From 3918eeac17c0390e1ded0c49d55a70c011e7ad94 Mon Sep 17 00:00:00 2001 From: scawful Date: Tue, 8 Oct 2024 20:10:50 -0400 Subject: [PATCH] Add Tingle sprite, move Zora princess to bank 2C --- Sprites/NPCs/tingle.asm | 153 ++++++++++++++++++++++++++++++++++++++++ Sprites/all_sprites.asm | 22 +++--- 2 files changed, 165 insertions(+), 10 deletions(-) create mode 100644 Sprites/NPCs/tingle.asm diff --git a/Sprites/NPCs/tingle.asm b/Sprites/NPCs/tingle.asm new file mode 100644 index 0000000..7c18aa5 --- /dev/null +++ b/Sprites/NPCs/tingle.asm @@ -0,0 +1,153 @@ + +!SPRID = $22 ; 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_Tingle_Prep, Sprite_Tingle_Long) + +Sprite_Tingle_Long: +{ + PHB : PHK : PLB + JSR Sprite_Tingle_Draw + JSL Sprite_CheckActive : BCC .SpriteIsNotActive + JSR Sprite_Tingle_Main + .SpriteIsNotActive + PLB + RTL +} + +Sprite_Tingle_Prep: +{ + PHB : PHK : PLB + + PLB + RTL +} + +Sprite_Tingle_Main: +{ + LDA.w SprAction, X + JSL UseImplicitRegIndexedLocalJumpTable + + dw Tingle_Forward + dw Tingle_Right + dw Tingle_Left + + Tingle_Forward: + { + %PlayAnimation(0,1,10) + RTS + } + + Tingle_Right: + { + %PlayAnimation(0,1,10) + RTS + } + + Tingle_Left: + { + %PlayAnimation(0,1,10) + RTS + } +} + +Sprite_Tingle_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, $02, $04 + .nbr_of_tiles + db 1, 1, 1 + .x_offsets + dw 0, 0 + dw 0, 0 + dw 0, 0 + .y_offsets + dw -16, 0 + dw -16, 0 + dw -16, 0 + .chr + db $C6, $E6 + db $C4, $E4 + db $C4, $E4 + .properties + db $3B, $3B + db $3B, $3B + db $7B, $7B + .sizes + db $02, $02 + db $02, $02 + db $02, $02 +} diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index ca5b7d2..42de988 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -43,7 +43,6 @@ Sprite_BusinessScrub = $14 incsrc "Sprites/Enemies/business_scrub.asm" print "End of business_scrub.asm ", pc -Sprite_EonScrub = $22 incsrc "Sprites/Enemies/eon_scrub.asm" print "End of eon_scrub.asm ", pc @@ -188,10 +187,6 @@ Sprite_PolsVoice = $A4 incsrc "Sprites/Enemies/pols_voice.asm" print "End of pols_voice.asm ", pc -Sprite_ZoraPrincess = $B8 -incsrc "Sprites/NPCs/zora_princess.asm" -print "End of zora_princess.asm ", pc - Sprite_Wolfos = $A9 incsrc "Sprites/Bosses/wolfos.asm" print "End of wolfos.asm ", pc @@ -234,11 +229,14 @@ incsrc "Sprites/NPCs/bug_net_kid.asm" print "End of bug_net_kid.asm ", pc incsrc "Sprites/Bosses/king_dodongo.asm" -print "End of king_dodongo.asm ", pc +print "End of king_dodongo.asm ", pc incsrc "Sprites/Bosses/arrghus.asm" print "End of arrghus.asm ", pc +incsrc "Sprites/NPCs/fortune_teller.asm" +print "End of fortune_teller.asm ", pc + ; ========================================================= print "" @@ -255,7 +253,7 @@ incsrc "Sprites/NPCs/followers.asm" print "End of followers.asm ", pc incsrc "Sprites/Enemies/octorok.asm" -print "End of octorok.asm ", pc +print "End of octorok.asm ", pc incsrc "Sprites/NPCs/piratian.asm" print "End of piratian.asm ", pc @@ -266,10 +264,14 @@ print "End of collectible.asm ", pc Sprite_EonOwl = $0A Sprite_KaeporaGaebora = $0A incsrc "Sprites/NPCs/eon_owl.asm" -print "End of eon_owl.asm ", pc +print "End of eon_owl.asm ", pc -incsrc "Sprites/NPCs/fortune_teller.asm" -print "End of fortune_teller.asm ", pc +Sprite_ZoraPrincess = $B8 +incsrc "Sprites/NPCs/zora_princess.asm" +print "End of zora_princess.asm ", pc + +incsrc "Sprites/NPCs/tingle.asm" +print "End of tingle.asm ", pc incsrc "Sprites/NPCs/goron.asm" print "End of goron.asm ", pc