Compare commits
25 Commits
JaredMenuF
...
minecart-r
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
7f87622f00 | ||
|
|
716a681d6d | ||
|
|
b0b3ca242b | ||
|
|
58dd5aab1f | ||
|
|
e0a20a98cd | ||
|
|
0f241bfddd | ||
|
|
12ef39ff79 | ||
|
|
3324a13fb2 | ||
|
|
53561eab31 | ||
|
|
4c4f531929 | ||
|
|
dad37bdee7 | ||
|
|
2c058e049e | ||
|
|
c6b9541977 | ||
|
|
dd68a4929d | ||
|
|
ef7d3af09b | ||
|
|
3ee5871f86 | ||
|
|
ef1540f3f6 | ||
|
|
f4ae06bfd1 | ||
|
|
c3b40b21fb | ||
|
|
6f4392aa0e | ||
|
|
0adc6f17bf | ||
|
|
93b63032da | ||
|
|
ea00780785 | ||
|
|
2e22114d8a | ||
|
|
4fac78bbba |
@@ -95,6 +95,7 @@ LinkState_UsingQuake:
|
||||
db 5, 5, 5, 19
|
||||
|
||||
; INC.w $0FC1 ; Keep sprites frozen
|
||||
JSR $F514 ; CacheCameraPropertiesIfOutdoors
|
||||
|
||||
STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
|
||||
|
||||
@@ -175,9 +176,8 @@ LinkState_UsingQuake:
|
||||
|
||||
.special
|
||||
DEC $5C
|
||||
; JSR $F514 ; CacheCameraPropertiesIfOutdoors
|
||||
JSL DekuLink_HoverBasedOnInput
|
||||
; JSR $E8F0
|
||||
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
@@ -199,6 +199,7 @@ Menu_DrawHeartPieces:
|
||||
|
||||
; =========================================================
|
||||
|
||||
; TODO: Attach SRAM values to these for progression
|
||||
Menu_DrawMusicNotes:
|
||||
{
|
||||
LDA.w #$02
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
; =========================================================
|
||||
; Twinrova Boss Sprite
|
||||
;
|
||||
; Overrides Blind and the Blind Maiden to create a new
|
||||
; boss sequence.
|
||||
;
|
||||
;
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
|
||||
@@ -37,18 +42,17 @@ Sprite_Twinrova_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Twinrova_Draw ; Call the draw code
|
||||
JSR Sprite_Twinrova_Draw
|
||||
JSL Sprite_DrawShadow
|
||||
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
||||
|
||||
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
|
||||
JSR Sprite_Twinrova_Main ; Call the main sprite code
|
||||
JSR Sprite_Twinrova_CheckIfDead
|
||||
JSR Sprite_Twinrova_Main
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -58,10 +62,10 @@ Sprite_Twinrova_CheckIfDead:
|
||||
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
|
||||
|
||||
; 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
|
||||
|
||||
.healthNotNegative
|
||||
.health_not_negative
|
||||
|
||||
LDA $0E50, X : BNE .not_dead
|
||||
PHX
|
||||
@@ -80,10 +84,9 @@ Sprite_Twinrova_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
STZ $0D80, X
|
||||
|
||||
; PrepareBattle
|
||||
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
|
||||
LDA.b #$40 : STA $0E50, X ; Health
|
||||
|
||||
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
||||
|
||||
%SetSpriteSpeedX(15)
|
||||
@@ -91,13 +94,25 @@ Sprite_Twinrova_Prep:
|
||||
|
||||
LDA #$10 : STA $08
|
||||
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
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
!AnimSpeed = 8
|
||||
|
||||
macro Twinrova_Front()
|
||||
@@ -131,6 +146,8 @@ endmacro
|
||||
; =========================================================
|
||||
|
||||
; 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
|
||||
; and shooting fire and ice attacks at Link.
|
||||
@@ -157,14 +174,14 @@ Sprite_Twinrova_Main:
|
||||
dw Twinrova_KotakeMode ; 0x09
|
||||
dw Twinrova_Dead ; 0x0A
|
||||
|
||||
; 0x00
|
||||
Twinrova_Init:
|
||||
{
|
||||
; %Twinrova_Front()
|
||||
JSR ApplyTwinrovaGraphics
|
||||
%GotoAction(01)
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x01
|
||||
Twinrova_MoveState:
|
||||
{
|
||||
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
|
||||
@@ -210,6 +227,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x02 - TODO: Implement Twinrova_MoveForwards
|
||||
Twinrova_MoveForwards:
|
||||
{
|
||||
%Twinrova_Front()
|
||||
@@ -226,6 +244,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x03 - TODO: Implement Twinrova_MoveBackwards
|
||||
Twinrova_MoveBackwards:
|
||||
{
|
||||
%Twinrova_Back()
|
||||
@@ -242,6 +261,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x04
|
||||
Twinrova_PrepareAttack:
|
||||
{
|
||||
%StartOnFrame(7)
|
||||
@@ -293,6 +313,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x07
|
||||
Twinrova_Hurt:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
@@ -311,6 +332,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x08
|
||||
Twinrova_KoumeMode:
|
||||
{
|
||||
%StartOnFrame(8)
|
||||
@@ -330,6 +352,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x09
|
||||
Twinrova_KotakeMode:
|
||||
{
|
||||
%StartOnFrame(9)
|
||||
@@ -349,35 +372,30 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x0A
|
||||
Twinrova_Dead:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
%Twinrova_Hurt()
|
||||
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Untitled_Garnish:
|
||||
; Reused function from TrinexxBreath.
|
||||
TrinexxBreath_AltEntry:
|
||||
{
|
||||
LDA $1A : AND.b #$03 : BNE .no_shake
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer
|
||||
|
||||
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
||||
|
||||
CLC : ADC.w $8000, Y : STA $0D50, X
|
||||
|
||||
.no_shake:
|
||||
|
||||
.no_shake
|
||||
JSL Sprite_CheckTileCollision : BEQ .exit
|
||||
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
.exit
|
||||
|
||||
RTS
|
||||
|
||||
.x_speed_targets
|
||||
@@ -389,102 +407,69 @@ Sprite_Twinrova_FireAttack:
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
|
||||
JMP Untitled_Garnish
|
||||
JSR AddFireGarnish
|
||||
JMP TrinexxBreath_AltEntry
|
||||
}
|
||||
|
||||
.AddFireGarnish
|
||||
; $1DBDD6 - TrinexxFire_AddFireGarnish
|
||||
AddFireGarnish:
|
||||
{
|
||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||
|
||||
LDA.b #$2A : JSL Sound_SetSfx2PanLong
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
LDA.b #$1D : PHX : TXY : TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA $00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
LDA.b #$10 : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
|
||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
LDA.w SprX, Y : STA $7FF83C, 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.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
|
||||
AddIceGarnishV2:
|
||||
{
|
||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||
|
||||
LDA.b #$14 : JSL Sound_SetSfx3PanLong
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
LDA.b #$1D : PHX : TXY : TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA.b #$00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
LDA.w SprX, Y : STA $7FF83C, 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 $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
LDA.b #$7F : STA $7FF90E, X : STX $00
|
||||
|
||||
PLX
|
||||
|
||||
@@ -494,11 +479,11 @@ AddIceGarnishV2:
|
||||
|
||||
Sprite_Twinrova_IceAttack:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR AddIceGarnishV2
|
||||
JSR Untitled_Garnish
|
||||
.return
|
||||
RTS
|
||||
JMP TrinexxBreath_AltEntry
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -539,20 +524,15 @@ org $09B34F
|
||||
Garnish_TrinexxIce:
|
||||
{
|
||||
; special animation 0x0C
|
||||
|
||||
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
||||
|
||||
LDA TrinexxIce_Pool_properties, Y : STA $04
|
||||
|
||||
JSR Garnish_PrepOamCoord
|
||||
|
||||
LDA $00 : STA ($90), Y
|
||||
LDA $02 : INY : STA ($90), Y
|
||||
|
||||
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
||||
|
||||
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
||||
|
||||
LDA.b #$35 : ORA $04 : PLX
|
||||
|
||||
JMP Garnish_SetOamPropsAndLargeSize
|
||||
@@ -703,6 +683,8 @@ db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
ApplyTwinrovaGraphics:
|
||||
{
|
||||
PHX
|
||||
@@ -725,8 +707,258 @@ ApplyTwinrovaGraphics:
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
RTL
|
||||
|
||||
TwinrovaGraphics:
|
||||
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
|
||||
@@ -1,6 +1,6 @@
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
!SPRID = $9E ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 00 ; Number of tiles used in a frame
|
||||
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
@@ -31,7 +31,7 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Long:
|
||||
{
|
||||
@@ -47,31 +47,29 @@ Sprite_MakuTree_Long:
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA.l $7EF300
|
||||
BNE .intro_is_done
|
||||
; Check if the intro has executed already.
|
||||
LDA.l $7EF300 : BNE .intro_is_done
|
||||
STZ.w $0DD0, X ; Kill the sprite
|
||||
.intro_is_done
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Main:
|
||||
{
|
||||
LDA.w SprAction, X ; Load the SprAction
|
||||
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw MakuTree_Handler
|
||||
dw MakuTree_MeetLink
|
||||
dw MakuTree_GiveBow
|
||||
dw MakuTree_GiveMoonPearl
|
||||
|
||||
MakuTree_Handler:
|
||||
{
|
||||
@@ -95,7 +93,7 @@ Sprite_MakuTree_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
MakuTree_GiveBow:
|
||||
MakuTree_GiveMoonPearl:
|
||||
{
|
||||
; Give Link the Moon Pearl
|
||||
LDY #$1F : JSL Link_ReceiveItem
|
||||
@@ -105,7 +103,7 @@ Sprite_MakuTree_Main:
|
||||
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Draw:
|
||||
{
|
||||
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
|
||||
|
||||
RTS
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
.start_index
|
||||
.nbr_of_tiles
|
||||
@@ -1,5 +1,5 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; Minecart Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
|
||||
@@ -38,25 +38,6 @@
|
||||
|
||||
; Link is in cart
|
||||
!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
|
||||
!DoubleSpeed = 30
|
||||
|
||||
@@ -81,6 +62,26 @@ Sprite_Minecart_Long:
|
||||
; l - lifting object
|
||||
!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:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
@@ -91,16 +92,15 @@ Sprite_Minecart_Prep:
|
||||
; If link is in a cart, then draw the dummy cart
|
||||
|
||||
LDA !LinkInCart : BNE .dummy_continue
|
||||
.clear_cart
|
||||
; .clear_cart
|
||||
STZ.w $0DD0, X ; Otherwise, clear the sprite
|
||||
PLB
|
||||
RTL
|
||||
|
||||
.continue
|
||||
|
||||
; Unused dummy cart code
|
||||
; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
|
||||
; JMP .clear_cart
|
||||
|
||||
.dummy_continue
|
||||
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
|
||||
|
||||
@@ -132,7 +132,6 @@ Sprite_Minecart_Prep:
|
||||
JMP .done
|
||||
.south
|
||||
LDA #$02 : STA !MinecartDirection
|
||||
; LDA SprX, X : CLC : ADC.b #$01 : STA SprX, X
|
||||
%GotoAction(1) ; Minecart_WaitVert
|
||||
JMP .done
|
||||
.west
|
||||
@@ -140,7 +139,6 @@ Sprite_Minecart_Prep:
|
||||
%GotoAction(0) ; Minecart_WaitHoriz
|
||||
|
||||
.done
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
@@ -172,6 +170,14 @@ macro MoveCart()
|
||||
LDA #$35 : STA $012E ; Cart SFX
|
||||
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()
|
||||
LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing
|
||||
; Velocities for cart tossing
|
||||
@@ -179,7 +185,6 @@ macro HandleLiftAndToss()
|
||||
STZ.w $0F90, X : STZ.w $0F70, X
|
||||
.not_tossing
|
||||
JSL Sprite_CheckIfLifted
|
||||
|
||||
JSL Sprite_MoveXyz
|
||||
endmacro
|
||||
|
||||
@@ -207,31 +212,28 @@ Sprite_Minecart_Main:
|
||||
|
||||
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
|
||||
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
|
||||
LDA #$02 : STA $02F5 ; Somaria platform and moving
|
||||
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
|
||||
|
||||
LDA #$01 : STA !LinkInCart
|
||||
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
|
||||
|
||||
; Check if the cart is facing east or west
|
||||
LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
|
||||
STA.w !MinecartDirection
|
||||
LDA #$02 : STA $0DE0, X
|
||||
LDA #$02 : STA !SpriteDirection, X
|
||||
%GotoAction(5) ; Minecart_MoveWest
|
||||
RTS
|
||||
|
||||
.opposite_direction
|
||||
STA.w !MinecartDirection
|
||||
LDA #$03 : STA $0DE0, X
|
||||
LDA #$03 : STA !SpriteDirection, X
|
||||
%GotoAction(3) ; Minecart_MoveEast
|
||||
|
||||
.not_ready
|
||||
RTS
|
||||
|
||||
.lifting
|
||||
%HandleLiftAndToss()
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -244,29 +246,28 @@ Sprite_Minecart_Main:
|
||||
|
||||
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
|
||||
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
|
||||
LDA #$02 : STA $02F5 ; Somaria platform and moving
|
||||
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
|
||||
|
||||
LDA #$01 : STA !LinkInCart
|
||||
LDA #$01 : STA !LinkInCart ; Set Link in cart flag
|
||||
|
||||
; Check if the cart is facing north or south
|
||||
LDA SprSubtype, X : BEQ .opposite_direction
|
||||
STA.w !MinecartDirection
|
||||
LDA #$01 : STA $0DE0, X
|
||||
LDA #$01 : STA !SpriteDirection, X
|
||||
%GotoAction(4) ; Minecart_MoveSouth
|
||||
RTS
|
||||
|
||||
.opposite_direction
|
||||
STA.w !MinecartDirection
|
||||
LDA #$00 : STA $0DE0, X
|
||||
LDA #$00 : STA !SpriteDirection, X
|
||||
%GotoAction(2) ; Minecart_MoveNorth
|
||||
|
||||
.not_ready
|
||||
.lifting
|
||||
%HandleLiftAndToss()
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -363,12 +364,6 @@ Sprite_Minecart_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
macro StopCart()
|
||||
STZ $02F5
|
||||
STZ.w SprYSpeed, X
|
||||
STZ.w SprXSpeed, X
|
||||
STZ.w !LinkInCart
|
||||
endmacro
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 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:
|
||||
{
|
||||
; Based on the direction of the Minecart, adjust the lookup position
|
||||
; to be in front of the sprite
|
||||
|
||||
; Based on the direction of the Minecart, adjust the
|
||||
; lookup position to be in front of the sprite
|
||||
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north
|
||||
CMP.b #$01 : BEQ .east
|
||||
CMP.b #$02 : BEQ .south
|
||||
@@ -424,6 +430,8 @@ SetTileLookupPosBasedOnDirection:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
print "HandleTileDirections ", pc
|
||||
HandleTileDirections:
|
||||
{
|
||||
@@ -438,13 +446,11 @@ HandleTileDirections:
|
||||
|
||||
; Load the tile index
|
||||
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
|
||||
|
||||
; If the tile is out of bounds, release the cart
|
||||
LDA #$40 : STA SprTimerD, X
|
||||
%GotoAction(6) ; Minecart_Release
|
||||
RTS
|
||||
.not_out_of_bounds
|
||||
|
||||
; Check if the tile is a stop tile
|
||||
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
|
||||
|
||||
@@ -458,14 +464,15 @@ HandleTileDirections:
|
||||
.stop_north
|
||||
; Set the new direction to north and flip the cart's orientation
|
||||
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
|
||||
LDA #$01 : STA $0DE0, X
|
||||
LDA #$01 : STA !SpriteDirection, X
|
||||
JMP .go_vert
|
||||
|
||||
.stop_south
|
||||
; Set the new direction to south and flip the cart's orientation
|
||||
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
|
||||
LDA #$00 : STA $0DE0, X
|
||||
LDA #$00 : STA !SpriteDirection, X
|
||||
|
||||
; -----------------------------------------------
|
||||
.go_vert
|
||||
%SetTimerA($40)
|
||||
%StopCart()
|
||||
@@ -476,13 +483,15 @@ HandleTileDirections:
|
||||
.stop_east
|
||||
; Set the new direction to east and flip the cart's orientation
|
||||
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
|
||||
LDA #$03 : STA $0DE0, X
|
||||
LDA #$03 : STA !SpriteDirection, X
|
||||
JMP .go_horiz
|
||||
|
||||
.stop_west
|
||||
; Set the new direction to west and flip the cart's orientation
|
||||
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
|
||||
LDA #$02 : STA $0DE0, X
|
||||
LDA #$02 : STA !SpriteDirection, X
|
||||
|
||||
; -----------------------------------------------
|
||||
.go_horiz
|
||||
%SetTimerA($40)
|
||||
%StopCart()
|
||||
@@ -492,7 +501,6 @@ HandleTileDirections:
|
||||
|
||||
; -------------------------------------------------------
|
||||
.check_for_movement
|
||||
; Check for movement tiles
|
||||
CLC : CMP.b #$B2 : BEQ .check_direction
|
||||
CLC : CMP.b #$B3 : BEQ .check_direction
|
||||
CLC : CMP.b #$B4 : BEQ .check_direction
|
||||
@@ -509,44 +517,17 @@ HandleTileDirections:
|
||||
; Add the row and column offsets to index into the lookup table
|
||||
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
|
||||
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
|
||||
STA $07 ; Store the action index in $07
|
||||
|
||||
LDA $0FA5 ; Load the tile type
|
||||
SEC : SBC.b #$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
|
||||
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
|
||||
CPY #$01 : BEQ .move_north
|
||||
CPY #$02 : BEQ .move_east
|
||||
@@ -556,48 +537,64 @@ HandleTileDirections:
|
||||
|
||||
.move_north
|
||||
LDA #$00 : STA SprSubtype, X
|
||||
STA $0DE0, X
|
||||
STA !SpriteDirection, X
|
||||
%GotoAction(2) ; Minecart_MoveNorth
|
||||
RTS
|
||||
.move_east
|
||||
LDA #$01 : STA SprSubtype, X
|
||||
LDA #$03 : STA $0DE0, X
|
||||
LDA #$03 : STA !SpriteDirection, X
|
||||
%GotoAction(3) ; Minecart_MoveEast
|
||||
RTS
|
||||
.move_south
|
||||
LDA #$02 : STA SprSubtype, X
|
||||
LDA #$01 : STA $0DE0, X
|
||||
LDA #$01 : STA !SpriteDirection, X
|
||||
%GotoAction(4) ; Minecart_MoveSouth
|
||||
RTS
|
||||
.move_west
|
||||
LDA #$03 : STA SprSubtype, X
|
||||
LDA #$02 : STA $0DE0, X
|
||||
LDA #$02 : STA !SpriteDirection, X
|
||||
%GotoAction(5) ; Minecart_MoveWest
|
||||
.done
|
||||
RTS
|
||||
|
||||
.tile_ids
|
||||
; db $B0 ; - Horiz
|
||||
; db $B1 ; | Vert
|
||||
; Direction to move on tile collision
|
||||
; 00 - stop or nothing
|
||||
; 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
|
||||
db $B2, $B3, $B4, $B5
|
||||
; db $B0 - Horiz
|
||||
; db $B1 | Vert
|
||||
; db $B8 Stop North
|
||||
; db $B9 Stop South
|
||||
; db $BA Stop East
|
||||
; db $BB Stop West
|
||||
|
||||
; db $BE ; + any direction
|
||||
; db $BE + any direction
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Clamp the sprite position to a 16x16 grid
|
||||
; Slows the game down if you run it too often :(
|
||||
|
||||
ClampSpritePositionToGrid:
|
||||
{
|
||||
; Check if SprX is already a multiple of 16
|
||||
LDA.w SprX, X : AND #$0F : BEQ .x_aligned
|
||||
LDA.w SprX, X : LSR : ASL : STA.w SprX, X
|
||||
.x_aligned
|
||||
|
||||
; Check if SprY is already a multiple of 16
|
||||
LDA.w SprY, X : AND #$0F : BEQ .y_aligned
|
||||
LDA.w SprY, X : LSR : ASL : STA.w SprY, X
|
||||
@@ -605,6 +602,10 @@ ClampSpritePositionToGrid:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Check for the switch_track sprite and move based on the
|
||||
; state of that sprite.
|
||||
|
||||
HandleDynamicSwitchTileDirections:
|
||||
{
|
||||
; Find out if the sprite $B0 is in the room
|
||||
@@ -623,46 +624,43 @@ HandleDynamicSwitchTileDirections:
|
||||
CMP.b #$02 : BEQ .north_or_south
|
||||
|
||||
.east_or_west
|
||||
|
||||
LDA SwitchRam : BNE .go_west
|
||||
|
||||
LDA #$01 : STA SprSubtype, X
|
||||
LDA #$03 : STA $0DE0, X
|
||||
LDA #$03 : STA !SpriteDirection, X
|
||||
%GotoAction(3) ; Minecart_MoveEast
|
||||
RTS
|
||||
|
||||
.go_west
|
||||
LDA #$03 : STA SprSubtype, X
|
||||
LDA #$02 : STA $0DE0, X
|
||||
LDA #$02 : STA !SpriteDirection, X
|
||||
%GotoAction(5) ; Minecart_MoveWest
|
||||
RTS
|
||||
|
||||
.north_or_south
|
||||
LDA SwitchRam : BNE .go_south
|
||||
LDA #$00 : STA SprSubtype, X
|
||||
STA $0DE0, X
|
||||
STA !SpriteDirection, X
|
||||
%GotoAction(2) ; Minecart_MoveNorth
|
||||
RTS
|
||||
|
||||
.go_south
|
||||
LDA #$02 : STA SprSubtype, X
|
||||
LDA #$01 : STA $0DE0, X
|
||||
LDA #$01 : STA !SpriteDirection, X
|
||||
%GotoAction(4) ; Minecart_MoveSouth
|
||||
RTS
|
||||
|
||||
.no_b0
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; $00 = flag indicating presence of sprite ID $B0
|
||||
|
||||
CheckSpritePresence:
|
||||
{
|
||||
PHX
|
||||
CLC ; Assume sprite ID $B0 is not present
|
||||
|
||||
LDX.b #$10
|
||||
|
||||
.x_loop
|
||||
DEX
|
||||
|
||||
@@ -694,7 +692,7 @@ DragYH = $0B7D
|
||||
DragPlayer:
|
||||
{
|
||||
; 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_high, Y : ADC.w DragYH : STA DragYH
|
||||
@@ -747,6 +745,7 @@ DragPlayer:
|
||||
.drag_y_high
|
||||
db -1, 0, 0, 0
|
||||
|
||||
; Alternate drag values provided by Zarby
|
||||
; .drag_x_high
|
||||
; db 0, 0, -1, 0, -1
|
||||
; .drag_x_low
|
||||
@@ -757,6 +756,7 @@ DragPlayer:
|
||||
; db -1, 0, 0, 0, -1, 0, -1, 0
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CheckForPlayerInput:
|
||||
{
|
||||
@@ -780,56 +780,39 @@ CheckForPlayerInput:
|
||||
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
|
||||
|
||||
; Check for input from the user (u,d,l,r)
|
||||
|
||||
LDY $0DE0, X
|
||||
|
||||
LDY !SpriteDirection, X
|
||||
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
|
||||
|
||||
LDA.b #$00 : STA $0DE0, X ; Moving Up
|
||||
LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
|
||||
STA SprSubtype, X
|
||||
%GotoAction(2) ; Minecart_MoveNorth
|
||||
|
||||
BRA .return
|
||||
|
||||
.not_pressing_up:
|
||||
|
||||
LDA $00 : AND.b #$04 : BEQ .not_pressing_down
|
||||
|
||||
LDA.b #$01 : STA $0DE0, X
|
||||
LDA.b #$01 : STA !SpriteDirection, X
|
||||
LDA #$02 : STA SprSubtype, X
|
||||
%GotoAction(4) ; Minecart_MoveSouth
|
||||
|
||||
|
||||
BRA .return
|
||||
|
||||
.not_pressing_down
|
||||
|
||||
LDA $00 : AND.b #$02 : BEQ .not_pressing_left
|
||||
|
||||
LDA.b #$02 : STA $0DE0, X
|
||||
LDA.b #$02 : STA !SpriteDirection, X
|
||||
LDA #$03 : STA SprSubtype, X
|
||||
%GotoAction(5) ; Minecart_MoveWest
|
||||
|
||||
|
||||
BRA .return
|
||||
|
||||
.not_pressing_left
|
||||
|
||||
LDA $00 : AND.b #$01 : BEQ .always
|
||||
|
||||
LDA.b #$03 : STA $0DE0, X
|
||||
LDA.b #$03 : STA !SpriteDirection, X
|
||||
STA SprSubtype, X
|
||||
%GotoAction(3) ; Minecart_MoveEast
|
||||
|
||||
.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 $0DE0, X
|
||||
|
||||
; ; LDA.b #$00 : STA !SpriteDirection, X
|
||||
; .not_going_right
|
||||
|
||||
; ;STZ $0D80, X
|
||||
|
||||
.return
|
||||
@@ -841,26 +824,31 @@ CheckForPlayerInput:
|
||||
db $0B, $07, $0E, $0D
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Sets carry if player is overlapping the sprite
|
||||
; Clear carry if player is outside the bounds
|
||||
|
||||
CheckIfPlayerIsOn:
|
||||
{
|
||||
REP #$20
|
||||
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
|
||||
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
|
||||
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
|
||||
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
|
||||
|
||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
|
||||
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
|
||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
|
||||
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
|
||||
|
||||
SEP #$21 : RTS ; Return with carry set
|
||||
|
||||
.OutsideLeft
|
||||
.OutsideRight
|
||||
.OutsideDown
|
||||
.OutsideUp
|
||||
.left
|
||||
.right
|
||||
.up
|
||||
.down
|
||||
SEP #$20
|
||||
CLC : RTS ; Return with carry cleared
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Draw the portion of the cart which is behind the player
|
||||
|
||||
Sprite_Minecart_DrawTop:
|
||||
{
|
||||
@@ -950,6 +938,8 @@ Sprite_Minecart_DrawTop:
|
||||
db $02, $02
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Draw the portion of the cart which is in front of the player
|
||||
|
||||
Sprite_Minecart_DrawBottom:
|
||||
{
|
||||
@@ -1006,6 +996,9 @@ Sprite_Minecart_DrawBottom:
|
||||
|
||||
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 $0FDA : STA $02
|
||||
@@ -1,3 +1,6 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $AF ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 02 ; Number of tiles used in a frame
|
||||
@@ -29,6 +32,7 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Long:
|
||||
{
|
||||
@@ -45,6 +49,7 @@ Sprite_LeverSwitch_Long:
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Prep:
|
||||
{
|
||||
@@ -57,6 +62,7 @@ Sprite_LeverSwitch_Prep:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Main:
|
||||
{
|
||||
@@ -140,6 +146,7 @@ Sprite_LeverSwitch_Main:
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Draw:
|
||||
{
|
||||
@@ -217,5 +224,4 @@ Sprite_LeverSwitch_Draw:
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
|
||||
}
|
||||
@@ -1,3 +1,7 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!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
|
||||
@@ -28,6 +32,8 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
@@ -43,12 +49,7 @@ Sprite_RotatingTrack_Long:
|
||||
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:
|
||||
{
|
||||
@@ -61,18 +62,29 @@ Sprite_RotatingTrack_Prep:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Modes
|
||||
; 0 = TopLeft -> TopRight
|
||||
; 1 = TopRight -> BottomRight
|
||||
; 2 = BottomRight -> BottomLeft
|
||||
; 3 = BottomLeft -> TopLeft
|
||||
; 4 = TopRight -> TopLeft
|
||||
|
||||
SwitchRam = $37
|
||||
|
||||
Sprite_RotatingTrack_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw TopLeftToTopRight
|
||||
dw TopRightToBottomRight
|
||||
dw BottomRightToBottomLeft
|
||||
dw BottomLeftToTopLeft
|
||||
dw TopRightToTopLeft
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 00 = TopLeft -> TopRight
|
||||
TopLeftToTopRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2
|
||||
@@ -87,6 +99,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 01 = TopRight -> BottomRight
|
||||
TopRightToBottomRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_a
|
||||
@@ -101,6 +115,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 02 = BottomRight -> BottomLeft
|
||||
BottomRightToBottomLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_b
|
||||
@@ -115,6 +131,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 03 = BottomLeft -> TopLeft
|
||||
BottomLeftToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_c
|
||||
@@ -130,6 +148,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 04 = TopRight -> TopLeft
|
||||
TopRightToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_d
|
||||
@@ -147,7 +167,10 @@ Sprite_RotatingTrack_Main:
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
@@ -232,3 +255,4 @@ db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
}
|
||||
@@ -45,7 +45,7 @@ print "End of kydrog.asm ", pc
|
||||
incsrc "Sprites/Bosses/kydrog_boss.asm"
|
||||
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
|
||||
|
||||
incsrc "Sprites/NPCs/mask_salesman.asm"
|
||||
@@ -60,16 +60,16 @@ print "End of anti_kirby.asm ", pc
|
||||
incsrc "Sprites/Enemies/sea_urchin.asm"
|
||||
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
|
||||
|
||||
incsrc "Sprites/mineswitch.asm"
|
||||
incsrc "Sprites/Objects/mineswitch.asm"
|
||||
print "End of mineswitch.asm ", pc
|
||||
|
||||
incsrc "Sprites/NPCs/village_dog.asm"
|
||||
print "End of village_dog.asm ", pc
|
||||
|
||||
incsrc "Sprites/minecart.asm"
|
||||
incsrc "Sprites/Objects/minecart.asm"
|
||||
print "End of minecart.asm ", pc
|
||||
|
||||
incsrc "Sprites/Bosses/twinrova.asm"
|
||||
@@ -78,7 +78,8 @@ print "End of twinrova.asm ", pc
|
||||
incsrc "Sprites/Bosses/kydreeok.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"
|
||||
print "End of portal_sprite.asm ", pc
|
||||
|
||||
Reference in New Issue
Block a user