;============================================================================== ; Sprite Properties ;============================================================================== !SPRID = $BE ; The sprite ID you are overwriting (HEX) !NbrTiles = 08 ; Number of tiles used in a frame !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 = 00 ; 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 = 00 ; 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 = 00 ; 01 = Sprite is statue !DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles !ImperviousArrow = 00 ; 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_Minecart_Prep, Sprite_Minecart_Long) ;============================================================================== print "Minecart: ", pc Sprite_Minecart_Long: { PHB : PHK : PLB JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Minecart_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ;============================================================================== Sprite_Minecart_Prep: { PHB : PHK : PLB ; Adjust the Y position so it aligns with the tracks. LDA #$00 : STA $0CAA, X LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment LDA #$04 : STA $0E40, X ; Nbr Oam Entries LDA #$40 : STA $0E60, x ; Impervious props LDA #$E0 : STA $0F60, X ; Persist LDA #$00 : STA $0CD2, X ; No bump damage LDA #$00 : STA $0B6B, X ; Set interactive hitbox? PLB RTL } ;============================================================================== macro HandlePlayerCamera() PHX JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry JSL $07F42F ; HandleIndoorCameraAndDoors_Long JSL Player_HaltDashAttack PLX endmacro !MinecartSpeed = 20 Sprite_Minecart_Main: { LDA.w SprAction, X ; Load the SprAction JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in dw Minecart_Adjust ; 0x00 dw Minecart_WaitHoriz ; 0x01 dw Minecart_WaitVert ; 0x02 dw Minecart_MoveWest ; 0x03 dw Minecart_MoveNorth ; 0x04 dw Minecart_MoveSouth ; 0x05 dw Minecart_MoveEast ; 0x06 Minecart_Adjust: { %PlayAnimation(0,1,8) LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment ; Store the Subtype in SprMiscB ; This will be set by the editor to decide if it ; should be oriented horizontally or vertically. LDA $0E30, X : STA $0DB0, X LDA #$40 : STA $0E00, X ; Set SprTimerB LDA SprMiscB, X : CMP #$00 : BNE .not_horiz INC $0D80, X ; Minecart_WaitHoriz RTS .not_horiz %GotoAction(2) ; Minecart_WaitVert RTS } Minecart_WaitHoriz: { %PlayAnimation(0,1,8) JSR CheckIfPlayerIsOn : BCC .not_on_platform JSL Player_HaltDashAttack ; Stop the player from dashing LDA #$02 : STA $02F5 ; Somaria platform and moving LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos %GotoAction(3) ; Minecart_MoveWest .not_on_platform RTS } Minecart_WaitVert: { %PlayAnimation(2,3,8) JSR CheckIfPlayerIsOn : BCC .not_on_platform JSL Player_HaltDashAttack ; Stop the player from dashing LDA #$02 : STA $02F5 ; Somaria platform and moving LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos %GotoAction(4) ; Minecart_MoveNorth .not_on_platform RTS } Minecart_MoveWest: { %PlayAnimation(0,1,8) LDA.b #-!MinecartSpeed : STA $0D50, X JSL Sprite_MoveHoriz ; Make Link move with the minecart LDA SprX, X : STA $22 JSR DragPlayer ; Set Minecart sprite coords to look for tile attributes LDA.w $0D00, X : STA.b $00 LDA.w $0D20, X : STA.b $01 LDA.w $0D10, X : STA.b $02 LDA.w $0D30, X : STA.b $03 LDA.b #$00 : JSL Sprite_GetTileAttr ; Check for bottom left corner tile LDA $0FA5 : CMP.b #$B1 : BNE .continue %StartOnFrame(2) LDA #$00 : STA $0D50, X ; Reset X Speed INC $0D80, X ; Minecart_MoveNorth RTS .continue ; Check for top left corner, then go south LDA $0FA5 : CMP.b #$B2 : BNE .continue_b %StartOnFrame(2) LDA #$00 : STA $0D50, X ; Reset X Speed LDA $31 : CLC : ADC.b #$30 : STA $31 %GotoAction(5) ; Minecart_MoveSouth RTS .continue_b %HandlePlayerCamera() RTS } Minecart_MoveNorth: { %PlayAnimation(2,3,8) LDA.b #-!MinecartSpeed : STA $0D40, X JSL Sprite_MoveVert LDA SprY, X : SEC : SBC #$04 : STA $20 LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X JSR DragPlayer ; Setup Minecart position to look for tile IDs LDA.w $0D00, X : STA.b $00 LDA.w $0D20, X : STA.b $01 LDA.w $0D10, X : STA.b $02 LDA.w $0D30, X : STA.b $03 LDA.b #$00 : JSL Sprite_GetTileAttr ; Check for top right corner LDA $0FA5 : CMP.b #$B4 : BNE .continue LDA $0FDA : SEC : SBC #$0B : STA $20 %GotoAction(3) RTS .continue LDA $40 : SEC : SBC.b #$FF : STA $40 LDA $68 : SEC : SBC.b #$FF : STA $68 %HandlePlayerCamera() RTS } Minecart_MoveSouth: { %PlayAnimation(2,3,8) LDA.b #!MinecartSpeed : STA $0D40, X JSL Sprite_MoveVert LDA SprY, X : SEC : SBC #$04 : STA $20 LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X JSR DragPlayer LDA.w $0D00, X : STA.b $00 LDA.w $0D20, X : STA.b $01 LDA.w $0D10, X : STA.b $02 LDA.w $0D30, X : STA.b $03 LDA.b #$00 : JSL Sprite_GetTileAttr LDA $0FA5 : CMP.b #$B5 : BNE .continue LDA $0FDA : SEC : SBC #$0B : STA $20 %GotoAction(2) ; Minecart_MoveWest RTS .continue %HandlePlayerCamera() RTS } Minecart_MoveEast: { RTS } } ;============================================================================== DragPlayer: { LDY.w $0DE0, X LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w $0B7C : STA $0B7C LDA.w DragPlayer_drag_x_high, Y : ADC.w $0B7D : STA $0B7D LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F .SomariaPlatform_DragLink REP #$20 LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done BPL .x_too_low DEC $0B7C BRA .x_done .x_too_low INC $0B7C .x_done ; Changing the modifier adjusts links position in the cart LDA $0FDA : SEC : SBC.w #$0008 : CMP $20 : BEQ .y_done BPL .y_too_low DEC $0B7E BRA .y_done .y_too_low INC $0B7E .y_done SEP #$30 RTS .drag_x_high db 0, 0, -1, 0, -1 .drag_x_low db 0, 0, -1, 1, -1, 1, 1 .drag_y_low db -1, 1, 0, 0, -1, 1, -1, 1 .drag_y_high db -1, 0, 0, 0, -1, 0, -1, 0 ; .drag_x_high ; db 0, 0, -1, 0 ; .drag_x_low ; db 0, 0, -1, 1 ; .drag_y_low ; db -1, 1, 0, 0 ; .drag_y_high ; db -1, 0, 0, 0 } CheckIfPlayerIsOn: { REP #$20 LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown SEP #$21 RTS ;Return with carry setted .OutsideLeft .OutsideRight .OutsideDown .OutsideUp SEP #$20 CLC : RTS ;Return with carry cleared } ;============================================================================== Sprite_Minecart_DrawTop: { JSL Sprite_PrepOamCoord LDA #$18 JSL OAM_AllocateFromRegionB 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 ; 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, $02, $04, $06 .nbr_of_tiles db 1, 1, 1, 1 .x_offsets dw -8, 8 dw -8, 8 dw -8, 8 dw -8, 8 .y_offsets dw -12, -12 dw -11, -11 dw -8, -8 dw -7, -7 .chr db $40, $40 db $40, $40 db $42, $42 db $42, $42 .properties db $3D, $7D db $3D, $7D db $3D, $7D db $3D, $7D .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 } Sprite_Minecart_DrawBottom: { JSL Sprite_PrepOamCoord LDA #$18 JSL OAM_AllocateFromRegionC 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 ; 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, $02, $04, $06 .nbr_of_tiles db 1, 1, 1, 1 .x_offsets dw -8, 8 dw -8, 8 dw -8, 8 dw -8, 8 .y_offsets dw 4, 4 dw 5, 5 dw 8, 8 dw 9, 9 .chr db $60, $60 db $60, $60 db $62, $62 db $62, $62 .properties db $3D, $7D db $3D, $7D db $3D, $7D db $3D, $7D .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 } ;============================================================================== ; Camera Code copied from vanilla which is called by HandleIndoorCameraAndDoors ; Could be modified to be a custom Minecart camera which skips the dungeon ; small room scroll transitions. ; There's still some code left in bank02 not copied. !LinkCoordCacheY_High = $40 !LinkCoordCacheX_High = $41 ; Link's absolute coordinates ; TODO also used during attract (up through around $34) !POSY = $7E0020 !POSYH = $7E0021 !POSX = $7E0022 !POSXH = $7E0023 ; The difference in pixels Link moved on each axis !DIFFY = $7E0030 !DIFFX = $7E0031 ; Caches Link's coordinates for calculations during movement routines. !CALCYL = $7E003E !CALCXL = $7E003F !CALCYH = $7E0040 !CALCXH = $7E0041 ; Difference of coordinate high bytes for movement calculations. !DIFFYH = $7E0068 !DIFFXH = $7E0069 ; Camera scroll boundaries for big (B) and small (A) rooms in directions NSEW !SCROLLAN = $7E0600 !SCROLLANH = $7E0601 !SCROLLBN = $7E0602 !SCROLLBNH = $7E0603 !SCROLLAS = $7E0604 !SCROLLASH = $7E0605 !SCROLLBS = $7E0606 !SCROLLBSH = $7E0607 !SCROLLAW = $7E0608 !SCROLLAWH = $7E0609 !SCROLLBW = $7E060A !SCROLLBWH = $7E060B !SCROLLAE = $7E060C !SCROLLAEH = $7E060D !SCROLLBE = $7E060E !SCROLLBEH = $7E060F ; Called by HandleIndoorCameraAndDoors if Link is not in a doorway. ApplyLinksMovementToCamera: PHB : PHK : PLB LDA.b $21 : SEC : SBC.b $40 : STA.b $68 LDA.b $23 : SEC : SBC.b $41 : STA.b $69 ; you already have it, doofus LDA.b $69 : BEQ .check_y_movement BMI .moved_left .moved_right JSL AdjustQuadrantAndCamera_right BRA .check_y_movement .moved_left JSL AdjustQuadrantAndCamera_left .check_y_movement LDA.b $68 : BEQ .done BPL .moved_down .moved_up JSL AdjustQuadrantAndCamera_up PLB RTL .moved_down JSL AdjustQuadrantAndCamera_down .done PLB RTL QuadrantLayoutFlagBitfield: db $08, $04, $02, $01, $0C, $0C, $03, $03 db $0A, $05, $0A, $05, $0F, $0F, $0F, $0F Underworld_AdjustQuadrant: LDA.w $040E ORA.b $AA ORA.b $A9 STA.b $A8 RTS ;============================================================================== AdjustQuadrantAndCamera_right: LDA.b $A9 EOR.b #$01 STA.b $A9 JSR Underworld_AdjustQuadrant LDX.b #$08 JSR AdjustCameraBoundaries_DownOrRightQuadrant ;============================================================================== SetAndSaveVisitedQuadrantFlags: LDA.b $A7 ASL A ASL A STA.b $00 LDA.b $A6 ASL A ORA.b $00 ORA.b $AA ORA.b $A9 TAX LDA.l QuadrantLayoutFlagBitfield, X ORA.w $0408 STA.w $0408 ;============================================================================== SaveVisitedQuadrantFlags: REP #$30 LDA.b $A0 ASL A TAX LDA.l $7EF000, X ORA.w $0408 STA.l $7EF000, X SEP #$30 RTL ;============================================================================== AdjustQuadrantAndCamera_left: LDA.b $A9 EOR.b #$01 STA.b $A9 JSR Underworld_AdjustQuadrant LDX.b #$08 JSR AdjustCameraBoundaries_UpOrLeftQuadrant BRA SetAndSaveVisitedQuadrantFlags ;============================================================================== AdjustQuadrantAndCamera_down: LDA.b $AA EOR.b #$02 STA.b $AA JSR Underworld_AdjustQuadrant LDX.b #$00 JSR AdjustCameraBoundaries_DownOrRightQuadrant BRA SetAndSaveVisitedQuadrantFlags ;============================================================================== AdjustQuadrantAndCamera_up: LDA.b $AA EOR.b #$02 STA.b $AA JSR Underworld_AdjustQuadrant LDX.b #$00 JSR AdjustCameraBoundaries_UpOrLeftQuadrant BRA SetAndSaveVisitedQuadrantFlags ;=================================================================================================== AdjustCameraBoundaries_DownOrRightQuadrant: REP #$20 LDA.w $0600, X CLC ADC.w #$0100 STA.w $0600, X LDA.w $0604, X CLC ADC.w #$0100 STA.w $0604, X SEP #$20 RTS ;=================================================================================================== AdjustCameraBoundaries_DownOrRightWholeRoom: REP #$20 LDA.w $0602, X CLC ADC.w #$0200 STA.w $0602, X LDA.w $0606, X CLC ADC.w #$0200 STA.w $0606, X SEP #$20 RTS ;=================================================================================================== AdjustCameraBoundaries_UpOrLeftQuadrant: REP #$20 LDA.w $0600, X SEC SBC.w #$0100 STA.w $0600, X LDA.w $0604, X SEC SBC.w #$0100 STA.w $0604, X SEP #$20 RTS ;=================================================================================================== AdjustCameraBoundaries_UpOrLeftWholeRoom: REP #$20 LDA.w $0602, X SEC SBC.w #$0200 STA.w $0602, X LDA.w $0606, X SEC SBC.w #$0200 STA.w $0606, X SEP #$20 RTL