Add village dog NPC
This commit is contained in:
350
Sprites/VillageDog/village_dog.asm
Normal file
350
Sprites/VillageDog/village_dog.asm
Normal file
@@ -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
|
||||||
Reference in New Issue
Block a user