Files
oracle-of-secrets/Sprites/minecart.asm
2023-11-17 20:27:06 -05:00

716 lines
18 KiB
NASM

;==============================================================================
; 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 = 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 = 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_Minecart_Prep, Sprite_Minecart_Long)
;==============================================================================
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
}
;==============================================================================
; $0DE0[0x10] - (Sprite) ;functions
; udlr
; 0 - up
; 1 - down
; 2 - left
; 3 - right
!MinecartSpeed = 20
!MinecartDirection = $012B
Sprite_Minecart_Prep:
{
PHB : PHK : PLB
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X ; SprY adjustment
LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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?
STZ.w $012B
LDA SprSubtype, X : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south
CMP.b #$03 : BEQ .west
.north
LDA #$01 : STA !MinecartDirection
%GotoAction(1) ; Minecart_MoveNorth
JMP .done
.east
%GotoAction(0) ; Minecart_MoveEast
JMP .done
.south
%GotoAction(1) ; Minecart_MoveSouth
JMP .done
.west
%GotoAction(0) ; Minecart_MoveWest
.done
PLB
RTL
}
;==============================================================================
macro HandlePlayerCamera()
LDA $22 : SEC : SBC $3F : STA $31
LDA $20 : SEC : SBC $3E : STA $30
PHX
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
JSL Player_HaltDashAttack
PLX
endmacro
Sprite_Minecart_Main:
{
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction
dw Minecart_WaitHoriz ; 0x00
dw Minecart_WaitVert ; 0x01
dw Minecart_MoveNorth ; 0x02
dw Minecart_MoveEast ; 0x03
dw Minecart_MoveSouth ; 0x04
dw Minecart_MoveWest ; 0x05
dw Minecart_Release ; 0x06
; ---------------------------------------------------------------------------
; 0x01
Minecart_WaitHoriz:
{
%PlayAnimation(0,1,8)
LDA SprTimerA, X : BNE .not_ready
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
LDA !MinecartDirection : BNE .opposite_direction
%GotoAction(5) ; Minecart_MoveWest
RTS
.opposite_direction
%GotoAction(3) ; Minecart_MoveEast
.not_on_platform
.not_ready
RTS
}
; ---------------------------------------------------------------------------
; 0x02
Minecart_WaitVert:
{
%PlayAnimation(2,3,8)
LDA SprTimerA, X : BNE .not_ready
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
LDA !MinecartDirection : BNE .opposite_direction
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.opposite_direction
LDA #$00 : STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
.not_on_platform
.not_ready
RTS
}
; ---------------------------------------------------------------------------
; 0x03
Minecart_MoveNorth:
{
%PlayAnimation(2,3,8)
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
JSL Sprite_MoveVert
; LDA SprY, X : SEC : SBC #$04 : STA $20
; LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
RTS
}
; ---------------------------------------------------------------------------
; 0x04
Minecart_MoveEast:
{
%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
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
RTS
}
; ---------------------------------------------------------------------------
; 0x05
Minecart_MoveSouth:
{
%PlayAnimation(2,3,8)
LDA.b #!MinecartSpeed : STA SprYSpeed, X
JSL Sprite_MoveVert
; LDA SprY, X : SEC : SBC #$04 : STA $20
; LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
LDA $40 : SEC : SBC.b #$FF : STA $40
LDA $68 : SEC : SBC.b #$FF : STA $68
RTS
}
; ---------------------------------------------------------------------------
; 0x06
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
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
RTS
}
; ---------------------------------------------------------------------------
; 0x07
Minecart_Release:
{
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
LDA SprTimerD, X : BNE .not_ready
%GotoAction(0)
.not_ready
RTS
}
}
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
endmacro
macro SwapSubtype()
LDA SprSubtype, X ; Load the current direction subtype
; Assume the new direction is opposite to the current direction.
; This is just an example, adjust the logic as needed.
EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
STA SprSubtype, X ; Store the new direction subtype
endmacro
HandleTileDirections:
{
; Setup Minecart position to look for tile IDs
LDA.w SprY, X : STA.b $00 : LDA.w SprYH, X : STA.b $01
LDA.w SprX, X : 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 #$01 : BNE .not_out_of_bounds
LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release
RTS
.not_out_of_bounds
; Check if the tile is a stop tile
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
.check_stop
CLC : CMP.b #$B7 : BEQ .stop_north
CLC : CMP.b #$B8 : BEQ .stop_south
CLC : CMP.b #$B9 : BEQ .stop_east
CLC : CMP.b #$BA : BEQ .stop_west
JMP .check_for_movement ; if none of the above, continue with normal logic
.stop_north
; Set the new direction to north and flip the cart's orientation
LDA.b South : STA SprSubtype, X
STZ.w !MinecartDirection
JMP .go_vert
.stop_south
; Set the new direction to south and flip the cart's orientation
LDA.b North : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
.go_vert
%SetTimerA($40)
%StopCart()
%GotoAction(1) ; Minecart_WaitVert
RTS
.stop_east
; Set the new direction to east and flip the cart's orientation
LDA.b West : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
JMP .go_horiz
.stop_west
; Set the new direction to west and flip the cart's orientation
LDA.b East : STA SprSubtype, X
STZ.w !MinecartDirection
.go_horiz
%SetTimerA($40)
%StopCart()
%GotoAction(0) ; Minecart_WaitHoriz
RTS
; ---------------------------------------------------------------------------
.check_for_movement
; Check for movement tiles
CLC : CMP.b #$B2 : BEQ .check_direction
CLC : CMP.b #$B3 : BEQ .check_direction
CLC : CMP.b #$B4 : BEQ .check_direction
CLC : CMP.b #$B5 : BEQ .check_direction
JMP .done
; Create a composite index based on current direction and tile type
LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
TAY ; Transfer to Y to use as an offset for the rows
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC
ADC.w .DirectionTileLookup, Y ; Add the row and column offsets to index into the lookup table
TAY
; Direction to move on tile collision
; 00 - stop or nothing
; 01 - north
; 02 - east
; 03 - south
; 04 - west
North = $00
East = $01
South = $02
West = $03
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.check_direction
LDA SprSubtype, X
BNE .not_zero
.not_zero
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
TAY
LDA.w .DirectionTileLookup, Y
TAY
.execute_action
CPY #$01 : BEQ .move_north
CPY #$02 : BEQ .move_east
CPY #$03 : BEQ .move_south
CPY #$04 : BEQ .move_west
JMP .done
.move_north
LDA #$00 : STA SprSubtype, X
STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.move_east
LDA #$01 : STA SprSubtype, X
LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.move_south
LDA #$02 : STA SprSubtype, X
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.move_west
LDA #$03 : STA SprSubtype, X
LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest
.done
RTS
.tile_ids
; db $B0 ; - Horiz
; db $B1 ; | Vert
; TL, BL, TR, BR
db $B2, $B3, $B4, $B5
; db $B8 Stop North
; db $B9 Stop South
; db $BA Stop East
; db $BB Stop West
; db $BE ; + any direction
}
;==============================================================================
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 #$0002 : 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
}