6 Commits

Author SHA1 Message Date
scawful
436da5736e Add todo for whether to use blind laser garnish 2024-03-30 11:05:45 -04:00
scawful
c4e4564749 Add todo for boss disappearring from blind maiden bug 2024-03-30 11:05:26 -04:00
scawful
622b7d950b Update fire/ice attack garnish formatting and comments 2024-03-30 11:04:38 -04:00
scawful
cc753b9d47 Add todo to create parent sprite for Trinexx garnish attacks 2024-03-30 11:04:04 -04:00
scawful
6cd013e6d6 Reformat sprite actions 2024-03-30 11:03:43 -04:00
Justin Scofield
bbb3b85def Update README.md
Add updated screenshots for Menu and HUD
2024-03-29 00:34:42 -04:00
6 changed files with 655 additions and 686 deletions

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

@@ -4,7 +4,6 @@
; Overrides Blind and the Blind Maiden to create a new ; Overrides Blind and the Blind Maiden to create a new
; boss sequence. ; boss sequence.
; ;
;
; ========================================================= ; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX) !SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -59,21 +58,17 @@ Sprite_Twinrova_Long:
Sprite_Twinrova_CheckIfDead: Sprite_Twinrova_CheckIfDead:
{ {
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero
LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA SprHealth, X
; If health is negative, set back to zero .health_not_negative
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative LDA SprHealth, X : BNE .not_dead
LDA.b #$00 : STA $0E50, X PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
.health_not_negative LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
PLX
LDA $0E50, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
PLX
.not_dead .not_dead
RTS RTS
} }
@@ -84,9 +79,8 @@ Sprite_Twinrova_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA $0E50, X ; Health LDA.b #$40 : STA SprHealth, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic) LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15) %SetSpriteSpeedX(15)
@@ -174,59 +168,62 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09 dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A dw Twinrova_Dead ; 0x0A
; 0x00 ; -------------------------------------------------------
; 0x00
; TODO: Separate MoveState phases into action 0 and 1
Twinrova_Init: Twinrova_Init:
{ {
%GotoAction(01) %GotoAction(01)
RTS RTS
} }
; -------------------------------------------------------
; 0x01 ; 0x01
Twinrova_MoveState: Twinrova_MoveState:
{ {
LDA $0E50, X : CMP.b #$20 : BCS .phase_1 LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; ------------------------------------------- ; -------------------------------------------
; Phase 2 ; Phase 2
LDA SprTimerE, X : BNE .kotake LDA SprTimerE, X : BNE .kotake
LDA #$70 : STA SprTimerD, X LDA #$70 : STA SprTimerD, X
%GotoAction(8) ; Koume Mode %GotoAction(8) ; Koume Mode
RTS RTS
.kotake .kotake
LDA #$70 : STA SprTimerD, X LDA #$70 : STA SprTimerD, X
%GotoAction(9) ; Kotake Mode %GotoAction(9) ; Kotake Mode
RTS RTS
; --------------------------------------------- ; ---------------------------------------------
.phase_1 .phase_1
LDA $0DA0 : BEQ .not_flashing LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(7) ; Goto Twinrova_Hurt %GotoAction(7) ; Goto Twinrova_Hurt
RTS RTS
.not_flashing .not_flashing
JSL GetRandomInt : AND.b #$3F : BNE + JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
STZ $AC STZ $AC ; Set the fire attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
+ +
JSL GetRandomInt : AND.b #$3F : BNE ++ JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC LDA #$01 : STA $AC ; Set the ice attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
++ ++
JSL Sprite_IsBelowPlayer ; Check if sprite is below player JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
TYA : BNE .MoveBackwards ; If 1, %GotoAction(2) ; MoveForwards
%GotoAction(2)
RTS RTS
.MoveBackwards .MoveBackwards
%GotoAction(3) %GotoAction(3) ; MoveBackwards
RTS RTS
} }
; -------------------------------------------------------
; 0x02 - TODO: Implement Twinrova_MoveForwards ; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards: Twinrova_MoveForwards:
{ {
@@ -244,6 +241,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x03 - TODO: Implement Twinrova_MoveBackwards ; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards: Twinrova_MoveBackwards:
{ {
@@ -261,6 +259,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x04 ; 0x04
Twinrova_PrepareAttack: Twinrova_PrepareAttack:
{ {
@@ -285,6 +284,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x05 ; 0x05
Twinrova_FireAttack: Twinrova_FireAttack:
{ {
@@ -299,6 +299,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x06 ; 0x06
Twinrova_IceAttack: Twinrova_IceAttack:
{ {
@@ -313,6 +314,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x07 ; 0x07
Twinrova_Hurt: Twinrova_Hurt:
{ {
@@ -332,6 +334,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x08 ; 0x08
Twinrova_KoumeMode: Twinrova_KoumeMode:
{ {
@@ -352,6 +355,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x09 ; 0x09
Twinrova_KotakeMode: Twinrova_KotakeMode:
{ {
@@ -372,6 +376,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x0A ; 0x0A
Twinrova_Dead: Twinrova_Dead:
{ {
@@ -382,6 +387,9 @@ Sprite_Twinrova_Main:
} }
; ========================================================= ; =========================================================
; TODO: Create a new parent sprite for the Twinrova attacks
; so that the velocity and movement aren't applied to the
; parent sprite itself.
; Reused function from TrinexxBreath. ; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry: TrinexxBreath_AltEntry:
@@ -393,7 +401,7 @@ TrinexxBreath_AltEntry:
.no_shake .no_shake
JSL Sprite_CheckTileCollision : BEQ .exit JSL Sprite_CheckTileCollision : BEQ .exit
JSL Sprite_BounceTowardPlayer JSL Sprite_BounceTowardPlayer
.exit .exit
RTS RTS
@@ -405,7 +413,7 @@ TrinexxBreath_AltEntry:
Sprite_Twinrova_FireAttack: Sprite_Twinrova_FireAttack:
{ {
JSL Sprite_CheckTileCollision : BNE .no_collision JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move JSL Sprite_Move
.no_collision .no_collision
JSR AddFireGarnish JSR AddFireGarnish
JMP TrinexxBreath_AltEntry JMP TrinexxBreath_AltEntry
@@ -414,68 +422,32 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish ; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish: AddFireGarnish:
{ {
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00 LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot .next_slot
LDA $7FF800, X : BEQ .free_slot LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8 LDA $00 : STA $0FF8
.use_search_index
.use_search_index LDX $0FF8
LDX $0FF8
.free_slot .free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4 ; Set garnish ID, set garnish handled flag, set garnish parent sprite
TYA : STA $7FF92C, X LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprX, Y : STA $7FF83C, X LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprXH, Y : STA $7FF878, X LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
LDA.b #$7F : STA $7FF90E, X
STX $00
PLX PLX
.return .return
RTS RTS
} }
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish ; =========================================================
AddIceGarnishV2:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X
LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X : STX $00
PLX
.return
RTS
}
Sprite_Twinrova_IceAttack: Sprite_Twinrova_IceAttack:
{ {
@@ -486,8 +458,35 @@ Sprite_Twinrova_IceAttack:
JMP TrinexxBreath_AltEntry JMP TrinexxBreath_AltEntry
} }
; ========================================================= ; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
PLX
.return
RTS
}
; =========================================================
; Overwrite vanilla Trinexx ice garnish ; Overwrite vanilla Trinexx ice garnish
; Plays like a simple ice cloud animation now. ; Plays like a simple ice cloud animation now.
@@ -505,19 +504,17 @@ org $09B459
org $09B5D6 org $09B5D6
Garnish_SetOamPropsAndSmallSize: Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F org $09B33F
TrinexxIce_Pool: TrinexxIce_Pool:
{ {
.chr .chr
db $2E db $2E, $2E, $2C, $2C
db $2E
db $2C
db $2C
.properties .properties
db $35 db $35, $35, $35, $35
db $35
db $35
db $35
} }
org $09B34F org $09B34F
@@ -539,10 +536,6 @@ Garnish_TrinexxIce:
} }
warnpc $09B3B8 warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc pullpc
; ========================================================= ; =========================================================
@@ -610,8 +603,6 @@ Sprite_Twinrova_Draw:
RTS RTS
; =========================================================
.start_index .start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles .nbr_of_tiles
@@ -688,25 +679,19 @@ Sprite_Twinrova_Draw:
ApplyTwinrovaGraphics: ApplyTwinrovaGraphics:
{ {
PHX PHX
REP #$20 ; A = 16, XY = 8
REP #$20 ; A = 16, XY = 8 LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1 LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2 LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
; "001 => 2 registers write once (2 bytes: p, p+1)" ; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
LDX.b #TwinrovaGraphics>>16 : STX $4304 LDX.b #TwinrovaGraphics>>16 : STX $4304
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
LDX #$01 : STX $420B ; Do the DMA LDX #$01 : STX $420B ; Do the DMA
LDX #$0F : STX $2100 ; Turn the screen back on
LDX #$0F : STX $2100 ;turn the screen back on
SEP #$30 SEP #$30
PLX PLX
RTL RTL
TwinrovaGraphics: TwinrovaGraphics:
@@ -811,13 +796,16 @@ Follower_CheckBlindTrigger:
} }
; ========================================================= ; =========================================================
; Called during the BlindMaiden section of Follower_BasicMover ; Called during Blind Maiden section of Follower_BasicMover
; to spawn Twinrova in the room. ; to spawn Twinrova from the Blind Maiden.
; TODO: Figure out why the sprite disappears after graphics
; are transferred in. It seems to be unrelated to the
; graphics code, but rather related to the BlindMaiden
; spawn code.
org $1DA03C org $1DA03C
Blind_SpawnFromMaiden: Blind_SpawnFromMaiden:
{ {
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0 LDX.b #$00 ; Load the boss into sprite index 0
@@ -897,11 +885,13 @@ SpritePrep_Blind_PrepareBattle:
warnpc $1DA0B1 warnpc $1DA0B1
; ========================================================= ; =========================================================
; TODO: Decide if we want to use this garnish in the fight.
; Currently unused.
org $1DA0B1 org $1DA0B1
BlindLaser_SpawnTrailGarnish: BlindLaser_SpawnTrailGarnish:
{ {
#_1DA0B1: LDA.w $0E80,X #_1DA0B1: LDA.w SprDelay,X
#_1DA0B4: AND.b #$00 #_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit #_1DA0B6: BNE .exit

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"

File diff suppressed because it is too large Load Diff