fix poltergeist sprites persist in dungeons
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@@ -1,16 +1,16 @@
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!SPRID = $B1 ; The sprite ID you are overwriting (HEX)
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!SPRID = $EF ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 4 ; Number of tiles used in a frame
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!NbrTiles = 4 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 0 ; Number of Health the sprite have
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!Health = 01 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!Damage = 04 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -62,7 +62,8 @@ Sprite_Poltergeist_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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; LDA #$00 : STA $0F60, X ; Persist
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LDA #$00 : STA $0F60, X ; Persist
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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LDA #$02 : STA $0E40, X ;1 tile by default
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LDA #$02 : STA $0E40, X ;1 tile by default
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LDA #$01 : STA.w SprAction, X ; by default it's a chair
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LDA #$01 : STA.w SprAction, X ; by default it's a chair
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