update sprite hooks
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@@ -116,11 +116,6 @@ SprDmg = $0CE2
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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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@@ -129,11 +124,25 @@ SprDmg = $0CE2
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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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; g - If set, makes sprite impervious to arrows, but may have other additional meanings.
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; h - Handles behavior with previous deaths flagged in $7F:DF80 (0: default | 1: ignore)
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SprDefl = $0CAA
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; iwbs pppp
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; i - disable tile interaction
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; w - something water
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; b - sprite is blocked by shield
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; s - taking damage sfx to use TODO name
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; p - prize pack
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SprPrize = $0BE0
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; tttt a.bp
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; t - tile hitbox TODO ???
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; a - deflect arrows TODO VERIFY
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; b - boss death
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; p - idk
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SprTileDie = $0B6B
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org $09AE64
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Sprite_SetSpawnedCoords:
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