From 84349bfd98ecac9b892dcfe00a03422c921e0630 Mon Sep 17 00:00:00 2001 From: scawful Date: Fri, 1 Mar 2024 19:04:33 -0500 Subject: [PATCH] Add DekuScrubEnemy sprite --- Sprites/Enemies/deku_scrub_enemy.asm | 407 +++++++++++++++++++++++++++ Sprites/all_sprites.asm | 6 + 2 files changed, 413 insertions(+) create mode 100644 Sprites/Enemies/deku_scrub_enemy.asm diff --git a/Sprites/Enemies/deku_scrub_enemy.asm b/Sprites/Enemies/deku_scrub_enemy.asm new file mode 100644 index 0000000..4a6e226 --- /dev/null +++ b/Sprites/Enemies/deku_scrub_enemy.asm @@ -0,0 +1,407 @@ + +!SPRID = $14; The sprite ID you are overwriting (HEX) +!NbrTiles = 03 ; 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 +!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_DekuScrubEnemy_Prep, Sprite_DekuScrubEnemy_Long); + +Sprite_DekuScrubEnemy_Long: +{ + PHB : PHK : PLB + + JSR Sprite_DekuScrubEnemy_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_DekuScrubEnemy_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + + +Sprite_DekuScrubEnemy_Prep: +{ + PHB : PHK : PLB + + LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub + LDA #$06 : STA SprAction, X ; Pea Shot State + .normal_scrub + + PLB + RTL +} + +; 0-2 - Spitting +; 3-6 - Spinning +; 7-7 - Crouching +; 8-9 - Dazed +; 10-12 - Pea Shooter Anim +; 13 - Hiding +Sprite_DekuScrubEnemy_Main: +{ + LDA.w SprAction, X + JSL UseImplicitRegIndexedLocalJumpTable + + dw DekuScrubEnemy_Hiding + dw DekuScrubEnemy_Attack + dw DekuScrubEnemy_PostAttack + dw DekuScrubEnemy_Recoil + dw DekuScrubEnemy_Dazed + dw DekuScrubEnemy_Subdued + + dw DekuScrubEnemy_PeaShot + + DekuScrubEnemy_Hiding: + { + %StartOnFrame(13) + %PlayAnimation(13,13,1) + + JSL Sprite_IsBelowPlayer : TYA + CMP #$00 : BNE .is_below_player + ; Check if the player is too close + LDA $22 : STA $02 + LDA $20 : STA $03 + LDA SprX, X : STA $04 + LDA SprY, X : STA $05 + JSR GetDistance8bit : CMP.b #$18 : BCC .too_close + ; The player is below the scrub, so it should pop up + LDA #$20 : STA SprTimerA, X + %GotoAction(1) + .too_close + .is_below_player + RTS + } + + DekuScrubEnemy_Attack: + { + %StartOnFrame(0) + %PlayAnimation(0,2,8) + + LDA SprTimerA, X : BNE .not_done + JSR SpawnPeaShot + LDA #$40 : STA SprTimerA, X + INC.w SprAction, X + .not_done + + LDA $22 : STA $02 + LDA $20 : STA $03 + LDA SprX, X : STA $04 + LDA SprY, X : STA $05 + JSR GetDistance8bit : CMP #$18 : BCS .not_too_close + + + %GotoAction(0) + .not_too_close + + + RTS + } + + DekuScrubEnemy_PostAttack: + { + %StartOnFrame(0) + %PlayAnimation(0,0,4) + + #_05BE49: LDA.w $0D10,X + #_05BE4F: STA.b $00 + + #_05BE51: LDA.w $0D30,X + #_05BE56: STA.b $08 + + #_05BE58: LDA.b #$04 + #_05BE5A: STA.b $02 + #_05BE5C: STZ $03 + + #_05BE5E: LDA.w $0D00,X + #_05BE64: STA.b $01 + + #_05BE66: LDA.w $0D20,X + #_05BE6B: STA.b $09 + + + LDA Offspring1_Id : TAY + JSR Sprite_SetupHitBox + + JSL CheckIfHitBoxesOverlap : BCC .no_dano + INC.w SprAction, X + .no_dano + ; Wait while the pea shot is on screen + ; Link may redirect it towards us + LDA SprTimerA, X : BNE .not_done + ; If the pea shot and deku scrub hitboxes intersect + ; We will go to recoil + + + ; However, he may also dodge it and try to attack + ; So if he gets too close, we go back to hiding + %GotoAction(0) + + .not_done + RTS + } + + DekuScrubEnemy_Recoil: + { + %StartOnFrame(3) + %PlayAnimation(3,6,6) + + ; Play the spinning animation for a bit before proceeding + LDA SprTimerA, X : BNE .not_done + LDA #$20 : STA SprTimerA, X + INC.w SprAction, X + .not_done + + RTS + } + + DekuScrubEnemy_Dazed: + { + %StartOnFrame(8) + %PlayAnimation(8,9,11) + + LDA SprTimerA, X : BNE .not_done + %GotoAction(0) + .not_done + + RTS + } + + DekuScrubEnemy_Subdued: + { + %StartOnFrame(7) + %PlayAnimation(7,7,1) + + + + RTS + } + + DekuScrubEnemy_PeaShot: + { + %StartOnFrame(10) + %PlayAnimation(10,12,3) + + %DoDamageToPlayerSameLayerOnContact() + + JSL Sprite_MoveVert + + + + JSL Sprite_CheckDamageFromPlayerLong + BCC .no_damage + ; Apply force in the opposite direction + LDA #-16 : STA SprYSpeed, X + + .no_damage + + RTS + } + +} + +SpawnPeaShot: +{ + LDA.b #$14 + JSL Sprite_SpawnDynamically : BMI .return ;89 + ;store the sub-type + LDA.b #$01 : STA $0E30, Y + LDA.b #$06 : STA $0D80, Y + + PHX + + ; Spawn Location + REP #$20 + LDA $0FD8 + SEP #$20 + STA $0D10, Y + XBA : STA $0D30, Y + + REP #$20 + LDA $0FDA : CLC : ADC.w #$000C + SEP #$20 + STA $0D00, Y + XBA : STA $0D20, Y + + TYX + + + STZ $0D70, X + + LDA #$10 : STA SprYSpeed, X + STA SprYRound, X + + STX.w Offspring1_Id + + PLX + + +.return + RTS +} + + + + +Sprite_DekuScrubEnemy_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, $03, $05, $07, $09, $0B, $0D, $0F, $11, $15, $19, $1A, $1B, $1C +.nbr_of_tiles + db 2, 1, 1, 1, 1, 1, 1, 1, 3, 3, 0, 0, 0, 1 +.x_offsets + dw 0, 0, 8 + dw 0, 0 + dw 0, 0 + dw 0, 0 + dw 0, 0 + dw 0, 0 + dw 0, 0 + dw 0, 0 + dw 0, 0, -4, 12 + dw 0, 0, -4, 12 + dw 4 + dw 4 + dw 4 + dw 0, 0 +.y_offsets + dw -8, 8, 8 + dw -8, 0 + dw -8, 0 + dw 0, -8 + dw 0, -16 + dw 0, -8 + dw -8, 0 + dw 0, -8 + dw 0, -8, -8, 0 + dw 0, -8, 0, -8 + dw 4 + dw 4 + dw 4 + dw 0, -4 +.chr + db $84, $B4, $B5 + db $84, $94 + db $84, $A6 + db $AC, $9C + db $A8, $88 + db $AA, $9A + db $98, $A8 + db $AE, $9E + db $AC, $9C, $87, $87 + db $AC, $9C, $87, $87 + db $86 + db $96 + db $97 + db $94, $84 +.properties + db $3B, $3B, $3B + db $3B, $3B + db $3B, $3B + db $3B, $3B + db $3B, $3B + db $3B, $3B + db $7B, $7B + db $3B, $3B + db $3B, $3B, $3B, $3B + db $3B, $3B, $3B, $3B + db $3B + db $3B + db $3B + db $3B, $3B +.sizes + db $02, $00, $00 + db $02, $02 + db $02, $02 + db $02, $02 + db $02, $02 + db $02, $02 + db $02, $02 + db $02, $02 + db $02, $02, $00, $00 + db $02, $02, $00, $00 + db $00 + db $00 + db $00 + db $02, $02 +} \ No newline at end of file diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index a2d4a4e..77d2af9 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -89,6 +89,12 @@ print "End of impa.asm ", pc incsrc "Sprites/Enemies/poltergeist.asm" print "End of poltergeist.asm ", pc +incsrc "Sprites/pols_voice.asm" +print "End of pols_voice.asm ", pc + +incsrc "Sprites/Enemies/deku_scrub_enemy.asm" +print "End of deku_scrub_enemy.asm ", pc + incsrc "Sprites/Bosses/arrghus.asm" print "End of arrghus.asm ", pc