621 lines
15 KiB
NASM
621 lines
15 KiB
NASM
;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $BE ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 08 ; 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 = 00 ; 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 = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 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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;==============================================================================
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%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
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;==============================================================================
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print "Minecart: ", pc
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Sprite_Minecart_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
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JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
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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_Minecart_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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;==============================================================================
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Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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LDA #$04 : STA $0E40, X ; Nbr Oam Entries
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LDA #$40 : STA $0E60, x ; Impervious props
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LDA #$E0 : STA $0F60, X ; Persist
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LDA #$00 : STA $0CD2, X ; No bump damage
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LDA #$00 : STA $0B6B, X ; Set interactive hitbox?
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PLB
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RTL
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}
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;==============================================================================
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macro HandlePlayerCamera()
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PHX
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JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
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JSL $07F42F ; HandleIndoorCameraAndDoors_Long
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JSL Player_HaltDashAttack
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PLX
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endmacro
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!MinecartSpeed = 20
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!MinecartDirection = $012B
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Sprite_Minecart_Main:
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{
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LDA.w SprAction, X ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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dw Minecart_Adjust ; 0x00
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dw Minecart_WaitHoriz ; 0x01
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dw Minecart_WaitVert ; 0x02
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dw Minecart_MoveNorth ; 0x03
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dw Minecart_MoveEast ; 0x04
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dw Minecart_MoveSouth ; 0x05
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dw Minecart_MoveWest ; 0x06
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dw Minecart_Release ; 0x07
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; 0x00
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Minecart_Adjust:
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{
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STZ !MinecartDirection ; Reset the direction modifier
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; 0x00 - Horizontal Moving West
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; 0x01 - Horizontal Moving East
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; 0x02 - Vertical Moving North
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; 0x03 - Vertical Moving South
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LDA SprSubtype, X : CMP.b #$00 : BEQ .horiz_west
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CMP.b #$01 : BEQ .horiz_east
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CMP.b #$02 : BEQ .vert_north
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CMP.b #$03 : BEQ .vert_south
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.horiz_east
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LDA #$01 : STA !MinecartDirection
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.horiz_west
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INC $0D80, X ; Minecart_WaitHoriz
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%StartOnFrame(0)
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LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment
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RTS
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.vert_north
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LDA #$02 : STA !MinecartDirection
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.vert_south
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%GotoAction(2) ; Minecart_WaitVert
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%StartOnFrame(2)
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RTS
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}
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; 0x01
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Minecart_WaitHoriz:
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{
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%PlayAnimation(0,1,8)
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA !MinecartDirection : BNE .opposite_direction
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%GotoAction(6) ; Minecart_MoveWest
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RTS
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.opposite_direction
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%GotoAction(4) ; Minecart_MoveEast
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.not_on_platform
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RTS
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}
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; 0x02
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Minecart_WaitVert:
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{
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%PlayAnimation(2,3,8)
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA !MinecartDirection : BNE .opposite_direction
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%GotoAction(5) ; Minecart_MoveSouth
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RTS
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.opposite_direction
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%GotoAction(3) ; Minecart_MoveNorth
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.not_on_platform
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RTS
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}
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; 0x03
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Minecart_MoveNorth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #-!MinecartSpeed : STA $0D40, X
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LDA #$35 : STA $012E
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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; Setup Minecart position to look for tile IDs
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for top right corner
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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LDA #$05 : STA $012E
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%GotoAction(6) ; Minecart_MoveWest
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RTS
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.continue
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LDA $0FA5 : CMP.b #$B6 : BNE .continue_b
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%GotoAction(7)
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.continue_b
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LDA $40 : SEC : SBC.b #$FF : STA $40
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LDA $68 : SEC : SBC.b #$FF : STA $68
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%HandlePlayerCamera()
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RTS
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}
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Minecart_MoveEast:
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{
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%PlayAnimation(0,1,8)
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%HandlePlayerCamera()
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LDA.b #!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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LDA #$35 : STA $012E
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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JSR DragPlayer
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; Set Minecart sprite coords to look for tile attributes
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for top right corner
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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LDA #$05 : STA $012E
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%GotoAction(5)
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RTS
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.continue
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; Check for top left corner, then go south
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LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA $31 : CLC : ADC.b #$30 : STA $31
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LDA #$05 : STA $012E
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%GotoAction(5) ; Minecart_MoveSouth
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RTS
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.continue_b
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%HandlePlayerCamera()
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RTS
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}
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Minecart_MoveSouth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #!MinecartSpeed : STA $0D40, X
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%GotoAction(6) ; Minecart_MoveWest
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RTS
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.continue
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%HandlePlayerCamera()
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RTS
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}
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Minecart_MoveWest:
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{
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%PlayAnimation(0,1,8)
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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LDA #$35 : STA $012E
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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JSR DragPlayer
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; Set Minecart sprite coords to look for tile attributes
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LDA.w $0D00, X : CLC : ADC.b #$04 : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for bottom left corner tile
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LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA #$05 : STA $012E
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%GotoAction(3) ; Minecart_MoveNorth
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RTS
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.continue
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; Check for top left corner, then go south
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LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA $31 : CLC : ADC.b #$30 : STA $31
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LDA #$05 : STA $012E
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%GotoAction(5) ; Minecart_MoveSouth
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RTS
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.continue_b
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LDA $0FA5 : CMP.b #$B6 : BNE .continue_c
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LDA #$16 : STA $012F
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LDA #$40 : STA SprTimerD, X
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LDA #$01 : STA SprSubtype, X
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%GotoAction(7) ; Minecart_Release
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RTS
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.continue_c
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%HandlePlayerCamera()
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RTS
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}
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Minecart_Release:
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{
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STZ $02F5
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STZ.w $0D40, X
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LDA SprTimerD, X : BNE .not_ready
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%GotoAction(0)
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.not_ready
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RTS
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}
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}
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;==============================================================================
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DragPlayer:
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{
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LDY.w $0DE0, X
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LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w $0B7C : STA $0B7C
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LDA.w DragPlayer_drag_x_high, Y : ADC.w $0B7D : STA $0B7D
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LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E
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LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F
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.SomariaPlatform_DragLink
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REP #$20
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LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done
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BPL .x_too_low
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DEC $0B7C
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BRA .x_done
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.x_too_low
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INC $0B7C
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.x_done
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; Changing the modifier adjusts links position in the cart
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LDA $0FDA : SEC : SBC.w #$0008 : CMP $20 : BEQ .y_done
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BPL .y_too_low
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DEC $0B7E
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BRA .y_done
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.y_too_low
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INC $0B7E
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.y_done
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SEP #$30
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RTS
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.drag_x_high
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db 0, 0, -1, 0, -1
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.drag_x_low
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db 0, 0, -1, 1, -1, 1, 1
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.drag_y_low
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db -1, 1, 0, 0, -1, 1, -1, 1
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.drag_y_high
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db -1, 0, 0, 0, -1, 0, -1, 0
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; .drag_x_high
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; db 0, 0, -1, 0
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; .drag_x_low
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; db 0, 0, -1, 1
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; .drag_y_low
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; db -1, 1, 0, 0
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; .drag_y_high
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; db -1, 0, 0, 0
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}
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CheckIfPlayerIsOn:
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{
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REP #$20
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LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
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LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
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LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
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LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
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SEP #$21
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RTS ;Return with carry setted
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.OutsideLeft
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.OutsideRight
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.OutsideDown
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.OutsideUp
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SEP #$20
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CLC : RTS ;Return with carry cleared
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}
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;==============================================================================
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Sprite_Minecart_DrawTop:
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{
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JSL Sprite_PrepOamCoord
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LDA #$18
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JSL OAM_AllocateFromRegionB
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LDA $0DC0, X : CLC : ADC $0D90, 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, $06
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.nbr_of_tiles
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db 1, 1, 1, 1
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.x_offsets
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dw -8, 8
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dw -8, 8
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dw -8, 8
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dw -8, 8
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.y_offsets
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dw -12, -12
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dw -11, -11
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dw -8, -8
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dw -7, -7
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.chr
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db $40, $40
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db $40, $40
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db $42, $42
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db $42, $42
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.properties
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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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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db $02, $02
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}
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Sprite_Minecart_DrawBottom:
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{
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JSL Sprite_PrepOamCoord
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LDA #$18
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JSL OAM_AllocateFromRegionC
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LDA $0DC0, X : CLC : ADC $0D90, 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, $06
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.nbr_of_tiles
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db 1, 1, 1, 1
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.x_offsets
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dw -8, 8
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dw -8, 8
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dw -8, 8
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dw -8, 8
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.y_offsets
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dw 4, 4
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dw 5, 5
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dw 8, 8
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dw 9, 9
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.chr
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db $60, $60
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db $60, $60
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db $62, $62
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db $62, $62
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.properties
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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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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db $02, $02
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} |