Added better GFX for fairy and good bee

This commit is contained in:
codemann8
2023-05-08 07:48:48 -05:00
parent 09d93ae5f2
commit 9651f9fb1d
3 changed files with 101 additions and 15 deletions

View File

@@ -54,6 +54,20 @@ RequestSlottedTile:
++ LDA.b #!DynamicDropGFXSlotCount_OW
+++ INC : STA.w SprItemGFX,X
JMP .success
+ CMP.b #$B5 : BNE + ; if good bee, use bee OAM slot
LDA.b $1B : BEQ ++
LDA.b #!DynamicDropGFXSlotCount_UW
BRA +++
++ LDA.b #!DynamicDropGFXSlotCount_OW
+++ INC : INC : STA.w SprItemGFX,X
JMP .success
+ CMP.b #$B2 : BNE + ; if fairy, use fairy OAM slot
LDA.b $1B : BEQ ++
LDA.b #!DynamicDropGFXSlotCount_UW
BRA +++
++ LDA.b #!DynamicDropGFXSlotCount_OW
+++ STA.w SprItemGFX,X
JMP .success
+
PHA : PHX
@@ -202,6 +216,7 @@ DrawSlottedTile:
PLA : SEC : RTL
+
PLA
STA.b $BD ; store loot ID temporarily, will get overwritten in Sprite_DrawMultiple_quantity_preset call
JSL.l IsNarrowSprite : BCS .narrow
; TODO: Instead of loading the whole fixed 16 bytes from DynamicOAMTile**_** into !SPRITE_DYNAMIC_OAM
@@ -254,6 +269,23 @@ DrawSlottedTile:
STA.w !SPRITE_DYNAMIC_OAM : STA.w !SPRITE_DYNAMIC_OAM+8
.draw
; special handling
LDY.b $BD : CPY.b #$B2 : BNE + ; fairy
LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
LDA.w !SPRITE_DYNAMIC_OAM+4 : CLC : ADC.w #$02 ; use other fairy GFX
STA.w !SPRITE_DYNAMIC_OAM+4
++ LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
LDA.w !SPRITE_DYNAMIC_OAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels
STA.w !SPRITE_DYNAMIC_OAM+2
+ CPY.b #$B5 : BNE + ; good bee
LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
LDA.w !SPRITE_DYNAMIC_OAM+12 : SEC : SBC.w #$10 ; use other fairy GFX
STA.w !SPRITE_DYNAMIC_OAM+12
++ LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
LDA.w !SPRITE_DYNAMIC_OAM+10 : SEC : SBC.w #$02 ; move fairy up 2 pixels
STA.w !SPRITE_DYNAMIC_OAM+10
+
LDA.w #!SPRITE_DYNAMIC_OAM : STA.b $08
SEP #$20
STZ.b $07
@@ -292,6 +324,9 @@ DynamicOAMTileUW_thin:
dw 0, 0 : db $6B, $00, $20, $00 ; key
dw 0, 8 : db $7B, $00, $20, $00
dw 0, 0 : db $7C, $00, $20, $00 ; good bee
dw 0, 8 : db $F4, $00, $20, $00
DynamicOAMTileUW_full:
dw -4, -1 : db $40, $00, $20, $02
dd 0, 0
@@ -308,6 +343,11 @@ DynamicOAMTileUW_full:
dw -4, -1 : db $EE, $00, $20, $02
dd 0, 0
; add new slots above this line
dw -4, -1 : db $EA, $00, $20, $02 ; fairy
dd 0, 0
DynamicOAMTileOW_thin:
; dw 0, 0 : db $40, $00, $20, $00
; dw 0, 8 : db $50, $00, $20, $00
@@ -332,6 +372,9 @@ DynamicOAMTileOW_thin:
dw 0, 0 : db $6B, $00, $20, $00 ; key
dw 0, 8 : db $7B, $00, $20, $00
dw 0, 0 : db $7C, $00, $20, $00 ; good bee
dw 0, 8 : db $F4, $00, $20, $00
DynamicOAMTileOW_full:
; dw 0, 0 : db $40, $00, $20, $02
; dd 0, 0
@@ -348,3 +391,8 @@ DynamicOAMTileOW_full:
;dw 0, 0 : db $EE, $00, $20, $02
;dd 0, 0
; add new slots above this line
dw 0, 0 : db $EA, $00, $20, $02 ; fairy
dd 0, 0

View File

@@ -809,18 +809,53 @@ Shopkeeper_DrawNextItem:
SEP #$20 ; set 8-bit accumulator
PLY
STZ $0E ; $0E will be used temporarily to store a non-zero value if VRAM slot is in OAM1
PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
LDA.l !SHOP_INVENTORY, X ; get item palette
LDA.l !SHOP_INVENTORY, X
++
CMP.b #$2E : BNE + : BRA .potion
+ CMP.b #$2F : BNE + : BRA .potion
+ CMP.b #$30 : BEQ .potion
+ CMP.b #$34 : BCC .normal : CMP.b #$36+1 : BCS .normal
CMP.b #$2E : BNE + : JMP .potion
+ CMP.b #$2F : BNE + : JMP .potion
+ CMP.b #$30 : BNE + : JMP .potion
+ CMP.b #$B2 : BNE + : BRA .fairy
+ CMP.b #$B5 : BNE + : BRA .goodbee
+ CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS +
BRA .rupee
+
.normal
LDA.w .tile_indices, Y : BRA + ; get item gfx index
.rupee
LDA.b #$0B ; rupee is #$0B because it's already there in VRAM
STA.b $0E
BRA .vramLoc
.fairy
REP #$20
LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
LDA.l !SPRITE_OAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels
STA.l !SPRITE_OAM+2
++
SEP #$20
LDA.b $1A : AND.b #$20 : BEQ ++ ; alternate every 32 frames
LDA.b #$EC ; use other fairy GFX
STA.b $0E
BRA .vramLoc
++
LDA.b #$EA ; fairy is #$EA/EC because it's already there in VRAM
STA.b $0E
BRA .vramLoc
.goodbee
REP #$20
LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
LDA.l !SPRITE_OAM+2 : SEC : SBC.w #$02 ; move bee up 2 pixels
STA.l !SPRITE_OAM+2
++
SEP #$20
LDA.b $1A : AND.b #$20 : BEQ ++ ; alternate every 32 frames
LDA.b #$D4 ; use other bee GFX
STA.b $0E
BRA .vramLoc
++
LDA.b #$E4 ; good bee is #$E4/D4 because it's already there in VRAM
STA.b $0E
BRA .vramLoc
.potion
LDA.b #$C0 ; potion is #$C0 because it's already there in VRAM
@@ -835,15 +870,13 @@ Shopkeeper_DrawNextItem:
AND #$FE
.vramLoc
STA.l !SPRITE_OAM+4
PHA
PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
LDA.l !SHOP_INVENTORY, X ; get item palette
++
JSL.l GetSpritePalette : STA.l !SPRITE_OAM+5
PLA
AND.b #$01 : BNE .oam1 ; special case for rupee item
LDA.b $0E : BNE .oam1 ; item uses VRAM in OAM1
LDA.w .tile_indices, Y : AND.b #$01 : BEQ ++ ; get tile index sheet
.oam1
LDA.l !SPRITE_OAM+5
@@ -866,6 +899,10 @@ Shopkeeper_DrawNextItem:
LDA.b #$00
STA.l !SPRITE_OAM+7
JSR.w PrepNarrowLower
LDA.b $0E : AND.b #$0F : CMP.b #$04 : BNE +
; special exception for bee gfx, need top tile to be blank
LDA.b #$7C : STA.l !SPRITE_OAM+4
+
LDA.b #$02
++
PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSR.w RequestItemOAM : PLX

View File

@@ -295,7 +295,7 @@ RTL
db $08 ; Fairy
db $08 ; Chicken
db $08 ; Big Magic
db $08 ; Good Bee
db $04 ; Good Bee
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
@@ -364,7 +364,7 @@ IsNarrowSprite:
LDX.b #$00 ; set index counter to 0
;----
-
CPX.b #$24 : !BGE .false ; finish if we've done the whole list
CPX.b #(.smallSprites_end-.smallSprites) : !BGE .false ; finish if we've done the whole list
CMP.l .smallSprites, X : BNE + ; skip to next if we don't match
;--
SEC ; set true state
@@ -387,7 +387,8 @@ RTL
db $15, $18, $24, $2A, $34, $35, $36, $42
db $43, $45, $59, $A0, $A1, $A2, $A3, $A4
db $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC
db $AD, $AE, $AF, $B4, $FF, $FF, $FF, $FF
db $AD, $AE, $AF, $B4, $B5
.smallSprites_end
}
;--------------------------------------------------------------------------------