; ========================================================= ; Pushable Ice Block ; ========================================================= ; A sliding puzzle block that Link can push in cardinal directions. ; The block slides until it hits a wall or lands on a switch tile. ; ; Key Mechanics: ; - Direction Locking: Once Link starts pushing, the direction is locked ; in SprMiscA until the block stops moving (speed = 0). ; - Side Validation: Link must be on the opposite side of the block from ; the direction he's facing. Uses Sprite_DirectionToFacePlayer to ; determine Link's relative position and validates against $26 (facing). ; - Switch Detection: Checks center point of block against switch tiles ; ($23, $24, $25, $3B) to stop and activate switches. ; - Grid Snapping: Block position is snapped to 8px grid when pushed. ; ; Sprite RAM Usage: ; SprMiscA - Locked push direction ($01=R, $02=L, $04=D, $08=U) ; SprMiscC - Push state flag (set while being actively pushed) ; SprMiscD-G - Cached initial position for damage reset ; SprTimerA - Push momentum timer (keeps push active for 7 frames) ; SprTimerB - Delay timer for hookshot cancellation ; ========================================================= !SPRID = $D5 !NbrTiles = 02 !Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !HVelocity = 00 ; Is your sprite going super fast? put 01 if it is !Health = 00 ; Number of Health the sprite have !Damage = 00 ; (08 is a whole heart), 04 is half heart !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) !Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !CollisionLayer = 00 ; 01 = will check both layer for collision !CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall !DeflectArrow = 00 ; 01 = deflect arrows !WaterSprite = 00 ; 01 = can only walk shallow water !Blockable = 00 ; 01 = can be blocked by link's shield? !Prize = 00 ; 00-15 = the prize pack the sprite will drop from !Sound = 00 ; 01 = Play different sound when taking damage !Interaction = 00 ; ?? No documentation !Statue = 01 ; 01 = Sprite is statue !DeflectProjectiles = 01 ; 01 = Sprite will deflect ALL projectiles !ImperviousArrow = 01 ; 01 = Impervious to arrows !ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks !Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss %Set_Sprite_Properties(Sprite_IceBlock_Prep, Sprite_IceBlock_Long) ; ========================================================= ; Main Entry Point - Called every frame ; Handles push state management and dispatches to main logic ; ========================================================= Sprite_IceBlock_Long: { PHB : PHK : PLB LDA.w SprMiscC, X : BEQ .not_being_pushed STZ.w SprMiscC, X STZ.b LinkSpeedTbl STZ.b $48 ; Clear push actions bitfield .not_being_pushed LDA.w SprTimerA, X : BEQ .retain_momentum LDA.b #$01 : STA.w SprMiscC, X LDA.b #$84 : STA.b $48 ; Set statue and push block actions LDA.b #$04 : STA.b LinkSpeedTbl ; Slipping into pit speed .retain_momentum JSR Sprite_IceBlock_Draw JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_IceBlock_Main .SpriteIsNotActive PLB RTL } ; ========================================================= ; Initialization - Called once when sprite spawns ; Caches initial position for damage reset ; ========================================================= Sprite_IceBlock_Prep: { PHB : PHK : PLB ; Cache Sprite position LDA.w SprX, X : STA.w SprMiscD, X LDA.w SprY, X : STA.w SprMiscE, X LDA.w SprXH, X : STA.w SprMiscF, X LDA.w SprYH, X : STA.w SprMiscG, X STZ.w SprDefl, X LDA.w SprHitbox, X : ORA.b #$09 : STA.w SprHitbox, X PLB RTL } ; ========================================================= ; Main Logic - Handles movement, collision, and push detection ; ========================================================= Sprite_IceBlock_Main: { %PlayAnimation(0, 0, 1) JSR Statue_BlockSprites JSL Sprite_CheckDamageFromPlayer : BCC .no_damage LDA.w SprMiscD, X : STA.w SprX, X LDA.w SprMiscE, X : STA.w SprY, X LDA.w SprMiscF, X : STA.w SprXH, X LDA.w SprMiscG, X : STA.w SprYH, X STZ.w SprXSpeed, X : STZ.w SprYSpeed, X STZ.w SprTimerA, X : STZ.w SprMiscA, X .no_damage STZ.w $0642 JSR Sprite_IceBlock_CheckForSwitch : BCC .no_switch STZ.w SprXSpeed, X : STZ.w SprYSpeed, X LDA.b #$01 : STA.w $0642 .no_switch JSL Sprite_Move JSL Sprite_Get_16_bit_Coords JSL Sprite_CheckTileCollision ; ----udlr , u = up, d = down, l = left, r = right LDA.w SprCollision, X : AND.b #$0F : BEQ + ; Hit a wall - clear direction only if we actually stop STZ.w SprMiscA, X + ; If link is in contact, register a push with the sprite ; Must be pushing from correct side for the direction JSL Sprite_CheckDamageToPlayerSameLayer : BCC .NotInContact ; Check which side Link is on and validate push direction JSR IceBlock_ValidatePushSide : BCC .wrong_direction LDA.w SprMiscA, X : BNE .check_facing ; No direction cached - lock to current facing LDA.b $26 : STA.w SprMiscA, X JSR Sprite_ApplyPush BRA .do_push .check_facing ; Direction is locked - only allow push if Link faces same direction LDA.b $26 : CMP.w SprMiscA, X : BNE .wrong_direction .do_push LDA.b #$07 : STA.w SprTimerA, X STZ.b $5E JSL Sprite_RepelDash LDA.w SprTimerB, X : BNE .CancelHookshot LDA.w SprX, X : AND #$F8 : STA.w SprX, X LDA.w SprY, X : AND #$F8 : STA.w SprY, X RTS .CancelHookshot: JSL Sprite_CancelHookshot RTS .wrong_direction ; Link is pushing from wrong side - just repel, don't move block JSL Sprite_RepelDash RTS .NotInContact: ; Not in contact - only clear direction if block has stopped moving LDA.w SprXSpeed, X : ORA.w SprYSpeed, X : BNE .still_moving STZ.w SprMiscA, X ; Block stopped, allow new direction .still_moving LDA.w SprTimerA, X : BNE .delay_timer LDA.b #$0D : STA.w SprTimerB, X .delay_timer RTS } ; ========================================================= ; Apply Push - Sets block velocity based on Link's facing direction ; Only applies if cached direction matches current facing ; ========================================================= Sprite_ApplyPush: { ; Only apply the push if the facing direction ; and pushing direction agree with each other LDA.w SprMiscA, X : CMP.b $26 : BEQ .push RTS .push LDA $26 : CMP.b #$01 : BEQ .push_right CMP.b #$02 : BEQ .push_left CMP.b #$04 : BEQ .push_down CMP.b #$08 : BEQ .push_up .push_right LDA #16 : STA.w SprXSpeed, X : STZ.w SprYSpeed, X JMP + .push_left LDA #-16 : STA.w SprXSpeed, X : STZ.w SprYSpeed, X JMP + .push_down LDA #16 : STA.w SprYSpeed, X : STZ.w SprXSpeed, X JMP + .push_up LDA #-16 : STA.w SprYSpeed, X : STZ.w SprXSpeed, X + RTS } ; ========================================================= ; Validate Push Side - Anti-cheat for push direction ; ========================================================= ; Prevents players from manipulating the block by changing ; direction while in contact. Uses Sprite_DirectionToFacePlayer ; to determine Link's actual position relative to the block, ; then validates that his facing direction ($26) is appropriate. ; ; Example: If Link is standing to the RIGHT of the block, ; he must be facing LEFT ($02) to push it leftward. ; ; Returns: Carry set = valid push, Carry clear = invalid push ; Link facing ($26): $01 = right, $02 = left, $04 = down, $08 = up ; Sprite_DirectionToFacePlayer returns Y: ; Y=0: Link is to the right of sprite -> must face left ($02) ; Y=1: Link is to the left of sprite -> must face right ($01) ; Y=2: Link is below sprite -> must face up ($08) ; Y=3: Link is above sprite -> must face down ($04) ; ========================================================= IceBlock_ValidatePushSide: { JSL Sprite_DirectionToFacePlayer ; Y = Link's position relative to block LDA.b $26 ; A = Link's facing direction CPY.b #$00 : BEQ .link_is_right CPY.b #$01 : BEQ .link_is_left CPY.b #$02 : BEQ .link_is_below CPY.b #$03 : BEQ .link_is_above BRA .invalid ; Unknown direction .link_is_right CMP.b #$02 : BEQ .valid ; Must face left BRA .invalid .link_is_left CMP.b #$01 : BEQ .valid ; Must face right BRA .invalid .link_is_below CMP.b #$08 : BEQ .valid ; Must face up BRA .invalid .link_is_above CMP.b #$04 : BEQ .valid ; Must face down (fall through to invalid) .invalid CLC RTS .valid SEC RTS } ; ========================================================= ; Helper Routines ; ========================================================= ; Check if the tile beneath the sprite is the sliding ice ; Currently unused as it doesnt play well with the hitbox choices IceBlock_CheckForGround: { LDA.w SprY, X : CLC : ADC.b #$08 : STA.b $00 LDA.w SprYH, X : ADC.b #$00 : STA.b $01 LDA.w SprX, X : STA.b $02 LDA.w SprXH, X : ADC.b #$00 : STA.b $03 LDA.w SprFloor, X PHY JSL Sprite_GetTileAttr PLY LDA.w $0FA5 : CMP.b #$0E : BNE .stop SEC RTS .stop STZ.w SprXSpeed, X STZ.w SprYSpeed, X CLC RTS } Sprite_IceBlock_CheckForSwitch: { ; Check center point of block for switch tile LDA.w SprY, X : CLC : ADC.b #$08 : STA.b $00 LDA.w SprYH, X : ADC.b #$00 : STA.b $01 LDA.w SprX, X : CLC : ADC.b #$08 : STA.b $02 LDA.w SprXH, X : ADC.b #$00 : STA.b $03 LDA.w SprFloor, X JSL Sprite_GetTileAttr LDA.w $0FA5 CMP.b #$23 : BEQ .on_switch CMP.b #$24 : BEQ .on_switch CMP.b #$25 : BEQ .on_switch CMP.b #$3B : BEQ .on_switch CLC RTS .on_switch SEC RTS } ; Block other sprites from passing through this block ; Applies recoil to sprites that collide with the ice block Statue_BlockSprites: { LDY.b #$0F .next ; SPRITE 1C LDA.w SprType, Y : CMP.b #$1C : BEQ .skip CPY.w SprSlot : BEQ .skip TYA : EOR.b $1A : AND.b #$01 : BNE .skip LDA.w SprState, Y : CMP.b #$09 : BCC .skip LDA.w SprX, Y : STA.b $04 LDA.w SprXH, Y : STA.b $05 LDA.w SprY, Y : STA.b $06 LDA.w SprYH, Y : STA.b $07 REP #$20 LDA.w SprCachedX SEC : SBC.b $04 CLC : ADC.w #$000C : CMP.w #$0018 : BCS .skip LDA.w SprCachedY SEC : SBC.b $06 CLC : ADC.w #$000C : CMP.w #$0024 : BCS .skip SEP #$20 LDA.b #$04 : STA.w $0EA0, Y PHY LDA.b #$20 JSL Sprite_CheckSlopedTileCollision ; JSR Sprite_ProjectSpeedTowardsLocation PLY LDA.b $00 : STA.w SprYRecoil, Y LDA.b $01 : STA.w SprXRecoil, Y .skip SEP #$20 DEY BPL .next RTS } ; ========================================================= ; Drawing - Renders the 16x16 ice block using 4 8x8 tiles ; ========================================================= Sprite_IceBlock_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA $0DC0, X : CLC : ADC.w SprFrame, 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 ; Save current Tile Index? TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? ASL A : TAX 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 #$20 BCC .on_screen_y LDA.b #$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 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 RTS .start_index db $00 .nbr_of_tiles db 3 .x_offsets dw 0, 8, 0, 8 .y_offsets dw 0, 0, 8, 8 .chr db $E9, $E9, $E9, $E9 .properties db $24, $64, $A4, $E4 .sizes db $00, $00, $00, $00 }