diff --git a/Sprites/NPCs/piratian.asm b/Sprites/NPCs/piratian.asm new file mode 100644 index 0000000..7239f3e --- /dev/null +++ b/Sprites/NPCs/piratian.asm @@ -0,0 +1,225 @@ +; ========================================================= +; Sprite Properties +; ========================================================= +!SPRID = $00; 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_Piratian_Prep, Sprite_Piratian_Long); +; ========================================================= + +Sprite_Piratian_Long: +{ + PHB : PHK : PLB + + JSR Sprite_Piratian_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_Piratian_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + +; ========================================================= + +Sprite_Piratian_Prep: +{ + PHB : PHK : PLB + + + PLB + RTL +} + +; ========================================================= + +Sprite_Piratian_Main: +{ + LDA.w SprAction, X; Load the SprAction + JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in + + dw Piratian_MoveDown + dw Piratian_MoveUp + dw Piratian_MoveLeft + dw Piratian_MoveRight + + dw SkullHead + + + Piratian_MoveDown: + { + %PlayAnimation(0,1,16) + RTS + } + + Piratian_MoveUp: + { + %PlayAnimation(2,3,16) + RTS + } + + Piratian_MoveLeft: + { + %PlayAnimation(4,5,16) + RTS + } + + Piratian_MoveRight: + { + %PlayAnimation(6,7,16) + RTS + } + + SkullHead: + { + %PlayAnimation(8,9,16) + RTS + } +} + +; ========================================================= + +Sprite_Piratian_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, $02, $03, $04, $05, $06, $07, $08, $09 + .nbr_of_tiles + db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 + .x_offsets + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + .y_offsets + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + dw 0 + .chr + db $8C + db $8C + db $8E + db $8E + db $AC + db $AE + db $AC + db $AE + db $0E + db $2E + .properties + db $33 + db $73 + db $33 + db $73 + db $33 + db $33 + db $73 + db $73 + db $33 + db $33 + .sizes + db $02 + db $02 + db $02 + db $02 + db $02 + db $02 + db $02 + db $02 + db $02 + db $02 +} \ No newline at end of file