add $0FEC, $0B89, $0BB0 to sprite_hooks

This commit is contained in:
scawful
2024-06-28 16:13:46 -04:00
parent a2a04a3535
commit 0e1e9ca2c1

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@@ -21,11 +21,13 @@ SprGfx = $0DC0 ; Determine the GFX used for the sprite
SprMiscA = $0DA0 ; Sprite_DamageFlash palette index
SprMiscB = $0DB0 ; Various usages, truly auxiliary
SprMiscC = $0DE0 ; Cardinal direction the sprite is facing
SprMiscD = $0E90 ;
SprMiscD = $0E90 ; Pikit stolen item, misc usage
SprMiscE = $0EB0 ; Head direction 0123 -> udlr
SprMiscF = $0EC0 ;
SprMiscG = $0ED0 ;
SprMiscH = $0FC7 ; Luck based prize pack
SprTimerA = $0DF0 ; Action, decreased by 1 each frame
SprTimerB = $0E00 ; Animation, decreased by 1 each frame
SprTimerC = $0E10 ; decreased by 1 each frame
@@ -117,6 +119,8 @@ SprFreeze = $0FC1 ; Seems to freeze sprites
OAMPtr = $90
OAMPtrH = $92
OamBackup = $0FEC
DungeonMainCheck = $021B
SpriteRanCheck = $8E
@@ -183,12 +187,18 @@ SprDefl = $0CAA
SprPrize = $0BE0
; tttt a.bp
; t - tile hitbox TODO ???
; t - tile interaction hitbox
; a - deflect arrows TODO VERIFY
; b - boss death
; p - idk
; p - Sprite ignores falling into a pit when frozen?
SprTileDie = $0B6B
SprPriority = $0B89
; For sprites that interact with speical objects (arrows in particular)
; the special object will identify its type to the sprite via this location.
SprSpecial = $0BB0
; If nonzero, ancillae do not interact with the sprite
; Bulletproof
SprBulletproof = $0BA0