Implmented New Item GFX System
This commit is contained in:
@@ -5,6 +5,11 @@
|
||||
; A = item receipt ID
|
||||
; X = sprite slot
|
||||
RequestStandingItemVRAMSlot:
|
||||
JSL AttemptItemSubstitution
|
||||
JSL ResolveLootIDLong
|
||||
.resolved
|
||||
STA.w SprItemReceipt, X
|
||||
JSL ResolveBeeTrapLong
|
||||
PHX : PHY
|
||||
PHA
|
||||
LDA.b #$01 : STA.w SprRedrawFlag, X
|
||||
@@ -13,26 +18,20 @@ RequestStandingItemVRAMSlot:
|
||||
LDA.b GameSubMode : CMP.b #$21 : BCS ++ ; skip if OW is loading Map16 GFX ; TODO: Figure out how to allow submodule 22, check DMA status instead
|
||||
LDA.b LinkState : CMP.b #$14 : BEQ ++ ; skip if we're mid-mirror
|
||||
LDA.b IndoorsFlag : BEQ + ; OW current doesn't occupy any slots that medallion gfx do
|
||||
CMP.b #$08 : BCC + : CMP.b #$0A+1 : BCS + ; skip if we're mid-medallion
|
||||
LDA.w GfxChrHalfSlotVerify : CMP.b #$03 : BCC +
|
||||
++ PLA : JMP .return
|
||||
+
|
||||
|
||||
LDA.w SpriteTypeTable, X : CMP.b #$C0 : BNE + ; if catfish
|
||||
TYX
|
||||
+ CMP.b #$52 : BNE + ; if zora
|
||||
TYX
|
||||
+
|
||||
|
||||
LDA.b 1,S : PHX : JSL GetSpritePalette : PLX : STA.w SpriteOAMProp, X ; setup the palette
|
||||
PLA
|
||||
|
||||
; gfx that are already present, use that instead of a new slot
|
||||
; gfx that are already present in vanilla, use that instead of a new slot
|
||||
CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS + ; if rupees, use animated rupee OAM slot
|
||||
LDA.b IndoorsFlag : BEQ ++
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ INC : STA.w SprItemGFX,X
|
||||
+++ INC : STA.w SprItemGFXSlot,X
|
||||
JMP .success
|
||||
+ CMP.b #$A0 : BCC + : CMP.b #$AF+1 : BCS + ; if key, use key OAM slot
|
||||
LDY.b LinkState : CPY.b #$19 : BCC ++ : CPY.b #$1A+1 : BCS ++ ; if getting tablet item, don't use key slot
|
||||
@@ -42,87 +41,103 @@ RequestStandingItemVRAMSlot:
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ INC #2 : STA.w SprItemGFX,X
|
||||
+++ INC #2 : STA.w SprItemGFXSlot,X
|
||||
JMP .success
|
||||
+ CMP.b #$D6 : BNE + ; if good bee, use bee OAM slot
|
||||
LDA.b IndoorsFlag : BEQ ++
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ INC #3 : STA.w SprItemGFX,X
|
||||
+++ INC #3 : STA.w SprItemGFXSlot,X
|
||||
JMP .success
|
||||
+ CMP.b #$D2 : BNE + ; if fairy, use fairy OAM slot
|
||||
LDA.b IndoorsFlag : BEQ ++
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ INC : STA.w SprItemGFX,X
|
||||
+++ INC : STA.w SprItemGFXSlot,X
|
||||
JMP .success
|
||||
+ CMP.b #$D1 : BNE + ; if apple, use apple OAM slot
|
||||
LDA.b IndoorsFlag : BEQ ++
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ INC #2 : STA.w SprItemGFX,X
|
||||
+++ INC #2 : STA.w SprItemGFXSlot,X
|
||||
JMP .success
|
||||
+
|
||||
|
||||
PHA
|
||||
LDA.w DynamicDropGFXIndex
|
||||
INC
|
||||
; check if gfx that are already present from previous requests
|
||||
LDY.b #$00
|
||||
- LDA.w DynamicDropGFXSlots, Y : CMP.b 1,S : BEQ +
|
||||
INY : CPY.b #$0F : !BLT -
|
||||
STZ.w RandoOverworldTargetEdge ; some free ram OWR also uses
|
||||
BRA .newSlot
|
||||
+ TYA : STA.w SprItemGFXSlot,X
|
||||
PLA : JMP .success
|
||||
nop #10
|
||||
.newSlot
|
||||
PHX
|
||||
LDX.b IndoorsFlag : BEQ +
|
||||
CMP.b #!DynamicDropGFXSlotCount_UW : BCC .setIndex
|
||||
BRA ++
|
||||
+ CMP.b #!DynamicDropGFXSlotCount_OW : BCC .setIndex
|
||||
++ LDA.b #$00
|
||||
LDY.b IndoorsFlag : BEQ +
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW-1
|
||||
BRA ++
|
||||
+ LDA.b #!DynamicDropGFXSlotCount_OW-1
|
||||
++ STA.w DynamicDropGFXIndex
|
||||
|
||||
.next
|
||||
LDA.w RandoOverworldTargetEdge : BNE +
|
||||
; on first loop, skip over gfx slots that have some item gfx loaded
|
||||
LDY.w DynamicDropGFXIndex : LDA.w DynamicDropGFXSlots, Y : BNE .slotUsed
|
||||
|
||||
.setIndex
|
||||
PLX
|
||||
STA.w DynamicDropGFXIndex
|
||||
STA.w SprItemGFX,X
|
||||
PHX
|
||||
; loop thru other sprites, check if any use the same gfx slot
|
||||
LDY.b #$0F
|
||||
+ LDY.b #$0F
|
||||
- TYA : CMP.b 1,S : BEQ + ; don't check self
|
||||
LDA.w SpriteAITable,Y : BEQ +
|
||||
LDA.w SprRedrawFlag, Y : BNE +
|
||||
LDA.w SprItemGFX,Y : CMP.w DynamicDropGFXIndex : BNE +
|
||||
LDA.w SpriteTypeTable,Y ; don't need E5 enemy big key drop and E9 powder item
|
||||
CMP.b #$EB : BEQ ++ ; heart piece
|
||||
CMP.b #$E4 : BEQ ++ ; enemy drop
|
||||
CMP.b #$3B : BEQ ++ ; bonk item
|
||||
CMP.b #$E7 : BEQ ++ ; mushroom
|
||||
BRA +
|
||||
++
|
||||
; slot already in use, use overflow slot
|
||||
LDA.b #$02 : STA.w SprRedrawFlag, X
|
||||
LDA.b IndoorsFlag : BEQ ++
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ STA.w SprItemGFX,X
|
||||
PLX : PLA : BRA .return
|
||||
++ LDA.w SprItemGFXSlot,Y : CMP.w DynamicDropGFXIndex : BNE +
|
||||
; gfx slot already in use
|
||||
.slotUsed
|
||||
DEC.w DynamicDropGFXIndex : BMI .loopAgain : BRA .next
|
||||
|
||||
+ DEY : BPL -
|
||||
PLX
|
||||
BRA .initRequest
|
||||
|
||||
.loopAgain
|
||||
LDA.w RandoOverworldTargetEdge : BNE .overflow
|
||||
INC : STA.w RandoOverworldTargetEdge
|
||||
BRA .newSlot+1
|
||||
|
||||
.initRequest
|
||||
.overflow ; slot already in use, use overflow slot
|
||||
LDA.b #$02 : STA.w SprRedrawFlag, X
|
||||
LDA.b IndoorsFlag : BEQ ++
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ STA.w SprItemGFXSlot,X
|
||||
PLX : PLA : BRA .return
|
||||
|
||||
.initRequest
|
||||
LDA.b 1,S
|
||||
LDY.w DynamicDropGFXIndex : STA.w DynamicDropGFXSlots, Y
|
||||
TYA : STA.w SprItemGFXSlot, X
|
||||
PLA
|
||||
|
||||
PHX ;: PHY
|
||||
; unsure about substitution rules here, because they aren't skipped properly for MW yet
|
||||
JSL AttemptItemSubstitution
|
||||
JSL ResolveLootIDLong
|
||||
JSL ResolveBeeTrapLong
|
||||
PHX
|
||||
REP #$30
|
||||
ASL : TAX
|
||||
LDA.l StandingItemGraphicsOffsets,X : LDX.w ItemStackPtr : STA.l ItemGFXStack,X
|
||||
LDA.w DynamicDropGFXIndex : AND.w #$000F : ASL : TAX
|
||||
LDA.b IndoorsFlag : AND.w #$00FF : BEQ +
|
||||
LDA.l FreeUWGraphics,X : BRA ++
|
||||
+ LDA.l FreeOWGraphics,X
|
||||
++ LDX.w ItemStackPtr : STA.l ItemTargetStack,X
|
||||
TXA : INC #2 : STA.w ItemStackPtr
|
||||
ASL : TAX
|
||||
LDA.l StandingItemGraphicsOffsets,X : LDX.w ItemStackPtr : STA.l ItemGFXStack,X
|
||||
LDA.w DynamicDropGFXIndex : AND.w #$000F : ASL : TAX
|
||||
LDA.b IndoorsFlag : AND.w #$00FF : BEQ +
|
||||
LDA.l FreeUWGraphics,X : BRA ++
|
||||
+ LDA.l FreeOWGraphics,X
|
||||
++ LDX.w ItemStackPtr : STA.l ItemTargetStack,X
|
||||
TXA : INC #2 : STA.w ItemStackPtr
|
||||
SEP #$30
|
||||
PLX
|
||||
|
||||
@@ -167,14 +182,13 @@ FreeOWGraphics:
|
||||
DrawPotItem:
|
||||
PHA
|
||||
; TODO: allow drawing if gfx are not using a VRAM slot that changes during medallion
|
||||
LDA.b $5D : CMP.b #$08 : BCC + : CMP.b #$0A+1 : BCS + ; skip if we're mid-medallion
|
||||
PLA : SEC : RTL
|
||||
LDA.b IndoorsFlag : BEQ + ; OW current doesn't occupy any slots that medallion gfx do
|
||||
LDA.w GfxChrHalfSlotVerify : CMP.b #$03 : BCC +
|
||||
PLA : SEC : RTL
|
||||
+
|
||||
PLA
|
||||
|
||||
PHX
|
||||
JSL AttemptItemSubstitution
|
||||
JSL ResolveLootIDLong
|
||||
TAX
|
||||
LDA.l BeeTrapDisguise : BEQ +
|
||||
TAX
|
||||
@@ -208,7 +222,7 @@ DrawPotItem:
|
||||
+ LDA.w #DynamicOAMTileOW_thin
|
||||
.transfer
|
||||
STA.b Scrap08
|
||||
LDA.w SprItemGFX,X
|
||||
LDA.w SprItemGFXSlot,X
|
||||
AND.w #$00FF
|
||||
ASL : ASL : ASL : ASL
|
||||
ADC.b Scrap08
|
||||
@@ -405,6 +419,13 @@ DynamicOAMTileOW_full:
|
||||
dw 0, 0 : db $E5, $00, $20, $02 ; apple
|
||||
dd 0, 0
|
||||
|
||||
DynamicDropGFXClear:
|
||||
PHA : PHX
|
||||
LDX.b #$0E
|
||||
- STZ.w DynamicDropGFXSlots, X : DEX : BPL -
|
||||
PLX : PLA
|
||||
RTL
|
||||
|
||||
ConditionalPushBlockTransfer:
|
||||
LDA.b IndoorsFlag : BNE +
|
||||
LDA.b #$0F ; don't transfer push block when on the OW
|
||||
|
||||
Reference in New Issue
Block a user