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

193
Sprites/Kydrog/kydrog.asm Normal file
View File

@@ -0,0 +1,193 @@
;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $7B; The sprite ID you are overwriting (HEX)
!NbrTiles = 6 ; 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 = 0 ; Number of Health the sprite have
!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 = 00 ; 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
!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 = 0 ; 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_Kydrog_Prep, Sprite_Kydrog_Long)
;==============================================================================
Sprite_Kydrog_Long:
PHB : PHK : PLB
JSR Sprite_Kydrog_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_Kydrog_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
;==============================================================================
Sprite_Kydrog_Prep:
PHB : PHK : PLB
; Add more code here to initialize data
PLB
RTL
;==============================================================================
Sprite_Kydrog_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw Kydrog_StartCutscene
dw Kydrog_AttractPlayer
dw Kydrog_SpawnOffspring
dw Kydrog_TurnPlayerToDeku
dw Kydrog_WarpPlayerAway
Kydrog_StartCutscene:
{
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 #72 ; Y = 6C
BCC .linkistoofar
LDA.b #$80
STA.w SprTimerA, X ; set timer A to 0x10
%GotoAction(1)
.linkistoofar
RTS
}
Kydrog_AttractPlayer:
{
LDA.w SprTimerA, X : BNE +
%ShowUnconditionalMessage($21)
LDA.b #$00 : STA.b $49 ; Stop Link's auto-movement
%GotoAction(2)
+
RTS
}
Kydrog_SpawnOffspring:
{
%GotoAction(3)
RTS
}
Kydrog_TurnPlayerToDeku:
{
%GotoAction(4)
RTS
}
Kydrog_WarpPlayerAway:
{
RTS
}
}
;==============================================================================
Sprite_Kydrog_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, 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
.nbr_of_tiles
db 5
.x_offsets
dw -8, 8, 8, -8, -8, 8
.y_offsets
dw -12, -12, 4, 4, 20, 20
.chr
db $CC, $CE, $EE, $EC, $E8, $EA
.properties
db $3B, $3B, $3B, $3B, $3B, $3B
.sizes
db $02, $02, $02, $02, $02, $02
}

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, -1
.y_offsets
dw -8, 4
dw -8, 4
dw 4, -8
dw -8, 4
dw 4, -7
dw 4, -8
dw -8, 4
dw 4, -7
.chr
db $A8, $AA
db $A8, $88
db $AA, $A8
db $AA, $A8
db $88, $A8
db $88, $A8
db $8A, $8C
db $8C, $8A
db $8A, $AC
db $AA, $86
.properties
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
}
;==============================================================================