From 9774feb399fc73c77005bec7885f909c85bb3309 Mon Sep 17 00:00:00 2001 From: scawful Date: Fri, 5 Jul 2024 22:42:49 -0400 Subject: [PATCH] add librarian subsprite to mermaid/maple --- Sprites/NPCs/mermaid.asm | 97 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 97 insertions(+) diff --git a/Sprites/NPCs/mermaid.asm b/Sprites/NPCs/mermaid.asm index b1ecc12..eb77d84 100644 --- a/Sprites/NPCs/mermaid.asm +++ b/Sprites/NPCs/mermaid.asm @@ -37,8 +37,12 @@ Sprite_Mermaid_Long: PHB : PHK : PLB LDA.w SprMiscE, X : BEQ .MermaidDraw + CMP.b #$02 : BEQ .LibrarianDraw JSR Sprite_Maple_Draw JMP .Continue + .LibrarianDraw + JSR Sprite_Librarian_Draw + JMP .Continue .MermaidDraw JSR Sprite_Mermaid_Draw ; Call the draw code .Continue @@ -64,6 +68,11 @@ Sprite_Mermaid_Prep: LDA.b #$01 : STA.w SprMiscE, X LDA.b #$03 : STA.w SprAction, X + + CMP.b #$02 : BNE ++ + ; Librarian Sprite + LDA.b #$02 : STA.w SprMiscE, X + LDA.b #$06 : STA.w SprAction, X + ++ PLB RTL } @@ -81,6 +90,8 @@ Sprite_Mermaid_Main: dw Maple_BoughtMilkBottle dw Maple_NotEnoughRupees + dw LibrarianIdle + MermaidWait: { %PlayAnimation(0,0, 20) @@ -201,6 +212,14 @@ Sprite_Mermaid_Main: %ShowUnconditionalMessage($0189) ; You don't have enough rupees! RTS } + + LibrarianIdle: + { + %PlayAnimation(0,1,16) + JSL Sprite_PlayerCantPassThrough + RTS + } + } Sprite_Mermaid_Draw: @@ -362,3 +381,81 @@ Sprite_Maple_Draw: db $39, $39 db $39, $39 } + +Sprite_Librarian_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 + + + .start_index + db $00, $02 + .nbr_of_tiles + db 1, 1 + .x_offsets + dw 0, 0 + dw 0, 0 + .y_offsets + dw 0, -10 + dw -9, 0 + .chr + db $2A, $24 + db $24, $28 + .properties + db $39, $39 + db $39, $39 + .sizes + db $02, $02 + db $02, $02 +} \ No newline at end of file