Add Tingle sprite, move Zora princess to bank 2C

This commit is contained in:
scawful
2024-10-08 20:10:50 -04:00
parent b740a4fba9
commit 3918eeac17
2 changed files with 165 additions and 10 deletions

153
Sprites/NPCs/tingle.asm Normal file
View File

@@ -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
}

View File

@@ -43,7 +43,6 @@ Sprite_BusinessScrub = $14
incsrc "Sprites/Enemies/business_scrub.asm" incsrc "Sprites/Enemies/business_scrub.asm"
print "End of business_scrub.asm ", pc print "End of business_scrub.asm ", pc
Sprite_EonScrub = $22
incsrc "Sprites/Enemies/eon_scrub.asm" incsrc "Sprites/Enemies/eon_scrub.asm"
print "End of eon_scrub.asm ", pc print "End of eon_scrub.asm ", pc
@@ -188,10 +187,6 @@ Sprite_PolsVoice = $A4
incsrc "Sprites/Enemies/pols_voice.asm" incsrc "Sprites/Enemies/pols_voice.asm"
print "End of pols_voice.asm ", pc 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 Sprite_Wolfos = $A9
incsrc "Sprites/Bosses/wolfos.asm" incsrc "Sprites/Bosses/wolfos.asm"
print "End of wolfos.asm ", pc print "End of wolfos.asm ", pc
@@ -239,6 +234,9 @@ print "End of king_dodongo.asm ", pc
incsrc "Sprites/Bosses/arrghus.asm" incsrc "Sprites/Bosses/arrghus.asm"
print "End of arrghus.asm ", pc print "End of arrghus.asm ", pc
incsrc "Sprites/NPCs/fortune_teller.asm"
print "End of fortune_teller.asm ", pc
; ========================================================= ; =========================================================
print "" print ""
@@ -268,8 +266,12 @@ Sprite_KaeporaGaebora = $0A
incsrc "Sprites/NPCs/eon_owl.asm" 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" Sprite_ZoraPrincess = $B8
print "End of fortune_teller.asm ", pc 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" incsrc "Sprites/NPCs/goron.asm"
print "End of goron.asm ", pc print "End of goron.asm ", pc