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