add oam buffer info for reference

This commit is contained in:
scawful
2024-07-04 23:29:35 -04:00
parent 45c5389b4d
commit fbd7b4b2c6

View File

@@ -205,21 +205,33 @@ SprBulletproof = $0BA0
Sprite_SetSpawnedCoords = $09AE64
; The record format for the low table is 4 bytes:
; byte OBJ*4+0: xxxxxxxx
; byte OBJ*4+1: yyyyyyyy
; byte OBJ*4+2: cccccccc
; byte OBJ*4+3: vhoopppN
; The record format for the high table is 2 bits:
; bit 0/2/4/6 of byte OBJ/4: X
; bit 1/3/5/7 of byte OBJ/4: s
; Xxxxxxxxx = X position of the sprite. signed but see below.
; yyyyyyyy = Y position of the sprite.
; cccccccc = First tile of the sprite.
; N = Name table of the sprite. See below for VRAM address calculation
; ppp = Palette of the sprite. The first palette index is 128+ppp*16.
; oo = Sprite priority. See below for details.
; h/v = Horizontal/Vertical flip flags.
; s = Sprite size flag. See below for details.
SpriteData_OAMProp = $0DB359
; =========================================================
; set the oam coordinate for the sprite draw
Sprite_PrepOamCoord = $06E416
; =========================================================
; check if the sprite is getting damage from player or items
Sprite_CheckDamageFromPlayer = $06F2AA
; =========================================================
; check if the sprite is touching the player to damage
Sprite_CheckDamageToPlayer = $06F121
; =========================================================
; damage the player everywhere on screen?
Sprite_AttemptDamageToPlayerPlusRecoil = $06F41F
; =========================================================
; Draw the sprite depending of the position of the player
@@ -236,21 +248,32 @@ OAM_AllocateFromRegionF = $0DBA94 ; Above
Sprite_DrawMultiple_quantity_preset = $05DF70
; =========================================================
; makes all the sprites on screen shaking
org $0680FA
ApplyRumbleToSprites:
; check if the sprite is getting damage from player or items
Sprite_CheckDamageFromPlayer = $06F2AA
; =========================================================
; args :
; !pos1_low = $00
; !pos1_size = $02
; !pos2_low = $04
; !pos2_size = $06
; !pos1_high = $08
; !pos2_high = $0A
; !ans_low = $0F
; !ans_high = $0C
;returns carry clear if there was no overlap
; check if the sprite is touching the player to damage
Sprite_CheckDamageToPlayer = $06F121
; =========================================================
; damage the player everywhere on screen?
Sprite_AttemptDamageToPlayerPlusRecoil = $06F41F
; =========================================================
; makes all the sprites on screen shaking
ApplyRumbleToSprites = $0680FA
; =========================================================
; args:
; pos1_low = $00
; pos1_size = $02
; pos2_low = $04
; pos2_size = $06
; pos1_high = $08
; pos2_high = $0A
; ans_low = $0F
; ans_high = $0C
; returns carry clear if there was no overlap
CheckIfHitBoxesOverlap = $0683E6
; =========================================================