Add Sprite ID labels for all custom sprites
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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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