diff --git a/Sprites/deku_scrub.asm b/Sprites/deku_scrub.asm new file mode 100644 index 0000000..7c39b83 --- /dev/null +++ b/Sprites/deku_scrub.asm @@ -0,0 +1,201 @@ +; ============================================================================= + +!SPRID = $A0; The sprite ID you are overwriting (HEX) +!NbrTiles = 00 ; Number of tiles used in a frame +!Harmless = 01 ; 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 DekuScrub (can be 0 to 7) +!Hitbox = 03 ; 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_DekuScrub_Prep, Sprite_DekuScrub_Long); + +; ============================================================================= + +Sprite_DekuScrub_Long: +{ + PHB : PHK : PLB + + JSR Sprite_DekuScrub_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_DekuScrub_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + +; ============================================================================= + +Sprite_DekuScrub_Prep: +{ + PHB : PHK : PLB + + LDA.l $7EF301 + BEQ .PlayIntro + STZ.w $0DD0, X ; Kill the sprite +.PlayIntro + + PLB + RTL +} + +; ============================================================================= + +Sprite_DekuScrub_Main: +{ + LDA.w SprAction, X; Load the SprAction + JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in + + dw EstadoInactivo + dw QuiereCuracion + dw DarMascara + dw Untitled + + EstadoInactivo: + { + %PlayAnimation(0, 1, 16) + %ShowSolicitedMessage($140) : BCC .no_hablaba + %GotoAction(1) + + .no_hablaba + RTS + } + + QuiereCuracion: + { + %PlayAnimation(0, 1, 16) + LDA $FE : BEQ .ninguna_cancion + STZ $FE + LDA.b #$C0 : STA.w SprTimerD, X + %GotoAction(2) + .ninguna_cancion + RTS + } + + DarMascara: + { + %PlayAnimation(0, 1, 16) + + LDA.w SprTimerD, X : BNE + + %ShowUnconditionalMessage($141) + LDA.b #$C0 : STA.w SprTimerD, X + + %GotoAction(3) + + + RTS + } + + Untitled: + { + LDA.w SprTimerD, X : BNE + + + LDY #$0F : STZ $02E9 + JSL Link_ReceiveItem + LDA #$01 : STA.l $7EF301 + LDA.b #$00 : STA $0DD0, X + + + RTS + } +} + +; ============================================================================= + +Sprite_DekuScrub_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, $04 +.nbr_of_tiles +db 3, 3 +.x_offsets +dw 4, -4, -4, 4 +dw 4, -4, -4, 4 +.y_offsets +dw 0, 0, -8, -8 +dw 0, 0, -8, -8 +.chr +db $2C, $2C, $0C, $0C +db $2E, $2E, $0E, $0E +.properties +db $33, $73, $33, $73 +db $33, $73, $33, $73 +.sizes +db $02, $02, $02, $02 +db $02, $02, $02, $02