From 16457eb84b2dce3816b236a347fae79cff2dba12 Mon Sep 17 00:00:00 2001 From: scawful Date: Thu, 22 Feb 2024 19:04:16 -0500 Subject: [PATCH] add DekuLeaf sprite --- Sprites/all_sprites.asm | 2 + Sprites/deku_leaf.asm | 153 ++++++++++++++++++++++++++++++++++++++++ 2 files changed, 155 insertions(+) create mode 100644 Sprites/deku_leaf.asm diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index 6299c47..d2ff9fd 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -75,6 +75,8 @@ print "End of minecart.asm ", pc incsrc "Sprites/Bosses/twinrova.asm" print "End of twinrova.asm ", pc +incsrc "Sprites/deku_leaf.asm" + incsrc "Sprites/portal_sprite.asm" print "End of portal_sprite.asm ", pc diff --git a/Sprites/deku_leaf.asm b/Sprites/deku_leaf.asm new file mode 100644 index 0000000..5c132a7 --- /dev/null +++ b/Sprites/deku_leaf.asm @@ -0,0 +1,153 @@ +; ========================================================= +; Sprite Properties +; ========================================================= +!SPRID = $EE; 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_DekuLeaf_Prep, Sprite_DekuLeaf_Long); + +; ========================================================= + +Sprite_DekuLeaf_Long: +PHB : PHK : PLB + +JSR Sprite_DekuLeaf_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_DekuLeaf_Main ; Call the main sprite code + +.SpriteIsNotActive +PLB ; Get back the databank we stored previously +RTL ; Go back to original code + +; ========================================================= + +Sprite_DekuLeaf_Prep: +PHB : PHK : PLB + + ; Add more code here to initialize data + +PLB +RTL + +; ========================================================= + +Sprite_DekuLeaf_Main: +{ + LDA.w SprAction, X + JSL UseImplicitRegIndexedLocalJumpTable + + dw Action00 + + Action00: + { + %StartOnFrame(0) + %PlayAnimation(0, 0, 10) + } + + RTS +} + +; ========================================================= + +Sprite_DekuLeaf_Draw: +{ + JSL Sprite_PrepOamCoord + ; JSL Sprite_OAM_AllocateDeferToPlayer + LDA #$10 + JSL OAM_AllocateFromRegionB + + 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 +.nbr_of_tiles + db 3 +.x_offsets + dw -8, 8, 8, -8 +.y_offsets + dw 8, 8, -8, -8 +.chr + db $A0, $A2, $82, $80 +.properties + db $33, $33, $33, $33 +.sizes + db $02, $02, $02, $02 +} \ No newline at end of file