diff --git a/Sprites/poltergeist.asm b/Sprites/poltergeist.asm new file mode 100644 index 0000000..1dbecbe --- /dev/null +++ b/Sprites/poltergeist.asm @@ -0,0 +1,745 @@ +;============================================================================== +; Sprite Properties +;============================================================================== +!SPRID = $B6; The sprite ID you are overwriting (HEX) +!NbrTiles = 4 ; 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 = 0 ; Number of Health the sprite have +!Damage = 0 ; (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 = 0 ; Unused in this template (can be 0 to 7) +!Hitbox = 0 ; 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 = 0 ; 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_Poltergeist_Prep, Sprite_Poltergeist_Long); + +;================================================================================================== +; Sprite Long Hook for that sprite +; -------------------------------------------------------------------------------------------------- +; This code can be left unchanged +; handle the draw code and if the sprite is active and should move or not +;================================================================================================== +Sprite_Poltergeist_Long: +{ + PHB : PHK : PLB + + JSR Sprite_Poltergeist_Draw ; Call the draw code + LDA $E0 : CMP #$F0 : BNE .onscreen + LDA.w SprMiscA, X : BEQ .SpriteIsNotActive + STZ.w SprState, X ; kill the sprite if offscreen and activated + .onscreen + JSL Sprite_CheckActive ; Check if game is not paused + BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive + + JSR Sprite_Poltergeist_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + +;================================================================================================== +; Sprite initialization +; -------------------------------------------------------------------------------------------------- +; this code only get called once perfect to initialize sprites substate or timers +; this code as soon as the room transitions/ overworld transition occurs +;================================================================================================== +Sprite_Poltergeist_Prep: +{ + PHB : PHK : PLB + ; LDA #$00 : STA $0F60, X ; Persist + LDA #$02 : STA $0E40, X ;1 tile by default + LDA #$01 : STA.w SprAction, X ; by default it's a chair + LDA.w SprSubtype, X : CMP #$10 : BNE .notPictureFrame + STZ.w SprMiscA, X + STZ.w SprAction, X + JMP .done + .notPictureFrame + CMP #$11 : BNE .notAxe + LDA #$07 : STA.w SprFrame, X + LDA #$02 : STA.w SprAction, X + LDA #$04 : STA $0E40, X + BRA .done + .notAxe + CMP #$12 : BNE .notKnife + LDA #15 : STA.w SprFrame, X + LDA #$02 : STA.w SprAction, X + BRA .done + .notKnife + CMP #$13 : BNE .notFork + LDA #37 : STA.w SprFrame, X + LDA #$02 : STA.w SprAction, X + + BRA .done + .notFork + CMP #$14 : BNE .notBed + LDA #5 : STA.w SprFrame, X + LDA #$01 : STA.w SprAction, X + LDA #$06 : STA $0E40, X + BRA .done + .notBed + CMP #$15 : BNE .notDoor + LDA #36 : STA.w SprFrame, X + LDA #$01 : STA.w SprAction, X + LDA #$04 : STA $0E40, X + LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X + LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X + BRA .done + .notDoor + + LDA.w SprSubtype, X : AND #$08 : BNE .secondset ;2nd set + LDA.w SprSubtype, X : CLC : ADC #23 : STA.w SprFrame, X + BRA .done + .secondset + LDA.w SprSubtype, X : AND #$07 : CLC : ADC #30 : STA.w SprFrame, X + LDA.w SprSubtype, X + + .done + PLB + RTL +} + +;================================================================================================== +; Sprite Main routines code +; -------------------------------------------------------------------------------------------------- +; This is the main local code of your sprite +; This contains all the Subroutines of your sprites you can add more below +;================================================================================================== + +; Subtype: +; 00:chair +; 01:lantern +; 02:(peg switch looks ugly i got colors wrong i think) +; 03:pot +; 04:alt chair1 +; 05:alt chair2 +; 06:plate +; 07 ---- DO NOT USE WILL TURN SPRITE INTO OVERLORD +; 08:block +; 09:pillar +; 10:barrel +; 11:small vase from shelf +; 12:right wall window +; 13:left wall window +; 14:UNUSED +; 15 ---- DO NOT USE WILL TURN SPRITE INTO OVERLORD +; 16:PictureFrame +; 17:Axe +; 18:Knife +; 19:Fork +; 20:bed +; 21:Shutter door + +Sprite_Poltergeist_Main: +{ + LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable + + dw PictureFrame + dw Chair + dw Axe + dw SpawnerTester + + + PictureFrame: + { + JSL Sprite_CheckDamageToPlayer + REP #$20 + JSR GetLinkDistance16bit : CMP #$0050 : BCS .notcloseenough + SEP #$20 + LDA #$01 : STA.w SprMiscA, X + LDA #$02 : STA.w SprHeight, X + + .notcloseenough + SEP #$20 + + LDA.w SprMiscA, X : BNE .chase + + RTS + .chase + %PlayAnimation(0, 3, 6) + + LDA #$0A + JSL Sprite_ApplySpeedTowardsPlayer + + JSL Sprite_MoveLong + + + JSL Sprite_CheckDamageFromPlayer : BCC .noShatter + JMP Shatter + .noShatter + + RTS + } + + + + GetLinkDistance16bit: + { + LDA $0FD8 ; Sprite X + SEC : SBC $22 ; - Player X + BPL + + EOR #$FFFF : INC + + + STA $00 ; Distance X (ABS) + + LDA $0FDA ; Sprite Y + SEC : SBC $20 ; - Player Y + BPL + + EOR #$FFFF : INC + + + ; Add it back to X Distance + CLC : ADC $00 : STA $00 ; distance total X, Y (ABS) + + RTS + } + + Chair: + { + JSL Sprite_CheckDamageToPlayer + REP #$20 + JSR GetLinkDistance16bit : CMP #$0050 : BCS .notcloseenough + SEP #$20 + LDA.w SprMiscA, X : BNE + + LDA #$01 : STA.w SprMiscA, X + + + .notcloseenough + SEP #$20 + LDA.w SprMiscA, X : CMP #$01 : BNE + + ; Prepare to raise in the air + LDA.b #$20 : STA.w SprTimerA, X + INC.w SprMiscA, X + + RTS + + + + CMP #$02 : BNE + + ; Prepare to raise in the air + + LDA.w SprTimerA, X : BNE .stillrising + LDA.b #$10 : STA.w SprTimerA, X + INC.w SprMiscA, X + + RTS + .stillrising + + ; OPTIONAL DELAY THE INCREASING SPRHEIGHT WITH TIMER + LDA.w SprTimerC, X : BNE .optionalTimer + LDA #$02 : STA.w SprTimerC, X + INC.w SprHeight, X + .optionalTimer + RTS + + + + + CMP #$03 : BNE + + LDA.w SprTimerA, X : BNE .waitingdelay + JSL Sprite_MoveLong + JSL Sprite_CheckDamageToPlayer : BCS Shatter + JSL Sprite_CheckDamageFromPlayer : BCS Shatter + ;JSL Sprite_CheckTileCollision : BNE Shatter + + + RTS + + + RTS + .waitingdelay + LDA #$28 + JSL Sprite_ApplySpeedTowardsPlayer + + RTS + } + + Shatter: + { + LDA.b #$A6 : STA $0E40, X + LDA.b #$1F : JSL Sound_SetSfx2PanLong + STZ $0DC0, X + + LDA.b #$04 : STA $0DB0, X + + LDA.b #$06 : STA $0DD0, X + + LDA.b #$1F : STA $0DF0, X + + LDA.b #$EC : STA $0E20, X + + LDA $0E40, X : CLC : ADC #$04 : STA $0E40, X + + STZ $0EF0, X + + LDA.b #$80 : STA $0DB0, X + RTS + } + + Axe: + { + JSL Sprite_CheckDamageToPlayer + REP #$20 + JSR GetLinkDistance16bit : CMP #$0050 : BCS .notcloseenough + SEP #$20 + LDA.w SprMiscA, X : BNE + + LDA #$01 : STA.w SprMiscA, X + + + .notcloseenough + SEP #$20 + LDA.w SprMiscA, X : CMP #$01 : BNE + + ; Prepare to raise in the air + LDA.b #$20 : STA.w SprTimerA, X + INC.w SprMiscA, X + + RTS + + + + CMP #$02 : BNE + + ; Prepare to raise in the air + + LDA.w SprTimerA, X : BNE .stillrising + LDA.b #$10 : STA.w SprTimerA, X + INC.w SprMiscA, X + + RTS + .stillrising + + ; OPTIONAL DELAY THE INCREASING SPRHEIGHT WITH TIMER + LDA.w SprTimerC, X : BNE .optionalTimer + LDA #$02 : STA.w SprTimerC, X + INC.w SprHeight, X + .optionalTimer + RTS + + + + + CMP #$03 : BNE + + + LDA.w SprSubtype, X + CMP #$11 : BNE .notAxe + JSR PlayAxe + BRA .done + .notAxe + CMP #$12 : BNE .notKnife + JSR PlayKnife + BRA .done + .notKnife + JSR PlayFork + .notFork + .done + + LDA.w SprTimerA, X : BNE .waitingdelay + JSL Sprite_MoveLong + JSL Sprite_CheckDamageToPlayer : BCC .noShatter + JMP Shatter + JSL Sprite_CheckDamageFromPlayer : BCC .noShatter + JMP Shatter + JSL Sprite_CheckTileCollision : BEQ .noShatter + JMP Shatter + + .noShatter + RTS + + + RTS + + .waitingdelay + LDA #$20 + JSL Sprite_ApplySpeedTowardsPlayer + RTS + } + + + PlayAxe: + %PlayAnimation(7, 14, 6) + RTS + + PlayFork: + %PlayAnimation(37, 44, 6) + RTS + + PlayKnife: + %PlayAnimation(15, 22, 6) + + RTS + + + SpawnerTester: + { + LDA.w SprTimerA, X : BEQ + + RTS + + + LDA #$FF : STA.w SprTimerA, X + LDA #$00 + JSL Sprite_SpawnDynamically + JSL Sprite_SetSpawnedCoords + LDA.w SprMiscD, X : STA.w SprSubtype, Y + INC.w SprMiscD, X + + ;LDA #$28 : STA.w SprY, X + LDA #$01 : STA.w SprAction, Y ; by default it's a chair + LDA.w SprSubtype, Y : CMP #$10 : BNE .notPictureFrame + LDA #$00 + STA.w SprMiscA, Y + STA.w SprAction, Y + BRA .done + .notPictureFrame + CMP #$11 : BNE .notAxe + LDA #$07 : STA.w SprFrame, Y + LDA #$02 : STA.w SprAction, Y + BRA .done + .notAxe + CMP #$12 : BNE .notKnife + LDA #15 : STA.w SprFrame, Y + LDA #$02 : STA.w SprAction, Y + BRA .done + .notKnife + CMP #$13 : BNE .notFork + LDA #37 : STA.w SprFrame, Y + LDA #$02 : STA.w SprAction, Y + BRA .done + .notFork + CMP #$14 : BNE .notBed + LDA #5 : STA.w SprFrame, Y + LDA #$01 : STA.w SprAction, Y + BRA .done + .notBed + CMP #$14 : BNE .notDoor + LDA #36 : STA.w SprFrame, Y + LDA #$01 : STA.w SprAction, Y + BRA .done + .notDoor + + LDA.w SprSubtype, Y : AND #$08 : BNE .secondset ;2nd set + LDA.w SprSubtype, Y : CLC : ADC #23 : STA.w SprFrame, Y + BRA .done + .secondset + LDA.w SprSubtype, Y : AND #$07 : CLC : ADC #30 : STA.w SprFrame, Y + LDA.w SprSubtype, Y + + .done + + RTS + } +} + + +;================================================================================================== +; Sprite Draw code +; -------------------------------------------------------------------------------------------------- +; Draw the tiles on screen with the data provided by the sprite maker editor +;================================================================================================== +Sprite_Poltergeist_Draw: + +LDA.w SprAction, X : CMP #$03 : BNE + +RTS ++ + +JSL Sprite_PrepOamCoord +LDA #$08 +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 +LDA.w SprMiscA, X : BEQ .noshadow +JSL Sprite_DrawShadow +.noshadow +RTS + + +;================================================================================================== +; Sprite Draw Generated Data +; -------------------------------------------------------------------------------------------------- +; This is where the generated Data for the sprite go +;================================================================================================== +.start_index +db $00, $02, $04, $06, $08, $09, $0F, $15, $16, $17, $18, $19, $1A, $1B, $1C, $1D, $1F, $20, $22, $23, $25, $26, $28, $29, $2A, $2B, $2C, $2D, $2E, $2F, $30, $31, $33, $35, $37, $39, $3B, $3F, $41, $42, $44, $45, $47, $48, $4A +.nbr_of_tiles +db 1, 1, 1, 1, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 3, 1, 0, 1, 0, 1, 0, 1, 0 +.x_offsets +dw -8, 8 +dw -8, 8 +dw -8, 8 +dw -8, 8 +dw 0 +dw -8, 8, -8, 8, -8, 8 +dw -4, 12, -4, 20, 4, 12 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 4, 4 +dw 0 +dw 0, 8 +dw 0 +dw 4, 4 +dw 0 +dw 8, 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0, 0 +dw 0, 0 +dw 4, 4 +dw -4, -4 +dw 4, 4 +dw -8, 8, -8, 8 +dw 4, 4 +dw 0 +dw 0, 8 +dw 0 +dw 4, 4 +dw 0 +dw 0, 8 +dw 0 +.y_offsets +dw 0, 0 +dw 0, 0 +dw 0, 0 +dw 0, 0 +dw 0 +dw -12, -12, 4, 4, 12, 12 +dw -4, -4, 12, 12, 12, 12 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0, 8 +dw 0 +dw 4, 4 +dw 0 +dw 8, 0 +dw 0 +dw 4, 4 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0 +dw 0, -16 +dw 8, -8 +dw 0, 8 +dw -12, 4 +dw -12, 4 +dw -4, -4, 12, 12 +dw 8, 0 +dw 0 +dw 4, 4 +dw 0 +dw 0, 8 +dw 0 +dw 4, 4 +dw 0 +.chr +db $02, $02 +db $00, $00 +db $02, $02 +db $04, $04 +db $2C +db $0C, $0C, $0E, $0E, $1E, $1E +db $0A, $0A, $2A, $2A, $2B, $2B +db $20 +db $24 +db $22 +db $26 +db $20 +db $24 +db $22 +db $26 +db $06, $16 +db $08 +db $3A, $3B +db $08 +db $06, $16 +db $08 +db $3A, $3B +db $08 +db $42 +db $40 +db $44 +db $46 +db $60 +db $62 +db $64 +db $66 +db $6A, $4A +db $6C, $4C +db $6F, $7F +db $4E, $4E +db $4E, $4E +db $48, $48, $68, $68 +db $07, $17 +db $28 +db $3F, $3E +db $28 +db $07, $17 +db $28 +db $3E, $3F +db $28 +.properties +db $3D, $7D +db $3D, $7D +db $3D, $7D +db $3D, $7D +db $3D +db $3D, $7D, $3D, $7D, $3D, $7D +db $3D, $7D, $3D, $7D, $3D, $7D +db $39 +db $39 +db $39 +db $39 +db $F9 +db $F9 +db $F9 +db $F9 +db $39, $39 +db $39 +db $39, $39 +db $B9 +db $B9, $B9 +db $F9 +db $79, $79 +db $79 +db $3D +db $3D +db $39 +db $3D +db $3D +db $3D +db $39 +db $3D +db $3D, $3D +db $3D, $3D +db $3D, $3D +db $3D, $BD +db $7D, $FD +db $3D, $7D, $3D, $7D +db $B9, $B9 +db $F9 +db $79, $79 +db $79 +db $39, $39 +db $39 +db $39, $39 +db $B9 +.sizes +db $02, $02 +db $02, $02 +db $02, $02 +db $02, $02 +db $02 +db $02, $02, $02, $02, $02, $02 +db $02, $02, $00, $00, $00, $00 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02 +db $00, $00 +db $02 +db $00, $00 +db $02 +db $00, $00 +db $02 +db $00, $00 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02 +db $02, $02 +db $02, $02 +db $00, $00 +db $02, $02 +db $02, $02 +db $02, $02, $02, $02 +db $00, $00 +db $02 +db $00, $00 +db $02 +db $00, $00 +db $02 +db $00, $00 +db $02