375 lines
8.1 KiB
NASM
375 lines
8.1 KiB
NASM
; Pushable Ice Block
|
|
|
|
!SPRID = $D5; The sprite ID you are overwriting (HEX)
|
|
!NbrTiles = 03 ; 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 = 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 = 00 ; 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)
|
|
|
|
Sprite_IceBlock_Long:
|
|
{
|
|
PHB : PHK : PLB
|
|
LDA.w SprMiscC, X : BEQ .not_being_pushed
|
|
STZ.w SprMiscC, X
|
|
STZ.b $5E ; Clear Links speed
|
|
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 $5E ; Slipping into pit speed
|
|
.retain_momentum
|
|
|
|
JSR Sprite_IceBlock_Draw
|
|
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
|
JSR Sprite_IceBlock_Main
|
|
.SpriteIsNotActive
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
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
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
Sprite_IceBlock_Main:
|
|
{
|
|
LDA.w SprAction, X
|
|
JSL UseImplicitRegIndexedLocalJumpTable
|
|
dw MovementHandler
|
|
|
|
MovementHandler:
|
|
{
|
|
%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
|
|
.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 ; Sprite MoveXY
|
|
JSL Sprite_Get_16_bit_Coords ; Get 16bit coords
|
|
JSL Sprite_CheckTileCollision ; Check Tile collision
|
|
; ----udlr , u = up, d = down, l = left, r = right
|
|
LDA.w SprCollision, X : AND.b #$0F : BEQ +
|
|
STZ.w SprMiscA, X
|
|
+
|
|
|
|
; TODO: Update Link push collision reaction
|
|
; If link is in contact, register a push with the sprite
|
|
; Run a timer briefly, and confirm the facing direction
|
|
; matches the push direction (cached) and then initiate
|
|
; the speed changes if they agree
|
|
|
|
JSL Sprite_CheckDamageToPlayerSameLayer : BCC NotInContact
|
|
LDA.w SprMiscA, X : BNE .push_cached
|
|
LDA.b $26 : STA.w SprMiscA, X
|
|
JSR ApplyPush
|
|
.push_cached
|
|
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 $0FF540
|
|
RTS
|
|
.NotInContact:
|
|
LDA.w SprTimerA, X : BNE .delay_timer
|
|
LDA.b #$0D : STA.w SprTimerB,X
|
|
.delay_timer
|
|
RTS
|
|
}
|
|
|
|
ApplyPush:
|
|
{
|
|
; Only apply the push if the facing direction
|
|
; and pushing direction agree with each other
|
|
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
|
|
STZ.w SprXSpeed, X
|
|
LDA #16 : STA.w SprYSpeed, X
|
|
JMP +
|
|
.push_up
|
|
STZ.w SprXSpeed, X
|
|
LDA #-16 : STA.w SprYSpeed, X
|
|
+
|
|
RTS
|
|
}
|
|
}
|
|
|
|
; 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 $0F20,X
|
|
PHY
|
|
JSL $06E87B ; GetTileType_long
|
|
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:
|
|
{
|
|
LDY.b #$03
|
|
|
|
.next_tile
|
|
LDA.w SprY,X : CLC : ADC.w .offset_y,Y : STA.b $00
|
|
LDA.w SprYH,X : ADC.b #$00 : STA.b $01
|
|
LDA.w SprX,X : CLC : ADC.w .offset_x,Y : STA.b $02
|
|
LDA.w SprXH,X : ADC.b #$00 : STA.b $03
|
|
LDA.w $0F20,X
|
|
|
|
PHY
|
|
JSL $06E87B ; GetTileType_long
|
|
PLY
|
|
|
|
LDA.w $0FA5
|
|
CMP.w .tile_id+0 : BEQ .switch_tile
|
|
CMP.w .tile_id+1 : BEQ .switch_tile
|
|
CMP.w .tile_id+2 : BEQ .switch_tile
|
|
CMP.w .tile_id+3 : BNE .fail
|
|
|
|
.switch_tile
|
|
DEY
|
|
BPL .next_tile
|
|
|
|
SEC
|
|
RTS
|
|
|
|
.fail
|
|
CLC
|
|
RTS
|
|
|
|
.offset_x
|
|
db 3, 12, 3, 12
|
|
|
|
.offset_y
|
|
db 3, 3, 12, 12
|
|
|
|
.tile_id
|
|
db $23, $24, $25, $3B
|
|
}
|
|
|
|
Statue_BlockSprites:
|
|
{
|
|
LDY.b #$0F
|
|
|
|
.next
|
|
LDA.w $0E20,Y
|
|
CMP.b #$1C ; SPRITE 1C
|
|
BEQ .skip
|
|
|
|
CPY.w $0FA0
|
|
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
|
|
}
|
|
|
|
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
|
|
}
|