121 lines
2.0 KiB
NASM
121 lines
2.0 KiB
NASM
Sprite_HyruleDream_Prep:
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{
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LDA.b ROOM : CMP.b #$51 : BEQ .king
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CMP.b #$60 : BEQ .soldier
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LDA.b #$00 : JMP .done
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.king
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LDA.b #$01 : JMP .done
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.soldier
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LDA.b #$02
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.done
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STA.w SprAction, X
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RTS
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}
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Sprite_HyruleDream_Main:
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{
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%SpriteJumpTable(Zelda_Idle,
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King_Idle,
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Soldier_Idle)
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Zelda_Idle:
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{
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STZ.w SprFrame, X
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RTS
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}
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King_Idle:
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{
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LDA.b #$01 : STA.w SprFrame, X
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RTS
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}
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Soldier_Idle:
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{
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LDA.b #$02 : STA.w SprFrame, X
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RTS
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}
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}
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Sprite_HyruleDream_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.w SprFrame, 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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.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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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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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 #$20
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BCC .on_screen_y
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LDA.b #$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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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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RTS
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.start_index
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db $00, $03, $07
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.nbr_of_tiles
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db 2, 3, 2
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.x_offsets
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dw -8, 8, 0
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dw -8, 8, -8, 8
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dw -4, 4, 0
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.y_offsets
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dw -4, -4, -14
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dw -16, -16, 0, 0
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dw -4, -4, -14
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.chr
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db $A8, $A8, $84
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db $8E, $8E, $AE, $AE
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db $A4, $A4, $A6
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.properties
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db $39, $79, $39
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db $39, $79, $39, $79
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db $39, $79, $39
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.sizes
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db $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02
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}
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