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
; 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
}

View File

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

File diff suppressed because it is too large Load Diff

View File

@@ -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
@@ -31,81 +31,79 @@
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
;==============================================================================
; =========================================================
Sprite_MakuTree_Long:
{
PHB : PHK : PLB
PHB : PHK : PLB
JSR Sprite_MakuTree_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_MakuTree_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_MakuTree_Main ; Call the main sprite code
JSR Sprite_MakuTree_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
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
PHB : PHK : PLB
; 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
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:
{
; Check the progress flags
LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
%GotoAction(1)
RTS
; Check the progress flags
LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
%GotoAction(1)
RTS
.has_met_link
%ShowSolicitedMessage($22)
RTS
.has_met_link
%ShowSolicitedMessage($22)
RTS
}
MakuTree_MeetLink:
{
%ShowSolicitedMessage($20) : BCC .no_talk
LDA #$01 : STA $7EF3D4
LDA #$06 : STA $7EF3C7
%GotoAction(2)
.no_talk
RTS
%ShowSolicitedMessage($20) : BCC .no_talk
LDA #$01 : STA $7EF3D4
LDA #$06 : STA $7EF3C7
%GotoAction(2)
.no_talk
RTS
}
MakuTree_GiveBow:
MakuTree_GiveMoonPearl:
{
; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem
%GotoAction(0)
RTS
; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem
%GotoAction(0)
RTS
}
}
;==============================================================================
; =========================================================
Sprite_MakuTree_Draw:
{
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
RTS
;==============================================================================
; =========================================================
.start_index
.nbr_of_tiles

File diff suppressed because it is too large Load Diff

View File

@@ -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:
{
@@ -140,82 +146,82 @@ Sprite_LeverSwitch_Main:
}
}
; =========================================================
Sprite_LeverSwitch_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 .start_index, Y : STA $06
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.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
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
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
db $00, $01
db $00, $01
.nbr_of_tiles
db 0, 0
db 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
.chr
db $64
db $66
db $64
db $66
.properties
db $37
db $37
db $37
db $37
.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)
!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
@@ -147,88 +167,92 @@ Sprite_RotatingTrack_Main:
}
}
; =========================================================
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 .start_index, Y : STA $06
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.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
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
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
db $00, $01, $02, $03
.nbr_of_tiles
db 0, 0, 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
.chr
db $44
db $44
db $44
db $44
.properties
db $7D
db $3D
db $FD
db $BD
.sizes
db $02
db $02
db $02
db $02
.start_index
db $00, $01, $02, $03
.nbr_of_tiles
db 0, 0, 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
.chr
db $44
db $44
db $44
db $44
.properties
db $7D
db $3D
db $FD
db $BD
.sizes
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"
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