Add DekuScrubEnemy sprite

This commit is contained in:
scawful
2024-03-01 19:04:33 -05:00
parent c547ba01ae
commit 84349bfd98
2 changed files with 413 additions and 0 deletions

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@@ -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
}