207 lines
5.1 KiB
NASM
207 lines
5.1 KiB
NASM
; =========================================================
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; Switch Track sprite
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!SPRID = Sprite_SwitchTrack
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 01 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long)
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Sprite_RotatingTrack_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_RotatingTrack_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_RotatingTrack_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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Sprite_RotatingTrack_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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; Setup Minecart position to look for tile IDs
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; We use AND #$F8 to clamp to a 8x8 grid.
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; Subtract 8 from the Y position to get the tile right above instead.
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LDA.w SprY, X : AND #$F8 : SEC : SBC.b #$08 : STA.b $00
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LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : AND #$F8 : STA.b $02
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LDA.w SprXH, X : STA.b $03
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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr
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LDA.w SPRTILE : SEC : SBC.b #$D0 : STA.w SprAction, X
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PLB
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RTL
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}
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; =========================================================
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; Modes
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; 0 = TopLeft -> TopRight
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; 1 = TopRight -> BottomRight
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; 2 = BottomRight -> BottomLeft
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; 3 = BottomLeft -> TopLeft
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; The state of each switch. Up to $0250 used which is all free ram.
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SwitchRam = $0230
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Sprite_RotatingTrack_Main:
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{
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; Get the subtype of the track so that we can get its on/off state.
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LDA.w SprSubtype, X : TAY
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw TopLeftToTopRight
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dw BottomLeftToTopLeft
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dw TopRightToBottomRight
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dw BottomRightToBottomLeft
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; 00 = TopLeft -> TopRight
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TopLeftToTopRight:
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{
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LDA.w SwitchRam, Y : BNE .part2
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LDA.b #$00 : STA.w SprFrame, X
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RTS
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.part2
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LDA.b #$01 : STA.w SprFrame, X
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RTS
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}
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; 01 = BottomLeft -> TopLeft
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BottomLeftToTopLeft:
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{
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LDA.w SwitchRam, Y : BNE .part2_c
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LDA.b #$03 : STA.w SprFrame, X
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RTS
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.part2_c
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LDA.b #$00 : STA.w SprFrame, X
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RTS
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}
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; 02 = TopRight -> BottomRight
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TopRightToBottomRight:
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{
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LDA.w SwitchRam, Y : BNE .part2_a
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LDA.b #$01 : STA.w SprFrame, X
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RTS
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.part2_a
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LDA.b #$02 : STA.w SprFrame, X
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RTS
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}
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; 03 = BottomRight -> BottomLeft
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BottomRightToBottomLeft:
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{
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LDA.w SwitchRam, Y : BEQ .part2_b
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LDA.b #$03 : STA.w SprFrame, X
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RTS
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.part2_b
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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_RotatingTrack_Draw:
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{
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JSL Sprite_PrepOamCoord
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LDA.b #$04 : JSL OAM_AllocateFromRegionB
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LDA $0DC0, X : CLC : ADC $0D90, 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 : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : 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.b #$02 : 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, $01, $02, $03
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.nbr_of_tiles
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db 0, 0, 0, 0
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.chr
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db $44
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db $44
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db $44
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db $44
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.properties
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db $3D
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db $7D
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db $FD
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db $BD
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}
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