Add Sprite ID labels for all custom sprites
This commit is contained in:
@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $7A ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Kydreeok
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -3,7 +3,7 @@
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; Child sprite of the Kydreeok boss
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; =========================================================
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!SPRID = $CF ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_KydreeokHead
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!NbrTiles = 07 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,18 +2,18 @@
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; Cutscene Kydrog Sprite Properties
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; =========================================================
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!SPRID = $7B; The sprite ID you are overwriting (HEX)
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!NbrTiles = 6 ; Number of tiles used in a frame
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!SPRID = Sprite_KydrogNPC
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!NbrTiles = 6 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -21,7 +21,7 @@
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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@@ -10,7 +10,7 @@
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; =========================================================
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!SPRID = $CB ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_KydrogBoss
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!NbrTiles = 11 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $88 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Manhandla
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -6,7 +6,7 @@
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;
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; =========================================================
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!SPRID = $CE ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Twinrova
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!NbrTiles = 06 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,7 +2,7 @@
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; Wolfos Sprite Properties
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; =========================================================
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!SPRID = $A9 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Wolfos
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $A8 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_AntiKirby
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $CC ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Booki
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $1D ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Darknut
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -1,8 +1,8 @@
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; =========================================================
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; Deku Scrub Bro Enemy
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!SPRID = $14 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 04 ; Number of tiles used in a frame
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!SPRID = Sprite_DekuScrubEnemy
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 08 ; Number of Health the sprite have
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@@ -197,9 +197,9 @@ Sprite_DekuScrubEnemy_Main:
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{
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%StartOnFrame(7)
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%PlayAnimation(7,7,1)
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprMiscD, X : BNE .no_talk
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprMiscD, X : BNE .no_talk
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%ShowSolicitedMessage($12D) : BCC .no_talk
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JSR DekuScrub_GiveRandomPrize
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LDA.b #$01 : STA.w SprMiscD, X
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@@ -2,7 +2,7 @@
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; Goriya Sprite Properties
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; =========================================================
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!SPRID = $2C ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Goriya
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $05 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_HelmetChuchu
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -1,5 +1,8 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $A4 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_PolsVoice
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -26,7 +29,8 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_PolsVoice_Prep, Sprite_PolsVoice_Long);
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%Set_Sprite_Properties(Sprite_PolsVoice_Prep, Sprite_PolsVoice_Long)
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; =========================================================
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@@ -1,5 +1,8 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $EF ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Poltergeist
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!NbrTiles = 4 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -26,8 +29,8 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Poltergeist_Prep, Sprite_Poltergeist_Long)
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%Set_Sprite_Properties(Sprite_Poltergeist_Prep, Sprite_Poltergeist_Long)
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Sprite_Poltergeist_Long:
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{
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@@ -52,12 +55,8 @@ Sprite_Poltergeist_Long:
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RTL ; Go back to original code
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}
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;==================================================================================================
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; Sprite initialization
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; --------------------------------------------------------------------------------------------------
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; this code only get called once perfect to initialize sprites substate or timers
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; this code as soon as the room transitions/ overworld transition occurs
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;==================================================================================================
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; =========================================================
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Sprite_Poltergeist_Prep:
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{
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PHB : PHK : PLB
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@@ -550,11 +549,7 @@ Sprite_Poltergeist_Draw:
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RTS
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}
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;==================================================================================================
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; Sprite Draw Generated Data
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; --------------------------------------------------------------------------------------------------
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; This is where the generated Data for the sprite go
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;==================================================================================================
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; =========================================================
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.start_index
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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
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@@ -1,6 +1,6 @@
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; =========================================================
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!SPRID = $B1 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Puffstool
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -1,4 +1,8 @@
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!SPRID = $AE ; The sprite ID you are overwriting (HEX)
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = Sprite_SeaUrchin
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!NbrTiles = 04 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $CD ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_ThunderGhost
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $07 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_BeanVendor
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!NbrTiles = 04 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -1,6 +1,8 @@
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; =============================================================================
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $A0 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_DekuScrubNPCs
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!NbrTiles = 06 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -29,7 +31,7 @@
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_DekuScrub_Prep, Sprite_DekuScrub_Long);
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; =============================================================================
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; =========================================================
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Sprite_DekuScrub_Long:
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{
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@@ -46,7 +48,7 @@ Sprite_DekuScrub_Long:
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RTL ; Go back to original code
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}
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; =============================================================================
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; =========================================================
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Sprite_DekuScrub_Prep:
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{
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@@ -74,7 +76,7 @@ Sprite_DekuScrub_Prep:
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RTL
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}
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; =============================================================================
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; =========================================================
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Sprite_DekuScrub_Main:
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{
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@@ -161,7 +163,7 @@ Sprite_DekuScrub_Main:
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}
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}
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; =============================================================================
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; =========================================================
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Sprite_DekuScrub_Draw:
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{
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@@ -2,18 +2,18 @@
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; Farore Sprite Properties
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; =========================================================
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!SPRID = $73; The sprite ID you are overwriting (HEX)
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!NbrTiles = 2 ; Number of tiles used in a frame
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!SPRID = Sprite_Farore
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!NbrTiles = 2 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -21,7 +21,7 @@
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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@@ -1,7 +1,7 @@
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; =========================================================
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; Korok Sprite
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!SPRID = $F1 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Korok
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -1,7 +1,8 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $9E ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_MakuTree
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!NbrTiles = 00 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -1,6 +1,6 @@
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; Happy Mask Salesman Sprite
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!SPRID = $E8; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_MaskSalesman
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -1,7 +1,7 @@
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; =========================================================
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; Mermaid and Maple NPC
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!SPRID = $F0 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Mermaid
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $D7; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Vasu
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -1,5 +1,8 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $25 ; The sprite ID you are overwriting (HEX)
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!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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
; =========================================================
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
}
|
||||
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user