Files
oracle-of-secrets/Core/sprite_macros.asm
2024-12-22 20:43:03 -05:00

390 lines
8.9 KiB
NASM

; Write Sprite Properties in the rom MACRO
macro Set_Sprite_Properties(SprPrep, SprMain)
{
pushpc ; Save writing Position for the sprite
org $0DB080+!SPRID ; Oam Harmless ($0E40)
db ((!Harmless<<7)|(!HVelocity<<6)|!NbrTiles)
org $0DB173+!SPRID ; Sprite HP ($0E50)
db !Health
org $0DB266+!SPRID ; Sprite Damage ($0CD2)
db !Damage
org $0DB359+!SPRID ; Sprite Data ($0E60 / $0F50)
db ((!DeathAnimation<<7)|(!ImperviousAll<<6)|(!SmallShadow<<5)|(!Shadow<<4)|(!Palette<<1))
org $0DB44C+!SPRID ; Sprite Hitbox ($0F60)
db ((!CollisionLayer<<7)|(!Statis<<6)|(!Persist<<5)|(!Hitbox))
org $0DB53F+!SPRID ; Sprite Fall ($0B6B)
db ((!DeflectArrow<<3)|(!Boss<<1)|!CanFall)
org $0DB632+!SPRID ; Sprite Prize ($0BE0)
db ((!Interaction<<7)|(!WaterSprite<<6)|(!Blockable<<5)|(!Sound<<4)|!Prize)
org $0DB725+!SPRID ; Sprite ($0CAA)
db ($40|(!Statue<<5)|(!DeflectProjectiles<<4)|(!ImpervSwordHammer<<2)|(!ImperviousArrow<<1))
org $069283+(!SPRID*2) ; Vanilla Sprite Main Pointer
dw NewMainSprFunction
org $06865B+(!SPRID*2) ; Vanilla Sprite Prep Pointer
dw NewSprPrepFunction
org NewSprRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
dl <SprMain>
org NewSprPrepRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
dl <SprPrep>
pullpc ; Get back the writing position for the sprite
}
endmacro
macro loop(body, ...)
!x #= 0
while !x < sizeof(...)
!x #= !x+1
endwhile
endmacro
macro sta(...)
%loop(STA, ...)
endmacro
macro sta_x(...)
%loop(STA.w, ..., X)
endmacro
macro accum16()
REP #$20
endmacro
macro accum8()
SEP #$20
endmacro
macro index16()
REP #$10
endmacro
macro index8()
SEP #$10
endmacro
macro GotoAction(action)
LDA.b #<action> : STA.w SprAction, X
endmacro
macro SetFrame(frame)
LDA.b #<frame> : STA.w SprFrame, X
endmacro
macro JumpTable(index, ...)
LDA.w <index>
JSL JumpTableLocal
!a #= 0
while !a < sizeof(...)
dw <...[!a]>
!a #= !a+1
endwhile
endmacro
macro SetMode(bit_mode)
if <bit_mode> == "16bit"
REP #$30
elseif <bit_mode> == "8bit"
SEP #$30
endif
endmacro
macro ScopedMode(bit_mode, body)
if <bit_mode> == "16bit"
%SetMode("16bit")
<body>
%SetMode("8bit")
elseif <bit_mode> == "8bit"
%SetMode("8bit")
<body>
%SetMode("16bit")
endif
endmacro
macro SpriteJumpTable(...)
LDA.w SprAction, X
JSL JumpTableLocal
!a #= 0
while !a < sizeof(...)
dw <...[!a]>
!a #= !a+1
endwhile
endmacro
macro SetFlag(flag_addr, bit_pos)
LDA.b flag_addr
ORA.b #(1 << bit_pos)
STA.b flag_addr
endmacro
macro ClearFlag(flag_addr, bit_pos)
LDA.b flag_addr
AND.b #~(1 << bit_pos)
STA.b flag_addr
endmacro
macro ToggleFlag(flag_addr, bit_pos)
LDA.b flag_addr
EOR.b #(1 << bit_pos)
STA.b flag_addr
endmacro
macro CheckFlag(flag_addr, bit_pos, set_label, clear_label)
LDA.b flag_addr
AND.b #(1 << bit_pos)
BEQ clear_label
BRA set_label
endmacro
macro CheckFlagLong(flag_addr, bit_pos, set_label, clear_label)
LDA.l flag_addr
AND.b #(1 << bit_pos)
BEQ clear_label
BRA set_label
endmacro
; Increase the sprite frame every (frames_wait) frames
; reset to (frame_start) when reaching (frame_end)
; This is using SprTimerB
macro PlayAnimation(frame_start, frame_end, frame_wait)
LDA.w SprTimerB, X : BNE +
LDA.w SprFrame, X : INC : STA.w SprFrame, X
CMP.b #<frame_end>+1 : BCC .noframereset
LDA.b #<frame_start> : STA.w SprFrame, X
.noframereset
LDA.b #<frame_wait> : STA.w SprTimerB, X
+
endmacro
macro PlayAnimBackwards(frame_start, frame_end, frame_wait)
LDA.w SprTimerB, X : BNE +
LDA.w SprFrame, X : DEC : STA.w SprFrame, X
CMP.b #<frame_end> : BCS .noframereset
LDA.b #<frame_start> : STA.w SprFrame, X
.noframereset
LDA.b #<frame_wait> : STA.w SprTimerB, X
+
endmacro
macro StartOnFrame(frame)
LDA.w SprFrame, x : CMP.b #<frame> : BCS +
LDA.b #<frame> : STA.w SprFrame, x
+
endmacro
; Show message if the player is facing toward sprite and pressing A
; Return Carry Set if message is displayed
; can use BCC .label <> .label to see if message have been displayed
macro ShowSolicitedMessage(message_id)
LDY.b #(<message_id>)>>8
LDA.b #<message_id>
JSL Sprite_ShowSolicitedMessageIfPlayerFacing
endmacro
macro ShowMessageOnContact(message_id)
LDY.b #(<message_id>)>>8
LDA.b #<message_id>
JSL $05E1F0 ; Sprite_ShowMessageOnContact
endmacro
; Show message no matter what (should not be used without code condition)
macro ShowUnconditionalMessage(message_id)
LDY.b #(<message_id>)>>8
LDA.b #<message_id>
JSL Sprite_ShowMessageUnconditional
endmacro
; Make the sprite move towards the player at a speed of (speed)
macro MoveTowardPlayer(speed)
LDA.b #<speed>
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_MoveLong
endmacro
; Prevent the player from passing through sprite hitbox
macro PlayerCantPassThrough()
JSL Sprite_PlayerCantPassThrough
endmacro
; Do damage to player on contact if sprite is on same layer as player
macro DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayerSameLayer
endmacro
; Set harmless flag, 0 = harmful, 1 = harmless
macro SetHarmless(value)
LDA.w SprNbrOAM, X
AND #$7F
if <value> != 0
ORA.b #(<value>)<<7
endif
STA.w SprNbrOAM, X
endmacro
; Set Room Flag (Chest 6)
; Do not use if you have more than 5 chests or a small key under a pot
; in that room unless you want it to be already opened/taken
macro SetRoomFlag(value)
if <value> != 0
LDA $0403 : ORA #$20 : STA $0403
else
LDA $0403 : AND #$DF : STA $0403
endif
endmacro
; Will prevent the player from moving or opening his menu
macro PreventPlayerMovement()
LDA #$01 : STA $02E4
endmacro
; Will allow the player to move or open his menu
macro AllowPlayerMovement()
STZ.w $02E4
endmacro
; Enter 16bit mode
macro Set16bitmode()
REP #$30
endmacro
; Enter 8bit mode
macro Set8bitmode()
SEP #$30
endmacro
; This is a 16 bit will load A with current rupee count
; to use with instructions CMP and BCC/BCS
macro GetPlayerRupees()
LDA $7EF360
endmacro
; Set the velocity Y of the sprite at (speed) value
; this require the use of the function JSL Sprite_MoveLong
macro SetSpriteSpeedY(speed)
LDA.b #<speed> : STA.w SprYSpeed, x
endmacro
; Set the velocity X of the sprite at (speed) value
; this require the use of the function JSL Sprite_MoveLong
macro SetSpriteSpeedX(speed)
LDA.b #<speed> : STA.w SprXSpeed, x
endmacro
; Will play a sound SFX 1 See Zelda_3_RAM.log for more informations
macro PlaySFX1(sfxid)
LDA.b #<sfxid> : STA $012E
endmacro
; Will play a sound SFX 2 See Zelda_3_RAM.log for more informations
macro PlaySFX2(sfxid)
LDA.b #<sfxid> : STA $012F
endmacro
; Will play a music See Zelda_3_RAM.log for more informations
macro PlayMusic(musicid)
LDA.b #<musicid> : STA $012C
endmacro
; Will set the timer A to wait (length) amount of frames
macro SetTimerA(length)
LDA.b #<length> : STA.w SprTimerA, X
endmacro
; Will set the timer B to wait (length) amount of frames
macro SetTimerB(length)
LDA.b #<length> : STA.w SprTimerB, X
endmacro
; Will set the timer C to wait (length) amount of frames
macro SetTimerC(length)
LDA.b #<length> : STA.w SprTimerC, X
endmacro
; Will set the timer D to wait (length) amount of frames
macro SetTimerD(length)
LDA.b #<length> : STA.w SprTimerD, X
endmacro
; Will set the timer E to wait (length) amount of frames
macro SetTimerE(length)
LDA.b #<length> : STA.w SprTimerE, X
endmacro
; Will set the timer F to wait (length) amount of frames
macro SetTimerF(length)
LDA.b #<length> : STA.w SprTimerF, X
endmacro
macro ErrorBeep()
LDA.b #$3C : STA.w $012E ; Error beep
endmacro
macro NextAction()
INC $0D80, X
endmacro
macro GetTilePos(x, y)
LDX.w #((<y>*$80)+(<x>*$02))
endmacro
macro SetupDistanceFromSprite()
LDA.w POSX : STA $02
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
endmacro
macro DrawSprite()
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY
LDA.w .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08
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 #$20
BCC .on_screen_y
; Put the sprite out of the way
LDA.b #$F0 : STA ($90), Y : 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 : ORA $08 : 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
}
endmacro