Add Sea Zora NPC handler for Zora Princess, Eon Zora, Eon Zora Elder

This commit is contained in:
scawful
2024-10-08 20:49:23 -04:00
parent 13b6a8997c
commit 119fdfccea

179
Sprites/NPCs/zora.asm Normal file
View File

@@ -0,0 +1,179 @@
; Sea Zora NPC Handler
!SPRID = $00; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; 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
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!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_Zora_Prep, Sprite_Zora_Long)
Sprite_Zora_Long:
{
PHB : PHK : PLB
; Check what Zora we are drawing
LDA.w ROOMH : BNE .not_princess
LDA.w ROOM : CMP.b #$05 : BNE .not_princess
JSR Sprite_ZoraPrincess_Draw
LDA.b #$A0
JMP +
.not_princess
LDA.w WORLDFLAG : BNE .eon_draw
JSR Sprite_EonZora_Draw
JMP +
.eon_draw
LDA.w SprSubtype, X : BNE .special_zora
JSR Sprite_Zora_Draw
JMP +
.special_zora
JSR Sprite_EonZoraElder_Draw
+
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Zora_Main
.SpriteIsNotActive
PLB
RTL
}
Sprite_Zora_Prep:
{
PHB : PHK : PLB
PLB
RTL
}
Sprite_Zora_Handler:
{
LDA.w SprMiscG, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Sprite_Zora_Main
dw Sprite_ZoraPrincess_Main
dw Sprite_EonZora_Main
dw Sprite_EonZoraElder_Main
}
Sprite_Zora_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Zora_Forward
dw Zora_Right
dw Zora_Left
Zora_Forward:
{
RTS
}
Zora_Right:
RTS
Zora_Left:
RTS
}
Sprite_Zora_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $02, $04
.nbr_of_tiles
db 1, 1, 1
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
.y_offsets
dw -8, 0
dw -8, 0
dw -8, 0
.chr
db $DE, $EE
db $DC, $EC
db $DC, $EC
.properties
db $35, $35
db $35, $35
db $75, $75
.sizes
db $02, $02
db $02, $02
db $02, $02
}