diff --git a/Sprites/NPCs/vasu.asm b/Sprites/NPCs/vasu.asm new file mode 100644 index 0000000..277dcfe --- /dev/null +++ b/Sprites/NPCs/vasu.asm @@ -0,0 +1,244 @@ +; ========================================================= +; Sprite Properties +; ========================================================= + +!SPRID = $D7; The sprite ID you are overwriting (HEX) +!NbrTiles = 03 ; Number of tiles used in a frame +!Harmless = 01 ; 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_Vasu_Prep, Sprite_Vasu_Long) + +; ========================================================= + +Sprite_Vasu_Long: +{ + PHB : PHK : PLB + + LDA.w SprSubtype, X : BNE + + JSR Sprite_Vasu_Draw ; Call the draw code + JMP ++ + + + JSR Sprite_Error_Draw + ++ + JSL Sprite_DrawShadow + JSL Sprite_CheckActive ; Check if game is not paused + BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive + + JSR Sprite_Vasu_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + +; ========================================================= + +Sprite_Vasu_Prep: +{ + PHB : PHK : PLB + + LDA.b #$80 : STA.w SprDefl, X + + PLB + RTL +} + +; ========================================================= + +Sprite_Vasu_Main: +{ + JSL Sprite_PlayerCantPassThrough + + LDA.w SprAction, X + JSL UseImplicitRegIndexedLocalJumpTable + + dw Vasu_Idle + + Vasu_Idle: + { + %PlayAnimation(0,1,20) + + RTS + } +} + + +; ========================================================= + +Sprite_Vasu_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 + .nbr_of_tiles + db 1, 1 + .x_offsets + dw 0, 0 + dw 0, 0 + .y_offsets + dw 0, -16 + dw 0, -16 + .chr + db $20, $00 + db $20, $00 + .properties + db $3B, $3B + db $7B, $7B + .sizes + db $02, $02 + db $02, $02 +} + +Sprite_Error_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, $01 + .nbr_of_tiles + db 0, 0 + .x_offsets + dw 0 + dw 0 + .y_offsets + dw 0 + dw 0 + .chr + db $80 + db $80 + .properties + db $39 + db $79 + .sizes + db $02 + db $02 +} \ No newline at end of file diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index 2824dc3..e7fb5bf 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -172,6 +172,9 @@ print "End of sea_urchin.asm ", pc incsrc "Sprites/NPCs/korok.asm" print "End of korok.asm ", pc +incsrc "Sprites/NPCs/vasu.asm" +print "End of vasu.asm ", pc + DontTeleportWithoutFlippers: { LDA.l $7EF356 : BNE +