Add Stalfos Pirate sprite, Farore intro cutscene

This commit is contained in:
scawful
2023-04-19 00:52:05 -05:00
parent c3d8ccaca4
commit 36706a7611
2 changed files with 261 additions and 33 deletions

View File

@@ -29,8 +29,8 @@ incsrc sprite_new_functions.asm
!Damage = 0 ; (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 = 1 ; 00 = don't draw shadow, 01 = draw a shadow
!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -89,6 +89,8 @@ Sprite_Farore_Prep:
; Movement key bitwise ---- udlr
WALKSPEED = 09
Sprite_Farore_Main:
{
LDA.w SprAction, X; Load the SprAction
@@ -100,6 +102,8 @@ Sprite_Farore_Main:
dw WaitAndMessage
dw FaroreFollowPlayer
dw MakuArea_FaroreFollowPlayer
IntroStart:
{
@@ -109,31 +113,34 @@ Sprite_Farore_Main:
MoveUpTowardsFarore:
{
LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$08 : STA.b $49 ; Auto-movement north
LDA.b $20 ; Link's Y Position
CMP.b #$6C ; Y = 6C
CMP.b #$9C ; Y = 6C
BCC .linkistoofar
%GotoAction(2)
.linkistoofar
%PlayAnimation(6, 6, 8) ; Farore look towards Link
RTS
}
MoveLeftTowardsFarore:
{
; Move Link Left
LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$02 : STA.b $49
LDA.b $22 ; Link's X position
CMP.b #$1E
CMP.b #$1A
BCS .linkistoofar
STZ.b $49 ; kill automove
LDA.b #$20
STA.w SprTimerA, X ; set timer A to 0x10
%PlayAnimation(0, 0, 8)
%GotoAction(3)
.linkistoofar
@@ -143,12 +150,12 @@ Sprite_Farore_Main:
WaitAndMessage:
{
%PlayAnimation(2, 3, 8)
%PlayAnimation(1, 2, 8)
%MoveTowardPlayer(15)
LDA.w SprTimerA, X : BNE +
%ShowUnconditionalMessage($24)
LDA.b #$01
STA.l $7EF300 ; prevent intro from playing again with sram set
LDA.b #$01 : STA.l $7EF300 ; prevent intro from playing again with sram set
; STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
%GotoAction(4)
+
@@ -178,8 +185,21 @@ Sprite_Farore_Main:
FaroreFollowPlayer:
{
%PlayAnimation(2, 3, 8)
%MoveTowardPlayer(10)
LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$08 : STA.b $49 ; Auto-movement north
%PlayAnimation(3, 4, 8)
%MoveTowardPlayer(9)
LDA #$02 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
LDA #$05 : STA $012D ; turn off rain sound
LDA #$01 : STA $0728
RTS
}
MakuArea_FaroreFollowPlayer:
{
%PlayAnimation(3, 4, 8)
%MoveTowardPlayer(9)
RTS
}
}
@@ -244,34 +264,49 @@ Sprite_Farore_Draw:
;==============================================================================
.start_index
db $00, $02, $04, $06
db $00, $02, $04, $06, $08, $0A, $0C
.nbr_of_tiles
db 1, 1, 1, 1
db 1, 1, 1, 1, 1, 1, 1
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, -1
.y_offsets
dw 4, -8
dw 4, -7
dw 4, -8
dw 4, -7
dw -8, 4
dw -8, 4
dw 4, -8
dw -8, 4
dw 4, -7
dw -8, 4
dw 4, -7
.chr
db $AA, $A8
db $AA, $A8
db $88, $A8
db $88, $A8
db $A8, $AA
db $A8, $88
db $AA, $A8
db $8A, $8C
db $8C, $8A
db $8A, $AC
db $AA, $86
.properties
db $3B, $3B
db $3B, $3B
db $3B, $3B
db $7B, $3B
db $3B, $3B
db $3B, $7B
db $3B, $3B
db $3B, $3B
db $7B, $3B
db $3B, $3B
db $3B, $7B
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
;==============================================================================