diff --git a/Sprites/NPCs/zora.asm b/Sprites/NPCs/zora.asm new file mode 100644 index 0000000..de3d863 --- /dev/null +++ b/Sprites/NPCs/zora.asm @@ -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 +} +