Add Anti-Kirby sprite (DW WIP)

This commit is contained in:
scawful
2023-09-07 19:41:58 -04:00
parent aa8a6315b5
commit 93ce1dcb5b

287
Sprites/anti_kirby.asm Normal file
View File

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;==============================================================================
; 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