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