Compare commits
4 Commits
minecart-r
...
feather-it
| Author | SHA1 | Date | |
|---|---|---|---|
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34334bc30c | ||
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1cde67578a | ||
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6480fdbb9e | ||
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bbb3b85def |
@@ -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
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STA $28
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.noRight
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.cantuseit
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RTL
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RTL
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}
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; =========================================================
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; Y contains our armor value
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; Currently requires a very close jump and will still
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; damage the player midair if you jump from too far away.
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CheckIfJumpingForSpikeDamage:
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{
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PHB : PHK : PLB
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LDA $29 : BNE .airborne
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LDA.w .spike_floor_damage, Y : STA.w $0373
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.airborne
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PLB
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RTL
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.spike_floor_damage
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db $08 ; green
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db $08 ; blue
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db $04 ; red
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}
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print "End of Items/jump_feather.asm ", pc
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@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
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## Custom Menu
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## Custom Menu and HUD
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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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!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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; =========================================================
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Sprite_LeverSwitch_Long:
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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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}
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; =========================================================
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Sprite_LeverSwitch_Prep:
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{
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@@ -62,7 +57,6 @@ Sprite_LeverSwitch_Prep:
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RTL
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}
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; =========================================================
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Sprite_LeverSwitch_Main:
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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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Sprite_LeverSwitch_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL Sprite_PrepOamCoord
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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 .start_index, Y : STA $06
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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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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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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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PHX ; Save current Tile Index?
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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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AND.w #$0100 : STA $0E
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INY
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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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SEP #$20
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BCC .on_screen_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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INY
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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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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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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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PLY : INY
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PLX : DEX : BPL .nextTile
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PHY
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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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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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PLX
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RTS
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RTS
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.start_index
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db $00, $01
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db $00, $01
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.nbr_of_tiles
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db 0, 0
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db 0, 0
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.x_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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.y_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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.chr
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db $64
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db $66
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db $64
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db $66
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.properties
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db $37
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db $37
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db $37
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db $37
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.sizes
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db $02
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db $02
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db $02
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db $02
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}
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@@ -1,7 +1,3 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 04 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -32,8 +28,6 @@
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%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
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; =========================================================
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Sprite_RotatingTrack_Long:
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{
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PHB : PHK : PLB
|
||||
@@ -49,7 +43,12 @@ Sprite_RotatingTrack_Long:
|
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RTL ; Go back to original code
|
||||
}
|
||||
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||||
; =========================================================
|
||||
; Modes
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||||
; 0 = TopLeft -> TopRight
|
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; 1 = TopRight -> BottomRight
|
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; 2 = BottomRight -> BottomLeft
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; 3 = BottomLeft -> TopLeft
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; 4 = TopRight -> TopLeft
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Sprite_RotatingTrack_Prep:
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{
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@@ -62,29 +61,18 @@ Sprite_RotatingTrack_Prep:
|
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RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Modes
|
||||
; 0 = TopLeft -> TopRight
|
||||
; 1 = TopRight -> BottomRight
|
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; 2 = BottomRight -> BottomLeft
|
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; 3 = BottomLeft -> TopLeft
|
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; 4 = TopRight -> TopLeft
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|
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SwitchRam = $37
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Sprite_RotatingTrack_Main:
|
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
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dw TopLeftToTopRight
|
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dw TopRightToBottomRight
|
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dw BottomRightToBottomLeft
|
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dw BottomLeftToTopLeft
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dw TopRightToTopLeft
|
||||
|
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; -------------------------------------------------------
|
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; 00 = TopLeft -> TopRight
|
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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?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
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
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
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