include booki and thunder ghost in game

This commit is contained in:
scawful
2024-06-14 19:46:29 -04:00
parent 26f7b28ae3
commit 5115f1a01d
3 changed files with 72 additions and 19 deletions

View File

@@ -2,8 +2,8 @@
; Sprite Properties
; =========================================================
!SPRID = $00; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!SPRID = $CD ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; 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
@@ -34,6 +34,7 @@
; =========================================================
Sprite_ThunderGhost_Long:
{
PHB : PHK : PLB
JSR Sprite_ThunderGhost_Draw ; Call the draw code
@@ -45,35 +46,40 @@ Sprite_ThunderGhost_Long:
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
Sprite_ThunderGhost_Prep:
Sprite_ThunderGhost_Prep:
{
PHB : PHK : PLB
; Add more code here to initialize data
PLB
RTL
}
; =========================================================
Sprite_ThunderGhost_Main:
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw Action00
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw ThunderGhostHandler
Action00:
ThunderGhostHandler:
{
%PlayAnimation(0, 7, 16)
RTS
RTS
}
}
; =========================================================
Sprite_ThunderGhost_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
@@ -179,3 +185,4 @@ Sprite_ThunderGhost_Draw:
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
}