enemy sprite data

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enemy sprite data Empty enemy sprite data

Post by wizzrobemaster Sat 19 Dec 2015 - 12:29

how difficult is it to change the sprite data of an enemy? are their stats hardcoded?

wizzrobemaster
Ganon
Ganon

Since : 2015-01-04

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enemy sprite data Empty Re: enemy sprite data

Post by Puzzledude Sat 19 Dec 2015 - 14:23

Not really hardcoded, just coded.

You are actually going to need the disassembly by Math On Napkins for this:
https://www.zeldix.net/t143-disassembly-zelda-docs

And he already disassembled all sprites too, smart guy, isn't he. Here's the code/ASM for Beamos sprite for instance:
Code:


; ==============================================================================

    ; *$28F54-$28FC1 JUMP LOCATION LOCAL
    Sprite_Beamos:
    {
        ; Code for handling a statue sentry.
        
        ; Usually/always zero? Can’t tell
        LDA $0DB0, X : BEQ .is_beamos_station
        CMP.b #$01   : BNE .is_collided_laser_sprite
        
        JMP Sprite_BeamosLaser
    
    .is_collided_laser_sprite
    
        JMP Sprite_BeamosLaserHit
    
    .is_beamos_station
    
        JSR Beamos_Draw
        JSR Sprite2_CheckIfActive
        JSR Sprite2_CheckTileCollision
        JSL Sprite_CheckDamageToPlayerLong
        
        ; Is the eyeball revolving?
        ; (I.e. the sentry is in the ground state.)
        LDA $0D80, X : BEQ .search_state
        
        ; Is the statue sentry in fire mode?
        CMP.b #$03 : BNE .delta ; Nope, either in mode 1,2, or 4
        
        ; Load the inactivity timer, has it expired? (We’re in firing mode btw)
        LDA $0DF0, X : BNE .epsilon ; No, the timer is still going.
        
        INC $0D80, X ; basically, go to mode 4.
        
        LDA.b #$50 : STA $0DF0, X ; Wait #$50 frames or so to start up again.
        
        JSL Sprite_LoadPalette
        
        RTS
    
    .epsilon ; Timer is still going, and we’re in firing mode.
    
        CMP.b #$0F : BNE .dont_fire_beam
        
        PHA
        
        ; Fire za laser! (Comment kept because I like it. Shut up!)
        JSR Beamos_FireBeam
        
        PLA
    
    .dont_fire_beam
    
        ; Change the palette to the next in the cycle
        LSR A : AND.b #$0E : EOR $0F50, X : STA $0F50, X
        
        RTS
    
    ; Waiting for the timer to reset after a shot was fired.
    .delta
    
        ; Has the timer for the blaster counted down yet?
        LDA $0DF0, X : BNE .theta ; No the timer is still going.
        
        ; If so, put the Statue Sentry back in ground state so it can start  moving again. (moving its eyeball anyways)
        STZ $0D80, X
    
    .theta
    
        RTS
    
    .search_state
    
        ; The ground state where the Sentry is still searching for you.
        
        ; X denotes which enemy in the list it is. Generally 0x0 - 0xF
        ; This code helps us decide whether or not to make the eyeball rotate this frame
        TXA : EOR $1A : AND.b #$03 : BNE .no_rotation_this_frame
        
        ; What angular state are we rotated to (0x00 - 0x3F)?
        LDA $0DE0, X : STA $0F
        
        JSR Sprite_SpawnProbeAlways
        
        INC $0DE0, X ; Increment the Statue sentry’s rotation.
    
    .no_rotation_this_frame
    
        ; If the rotation exceeds step 0x3F, set it back to zero.
        LDA $0DE0, X : AND.b #$3F : STA $0DE0, X
    
    ; *$28FC1 ALTERNATE ENTRY POINT
    .easy_out
    
        RTS
    }

; ==============================================================================

    ; *$28FC2-$29061 LOCAL
    Beamos_FireBeam:
    {
        LDA $0B6A : CMP.b #$04 : BCS Sprite_Beamos_easy_out
        
        LDA.b #$61 : JSL Sprite_SpawnDynamically : BMI Sprite_Beamos_easy_out
        
        LDA.b #$19 : JSL Sound_SetSfx3PanLong
        
        PHX
        
        LDX.b #$00
        
        LDA $0FA8 : BPL .positive_x
        
        DEX
    
    .positive_x
    
              ADD $00 : STA $0D10, Y
        TXA : ADC $01 : STA $0D30, Y
        
        LDX.b #$00
        
        LDA $0FA9 : BPL .positive_y
        
        DEX
    
    .positive_y
    
              ADD $02 : STA $0D00, Y
        TXA : ADC $03 : STA $0D20, Y
        
        TYX
        
        LDA.b #$20
        
        JSL Sprite_ApplySpeedTowardsPlayerLong
        
        LDA.b #$3F : STA $0E40, Y
        LDA.b #$54 : STA $0F60, Y
        LDA.b #$01 : STA $0DB0, Y
        LDA.b #$48 : STA $0CAA, Y
        
        ; The palette for the laser beam
        LDA.b #$03 : STA $0F50, Y
        LDA.b #$04 : STA $0CD2, Y
        LDA.b #$0C : STA $0E00, Y
        
        LDA $0B6A : STA $0DC0, Y
        
        INC $0B6A
        
        LDA.b #$1F : STA $00
                     LDX $0DC0, Y : ADD Sprite_BeamosLaser.slots, X : TAX
    
    .init_subsprite_positions
    
        LDA $0D10, Y : STA $7FFD80, X
        LDA $0D30, Y : STA $7FFE00, X
        
        LDA $0D00, Y : STA $7FFE80, X
        LDA $0D20, Y : STA $7FFF00, X
        
        DEX
        
        DEC $00 : BPL .init_subsprite_positions
        
        PLX
        
        RTS
    }

; ==============================================================================

    ; $29062-$29067 DATA
    pool Beamos_Draw:
    {
    
    .y_offsets
        dw -16,  0
    
    .chr
        db $48, $68
    }

; ==============================================================================

    ; *$29068-$290D0 LOCAL
    Beamos_Draw:
    {
        JSR Sprite2_PrepOamCoord
        
        LDY.b #$00
        
        ; The step for the Statue Sentry’s eyeball (rotation state thereof)
        ; Is it at the far right? (rotation ranges from 0x00 to 0x3F)
        ; Nope, it’s farther around (counter clockwise)
        LDA $0DE0, X : CMP.b #$20 : BCS .in_upper_quadrants
        
        ; In this case the eyeball appears on top of the statue.
        LDA.b #$0C : JSL OAM_AllocateFromRegionB
        
        LDY.b #$04 : BRA .oam_has_been_allocated
    
    ; Since the eyeball is further around, you have to flip the sprite display priorities.
    .in_upper_quadrants
    
        LDA.b #$0C : JSL OAM_AllocateFromRegionC
        
        LDY.b #$00
    
    .oam_has_been_allocated
    
        PHX
        
        ; Here x is the loop counter. Gonna draw the basic green portion of
        ; the Beamos.
        LDX.b #$01
    
    .next_subsprite
    
        ; Save the loop counter.
        PHX : TXA : ASL A : TAX
        
        REP #$20
        
        ; (X = 0 OR 2), hence A = -16 OR 0
        LDA $00                            : STA ($90), Y
        AND.w #$0100 : STA $0E
        LDA $02 : ADD .y_offsets, X : INY : STA ($90), Y
        
        ADD.w #$0010 : CMP.w #$0100 : SEP #$20 : BCC .on_screen_y
        
        LDA.b #$F0 : STA ($90), Y
    
    .on_screen_y
    
        PLX
        
        LDA .chr, X : INY : STA ($90), Y
        LDA $05     : INY : STA ($90), Y
        
        PHY : TYA : LSR #2 : TAY
        
        LDA.b #$02 : ORA $0F : STA ($92), Y
        
        PLY : INY
        
        DEX : BPL .next_subsprite
        
        PLX
        
        JSR Beamos_DrawEyeball
        
        RTS
    }

; ==============================================================================

    ; $290D1-$29150 DATA
    pool Beamos_DrawEyeBall:
    {
    .x_offsets
        db -1,  0,  1,  2,  3,  4,  5,  7
        db  8, 10, 11, 12, 13, 14, 15, 16
        db 17, 15, 14, 13, 12, 11, 10,  8
        db  7,  5,  4,  3,  2,  1,  0, -2
    
    .y_offsets
        db 11, 12, 13, 14, 14, 15, 15, 15
        db 15, 15, 15, 14, 14, 13, 12, 11
        db 10,  9,  8,  7,  7,  6,  6,  6
        db  6,  6,  6,  7,  7,  8,  9, 10
    
    .chr
        db $5B, $5B, $5A, $5A, $4B, $4B, $4A, $4A
        db $4A, $4A, $4B, $4B, $5A, $5A, $5B, $5B
        db $5B, $5B, $4C, $4C, $4C, $4C, $4C, $4C
        db $5B, $5B, $4C, $4C, $4C, $4C, $4C, $4C
    
    .hflip
        db $00, $00, $00, $00, $00, $00, $00, $00
        db $40, $40, $40, $40, $40, $40, $40, $40
        db $40, $40, $40, $40, $40, $40, $40, $40
        db $00, $00, $00, $00, $00, $00, $00, $00
        
    }

; ==============================================================================

    ; *$29151-$291B0 LOCAL
    Beamos_DrawEyeball:
    {
        LDY.b #$08
        
        ; What part of the sentry’s rotation are we in?
        ; Is is >= 0x20?
        LDA $0DE0, X : CMP.b #$20 : BCS .in_upper_quadrants
        
        ; If not, zero out y.
        LDY.b #$00
    
    .in_upper_quadrants
    
        ; Store the sprite’s index at $0e
        STX $0E : STZ $0F
        
        ; Divide the rotation counter in half store it at $06
        LSR A : STA $06
        
        PHX
        
        TAX
        
        ; Load the eyeball’s relative x position
        LDA .x_offsets, X : SUB.b #$03 : STA $0FA8
        
        ADD $00 : STA ($90), Y
        
        ; Load the eyeball’s relative y position
        ; $29111, X THAT IS. Tells us which eyeball graphic to use.
        ; $29131, X THAT IS. Tells us which way to flip the eyeball.
        LDA .y_offsets, X : SUB.b #$12 : STA $0FA9
        ADD $02                                          : INY : STA ($90), Y
        LDA .chr, X                                       : INY : STA ($90), Y
        LDA $05 : AND.b #$31 : ORA .hflip, X : ORA.b #$0A : INY : STA ($90), Y
        
        PLX
        
        REP #$20
        
        LDA $0E : ADD $90 : STA $90
        
        LDA $0E : LSR #2 : ADD $92 : STA $92
        
        SEP #$20
        
        ; Indicates we'll be drawing 1 sprite and force it to be a small sprite.
        LDY.b #$00 : TYA
        
        JSL Sprite_CorrectOamEntriesLong
        
        RTS
    }

; ==============================================================================

    ; $291B1-$291B4 DATA
    pool Sprite_BeamosLaser:
    {
        ; This segregates the space we're using for subsprites into 4 different
        ; regions in case we have more than one Beamos in play at a time.
        ; This also limits us to four beamos, though.
    
    .slots
        db $00, $20, $40, $60
    }
    
; ==============================================================================
    
    ; *$291B5-$29256 LOCAL
    Sprite_BeamosLaser:
    {
        LDA $0E00, X : BNE .wait
        
        JSR BeamosLaser_Draw
        
        LDA $0DD0, X : BNE .still_active
        
        DEC $0B6A
        
        RTS
    
    .still_active
    
        JSR Sprite2_CheckIfActive
        
        LDY.b #$03
    
    .move_next_subsprite
    
        PHY : PHX
        
        LDA $0D10, X : PHA
        LDA $0D30, X : PHA
        
        LDA $0D00, X : PHA
        LDA $0D20, X : PHA
        
        LDA $0E80, X : AND.b #$1F : LDY $0DC0, X : ADD .slots, Y : TAX
        
        ; Essentially, all this is to transfer the sprite's current coordinates
        ; to each subsprite's coordinates.
        PLA : STA $7FFF00, X
        PLA : STA $7FFE80, X
        
        PLA : STA $7FFE00, X
        PLA : STA $7FFD80, X
        
        PLX
        
        INC $0E80, X
        
        ; Since we are moving the main sprite 4 times per frame, this
        ; is what gives the laser its staggered look, as the updated coordinate
        ; is then used for each of the subsprites in sequence, in effect
        ; acting much like the vapor trail of an airplane, being the exhaust
        ; left behind.
        JSR Sprite2_Move
        
        PLY : DEY : BPL .move_next_subsprite
        
        LDA $0DF0, X : BEQ .capable_of_damage_now
        DEC A        : BNE .wait
        
        STZ $0DD0, X
        
        ; Make a slot available since the beam has been destroyed.
        INC $0B6A
    
    .wait
    
        RTS
    
    .capable_of_damage
    
        JSL Sprite_CheckDamageToPlayerSameLayerLong : BCS .player_collision
        
        JSR Sprite2_CheckTileCollision : BEQ .no_collision
    
    .player_collision
    
        LDA.b #$26 : JSL Sound_SetSfx3PanLong
        
        LDA.b #$10 : STA $0DF0, X
        
        JSR Sprite2_ZeroVelocity
        
        LDA.b #$61
        
        JSL Sprite_SpawnDynamically : BMI .spawn_failed
        
        JSL Sprite_SetSpawnedCoords
        
        ; Set the timer at #$10.
        LDA.b #$10 : STA $0DF0, Y
        LDA.b #$03 : STA $0E40, Y
        LDA.b #$02 : STA $0DB0, Y
        LDA.b #$40 : STA $0E60, Y
    
    .spawn_failed
    
        LDA.b #$80 : STA $0D20, Y
    
    .no_collision
    
        RTS
    }

; ==============================================================================

    ; *$29257-$2925A LOCAL
    BeamosLaser_PrepOamCoord:
    {
        ; This routine is a waste...
        ; Why not just call the routine directly?
        ; Maybe some code got commented out of here in development
        
        JSR Sprite2_PrepOamCoord
        
        RTS
    }

; ==============================================================================

    ; *$2925B-$292C5 LOCAL
    BeamosLaser_Draw:
    {
        JSR BeamosLaser_PrepOamCoord
        
        PHX
        
        LDA.b #$1F : STA $0D
                     LDY $0DC0, X : ADD Sprite_BeamosLaser_slots, Y : TAX
        
        LDY.b #$00
    
    .next_subsprite
    
        LDA $7FFD80, X : STA $00
        LDA $7FFE00, X : STA $01
        LDA $7FFE80, X : STA $02
        LDA $7FFF00, X : STA $03
        
        REP #$20
        
        LDA $00 : SUB $E2       : STA ($90), Y : AND.w #$0100 : STA $0E
        LDA $02 : SUB $E8 : INY : STA ($90), Y
        
        ADD.w $0010 : CMP.w #$0100 : SEP #$20 : BCC .on_screen
        
        LDA.b #$F0 : STA ($90), Y
    
    .on_screen
    
        LDA.b #$5C : INY : STA ($90), Y
        LDA $05    : INY : STA ($90), Y
        
        PHY : TYA : LSR #2 : TAY
        
        LDA $0F : STA ($92), Y
        
        PLY : INY
        
        DEX
        
        DEC $0D : BPL .next_subsprite
        
        PLX
        
        RTS
    }

; ==============================================================================

    ; $292C6-$292D9 DATA
    pool Sprite_BeamosLaserHit:
    {
    
    .x_offsets
        db -4, -1,  4,  0
        db -4, -1,  4,  0
        
    .y_offsets
        db -4, -1, -4, -1
        db  4,  0,  4,  0
        
    .properties
        db $06, $46, $86, $C6
    }

; ==============================================================================

    ; *$292DA-$29332 LOCAL
    Sprite_BeamosLaserHit:
    {
        ; Load the inactivity timer.
        ; The timer is still counting down.
        LDA $0DF0, X : BNE .countingDown
        
        ; Terminate the hit sprite, as its time has expired.
        STZ $0DD0, X
    
    .countingDown
    
        JSR Sprite2_PrepOamCoord
        
        PHX
        
        LDX.b #$03
    
    .next_subsprite
    
        PHX : TXA : ASL A : TAX
        
        REP #$20
        
        LDA $00 : ADD .x_offsets, X       : STA ($90), Y
                                           : AND.w #$0100 : STA $0E
        LDA $02 : ADD .y_offsets, X : INY : STA ($90), Y
        
        ADD.w #$0010 : CMP.w #$0100 : SEP #$20 : BCC .on_screen
        
        LDA.b #$F0 : STA ($90), Y
    
    .on_screen
    
        PLX
        
        LDA.b #$D6                                   : INY : STA ($90), Y
        LDA $05    : AND.b #$30 : ORA .properties, X : INY : STA ($90), Y
        
        PHY : TYA : LSR #2 : TAY
        
        LDA $0F : STA ($92), Y
        
        PLY : INY
        
        DEX : BPL .next_subsprite
        
    alternate MurpaLurp:
    
        PLX
        
        RTS
    }

; ==============================================================================

Puzzledude
Puzzledude

enemy sprite data Image213

Since : 2012-06-20

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Post by wizzrobemaster Sat 19 Dec 2015 - 14:54

so I can't use a simple hex editor to change beamos's properties?

wizzrobemaster
Ganon
Ganon

Since : 2015-01-04

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Post by SunGodPortal Sat 19 Dec 2015 - 15:28

so I can't use a simple hex editor to change beamos's properties?

This can be done in a hex editor. You just have to know your ASM and how it translates to hex. Some people prefer to work in the format above but I know at least one person (Dr. Floppy) who seems to prefer doing it in hex.
SunGodPortal
SunGodPortal

enemy sprite data Image213

Since : 2015-01-26

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Post by wizzrobemaster Sat 19 Dec 2015 - 18:02

does anyone know where the enemy sprite are located?

wizzrobemaster
Ganon
Ganon

Since : 2015-01-04

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Post by SunGodPortal Sat 19 Dec 2015 - 18:54

I would assume that it would be in the same area of the ROM as this Beamos code. The information you are looking for should be in the disassembly, but looking through that much info is a bit overwhelming. Good luck.
SunGodPortal
SunGodPortal

enemy sprite data Image213

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Post by wizzrobemaster Sat 19 Dec 2015 - 19:44

one thing I would want to edit is kill beamos with an arrow or blast it with a bomb. chain chomps I would also want to kill. the deadrocks in rock form should be vulnerable to bombs and the hammer while slowing down their movement and the falling rocks.

wizzrobemaster
Ganon
Ganon

Since : 2015-01-04

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enemy sprite data Empty Re: enemy sprite data

Post by Puzzledude Sun 20 Dec 2015 - 7:37

wizrobemaster wrote:does anyone know where the enemy sprite are located?  
Maybe you didn't see that.

; *$28F54-$28FC1 JUMP LOCATION LOCAL
   Sprite_Beamos:

; *$28FC2-$29061 LOCAL
   Beamos_FireBeam:

; $29062-$29067 DATA
   pool Beamos_Draw:

As you can see, not only that each sprite has its own code on its own location. You even have multiple codes for one sprite. So the question "where the enemy sprites are" is kind of strange. The answer is "all over the place". Beamos code for its main body only for instance is from 28F54-28FC1 etc.

wizrobemaster wrote:one thing I would want to edit is kill beamos with an arrow or blast it with a bomb.  chain chomps I would also want to kill. the deadrocks in rock form should be vulnerable to bombs and the hammer while slowing down their movement and the falling rocks.
This would be possible, if we were a company, which makes video games. Unfortunately we are not. Wishes are one thing, but doing all the above would require some prodigy ASM, pretty much similar to the Morning Star code. I would say 1000 lines of code at least for all the above, and I don't think any of the ASM people here is willing to work onthis, and the result would be to simply be able to defeat an enemy; while there's no guarantee, that any of the projects will even use this code. Not to mention all the debugging, since the code that big will surely have bugs.

I can only suggest that you change your wishes to something less big and doable, or learn ASM, since practically all your wishes are ASM related.
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enemy sprite data Empty Re: enemy sprite data

Post by Conn Sun 20 Dec 2015 - 10:51

This would be possible, if we were a company, which makes video games. Unfortunately we are not. Wishes are one thing, but doing all the above would require some prodigy ASM, pretty much similar to the Morning Star code. I would say 1000 lines of code at least for all the above, and I don't think any of the ASM people here is willing to work onthis, and the result would be to simply be able to defeat an enemy; while there's no guarantee, that any of the projects will even use this code. Not to mention all the debugging, since the code that big will surely have bugs.

I can only suggest that you change your wishes to something less big and doable, or learn ASM, since practically all your wishes are ASM related.
Thanks Puzz I could not have written this better. Yes, asm-coders are no wishing wells Very Happy  and, as I also told SePH, after 4 years developing codes for this site, I wish to retire. You may notice this by that my post numbers significantly decreased.
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Post by wizzrobemaster Sun 20 Dec 2015 - 11:35

puzzledude, the addresses you listed. are they for headered or unheadered roms?

wizzrobemaster
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Post by Puzzledude Sun 20 Dec 2015 - 12:07

Thanks Puzz I could not have written this better. Yes, asm-coders are no wishing wells and, as I also told SePH, after 4 years developing codes for this site, I wish to retire. You may notice this by that my post numbers significantly decreased.
Yes, as I understand you were already working on AST for a decade before. When I will reach a decade (not yet there) I will also surely retire from the craft and move on other projects.

the addresses you listed. are they for headered or unheadered roms
MoN's documents are entirely based on a non-headered rom.
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Post by wizzrobemaster Sun 20 Dec 2015 - 12:22

and I presume the movement of boulders are also in the same category?  that one section in death mountain I find to be th worst offender as it is entirely luckbased when dodging deadrocks and rocks that fall in random directions.

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