Add Sprite ID labels for all custom sprites

This commit is contained in:
scawful
2024-07-09 11:53:44 -04:00
parent 5dece0f764
commit 0a5f006031
35 changed files with 160 additions and 98 deletions

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $7A ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Kydreeok
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -3,7 +3,7 @@
; Child sprite of the Kydreeok boss
; =========================================================
!SPRID = $CF ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_KydreeokHead
!NbrTiles = 07 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,18 +2,18 @@
; Cutscene Kydrog Sprite Properties
; =========================================================
!SPRID = $7B; The sprite ID you are overwriting (HEX)
!NbrTiles = 6 ; Number of tiles used in a frame
!SPRID = Sprite_KydrogNPC
!NbrTiles = 6 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (08 is a whole heart), 04 is half heart
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
@@ -21,7 +21,7 @@
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue

View File

@@ -10,7 +10,7 @@
; =========================================================
!SPRID = $CB ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_KydrogBoss
!NbrTiles = 11 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $88 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Manhandla
!NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -6,7 +6,7 @@
;
; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Twinrova
!NbrTiles = 06 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,7 +2,7 @@
; Wolfos Sprite Properties
; =========================================================
!SPRID = $A9 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Wolfos
!NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $A8 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_AntiKirby
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $CC ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Booki
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $1D ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Darknut
!NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,8 +1,8 @@
; =========================================================
; Deku Scrub Bro Enemy
!SPRID = $14 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 04 ; Number of tiles used in a frame
!SPRID = Sprite_DekuScrubEnemy
!NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 08 ; Number of Health the sprite have
@@ -197,9 +197,9 @@ Sprite_DekuScrubEnemy_Main:
{
%StartOnFrame(7)
%PlayAnimation(7,7,1)
JSL Sprite_PlayerCantPassThrough
LDA.w SprMiscD, X : BNE .no_talk
JSL Sprite_PlayerCantPassThrough
LDA.w SprMiscD, X : BNE .no_talk
%ShowSolicitedMessage($12D) : BCC .no_talk
JSR DekuScrub_GiveRandomPrize
LDA.b #$01 : STA.w SprMiscD, X

View File

@@ -2,7 +2,7 @@
; Goriya Sprite Properties
; =========================================================
!SPRID = $2C ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Goriya
!NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $05 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_HelmetChuchu
!NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,5 +1,8 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $A4 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_PolsVoice
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
@@ -26,7 +29,8 @@
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_PolsVoice_Prep, Sprite_PolsVoice_Long);
%Set_Sprite_Properties(Sprite_PolsVoice_Prep, Sprite_PolsVoice_Long)
; =========================================================

View File

@@ -1,5 +1,8 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $EF ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Poltergeist
!NbrTiles = 4 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
@@ -26,8 +29,8 @@
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_Poltergeist_Prep, Sprite_Poltergeist_Long)
%Set_Sprite_Properties(Sprite_Poltergeist_Prep, Sprite_Poltergeist_Long)
Sprite_Poltergeist_Long:
{
@@ -52,12 +55,8 @@ Sprite_Poltergeist_Long:
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_Poltergeist_Prep:
{
PHB : PHK : PLB
@@ -550,11 +549,7 @@ Sprite_Poltergeist_Draw:
RTS
}
;==================================================================================================
; Sprite Draw Generated Data
; --------------------------------------------------------------------------------------------------
; This is where the generated Data for the sprite go
;==================================================================================================
; =========================================================
.start_index
db $00, $02, $04, $06, $08, $09, $0F, $15, $16, $17, $18, $19, $1A, $1B, $1C, $1D, $1F, $20, $22, $23, $25, $26, $28, $29, $2A, $2B, $2C, $2D, $2E, $2F, $30, $31, $33, $35, $37, $39, $3B, $3F, $41, $42, $44, $45, $47, $48, $4A

View File

@@ -1,6 +1,6 @@
; =========================================================
!SPRID = $B1 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Puffstool
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,4 +1,8 @@
!SPRID = $AE ; The sprite ID you are overwriting (HEX)
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = Sprite_SeaUrchin
!NbrTiles = 04 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $CD ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_ThunderGhost
!NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $07 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_BeanVendor
!NbrTiles = 04 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,6 +1,8 @@
; =============================================================================
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $A0 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_DekuScrubNPCs
!NbrTiles = 06 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
@@ -29,7 +31,7 @@
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_DekuScrub_Prep, Sprite_DekuScrub_Long);
; =============================================================================
; =========================================================
Sprite_DekuScrub_Long:
{
@@ -46,7 +48,7 @@ Sprite_DekuScrub_Long:
RTL ; Go back to original code
}
; =============================================================================
; =========================================================
Sprite_DekuScrub_Prep:
{
@@ -74,7 +76,7 @@ Sprite_DekuScrub_Prep:
RTL
}
; =============================================================================
; =========================================================
Sprite_DekuScrub_Main:
{
@@ -161,7 +163,7 @@ Sprite_DekuScrub_Main:
}
}
; =============================================================================
; =========================================================
Sprite_DekuScrub_Draw:
{

View File

@@ -2,18 +2,18 @@
; Farore Sprite Properties
; =========================================================
!SPRID = $73; The sprite ID you are overwriting (HEX)
!NbrTiles = 2 ; Number of tiles used in a frame
!SPRID = Sprite_Farore
!NbrTiles = 2 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (08 is a whole heart), 04 is half heart
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
@@ -21,7 +21,7 @@
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue

View File

@@ -1,7 +1,7 @@
; =========================================================
; Korok Sprite
!SPRID = $F1 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Korok
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,7 +1,8 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $9E ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_MakuTree
!NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,6 +1,6 @@
; Happy Mask Salesman Sprite
!SPRID = $E8; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_MaskSalesman
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,7 +1,7 @@
; =========================================================
; Mermaid and Maple NPC
!SPRID = $F0 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Mermaid
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

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@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $D7; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Vasu
!NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,5 +1,8 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $25 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_VillageDog
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,7 +1,7 @@
; Zora Princess
; Grants Link the Zora Mask when Song of Healing is played
!SPRID = $B8; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_ZoraPrincess
!NbrTiles = 9 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,7 +1,8 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $77 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_DekuLeaf
!NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
@@ -28,32 +29,36 @@
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_DekuLeaf_Prep, Sprite_DekuLeaf_Long);
%Set_Sprite_Properties(Sprite_DekuLeaf_Prep, Sprite_DekuLeaf_Long)
; =========================================================
Sprite_DekuLeaf_Long:
PHB : PHK : PLB
{
PHB : PHK : PLB
JSR Sprite_DekuLeaf_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_DekuLeaf_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_DekuLeaf_Main ; Call the main sprite code
JSR Sprite_DekuLeaf_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_DekuLeaf_Prep:
PHB : PHK : PLB
; Add more code here to initialize data
{
PHB : PHK : PLB
PLB
RTL
PLB
RTL
}
; =========================================================

View File

@@ -2,7 +2,7 @@
; Minecart Sprite Properties
; =========================================================
!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Minecart
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
@@ -30,8 +30,6 @@
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
; =========================================================
%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
; =========================================================

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $AF ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Mineswitch
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -3,7 +3,7 @@
; Portal Sprite
; =========================================================
!SPRID = $03 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_Portal
!NbrTiles = 01 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -2,7 +2,7 @@
; Sprite Properties
; =========================================================
!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
!SPRID = Sprite_SwitchTrack
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is

View File

@@ -1,7 +1,8 @@
;==============================================================================
; =========================================================
; Sprite Properties
;==============================================================================
!SPRID = $52; The sprite ID you are overwriting (HEX)
; =========================================================
!SPRID = Sprite_Whirlpool
!NbrTiles = 04 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
@@ -28,7 +29,10 @@
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_Whirlpool_Prep, Sprite_Whirlpool_Long);
%Set_Sprite_Properties(Sprite_Whirlpool_Prep, Sprite_Whirlpool_Long)
; =========================================================
pushpc
@@ -52,13 +56,17 @@ Sprite_Whirlpool_Long:
RTL ; Go back to original code
}
; =========================================================
Sprite_Whirlpool_Prep:
PHB : PHK : PLB
PLB
RTL
{
PHB : PHK : PLB
PLB
RTL
}
; =========================================================
Sprite_Whirlpool_Main:
{
@@ -127,6 +135,8 @@ Sprite_Whirlpool_Main:
}
}
; =========================================================
Sprite_Whirlpool_Draw:
{
JSL Sprite_PrepOamCoord
@@ -172,7 +182,7 @@ Sprite_Whirlpool_Draw:
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
@@ -204,8 +214,4 @@ Sprite_Whirlpool_Draw:
db $29, $29, $29, $29
db $69, $69, $69, $69
db $A9, $A9, $A9, $A9
.sizes
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
}

View File

@@ -5,45 +5,62 @@ incsrc ZSpriteLib/sprite_macros.asm
org $308000
incsrc ZSpriteLib/sprite_new_table.asm
Sprite_Farore = $73
incsrc "Sprites/NPCs/farore.asm"
print "End of farore.asm ", pc
Sprite_KydrogNPC = $7B
incsrc "Sprites/Bosses/kydrog.asm"
print "End of kydrog.asm ", pc
Sprite_MakuTree = $9E
incsrc "Sprites/NPCs/maku_tree.asm"
print "End of maku_tree.asm ", pc
Sprite_MaskSalesman = $E8
incsrc "Sprites/NPCs/mask_salesman.asm"
print "End of mask_salesman.asm ", pc
Sprite_BeanVendor = $07
Sprite_VillageElder = $07
Sprite_KaeporaGaebora = $07
incsrc "Sprites/NPCs/bean_vendor.asm"
print "End of bean_vendor.asm ", pc
incsrc "Sprites/Bosses/octoboss.asm"
print "End of octoboss.asm ", pc
incsrc "Sprites/NPCs/Mermaid.asm"
Sprite_Mermaid = $F0
Sprite_Maple = $F0 ; Subtype 1
Sprite_Librarian = $F0 ; Subtype 2
incsrc "Sprites/NPCs/mermaid.asm"
print "End of mermaid.asm ", pc
incsrc "Sprites/Bosses/Manhandla.asm"
Sprite_Manhandla = $88
incsrc "Sprites/Bosses/manhandla.asm"
print "End of manhandla.asm ", pc
Sprite_DekuScrubEnemy = $14
incsrc "Sprites/Enemies/deku_scrub_enemy.asm"
print "End of deku_scrub_enemy.asm ", pc
Sprite_Goriya = $2C
incsrc "Sprites/Enemies/goriya.asm"
print "End of goriya.asm ", pc
Sprite_Darknut = $1D
incsrc "Sprites/Enemies/darknut.asm"
print "End of darknut.asm ", pc
Sprite_SeaUrchin = $AE
incsrc "Sprites/Enemies/sea_urchin.asm"
print "End of sea_urchin.asm ", pc
Sprite_Korok = $F1
incsrc "Sprites/NPCs/korok.asm"
print "End of korok.asm ", pc
Sprite_Vasu = $D7
incsrc "Sprites/NPCs/vasu.asm"
print "End of vasu.asm ", pc
@@ -98,67 +115,91 @@ org $318000
incsrc ZSpriteLib/sprite_functions.asm
print "End of sprite_functions.asm ", pc
Sprite_KydrogBoss = $CB
incsrc "Sprites/Bosses/kydrog_boss.asm"
print "End of kydrog_boss.asm ", pc
Sprite_DekuScrubNPCs = $A0
incsrc "Sprites/NPCs/deku_scrub.asm"
print "End of deku_scrub.asm ", pc
Sprite_AntiKirby = $A8
incsrc "Sprites/Enemies/anti_kirby.asm"
print "End of anti_kirby.asm ", pc
Sprite_HelmetChuchu = $05
incsrc "Sprites/Enemies/helmet_chuchu.asm"
print "End of helmet_chuchu.asm ", pc
Sprite_Booki = $CC
incsrc "Sprites/Enemies/booki.asm"
print "End of booki.asm ", pc
Sprite_ThunderGhost = $CD
incsrc "Sprites/Enemies/thunder_ghost.asm"
print "End of thunder_ghost.asm ", pc
Sprite_SwitchTrack = $B0
incsrc "Sprites/Objects/switch_track.asm"
print "End of switch_track.asm ", pc
Sprite_Mineswitch = $AF
incsrc "Sprites/Objects/mineswitch.asm"
print "End of mineswitch.asm ", pc
Sprite_VillageDog = $25
incsrc "Sprites/NPCs/village_dog.asm"
print "End of village_dog.asm ", pc
Sprite_Minecart = $A3
incsrc "Sprites/Objects/minecart.asm"
print "End of minecart.asm ", pc
Sprite_DarkLink = $C1
incsrc "Sprites/Bosses/dark_link.asm"
print "End of dark_link.asm ", pc
Sprite_Puffstool = $B1
incsrc "Sprites/Enemies/puffstool.asm"
print "End of puffstool.asm ", pc
Sprite_DekuLeaf = $77
incsrc "Sprites/Objects/deku_leaf.asm"
print "End of deku_leaf.asm ", pc
Sprite_Portal = $03
incsrc "Sprites/Objects/portal_sprite.asm"
print "End of portal_sprite.asm ", pc
incsrc "Sprites/NPCs/impa.asm"
print "End of impa.asm ", pc
Sprite_Poltergeist = $EF
incsrc "Sprites/Enemies/poltergeist.asm"
print "End of poltergeist.asm ", pc
Sprite_PolsVoice = $A4
incsrc "Sprites/Enemies/pols_voice.asm"
print "End of pols_voice.asm ", pc
Sprite_ZoraPrincess = $B8
incsrc "Sprites/NPCs/zora_princess.asm"
print "End of zora_princess.asm ", pc
Sprite_Wolfos = $A9
incsrc "Sprites/Bosses/wolfos.asm"
print "End of wolfos.asm ", pc
; TODO: Change from digging game guy?
Sprite_IceBlock = $D5
incsrc "Sprites/Objects/ice_block.asm"
print "End of ice_block.asm ", pc
Sprite_Whirlpool = $52
incsrc "Sprites/Objects/whirlpool.asm"
print "End of whirlpool.asm ", pc
; =========================================================
incsrc "Sprites/NPCs/ranch_girl.asm"
print "End of Ranch Girl.asm ", pc
@@ -192,12 +233,15 @@ print ""
org $328000
Sprite_Twinrova = $CE
incsrc "Sprites/Bosses/twinrova.asm"
print "End of twinrova.asm ", pc
Sprite_Kydreeok = $7A
incsrc "Sprites/Bosses/kydreeok.asm"
print "End of kydreeok.asm ", pc
Sprite_KydreeokHead = $CF
incsrc "Sprites/Bosses/kydreeok_head.asm"
print "End of kydreeok_head.asm ", pc