Files
oracle-of-secrets/Sprites/Objects/ice_block.asm
2024-11-09 21:26:39 -05:00

461 lines
9.0 KiB
NASM

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