Files
oracle-of-secrets/Sprites/minecart.asm
scawful 9e0ee96943 Update Sprites and Items
- Add the Portal Rod item (WIP)
- Add Twinrova Boss Sprite
- Update the Minecart Sprite
- Fix the HUD magic meter draw
- Fix some Zora Mask bugs (WIP)
- General housekeeping
2023-09-13 23:01:16 -04:00

555 lines
12 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 = 01 ; 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)
;==============================================================================
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Call the draw code
JSR Sprite_Minecart_DrawBottom
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 $0D00, X : SEC : SBC.b #$04 : STA $0D00, X
PLB
RTL
}
;==============================================================================
!MinecartSpeed = 10
print "Minecart: ", pc
Sprite_Minecart_Main:
{
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
dw Minecart_Adjust
dw Minecart_Waiting
dw Minecart_MoveHorizontal
dw Minecart_MoveVertical
Minecart_Adjust:
{
%PlayAnimation(0,1,8)
LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X
LDA $0E30, X : STA $0DB0, X
LDA #$06 : STA $0E40, X
LDA #$40 : STA $0E60, x
LDA #$E0 : STA $0F60, X
LDA #$00 : STA $0CD2, X
LDA #$00 : STA $0B6B, X ;Set interactive hitbox?
LDA #$40 : STA $0E00, X
INC $0D80, X
RTS
}
Minecart_Waiting:
{
%PlayAnimation(0,1,8)
JSR CheckIfPlayerIsOn : BCC .not_on_platform
;Cancel Falling
JSL Player_HaltDashAttack
LDA #$02 : STA $02F5
LDA $0FDA : SEC : SBC #$0B : STA $20
; LDA #$01 : STA DungeonMainCheck
%GotoAction(2)
RTS
.not_on_platform
LDA $0E00, X : BNE + ;wait before moving
LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground!
INC $0D80, X
LDA.b #$01 : STA $041A
+
RTS
}
print pc
Minecart_MoveHorizontal:
{
%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 $06E87B
; Check for Top Right Corner Tile
LDA $0FA5 : CMP.b #$B1 : BNE .continue
%StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed
INC $0D80, X
RTS
.continue
PHX
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
JSL Player_HaltDashAttack
PLX
RTS
}
Minecart_MoveVertical:
{
%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 $06E87B
LDA $0FA5 : CMP.b #$B4 : BNE .continue
LDA $0FDA : SEC : SBC #$0B : STA $20
%GotoAction(2)
RTS
.continue
PHX
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
JSL Player_HaltDashAttack
PLX
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
}
; 0
;3 1
; 2
;$0FD8 = X 16bit
;$0FDA = Y 16bit
GetTileIDAtPosition:
{
LDA $0E00, X : BEQ + ;Wait 10 frames after every collision with a corner to prevent doing same collison over and over
RTS ;do not check if timer != 0
+
PHX
REP #$30
LDA $0FD8 : CLC : ADC #$0018 : AND #$01FF : LSR #03 : STA $00 ;512 >> 3
LDA $0FDA : CLC : ADC #$0010 : AND #$01F8 : ASL #03 : CLC : ADC $00 : ASL : TAX ; that is basically >> 3 << 3 so /8 *8 *2 since array is word values
;tilemap position!
LDA $7E4000, X : AND #$03FF
CMP #$0141 : BEQ .TopRightCorner
CMP #$0140 : BEQ .TopLeftCorner
CMP #$0150 : BEQ .BottomLeftCorner
CMP #$0151 : BEQ .BottomRightCorner
CMP #$0143 : BEQ .WaitingReverse
SEP #$30
PLX
RTS
.TopRightCorner
SEP #$30
PLX
LDA #$0A : STA $0E00, X
LDA $0DB0, X : CMP #$00 : BNE .GoingLeft
LDA #$03 : STA $0DB0, X
RTS
.GoingLeft
LDA #$02 : STA $0DB0, X
RTS
.TopLeftCorner
SEP #$30
PLX
LDA #$0A : STA $0E00, X
LDA $0DB0, X : CMP #$03 : BNE .GoingRight
LDA #$02 : STA $0DB0, X
RTS
.GoingRight
LDA #$01 : STA $0DB0, X
RTS
.BottomLeftCorner
SEP #$30
PLX
LDA #$0A : STA $0E00, X
LDA $0DB0, X : CMP #$02 : BNE .GoingUp
LDA #$01 : STA $0DB0, X
RTS
.GoingUp
LDA #$00 : STA $0DB0, X
RTS
.BottomRightCorner
SEP #$30
PLX
LDA #$0A : STA $0E00, X
LDA $0DB0, X : CMP #$01 : BNE .GoingDown
LDA #$00 : STA $0DB0, X
RTS
.GoingDown
LDA #$03 : STA $0DB0, X
RTS
.WaitingReverse
SEP #$30
PLX
LDA #$50 : STA $0E00, X
LDA #$30 : STA $0E10, X
LDA $0DB0, X : CMP #$00 : BNE +
LDA #$02 : STA $0DB0, X
RTS
+
LDA $0DB0, X : CMP #$01 : BNE +
LDA #$03 : STA $0DB0, X
RTS
+
LDA $0DB0, X : CMP #$02 : BNE +
LDA #$00 : STA $0DB0, X
RTS
+
LDA $0DB0, X : CMP #$03 : BNE +
LDA #$01 : STA $0DB0, X
RTS
+
RTS
}
;==============================================================================
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
}