8 Commits

Author SHA1 Message Date
scawful
d12e9ee5a6 Add todo for reusing xaserle reveal secrets effect using room tag 2024-04-11 18:28:44 -04:00
scawful
8f94711e9a Restore vanilla book of mudora behavior
Add todo for special object interaction
2024-04-11 18:28:20 -04:00
scawful
8639b8525b Remove LinkItem_PortalRod override from Book of Secrets 2024-04-11 18:26:48 -04:00
scawful
33cec3b1d2 Add SecretObject to object_handler
To be used with Book of Secrets to allow for special objects which react to the item
2024-03-30 23:14:19 -04:00
scawful
34334bc30c Prevent Link from taking spike floor damage while jumping 2024-03-30 16:47:46 -04:00
scawful
1cde67578a Rename NewBookCode to LinkItem_JumpFeather and format
Additionally, changes the jump state to use the ledge hop mode rather than the recoil animation
2024-03-30 16:47:18 -04:00
scawful
6480fdbb9e Reformat JumpFeather hook in LinkItem_BugCatchingNet 2024-03-30 16:46:30 -04:00
Justin Scofield
bbb3b85def Update README.md
Add updated screenshots for Menu and HUD
2024-03-29 00:34:42 -04:00
9 changed files with 732 additions and 662 deletions

View File

@@ -1,30 +1,52 @@
; =========================================================
; Dungeon Object Handler ; Dungeon Object Handler
org $018262 ;object id 0x31 org $018262
dw ExpandedObject dw ExpandedObject ; Object ID 0x31
dw SecretObject ; Object ID 0x32
; #_018650: dw RoomDraw_WeirdUglyPot ID 230 ; #_018650: dw RoomDraw_WeirdUglyPot ID 230
org $018650 org $018650
dw HeavyPot dw HeavyPot
; Item ID 22B
; Heavy Pot grahics
; Currently modified to look like normal pot
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010
; Bank01 Free Space ; Bank01 Free Space
org $01B53C org $01B53C
ExpandedObject: ExpandedObject:
JSL NewObjectsCode {
RTS JSL NewObjectsCode
RTS
}
SecretObject:
{
JSL HandleSecretObjects
RTS
}
HeavyPot: HeavyPot:
LDA.w #$1010 {
PHX : LDX.w $042C LDA.w #$1010
LDA.w #$1111 : STA $0500, X PHX : LDX.w $042C
; Store this object's position in the object buffer to $0520, X LDA.w #$1111 : STA $0500, X
LDA $BA : STA $0520, X ; Store object's position in the object buffer to $0520, X
; Store it's tilemap position. LDA $BA : STA $0520, X
TYA : STA $0540, X ; Store tilemap position.
JMP $B350 TYA : STA $0540, X
JMP $B350
}
warnpc $01B560 warnpc $01B560
; =========================================================
org $2C8000 org $2C8000
NewObjectsCode: NewObjectsCode:
{ {
@@ -132,32 +154,34 @@ NewObjectsCode:
incbin Data/small_statue.bin incbin Data/small_statue.bin
} }
; May need to make this a table ; May need to make this a table
; This modifies object 0xOE to use the spritesheets for the object ; This modifies object 0xOE to use the spritesheets for the object
CustomDrawConfig: CustomDrawConfig:
{ {
PHA PHA
LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
TYA : LSR : AND #$00FF
CMP #$000E : BNE .no_spriteset
LDA #$000E : STA $03
.custom_config
PLA
ORA.w #$0300 : JMP .return
.no_spriteset
PLA
.return
RTS
}
TYA : LSR : AND #$00FF ; =========================================================
; Secret Object Handler
; Disappears if Link uses the Book of Secrets near them
CMP #$000E : BNE .no_spriteset HandleSecretObjects:
LDA #$000E : STA $03 {
.custom_config ; TODO: Implement the Book of Secrets check
PLA ; TODO: Add object draw code
ORA.w #$0300 : JMP .return ; TODO: Implement the object's disappearance
.no_spriteset RTL
PLA
.return
RTS
} }
pushpc pushpc
; Item ID 22B
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010

View File

@@ -1,22 +1,62 @@
; ========================================================= ; =========================================================
; Book of Secrets (Reveal Secrets with Book of Mudora) ; Book of Secrets (Reveal Secrets with Book of Mudora)
; Interacts with SpecialObject ID 0x32
; Makes objects disappear when using the book
org $07A45E
EXIT_07A45E:
org $07AA6C
Link_PerformDesertPrayer:
; Restored vanilla book of mudora code
; TODO: Update to work with special object
org $07A471
LinkItem_Book:
{
BIT.b $3A : BVS .exit
LDA.b $6C : BNE EXIT_07A45E
JSR Link_CheckNewY_ButtonPress : BCC .exit
LDA.b $3A : AND.b #$BF : STA.b $3A
LDA.w $02ED : BNE .do_prayer
LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
BRA .exit
.do_prayer
BRL Link_PerformDesertPrayer
.exit
RTS
}
warnpc $07A494
; =========================================================
; Makes BG2 Disappear when holding L in a building ; Makes BG2 Disappear when holding L in a building
; Based on the Parallel Worlds feature ; Based on the Parallel Worlds feature
; ;
; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3) ; Layer Flags: xxxsabcd
; (i count BG from 1 to 4
; - MathOnNapkins RAM-Map counts from 0 to 3)
; s - Sprite layer enabled ; s - Sprite layer enabled
; a - BG4 enabled ; a - BG4 enabled
; b - BG3 enabled ; b - BG3 enabled
; c - BG2 enabled ; c - BG2 enabled
; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top" ; d - (BG1 disabled) --> only works properly if the room
; uses the feature "BG2 on Top"
; ;
; Originally by XaserLE, updated by scawful ; Originally by XaserLE, updated by scawful
; Note: No longer used as part of Book of Secrets globally
; Likely will be reused for specific events where we can
; ensure the BG2 will have something secret to show,
; rather than allowing the ability to be used anywhere.
; ========================================================= ; =========================================================
; long subroutine that is executed every frame ; long subroutine that is executed every frame
org $068365 org $068365
JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91) JSL LinkItem_SecretsBook ; hook JSL $099F91
; ========================================================= ; =========================================================
@@ -28,8 +68,7 @@ LinkItem_SecretsBook:
LDA $1B : AND #$01 : BEQ .end LDA $1B : AND #$01 : BEQ .end
; ---------- ; ----------
; Check if we have the book of secrets ; TODO: Add a new condition, such as a RoomTag check
LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
; load unfiltered joypad 1 register (AXLR|????) ; load unfiltered joypad 1 register (AXLR|????)
; delete all bits except those for L ; delete all bits except those for L
@@ -46,7 +85,7 @@ LinkItem_SecretsBook:
; ---------- ; ----------
.end .end
JSL $099F91 ; at least execute original code JSL $099F91 ; restore original code
RTL RTL
} }

View File

@@ -1,66 +1,95 @@
; ============================================================================= ; =========================================================
; Zarby Feather ; Zarby Feather
org $07AFF8 ; LinkItem_BugCatchingNet org $07AFF8 ; LinkItem_BugCatchingNet
{ {
BIT $3A : BVS .return ;if Y or B are already pressed BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not
LDA $6C : BNE .return ; if we are standing in a dooray or not ; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button
; Link_CheckNewY_ButtonPress JSL LinkItem_JumpFeather
JSR $B073 : BCC .return ; Check if we just pressed Y Button .return
JSL NewBookCode RTS
.return
RTS
} }
; ============================================================================= ; =========================================================
; Prevent Link from taking damage while jumping spikes
; The game originally differentiates between your armor
; for the damage take, however the table has all the same
; values, so it's effectively useless.
; TileDetect_MainHandler_no_moon_pearl
; org $07D23D
org $07D242
JSL CheckIfJumpingForSpikeDamage
NOP #2
warnpc $07D248
; =========================================================
org $2B8000 org $2B8000
NewBookCode: LinkItem_JumpFeather:
{ {
JSL $07983A ; Reset swim state JSL $07983A ; Reset swim state
LDA $46 : BNE .cantuseit LDA $46 : BNE .cantuseit
LDA #$02 : STA $5D ; state recoil LDA #$02 : STA $5D ; set link state recoil
LDA #$01 : STA $4D ; state recoil 2 LDA #$02 : STA $4D ; set jumping state (ledge hop)
; Length of the jump ; Length of the jump
LDA #$20 LDA #$20 : STA $46
STA $46 ; Height of the jump
LDA #$24
; Height of the jump ; Set vertical resistance
LDA #$24 STA $29
STA $02C7
; Set vertical resistance ; Set Links direction to right(?)
STA $29 LDA #$08 : STA $0340 : STA $67
STA $02C7
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets ; Reset Link movement offsets
STZ $31 STZ $31 : STZ $30
STZ $30
LDA $F4 : AND #$08 : BEQ .noUp LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up LDA #-8 ; Change that -8 if you want higher speed moving up
STA $27 ; Vertical recoil STA $27 ; Vertical recoil
.noUp .noUp
LDA $F4 : AND #$04 : BEQ .noDown LDA $F4 : AND #$04 : BEQ .noDown
LDA #8 ; Change that -8 if you want higher speed moving down LDA #8 ; Change that -8 if you want higher speed moving down
STA $27 STA $27
.noDown .noDown
LDA $F4 : AND #$02 : BEQ .noLeft LDA $F4 : AND #$02 : BEQ .noLeft
LDA #-8 ; Change that -8 if you want higher speed moving left LDA #-8 ; Change that -8 if you want higher speed moving left
STA $28 ; Horizontal recoil STA $28 ; Horizontal recoil
.noLeft .noLeft
LDA $F4 : AND #$01 : BEQ .noRight LDA $F4 : AND #$01 : BEQ .noRight
LDA #8 ; Change that 8 if you want higher speed moving right LDA #8 ; Change that 8 if you want higher speed moving right
STA $28 STA $28
.noRight .noRight
.cantuseit .cantuseit
RTL RTL
}
; =========================================================
; Y contains our armor value
; Currently requires a very close jump and will still
; damage the player midair if you jump from too far away.
CheckIfJumpingForSpikeDamage:
{
PHB : PHK : PLB
LDA $29 : BNE .airborne
LDA.w .spike_floor_damage, Y : STA.w $0373
.airborne
PLB
RTL
.spike_floor_damage
db $08 ; green
db $08 ; blue
db $04 ; red
} }
print "End of Items/jump_feather.asm ", pc print "End of Items/jump_feather.asm ", pc

View File

@@ -1,11 +1,7 @@
org $07A471 ; Mudora ; portal_rod.asm by scawful
JSR LinkItem_PortalRod ; TODO: Make the item an alternative to the FishingRod
RTS
; Replace LinkState_UsingEther
warnpc $07A493
; *$3A50F-$3A568
org $07A50F org $07A50F
RodAnimationTimer: RodAnimationTimer:
db $03, $03, $05 db $03, $03, $05
@@ -109,6 +105,7 @@ LinkItem_FirePortal:
STZ $0D60, X STZ $0D60, X
STZ $0D70, X STZ $0D70, X
LDA #$09 : STA $0DD0, X
PLX PLX
@@ -126,6 +123,8 @@ LinkItem_FirePortal:
} }
; =========================================================
pushpc pushpc
org $02FF6E org $02FF6E

View File

@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
![oos55001](https://user-images.githubusercontent.com/47263509/175397658-56358685-74fa-42cd-bca7-b03b2909ab9c.png) ![oos55001](https://user-images.githubusercontent.com/47263509/175397658-56358685-74fa-42cd-bca7-b03b2909ab9c.png)
![oos55002](https://user-images.githubusercontent.com/47263509/175397677-9199c207-1d8a-4de9-9040-63bf420de49f.png) ![oos55002](https://user-images.githubusercontent.com/47263509/175397677-9199c207-1d8a-4de9-9040-63bf420de49f.png)
## Custom Menu ## Custom Menu and HUD
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/77e12478-127f-4dbd-b9c8-19da12b75ca2)
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/a02d8d78-b7ed-4085-809e-59d78319e576)
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/a6c7e247-f645-4a1c-954a-6c2d9c864d3e)
![oos69x_004](https://user-images.githubusercontent.com/47263509/175392740-69b44931-298c-4000-b22d-5a2ebf76e1ad.png)
![oos69x_005](https://user-images.githubusercontent.com/47263509/175392746-263801e4-5353-4fb8-b5cf-2d2e7f1c0282.png)
## Custom Sprites ## Custom Sprites

View File

@@ -1,6 +1,3 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $AF ; The sprite ID you are overwriting (HEX) !SPRID = $AF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; Number of tiles used in a frame !NbrTiles = 02 ; Number of tiles used in a frame
@@ -32,7 +29,6 @@
%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long); %Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
; =========================================================
Sprite_LeverSwitch_Long: Sprite_LeverSwitch_Long:
{ {
@@ -49,7 +45,6 @@ Sprite_LeverSwitch_Long:
RTL ; Go back to original code RTL ; Go back to original code
} }
; =========================================================
Sprite_LeverSwitch_Prep: Sprite_LeverSwitch_Prep:
{ {
@@ -62,7 +57,6 @@ Sprite_LeverSwitch_Prep:
RTL RTL
} }
; =========================================================
Sprite_LeverSwitch_Main: Sprite_LeverSwitch_Main:
{ {
@@ -146,82 +140,82 @@ Sprite_LeverSwitch_Main:
} }
} }
; =========================================================
Sprite_LeverSwitch_Draw: Sprite_LeverSwitch_Draw:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset? PHA ; Keep the value with animation index offset?
ASL A : TAX ASL A : TAX
REP #$20 REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E AND.w #$0100 : STA $0E
INY INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100 CLC : ADC #$0010 : CMP.w #$0100
SEP #$20 SEP #$20
BCC .on_screen_y BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
LDA .chr, X : STA ($90), Y LDA .chr, X : STA ($90), Y
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX
RTS RTS
.start_index .start_index
db $00, $01 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
} }

View File

@@ -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:
RTS RTS
} }
; -------------------------------------------------------
; 03 = BottomLeft -> TopLeft
BottomLeftToTopLeft: BottomLeftToTopLeft:
{ {
LDA SwitchRam : BNE part2_c LDA SwitchRam : BNE part2_c
@@ -148,8 +130,6 @@ Sprite_RotatingTrack_Main:
RTS RTS
} }
; -------------------------------------------------------
; 04 = TopRight -> TopLeft
TopRightToTopLeft: TopRightToTopLeft:
{ {
LDA SwitchRam : BNE part2_d LDA SwitchRam : BNE part2_d
@@ -167,92 +147,88 @@ Sprite_RotatingTrack_Main:
} }
} }
; =========================================================
Sprite_RotatingTrack_Draw: Sprite_RotatingTrack_Draw:
{ JSL Sprite_PrepOamCoord
JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset? PHA ; Keep the value with animation index offset?
ASL A : TAX ASL A : TAX
REP #$20 REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E AND.w #$0100 : STA $0E
INY INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100 CLC : ADC #$0010 : CMP.w #$0100
SEP #$20 SEP #$20
BCC .on_screen_y BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
LDA .chr, X : STA ($90), Y LDA .chr, X : STA ($90), Y
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX
RTS RTS
.start_index .start_index
db $00, $01, $02, $03 db $00, $01, $02, $03
.nbr_of_tiles .nbr_of_tiles
db 0, 0, 0, 0 db 0, 0, 0, 0
.x_offsets .x_offsets
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
.y_offsets .y_offsets
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
dw 0 dw 0
.chr .chr
db $44 db $44
db $44 db $44
db $44 db $44
db $44 db $44
.properties .properties
db $7D db $7D
db $3D db $3D
db $FD db $FD
db $BD db $BD
.sizes .sizes
db $02 db $02
db $02 db $02
db $02 db $02
db $02 db $02
}

View File

@@ -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"

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