Implemented New Item GFX System
This commit is contained in:
2
Rom.py
2
Rom.py
@@ -43,7 +43,7 @@ from source.enemizer.Enemizer import write_enemy_shuffle_settings
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JAP10HASH = '03a63945398191337e896e5771f77173'
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '184ebc6920dd7b6ba985827017bfd9c0'
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RANDOMIZERBASEHASH = '030a90f43980701de227341dd1a78a50'
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class JsonRom(object):
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class JsonRom(object):
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@@ -446,6 +446,7 @@ OWBonkDropSparkle:
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LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BEQ .nosparkle
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LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BEQ .nosparkle
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LDA.w $0E90,X : BEQ .nosparkle
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LDA.w $0E90,X : BEQ .nosparkle
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LDA.w SprRedrawFlag,X : BNE .nosparkle
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LDA.w SprRedrawFlag,X : BNE .nosparkle
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LDA.b GameMode : CMP.b #$0E : BEQ .nosparkle
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JSL Sprite_SpawnSparkleGarnish
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JSL Sprite_SpawnSparkleGarnish
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; move sparkle down 1 tile
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; move sparkle down 1 tile
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PHX : TYX : PLY
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PHX : TYX : PLY
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@@ -594,15 +595,13 @@ OWBonkDrops:
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PLX : BEQ + : LDA.b #$00 : STA.w SpriteAITable,Y : BRA .return ; S = FlagBitmask, X (row + 2)
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PLX : BEQ + : LDA.b #$00 : STA.w SpriteAITable,Y : BRA .return ; S = FlagBitmask, X (row + 2)
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+ PHA
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+ PHA
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LDA.b #$EB : STA.l MiniGameTime
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LDA.b #$EB
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JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
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JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
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LDA.b #$01 : STA.w SprRedrawFlag,Y
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PLA : STA.w SprSourceItemId, Y
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PHX : TYX : PLY
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PLA
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JSL RequestStandingItemVRAMSlot
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JSL AttemptItemSubstitution
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PHY : TXY : PLX
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STA.w SpriteItemType,Y
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STA.w SpriteID,Y
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; affects the rate the item moves in the Y/X direction
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; affects the rate the item moves in the Y/X direction
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LDA.b #$00 : STA.w SpriteVelocityY,Y
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LDA.b #$00 : STA.w SpriteVelocityY,Y
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@@ -667,7 +666,7 @@ OWBonkDropCollected:
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RTS
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RTS
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}
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}
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; A = SpriteID, Y = Sprite Slot Index, X = free/overwritten
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; A = SprItemReceipt, Y = Sprite Slot Index, X = free/overwritten
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OWBonkSpritePrep:
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OWBonkSpritePrep:
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{
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{
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STA.w SpriteTypeTable,Y
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STA.w SpriteTypeTable,Y
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