254 lines
6.3 KiB
NASM
254 lines
6.3 KiB
NASM
; Write Sprite Properties in the rom MACRO
|
|
macro Set_Sprite_Properties(SprPrep, SprMain)
|
|
|
|
pushpc ; Save writing Position for the sprite
|
|
org $0DB080+!SPRID ; Oam Harmless ($0E40)
|
|
db ((!Harmless<<7)|(!HVelocity<<6)|!NbrTiles)
|
|
|
|
org $0DB173+!SPRID ; Sprite HP ($0E50)
|
|
db !Health
|
|
|
|
org $0DB266+!SPRID ; Sprite Damage ($0CD2)
|
|
db !Damage
|
|
|
|
org $0DB359+!SPRID ; Sprite Data ($0E60 / $0F50)
|
|
db ((!DeathAnimation<<7)|(!ImperviousAll<<6)|(!SmallShadow<<5)|(!Shadow<<4)|(!Palette<<1))
|
|
|
|
org $0DB44C+!SPRID ; Sprite Hitbox ($0F60)
|
|
db ((!CollisionLayer<<7)|(!Statis<<6)|(!Persist<<5)|(!Hitbox))
|
|
|
|
org $0DB53F+!SPRID ; Sprite Fall ($0B6B)
|
|
db ((!DeflectArrow<<3)|(!Boss<<1)|!CanFall)
|
|
|
|
org $0DB632+!SPRID ; Sprite Prize ($0BE0)
|
|
db ((!Interaction<<7)|(!WaterSprite<<6)|(!Blockable<<5)|(!Sound<<4)|!Prize)
|
|
|
|
org $0DB725+!SPRID ; Sprite ($0CAA)
|
|
db ($40|(!Statue<<5)|(!DeflectProjectiles<<4)|(!ImpervSwordHammer<<2)|(!ImperviousArrow<<1))
|
|
|
|
org $069283+(!SPRID*2) ; Vanilla Sprite Main Pointer
|
|
dw NewMainSprFunction
|
|
|
|
org $06865B+(!SPRID*2) ; Vanilla Sprite Prep Pointer
|
|
dw NewSprPrepFunction
|
|
|
|
org NewSprRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
|
|
dl <SprMain>
|
|
|
|
org NewSprPrepRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
|
|
dl <SprPrep>
|
|
pullpc ; Get back the writing position for the sprite
|
|
|
|
endmacro
|
|
|
|
; Go to the action specified ID can be Hex or Decimal
|
|
macro GotoAction(action)
|
|
LDA.b #<action> : STA.w SprAction, X
|
|
endmacro
|
|
|
|
macro SetFrame(frame)
|
|
LDA.b #<frame> : STA.w SprFrame, X
|
|
endmacro
|
|
|
|
macro SpriteJumpTable(...)
|
|
LDA.w SprAction, X
|
|
JSL JumpTableLocal
|
|
|
|
!a #= 0
|
|
while !a < sizeof(...)
|
|
dw <...[!a]>
|
|
!a #= !a+1
|
|
endwhile
|
|
endmacro
|
|
|
|
; Increase the sprite frame every (frames_wait) frames
|
|
; reset to (frame_start) when reaching (frame_end)
|
|
; This is using SprTimerB
|
|
macro PlayAnimation(frame_start, frame_end, frame_wait)
|
|
LDA.w SprTimerB, X : BNE +
|
|
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #<frame_end>+1 : BCC .noframereset
|
|
LDA.b #<frame_start> : STA.w SprFrame, X
|
|
.noframereset
|
|
LDA.b #<frame_wait> : STA.w SprTimerB, X
|
|
+
|
|
endmacro
|
|
|
|
macro PlayAnimBackwards(frame_start, frame_end, frame_wait)
|
|
LDA.w SprTimerB, X : BNE +
|
|
LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #<frame_end> : BCS .noframereset
|
|
LDA.b #<frame_start> : STA.w SprFrame, X
|
|
.noframereset
|
|
LDA.b #<frame_wait> : STA.w SprTimerB, X
|
|
+
|
|
endmacro
|
|
|
|
macro StartOnFrame(frame)
|
|
LDA.w SprFrame, x : CMP.b #<frame> : BCS +
|
|
LDA.b #<frame> : STA.w SprFrame, x
|
|
+
|
|
endmacro
|
|
|
|
|
|
; Show message if the player is facing toward sprite and pressing A
|
|
; Return Carry Set if message is displayed
|
|
; can use BCC .label <> .label to see if message have been displayed
|
|
macro ShowSolicitedMessage(message_id)
|
|
LDY.b #(<message_id>)>>8
|
|
LDA.b #<message_id>
|
|
JSL Sprite_ShowSolicitedMessageIfPlayerFacing
|
|
endmacro
|
|
|
|
macro ShowMessageOnContact(message_id)
|
|
LDY.b #(<message_id>)>>8
|
|
LDA.b #<message_id>
|
|
JSL $05E1F0 ; Sprite_ShowMessageOnContact
|
|
endmacro
|
|
|
|
; Show message no matter what (should not be used without code condition)
|
|
macro ShowUnconditionalMessage(message_id)
|
|
LDY.b #(<message_id>)>>8
|
|
LDA.b #<message_id>
|
|
JSL Sprite_ShowMessageUnconditional
|
|
endmacro
|
|
|
|
; Make the sprite move towards the player at a speed of (speed)
|
|
macro MoveTowardPlayer(speed)
|
|
LDA.b #<speed>
|
|
JSL Sprite_ApplySpeedTowardsPlayer
|
|
JSL Sprite_MoveLong
|
|
endmacro
|
|
|
|
; Prevent the player from passing through sprite hitbox
|
|
macro PlayerCantPassThrough()
|
|
JSL Sprite_PlayerCantPassThrough
|
|
endmacro
|
|
|
|
; Do damage to player on contact if sprite is on same layer as player
|
|
macro DoDamageToPlayerSameLayerOnContact()
|
|
JSL Sprite_CheckDamageToPlayerSameLayer
|
|
endmacro
|
|
|
|
; Set harmless flag, 0 = harmful, 1 = harmless
|
|
macro SetHarmless(value)
|
|
LDA.w SprNbrOAM, X
|
|
AND #$7F
|
|
if <value> != 0
|
|
ORA.b #(<value>)<<7
|
|
endif
|
|
STA.w SprNbrOAM, X
|
|
endmacro
|
|
|
|
; Set Room Flag (Chest 6)
|
|
; Do not use if you have more than 5 chests or a small key under a pot
|
|
; in that room unless you want it to be already opened/taken
|
|
macro SetRoomFlag(value)
|
|
if <value> != 0
|
|
LDA $0403 : ORA #$20 : STA $0403
|
|
else
|
|
LDA $0403 : AND #$DF : STA $0403
|
|
endif
|
|
endmacro
|
|
|
|
; Will prevent the player from moving or opening his menu
|
|
macro PreventPlayerMovement()
|
|
LDA #$01 : STA $02E4
|
|
endmacro
|
|
|
|
; Will allow the player to move or open his menu
|
|
macro AllowPlayerMovement()
|
|
STZ.w $02E4
|
|
endmacro
|
|
|
|
; Enter 16bit mode
|
|
macro Set16bitmode()
|
|
REP #$30
|
|
endmacro
|
|
|
|
; Enter 8bit mode
|
|
macro Set8bitmode()
|
|
SEP #$30
|
|
endmacro
|
|
|
|
; This is a 16 bit will load A with current rupee count
|
|
; to use with instructions CMP and BCC/BCS
|
|
macro GetPlayerRupees()
|
|
LDA $7EF360
|
|
endmacro
|
|
|
|
; Set the velocity Y of the sprite at (speed) value
|
|
; this require the use of the function JSL Sprite_MoveLong
|
|
macro SetSpriteSpeedY(speed)
|
|
LDA.b #<speed> : STA.w SprYSpeed, x
|
|
endmacro
|
|
|
|
; Set the velocity X of the sprite at (speed) value
|
|
; this require the use of the function JSL Sprite_MoveLong
|
|
macro SetSpriteSpeedX(speed)
|
|
LDA.b #<speed> : STA.w SprXSpeed, x
|
|
endmacro
|
|
|
|
; Will play a sound SFX 1 See Zelda_3_RAM.log for more informations
|
|
macro PlaySFX1(sfxid)
|
|
LDA.b #<sfxid> : STA $012E
|
|
endmacro
|
|
|
|
; Will play a sound SFX 2 See Zelda_3_RAM.log for more informations
|
|
macro PlaySFX2(sfxid)
|
|
LDA.b #<sfxid> : STA $012F
|
|
endmacro
|
|
|
|
; Will play a music See Zelda_3_RAM.log for more informations
|
|
macro PlayMusic(musicid)
|
|
LDA.b #<musicid> : STA $012C
|
|
endmacro
|
|
|
|
; Will set the timer A to wait (length) amount of frames
|
|
macro SetTimerA(length)
|
|
LDA.b #<length> : STA.w SprTimerA, X
|
|
endmacro
|
|
|
|
; Will set the timer B to wait (length) amount of frames
|
|
macro SetTimerB(length)
|
|
LDA.b #<length> : STA.w SprTimerB, X
|
|
endmacro
|
|
|
|
; Will set the timer C to wait (length) amount of frames
|
|
macro SetTimerC(length)
|
|
LDA.b #<length> : STA.w SprTimerC, X
|
|
endmacro
|
|
|
|
; Will set the timer D to wait (length) amount of frames
|
|
macro SetTimerD(length)
|
|
LDA.b #<length> : STA.w SprTimerD, X
|
|
endmacro
|
|
|
|
; Will set the timer E to wait (length) amount of frames
|
|
macro SetTimerE(length)
|
|
LDA.b #<length> : STA.w SprTimerE, X
|
|
endmacro
|
|
|
|
; Will set the timer F to wait (length) amount of frames
|
|
macro SetTimerF(length)
|
|
LDA.b #<length> : STA.w SprTimerF, X
|
|
endmacro
|
|
|
|
macro ErrorBeep()
|
|
LDA.b #$3C : STA.w $012E ; Error beep
|
|
endmacro
|
|
|
|
macro NextAction()
|
|
INC $0D80, X
|
|
endmacro
|
|
|
|
macro GetTilePos(x, y)
|
|
LDX.w #((<y>*$80)+(<x>*$02))
|
|
endmacro
|
|
|
|
macro SetupDistanceFromSprite()
|
|
LDA.w POSX : STA $02
|
|
LDA.w POSY : STA $03
|
|
LDA.w SprX, X : STA $04
|
|
LDA.w SprY, X : STA $05
|
|
endmacro
|
|
|