Files
oracle-of-secrets/Sprites/NPCs/followers.asm
2024-07-10 11:46:38 -04:00

928 lines
18 KiB
NASM

; =========================================================
; Followers
; 20 steps of animation and movement caching for followers
FollowerYL = $7E1A00
FollowerYH = $7E1A14
FollowerXL = $7E1A28
FollowerXH = $7E1A3C
FollowerZ = $7E1A50
FollowerLayer = $7E1A64
; Follower head/body gfx offsets
; Down:0x00 LR:0x80 Up:0x20
FollowerHeadOffset = $7E0AE8
FollowerHeadOffsetH = $7E0AE9
; Walk LR:0x60,0x80 0xA0:Down 0xC0:Up
FollowerBodyOffset = $7E0AEA
FollowerBodyOffsetH = $7E0AEB
Follower_WatchLink:
{
JSL Sprite_IsToRightOfPlayer : TYA : BEQ .right
LDA.b #$40 : STA.w FollowerHeadOffset
LDA.b #$60 : STA.w FollowerBodyOffset
RTS
.right
LDA.b #$00 : STA.w FollowerHeadOffset
LDA.b #$A0 : STA.w FollowerBodyOffset
RTS
}
; Follower head
Flwhgfxt = $7E0AEC
Flwhgfxth = $7E0AED
Flwhgfxb = $7E0AEE
Flwhgfxbh = $7E0AEF
; Follower body
Flwbgfxt = $7E0AF0
Flwbgfxth = $7E0AF1
Flwbgfxb = $7E0AF2
Flwbgfxbh = $7E0AF3
; Index from 0x00 to 0x13 for follower animation step index. Used for reading data.
Flwanimir = $7E02CF
; Flag set when using hookshot with a follower. Forces game mode check.
FollowerHook = $7E02D0
; Caches FLWANIMIW when hookshotting is finished.
FollowerHookI = $7E02D1
; Countdown timer preventing followers from being regrabbed after dropping for a brief period.
FLWGRABTIME = $7E02D2
; Index from 0x00 to 0x13 for follower animation step index. Used for writing data.
FLWANIMIW = $7E02D3
; Cache of follower properties
FollowCacheYL = $7EF3CD
FollowCacheYH = $7EF3CE
FollowCacheXL = $7EF3CF
FollowCacheXH = $7EF3D0
LoadFollowerGraphics = $00D423
; org $099F99
; #Follower_AIVectors:
; dw Follower_BasicMover ; 0x01 - Zelda (Impa)
; dw Follower_OldMan ; 0x02 - Old man that stops following you
; dw Follower_OldManUnused ; 0x03 - Unused old man
; dw Follower_OldMan ; 0x04 - Normal old man
; dw Follower_Telepathy ; 0x05 - Zelda rescue telepathy
; dw Follower_BasicMover ; 0x06 - Blind maiden
; dw Follower_BasicMover ; 0x07 - Frogsmith
; dw Follower_BasicMover ; 0x08 - Smithy
; dw Follower_BasicMover ; 0x09 - Locksmith (Zora Baby)
; dw Follower_BasicMover ; 0x0A - Kiki
; dw Follower_OldManUnused ; 0x0B - Minecart Follower
; dw Follower_BasicMover ; 0x0C - Purple chest
; dw Follower_BasicMover ; 0x0D - Super bomb
; dw Follower_Telepathy ; 0x0E - Master Sword telepathy
; =========================================================
; Zora Baby Follower Sprite
; Uses Sprite 0x39 Locksmith in Bank06
ZoraBaby_RevertToSprite:
{
PHA
LDA.b #$39 : JSL Sprite_SpawnDynamically
PLA
PHX
TAX
LDA.w $1A64, X : AND.b #$03 : STA.w $0EB0,Y : STA.w $0DE0,Y
LDA.w $1A00, X : CLC : ADC.b #$02 : STA.w $0D00,Y
LDA.w $1A14, X : ADC.b #$00 : STA.w $0D20,Y
LDA.w $1A28, X : CLC : ADC.b #$10 : STA.w $0D10,Y
LDA.w $1A3C, X : ADC.b #$00 : STA.w $0D30,Y
LDA.b $EE : STA.w $0F20,Y
LDA.b #$01 : STA.w $0BA0,Y : STA.w $0E80,Y
LDA.b #$04 : STA.w SprAction, Y
LDA.b #$FF : STA.w SprTimerB, Y
PLX
LDA.b #$00
STA.l $7EF3CC
STZ.b $5E
RTS
}
CheckForZoraBabyTransitionToSprite:
{
LDA.w $0114 : CMP.b #$3B : BNE +
LDA.b #$00
JSR ZoraBaby_RevertToSprite
+
LDX.b $10
LDY.b $11
RTL
}
CheckForZoraBabyFollower:
{
LDA.l $7EF3CC : CMP.b #$09 : BNE .not_zora
LDA.b #$00
RTL
.not_zora
LDA.b $05
AND.b #$20
RTL
}
UploadZoraBabyGraphicsPrep:
{
PHX
LDA.b #$09 : STA.l $7EF3CC
LDA.b #$A0 : STA.w $0AEA
JSL $00D423
LDA.b #$00 : STA.l $7EF3CC
PLX
LDA.b #$02 : STA.w SprAction, X
LDA.l $7EF3C9
RTL
}
; =========================================================
; Check if the Zora baby is on top of the water gate switch
; Returns carry set if the Zora baby is on top of the switch
ZoraBaby_CheckForWaterSwitchSprite:
{
PHX
LDX #$10
-
LDA.w SprType, X
CMP #$21 : BEQ ZoraBaby_CheckForWaterGateSwitch_found_switch
DEX : BPL -
; Water gate switch not found
PLX
.not_on_switch
CLC
RTS
}
ZoraBaby_CheckForWaterGateSwitch:
{
PHX
LDX #$10
-
LDA.w SprType, X : CMP #$04 : BEQ .found_switch
DEX : BPL -
; Water gate switch not found
PLX
.not_on_switch
CLC
RTS
.found_switch
TXY
PLX
; X is the Zora baby Sprite
; Y is the Water gate switch Sprite
; Check if the Zora baby is on top of the switch
LDA.w SprX, X : CLC : ADC #$09 : CMP.w SprX, Y : BCC .not_on_switch
LDA.w SprX, X : SEC : SBC #$09 : CMP.w SprX, Y : BCS .not_on_switch
LDA.w SprY, X : CLC : ADC #$12 : CMP.w SprY, Y : BCC .not_on_switch
LDA.w SprY, X : SEC : SBC #$12 : CMP.w SprY, Y : BCS .not_on_switch
SEC
RTS
}
ZoraBaby_GlobalBehavior:
{
JSL Sprite_BehaveAsBarrier
LDA.w SprAction, X : CMP.b #$02 : BEQ +
JSL Sprite_CheckIfLifted
JSL ThrownSprite_TileAndSpriteInteraction_long
JSL Sprite_Move
JSR ZoraBaby_CheckForWaterGateSwitch : BCC ++
; Set end of switch graphics
LDA.b #$0D : STA.w SprGfx, Y
; Set the water gate tag
LDA.b #$01 : STA.w $0642
; Goto ZoraBaby_PullSwitch
LDA.b #$05 : STA.w SprAction, X
++
JSR ZoraBaby_CheckForWaterSwitchSprite : BCC +
; Set end of switch graphics
LDA.b #$01 : STA.w SprAction, Y
; Goto ZoraBaby_PullSwitch
LDA.b #$05 : STA.w SprAction, X
+
RTL
}
pushpc
; Make Zora sway like a girl
org $09AA5E
JSL CheckForZoraBabyFollower
; Follower_BasicMover
; Jump to ZoraBaby sprite on star tile
org $09A19C
JSL CheckForZoraBabyTransitionToSprite
; Make Zora follower blue palette
org $09A902
db $02
; Zora Baby char data offset
org $09A8CF
org $00C0
; Zora Baby Sprite Idle OAM data
org $06BD9C
dw 0, -8 : db $20, $03, $00, $02
dw 0, 0 : db $22, $03, $00, $02
org $068D59
SpritePrep_Locksmith:
{
INC.w $0BA0, X
; Clear sprite if we already have Zora baby
LDA.l $7EF3CC : CMP.b #$09 : BNE .not_already_following
STZ.w SprState, X
RTS
.not_already_following
CMP.b #$0C : BNE .no_purple_chest
LDA.b #$02 : STA.w SprAction, X
.no_purple_chest
JSL UploadZoraBabyGraphicsPrep : AND.b #$10 : BEQ .exit
LDA.b #$04 : STA.w SprAction, X
.exit
RTS
}
warnpc $068D7F
SpriteDraw_Locksmith = $06BDAC
Sprite_CheckIfActive_Bank06 = $06D9EC
; Overrides Sprite_39_Locksmith
org $06BCAC
Sprite_39_ZoraBaby:
{
JSR SpriteDraw_Locksmith
JSR Sprite_CheckIfActive_Bank06
JSL ZoraBaby_GlobalBehavior
LDA.w SprAction, X
JSL JumpTableLocal
dw LockSmith_Chillin
dw ZoraBaby_FollowLink ; Becomes Follower
dw ZoraBaby_OfferService ; I can help! (Follow/Stay)
dw ZoraBaby_RespondToAnswer ; Goto FollowLink or JustPromiseOkay
dw ZoraBaby_AgreeToWait
dw ZoraBaby_PullSwitch
; =======================================================
LockSmith_Chillin:
LDA.b #$07 ; MESSAGE 0107
LDY.b #$01
JSL Sprite_ShowSolicitedMessage
LDA.w $0D10, X
PHA
SEC
SBC.b #$10
STA.w $0D10, X
JSR Sprite_Get16BitCoords_Local
LDA.b #$01
STA.w $0D50, X
STA.w $0D40, X
JSL Sprite_CheckTileCollision_long
BNE .dont_stalk_link
INC.w SprAction, X
LDA.l $7EF3CC
CMP.b #$00
BEQ .dont_stalk_link
LDA.b #$05
STA.w SprAction, X
.dont_stalk_link
PLA
STA.w $0D10, X
RTS
; =======================================================
ZoraBaby_FollowLink:
{
LDA.b #$09 : STA.l $7EF3CC
PHX
STZ.w $02F9
JSL LoadFollowerGraphics
JSL Follower_Initialize
PLX
LDA.b #$40
STA.w $02CD
STZ.w $02CE
STZ.w SprState, X
RTS
}
; =======================================================
ZoraBaby_OfferService:
{
JSL CheckIfLinkIsBusy : BCS .exit
LDA.b #$09 ; MESSAGE 0109
LDY.b #$01
JSL Sprite_ShowSolicitedMessage : BCC .exit
INC.w SprAction, X
.exit
RTS
}
; =======================================================
ZoraBaby_RespondToAnswer:
{
LDA.w $1CE8 : BNE .rejected
LDA.b #$0C ; MESSAGE 010C
LDY.b #$01
JSL Sprite_ShowMessageUnconditional
LDA.b #$01 : STA.w SprAction, X
RTS
; -------------------------------------------------------
; LDA.l $7EF3C9
; ORA.b #$10
; STA.l $7EF3C9
; -------------------------------------------------------
.rejected
LDA.b #$0A ; MESSAGE 010A
LDY.b #$01
JSL Sprite_ShowMessageUnconditional
LDA.b #$FF : STA.w SprTimerB, X
INC.w SprAction, X
RTS
}
; =======================================================
ZoraBaby_AgreeToWait:
{
LDA.b #$0B ; MESSAGE 010B
LDY.b #$01
JSL Sprite_ShowSolicitedMessage
LDA.w SprTimerB, X : BNE +
STZ.w SprAction, X
+
RTS
}
; =======================================================
ZoraBaby_PullSwitch:
{
LDA.b #$07 ; MESSAGE 0107
LDY.b #$01
JSL Sprite_ShowSolicitedMessage
RTS
}
}
print "End of Sprite 39 Locksmith ", pc
warnpc $06BD9C
pullpc
; =========================================================
; Old Man Follower Sprite
; Old man sprite wont spawn in his home room
; if you have the follower
OldMan_ExpandedPrep:
{
; ROOM 00E4
LDA.l $7EF3CC : CMP.b #$04 : BEQ .not_home
LDA.b $A0 : CMP.b #$E4 : BNE .not_home
CLC
RTL
.not_home
SEC
RTL
}
pushpc
; Old man gives link the "shovel"
; Now the goldstar hookshot upgrade
org $1EE9FF
LDY.b #$13 ; ITEMGET 1A
STZ.w $02E9
; FindEntrance
org $1BBD3C
CMP.w #$04
; Underworld_LoadEntrance
org $02D98B
CMP.w #$02
org $1EE8F1
SpritePrep_OldMan:
{
PHB : PHK : PLB
JSR .main
PLB
RTL
.main
INC.w $0BA0, X
; LDA.b $A0 : CMP.b #$E4 ; ROOM 00E4
JSL OldMan_ExpandedPrep : BCS .not_home
LDA.b #$02 : STA.w $0E80, X
RTS
.not_home
LDA.l $7EF3CC : CMP.b #$00 : BNE .dont_spawn
; Check for lv2 hookshot instead of mirror
LDA.l $7EF342 : CMP.b #$02 : BNE .spawn
STZ.w SprState, X
.spawn
; FOLLOWER 04
LDA.b #$04 : STA.l $7EF3CC
PHX
JSL LoadFollowerGraphics
PLX
LDA.b #$00
STA.l $7EF3CC
RTS
.dont_spawn
STZ.w SprState, X
PHX
JSL LoadFollowerGraphics
PLX
RTS
}
org $09A4C8
Follower_HandleTriggerData:
{
.room_id
dw $00D1 ; ROOM 00D1 - old man cave
dw $00FE ; ROOM 0061 - castle lobby
dw $00FD ; ROOM 0051 - castle throne room
dw $00FD ; ROOM 0002 - pre-sanc
dw $00DB ; ROOM 00DB - TT entrance
dw $00AB ; ROOM 00AB - to TT attic
dw $0022 ; ROOM 0022 - sewer rats
.coordinates_uw
dw $1A78, $0233, $0001, $0099, $0004 ; Old man - MESSAGE 0099
dw $1BC0, $0378, $0002, $009A, $0004 ; Old man - MESSAGE 009A
dw $1A78, $0378, $0004, $009B, $0004 ; Old man - MESSAGE 009B
dw $1FF8, $039D, $0001, $0021, $0001 ; Zelda - MESSAGE 0021
dw $1FF8, $039D, $0002, $0021, $0001 ; Zelda - MESSAGE 0021
dw $1FF8, $0238, $0004, $0021, $0001 ; Zelda - MESSAGE 0021
dw $1D78, $1F7F, $0001, $0022, $0001 ; Zelda - MESSAGE 0022
dw $1D78, $1F7F, $0001, $0023, $0001 ; Zelda - MESSAGE 0023
dw $1D78, $1F7F, $0002, $002A, $0001 ; Zelda - MESSAGE 002A
dw $1BD8, $16FC, $0001, $0124, $0006 ; Blind maiden - MESSAGE 0124
dw $1520, $167C, $0001, $0124, $0006 ; Blind maiden - MESSAGE 0124
dw $05AC, $04FC, $0001, $0029, $0001 ; Zelda - MESSAGE 0029
; -------------------------------------------------------
.overworld_id
dw $0005 ; OW 05 - West DM (Updated)
dw $002F ; OW 2F - Tail Palace
dw $0000 ; OW 00 - Lost woods
.coordinates_ow
dw $0178, $0A63, $0001, $009D, $0004 ; Old man - MESSAGE 009D
; Y X
dw $0A88, $0F41, $0000, $FFFF, $000A ; Kiki
dw $0B37, $0F40, $0001, $FFFF, $000A ; Kiki
dw $0A62, $0E5B, $0002, $FFFF, $000A ; Kiki
dw $00E8, $0090, $0000, $0028, $000E ; MS telepathy - MESSAGE 0028
; -------------------------------------------------------
.room_boundaries_check
dw $0000, $001E, $003C, $0046
dw $005A, $0064, $006E, $0078
.ow_boundaries_check
dw $0000, $000A, $0028, $0032
}
pullpc
; =========================================================
; Minecart Follower Sprite
FollowerDraw_CalculateOAMCoords:
{
REP #$20
LDA.b $02 : STA.b ($90),Y
INY
CLC : ADC.w #$0080 : CMP.w #$0180 : BCS .off_screen
LDA.b $02 : AND.w #$0100 : STA.b $74
LDA.b $00 : STA.b ($90),Y
CLC : ADC.w #$0010 : CMP.w #$0100 : BCC .on_screen
.off_screen:
LDA.w #$00F0 : STA.b ($90),Y
.on_screen:
SEP #$20
INY
RTS
}
MinecartFollower_Top:
{
SEP #$30
JSR FollowerDraw_CalculateOAMCoords
LDA #$08
JSL OAM_AllocateFromRegionB
LDA $02CF : TAY
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 $02 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $00 : 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.b #$02 : 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
}
MinecartFollower_Bottom:
{
SEP #$30
JSR FollowerDraw_CalculateOAMCoords
LDA #$08
JSL OAM_AllocateFromRegionC
LDA $02CF : TAY
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 $02 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $00 : 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.b #$02 : 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
}
; Minecart Follower Main Routine and Draw
DrawMinecartFollower:
{
JSL $099EFC ; Follower_Initialize
LDX $012B
LDA .direction_to_anim, X
STA $02CF
JSR FollowerDraw_CachePosition
JSR MinecartFollower_Top
JSR MinecartFollower_Bottom
LDA.b $11 : BNE .dont_spawn
LDA !LinkInCart : BEQ .dont_spawn
LDA.b #$A3
JSL Sprite_SpawnDynamically
TYX
JSL Sprite_SetSpawnedCoords
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .vert_adjust
CMP.b #$02 : BEQ .vert_adjust
LDA POSY : CLC : ADC #$08 : STA.w SprY, X
LDA POSX : STA.w SprX, X
JMP .finish_prep
.vert_adjust
LDA POSY : STA.w SprY, X
LDA POSX : CLC : ADC #$02 : STA.w SprX, X
.finish_prep
LDA POSYH : STA.w SprYH, X
LDA POSXH : STA.w SprXH, X
LDA.w !MinecartDirection : CLC : ADC.b #$03 : STA.w SprSubtype, X
LDA .direction_to_anim, X : STA $0D90, X
JSL Sprite_Minecart_Prep
LDA.b #$00 : STA.l $7EF3CC
.dont_spawn
RTS
.direction_to_anim
db $02, $00, $02, $00
}
FollowerDraw_CachePosition:
{
LDX.b #$00
LDA.w $1A00, X : STA.b $00
LDA.w $1A14, X : STA.b $01
LDA.w $1A28, X : STA.b $02
LDA.w $1A3C, X : STA.b $03
LDA.w $1A64, X : STA.b $05
; -------------------------
AND.b #$20
LSR A
LSR A
TAY
LDA.b $05
AND.b #$03
STA.b $04
STZ.b $72
; Vanilla game would check some priority and collision
; variables based on the follower here and manipulate $72
; if the player was immobile.
CLC : ADC $04 : STA $04
TYA : CLC : ADC $04 : STA $04
; -------------------------
REP #$20
LDA $0FB3 : AND.w #$00FF : ASL A : TAY
LDA $20 : CMP $00 : BEQ .check_priority_for_region
BCS .use_region_b
BRA .use_region_a
.check_priority_for_region
LDA $05 : AND.w #$0003 : BNE .use_region_b
.use_region_a
LDA.w .oam_region_offsets_a, Y
BRA .set_region
.use_region_b
LDA.w .oam_region_offsets_b, Y
.set_region
PHA
LSR #2 : CLC : ADC.w #$0A20 : STA $92
PLA : CLC : ADC.w #$0800 : STA $90
LDA $00 : SEC : SBC $E8 : STA $06
LDA $02 : SEC : SBC $E2 : STA $08
SEP #$20
LDA.w $02D7
INC A
CMP.b #$03
BNE .set_repri
LDA.b #$00
.set_repri
STA.w $02D7
LDA $02D7 : ASL #2 : STA $05
TXA : CLC : ADC $05 : TAX
REP #$20
LDA $06 : CLC : ADC.w #$0010 : STA $00
LDA $08 : STA $02
STZ $74
SEP #$20
RTS
.oam_region_offsets_a
dw $0170
dw $00C0
.oam_region_offsets_b
dw $01C0
dw $0110
}
CheckForMinecartFollowerDraw:
{
PHB : PHK : PLB
LDA.l $7EF3CC : CMP.b #$0B : BNE .not_minecart
JSR DrawMinecartFollower
.not_minecart
; LDA.b #$10 : STA.b $5E
PLB
RTL
}
CheckForFollowerInterroomTransition:
{
PHB : PHK : PLB
LDA.w !LinkInCart : BEQ .not_in_cart
LDA.b #$0B : STA $7EF3CC
.not_in_cart
PLB
JSL $01873A ; Underworld_LoadRoom
RTL
}
CheckForFollowerIntraroomTransition:
{
STA.l $7EC007
PHB : PHK : PLB
LDA.w !LinkInCart : BEQ .not_in_cart
LDA.b #$0B : STA $7EF3CC
.not_in_cart
PLB
RTL
}
pushpc
; Follower_OldManUnused
org $09A41F
JSL CheckForMinecartFollowerDraw
RTS
; Module07_02_01_LoadNextRoom
org $028A5B
JSL CheckForFollowerInterroomTransition
org $0289BF
JSL CheckForFollowerIntraroomTransition
pullpc