196 lines
3.3 KiB
NASM
196 lines
3.3 KiB
NASM
; Sea Zora NPC Handler
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Sprite_Zora_Long:
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{
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PHB : PHK : PLB
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; Check what Zora we are drawing
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REP #$30
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LDA.w ROOM : CMP.w #$0105 : BNE .not_princess
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SEP #$30
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JSR Sprite_ZoraPrincess_Draw
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LDA.b #$01 : STA.w SprMiscG, X
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JMP +
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.not_princess
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LDA.w WORLDFLAG : AND.w #$00FF : BEQ .eon_draw
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SEP #$30
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JSR Sprite_EonZora_Draw
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JSL Sprite_DrawShadow
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LDA.b #$02 : STA.w SprMiscG, X
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JMP +
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.eon_draw
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SEP #$30
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LDA.w SprSubtype, X : BNE .special_zora
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JSR Sprite_Zora_Draw
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JSL Sprite_DrawShadow
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STZ.w SprMiscG, X
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JMP +
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.special_zora
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JSR Sprite_EonZoraElder_Draw
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LDA.b #$03 : STA.w SprMiscG, X
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+
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Zora_Handler
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.SpriteIsNotActive
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PLB
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RTL
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}
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Sprite_Zora_Prep:
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{
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PHB : PHK : PLB
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PLB
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RTL
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}
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Sprite_Zora_Handler:
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{
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LDA.w SprMiscG, X
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CMP.b #$01 : BNE .not_princess
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JSR Sprite_ZoraPrincess_Main
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RTS
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.not_princess
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Sprite_Zora_Main
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dw Sprite_ZoraPrincess_Main
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dw Sprite_EonZora_Main
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dw Sprite_EonZoraElder_Main
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}
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Sprite_Zora_Main:
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{
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JSR Zora_TrackHeadToPlayer
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JSL Sprite_PlayerCantPassThrough
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JSR Zora_HandleDialogue
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Zora_Forward
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dw Zora_Right
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dw Zora_Left
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Zora_Forward:
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{
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%PlayAnimation(0,0,10)
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RTS
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}
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Zora_Right:
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{
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%PlayAnimation(1,1,10)
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RTS
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}
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Zora_Left:
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{
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%PlayAnimation(1,1,10)
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RTS
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}
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}
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Zora_TrackHeadToPlayer:
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{
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JSL Sprite_IsToRightOfPlayer : TAY : BEQ .right
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LDA.b #$00 : STA.w SprAction, X
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RTS
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.right
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LDA.b #$01 : STA.w SprAction, X
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RTS
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}
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Zora_HandleDialogue:
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{
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LDA.l Crystals : AND.b #$20 : BEQ +++
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%ShowSolicitedMessage($01A6)
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JMP +
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+++
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LDA.w SprAction, X : BEQ ++
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%ShowSolicitedMessage($01A5)
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JMP +
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++
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%ShowSolicitedMessage($01A4)
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+
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RTS
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}
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Sprite_Zora_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, $02, $04
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.nbr_of_tiles
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db 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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.y_offsets
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dw -8, 0
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dw -8, 0
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dw -8, 0
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.chr
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db $DE, $EE
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db $DC, $EC
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db $DC, $EC
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.properties
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db $35, $35
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db $35, $35
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db $75, $75
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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}
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