add maple sprite as subtype to mermaid slot
This commit is contained in:
@@ -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
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user