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 = $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