Add Makar, Hollo and Rown Korok draw data
This commit is contained in:
349
Sprites/NPCs/korok.asm
Normal file
349
Sprites/NPCs/korok.asm
Normal file
@@ -0,0 +1,349 @@
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; Korok Sprite
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!SPRID = $00 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 01 ; 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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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (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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!ImperviousAll = 01 ; 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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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 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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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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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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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 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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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Korok_Prep, Sprite_Korok_Long)
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Sprite_Korok_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Korok_Draw ; Call the draw code
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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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JSR Sprite_Korok_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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Sprite_Korok_Prep:
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{
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PHB : PHK : PLB
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LDA SprSubtype,X : STA SprAction,X
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PLB
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RTL
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}
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Sprite_Korok_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Sprite_Korok_Idle
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Sprite_Korok_Idle:
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{
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RTS
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}
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}
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; =========================================================
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; Korok Draw Codes
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Sprite_Korok_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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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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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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; Korok Makar
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.start_index
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db $00, $02, $04, $07, $0A, $0D, $10, $13, $16, $19, $1C, $1F
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.nbr_of_tiles
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db 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 8, 0
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dw 0, 0, 8
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dw 0, 8, 0
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dw 0, 8, 0
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dw 0, 0, 8
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dw 0, 0, 8
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dw 0, 0, 8
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dw 0, 8, 0
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dw 0, 8, 0
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dw 0, 8, 0
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.y_offsets
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dw -8, 0
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dw -8, 0
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dw -8, 8, 8
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dw 0, -8, -8
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dw -8, -8, 0
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dw -8, -8, 0
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dw 0, -8, -8
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dw 0, -8, -8
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dw 0, -8, -8
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dw 0, -8, -8
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dw 0, -8, -8
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dw 0, -8, -8
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.chr
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db $00, $10
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db $00, $02
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db $00, $20, $21
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db $04, $38, $39
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db $38, $39, $06
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db $38, $39, $08
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db $22, $28, $29
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db $24, $28, $29
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db $26, $28, $29
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db $22, $28, $29
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db $24, $28, $29
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db $26, $28, $29
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.properties
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db $3B, $3B
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db $3B, $3B
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db $3B, $7B, $7B
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db $3B, $3B, $3B
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db $3B, $3B, $3B
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db $3B, $3B, $3B
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db $3B, $3B, $3B
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db $3B, $3B, $3B
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db $3B, $3B, $3B
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db $7B, $7B, $7B
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db $7B, $7B, $7B
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db $7B, $7B, $7B
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.sizes
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db $02, $02
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db $02, $02
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db $02, $00, $00
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db $02, $00, $00
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db $00, $00, $02
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db $00, $00, $02
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db $02, $00, $00
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db $02, $00, $00
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db $02, $00, $00
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db $02, $00, $00
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db $02, $00, $00
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db $02, $00, $00
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; Korok Hollo
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.start_index
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db $00, $02, $04, $06, $09, $0C, $0E, $10, $12, $14, $16, $18
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.nbr_of_tiles
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db 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0, 8
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dw 0, 8, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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.y_offsets
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dw 0, -8
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dw -8, 0
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dw -8, 0
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dw 0, -8, -8
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dw -8, -8, 0
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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.chr
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db $1A, $0A
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db $0C, $1C
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db $0A, $0E
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db $2E, $3A, $3B
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db $3A, $3B, $4C
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db $5E, $4E
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db $4A, $7E
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db $6A, $7E
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db $6C, $7E
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db $6A, $7E
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db $6C, $7E
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db $4A, $7E
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.properties
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db $3B, $3B
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db $3B, $3B
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db $3B, $3B
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db $3B, $3B, $3B
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db $3B, $3B, $3B
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db $3B, $3B
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db $3B, $3B
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db $3B, $3B
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db $3B, $3B
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db $7B, $7B
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db $7B, $7B
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db $7B, $7B
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $00, $00
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db $00, $00, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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; Korok Rown
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.start_index
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db $00, $02, $04, $06, $09, $0C, $0F, $11, $13, $15, $17, $19
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.nbr_of_tiles
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db 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0, 8
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dw 0, 0, 8
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dw 0, 0, 8
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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.y_offsets
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dw -8, 0
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dw 0, -8
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dw 0, -8
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dw 0, -8, -8
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dw 0, -8, -8
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dw 0, -8, -8
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dw 0, -8
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dw -8, 0
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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.chr
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db $82, $92
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db $84, $82
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db $86, $82
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db $A4, $B2, $B3
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db $A6, $B2, $B3
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db $A6, $B2, $B3
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db $98, $88
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db $88, $8A
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db $8C, $88
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db $98, $88
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db $8A, $88
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db $8C, $88
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.properties
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db $37, $37
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db $37, $37
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db $37, $37
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db $37, $37, $37
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db $37, $37, $37
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db $77, $37, $37
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db $37, $37
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db $37, $37
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db $37, $37
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db $77, $77
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db $77, $77
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db $77, $77
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $00, $00
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db $02, $00, $00
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db $02, $00, $00
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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}
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@@ -1,72 +0,0 @@
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; Korok Sprite
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!SPRID = $00 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 01 ; 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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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (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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!ImperviousAll = 01 ; 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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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 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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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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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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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 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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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Korok_Prep, Sprite_Korok_Long)
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Sprite_Korok_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Korok_Draw ; Call the draw code
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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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JSR Sprite_Korok_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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Sprite_Korok_Prep:
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{
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PHB : PHK : PLB
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LDA SprSubtype,X : STA SprAction,X
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PLB
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RTL
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}
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Sprite_Korok_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Sprite_Korok_Idle
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Sprite_Korok_Idle:
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{
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RTS
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}
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}
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Reference in New Issue
Block a user