From 81125cc33ba69c8b7a40223a3188a90adeaa3ac6 Mon Sep 17 00:00:00 2001 From: scawful Date: Fri, 3 May 2024 23:00:26 -0400 Subject: [PATCH] add whirlpool to underwater sprite --- Sprites/Objects/whirlpool.asm | 211 ++++++++++++++++++++++++++++++++++ Sprites/all_sprites.asm | 2 + 2 files changed, 213 insertions(+) create mode 100644 Sprites/Objects/whirlpool.asm diff --git a/Sprites/Objects/whirlpool.asm b/Sprites/Objects/whirlpool.asm new file mode 100644 index 0000000..9472317 --- /dev/null +++ b/Sprites/Objects/whirlpool.asm @@ -0,0 +1,211 @@ +;============================================================================== +; Sprite Properties +;============================================================================== +!SPRID = $52; The sprite ID you are overwriting (HEX) +!NbrTiles = 04 ; Number of tiles used in a frame +!Harmless = 01 ; 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_Whirlpool_Prep, Sprite_Whirlpool_Long); + +pushpc + +org $00D8F9 + db $66 + +pullpc + +Sprite_Whirlpool_Long: +{ + PHB : PHK : PLB + + JSR Sprite_Whirlpool_Draw ; Call the draw code + JSL Sprite_CheckActive ; Check if game is not paused + BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive + + JSR Sprite_Whirlpool_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + +Sprite_Whirlpool_Prep: +PHB : PHK : PLB + + +PLB +RTL + + +Sprite_Whirlpool_Main: +{ + LDA.w SprAction, X + JSL UseImplicitRegIndexedLocalJumpTable + dw Whirlpool_Main + + + Whirlpool_Main: + { + %PlayAnimation(0, 2, 10) + JSR CheckIfPlayerIsOn : BCC .not_on + + LDA $0AAB : BEQ .not_on + + STZ $55 ; Reset cape flag + STZ $0AAB ; Reset underwater flag + STZ $0351 ; Reset ripple flag + STZ $037B ; Reset invincibility flag + STZ $02B2 + + LDA.b $10 + CMP.b #$0B + BEQ .exit + + LDA.b $8A + AND.b #$40 + STA.b $7B + + BEQ .no_mirror_portal + + LDA.b $20 + STA.w $1ADF + + LDA.b $21 + STA.w $1AEF + + LDA.b $22 + STA.w $1ABF + + LDA.b $23 + STA.w $1ACF + + .no_mirror_portal + LDA.b #$23 + + #SetGameModeLikeMirror: + STA.b $11 + + STZ.w $03F8 + + LDA.b #$01 + STA.w $02DB + + STZ.b $B0 + + STZ.b $27 + STZ.b $28 + + LDA.b #$14 ; LINKSTATE 14 + STA.b $5D + + .not_on + .exit + RTS + } +} + +Sprite_Whirlpool_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 + + + + .start_index + db $00, $04, $08 + .nbr_of_tiles + db 3, 3, 3 + .x_offsets + dw -8, 8, -8, 8 + dw 8, -8, 8, -8 + dw -8, 8, -8, 8 + .y_offsets + dw -8, -8, 8, 8 + dw -8, -8, 8, 8 + dw 8, 8, -8, -8 + .chr + db $C4, $C6, $E4, $E6 + db $C4, $C6, $E4, $E6 + db $C4, $C6, $E4, $E6 + .properties + db $39, $39, $39, $39 + db $79, $79, $79, $79 + db $B9, $B9, $B9, $B9 + .sizes + db $02, $02, $02, $02 + db $02, $02, $02, $02 + db $02, $02, $02, $02 +} \ No newline at end of file diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index 050ef6e..cd94c4a 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -102,6 +102,8 @@ print "End of zora_princess.asm ", pc incsrc "Sprites/Objects/ice_block.asm" print "End of ice_block.asm ", pc +incsrc "Sprites/Objects/whirlpool.asm" + incsrc "Sprites/NPCs/ranch_girl.asm" print "End of Ranch Girl.asm ", pc