add maple sprite as subtype to mermaid slot

This commit is contained in:
scawful
2024-06-17 18:19:10 -04:00
parent 2e212baf2a
commit 02c34d0229

View File

@@ -1,9 +1,9 @@
;==============================================================================
; Sprite Properties
;==============================================================================
; =========================================================
; Mermaid and Maple NPC
!SPRID = $F0 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
@@ -31,16 +31,16 @@
%Set_Sprite_Properties(Sprite_Mermaid_Prep, Sprite_Mermaid_Long)
;==================================================================================================
; Sprite Long Hook for that sprite
; --------------------------------------------------------------------------------------------------
; This code can be left unchanged
; handle the draw code and if the sprite is active and should move or not
;==================================================================================================
Sprite_Mermaid_Long:
PHB : PHK : PLB
LDA.w SprMiscE, X : BEQ .MermaidDraw
JSR Sprite_Maple_Draw
JMP .Continue
.MermaidDraw
JSR Sprite_Mermaid_Draw ; Call the draw code
.Continue
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
@@ -50,32 +50,29 @@ JSR Sprite_Mermaid_Main ; Call the main sprite code
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
;==================================================================================================
; Sprite initialization
; --------------------------------------------------------------------------------------------------
; this code only get called once perfect to initialize sprites substate or timers
; this code as soon as the room transitions/ overworld transition occurs
;==================================================================================================
Sprite_Mermaid_Prep:
PHB : PHK : PLB
; Add more code here to initialize data
LDA.b #$40 : STA.w SprTimerA, X
PLB
RTL
;==================================================================================================
; Sprite Main routines code
; --------------------------------------------------------------------------------------------------
; This is the main local code of your sprite
; This contains all the Subroutines of your sprites you can add more below
;==================================================================================================
Sprite_Mermaid_Prep:
{
PHB : PHK : PLB
LDA.b #$40 : STA.w SprTimerA, X
STZ.w SprMiscE, X
LDA.w SprSubtype, X : CMP.b #$01 : BNE +
; Maple Sprite
LDA.b #$01 : STA.w SprMiscE, X
LDA.b #$03 : STA.w SprAction, X
+
PLB
RTL
}
Sprite_Mermaid_Main:
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw MermaidWait
dw MermaidDive
dw MermaidSwim
dw MapleIdle
MermaidWait:
@@ -116,98 +113,169 @@ RTS
}
;==================================================================================================
; Sprite Draw code
; --------------------------------------------------------------------------------------------------
; Draw the tiles on screen with the data provided by the sprite maker editor
;==================================================================================================
MapleIdle:
{
%PlayAnimation(0,1,16)
JSL Sprite_PlayerCantPassThrough
RTS
}
Sprite_Mermaid_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
PLX
RTS
RTS
;==================================================================================================
; Sprite Draw Generated Data
; --------------------------------------------------------------------------------------------------
; This is where the generated Data for the sprite go
;==================================================================================================
.start_index
db $00, $02, $04, $05
.nbr_of_tiles
db 1, 1, 0, 1
.x_offsets
dw 0, 0
dw -4, 4
dw 0
dw 0, 0
.y_offsets
dw -8, 8
dw -4, -4
dw 4
dw 0, 8
.chr
db $0E, $2E
db $0B, $0C
db $2B
db $09, $29
.properties
db $39, $39
db $39, $39
db $39
db $39, $39
.sizes
db $02, $02
db $02, $02
db $02
db $02, $02
.start_index
db $00, $02, $04, $05
.nbr_of_tiles
db 1, 1, 0, 1
.x_offsets
dw 0, 0
dw -4, 4
dw 0
dw 0, 0
.y_offsets
dw -8, 8
dw -4, -4
dw 4
dw 0, 8
.chr
db $0E, $2E
db $0B, $0C
db $2B
db $09, $29
.properties
db $39, $39
db $39, $39
db $39
db $39, $39
.sizes
db $02, $02
db $02, $02
db $02
db $02, $02
}
Sprite_Maple_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
REP #$20
LDA $00 : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $02
.nbr_of_tiles
db 1, 1
.y_offsets
dw -8, 0
dw 0, -8
.chr
db $13, $23
db $25, $15
.properties
db $39, $39
db $39, $39
}