NPC Housekeeping

This commit is contained in:
scawful
2024-11-28 00:55:03 -05:00
parent 033d2e76f0
commit fc80fda459
7 changed files with 29 additions and 61 deletions

View File

@@ -44,16 +44,13 @@ Sprite_EonOwl_Long:
JSR Sprite_KaeporaGaebora_Draw
JMP .HandleSprite
.NotGaebora
JSR Sprite_EonOwl_Draw ; Call the draw code
JSR Sprite_EonOwl_Draw
.HandleSprite
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_EonOwl_Main ; Call the main sprite code
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_EonOwl_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
.Despawn
STZ.w SprState, X
PLB
@@ -97,7 +94,6 @@ Sprite_EonOwl_Main:
EonOwl_Idle:
{
%PlayAnimation(0,1,16)
LDA.w POSX : STA $02
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
@@ -105,26 +101,21 @@ Sprite_EonOwl_Main:
JSL GetDistance8bit_Long : CMP #$28 : BCS .not_too_close
%GotoAction(1)
.not_too_close
RTS
}
EonOwl_IntroDialogue:
{
%PlayAnimation(0,1,16)
%ShowUnconditionalMessage($00E6)
LDA.b #$C0 : STA.w SprTimerA, X
%GotoAction(2)
RTS
}
EonOwl_FlyingAway:
{
%PlayAnimation(2,3,10)
LDA.b #$F8 : STA.w SprYSpeed, X
JSL Sprite_Move
@@ -184,7 +175,6 @@ Sprite_EonOwl_Draw:
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
@@ -266,7 +256,6 @@ Sprite_KaeporaGaebora_Draw:
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

View File

@@ -2,8 +2,8 @@
Sprite_EonZoraElder_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw EonZoraElder_Idle
dw EonZoraElder_Surprised
@@ -29,7 +29,6 @@ Sprite_EonZoraElder_Draw:
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00

View File

@@ -1,6 +1,5 @@
; =========================================================
; Farore Sprite Properties
; =========================================================
; Farore
!SPRID = Sprite_Farore
!NbrTiles = 2 ; Number of tiles used in a frame
@@ -30,8 +29,6 @@
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
; =========================================================
%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
; =========================================================
@@ -39,16 +36,12 @@
Sprite_Farore_Long:
{
PHB : PHK : PLB
JSR Sprite_Farore_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_Farore_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
JSR Sprite_Farore_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Farore_Main
.SpriteIsNotActive
PLB
RTL
}
; =========================================================
@@ -56,12 +49,10 @@ Sprite_Farore_Long:
Sprite_Farore_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X ; Don't kill Farore when she goes off screen
LDA.l $7EF300 : BEQ .PlayIntro
STZ.w SprState, X ; Kill the sprite
.PlayIntro
PLB
RTL
}
@@ -75,8 +66,8 @@ STORY_STATE = $B6
Sprite_Farore_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw IntroStart
dw MoveUpTowardsFarore
@@ -144,11 +135,10 @@ Sprite_Farore_Main:
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_MoveVert
LDA.w SprTimerA, X : BNE +
STZ $2F
LDA #$00 : STA InCutScene
%ShowUnconditionalMessage($0E) ; "I am Farore, the Oracle of Secrets."
; "I am Farore, the Oracle of Secrets."
%ShowUnconditionalMessage($0E)
%GotoAction(4)
+
RTS
@@ -171,7 +161,6 @@ Sprite_Farore_Main:
LDA.b #$08 : STA.b $49 ; Auto-movement north
%PlayAnimation(3, 4, 8)
LDA.b #$15
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_MoveVert
@@ -188,16 +177,13 @@ Sprite_Farore_Main:
; 06
MakuArea_FaroreFollowPlayer:
{
;.keep_walking
%PlayAnimation(3, 4, 8)
LDA.b #$15
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_MoveVert
; LDA $B6 : CMP.b #$02 : BEQ .keep_walking
%GotoAction(6)
RTS
}
@@ -228,7 +214,7 @@ Sprite_Farore_Draw:
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
.nextTile
PHX ; Save current Tile Index?

View File

@@ -1,5 +1,3 @@
; 0x00 - Link's house
; 0x01 - Sanctuary (Hall of Secrets)
; 0x02 - Castle Prison
@@ -46,7 +44,7 @@ org $05ED10
NOP #5
; LDA.b #$19 ; SONG 19
;#_05ED12: STA.w $012C
; STA.w $012C
org $05ED63
NOP #5
; #_05ED63: LDA.b #$10 ; SONG 10

View File

@@ -170,7 +170,6 @@ Sprite_Korok_DrawMakar:
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
@@ -298,7 +297,6 @@ Sprite_Korok_DrawHollo:
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
@@ -426,7 +424,6 @@ Sprite_Korok_DrawRown:
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

View File

@@ -35,7 +35,6 @@
Sprite_Mermaid_Long:
{
PHB : PHK : PLB
LDA.w SprMiscE, X : BEQ .MermaidDraw
CMP.b #$02 : BEQ .LibrarianDraw
JSR Sprite_Maple_Draw

View File

@@ -58,7 +58,7 @@ Sprite_Piratian_Prep:
Sprite_Piratian_Main:
{
JSR Sprite_Piratian_Move ; Call the move code
JSR Sprite_Piratian_Move
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable