Compare commits
2 Commits
minecart-r
...
JaredDev1
| Author | SHA1 | Date | |
|---|---|---|---|
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479b8f1f10 | ||
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bbb3b85def |
21
.gitignore
vendored
21
.gitignore
vendored
@@ -1,12 +1,9 @@
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|||||||
asar.exe
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*.exe
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oos111.sfc
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*.bst
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oos111x-1.bst
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*.bp
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oos111x-2.bst
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*.cht
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oos111x-3.bst
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*.cpu.sym
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oos111x.bp
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*.sfc
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oos111x.cht
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*.smp.sym
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oos111x.cpu.sym
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*.srm
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oos111x.sfc
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*.sym
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oos111x.smp.sym
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oos111x.srm
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oos111x.sym
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@@ -516,7 +516,7 @@ org $0DF811
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; =========================================================
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; =========================================================
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; $6FE77-$6FFC0
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; $6FE77-$6FFC0
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org $0DFE77
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org $0DFE77
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HUD_Tilemap:
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HUD_Tilemap:
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incbin tilemaps/hud.tilemap
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incbin tilemaps/hud.tilemap
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@@ -528,7 +528,7 @@ incbin tilemaps/hud.tilemap
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; ==========================================================
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; ==========================================================
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; $57CE0 DATA
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; $57CE0 DATA
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org $0AFCE0
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org $0AFCE0
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FloorIndicatorNumberHigh:
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FloorIndicatorNumberHigh:
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{
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{
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dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D
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dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D
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@@ -242,46 +242,75 @@ GotoNextItem_Local:
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; Load our currently equipped item, and move to the next one
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; Load our currently equipped item, and move to the next one
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; If we reach our limit (21), set it back to the bow and arrow slot.
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; If we reach our limit (21), set it back to the bow and arrow slot.
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LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
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LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
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LDA.b #$01
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LDA.b #$01
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.dont_reset
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.dont_reset
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; Otherwise try to equip the item in the next slot
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; Otherwise try to equip the item in the next slot
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STA $0202
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STA $0202
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RTS
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RTS
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}
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}
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DoWeHaveThisItem_OverrideLong:
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{
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PHB : PHK : PLB
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JSR DoWeHaveThisItem_Override
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PLB
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RTL
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}
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DoWeHaveThisItem_Override:
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DoWeHaveThisItem_Override:
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{
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{
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LDY $0202 : LDX.w Menu_AddressLong, Y
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LDY $0202 : LDX.w Menu_AddressLong-1, Y
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LDA.l $7EF33F, X : BNE .have_this_item
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LDA.l $7EF300, X : BNE .have_this_item
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CLC
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CLC
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RTL
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RTS
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.have_this_item
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.have_this_item
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SEC
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SEC
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RTL
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RTS
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}
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}
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TryEquipNextItem_Override:
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TryEquipNextItem_Override:
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{
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{
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.keep_looking
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.keep_looking
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JSR GotoNextItem_Local
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JSR GotoNextItem_Local
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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JSR DoWeHaveThisItem_Override : BCC .keep_looking
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RTS
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RTS
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}
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}
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SearchForEquippedItem_OverrideLong:
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{
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PHB : PHK : PLB
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JSR SearchForEquippedItem_Override
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PLB
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RTL
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}
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SearchForEquippedItem_Override:
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SearchForEquippedItem_Override:
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{
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{
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SEP #$30
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SEP #$30
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LDY $0202 : LDX.w Menu_AddressLong-1, Y
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LDA.b #$00
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LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
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LDY.b #$18
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.itemCheck
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LDX Menu_AddressLong-1, Y
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ORA $7EF300, X
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DEY : CPY.b #$00 : BNE .itemCheck
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CMP.b #$00 : BNE .equippableItemAvailable
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; In this case we have no equippable items
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; In this case we have no equippable items
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STZ $0202 : STZ $0203 : STZ $0204
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STZ $0202 : STZ $0203 : STZ $0204
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.weHaveThatItem
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RTS
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.equippableItemAvailable
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.we_have_that_item
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RTL
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.item_available
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; Is there an item currently equipped (in the HUD slot)?
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; Is there an item currently equipped (in the HUD slot)?
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LDA $0202 : BNE .alreadyEquipped
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LDA $0202 : BNE .alreadyEquipped
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; If not, set the equipped item to the Bow and Arrow
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; If not, set the equipped item to the Bow and Arrow
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@@ -290,12 +319,9 @@ SearchForEquippedItem_Override:
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.alreadyEquipped
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.alreadyEquipped
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; Checks to see if we actually have that item
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; Checks to see if we actually have that item
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; We're done if we have that item
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; We're done if we have that item
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.keep_looking
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JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem
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JSR GotoNextItem_Local
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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BCS .we_have_that_item
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JMP TryEquipNextItem_Override
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JMP TryEquipNextItem_Override
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}
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}
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@@ -305,16 +331,14 @@ pushpc
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org $0DDEB0
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org $0DDEB0
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DoWeHaveThisItem:
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DoWeHaveThisItem:
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{
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{
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JSL DoWeHaveThisItem_Override
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JSL DoWeHaveThisItem_OverrideLong
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RTS
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RTS
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}
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}
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org $0DE399
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org $0DE399
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SearchForEquippedItem:
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SearchForEquippedItem:
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{
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{
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PHB : PHK : PLB
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JSL SearchForEquippedItem_OverrideLong
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JSL SearchForEquippedItem_Override
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PLB
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RTS
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RTS
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}
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}
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warnpc $0DE3C7
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warnpc $0DE3C7
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@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
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|

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|

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## Custom Menu
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## Custom Menu and HUD
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|

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|

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## Custom Sprites
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## Custom Sprites
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@@ -1,6 +1,3 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $AF ; The sprite ID you are overwriting (HEX)
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!SPRID = $AF ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; Number of tiles used in a frame
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!NbrTiles = 02 ; Number of tiles used in a frame
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@@ -32,7 +29,6 @@
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%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
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%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
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; =========================================================
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Sprite_LeverSwitch_Long:
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Sprite_LeverSwitch_Long:
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{
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{
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@@ -49,7 +45,6 @@ Sprite_LeverSwitch_Long:
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RTL ; Go back to original code
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RTL ; Go back to original code
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}
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}
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; =========================================================
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Sprite_LeverSwitch_Prep:
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Sprite_LeverSwitch_Prep:
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||||||
{
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{
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@@ -62,7 +57,6 @@ Sprite_LeverSwitch_Prep:
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RTL
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RTL
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}
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}
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||||||
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; =========================================================
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Sprite_LeverSwitch_Main:
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Sprite_LeverSwitch_Main:
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{
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{
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@@ -146,82 +140,82 @@ Sprite_LeverSwitch_Main:
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}
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}
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}
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}
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||||||
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; =========================================================
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Sprite_LeverSwitch_Draw:
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Sprite_LeverSwitch_Draw:
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{
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA .start_index, Y : STA $06
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PHX
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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LDY.b #$00
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.nextTile
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.nextTile
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|
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PHX ; Save current Tile Index?
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PHX ; Save current Tile Index?
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|
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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||||||
|
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PHA ; Keep the value with animation index offset?
|
PHA ; Keep the value with animation index offset?
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|
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ASL A : TAX
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ASL A : TAX
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|
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REP #$20
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REP #$20
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||||||
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
|
AND.w #$0100 : STA $0E
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INY
|
INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
|
CLC : ADC #$0010 : CMP.w #$0100
|
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SEP #$20
|
SEP #$20
|
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BCC .on_screen_y
|
BCC .on_screen_y
|
||||||
|
|
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LDA.b #$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
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||||||
.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)
|
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INY
|
INY
|
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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
|
||||||
|
|
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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
|
db $00, $01
|
||||||
.nbr_of_tiles
|
.nbr_of_tiles
|
||||||
db 0, 0
|
db 0, 0
|
||||||
.x_offsets
|
.x_offsets
|
||||||
dw 0
|
dw 0
|
||||||
dw 0
|
dw 0
|
||||||
.y_offsets
|
.y_offsets
|
||||||
dw 0
|
dw 0
|
||||||
dw 0
|
dw 0
|
||||||
.chr
|
.chr
|
||||||
db $64
|
db $64
|
||||||
db $66
|
db $66
|
||||||
.properties
|
.properties
|
||||||
db $37
|
db $37
|
||||||
db $37
|
db $37
|
||||||
.sizes
|
.sizes
|
||||||
db $02
|
db $02
|
||||||
db $02
|
db $02
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -1,7 +1,3 @@
|
|||||||
; =========================================================
|
|
||||||
; 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
|
||||||
@@ -32,8 +28,6 @@
|
|||||||
|
|
||||||
%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
|
||||||
@@ -49,7 +43,12 @@ 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:
|
||||||
{
|
{
|
||||||
@@ -62,29 +61,18 @@ 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
|
||||||
@@ -99,8 +87,6 @@ Sprite_RotatingTrack_Main:
|
|||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
; -------------------------------------------------------
|
|
||||||
; 01 = TopRight -> BottomRight
|
|
||||||
TopRightToBottomRight:
|
TopRightToBottomRight:
|
||||||
{
|
{
|
||||||
LDA SwitchRam : BNE part2_a
|
LDA SwitchRam : BNE part2_a
|
||||||
@@ -115,8 +101,6 @@ Sprite_RotatingTrack_Main:
|
|||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
; -------------------------------------------------------
|
|
||||||
; 02 = BottomRight -> BottomLeft
|
|
||||||
BottomRightToBottomLeft:
|
BottomRightToBottomLeft:
|
||||||
{
|
{
|
||||||
LDA SwitchRam : BNE part2_b
|
LDA SwitchRam : BNE part2_b
|
||||||
@@ -131,8 +115,6 @@ Sprite_RotatingTrack_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 03 = BottomLeft -> TopLeft
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BottomLeftToTopLeft:
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BottomLeftToTopLeft:
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{
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{
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LDA SwitchRam : BNE part2_c
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LDA SwitchRam : BNE part2_c
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@@ -148,8 +130,6 @@ Sprite_RotatingTrack_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 04 = TopRight -> TopLeft
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TopRightToTopLeft:
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TopRightToTopLeft:
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{
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{
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LDA SwitchRam : BNE part2_d
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LDA SwitchRam : BNE part2_d
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@@ -167,92 +147,88 @@ Sprite_RotatingTrack_Main:
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}
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}
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}
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}
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; =========================================================
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Sprite_RotatingTrack_Draw:
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Sprite_RotatingTrack_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA .start_index, Y : STA $06
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PHX
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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LDY.b #$00
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.nextTile
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.nextTile
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PHX ; Save current Tile Index?
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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SEP #$20
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BCC .on_screen_y
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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STA $0E
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.on_screen_y
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
|
INY
|
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LDA .chr, X : STA ($90), Y
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LDA .chr, X : STA ($90), Y
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INY
|
INY
|
||||||
LDA .properties, X : STA ($90), Y
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LDA .properties, X : STA ($90), Y
|
||||||
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|
||||||
PHY
|
PHY
|
||||||
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|
||||||
TYA : LSR #2 : TAY
|
TYA : LSR #2 : TAY
|
||||||
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|
||||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||||
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|
||||||
PLY : INY
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PLY : INY
|
||||||
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|
||||||
PLX : DEX : BPL .nextTile
|
PLX : DEX : BPL .nextTile
|
||||||
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|
||||||
PLX
|
PLX
|
||||||
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|
||||||
RTS
|
RTS
|
||||||
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||||||
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|
||||||
.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
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db 0, 0, 0, 0
|
||||||
.x_offsets
|
.x_offsets
|
||||||
dw 0
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dw 0
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||||||
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
|
||||||
}
|
|
||||||
@@ -69,7 +69,7 @@ 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/Objects/minecart.asm"
|
incsrc "Sprites/minecart.asm"
|
||||||
print "End of minecart.asm ", pc
|
print "End of minecart.asm ", pc
|
||||||
|
|
||||||
incsrc "Sprites/Bosses/twinrova.asm"
|
incsrc "Sprites/Bosses/twinrova.asm"
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user