From 9583729d66d590cbfb6b0d41eecdbbf7af4314fe Mon Sep 17 00:00:00 2001 From: scawful Date: Sat, 9 Mar 2024 11:15:55 -0500 Subject: [PATCH] fix poltergeist sprites persist in dungeons --- Sprites/Enemies/poltergeist.asm | 15 ++++++++------- 1 file changed, 8 insertions(+), 7 deletions(-) diff --git a/Sprites/Enemies/poltergeist.asm b/Sprites/Enemies/poltergeist.asm index 02b78ba..79ec273 100644 --- a/Sprites/Enemies/poltergeist.asm +++ b/Sprites/Enemies/poltergeist.asm @@ -1,16 +1,16 @@ -!SPRID = $B1 ; The sprite ID you are overwriting (HEX) -!NbrTiles = 4 ; Number of tiles used in a frame +!SPRID = $EF ; The sprite ID you are overwriting (HEX) +!NbrTiles = 4 ; 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 = 0 ; Number of Health the sprite have -!Damage = 0 ; (08 is a whole heart), 04 is half heart +!Health = 01 ; 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 = 00 ; 01 = small shadow, 00 = no shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow -!Palette = 0 ; Unused in this template (can be 0 to 7) -!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool +!Palette = 0 ; Unused in this template (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 = 00 ; 01 = will check both layer for collision @@ -62,7 +62,8 @@ Sprite_Poltergeist_Prep: { PHB : PHK : PLB - ; LDA #$00 : STA $0F60, X ; Persist + LDA #$00 : STA $0F60, X ; Persist + LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon LDA #$02 : STA $0E40, X ;1 tile by default LDA #$01 : STA.w SprAction, X ; by default it's a chair