Files
oracle-of-secrets/Sprites/minecart.asm
2023-09-22 11:56:04 -04:00

798 lines
18 KiB
NASM

;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $BE ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; 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 = 00 ; 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 = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 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_Minecart_Prep, Sprite_Minecart_Long)
;==============================================================================
print "Minecart: ", pc
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
;==============================================================================
Sprite_Minecart_Prep:
{
PHB : PHK : PLB
; Adjust the Y position so it aligns with the tracks.
LDA #$00 : STA $0CAA, X
LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment
LDA #$04 : STA $0E40, X ; Nbr Oam Entries
LDA #$40 : STA $0E60, x ; Impervious props
LDA #$E0 : STA $0F60, X ; Persist
LDA #$00 : STA $0CD2, X ; No bump damage
LDA #$00 : STA $0B6B, X ; Set interactive hitbox?
PLB
RTL
}
;==============================================================================
macro HandlePlayerCamera()
PHX
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
JSL Player_HaltDashAttack
PLX
endmacro
!MinecartSpeed = 20
Sprite_Minecart_Main:
{
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
dw Minecart_Adjust ; 0x00
dw Minecart_WaitHoriz ; 0x01
dw Minecart_WaitVert ; 0x02
dw Minecart_MoveWest ; 0x03
dw Minecart_MoveNorth ; 0x04
dw Minecart_MoveSouth ; 0x05
dw Minecart_MoveEast ; 0x06
Minecart_Adjust:
{
%PlayAnimation(0,1,8)
LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment
; Store the Subtype in SprMiscB
; This will be set by the editor to decide if it
; should be oriented horizontally or vertically.
LDA $0E30, X : STA $0DB0, X
LDA #$40 : STA $0E00, X ; Set SprTimerB
LDA SprMiscB, X : CMP #$00 : BNE .not_horiz
INC $0D80, X ; Minecart_WaitHoriz
RTS
.not_horiz
%GotoAction(2) ; Minecart_WaitVert
RTS
}
Minecart_WaitHoriz:
{
%PlayAnimation(0,1,8)
JSR CheckIfPlayerIsOn : BCC .not_on_platform
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
%GotoAction(3) ; Minecart_MoveWest
.not_on_platform
RTS
}
Minecart_WaitVert:
{
%PlayAnimation(2,3,8)
JSR CheckIfPlayerIsOn : BCC .not_on_platform
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
%GotoAction(4) ; Minecart_MoveNorth
.not_on_platform
RTS
}
Minecart_MoveWest:
{
%PlayAnimation(0,1,8)
LDA.b #-!MinecartSpeed : STA $0D50, X
JSL Sprite_MoveHoriz
; Make Link move with the minecart
LDA SprX, X : STA $22
JSR DragPlayer
; Set Minecart sprite coords to look for tile attributes
LDA.w $0D00, X : STA.b $00
LDA.w $0D20, X : STA.b $01
LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03
LDA.b #$00 : JSL Sprite_GetTileAttr
; Check for bottom left corner tile
LDA $0FA5 : CMP.b #$B1 : BNE .continue
%StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed
INC $0D80, X ; Minecart_MoveNorth
RTS
.continue
; Check for top left corner, then go south
LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
%StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed
LDA $31 : CLC : ADC.b #$30 : STA $31
%GotoAction(5) ; Minecart_MoveSouth
RTS
.continue_b
%HandlePlayerCamera()
RTS
}
Minecart_MoveNorth:
{
%PlayAnimation(2,3,8)
LDA.b #-!MinecartSpeed : STA $0D40, X
JSL Sprite_MoveVert
LDA SprY, X : SEC : SBC #$04 : STA $20
LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
; Setup Minecart position to look for tile IDs
LDA.w $0D00, X : STA.b $00
LDA.w $0D20, X : STA.b $01
LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03
LDA.b #$00 : JSL Sprite_GetTileAttr
; Check for top right corner
LDA $0FA5 : CMP.b #$B4 : BNE .continue
LDA $0FDA : SEC : SBC #$0B : STA $20
%GotoAction(3)
RTS
.continue
LDA $40 : SEC : SBC.b #$FF : STA $40
LDA $68 : SEC : SBC.b #$FF : STA $68
%HandlePlayerCamera()
RTS
}
Minecart_MoveSouth:
{
%PlayAnimation(2,3,8)
LDA.b #!MinecartSpeed : STA $0D40, X
JSL Sprite_MoveVert
LDA SprY, X : SEC : SBC #$04 : STA $20
LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
LDA.w $0D00, X : STA.b $00
LDA.w $0D20, X : STA.b $01
LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03
LDA.b #$00 : JSL Sprite_GetTileAttr
LDA $0FA5 : CMP.b #$B5 : BNE .continue
LDA $0FDA : SEC : SBC #$0B : STA $20
%GotoAction(2) ; Minecart_MoveWest
RTS
.continue
%HandlePlayerCamera()
RTS
}
Minecart_MoveEast:
{
RTS
}
}
;==============================================================================
DragPlayer:
{
LDY.w $0DE0, X
LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w $0B7C : STA $0B7C
LDA.w DragPlayer_drag_x_high, Y : ADC.w $0B7D : STA $0B7D
LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E
LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F
.SomariaPlatform_DragLink
REP #$20
LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done
BPL .x_too_low
DEC $0B7C
BRA .x_done
.x_too_low
INC $0B7C
.x_done
; Changing the modifier adjusts links position in the cart
LDA $0FDA : SEC : SBC.w #$0008 : CMP $20 : BEQ .y_done
BPL .y_too_low
DEC $0B7E
BRA .y_done
.y_too_low
INC $0B7E
.y_done
SEP #$30
RTS
.drag_x_high
db 0, 0, -1, 0, -1
.drag_x_low
db 0, 0, -1, 1, -1, 1, 1
.drag_y_low
db -1, 1, 0, 0, -1, 1, -1, 1
.drag_y_high
db -1, 0, 0, 0, -1, 0, -1, 0
; .drag_x_high
; db 0, 0, -1, 0
; .drag_x_low
; db 0, 0, -1, 1
; .drag_y_low
; db -1, 1, 0, 0
; .drag_y_high
; db -1, 0, 0, 0
}
CheckIfPlayerIsOn:
{
REP #$20
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
SEP #$21
RTS ;Return with carry setted
.OutsideLeft
.OutsideRight
.OutsideDown
.OutsideUp
SEP #$20
CLC : RTS ;Return with carry cleared
}
;==============================================================================
Sprite_Minecart_DrawTop:
{
JSL Sprite_PrepOamCoord
LDA #$18
JSL OAM_AllocateFromRegionB
LDA $0DC0, X : CLC : ADC $0D90, 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, $02, $04, $06
.nbr_of_tiles
db 1, 1, 1, 1
.x_offsets
dw -8, 8
dw -8, 8
dw -8, 8
dw -8, 8
.y_offsets
dw -12, -12
dw -11, -11
dw -8, -8
dw -7, -7
.chr
db $40, $40
db $40, $40
db $42, $42
db $42, $42
.properties
db $3D, $7D
db $3D, $7D
db $3D, $7D
db $3D, $7D
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
Sprite_Minecart_DrawBottom:
{
JSL Sprite_PrepOamCoord
LDA #$18
JSL OAM_AllocateFromRegionC
LDA $0DC0, X : CLC : ADC $0D90, 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, $02, $04, $06
.nbr_of_tiles
db 1, 1, 1, 1
.x_offsets
dw -8, 8
dw -8, 8
dw -8, 8
dw -8, 8
.y_offsets
dw 4, 4
dw 5, 5
dw 8, 8
dw 9, 9
.chr
db $60, $60
db $60, $60
db $62, $62
db $62, $62
.properties
db $3D, $7D
db $3D, $7D
db $3D, $7D
db $3D, $7D
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
;==============================================================================
; Camera Code copied from vanilla which is called by HandleIndoorCameraAndDoors
; Could be modified to be a custom Minecart camera which skips the dungeon
; small room scroll transitions.
; There's still some code left in bank02 not copied.
!LinkCoordCacheY_High = $40
!LinkCoordCacheX_High = $41
; Link's absolute coordinates
; TODO also used during attract (up through around $34)
!POSY = $7E0020
!POSYH = $7E0021
!POSX = $7E0022
!POSXH = $7E0023
; The difference in pixels Link moved on each axis
!DIFFY = $7E0030
!DIFFX = $7E0031
; Caches Link's coordinates for calculations during movement routines.
!CALCYL = $7E003E
!CALCXL = $7E003F
!CALCYH = $7E0040
!CALCXH = $7E0041
; Difference of coordinate high bytes for movement calculations.
!DIFFYH = $7E0068
!DIFFXH = $7E0069
; Camera scroll boundaries for big (B) and small (A) rooms in directions NSEW
!SCROLLAN = $7E0600
!SCROLLANH = $7E0601
!SCROLLBN = $7E0602
!SCROLLBNH = $7E0603
!SCROLLAS = $7E0604
!SCROLLASH = $7E0605
!SCROLLBS = $7E0606
!SCROLLBSH = $7E0607
!SCROLLAW = $7E0608
!SCROLLAWH = $7E0609
!SCROLLBW = $7E060A
!SCROLLBWH = $7E060B
!SCROLLAE = $7E060C
!SCROLLAEH = $7E060D
!SCROLLBE = $7E060E
!SCROLLBEH = $7E060F
; Called by HandleIndoorCameraAndDoors if Link is not in a doorway.
ApplyLinksMovementToCamera:
PHB : PHK : PLB
LDA.b $21 : SEC : SBC.b $40 : STA.b $68
LDA.b $23 : SEC : SBC.b $41 : STA.b $69
; you already have it, doofus
LDA.b $69 : BEQ .check_y_movement
BMI .moved_left
.moved_right
JSL AdjustQuadrantAndCamera_right
BRA .check_y_movement
.moved_left
JSL AdjustQuadrantAndCamera_left
.check_y_movement
LDA.b $68 : BEQ .done
BPL .moved_down
.moved_up
JSL AdjustQuadrantAndCamera_up
PLB
RTL
.moved_down
JSL AdjustQuadrantAndCamera_down
.done
PLB
RTL
QuadrantLayoutFlagBitfield:
db $08, $04, $02, $01, $0C, $0C, $03, $03
db $0A, $05, $0A, $05, $0F, $0F, $0F, $0F
Underworld_AdjustQuadrant:
LDA.w $040E
ORA.b $AA
ORA.b $A9
STA.b $A8
RTS
;==============================================================================
AdjustQuadrantAndCamera_right:
LDA.b $A9
EOR.b #$01
STA.b $A9
JSR Underworld_AdjustQuadrant
LDX.b #$08
JSR AdjustCameraBoundaries_DownOrRightQuadrant
;==============================================================================
SetAndSaveVisitedQuadrantFlags:
LDA.b $A7
ASL A
ASL A
STA.b $00
LDA.b $A6
ASL A
ORA.b $00
ORA.b $AA
ORA.b $A9
TAX
LDA.l QuadrantLayoutFlagBitfield, X
ORA.w $0408
STA.w $0408
;==============================================================================
SaveVisitedQuadrantFlags:
REP #$30
LDA.b $A0
ASL A
TAX
LDA.l $7EF000, X
ORA.w $0408
STA.l $7EF000, X
SEP #$30
RTL
;==============================================================================
AdjustQuadrantAndCamera_left:
LDA.b $A9
EOR.b #$01
STA.b $A9
JSR Underworld_AdjustQuadrant
LDX.b #$08
JSR AdjustCameraBoundaries_UpOrLeftQuadrant
BRA SetAndSaveVisitedQuadrantFlags
;==============================================================================
AdjustQuadrantAndCamera_down:
LDA.b $AA
EOR.b #$02
STA.b $AA
JSR Underworld_AdjustQuadrant
LDX.b #$00
JSR AdjustCameraBoundaries_DownOrRightQuadrant
BRA SetAndSaveVisitedQuadrantFlags
;==============================================================================
AdjustQuadrantAndCamera_up:
LDA.b $AA
EOR.b #$02
STA.b $AA
JSR Underworld_AdjustQuadrant
LDX.b #$00
JSR AdjustCameraBoundaries_UpOrLeftQuadrant
BRA SetAndSaveVisitedQuadrantFlags
;===================================================================================================
AdjustCameraBoundaries_DownOrRightQuadrant:
REP #$20
LDA.w $0600, X
CLC
ADC.w #$0100
STA.w $0600, X
LDA.w $0604, X
CLC
ADC.w #$0100
STA.w $0604, X
SEP #$20
RTS
;===================================================================================================
AdjustCameraBoundaries_DownOrRightWholeRoom:
REP #$20
LDA.w $0602, X
CLC
ADC.w #$0200
STA.w $0602, X
LDA.w $0606, X
CLC
ADC.w #$0200
STA.w $0606, X
SEP #$20
RTS
;===================================================================================================
AdjustCameraBoundaries_UpOrLeftQuadrant:
REP #$20
LDA.w $0600, X
SEC
SBC.w #$0100
STA.w $0600, X
LDA.w $0604, X
SEC
SBC.w #$0100
STA.w $0604, X
SEP #$20
RTS
;===================================================================================================
AdjustCameraBoundaries_UpOrLeftWholeRoom:
REP #$20
LDA.w $0602, X
SEC
SBC.w #$0200
STA.w $0602, X
LDA.w $0606, X
SEC
SBC.w #$0200
STA.w $0606, X
SEP #$20
RTL