Initial Prize Shuffle Implementation
This commit is contained in:
@@ -13,7 +13,8 @@ RequestStandingItemVRAMSlot:
|
||||
PHX : PHY
|
||||
PHA
|
||||
LDA.b #$01 : STA.w SprRedrawFlag, X
|
||||
JSL Sprite_IsOnscreen : BCC ++
|
||||
LDA.l SpriteSkipEOR : BNE + ; skips on-screen check for special cases, like for prize ancilla
|
||||
JSL Sprite_IsOnscreen : BCC ++ : +
|
||||
; skip sending the request if busy with other things
|
||||
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
|
||||
@@ -357,6 +358,12 @@ PrepItemAnimation:
|
||||
LDA.b FrameCounter : AND.b #$30 : LSR #4 : STA.w SpriteDirectionTable, X
|
||||
RTS
|
||||
|
||||
PrepAncillaAnimation:
|
||||
PHP : SEP #$20
|
||||
LDA.b FrameCounter : AND.b #$30 : LSR #4 : STA.w AncillaDirection, X
|
||||
PLP
|
||||
RTL
|
||||
|
||||
WaitForNewVBlank:
|
||||
LDA.b #$00 : STA.w NMITIMEN ; Disable interrupts
|
||||
- LDA.w RDNMI : BMI - ; Wait until v-blank is over
|
||||
|
||||
Reference in New Issue
Block a user