update puffstool ai, add damage flash to draw code
This commit is contained in:
@@ -1,17 +1,17 @@
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; =========================================================
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; =========================================================
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!SPRID = $00; The sprite ID you are overwriting (HEX)
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!SPRID = $B1 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 0 ; Number of tiles used in a frame
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 0 ; Number of Health the sprite have
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -19,7 +19,7 @@
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!DeflectArrow = 00 ; 01 = deflect arrows
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!Statue = 00 ; 01 = Sprite is statue
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@@ -37,6 +37,7 @@ Sprite_Puffstool_Long:
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_Puffstool_Draw ; Call the draw code
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JSR Sprite_Puffstool_Draw ; Call the draw code
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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@@ -53,7 +54,7 @@ Sprite_Puffstool_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprHealth, X
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PLB
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PLB
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RTL
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RTL
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@@ -72,12 +73,42 @@ Sprite_Puffstool_Main:
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Puffstool_Walking:
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Puffstool_Walking:
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{
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{
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%PlayAnimation(0,6,10)
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%PlayAnimation(0,6,10)
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JSL Sprite_PlayerCantPassThrough
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LDA.b #$02
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_Move
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayer : BCC .no_dano
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%GotoAction(1)
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LDA.b #$60 : STA.w SprTimerA, X
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LDA.b #$60 : STA.w SprTimerF, X
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.no_dano
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RTS
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RTS
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}
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}
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Puffstool_Stunned:
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Puffstool_Stunned:
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{
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{
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%PlayAnimation(7,7,10)
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%PlayAnimation(7,7,10)
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JSL Sprite_CheckIfLifted
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JSL Sprite_DamageFlash_Long
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LDA.w SprTimerA, X : BNE +
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%GotoAction(0)
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LDA.b #$4A ; SPRITE 4A
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LDY.b #$0B
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JSL Sprite_SpawnDynamically : BMI .no_space
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JSL Sprite_SetSpawnedCoordinates
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JSL Sprite_TransmuteToBomb
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.no_space
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+
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RTS
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RTS
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}
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}
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}
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}
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@@ -92,7 +123,7 @@ Sprite_Puffstool_Draw:
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA .start_index, Y : STA $06
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LDA.w SprMiscA, X : STA $08 ; Palette damage flash
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PHX
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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@@ -125,7 +156,7 @@ Sprite_Puffstool_Draw:
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INY
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INY
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LDA .chr, X : STA ($90), Y
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LDA .chr, X : STA ($90), Y
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INY
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INY
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LDA .properties, X : STA ($90), Y
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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PHY
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