; ========================================================= ; Portal Sprite ; ========================================================= !SPRID = Sprite_Portal !NbrTiles = 01 ; Number of tiles used in a frame !Harmless = 00 ; 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 Portal (can be 0 to 7) !Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Persist = 01 ; 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_Portal_Prep, Sprite_Portal_Long) Sprite_Portal_Long: { PHB : PHK : PLB JSR Sprite_Portal_Draw JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_Portal_Main .SpriteIsNotActive PLB RTL } Sprite_Portal_Prep: { PHB : PHK : PLB ; Persist outside of camera LDA #$00 : STA.w SprDefl, X LDA.w SprHitbox, X : AND.b #$C0 : STA.w SprHitbox, X STZ.w SprTileDie, X LDA.b #$FF : STA.w SprBulletproof, X PLB RTL } ; ========================================================= ; FREE RAM: 0x08 BluePortal_X = $7E06F8 BluePortal_Y = $7E06F9 OrangePortal_X = $7E06FA OrangePortal_Y = $7E06FB BlueActive = $7E06FC OrangeActive = $7E06FD ; OrangePortal_Y_Low = $7E06FE ; OrangePortal_Y_High = $7E06FF OrangeSpriteIndex = $7E0633 BlueSpriteIndex = $7E0632 Sprite_Portal_Main: { LDA.w SprAction, X JSL JumpTableLocal dw StateHandler dw BluePortal dw OrangePortal dw BluePortal_WarpDungeon dw OrangePortal_WarpDungeon dw BluePortal_WarpOverworld dw OrangePortal_WarpOverworld StateHandler: { JSR CheckForDismissPortal JSR RejectOnTileCollision LDA $7E0FA6 : BNE .BluePortal LDA #$01 : STA $0307 TXA : STA.w OrangeSpriteIndex LDA.w SprY, X : STA.w OrangePortal_X LDA.w SprX, X : STA.w OrangePortal_Y LDA.b #$01 : STA.w SprSubtype, X %GotoAction(2) RTS .BluePortal LDA #$02 : STA $0307 TXA : STA.w BlueSpriteIndex LDA.w SprY, X : STA.w BluePortal_X LDA.w SprX, X : STA.w BluePortal_Y LDA.b #$02 : STA.w SprSubtype, X %GotoAction(1) RTS } BluePortal: { %StartOnFrame(0) %PlayAnimation(0,1,8) LDA $11 : CMP.b #$2A : BNE .not_warped_yet STZ $11 .not_warped_yet CLC LDA.w SprTimerD, X : BNE .NoOverlap JSL Link_SetupHitBox JSL $0683EA ; Sprite_SetupHitbox_long JSL CheckIfHitBoxesOverlap : BCC .NoOverlap CLC LDA $1B : BEQ .outdoors %GotoAction(3) ; BluePortal_WarpDungeon .NoOverlap RTS .outdoors %GotoAction(5) ; BluePortal_WarpOverworld RTS } OrangePortal: { %StartOnFrame(2) %PlayAnimation(2,3,8) LDA $11 : CMP.b #$2A : BNE .not_warped_yet STZ $11 .not_warped_yet CLC LDA.w SprTimerD, X : BNE .NoOverlap JSL Link_SetupHitBox JSL $0683EA ; Sprite_SetupHitbox_long JSL CheckIfHitBoxesOverlap : BCC .NoOverlap CLC ; JSL $01FF28 ; Player_CacheStatePriorToHandler LDA $1B : BEQ .outdoors %GotoAction(4) ; OrangePortal_WarpDungeon .NoOverlap RTS .outdoors %GotoAction(6) ; OrangePortal_WarpOverworld RTS } BluePortal_WarpDungeon: { LDA $7EC184 : STA $20 LDA $7EC186 : STA $22 LDA $7EC188 : STA $0600 LDA $7EC18A : STA $0604 LDA $7EC18C : STA $0608 LDA $7EC18E : STA $060C PHX LDA.w OrangeSpriteIndex : TAX LDA #$40 : STA.w SprTimerD, X LDA.w SprY, X : STA $7EC184 STA.w BluePortal_Y LDA.w SprX, X : STA $7EC186 STA.w BluePortal_X PLX LDA #$14 : STA $11 %GotoAction(1) ; Return to BluePortal RTS } OrangePortal_WarpDungeon: { LDA $7EC184 : STA $20 LDA $7EC186 : STA $22 ; Camera Scroll Boundaries LDA $7EC188 : STA $0600 ; Small Room North LDA $7EC18A : STA $0604 ; Small Room South LDA $7EC18C : STA $0608 ; Small Room West LDA $7EC18E : STA $060C ; Small Room South PHX LDA.w BlueSpriteIndex : TAX LDA #$40 : STA.w SprTimerD, X LDA.w SprY, X : STA $7EC184 STA.w OrangePortal_Y LDA.w SprX, X : STA $7EC186 STA.w OrangePortal_X PLX LDA #$14 : STA $11 %GotoAction(2) ; Return to OrangePortal RTS } BluePortal_WarpOverworld: { LDA.w OrangePortal_X : STA $20 LDA.w OrangePortal_Y : STA $22 LDA $7EC190 : STA $0610 LDA $7EC192 : STA $0612 LDA $7EC194 : STA $0614 LDA $7EC196 : STA $0616 JSL ApplyLinksMovementToCamera PHX ; Infinite loop prevention protocol LDA.w OrangeSpriteIndex : TAX LDA #$40 : STA.w SprTimerD, X PLX LDA #$01 : STA $5D ;LDA #$2A : STA $11 %GotoAction(1) ; Return to BluePortal RTS } OrangePortal_WarpOverworld: { LDA.w BluePortal_X : STA $20 LDA.w BluePortal_Y : STA $22 LDA $7EC190 : STA $0610 LDA $7EC192 : STA $0612 LDA $7EC194 : STA $0614 LDA $7EC196 : STA $0616 JSL ApplyLinksMovementToCamera PHX LDA.w BlueSpriteIndex : TAX LDA #$40 : STA.w SprTimerD, X PLX LDA #$01 : STA $5D ;LDA #$2A : STA $11 %GotoAction(2) ; Return to BluePortal RTS } } CheckForDismissPortal: { LDA $06FE : CMP.b #$02 : BCC .return LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next PHX LDA.w BlueSpriteIndex : TAX STZ.w SprState, X DEC.w $06FE PLX .DespawnOrange PHX LDA.w OrangeSpriteIndex : TAX STZ.w SprState, X DEC.w $06FE PLX RTS .return INC $06FE ; This ticker needs to be reset when transitioning rooms and maps. RTS } RejectOnTileCollision: { LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01 LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03 ; Fetch tile attributes based on current coordinates LDA.b #$00 : JSL Sprite_GetTileAttr ; Load the tile index LDA $0FA5 : CLC : CMP.b #$00 : BEQ .not_out_of_bounds CMP.b #$48 : BEQ .not_out_of_bounds ; Clear the sprite and make an error sound LDA #$3C ; SFX2.3C Error beep STA $012E ; Queue sound effect LDA #$00 : STA.w SprState, X DEC $06FE .not_out_of_bounds RTS } Sprite_Portal_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer 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.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY PLX : DEX : BPL .nextTile PLX 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 $EE db $EE db $EE db $EE .properties db $24 db $64 db $22 db $62 }