Add GBC Link, update Masks directory
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208
Sprites/ZSpriteLib/sprite_macros.asm
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208
Sprites/ZSpriteLib/sprite_macros.asm
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; Write Sprite Properties in the rom MACRO
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macro Set_Sprite_Properties(SprPrep, SprMain)
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pushpc ; Save writing Position for the sprite
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org $0DB080+!SPRID ; Oam Harmless ($0E40)
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db ((!Harmless<<7)|(!HVelocity<<6)|!NbrTiles)
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org $0DB173+!SPRID ; Sprite HP ($0E50)
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db !Health
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org $0DB266+!SPRID ; Sprite Damage ($0CD2)
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db !Damage
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org $0DB359+!SPRID ; Sprite Data ($0E60 / $0F50)
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db ((!DeathAnimation<<7)|(!ImperviousAll<<6)|(!SmallShadow<<5)|(!Shadow<<4)|(!Palette<<1))
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org $0DB44C+!SPRID ; Sprite Hitbox ($0F60)
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db ((!CollisionLayer<<7)|(!Statis<<6)|(!Persist<<5)|(!Hitbox))
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org $0DB53F+!SPRID ; Sprite Fall ($0B6B)
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db ((!DeflectArrow<<3)|(!Boss<<1)|!CanFall)
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org $0DB632+!SPRID ; Sprite Prize ($0BE0)
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db ((!Interaction<<7)|(!WaterSprite<<6)|(!Blockable<<5)|(!Sound<<4)|!Prize)
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org $0DB725+!SPRID ; Sprite ($0CAA)
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db ($40|(!Statue<<5)|(!DeflectProjectiles<<4)|(!ImpervSwordHammer<<2)|(!ImperviousArrow<<1))
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org $069283+(!SPRID*2) ; Vanilla Sprite Main Pointer
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dw NewMainSprFunction
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org $06865B+(!SPRID*2) ; Vanilla Sprite Prep Pointer
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dw NewSprPrepFunction
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org NewSprRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprMain>
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org NewSprPrepRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprPrep>
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pullpc ; Get back the writing position for the sprite
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endmacro
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; Go to the action specified ID can be Hex or Decimal
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macro GotoAction(action)
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LDA.b #<action> : STA.w SprAction, X
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endmacro
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; Increase the sprite frame every (frames_wait) frames
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; reset to (frame_start) when reaching (frame_end)
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; This is using SprTimerB
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macro PlayAnimation(frame_start, frame_end, frame_wait)
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #<frame_end>+1 : BCC .noframereset
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LDA.b #<frame_start> : STA.w SprFrame, X
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.noframereset
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LDA.b #<frame_wait> : STA.w SprTimerB, X
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+
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endmacro
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macro StartOnFrame(frame)
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LDA.w SprFrame, x : CMP.b #<frame> : BCS +
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LDA.b #<frame> : STA.w SprFrame, x
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+
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endmacro
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; Show message if the player is facing toward sprite and pressing A
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; Return Carry Set if message is displayed
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; can use BCC .label <> .label to see if message have been displayed
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macro ShowSolicitedMessage(message_id)
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL Sprite_ShowSolicitedMessageIfPlayerFacing
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endmacro
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; Show message no matter what (should not be used without code condition)
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macro ShowUnconditionalMessage(message_id)
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL Sprite_ShowMessageUnconditional
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endmacro
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; Make the sprite move towards the player at a speed of (speed)
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macro MoveTowardPlayer(speed)
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LDA.b #<speed>
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_MoveLong
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endmacro
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; Prevent the player from passing through sprite hitbox
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macro PlayerCantPassThrough()
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JSL Sprite_PlayerCantPassThrough
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endmacro
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; Do damage to player on contact if sprite is on same layer as player
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macro DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayerSameLayer
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endmacro
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; Set harmless flag, 0 = harmful, 1 = harmless
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macro SetHarmless(value)
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LDA.w SprNbrOAM, X
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AND #$7F
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if <value> != 0
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ORA.b #(<value>)<<7
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endif
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STA.w SprNbrOAM, X
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endmacro
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; Set Room Flag (Chest 6)
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; Do not use if you have more than 5 chests or a small key under a pot
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; in that room unless you want it to be already opened/taken
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macro SetRoomFlag(value)
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if <value> != 0
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LDA $0403 : ORA #$20 : STA $0403
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else
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LDA $0403 : AND #$DF : STA $0403
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endif
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endmacro
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; Will prevent the player from moving or opening his menu
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macro PreventPlayerMovement()
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LDA #$01 : STA $02E4
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endmacro
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; Will allow the player to move or open his menu
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macro AllowPlayerMovement()
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STZ.w $02E4
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endmacro
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; Enter 16bit mode
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macro Set16bitmode()
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REP #$30
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endmacro
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; Enter 8bit mode
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macro Set8bitmode()
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SEP #$30
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endmacro
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; This is a 16 bit will load A with current rupee count
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; to use with instructions CMP and BCC/BCS
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macro GetPlayerRupees()
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LDA $7EF360
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endmacro
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; Set the velocity Y of the sprite at (speed) value
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; this require the use of the function JSL Sprite_MoveLong
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macro SetSpriteSpeedY(speed)
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LDA.b #<speed> : STA.w SprYSpeed, x
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endmacro
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; Set the velocity X of the sprite at (speed) value
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; this require the use of the function JSL Sprite_MoveLong
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macro SetSpriteSpeedX(speed)
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LDA.b #<speed> : STA.w SprXSpeed, x
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endmacro
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; Will play a sound SFX 1 See Zelda_3_RAM.log for more informations
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macro PlaySFX1(sfxid)
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LDA.b #<sfxid> : STA $012E
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endmacro
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; Will play a sound SFX 2 See Zelda_3_RAM.log for more informations
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macro PlaySFX2(sfxid)
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LDA.b #<sfxid> : STA $012F
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endmacro
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; Will play a music See Zelda_3_RAM.log for more informations
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macro PlayMusic(musicid)
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LDA.b #<musicid> : STA $012C
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endmacro
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; Will set the timer A to wait (length) amount of frames
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macro SetTimerA(length)
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LDA.b #<length> : STA.w SprTimerA, X
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endmacro
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; Will set the timer B to wait (length) amount of frames
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macro SetTimerB(length)
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LDA.b #<length> : STA.w SprTimerB, X
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endmacro
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; Will set the timer C to wait (length) amount of frames
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macro SetTimerC(length)
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LDA.b #<length> : STA.w SprTimerC, X
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endmacro
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; Will set the timer D to wait (length) amount of frames
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macro SetTimerD(length)
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LDA.b #<length> : STA.w SprTimerD, X
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endmacro
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; Will set the timer E to wait (length) amount of frames
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macro SetTimerE(length)
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LDA.b #<length> : STA.w SprTimerE, X
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endmacro
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; Will set the timer F to wait (length) amount of frames
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macro SetTimerF(length)
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LDA.b #<length> : STA.w SprTimerF, X
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endmacro
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macro NextAction()
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INC $0D80, X
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endmacro
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