add SprDefl $0CAA to sprite_hooks

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scawful
2024-06-13 21:59:33 -04:00
parent 7915583c8c
commit 12acfb15fe

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@@ -107,6 +107,33 @@ SprBump = $0CD2
; Damage sprite is enduring ; Damage sprite is enduring
SprDmg = $0CE2 SprDmg = $0CE2
; Sprite Deflection Properties
; abcdefgh
; a - If set... creates some condition where it may or may not die
; b - Same as bit 'a' in some contexts (Zora in particular)
; c - While this is set and unset in a lot of places for various sprites, its
; status doesn't appear to ever be queried. Based on the pattern of its
; usage, however, the best deduction I can make is that this was a flag
; intended to signal that a sprite is an interactive object that Link can
; push against, pull on, or otherwise exerts a physical presence.
; In general, it might have indicated some kind of A button (action
; button) affinity for the sprite, but I think this is merely informative
; rather than something relevant to gameplay.
; d - If hit from front, deflect Ice Rod, Somarian missile,
; boomerang, hookshot, and sword beam, and arrows stick in
; it harmlessly. If bit 1 is also set, frontal arrows will
; instead disappear harmlessly. No monsters have bit 4 set
; in the ROM data, but it was functional and interesting
; enough to include.
; e - If set, makes the sprite collide with less tiles than usual
; f - If set, makes sprite impervious to sword and hammer type attacks
; g - ???? Seems to make sprite impervious to arrows, but may have other
; additional meanings.
; h - disabled???
SprDefl = $0CAA
org $09AE64 org $09AE64
Sprite_SetSpawnedCoords: Sprite_SetSpawnedCoords: