diff --git a/Sprites/NPCs/zora_prince.asm b/Sprites/NPCs/zora_prince.asm deleted file mode 100644 index e69de29..0000000 diff --git a/Sprites/NPCs/zora_princess.asm b/Sprites/NPCs/zora_princess.asm new file mode 100644 index 0000000..6da2755 --- /dev/null +++ b/Sprites/NPCs/zora_princess.asm @@ -0,0 +1,202 @@ +; Zora Princess +; Grants Link the Zora Mask when Song of Healing is played + +!SPRID = $B8; The sprite ID you are overwriting (HEX) +!NbrTiles = 9 ; 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_ZoraPrincess_Prep, Sprite_ZoraPrincess_Long); + +Sprite_ZoraPrincess_Long: +{ + PHB : PHK : PLB + + JSR Sprite_ZoraPrincess_Draw ; Call the draw code + JSL Sprite_CheckActive ; Check if game is not paused + BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive + + JSR Sprite_ZoraPrincess_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + +Sprite_ZoraPrincess_Prep: +{ + PHB : PHK : PLB + + LDA.l $7EF302 + BEQ .doesnt_have_mask + STZ.w $0DD0, X ; Kill the sprite + .doesnt_have_mask + + LDA #$00 : STA $0CAA, X + LDA #$00 : STA $0B6B, X + + PLB + RTL +} + + +Sprite_ZoraPrincess_Main: +{ + LDA.w SprAction, X; Load the SprAction + JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in + dw WaitForLink + dw CheckForSongOfHealing + dw ThanksMessage + dw GiveZoraMask + + + WaitForLink: + { + %PlayAnimation(0, 1, 10) + %ShowSolicitedMessage($0C5) : BCC .no_hablaba + %GotoAction(1) + + .no_hablaba + + RTS + } + + CheckForSongOfHealing: + { + %PlayAnimation(0, 1, 10) + LDA $FE : BEQ .ninguna_cancion + STZ $FE + LDA.b #$C0 : STA.w SprTimerD, X + %GotoAction(2) + .ninguna_cancion + RTS + } + + ThanksMessage: + { + %PlayAnimation(0, 1, 10) + + LDA.w SprTimerD, X : BNE + + %ShowUnconditionalMessage($0C6) + LDA.b #$C0 : STA.w SprTimerD, X + %GotoAction(3) + + + RTS + } + + GiveZoraMask: + { + LDA.w SprTimerD, X : BNE + + + LDY #$0F : STZ $02E9 ; Give the Deku Mask + JSL Link_ReceiveItem + LDA #$01 : STA.l $7EF302 + LDA.b #$00 : STA $0DD0, X + + + RTS + } + + +} + + + +Sprite_ZoraPrincess_Draw: +{ + JSL Sprite_PrepOamCoord + JSL Sprite_OAM_AllocateDeferToPlayer + + LDA $0DC0, X : CLC : ADC $0D90, 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, $04 + .nbr_of_tiles + db 3, 11 + .x_offsets + dw -4, 4, -4, 4 + dw 4, 4, 4, 4, -4, -4, -4, -4, 12, 12, 12, 12 + .y_offsets + dw -8, -8, 8, 8 + dw -8, 0, 8, 16, -8, 0, 8, 16, -8, 0, 8, 16 + .chr + db $C0, $C1, $E0, $E1 + db $C1, $D1, $E1, $F1, $C3, $D3, $E3, $F3, $C3, $D3, $E3, $F3 + .properties + db $33, $33, $33, $33 + db $33, $33, $33, $33, $33, $33, $33, $33, $73, $73, $73, $73 + .sizes + db $02, $02, $02, $02 + db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +} diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index 0a9aa2b..ba22419 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -96,6 +96,8 @@ print "End of pols_voice.asm ", pc incsrc "Sprites/Enemies/deku_scrub_enemy.asm" print "End of deku_scrub_enemy.asm ", pc +incsrc "Sprites/NPCs/zora_princess.asm" + incsrc "Sprites/NPCs/ranch_girl.asm" print "End of Ranch Girl.asm ", pc