Compare commits
8 Commits
minecart-r
...
book-of-se
| Author | SHA1 | Date | |
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d12e9ee5a6 | ||
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8f94711e9a | ||
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8639b8525b | ||
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33cec3b1d2 | ||
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34334bc30c | ||
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1cde67578a | ||
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6480fdbb9e | ||
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bbb3b85def |
@@ -1,30 +1,52 @@
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; =========================================================
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; Dungeon Object Handler
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org $018262 ;object id 0x31
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dw ExpandedObject
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org $018262
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dw ExpandedObject ; Object ID 0x31
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dw SecretObject ; Object ID 0x32
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; #_018650: dw RoomDraw_WeirdUglyPot ID 230
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org $018650
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dw HeavyPot
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; Item ID 22B
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; Heavy Pot grahics
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; Currently modified to look like normal pot
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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; Bank01 Free Space
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org $01B53C
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ExpandedObject:
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JSL NewObjectsCode
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RTS
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{
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JSL NewObjectsCode
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RTS
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}
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SecretObject:
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{
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JSL HandleSecretObjects
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RTS
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}
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HeavyPot:
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LDA.w #$1010
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PHX : LDX.w $042C
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LDA.w #$1111 : STA $0500, X
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; Store this object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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; Store it's tilemap position.
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TYA : STA $0540, X
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JMP $B350
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{
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LDA.w #$1010
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PHX : LDX.w $042C
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LDA.w #$1111 : STA $0500, X
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; Store object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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; Store tilemap position.
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TYA : STA $0540, X
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JMP $B350
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}
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warnpc $01B560
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; =========================================================
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org $2C8000
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NewObjectsCode:
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{
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@@ -132,32 +154,34 @@ NewObjectsCode:
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incbin Data/small_statue.bin
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}
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; May need to make this a table
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; This modifies object 0xOE to use the spritesheets for the object
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CustomDrawConfig:
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{
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PHA
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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PHA
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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TYA : LSR : AND #$00FF
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CMP #$000E : BNE .no_spriteset
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LDA #$000E : STA $03
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.custom_config
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PLA
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ORA.w #$0300 : JMP .return
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.no_spriteset
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PLA
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.return
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RTS
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}
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TYA : LSR : AND #$00FF
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; =========================================================
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; Secret Object Handler
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; Disappears if Link uses the Book of Secrets near them
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CMP #$000E : BNE .no_spriteset
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LDA #$000E : STA $03
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.custom_config
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PLA
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ORA.w #$0300 : JMP .return
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.no_spriteset
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PLA
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.return
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RTS
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HandleSecretObjects:
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{
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; TODO: Implement the Book of Secrets check
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; TODO: Add object draw code
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; TODO: Implement the object's disappearance
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RTL
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}
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pushpc
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; Item ID 22B
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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@@ -1,22 +1,62 @@
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; =========================================================
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; Book of Secrets (Reveal Secrets with Book of Mudora)
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; Interacts with SpecialObject ID 0x32
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; Makes objects disappear when using the book
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org $07A45E
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EXIT_07A45E:
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org $07AA6C
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Link_PerformDesertPrayer:
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; Restored vanilla book of mudora code
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; TODO: Update to work with special object
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org $07A471
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LinkItem_Book:
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{
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BIT.b $3A : BVS .exit
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LDA.b $6C : BNE EXIT_07A45E
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JSR Link_CheckNewY_ButtonPress : BCC .exit
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LDA.b $3A : AND.b #$BF : STA.b $3A
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LDA.w $02ED : BNE .do_prayer
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LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
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BRA .exit
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.do_prayer
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BRL Link_PerformDesertPrayer
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.exit
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RTS
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}
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warnpc $07A494
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; =========================================================
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; Makes BG2 Disappear when holding L in a building
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; Based on the Parallel Worlds feature
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;
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; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
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; Layer Flags: xxxsabcd
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; (i count BG from 1 to 4
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; - MathOnNapkins RAM-Map counts from 0 to 3)
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; s - Sprite layer enabled
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; a - BG4 enabled
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; b - BG3 enabled
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; c - BG2 enabled
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; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
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; d - (BG1 disabled) --> only works properly if the room
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; uses the feature "BG2 on Top"
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;
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; Originally by XaserLE, updated by scawful
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; Note: No longer used as part of Book of Secrets globally
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; Likely will be reused for specific events where we can
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; ensure the BG2 will have something secret to show,
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; rather than allowing the ability to be used anywhere.
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; =========================================================
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; long subroutine that is executed every frame
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org $068365
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JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
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JSL LinkItem_SecretsBook ; hook JSL $099F91
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; =========================================================
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@@ -28,8 +68,7 @@ LinkItem_SecretsBook:
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LDA $1B : AND #$01 : BEQ .end
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; ----------
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; Check if we have the book of secrets
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LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
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; TODO: Add a new condition, such as a RoomTag check
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; load unfiltered joypad 1 register (AXLR|????)
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; delete all bits except those for L
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@@ -46,7 +85,7 @@ LinkItem_SecretsBook:
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; ----------
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.end
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JSL $099F91 ; at least execute original code
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JSL $099F91 ; restore original code
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RTL
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}
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@@ -1,66 +1,95 @@
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; =============================================================================
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; =========================================================
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; Zarby Feather
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org $07AFF8 ; LinkItem_BugCatchingNet
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{
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BIT $3A : BVS .return ;if Y or B are already pressed
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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; Link_CheckNewY_ButtonPress
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSL NewBookCode
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.return
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RTS
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BIT $3A : BVS .return ;if Y or B are already pressed
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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; Link_CheckNewY_ButtonPress
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSL LinkItem_JumpFeather
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.return
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RTS
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}
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; =============================================================================
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; =========================================================
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; Prevent Link from taking damage while jumping spikes
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; The game originally differentiates between your armor
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; for the damage take, however the table has all the same
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; values, so it's effectively useless.
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; TileDetect_MainHandler_no_moon_pearl
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; org $07D23D
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org $07D242
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JSL CheckIfJumpingForSpikeDamage
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NOP #2
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warnpc $07D248
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; =========================================================
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org $2B8000
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NewBookCode:
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LinkItem_JumpFeather:
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{
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JSL $07983A ; Reset swim state
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LDA $46 : BNE .cantuseit
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LDA #$02 : STA $5D ; state recoil
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LDA #$01 : STA $4D ; state recoil 2
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LDA #$02 : STA $5D ; set link state recoil
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LDA #$02 : STA $4D ; set jumping state (ledge hop)
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; Length of the jump
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LDA #$20
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; Length of the jump
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LDA #$20 : STA $46
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STA $46
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; Height of the jump
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LDA #$24
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; Height of the jump
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LDA #$24
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; Set vertical resistance
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STA $29
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STA $02C7
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; Set vertical resistance
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STA $29
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STA $02C7
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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; Reset Link movement offsets
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STZ $31
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STZ $30
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; Reset Link movement offsets
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STZ $31 : STZ $30
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA #-8 ; Change that -8 if you want higher speed moving up
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STA $27 ; Vertical recoil
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.noUp
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LDA $F4 : AND #$04 : BEQ .noDown
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LDA #8 ; Change that -8 if you want higher speed moving down
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STA $27
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.noDown
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LDA $F4 : AND #$02 : BEQ .noLeft
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LDA #-8 ; Change that -8 if you want higher speed moving left
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STA $28 ; Horizontal recoil
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.noLeft
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LDA $F4 : AND #$01 : BEQ .noRight
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LDA #8 ; Change that 8 if you want higher speed moving right
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STA $28
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.noRight
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA #-8 ; Change that -8 if you want higher speed moving up
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STA $27 ; Vertical recoil
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.noUp
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LDA $F4 : AND #$04 : BEQ .noDown
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LDA #8 ; Change that -8 if you want higher speed moving down
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STA $27
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.noDown
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LDA $F4 : AND #$02 : BEQ .noLeft
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LDA #-8 ; Change that -8 if you want higher speed moving left
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STA $28 ; Horizontal recoil
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.noLeft
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LDA $F4 : AND #$01 : BEQ .noRight
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LDA #8 ; Change that 8 if you want higher speed moving right
|
||||
STA $28
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||||
.noRight
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||||
.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.
|
||||
|
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CheckIfJumpingForSpikeDamage:
|
||||
{
|
||||
PHB : PHK : PLB
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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
|
||||
|
||||
@@ -1,11 +1,7 @@
|
||||
org $07A471 ; Mudora
|
||||
JSR LinkItem_PortalRod
|
||||
RTS
|
||||
; portal_rod.asm by scawful
|
||||
; TODO: Make the item an alternative to the FishingRod
|
||||
|
||||
|
||||
warnpc $07A493
|
||||
|
||||
; *$3A50F-$3A568
|
||||
; Replace LinkState_UsingEther
|
||||
org $07A50F
|
||||
RodAnimationTimer:
|
||||
db $03, $03, $05
|
||||
@@ -109,6 +105,7 @@ LinkItem_FirePortal:
|
||||
|
||||
STZ $0D60, X
|
||||
STZ $0D70, X
|
||||
LDA #$09 : STA $0DD0, X
|
||||
|
||||
PLX
|
||||
|
||||
@@ -126,6 +123,8 @@ LinkItem_FirePortal:
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
pushpc
|
||||
|
||||
org $02FF6E
|
||||
|
||||
@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
|
||||

|
||||

|
||||
|
||||
## Custom Menu
|
||||
## Custom Menu and HUD
|
||||
|
||||

|
||||

|
||||

|
||||
|
||||

|
||||

|
||||
|
||||
## Custom Sprites
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $AF ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 02 ; Number of tiles used in a frame
|
||||
@@ -32,7 +29,6 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Long:
|
||||
{
|
||||
@@ -49,7 +45,6 @@ Sprite_LeverSwitch_Long:
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Prep:
|
||||
{
|
||||
@@ -62,7 +57,6 @@ Sprite_LeverSwitch_Prep:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Main:
|
||||
{
|
||||
@@ -146,82 +140,82 @@ 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
|
||||
|
||||
}
|
||||
@@ -1,7 +1,3 @@
|
||||
; =========================================================
|
||||
; 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
|
||||
@@ -32,8 +28,6 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
@@ -49,7 +43,12 @@ 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:
|
||||
{
|
||||
@@ -62,29 +61,18 @@ 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
|
||||
@@ -99,8 +87,6 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 01 = TopRight -> BottomRight
|
||||
TopRightToBottomRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_a
|
||||
@@ -115,8 +101,6 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 02 = BottomRight -> BottomLeft
|
||||
BottomRightToBottomLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_b
|
||||
@@ -131,8 +115,6 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 03 = BottomLeft -> TopLeft
|
||||
BottomLeftToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_c
|
||||
@@ -148,8 +130,6 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 04 = TopRight -> TopLeft
|
||||
TopRightToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_d
|
||||
@@ -167,92 +147,88 @@ 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
|
||||
@@ -69,7 +69,7 @@ print "End of mineswitch.asm ", pc
|
||||
incsrc "Sprites/NPCs/village_dog.asm"
|
||||
print "End of village_dog.asm ", pc
|
||||
|
||||
incsrc "Sprites/Objects/minecart.asm"
|
||||
incsrc "Sprites/minecart.asm"
|
||||
print "End of minecart.asm ", pc
|
||||
|
||||
incsrc "Sprites/Bosses/twinrova.asm"
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user