Converting item GFX drawing to use pottery draw method

This commit is contained in:
codemann8
2023-05-05 00:13:05 -05:00
parent 90396136d3
commit 20f8ef457e
18 changed files with 399 additions and 194 deletions

View File

@@ -49,28 +49,26 @@ HeartContainerGet:
BRA HeartPieceGet_skipLoad
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
DrawHeartPieceGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC .offscreen
PHA : PHY
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
JSL.l HeartPieceSpritePrep
JMP .done ; don't draw on the init frame
LDA.w !SPRITE_REDRAW, X : BEQ .skipInit ; skip init if already ready
JSL.l HeartPieceSpritePrep
BRA .done ; don't draw on the init frame
.skipInit
LDA $0E80, X ; Retrieve stored item type
.skipLoad
JSL.l DrawDynamicTile
CMP #$03 : BNE +
PHA : LDA $0E60, X : ORA.b #$20 : STA $0E60, X : PLA
+
JSL.l Sprite_DrawShadowLong
JSL DrawSlottedTile : BCS .done
; draw shadow
CMP #$03 : BNE +
INC.b $00 : INC.b $00 : INC.b $00 : INC.b $00 ; move narrow sprite shadow over 4 pixels
PHA : LDA $0E60, X : ORA.b #$20 : STA $0E60, X : PLA
+
JSL.l Sprite_DrawShadowLong
.done
PLY : PLA
@@ -78,20 +76,17 @@ DrawHeartPieceGFX:
PLP
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
DrawHeartContainerGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC DrawHeartPieceGFX_offscreen
PHA : PHY
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
JSL.l HeartContainerSpritePrep
BRA DrawHeartPieceGFX_done ; don't draw on the init frame
LDA.w !SPRITE_REDRAW, X : BEQ .skipInit ; skip init if already ready
JSL.l HeartContainerSpritePrep
BRA DrawHeartPieceGFX_done ; don't draw on the init frame
.skipInit
LDA $0E80, X ; Retrieve stored item type
BRA DrawHeartPieceGFX_skipLoad
BRA DrawHeartPieceGFX_skipInit
;--------------------------------------------------------------------------------
HeartContainerSound:
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE +
@@ -160,34 +155,28 @@ RTL
LDA OverworldEventDataWRAM, X : ORA.b #$40 : STA OverworldEventDataWRAM, X
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HeartPieceSpritePrep:
PHA
LDA ServerRequestMode : BEQ + : : +
LDA #$01 : STA !REDRAW
LDA $5D : CMP #$14 : BEQ .skip ; skip if we're mid-mirror
LDA #$00 : STA !REDRAW
LDA.b #$01 : STA.w !SPRITE_REDRAW, X
JSL.l HeartPieceGetPlayer : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSL.l LoadHeartPieceRoomValue ; load item type
STA $0E80, X ; Store item type
JSL.l PrepDynamicTile
JSL.l RequestSlottedTile
.skip
PLA
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HeartContainerSpritePrep:
PHA
LDA #$00 : STA !REDRAW
JSL.l HeartPieceGetPlayer : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSL.l LoadHeartContainerRoomValue ; load item type
STA $0E80, X ; Store item type
JSL.l PrepDynamicTile
JSL.l RequestSlottedTile
PLA
RTL
@@ -202,7 +191,6 @@ LoadHeartPieceRoomValue:
.done
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HPItemReset:
PHA
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
@@ -212,7 +200,6 @@ HPItemReset:
.skip
PLA
.done
PHA : LDA #$01 : STA !REDRAW : PLA
RTL
;--------------------------------------------------------------------------------
MaybeMarkDigSpotCollected:
@@ -857,3 +844,37 @@ HeartPieceGetPlayer:
PLY
RTL
}
;--------------------------------------------------------------------------------
HeartPieceSetRedraw:
PHY
LDY.b #$0F
.next
LDA.w $0DD0,Y : BEQ ++
LDA.w $0E20,Y : CMP.b #$EB : BEQ + ; heart piece
CMP.b #$E4 : BEQ + ; enemy key drop
CMP.b #$3B : BEQ + ; bonk item (book/key)
CMP.b #$E5 : BEQ + ; enemy big key drop
CMP.b #$E7 : BEQ + ; mushroom item
CMP.b #$E9 : BEQ + ; powder item
BRA ++
+ LDA.b #$01 : STA.w !SPRITE_REDRAW,Y
++ DEY : BPL .next
PLY
RTL
HeartPieceGetRedraw:
PHY
LDY.b #$0F
.next
LDA.w $0DD0,Y : BEQ ++
LDA.w $0E20,Y : CMP.b #$EB : BEQ + ; heart piece
CMP.b #$E4 : BEQ + ; enemy key drop
CMP.b #$3B : BEQ + ; bonk item (book/key)
CMP.b #$E5 : BEQ + ; enemy big key drop
CMP.b #$E7 : BEQ + ; mushroom item
CMP.b #$E9 : BEQ + ; powder item
BRA ++
+ LDA.w !SPRITE_REDRAW,Y : BEQ ++
PLY : SEC : RTL
++ DEY : BPL .next
PLY
CLC : RTL