Add Sprite ID labels for all custom sprites
This commit is contained in:
@@ -1,7 +1,8 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $77 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_DekuLeaf
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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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@@ -28,32 +29,36 @@
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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_DekuLeaf_Prep, Sprite_DekuLeaf_Long);
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%Set_Sprite_Properties(Sprite_DekuLeaf_Prep, Sprite_DekuLeaf_Long)
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; =========================================================
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Sprite_DekuLeaf_Long:
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PHB : PHK : PLB
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{
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PHB : PHK : PLB
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JSR Sprite_DekuLeaf_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_DekuLeaf_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_DekuLeaf_Main ; Call the main sprite code
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JSR Sprite_DekuLeaf_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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Sprite_DekuLeaf_Prep:
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PHB : PHK : PLB
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; Add more code here to initialize data
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{
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PHB : PHK : PLB
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PLB
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RTL
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PLB
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RTL
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}
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; =========================================================
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@@ -2,7 +2,7 @@
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; Minecart Sprite Properties
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; =========================================================
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!SPRID = $A3 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Minecart
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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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@@ -30,8 +30,6 @@
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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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; =========================================================
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%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
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; =========================================================
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@@ -2,7 +2,7 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $AF ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Mineswitch
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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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@@ -3,7 +3,7 @@
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; Portal Sprite
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; =========================================================
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!SPRID = $03 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_Portal
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!NbrTiles = 01 ; 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 = $B0 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_SwitchTrack
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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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@@ -1,7 +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 = $52; The sprite ID you are overwriting (HEX)
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; =========================================================
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!SPRID = Sprite_Whirlpool
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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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@@ -28,7 +29,10 @@
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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_Whirlpool_Prep, Sprite_Whirlpool_Long);
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%Set_Sprite_Properties(Sprite_Whirlpool_Prep, Sprite_Whirlpool_Long)
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; =========================================================
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pushpc
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@@ -52,13 +56,17 @@ Sprite_Whirlpool_Long:
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RTL ; Go back to original code
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}
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; =========================================================
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Sprite_Whirlpool_Prep:
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PHB : PHK : PLB
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PLB
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RTL
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{
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PHB : PHK : PLB
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PLB
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RTL
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}
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; =========================================================
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Sprite_Whirlpool_Main:
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{
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@@ -127,6 +135,8 @@ Sprite_Whirlpool_Main:
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}
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}
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; =========================================================
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Sprite_Whirlpool_Draw:
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{
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JSL Sprite_PrepOamCoord
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@@ -172,7 +182,7 @@ Sprite_Whirlpool_Draw:
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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@@ -204,8 +214,4 @@ Sprite_Whirlpool_Draw:
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db $29, $29, $29, $29
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db $69, $69, $69, $69
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db $A9, $A9, $A9, $A9
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.sizes
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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}
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