From 8797429dcb4f463337958124f6c275d92e335477 Mon Sep 17 00:00:00 2001 From: scawful Date: Wed, 30 Aug 2023 21:03:59 -0400 Subject: [PATCH] Add village dog NPC --- Sprites/VillageDog/village_dog.asm | 350 +++++++++++++++++++++++++++++ 1 file changed, 350 insertions(+) create mode 100644 Sprites/VillageDog/village_dog.asm diff --git a/Sprites/VillageDog/village_dog.asm b/Sprites/VillageDog/village_dog.asm new file mode 100644 index 0000000..04c0f4d --- /dev/null +++ b/Sprites/VillageDog/village_dog.asm @@ -0,0 +1,350 @@ +;============================================================================== +; Sprite Properties +;============================================================================== +!SPRID = $25 ; The sprite ID you are overwriting (HEX) +!NbrTiles = 08 ; 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 = 01 ; 01 = small shadow, 00 = no shadow +!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow +!Palette = 00 ; Unused in this VillageDog (can be 0 to 7) +!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool +!Persist = 01 ; 01 = your sprite continue to live offscreen +!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) +!CollisionLayer = 01 ; 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_VillageDog_Prep, Sprite_VillageDog_Long) + +;============================================================================== +; Sprite Long Hook for that sprite +; This code can be left unchanged +; handle the draw code and if the sprite is active and should move or not +;============================================================================== +Sprite_VillageDog_Long: +{ + PHB : PHK : PLB + + JSR Sprite_VillageDog_Draw ; Call the draw code + JSL Sprite_DrawShadow + JSL Sprite_CheckActive ; Check if game is not paused + BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive + + JSR Sprite_VillageDog_Main ; Call the main sprite code + + .SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + + +;============================================================================== +; Sprite initialization +; this code only get called once perfect to initialize sprites substate or timers +; this code as soon as the room transitions/ overworld transition occurs +;============================================================================== +Sprite_VillageDog_Prep: +PHB : PHK : PLB + + ; Add more code here to initialize data + +PLB +RTL + +;============================================================================== +; Sprite Main routines code +; This is the main local code of your sprite +; This contains all the Subroutines of your sprites you can add more below +;============================================================================== +Sprite_VillageDog_Main: +{ + LDA.w SprAction, X ; Load the SprAction + JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in + + dw Dog_Handler ; 00 + dw Dog_LookLeftAtLink ; 01 + dw Dog_LookRightAtLink ; 02 + dw Dog_MoveLeftTowardsLink ; 03 + dw Dog_MoveRightTowardsLink ; 04 + dw Dog_WagTailLeft ; 05 + dw Dog_WagTailRight ; 06 + + ; 0 + Dog_Handler: + { + %PlayAnimation(8,8,8) ; Sitting + LDA #$20 : STA.w SprTimerD, X + + JSL Sprite_IsToRightOfPlayer ; Check if sprite is to the right of player + TYA : BEQ .WalkRight ; If so, go to LookLeft + + %GotoAction(3) + RTS + + .WalkRight + %GotoAction(4) + RTS + } + + ; 01 + Dog_LookLeftAtLink: + { + %PlayAnimation(9,9,8) + + LDA.w SprTimerD, X : BNE + + ; Load the timer for the run + LDA #$40 : STA.w SprTimerD, X + %GotoAction(3) + + + RTS + } + + ; 02 + Dog_LookRightAtLink: + { + %PlayAnimation(10,10,8) + + LDA.w SprTimerD, X : BNE + + ; Load the timer for the run + LDA #$40 : STA.w SprTimerD, X + %GotoAction(4) + + + RTS + } + + ; 03 + Dog_MoveLeftTowardsLink: + { + %PlayAnimation(2,4,6) + JSL Sprite_DirectionToFacePlayer + ; Check if the dog is near link, then wag the tail + LDA $0E : CMP.b #$0070 : BCS + + CLC + LDA $0F : CMP.b #$0070 : BCS + + %GotoAction(5) + + + + ; Check for collision + JSL Sprite_CheckTileCollision + LDA $0E70, X : BEQ .no_collision + %GotoAction(0) +.no_collision + + LDA.b #$0A ; Speed + JSL Sprite_ApplySpeedTowardsPlayer + STZ $06 : STZ $07 + JSL Sprite_MoveLong + + LDA.w SprTimerD, X : BNE + + + %GotoAction(0) + + + RTS + } + + ; 04 + Dog_MoveRightTowardsLink: + { + %PlayAnimation(5,7,6) + + JSL Sprite_DirectionToFacePlayer + ; Check if the dog is near link, then wag the tail + LDA $0E : CMP.b #$0070 : BCS + + CLC + LDA $0F : CMP.b #$0070 : BCS + + %GotoAction(6) + + + + ; Check for collision + JSL Sprite_CheckTileCollision + LDA $0E70, X : BEQ .no_collision + %GotoAction(0) +.no_collision + LDA.b #$0A ; Speed + JSL Sprite_ApplySpeedTowardsPlayer + STZ $06 : STZ $07 + JSL Sprite_MoveLong + LDA.w SprTimerD, X : BNE ++ + %GotoAction(0) + ++ + RTS + } + + ; 05 + Dog_WagTailLeft: + { + %PlayAnimation(0,1, 8) + %ShowSolicitedMessage($1B) + LDA.w SprTimerD, X : BNE + + %GotoAction(0) + + + RTS + } + + ; 06 + Dog_WagTailRight: + { + %PlayAnimation(11,12,8) + %ShowSolicitedMessage($1B) + LDA.w SprTimerD, X : BNE + + %GotoAction(0) + + + RTS + } + +} + +;============================================================================== +; Sprite Draw code +; -------------------------------------------------------------------------------------------------- +; Draw the tiles on screen with the data provided by the sprite maker editor +;============================================================================== +Sprite_VillageDog_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 + + +;============================================================================== +; Sprite Draw Generated Data +; This is where the generated Data for the sprite go +;============================================================================== +.start_index +db $00, $04, $08, $0C, $10, $13, $17, $1B, $1F, $20, $21, $22, $26 +.nbr_of_tiles +db 3, 3, 3, 3, 2, 3, 3, 3, 0, 0, 0, 3, 3 +.x_offsets +dw -4, -4, 12, 12 +dw -4, -4, 12, 12 +dw -4, -4, 4, 12 +dw -4, -4, 4, 4 +dw -4, 4, 4 +dw 4, -4, 4, -4 +dw 4, -4, 4, -4 +dw 4, -4, -4, -4 +dw 0 +dw 0 +dw 0 +dw 8, 8, 0, 0 +dw 8, 8, 0, 0 +.y_offsets +dw -4, 4, 4, 12 +dw -4, 4, 4, 12 +dw -8, 0, 0, -8 +dw 0, -8, -8, 0 +dw 0, 0, -16 +dw 0, 0, -8, -8 +dw 0, 0, -16, -8 +dw 0, 0, 8, -8 +dw 0 +dw 0 +dw 0 +dw -4, 4, 4, 12 +dw -4, 4, 4, 12 +.chr +db $10, $20, $22, $32 +db $10, $20, $02, $12 +db $13, $23, $24, $15 +db $26, $16, $17, $27 +db $29, $2A, $0A +db $23, $24, $13, $14 +db $26, $27, $06, $18 +db $29, $2B, $3B, $1B +db $2C +db $2E +db $2E +db $10, $20, $22, $32 +db $10, $20, $02, $12 +.properties +db $37, $37, $37, $37 +db $37, $37, $37, $37 +db $37, $37, $37, $37 +db $37, $37, $37, $37 +db $37, $37, $37 +db $77, $77, $77, $77 +db $77, $77, $77, $77 +db $77, $77, $77, $77 +db $37 +db $77 +db $37 +db $77, $77, $77, $77 +db $77, $77, $77, $77 +.sizes +db $02, $02, $00, $00 +db $02, $02, $00, $00 +db $02, $02, $02, $00 +db $02, $02, $02, $02 +db $02, $02, $02 +db $02, $02, $02, $02 +db $02, $02, $02, $00 +db $02, $00, $00, $00 +db $02 +db $02 +db $02 +db $02, $02, $00, $00 +db $02, $02, $00, $00