diff --git a/Sprites/Enemies/sea_urchin.asm b/Sprites/Enemies/sea_urchin.asm new file mode 100644 index 0000000..8cce1b7 --- /dev/null +++ b/Sprites/Enemies/sea_urchin.asm @@ -0,0 +1,210 @@ +!SPRID = $AE ; The sprite ID you are overwriting (HEX) +!NbrTiles = 04 ; 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 = 04 ; Number of Health the sprite have +!Damage = 04 ; (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 = 01 ; 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 = 01 ; 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_SeaUrchin_Prep, Sprite_SeaUrchin_Long); + +Sprite_SeaUrchin_Long: +{ + PHB : PHK : PLB + + JSR Sprite_SeaUrchin_Draw ; Call the draw code + JSL Sprite_DrawShadow + JSL Sprite_CheckActive ; Check if game is not paused + BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive + + JSR Sprite_SeaUrchin_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + +Sprite_SeaUrchin_Prep: +{ + PHB : PHK : PLB + + + + PLB + RTL +} + +Sprite_SeaUrchin_Main: +{ + LDA.w SprAction, X + JSL UseImplicitRegIndexedLocalJumpTable + + dw Idle + dw Death + + Idle: + { + %PlayAnimation(0,3,8) + %PlayerCantPassThrough() + + %DoDamageToPlayerSameLayerOnContact() + + JSL Sprite_CheckDamageFromPlayerLong + BCC .NoDamage + + %GotoAction(1) + + .NoDamage + + RTS + } + + Death: + { + LDA.b #$06 + STA.w $0DD0,X + + LDA.b #$0A + STA.w $0DF0,X + + STZ.w $0BE0,X + + LDA.b #$09 ; SFX2.1E + JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan + + RTS + } + +} + + +Sprite_SeaUrchin_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 + + +;================================================================================================== +; Sprite Draw Generated Data +; -------------------------------------------------------------------------------------------------- +; This is where the generated Data for the sprite go +;================================================================================================== +.start_index +db $00, $01, $02, $03, $04, $05, $06, $07 +.nbr_of_tiles +db 0, 0, 0, 0, 0, 0, 0, 0 +.x_offsets +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +.y_offsets +dw 0 +dw -1 +dw 0 +dw -1 +dw 0 +dw -1 +dw 0 +dw -1 +.chr +db $E6 +db $E8 +db $E6 +db $E8 +db $E6 +db $E8 +db $E6 +db $E8 +.properties +db $39 +db $39 +db $79 +db $79 +db $39 +db $39 +db $79 +db $79 +.sizes +db $02 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02