460 lines
9.1 KiB
NASM
460 lines
9.1 KiB
NASM
; Pushable Ice Block
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!SPRID = $D5; The sprite ID you are overwriting (HEX)
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 01 ; 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 = 00 ; 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 = 01 ; 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 = 00 ; 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 = 01 ; 01 = Sprite is statue
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!DeflectProjectiles = 01 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 01 ; 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_IceBlock_Prep, Sprite_IceBlock_Long);
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Sprite_IceBlock_Long:
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{
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PHB : PHK : PLB
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LDA.w SprMiscC, X : BEQ .not_being_pushed
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STZ.w SprMiscC, X
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STZ.b $5E : STZ.b $48
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.not_being_pushed
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LDA.w $0DF0, X : BEQ .retain_momentum
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LDA.b #$01 : STA.w SprMiscC, X
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LDA.b #$84 : STA $48
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LDA.b #$04 : STA.b $5E
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.retain_momentum
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JSR Sprite_IceBlock_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_IceBlock_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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Sprite_IceBlock_Prep:
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{
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PHB : PHK : PLB
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; Cache Sprite position
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LDA.w SprX, X : STA.w SprMiscD, X
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LDA.w SprY, X : STA.w SprMiscE, X
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LDA.w SprXH, X : STA.w SprMiscF, X
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LDA.w SprYH, X : STA.w SprMiscG, X
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STZ.w $0CAA, X
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PLB
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RTL
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}
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StatueDirection:
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db $04, $06, $00, $02
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StatuePressMask:
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db $01, $02, $04, $08
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StatueSpeed:
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.x
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db -16, 16 ; bleeds into next
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.y
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db 0, 0, -16, 16
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Sprite_IceBlock_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw MovementHandler
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dw NotInContact
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; 0x00
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MovementHandler:
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{
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%PlayAnimation(0, 0, 1)
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JSR Statue_BlockSprites
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JSL Sprite_CheckDamageFromPlayer
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BCC .no_damage
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LDA.w SprMiscD, X : STA.w SprX, X
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LDA.w SprMiscE, X : STA.w SprY, X
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LDA.w SprMiscF, X : STA.w SprXH, X
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LDA.w SprMiscG, X : STA.w SprYH, X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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.no_damage
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; JSR IceBlock_CheckForGround
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STZ.w $0642
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JSR Sprite_IceBlock_CheckForSwitch : BCC .no_switch
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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LDA.b #$01 : STA.w $0642
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.no_switch
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JSL Sprite_Move ; Sprite MoveXY
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JSL Sprite_Get_16_bit_Coords ; Get 16bit coords
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JSL Sprite_CheckTileCollision ; Check Tile collision
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JSL Sprite_CheckDamageToPlayerSameLayer
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BCC NotInContact
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JSR ApplyPush
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; Set timer
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LDA.b #$07 : STA.w $0DF0, X
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JSL $079291 ; Sprite_RepelDash_long
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LDA.w $0E00,X : BNE Statue_CancelHookshot
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; JSL Sprite_DirectionToFacePlayer
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; LDA.w StatueSpeed_x,Y
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; STA.w SprXSpeed,X
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; LDA.w StatueSpeed_y,Y
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; STA.w SprYSpeed,X
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; JSR Statue_HandleGrab
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LDA.w SprX, X : AND #$F0 : STA.w SprX, X
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LDA.w SprY, X : AND #$F0 : STA.w SprY, X
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RTS
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.not_in_contact
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%GotoAction(1)
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.dont_move
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RTS
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}
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Statue_CancelHookshot:
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{
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JSL $0FF540
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RTS
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}
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; 0x01
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NotInContact:
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{
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%PlayAnimation(0, 0, 1)
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LDA.w $0DF0,X : BNE .delay_timer
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LDA.b #$0D : STA.w $0E00,X
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.delay_timer
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REP #$20
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LDA.w SprCachedX
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SEC : SBC.b $22
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CLC : ADC.w #$0010
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CMP.w #$0023 : BCS .reset_contact
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LDA.w SprCachedY
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SEC : SBC.b $20
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CLC : ADC.w #$000C
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CMP.w #$0024 : BCS .reset_contact
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SEP #$30
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JSL Sprite_DirectionToFacePlayer
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; LDA.b $2F
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; CMP.w StatueDirection,Y : BNE .reset_contact
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; LDA.w $0372 : BNE .reset_contact
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; LDA.b #$01 : STA.w $02FA
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; LDA.b #$01 : STA.w SprFrame,X
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; LDA.w $0376 : AND.b #$02 : BEQ .exit
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; LDA.b $F0 : AND.w StatuePressMask,Y : BEQ .exit
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; LDA.b $30 : ORA.b $31 : BEQ .exit
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; TYA : EOR.b #$01 : TAY
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; LDA.w StatueSpeed_x,Y : STA.w SprXSpeed,X
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; LDA.w StatueSpeed_y,Y : STA.w SprYSpeed,X
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; JMP.w Statue_HandleGrab
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.reset_contact
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SEP #$30
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LDA.w SprFrame,X : BEQ .exit
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STZ.w SprFrame,X
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STZ.b $5E
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STZ.w $0376
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STZ.w $02FA
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LDA.b $50 : AND.b #$FE : STA.b $50
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.exit
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%GotoAction(0)
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RTS
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}
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ApplyPush:
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{
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LDA $26 : CMP.b #$01 : BEQ .push_right
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CMP.b #$02 : BEQ .push_left
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CMP.b #$04 : BEQ .push_down
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CMP.b #$08 : BEQ .push_up
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.push_right
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LDA #16 : STA.w SprXSpeed,X
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LDA #00 : STA.w SprYSpeed,X
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JMP .push_done
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.push_left
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LDA #-16 : STA.w SprXSpeed,X
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LDA #00 : STA.w SprYSpeed,X
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JMP .push_done
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.push_down
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LDA #00 : STA.w SprXSpeed,X
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LDA #16 : STA.w SprYSpeed,X
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JMP .push_done
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.push_up
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LDA #00 : STA.w SprXSpeed,X
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LDA #-16 : STA.w SprYSpeed,X
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.push_done
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RTS
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}
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}
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; Check if the tile beneath the sprite is the sliding ice
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; Currently unused as it doesnt play well with the hitbox choices
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IceBlock_CheckForGround:
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{
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LDA.w SprY,X : CLC : ADC.b #$08 : STA.b $00
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LDA.w SprYH,X : ADC.b #$00 : STA.b $01
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LDA.w SprX,X : STA.b $02
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LDA.w SprXH,X : ADC.b #$00 : STA.b $03
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LDA.w $0F20,X
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PHY
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JSL $06E87B ; GetTileType_long
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PLY
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LDA.w $0FA5
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CMP.b #$0E : BNE .stop
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SEC
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RTS
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.stop
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STZ.w SprXSpeed,X
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STZ.w SprYSpeed,X
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CLC
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RTS
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}
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Sprite_IceBlock_CheckForSwitch:
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{
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LDY.b #$03
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.next_tile
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LDA.w SprY,X : CLC : ADC.w .offset_y,Y : STA.b $00
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LDA.w SprYH,X : ADC.b #$00 : STA.b $01
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LDA.w SprX,X : CLC : ADC.w .offset_x,Y : STA.b $02
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LDA.w SprXH,X : ADC.b #$00 : STA.b $03
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LDA.w $0F20,X
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PHY
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JSL $06E87B ; GetTileType_long
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PLY
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LDA.w $0FA5
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CMP.w .tile_id+0 : BEQ .switch_tile
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CMP.w .tile_id+1 : BEQ .switch_tile
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CMP.w .tile_id+2 : BEQ .switch_tile
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CMP.w .tile_id+3 : BNE .fail
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.switch_tile
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DEY
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BPL .next_tile
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SEC
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RTS
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.fail
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CLC
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RTS
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.offset_x
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db 3, 12, 3, 12
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.offset_y
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db 3, 3, 12, 12
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.tile_id
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db $23, $24, $25, $3B
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}
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Statue_BlockSprites:
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{
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LDY.b #$0F
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.next
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LDA.w $0E20,Y
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CMP.b #$1C ; SPRITE 1C
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BEQ .skip
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CPY.w $0FA0
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BEQ .skip
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TYA
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EOR.b $1A
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AND.b #$01
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BNE .skip
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LDA.w $0DD0,Y
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CMP.b #$09
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BCC .skip
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LDA.w SprX,Y
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STA.b $04
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LDA.w SprXH,Y
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STA.b $05
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LDA.w SprY,Y
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STA.b $06
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LDA.w SprYH,Y
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STA.b $07
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REP #$20
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LDA.w SprCachedX
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SEC
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SBC.b $04
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CLC
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ADC.w #$000C
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CMP.w #$0018
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BCS .skip
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LDA.w SprCachedY
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SEC
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SBC.b $06
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CLC
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ADC.w #$000C
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CMP.w #$0024
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BCS .skip
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SEP #$20
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LDA.b #$04
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STA.w $0EA0,Y
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PHY
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LDA.b #$20
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JSL Sprite_CheckSlopedTileCollision ; JSR Sprite_ProjectSpeedTowardsLocation
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PLY
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LDA.b $00
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STA.w $0F30,Y
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LDA.b $01
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STA.w $0F40,Y
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.skip
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SEP #$20
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DEY
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BPL .next
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RTS
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}
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Sprite_IceBlock_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 $0DC0, X : CLC : ADC.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
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.nbr_of_tiles
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db 3
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.x_offsets
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dw 0, 8, 0, 8
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.y_offsets
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dw 0, 0, 8, 8
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.chr
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db $E9, $E9, $E9, $E9
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.properties
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db $24, $64, $A4, $E4
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.sizes
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db $00, $00, $00, $00
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} |