeaf_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Action00
Action00:
{
%StartOnFrame(0)
%PlayAnimation(0, 0, 10)
}
RTS
}
; =========================================================
Sprite_DekuLeaf_Draw:
{
JSL Sprite_PrepOamCoord
; JSL Sprite_OAM_AllocateDeferToPlayer
LDA #$10
JSL OAM_AllocateFromRegionB
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.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
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
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
RTS
; =========================================================
.start_index
db $00
.nbr_of_tiles
db 3
.x_offsets
dw -8, 8, 8, -8
.y_offsets
dw 8, 8, -8, -8
.chr
db $A0, $A2, $82, $80
.properties
db $33, $33, $33, $33
.sizes
db $02, $02, $02, $02
}

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!SPRID = $AF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 01 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!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
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 01 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 01 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
Sprite_LeverSwitch_Long:
{
PHB : PHK : PLB
JSR Sprite_LeverSwitch_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_LeverSwitch_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
Sprite_LeverSwitch_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA $0CAA, X
LDA SprSubtype, X : STA SprAction, X
PLB
RTL
}
Sprite_LeverSwitch_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw SwitchOff
dw SwitchOn
dw SpeedSwitchOff
dw SpeedSwitchOn
SwitchOff:
{
%PlayAnimation(0,0,4)
LDA SprTimerA, X : BNE .NoDamage
JSL Sprite_CheckDamageFromPlayerLong
BCC .NoDamage
LDA #$25 : STA $012F
STZ.w $37
LDA #$10 : STA SprTimerA, X
%GotoAction(1)
.NoDamage
RTS
}
SwitchOn:
{
%PlayAnimation(1,1,4)
LDA SprTimerA, X : BNE .NoDamage
JSL Sprite_CheckDamageFromPlayerLong
BCC .NoDamage
LDA #$25 : STA $012F
LDA #$01 : STA $37
LDA #$10 : STA SprTimerA, X
%GotoAction(0)
.NoDamage
RTS
}
SpeedSwitchOff:
{
%PlayAnimation(0,0,4)
JSL Sprite_CheckDamageFromPlayerLong
BCC .NoDamage
LDA #$25 : STA $012F
LDA.b #$01 : STA $36
%GotoAction(3)
.NoDamage
RTS
}
SpeedSwitchOn:
{
%PlayAnimation(1,1,4)
JSL Sprite_CheckDamageFromPlayerLong
BCC .NoDamage
LDA #$25 : STA $012F
STZ.w $36
%GotoAction(2)
.NoDamage
RTS
}
}
Sprite_LeverSwitch_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.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
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
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
RTS
.start_index
db $00, $01
.nbr_of_tiles
db 0, 0
.x_offsets
dw 0
dw 0
.y_offsets
dw 0
dw 0
.chr
db $64
db $66
.properties
db $37
db $37
.sizes
db $02
db $02
}

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!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 04 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 01 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!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
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 01 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
Sprite_RotatingTrack_Long:
{
PHB : PHK : PLB
JSR Sprite_RotatingTrack_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_RotatingTrack_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; Modes
; 0 = TopLeft -> TopRight
; 1 = TopRight -> BottomRight
; 2 = BottomRight -> BottomLeft
; 3 = BottomLeft -> TopLeft
; 4 = TopRight -> TopLeft
Sprite_RotatingTrack_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA $0CAA, X
LDA SprSubtype,X : STA SprAction,X
PLB
RTL
}
SwitchRam = $37
Sprite_RotatingTrack_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw TopLeftToTopRight
dw TopRightToBottomRight
dw BottomRightToBottomLeft
dw BottomLeftToTopLeft
dw TopRightToTopLeft
TopLeftToTopRight:
{
LDA SwitchRam : BNE part2
%PlayAnimation(0,0,4)
part2:
%PlayAnimation(1,1,4)
JSL CheckIfHitBoxesOverlap
RTS
}
TopRightToBottomRight:
{
LDA SwitchRam : BNE part2_a
%PlayAnimation(1,1,4)
part2_a:
%PlayAnimation(2,2,4)
JSL CheckIfHitBoxesOverlap
RTS
}
BottomRightToBottomLeft:
{
LDA SwitchRam : BNE part2_b
%PlayAnimation(2,2,4)
part2_b:
%PlayAnimation(3,3,4)
JSL CheckIfHitBoxesOverlap
RTS
}
BottomLeftToTopLeft:
{
LDA SwitchRam : BNE part2_c
%PlayAnimation(3,3,4)
part2_c:
%PlayAnimation(0,0,4)
JSL CheckIfHitBoxesOverlap
RTS
}
TopRightToTopLeft:
{
LDA SwitchRam : BNE part2_d
%StartOnFrame(1)
%PlayAnimation(1,1,4)
part2_d:
%StartOnFrame(0)
%PlayAnimation(0,0,4)
JSL CheckIfHitBoxesOverlap
RTS
}
}
Sprite_RotatingTrack_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.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
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
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
RTS
.start_index
db $00, $01, $02, $03
.nbr_of_tiles
db 0, 0, 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
.chr
db $44
db $44
db $44
db $44
.properties
db $7D
db $3D
db $FD
db $BD
.sizes
db $02
db $02
db $02
db $02