25 Commits

Author SHA1 Message Date
scawful
7f87622f00 Add TODO for implementing cart toss distance/gravity 2024-03-30 10:20:19 -04:00
scawful
716a681d6d Cleanup HandleTileDirections fn 2024-03-30 10:12:03 -04:00
scawful
b0b3ca242b Add B button check to start riding, allows for easier lifting with A button 2024-03-30 09:53:19 -04:00
scawful
58dd5aab1f Add comments and update formatting 2024-03-30 09:43:58 -04:00
scawful
e0a20a98cd Replace $0DE0 with !SpriteDirection label 2024-03-30 09:29:53 -04:00
scawful
0f241bfddd Add comments to switch track sprite 2024-03-28 20:19:39 -04:00
scawful
12ef39ff79 Apply ASM code formatter 2024-03-28 20:17:56 -04:00
scawful
3324a13fb2 Move minecart ram, macros, update formatting and comments 2024-03-28 20:10:33 -04:00
scawful
53561eab31 Add small diff to minecart sprite to make it commentable 2024-03-28 20:02:12 -04:00
scawful
4c4f531929 Update switch and track sprite format for code review 2024-03-28 19:57:08 -04:00
scawful
dad37bdee7 Move mincart to Sprites/Objects for code review 2024-03-28 19:55:07 -04:00
Justin Scofield
2c058e049e Merge pull request #50 from scawful/JaredMenuFixes 2024-03-25 19:56:06 -04:00
scawful
c6b9541977 Add additional orgs to blind maiden code to prevent breaking existing jumps 2024-03-24 11:59:02 -04:00
scawful
dd68a4929d Update Twinrova_Long and CheckIfDead formatting 2024-03-24 10:53:34 -04:00
scawful
ef7d3af09b cache and handle camera for hover deku link WIP 2024-03-22 12:00:29 -04:00
scawful
3ee5871f86 Setup Twinrova boss fight intro gfx transfer WIP 2024-03-22 11:59:53 -04:00
scawful
ef1540f3f6 Move deku leaf, mineswitch, switch track to Sprites/Objects 2024-03-18 19:24:57 -04:00
scawful
f4ae06bfd1 Format and comment Follower_CheckBlindTrigger 2024-03-17 16:34:31 -04:00
scawful
c3b40b21fb Format and comment Blind_SpawnFromMaiden 2024-03-17 16:26:37 -04:00
scawful
6f4392aa0e Add comments to Follower_BasicMover blind maiden section 2024-03-17 16:11:25 -04:00
scawful
0adc6f17bf Despawn Twinrova when maiden present 2024-03-17 16:10:47 -04:00
scawful
93b63032da Add vanilla blind maiden follower code 2024-03-17 15:47:55 -04:00
scawful
ea00780785 Move maku tree to NPCs, fix Twinrova errors 2024-03-17 14:04:41 -04:00
scawful
2e22114d8a Cleanup Twinrova boss sprite 2024-03-17 01:07:53 -04:00
scawful
4fac78bbba Add TODO for Ocarina Song SRAM values 2024-03-16 16:11:56 -04:00
9 changed files with 1270 additions and 1015 deletions

View File

@@ -95,6 +95,7 @@ LinkState_UsingQuake:
db 5, 5, 5, 19 db 5, 5, 5, 19
; INC.w $0FC1 ; Keep sprites frozen ; INC.w $0FC1 ; Keep sprites frozen
JSR $F514 ; CacheCameraPropertiesIfOutdoors
STZ.b $27 : STZ.b $28 ; Reset recoil X and Y STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
@@ -175,9 +176,8 @@ LinkState_UsingQuake:
.special .special
DEC $5C DEC $5C
; JSR $F514 ; CacheCameraPropertiesIfOutdoors
JSL DekuLink_HoverBasedOnInput JSL DekuLink_HoverBasedOnInput
; JSR $E8F0 JSR $E8F0 ; HandleIndoorCameraAndDoors
RTS RTS
} }

View File

@@ -199,6 +199,7 @@ Menu_DrawHeartPieces:
; ========================================================= ; =========================================================
; TODO: Attach SRAM values to these for progression
Menu_DrawMusicNotes: Menu_DrawMusicNotes:
{ {
LDA.w #$02 LDA.w #$02

View File

@@ -1,5 +1,10 @@
; ========================================================= ; =========================================================
; Twinrova Boss Sprite ; Twinrova Boss Sprite
;
; Overrides Blind and the Blind Maiden to create a new
; boss sequence.
;
;
; ========================================================= ; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX) !SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -37,18 +42,17 @@ Sprite_Twinrova_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_Twinrova_Draw ; Call the draw code JSR Sprite_Twinrova_Draw
JSL Sprite_DrawShadow JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive : BCC .SpriteIsNotActive
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead JSR Sprite_Twinrova_CheckIfDead
JSR Sprite_Twinrova_Main ; Call the main sprite code JSR Sprite_Twinrova_Main
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB
RTL ; Go back to original code RTL
} }
; ========================================================= ; =========================================================
@@ -58,10 +62,10 @@ Sprite_Twinrova_CheckIfDead:
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero ; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X LDA.b #$00 : STA $0E50, X
.healthNotNegative .health_not_negative
LDA $0E50, X : BNE .not_dead LDA $0E50, X : BNE .not_dead
PHX PHX
@@ -70,7 +74,7 @@ Sprite_Twinrova_CheckIfDead:
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
PLX PLX
.not_dead .not_dead
RTS RTS
} }
@@ -80,10 +84,9 @@ Sprite_Twinrova_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
STZ $0D80, X ; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA $0E50, X ; Health LDA.b #$40 : STA $0E50, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic) LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15) %SetSpriteSpeedX(15)
@@ -91,13 +94,25 @@ Sprite_Twinrova_Prep:
LDA #$10 : STA $08 LDA #$10 : STA $08
LDA #$10 : STA $09 LDA #$10 : STA $09
LDA #$0A : STA $0D80, X
LDA #$00 : STA $7EF3CC LDA.b #$60 : STA.w $0E10, X
LDA.b #$01 : STA.w $0DB0, X
LDA.b #$02 : STA.w $0DE0, X
LDA.b #$04 : STA.w $0EB0, X
LDA.b #$07 : STA.w $0DC0, X
STZ.w $0B69
PLB
RTL
.despawn
STZ.w $0DD0, X
PLB PLB
RTL RTL
} }
; =========================================================
!AnimSpeed = 8 !AnimSpeed = 8
macro Twinrova_Front() macro Twinrova_Front()
@@ -131,6 +146,8 @@ endmacro
; ========================================================= ; =========================================================
; Phase 0: Blind Maiden turns into Twinrova. ; Phase 0: Blind Maiden turns into Twinrova.
; Initially should be invisible, then
; transfer in Twinrova gfx and run dialogue.
; ;
; Phase 1: Twinrova is one entity, moving around the room ; Phase 1: Twinrova is one entity, moving around the room
; and shooting fire and ice attacks at Link. ; and shooting fire and ice attacks at Link.
@@ -157,14 +174,14 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09 dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A dw Twinrova_Dead ; 0x0A
; 0x00
Twinrova_Init: Twinrova_Init:
{ {
; %Twinrova_Front()
JSR ApplyTwinrovaGraphics
%GotoAction(01) %GotoAction(01)
RTS RTS
} }
; 0x01
Twinrova_MoveState: Twinrova_MoveState:
{ {
LDA $0E50, X : CMP.b #$20 : BCS .phase_1 LDA $0E50, X : CMP.b #$20 : BCS .phase_1
@@ -210,6 +227,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards: Twinrova_MoveForwards:
{ {
%Twinrova_Front() %Twinrova_Front()
@@ -226,6 +244,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards: Twinrova_MoveBackwards:
{ {
%Twinrova_Back() %Twinrova_Back()
@@ -242,6 +261,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x04
Twinrova_PrepareAttack: Twinrova_PrepareAttack:
{ {
%StartOnFrame(7) %StartOnFrame(7)
@@ -293,6 +313,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x07
Twinrova_Hurt: Twinrova_Hurt:
{ {
%StartOnFrame(10) %StartOnFrame(10)
@@ -311,6 +332,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x08
Twinrova_KoumeMode: Twinrova_KoumeMode:
{ {
%StartOnFrame(8) %StartOnFrame(8)
@@ -330,6 +352,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x09
Twinrova_KotakeMode: Twinrova_KotakeMode:
{ {
%StartOnFrame(9) %StartOnFrame(9)
@@ -349,38 +372,33 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x0A
Twinrova_Dead: Twinrova_Dead:
{ {
%StartOnFrame(10) %StartOnFrame(10)
%Twinrova_Hurt() %Twinrova_Hurt()
RTS RTS
} }
} }
; ========================================================= ; =========================================================
Untitled_Garnish: ; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry:
{ {
LDA $1A : AND.b #$03 : BNE .no_shake LDA $1A : AND.b #$03 : BNE .no_shake
JSL Sprite_IsToRightOfPlayer JSL Sprite_IsToRightOfPlayer
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
CLC : ADC.w $8000, Y : STA $0D50, X CLC : ADC.w $8000, Y : STA $0D50, X
.no_shake: .no_shake
JSL Sprite_CheckTileCollision : BEQ .exit JSL Sprite_CheckTileCollision : BEQ .exit
JSL Sprite_BounceTowardPlayer JSL Sprite_BounceTowardPlayer
.exit .exit
RTS RTS
.x_speed_targets .x_speed_targets
db 8, -16 db 8, -16
} }
@@ -388,117 +406,84 @@ Sprite_Twinrova_FireAttack:
{ {
JSL Sprite_CheckTileCollision : BNE .no_collision JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move JSL Sprite_Move
.no_collision .no_collision
JSR Sprite_Twinrova_FireAttack_AddFireGarnish JSR AddFireGarnish
JMP Untitled_Garnish JMP TrinexxBreath_AltEntry
}
.AddFireGarnish ; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
LDA.b #$1D .next_slot
; *$EBDE8 ALTERNATE ENTRY POINT
PHX : TXY
TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8 LDA $00 : STA $0FF8
.use_search_index .use_search_index
LDX $0FF8 LDX $0FF8
.free_slot .free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4 LDA.b #$10 : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X TYA : STA $7FF92C, X
LDA $0D10, Y : STA $7FF83C, X LDA.w SprX, Y : STA $7FF83C, X
LDA $0D30, Y : STA $7FF878, X LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X LDA.b #$7F : STA $7FF90E, X
STX $00 STX $00
PLX PLX
.return .return
RTS RTS
} }
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2: AddIceGarnishV2:
{ {
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
LDA.b #$1D .next_slot
; *$EBDE8 ALTERNATE ENTRY POINT
PHX : TXY
TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8 LDA.b #$00 : STA $0FF8
.use_search_index .use_search_index
LDX $0FF8 LDX $0FF8
.free_slot .free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4 LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X TYA : STA $7FF92C, X
LDA $0D10, Y : STA $7FF83C, X LDA.w SprX, Y : STA $7FF83C, X
LDA $0D30, Y : STA $7FF878, X LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X LDA.b #$7F : STA $7FF90E, X : STX $00
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X
STX $00
PLX PLX
.return .return
RTS RTS
} }
Sprite_Twinrova_IceAttack: Sprite_Twinrova_IceAttack:
{ {
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move JSL Sprite_Move
.no_collision
JSR AddIceGarnishV2 JSR AddIceGarnishV2
JSR Untitled_Garnish JMP TrinexxBreath_AltEntry
.return
RTS
} }
; ========================================================= ; =========================================================
@@ -539,20 +524,15 @@ org $09B34F
Garnish_TrinexxIce: Garnish_TrinexxIce:
{ {
; special animation 0x0C ; special animation 0x0C
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
LDA TrinexxIce_Pool_properties, Y : STA $04 LDA TrinexxIce_Pool_properties, Y : STA $04
JSR Garnish_PrepOamCoord JSR Garnish_PrepOamCoord
LDA $00 : STA ($90), Y LDA $00 : STA ($90), Y
LDA $02 : INY : STA ($90), Y LDA $02 : INY : STA ($90), Y
LDA $7FF90E, X : LSR #5 : PHX : TAX LDA $7FF90E, X : LSR #5 : PHX : TAX
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
LDA.b #$35 : ORA $04 : PLX LDA.b #$35 : ORA $04 : PLX
JMP Garnish_SetOamPropsAndLargeSize JMP Garnish_SetOamPropsAndLargeSize
@@ -581,7 +561,7 @@ Sprite_Twinrova_Draw:
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
@@ -603,7 +583,7 @@ Sprite_Twinrova_Draw:
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
@@ -632,83 +612,85 @@ Sprite_Twinrova_Draw:
; ========================================================= ; =========================================================
.start_index .start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles .nbr_of_tiles
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3 db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
.x_offsets .x_offsets
dw -8, 8, 8, -8 dw -8, 8, 8, -8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -16, 0, 16, -16, 0, 16 dw -16, 0, 16, -16, 0, 16
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
.y_offsets .y_offsets
dw -8, -8, 8, 8 dw -8, -8, 8, 8
dw -7, -7, 9, 9 dw -7, -7, 9, 9
dw -8, -8, 8, 8 dw -8, -8, 8, 8
dw -8, -8, 8, 8 dw -8, -8, 8, 8
dw -8, -8, 8, 8 dw -8, -8, 8, 8
dw -7, -7, 9, 9 dw -7, -7, 9, 9
dw -6, -6, 10, 10 dw -6, -6, 10, 10
dw -8, -8, -8, 8, 8, 8 dw -8, -8, -8, 8, 8, 8
dw -8, -8, 8, 8 dw -8, -8, 8, 8
dw -8, -8, 8, 8 dw -8, -8, 8, 8
dw -8, -8, 8, 8 dw -8, -8, 8, 8
dw -7, -7, 9, 9 dw -7, -7, 9, 9
.chr .chr
db $00, $02, $22, $24 db $00, $02, $22, $24
db $04, $06, $24, $26 db $04, $06, $24, $26
db $08, $0A, $28, $2A db $08, $0A, $28, $2A
db $0C, $0E, $28, $2A db $0C, $0E, $28, $2A
db $44, $46, $64, $66 db $44, $46, $64, $66
db $48, $4A, $68, $6A db $48, $4A, $68, $6A
db $4C, $4E, $6C, $6E db $4C, $4E, $6C, $6E
db $88, $8A, $8C, $A8, $AA, $AC db $88, $8A, $8C, $A8, $AA, $AC
db $80, $82, $A0, $A2 db $80, $82, $A0, $A2
db $84, $86, $A4, $A6 db $84, $86, $A4, $A6
db $40, $42, $60, $62 db $40, $42, $60, $62
db $40, $42, $60, $62 db $40, $42, $60, $62
.properties .properties
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39, $39, $39 db $39, $39, $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
db $39, $39, $39, $39 db $39, $39, $39, $39
.sizes .sizes
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02, $02, $00 db $02, $02, $02, $02, $02, $00
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02 db $02, $02, $02, $02
} }
; =========================================================
ApplyTwinrovaGraphics: ApplyTwinrovaGraphics:
{ {
PHX PHX
REP #$20 ; A = 16, XY = 8 REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ;turn the screen off (required) LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1 LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2 LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
@@ -725,8 +707,258 @@ ApplyTwinrovaGraphics:
PLX PLX
RTS RTL
TwinrovaGraphics: TwinrovaGraphics:
incbin twinrova.bin incbin twinrova.bin
} }
pushpc
; =========================================================
; Blind Maiden spawn code
org $0DB818
SpritePrep_LoadProperties:
; Follower_BasicMover.dont_scare_kiki
org $09A1E4
Follower_BasicMover:
{
; Check if the follower is the blind maiden
LDA.l $7EF3CC : CMP.b #$06 : BNE .no_blind_transform
; Check if we are in room 0xAC
REP #$20
LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform
; ; Check room flag 0x65
; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
SEP #$20
JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
.blind_transform
; Load follower animation step index from $02CF
LDX.w $02CF
LDA.w $1A28, X : STA.b $00 ; Follower XL
LDA.w $1A3C, X : STA.b $01 ; Follower XH
LDA.w $1A00, X : STA.b $02 ; Follower YL
LDA.w $1A14, X : STA.b $03 ; Follower YH
; Dismiss the follower and spawn Twinrova
LDA.b #$00 : STA.l $7EF3CC
JSL Blind_SpawnFromMaiden
; Close the shutter door
INC.w $0468
; Clear door tilemap position for some reason
STZ.w $068E : STZ.w $0690
; TODO: Find out what submodule this is.
LDA.b #$05 : STA.b $11
; SONG 15
LDA.b #$15 : STA.w $012C
RTS
org $09A23A
.no_blind_transform
}
; =========================================================
org $099E90
Follower_CheckBlindTrigger:
{
PHB : PHK : PLB
; Cache the follower's position
LDX.w $02CF
LDA.w $1A00, X : STA.b $00
LDA.w $1A14, X : STA.b $01
LDA.w $1A28, X : STA.b $02
LDA.w $1A3C, X : STA.b $03
STZ.b $0B
; Check if the follower is within the trigger area
LDA.w $1A50, X : STA.b $0A : BPL .positive_z
LDA.b #$FF : STA.b $0B
.positive_z
REP #$20
LDA.b $00 : CLC : ADC.b $0A : CLC : ADC.w #$000C : STA.b $00
LDA.b $02 : CLC : ADC.w #$0008 : STA.b $02
LDA.w #$1568 : SEC : SBC.b $00 : BPL .positive_x
EOR.w #$FFFF : INC A
.positive_x
CMP.w #$0018 : BCS .fail
LDA.w #$1980 : SEC : SBC.b $02 : BPL .positive_y
EOR.w #$FFFF : INC A
.positive_y
CMP.w #$0018
BCS .fail
.success
SEP #$20
PLB : SEC
RTL
.fail
SEP #$20
PLB : CLC
RTL
}
; =========================================================
; Called during the BlindMaiden section of Follower_BasicMover
; to spawn Twinrova in the room.
org $1DA03C
Blind_SpawnFromMaiden:
{
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0
; Set the sprite to alive and active
LDA.b #$09 : STA.w $0DD0,X
; SPRITE CE
LDA.b #$CE : STA.w $0E20,X
; Load the position cache from the maiden follower
LDA.b $00 : STA.w $0D10,X
LDA.b $01 : STA.w $0D30,X
LDA.b $02 : SEC : SBC.b #$10 : STA.w $0D00,X
LDA.b $03 : STA.w $0D20,X
JSL SpritePrep_LoadProperties
; Set SprTimerC
LDA.b #$C0 : STA.w $0E10,X
; Set SprGfx
; LDA.b #$15 : STA.w $0DC0,X
; Set SprMiscC and bulletproof properties
LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X
; Set the 2nd key / heart piece items taken room flag
LDA.w $0403 : ORA.b #$20 : STA.w $0403
; Clear blinds head spin flag
STZ.w $0B69
RTL
}
; =========================================================
; We are using space from this function to insert the
; Twinrova graphics above, since the prep is now handled
; in the custom sprite code.
org $1DA081
SpritePrep_Blind_PrepareBattle:
{
; #_1DA081: LDA.l $7EF3CC
; #_1DA085: CMP.b #$06 ; FOLLOWER 06
; #_1DA087: BEQ .despawn
#_1DA089: LDA.w $0403
#_1DA08C: AND.b #$20
#_1DA08E: BEQ .despawn
#_1DA090: LDA.b #$60
#_1DA092: STA.w $0E10,X
#_1DA095: LDA.b #$01
#_1DA097: STA.w $0DB0,X
#_1DA09A: LDA.b #$02
#_1DA09C: STA.w $0DE0,X
#_1DA09F: LDA.b #$04
#_1DA0A1: STA.w $0EB0,X
#_1DA0A4: LDA.b #$07
#_1DA0A6: STA.w $0DC0,X
#_1DA0A9: STZ.w $0B69
#_1DA0AC: RTL
.despawn
#_1DA0AD: STZ.w $0DD0,X
#_1DA0B0: RTL
}
warnpc $1DA0B1
; =========================================================
org $1DA0B1
BlindLaser_SpawnTrailGarnish:
{
#_1DA0B1: LDA.w $0E80,X
#_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit
#_1DA0B8: PHX
#_1DA0B9: TXY
#_1DA0BA: LDX.b #$1D
.next_slot
#_1DA0BC: LDA.l $7FF800,X
#_1DA0C0: BEQ .free_slot
#_1DA0C2: DEX
#_1DA0C3: BPL .next_slot
#_1DA0C5: DEC.w $0FF8
#_1DA0C8: BPL .use_search_index
#_1DA0CA: LDA.b #$1D
#_1DA0CC: STA.w $0FF8
.use_search_index
#_1DA0CF: LDX.w $0FF8
.free_slot
#_1DA0D2: LDA.b #$0F ; GARNISH 0F
#_1DA0D4: STA.l $7FF800,X
#_1DA0D8: STA.w $0FB4
#_1DA0DB: LDA.w $0DC0,Y
#_1DA0DE: STA.l $7FF9FE,X
#_1DA0E2: TYA
#_1DA0E3: STA.l $7FF92C,X
#_1DA0E7: LDA.w $0D10,Y
#_1DA0EA: STA.l $7FF83C,X
#_1DA0EE: LDA.w $0D30,Y
#_1DA0F1: STA.l $7FF878,X
#_1DA0F5: LDA.w $0D00,Y
#_1DA0F8: CLC
#_1DA0F9: ADC.b #$10
#_1DA0FB: STA.l $7FF81E,X
#_1DA0FF: LDA.w $0D20,Y
#_1DA102: ADC.b #$00
#_1DA104: STA.l $7FF85A,X
#_1DA108: LDA.b #$0A
#_1DA10A: STA.l $7FF90E,X
#_1DA10E: PLX
.exit
#_1DA10F: RTS
}
pullpc

View File

@@ -1,6 +1,6 @@
;============================================================================== ; =========================================================
; Sprite Properties ; Sprite Properties
;============================================================================== ; =========================================================
!SPRID = $9E ; The sprite ID you are overwriting (HEX) !SPRID = $9E ; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame !NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -31,7 +31,7 @@
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long) %Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
;============================================================================== ; =========================================================
Sprite_MakuTree_Long: Sprite_MakuTree_Long:
{ {
@@ -47,31 +47,29 @@ Sprite_MakuTree_Long:
PLB ; Get back the databank we stored previously PLB ; Get back the databank we stored previously
RTL ; Go back to original code RTL ; Go back to original code
} }
;============================================================================== ; =========================================================
Sprite_MakuTree_Prep: Sprite_MakuTree_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; Check if the intro has executed already.
LDA.l $7EF300 LDA.l $7EF300 : BNE .intro_is_done
BNE .intro_is_done
STZ.w $0DD0, X ; Kill the sprite STZ.w $0DD0, X ; Kill the sprite
.intro_is_done .intro_is_done
PLB PLB
RTL RTL
} }
;============================================================================== ; =========================================================
Sprite_MakuTree_Main: Sprite_MakuTree_Main:
{ {
LDA.w SprAction, X ; Load the SprAction LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in JSL UseImplicitRegIndexedLocalJumpTable
dw MakuTree_Handler dw MakuTree_Handler
dw MakuTree_MeetLink dw MakuTree_MeetLink
dw MakuTree_GiveBow dw MakuTree_GiveMoonPearl
MakuTree_Handler: MakuTree_Handler:
{ {
@@ -95,7 +93,7 @@ Sprite_MakuTree_Main:
RTS RTS
} }
MakuTree_GiveBow: MakuTree_GiveMoonPearl:
{ {
; Give Link the Moon Pearl ; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem LDY #$1F : JSL Link_ReceiveItem
@@ -105,7 +103,7 @@ Sprite_MakuTree_Main:
} }
;============================================================================== ; =========================================================
Sprite_MakuTree_Draw: Sprite_MakuTree_Draw:
{ {
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
RTS RTS
;============================================================================== ; =========================================================
.start_index .start_index
.nbr_of_tiles .nbr_of_tiles

View File

@@ -1,5 +1,5 @@
; ========================================================= ; =========================================================
; Sprite Properties ; Minecart Sprite Properties
; ========================================================= ; =========================================================
!SPRID = $A3 ; The sprite ID you are overwriting (HEX) !SPRID = $A3 ; The sprite ID you are overwriting (HEX)
@@ -38,25 +38,6 @@
; Link is in cart ; Link is in cart
!LinkInCart = $35 !LinkInCart = $35
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
!MinecartSpeed = 20 !MinecartSpeed = 20
!DoubleSpeed = 30 !DoubleSpeed = 30
@@ -81,6 +62,26 @@ Sprite_Minecart_Long:
; l - lifting object ; l - lifting object
!LinkCarryOrToss = $0309 !LinkCarryOrToss = $0309
; =========================================================
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Minecart_Prep: Sprite_Minecart_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
@@ -91,16 +92,15 @@ Sprite_Minecart_Prep:
; If link is in a cart, then draw the dummy cart ; If link is in a cart, then draw the dummy cart
LDA !LinkInCart : BNE .dummy_continue LDA !LinkInCart : BNE .dummy_continue
.clear_cart ; .clear_cart
STZ.w $0DD0, X ; Otherwise, clear the sprite STZ.w $0DD0, X ; Otherwise, clear the sprite
PLB PLB
RTL RTL
.continue .continue
; Unused dummy cart code
; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue ; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
; JMP .clear_cart ; JMP .clear_cart
.dummy_continue .dummy_continue
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
@@ -132,7 +132,6 @@ Sprite_Minecart_Prep:
JMP .done JMP .done
.south .south
LDA #$02 : STA !MinecartDirection LDA #$02 : STA !MinecartDirection
; LDA SprX, X : CLC : ADC.b #$01 : STA SprX, X
%GotoAction(1) ; Minecart_WaitVert %GotoAction(1) ; Minecart_WaitVert
JMP .done JMP .done
.west .west
@@ -140,7 +139,6 @@ Sprite_Minecart_Prep:
%GotoAction(0) ; Minecart_WaitHoriz %GotoAction(0) ; Minecart_WaitHoriz
.done .done
PLB PLB
RTL RTL
} }
@@ -172,6 +170,14 @@ macro MoveCart()
LDA #$35 : STA $012E ; Cart SFX LDA #$35 : STA $012E ; Cart SFX
endmacro endmacro
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; TODO: Implement distance and gravity for cart tossing
macro HandleLiftAndToss() macro HandleLiftAndToss()
LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing
; Velocities for cart tossing ; Velocities for cart tossing
@@ -179,7 +185,6 @@ macro HandleLiftAndToss()
STZ.w $0F90, X : STZ.w $0F70, X STZ.w $0F90, X : STZ.w $0F70, X
.not_tossing .not_tossing
JSL Sprite_CheckIfLifted JSL Sprite_CheckIfLifted
JSL Sprite_MoveXyz JSL Sprite_MoveXyz
endmacro endmacro
@@ -207,31 +212,28 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
LDA #$01 : STA !LinkInCart
; Check if the cart is facing east or west ; Check if the cart is facing east or west
LDA SprSubtype,X : CMP.b #$03 : BNE .opposite_direction LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$02 : STA $0DE0, X LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
RTS RTS
.opposite_direction .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$03 : STA $0DE0, X LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
.not_ready .not_ready
RTS
.lifting .lifting
%HandleLiftAndToss() %HandleLiftAndToss()
RTS RTS
} }
@@ -244,29 +246,28 @@ Sprite_Minecart_Main:
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready JSR CheckIfPlayerIsOn : BCC .not_ready
LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
JSL Player_HaltDashAttack ; Stop the player from dashing JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
LDA #$01 : STA !LinkInCart
; Check if the cart is facing north or south ; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction LDA SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.opposite_direction .opposite_direction
STA.w !MinecartDirection STA.w !MinecartDirection
LDA #$00 : STA $0DE0, X LDA #$00 : STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
.not_ready .not_ready
.lifting .lifting
%HandleLiftAndToss() %HandleLiftAndToss()
RTS RTS
} }
@@ -363,12 +364,6 @@ Sprite_Minecart_Main:
RTS RTS
} }
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; ------------------------------------------------------- ; -------------------------------------------------------
; 0x06 ; 0x06
@@ -384,13 +379,24 @@ Sprite_Minecart_Main:
} }
} }
; =========================================================================== ; =========================================================
; The purpose of this routine is to determine the direction
; the sprite is facing and then adjust the X and Y positions
; of the tile interaction lookup based on that direction.
; If implemented correctly this would make sure the sprite
; stays centered on the tracks when it makes corner turns.
; Currently, depending on where the tile is placed the
; cart may make a turn too early and appear to be off center.
North = $00
East = $01
South = $02
West = $03
SetTileLookupPosBasedOnDirection: SetTileLookupPosBasedOnDirection:
{ {
; Based on the direction of the Minecart, adjust the lookup position ; Based on the direction of the Minecart, adjust the
; to be in front of the sprite ; lookup position to be in front of the sprite
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south CMP.b #$02 : BEQ .south
@@ -424,6 +430,8 @@ SetTileLookupPosBasedOnDirection:
RTS RTS
} }
; =========================================================
print "HandleTileDirections ", pc print "HandleTileDirections ", pc
HandleTileDirections: HandleTileDirections:
{ {
@@ -438,13 +446,11 @@ HandleTileDirections:
; Load the tile index ; Load the tile index
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart ; If the tile is out of bounds, release the cart
LDA #$40 : STA SprTimerD, X LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release %GotoAction(6) ; Minecart_Release
RTS RTS
.not_out_of_bounds .not_out_of_bounds
; Check if the tile is a stop tile ; Check if the tile is a stop tile
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
@@ -458,14 +464,15 @@ HandleTileDirections:
.stop_north .stop_north
; Set the new direction to north and flip the cart's orientation ; Set the new direction to north and flip the cart's orientation
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X LDA #$01 : STA !SpriteDirection, X
JMP .go_vert JMP .go_vert
.stop_south .stop_south
; Set the new direction to south and flip the cart's orientation ; Set the new direction to south and flip the cart's orientation
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
LDA #$00 : STA $0DE0, X LDA #$00 : STA !SpriteDirection, X
; -----------------------------------------------
.go_vert .go_vert
%SetTimerA($40) %SetTimerA($40)
%StopCart() %StopCart()
@@ -476,13 +483,15 @@ HandleTileDirections:
.stop_east .stop_east
; Set the new direction to east and flip the cart's orientation ; Set the new direction to east and flip the cart's orientation
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$03 : STA $0DE0, X LDA #$03 : STA !SpriteDirection, X
JMP .go_horiz JMP .go_horiz
.stop_west .stop_west
; Set the new direction to west and flip the cart's orientation ; Set the new direction to west and flip the cart's orientation
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$02 : STA $0DE0, X LDA #$02 : STA !SpriteDirection, X
; -----------------------------------------------
.go_horiz .go_horiz
%SetTimerA($40) %SetTimerA($40)
%StopCart() %StopCart()
@@ -492,7 +501,6 @@ HandleTileDirections:
; ------------------------------------------------------- ; -------------------------------------------------------
.check_for_movement .check_for_movement
; Check for movement tiles
CLC : CMP.b #$B2 : BEQ .check_direction CLC : CMP.b #$B2 : BEQ .check_direction
CLC : CMP.b #$B3 : BEQ .check_direction CLC : CMP.b #$B3 : BEQ .check_direction
CLC : CMP.b #$B4 : BEQ .check_direction CLC : CMP.b #$B4 : BEQ .check_direction
@@ -509,44 +517,17 @@ HandleTileDirections:
; Add the row and column offsets to index into the lookup table ; Add the row and column offsets to index into the lookup table
CLC : ADC.w .DirectionTileLookup, Y : TAY CLC : ADC.w .DirectionTileLookup, Y : TAY
; Direction to move on tile collision
; 00 - stop or nothing
; 01 - north
; 02 - east
; 03 - south
; 04 - west
North = $00
East = $01
South = $02
West = $03
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.check_direction .check_direction
LDA SprSubtype, X LDA SprSubtype, X
BNE .not_zero
.not_zero
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07 STA $07 ; Store the action index in $07
LDA $0FA5 ; Load the tile type LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3 SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
TAY TAY ; Transfer to Y to use as an offset for the rows
LDA.w .DirectionTileLookup, Y : TAY
LDA.w .DirectionTileLookup, Y
TAY
.execute_action
; JSR ClampSpritePositionToGrid ; JSR ClampSpritePositionToGrid
CPY #$01 : BEQ .move_north CPY #$01 : BEQ .move_north
CPY #$02 : BEQ .move_east CPY #$02 : BEQ .move_east
@@ -556,48 +537,64 @@ HandleTileDirections:
.move_north .move_north
LDA #$00 : STA SprSubtype, X LDA #$00 : STA SprSubtype, X
STA $0DE0, X STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
RTS RTS
.move_east .move_east
LDA #$01 : STA SprSubtype, X LDA #$01 : STA SprSubtype, X
LDA #$03 : STA $0DE0, X LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
RTS RTS
.move_south .move_south
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
LDA #$01 : STA $0DE0, X LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.move_west .move_west
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
LDA #$02 : STA $0DE0, X LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
.done .done
RTS RTS
.tile_ids ; Direction to move on tile collision
; db $B0 ; - Horiz ; 00 - stop or nothing
; db $B1 ; | Vert ; 01 - north
; 02 - east
; 03 - south
; 04 - west
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.unused_tile_ids
{
; TL, BL, TR, BR ; TL, BL, TR, BR
db $B2, $B3, $B4, $B5 db $B2, $B3, $B4, $B5
; db $B0 - Horiz
; db $B1 | Vert
; db $B8 Stop North ; db $B8 Stop North
; db $B9 Stop South ; db $B9 Stop South
; db $BA Stop East ; db $BA Stop East
; db $BB Stop West ; db $BB Stop West
; db $BE + any direction
; db $BE ; + any direction }
} }
; =========================================================
; Clamp the sprite position to a 16x16 grid ; Clamp the sprite position to a 16x16 grid
; Slows the game down if you run it too often :( ; Slows the game down if you run it too often :(
ClampSpritePositionToGrid: ClampSpritePositionToGrid:
{ {
; Check if SprX is already a multiple of 16 ; Check if SprX is already a multiple of 16
LDA.w SprX, X : AND #$0F : BEQ .x_aligned LDA.w SprX, X : AND #$0F : BEQ .x_aligned
LDA.w SprX, X : LSR : ASL : STA.w SprX, X LDA.w SprX, X : LSR : ASL : STA.w SprX, X
.x_aligned .x_aligned
; Check if SprY is already a multiple of 16 ; Check if SprY is already a multiple of 16
LDA.w SprY, X : AND #$0F : BEQ .y_aligned LDA.w SprY, X : AND #$0F : BEQ .y_aligned
LDA.w SprY, X : LSR : ASL : STA.w SprY, X LDA.w SprY, X : LSR : ASL : STA.w SprY, X
@@ -605,6 +602,10 @@ ClampSpritePositionToGrid:
RTS RTS
} }
; =========================================================
; Check for the switch_track sprite and move based on the
; state of that sprite.
HandleDynamicSwitchTileDirections: HandleDynamicSwitchTileDirections:
{ {
; Find out if the sprite $B0 is in the room ; Find out if the sprite $B0 is in the room
@@ -623,46 +624,43 @@ HandleDynamicSwitchTileDirections:
CMP.b #$02 : BEQ .north_or_south CMP.b #$02 : BEQ .north_or_south
.east_or_west .east_or_west
LDA SwitchRam : BNE .go_west LDA SwitchRam : BNE .go_west
LDA #$01 : STA SprSubtype, X LDA #$01 : STA SprSubtype, X
LDA #$03 : STA $0DE0, X LDA #$03 : STA !SpriteDirection, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
RTS RTS
.go_west .go_west
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
LDA #$02 : STA $0DE0, X LDA #$02 : STA !SpriteDirection, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
RTS RTS
.north_or_south .north_or_south
LDA SwitchRam : BNE .go_south LDA SwitchRam : BNE .go_south
LDA #$00 : STA SprSubtype, X LDA #$00 : STA SprSubtype, X
STA $0DE0, X STA !SpriteDirection, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
RTS RTS
.go_south .go_south
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
LDA #$01 : STA $0DE0, X LDA #$01 : STA !SpriteDirection, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
RTS RTS
.no_b0 .no_b0
RTS RTS
} }
; =========================================================
; $00 = flag indicating presence of sprite ID $B0 ; $00 = flag indicating presence of sprite ID $B0
CheckSpritePresence: CheckSpritePresence:
{ {
PHX PHX
CLC ; Assume sprite ID $B0 is not present CLC ; Assume sprite ID $B0 is not present
LDX.b #$10 LDX.b #$10
.x_loop .x_loop
DEX DEX
@@ -694,7 +692,7 @@ DragYH = $0B7D
DragPlayer: DragPlayer:
{ {
; Get direction of the cart (0 to 3) ; Get direction of the cart (0 to 3)
LDY.w $0DE0, X LDY.w !SpriteDirection, X
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
@@ -747,6 +745,7 @@ DragPlayer:
.drag_y_high .drag_y_high
db -1, 0, 0, 0 db -1, 0, 0, 0
; Alternate drag values provided by Zarby
; .drag_x_high ; .drag_x_high
; db 0, 0, -1, 0, -1 ; db 0, 0, -1, 0, -1
; .drag_x_low ; .drag_x_low
@@ -757,17 +756,18 @@ DragPlayer:
; db -1, 0, 0, 0, -1, 0, -1, 0 ; db -1, 0, 0, 0, -1, 0, -1, 0
} }
; =========================================================
CheckForPlayerInput: CheckForPlayerInput:
{ {
LDA $5D : CMP #$02 : BEQ .release LDA $5D : CMP #$02 : BEQ .release
CMP #$06 : BNE .continue CMP #$06 : BNE .continue
.release .release
; Release player in recoil ; Release player in recoil
%GotoAction(6) ; Minecart_Release %GotoAction(6) ; Minecart_Release
RTS RTS
.continue .continue
; Setup Minecart position to look for tile IDs ; Setup Minecart position to look for tile IDs
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01 LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
@@ -780,87 +780,75 @@ CheckForPlayerInput:
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
; Check for input from the user (u,d,l,r) ; Check for input from the user (u,d,l,r)
LDY !SpriteDirection, X
LDY $0DE0, X
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
LDA.b #$00 : STA $0DE0, X ; Moving Up
STA SprSubtype, X STA SprSubtype, X
%GotoAction(2) ; Minecart_MoveNorth %GotoAction(2) ; Minecart_MoveNorth
BRA .return BRA .return
.not_pressing_up: .not_pressing_up:
LDA $00 : AND.b #$04 : BEQ .not_pressing_down LDA $00 : AND.b #$04 : BEQ .not_pressing_down
LDA.b #$01 : STA !SpriteDirection, X
LDA.b #$01 : STA $0DE0, X
LDA #$02 : STA SprSubtype, X LDA #$02 : STA SprSubtype, X
%GotoAction(4) ; Minecart_MoveSouth %GotoAction(4) ; Minecart_MoveSouth
BRA .return BRA .return
.not_pressing_down .not_pressing_down
LDA $00 : AND.b #$02 : BEQ .not_pressing_left LDA $00 : AND.b #$02 : BEQ .not_pressing_left
LDA.b #$02 : STA !SpriteDirection, X
LDA.b #$02 : STA $0DE0, X
LDA #$03 : STA SprSubtype, X LDA #$03 : STA SprSubtype, X
%GotoAction(5) ; Minecart_MoveWest %GotoAction(5) ; Minecart_MoveWest
BRA .return BRA .return
.not_pressing_left .not_pressing_left
LDA $00 : AND.b #$01 : BEQ .always LDA $00 : AND.b #$01 : BEQ .always
LDA.b #$03 : STA !SpriteDirection, X
LDA.b #$03 : STA $0DE0, X
STA SprSubtype, X STA SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast %GotoAction(3) ; Minecart_MoveEast
.always .always
; LDA $0DE0, X : CMP.b #$03 : BNE .not_going_right ; LDA !SpriteDirection, X : CMP.b #$03 : BNE .not_going_right
; ; Default heading in reaction to this tile is going up.
; ; LDA.b #$00 : STA !SpriteDirection, X
; .not_going_right
; ;STZ $0D80, X
; ; Default heading in reaction to this tile is going up. .return
; ; LDA.b #$00 : STA $0DE0, X
; .not_going_right .cant_input
; ;STZ $0D80, X
.return
.cant_input
RTS RTS
.d_pad_press .d_pad_press
db $0B, $07, $0E, $0D db $0B, $07, $0E, $0D
} }
; =========================================================
; Sets carry if player is overlapping the sprite
; Clear carry if player is outside the bounds
CheckIfPlayerIsOn: CheckIfPlayerIsOn:
{ {
REP #$20 REP #$20
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
SEP #$21 : RTS ; Return with carry set SEP #$21 : RTS ; Return with carry set
.OutsideLeft .left
.OutsideRight .right
.OutsideDown .up
.OutsideUp .down
SEP #$20 SEP #$20
CLC : RTS ; Return with carry cleared CLC : RTS ; Return with carry cleared
} }
; ========================================================= ; =========================================================
; Draw the portion of the cart which is behind the player
Sprite_Minecart_DrawTop: Sprite_Minecart_DrawTop:
{ {
@@ -950,6 +938,8 @@ Sprite_Minecart_DrawTop:
db $02, $02 db $02, $02
} }
; =========================================================
; Draw the portion of the cart which is in front of the player
Sprite_Minecart_DrawBottom: Sprite_Minecart_DrawBottom:
{ {
@@ -1006,6 +996,9 @@ Sprite_Minecart_DrawBottom:
PLX PLX
; Debug box which draws in the location of the hitbox from
; the code in HandleTileDirections / SetTileLookupPosBasedOnDirection
; The latter of which is an experimental function
; { ; {
; LDA $0FD8 : STA $00 ; LDA $0FD8 : STA $00
; LDA $0FDA : STA $02 ; LDA $0FDA : STA $02

View File

@@ -1,3 +1,6 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $AF ; The sprite ID you are overwriting (HEX) !SPRID = $AF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; Number of tiles used in a frame !NbrTiles = 02 ; Number of tiles used in a frame
@@ -29,6 +32,7 @@
%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long); %Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
; =========================================================
Sprite_LeverSwitch_Long: Sprite_LeverSwitch_Long:
{ {
@@ -45,6 +49,7 @@ Sprite_LeverSwitch_Long:
RTL ; Go back to original code RTL ; Go back to original code
} }
; =========================================================
Sprite_LeverSwitch_Prep: Sprite_LeverSwitch_Prep:
{ {
@@ -57,6 +62,7 @@ Sprite_LeverSwitch_Prep:
RTL RTL
} }
; =========================================================
Sprite_LeverSwitch_Main: Sprite_LeverSwitch_Main:
{ {
@@ -140,6 +146,7 @@ Sprite_LeverSwitch_Main:
} }
} }
; =========================================================
Sprite_LeverSwitch_Draw: Sprite_LeverSwitch_Draw:
{ {
@@ -217,5 +224,4 @@ Sprite_LeverSwitch_Draw:
.sizes .sizes
db $02 db $02
db $02 db $02
} }

View File

@@ -1,3 +1,7 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $B0 ; The sprite ID you are overwriting (HEX) !SPRID = $B0 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 04 ; Number of tiles used in a frame !NbrTiles = 04 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -28,6 +32,8 @@
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long); %Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
; =========================================================
Sprite_RotatingTrack_Long: Sprite_RotatingTrack_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
@@ -43,12 +49,7 @@ Sprite_RotatingTrack_Long:
RTL ; Go back to original code 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: Sprite_RotatingTrack_Prep:
{ {
@@ -61,18 +62,29 @@ Sprite_RotatingTrack_Prep:
RTL RTL
} }
; =========================================================
; Modes
; 0 = TopLeft -> TopRight
; 1 = TopRight -> BottomRight
; 2 = BottomRight -> BottomLeft
; 3 = BottomLeft -> TopLeft
; 4 = TopRight -> TopLeft
SwitchRam = $37 SwitchRam = $37
Sprite_RotatingTrack_Main: Sprite_RotatingTrack_Main:
{ {
LDA.w SprAction, X LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable JSL UseImplicitRegIndexedLocalJumpTable
dw TopLeftToTopRight dw TopLeftToTopRight
dw TopRightToBottomRight dw TopRightToBottomRight
dw BottomRightToBottomLeft dw BottomRightToBottomLeft
dw BottomLeftToTopLeft dw BottomLeftToTopLeft
dw TopRightToTopLeft dw TopRightToTopLeft
; -------------------------------------------------------
; 00 = TopLeft -> TopRight
TopLeftToTopRight: TopLeftToTopRight:
{ {
LDA SwitchRam : BNE part2 LDA SwitchRam : BNE part2
@@ -87,6 +99,8 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 01 = TopRight -> BottomRight
TopRightToBottomRight: TopRightToBottomRight:
{ {
LDA SwitchRam : BNE part2_a LDA SwitchRam : BNE part2_a
@@ -101,6 +115,8 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 02 = BottomRight -> BottomLeft
BottomRightToBottomLeft: BottomRightToBottomLeft:
{ {
LDA SwitchRam : BNE part2_b LDA SwitchRam : BNE part2_b
@@ -115,6 +131,8 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 03 = BottomLeft -> TopLeft
BottomLeftToTopLeft: BottomLeftToTopLeft:
{ {
LDA SwitchRam : BNE part2_c LDA SwitchRam : BNE part2_c
@@ -130,6 +148,8 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 04 = TopRight -> TopLeft
TopRightToTopLeft: TopRightToTopLeft:
{ {
LDA SwitchRam : BNE part2_d LDA SwitchRam : BNE part2_d
@@ -147,88 +167,92 @@ Sprite_RotatingTrack_Main:
} }
} }
; =========================================================
Sprite_RotatingTrack_Draw: Sprite_RotatingTrack_Draw:
JSL Sprite_PrepOamCoord {
JSL Sprite_OAM_AllocateDeferToPlayer JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.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?
ASL A : TAX ASL A : TAX
REP #$20 REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E AND.w #$0100 : STA $0E
INY INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100 CLC : ADC #$0010 : CMP.w #$0100
SEP #$20 SEP #$20
BCC .on_screen_y BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
LDA .chr, X : STA ($90), Y LDA .chr, X : STA ($90), Y
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
RTS RTS
.start_index .start_index
db $00, $01, $02, $03 db $00, $01, $02, $03
.nbr_of_tiles .nbr_of_tiles
db 0, 0, 0, 0 db 0, 0, 0, 0
.x_offsets .x_offsets
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
.y_offsets .y_offsets
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
.chr .chr
db $44 db $44
db $44 db $44
db $44 db $44
db $44 db $44
.properties .properties
db $7D db $7D
db $3D db $3D
db $FD db $FD
db $BD db $BD
.sizes .sizes
db $02 db $02
db $02 db $02
db $02 db $02
db $02 db $02
}

View File

@@ -45,7 +45,7 @@ print "End of kydrog.asm ", pc
incsrc "Sprites/Bosses/kydrog_boss.asm" incsrc "Sprites/Bosses/kydrog_boss.asm"
print "End of kydrog_boss.asm ", pc print "End of kydrog_boss.asm ", pc
incsrc "Sprites/maku_tree.asm" incsrc "Sprites/NPCs/maku_tree.asm"
print "End of maku_tree.asm ", pc print "End of maku_tree.asm ", pc
incsrc "Sprites/NPCs/mask_salesman.asm" incsrc "Sprites/NPCs/mask_salesman.asm"
@@ -60,16 +60,16 @@ print "End of anti_kirby.asm ", pc
incsrc "Sprites/Enemies/sea_urchin.asm" incsrc "Sprites/Enemies/sea_urchin.asm"
print "End of sea_urchin.asm ", pc print "End of sea_urchin.asm ", pc
incsrc "Sprites/switch_track.asm" incsrc "Sprites/Objects/switch_track.asm"
print "End of switch_track.asm ", pc print "End of switch_track.asm ", pc
incsrc "Sprites/mineswitch.asm" incsrc "Sprites/Objects/mineswitch.asm"
print "End of mineswitch.asm ", pc print "End of mineswitch.asm ", pc
incsrc "Sprites/NPCs/village_dog.asm" incsrc "Sprites/NPCs/village_dog.asm"
print "End of village_dog.asm ", pc print "End of village_dog.asm ", pc
incsrc "Sprites/minecart.asm" incsrc "Sprites/Objects/minecart.asm"
print "End of minecart.asm ", pc print "End of minecart.asm ", pc
incsrc "Sprites/Bosses/twinrova.asm" incsrc "Sprites/Bosses/twinrova.asm"
@@ -78,7 +78,8 @@ print "End of twinrova.asm ", pc
incsrc "Sprites/Bosses/kydreeok.asm" incsrc "Sprites/Bosses/kydreeok.asm"
incsrc "Sprites/Bosses/kydreeok_head.asm" incsrc "Sprites/Bosses/kydreeok_head.asm"
incsrc "Sprites/deku_leaf.asm" incsrc "Sprites/Objects/deku_leaf.asm"
print "End of deku_leaf.asm ", pc
incsrc "Sprites/portal_sprite.asm" incsrc "Sprites/portal_sprite.asm"
print "End of portal_sprite.asm ", pc print "End of portal_sprite.asm ", pc