Files
oracle-of-secrets/Sprites/Objects/ice_block.asm
scawful 57012b2656 Ice block push direction validation and documentation
Add side validation to prevent players from manipulating the ice block
by changing direction while in contact. Uses Sprite_DirectionToFacePlayer
to verify Link's position matches his facing direction before allowing push.

Key changes:
- IceBlock_ValidatePushSide: Anti-cheat that validates Link is on the
  correct side of the block for his facing direction
- Direction locking: Push direction locked in SprMiscA until block stops
- Comprehensive documentation of mechanics and sprite RAM usage
- Section headers for code organization

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-09 08:00:33 -05:00

437 lines
12 KiB
NASM

; =========================================================
; Pushable Ice Block
; =========================================================
; A sliding puzzle block that Link can push in cardinal directions.
; The block slides until it hits a wall or lands on a switch tile.
;
; Key Mechanics:
; - Direction Locking: Once Link starts pushing, the direction is locked
; in SprMiscA until the block stops moving (speed = 0).
; - Side Validation: Link must be on the opposite side of the block from
; the direction he's facing. Uses Sprite_DirectionToFacePlayer to
; determine Link's relative position and validates against $26 (facing).
; - Switch Detection: Checks center point of block against switch tiles
; ($23, $24, $25, $3B) to stop and activate switches.
; - Grid Snapping: Block position is snapped to 8px grid when pushed.
;
; Sprite RAM Usage:
; SprMiscA - Locked push direction ($01=R, $02=L, $04=D, $08=U)
; SprMiscC - Push state flag (set while being actively pushed)
; SprMiscD-G - Cached initial position for damage reset
; SprTimerA - Push momentum timer (keeps push active for 7 frames)
; SprTimerB - Delay timer for hookshot cancellation
; =========================================================
!SPRID = $D5
!NbrTiles = 02
!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 = 09 ; 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)
; =========================================================
; Main Entry Point - Called every frame
; Handles push state management and dispatches to main logic
; =========================================================
Sprite_IceBlock_Long:
{
PHB : PHK : PLB
LDA.w SprMiscC, X : BEQ .not_being_pushed
STZ.w SprMiscC, X
STZ.b LinkSpeedTbl
STZ.b $48 ; Clear push actions bitfield
.not_being_pushed
LDA.w SprTimerA, X : BEQ .retain_momentum
LDA.b #$01 : STA.w SprMiscC, X
LDA.b #$84 : STA.b $48 ; Set statue and push block actions
LDA.b #$04 : STA.b LinkSpeedTbl ; Slipping into pit speed
.retain_momentum
JSR Sprite_IceBlock_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_IceBlock_Main
.SpriteIsNotActive
PLB
RTL
}
; =========================================================
; Initialization - Called once when sprite spawns
; Caches initial position for damage reset
; =========================================================
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 SprDefl, X
LDA.w SprHitbox, X : ORA.b #$09 : STA.w SprHitbox, X
PLB
RTL
}
; =========================================================
; Main Logic - Handles movement, collision, and push detection
; =========================================================
Sprite_IceBlock_Main:
{
%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
STZ.w SprTimerA, X : STZ.w SprMiscA, X
.no_damage
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
JSL Sprite_Get_16_bit_Coords
JSL Sprite_CheckTileCollision
; ----udlr , u = up, d = down, l = left, r = right
LDA.w SprCollision, X : AND.b #$0F : BEQ +
; Hit a wall - clear direction only if we actually stop
STZ.w SprMiscA, X
+
; If link is in contact, register a push with the sprite
; Must be pushing from correct side for the direction
JSL Sprite_CheckDamageToPlayerSameLayer : BCC .NotInContact
; Check which side Link is on and validate push direction
JSR IceBlock_ValidatePushSide : BCC .wrong_direction
LDA.w SprMiscA, X : BNE .check_facing
; No direction cached - lock to current facing
LDA.b $26 : STA.w SprMiscA, X
JSR Sprite_ApplyPush
BRA .do_push
.check_facing
; Direction is locked - only allow push if Link faces same direction
LDA.b $26 : CMP.w SprMiscA, X : BNE .wrong_direction
.do_push
LDA.b #$07 : STA.w SprTimerA, X
STZ.b $5E
JSL Sprite_RepelDash
LDA.w SprTimerB, X : BNE .CancelHookshot
LDA.w SprX, X : AND #$F8 : STA.w SprX, X
LDA.w SprY, X : AND #$F8 : STA.w SprY, X
RTS
.CancelHookshot:
JSL Sprite_CancelHookshot
RTS
.wrong_direction
; Link is pushing from wrong side - just repel, don't move block
JSL Sprite_RepelDash
RTS
.NotInContact:
; Not in contact - only clear direction if block has stopped moving
LDA.w SprXSpeed, X : ORA.w SprYSpeed, X : BNE .still_moving
STZ.w SprMiscA, X ; Block stopped, allow new direction
.still_moving
LDA.w SprTimerA, X : BNE .delay_timer
LDA.b #$0D : STA.w SprTimerB, X
.delay_timer
RTS
}
; =========================================================
; Apply Push - Sets block velocity based on Link's facing direction
; Only applies if cached direction matches current facing
; =========================================================
Sprite_ApplyPush:
{
; Only apply the push if the facing direction
; and pushing direction agree with each other
LDA.w SprMiscA, X : CMP.b $26 : BEQ .push
RTS
.push
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 : STZ.w SprYSpeed, X
JMP +
.push_left
LDA #-16 : STA.w SprXSpeed, X : STZ.w SprYSpeed, X
JMP +
.push_down
LDA #16 : STA.w SprYSpeed, X : STZ.w SprXSpeed, X
JMP +
.push_up
LDA #-16 : STA.w SprYSpeed, X : STZ.w SprXSpeed, X
+
RTS
}
; =========================================================
; Validate Push Side - Anti-cheat for push direction
; =========================================================
; Prevents players from manipulating the block by changing
; direction while in contact. Uses Sprite_DirectionToFacePlayer
; to determine Link's actual position relative to the block,
; then validates that his facing direction ($26) is appropriate.
;
; Example: If Link is standing to the RIGHT of the block,
; he must be facing LEFT ($02) to push it leftward.
;
; Returns: Carry set = valid push, Carry clear = invalid push
; Link facing ($26): $01 = right, $02 = left, $04 = down, $08 = up
; Sprite_DirectionToFacePlayer returns Y:
; Y=0: Link is to the right of sprite -> must face left ($02)
; Y=1: Link is to the left of sprite -> must face right ($01)
; Y=2: Link is below sprite -> must face up ($08)
; Y=3: Link is above sprite -> must face down ($04)
; =========================================================
IceBlock_ValidatePushSide:
{
JSL Sprite_DirectionToFacePlayer ; Y = Link's position relative to block
LDA.b $26 ; A = Link's facing direction
CPY.b #$00 : BEQ .link_is_right
CPY.b #$01 : BEQ .link_is_left
CPY.b #$02 : BEQ .link_is_below
CPY.b #$03 : BEQ .link_is_above
BRA .invalid ; Unknown direction
.link_is_right
CMP.b #$02 : BEQ .valid ; Must face left
BRA .invalid
.link_is_left
CMP.b #$01 : BEQ .valid ; Must face right
BRA .invalid
.link_is_below
CMP.b #$08 : BEQ .valid ; Must face up
BRA .invalid
.link_is_above
CMP.b #$04 : BEQ .valid ; Must face down (fall through to invalid)
.invalid
CLC
RTS
.valid
SEC
RTS
}
; =========================================================
; Helper Routines
; =========================================================
; 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 SprFloor, X
PHY
JSL Sprite_GetTileAttr
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:
{
; Check center point of block for switch tile
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 : CLC : ADC.b #$08 : STA.b $02
LDA.w SprXH, X : ADC.b #$00 : STA.b $03
LDA.w SprFloor, X
JSL Sprite_GetTileAttr
LDA.w $0FA5
CMP.b #$23 : BEQ .on_switch
CMP.b #$24 : BEQ .on_switch
CMP.b #$25 : BEQ .on_switch
CMP.b #$3B : BEQ .on_switch
CLC
RTS
.on_switch
SEC
RTS
}
; Block other sprites from passing through this block
; Applies recoil to sprites that collide with the ice block
Statue_BlockSprites:
{
LDY.b #$0F
.next
; SPRITE 1C
LDA.w SprType, Y : CMP.b #$1C : BEQ .skip
CPY.w SprSlot : BEQ .skip
TYA : EOR.b $1A : AND.b #$01 : BNE .skip
LDA.w SprState, 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 SprYRecoil, Y
LDA.b $01 : STA.w SprXRecoil, Y
.skip
SEP #$20
DEY
BPL .next
RTS
}
; =========================================================
; Drawing - Renders the 16x16 ice block using 4 8x8 tiles
; =========================================================
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
}