diff --git a/Sprites/anti_kirby.asm b/Sprites/anti_kirby.asm new file mode 100644 index 0000000..d17bce4 --- /dev/null +++ b/Sprites/anti_kirby.asm @@ -0,0 +1,287 @@ +;============================================================================== +; Sprite Properties +;============================================================================== +!SPRID = $9F ; The sprite ID you are overwriting (HEX) +!NbrTiles = 02 ; 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 = 10 ; Number of Health the sprite have +!Damage = 04 ; (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 AntiKirby (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 = 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_AntiKirby_Prep, Sprite_AntiKirby_Long); + + +Sprite_AntiKirby_Long: +PHB : PHK : PLB + +JSR Sprite_AntiKirby_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_AntiKirby_Main ; Call the main sprite code + +.SpriteIsNotActive +PLB ; Get back the databank we stored previously +RTL ; Go back to original code + + +Sprite_AntiKirby_Prep: +PHB : PHK : PLB + + ; Add more code here to initialize data + +PLB +RTL + + +Sprite_AntiKirby_Main: +{ + + LDA.w SprAction, X; Load the SprAction + JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in + + dw AntiKirby_Start + dw AntiKirby_WalkRight + dw AntiKirby_WalkLeft + dw AntiKirby_Hurt + dw AntiKirby_Suck + dw AntiKirby_Full + + + + AntiKirby_Start: + { + ; %PlayAnimation(0, 0, 10) ; Idle + JSL Sprite_DirectionToFacePlayer + TYA : CMP.b #$02 : BCC .WalkRight + %GotoAction(2) + RTS + .WalkRight + %GotoAction(1) + RTS + } + + AntiKirby_WalkRight: + { + %PlayAnimation(0, 3, 10) ; Walk Right + + PHX + JSL Sprite_CheckDamageFromPlayerLong + %DoDamageToPlayerSameLayerOnContact() + PLX + + %MoveTowardPlayer(10) + + %GotoAction(0) + + RTS + } + + AntiKirby_WalkLeft: + { + %PlayAnimation(4, 7, 10) ; Walk Left + + PHX + JSL Sprite_CheckDamageFromPlayerLong + %DoDamageToPlayerSameLayerOnContact() + PLX + + %MoveTowardPlayer(10) + + %GotoAction(0) + + RTS + } + + AntiKirby_Hurt: + { + %PlayAnimation(8, 8, 10) ; Hurt + + %MoveTowardPlayer(10) + + RTS + } + + AntiKirby_Suck: + { + %PlayAnimation(9, 10, 10) ; Suck + + %MoveTowardPlayer(10) + + RTS + } + + AntiKirby_Full: + { + %PlayAnimation(11, 11, 10) ; Full + + %MoveTowardPlayer(10) + + RTS + } + + + +} + + +;================================================================================================== +; Sprite Draw code +; -------------------------------------------------------------------------------------------------- +; Draw the tiles on screen with the data provided by the sprite maker editor +;================================================================================================== +Sprite_AntiKirby_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, $01, $02, $03, $05, $06, $07, $08, $0A, $0B, $0D, $0F, $11 +.nbr_of_tiles +db 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1 +.x_offsets +dw 0 +dw 1 +dw 0 +dw 0, 16 +dw 0 +dw -1 +dw 0 +dw 0, -16 +dw 0 +dw 0, 16 +dw 0, 16 +dw -4, 12 +dw -4, 12 +.y_offsets +dw 0 +dw 0 +dw 0 +dw 0, 0 +dw 0 +dw 0 +dw 0 +dw 0, 0 +dw 0 +dw 0, 0 +dw 0, 0 +dw 0, 0 +dw 0, 0 +.chr +db $00 +db $02 +db $00 +db $04, $06 +db $00 +db $02 +db $00 +db $04, $06 +db $20 +db $08, $0A +db $28, $2A +db $22, $24 +db $22, $24 +.properties +db $37 +db $37 +db $37 +db $37, $37 +db $77 +db $77 +db $77 +db $77, $77 +db $37 +db $37, $37 +db $37, $37 +db $37, $37 +db $37, $37 +.sizes +db $02 +db $02 +db $02 +db $02, $02 +db $02 +db $02 +db $02 +db $02, $02 +db $02 +db $02, $02 +db $02, $02 +db $02, $02 +db $02, $02