diff --git a/Sprites/NPCs/vasu.asm b/Sprites/NPCs/vasu.asm index 5f0e9a9..2c292a8 100644 --- a/Sprites/NPCs/vasu.asm +++ b/Sprites/NPCs/vasu.asm @@ -11,7 +11,7 @@ !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 +!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) !Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen @@ -37,21 +37,18 @@ Sprite_Vasu_Long: { PHB : PHK : PLB - LDA.w SprSubtype, X : BNE + - JSR Sprite_Vasu_Draw ; Call the draw code + LDA.w SprSubtype, X : BNE + + JSR Sprite_Vasu_Draw JMP ++ + JSR Sprite_Error_Draw ++ JSL Sprite_DrawShadow - JSL Sprite_CheckActive ; Check if game is not paused - BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive - - JSR Sprite_Vasu_Main ; Call the main sprite code - + JSL Sprite_CheckActive : BCC .SpriteIsNotActive + JSR Sprite_Vasu_Main .SpriteIsNotActive - PLB ; Get back the databank we stored previously - RTL ; Go back to original code + PLB + RTL } ; ========================================================= @@ -59,13 +56,10 @@ Sprite_Vasu_Long: Sprite_Vasu_Prep: { PHB : PHK : PLB - LDA.b #$80 : STA.w SprDefl, X - LDA.w SprSubtype, X : BEQ + LDA.b #$04 : STA.w SprAction, X + - PLB RTL } @@ -119,7 +113,7 @@ Sprite_Vasu_Main: ; Check if the player has found any rings to appraise REP #$30 - LDA.l FOUNDRINGS + LDA.l FOUNDRINGS AND.w #$00FF SEP #$30 BEQ .no_rings @@ -144,7 +138,7 @@ Sprite_Vasu_Main: %ShowUnconditionalMessage($0189) ; 'You don't have enough rupees!' %GotoAction(0) RTS - + .no_rings_yet %ShowUnconditionalMessage($00AB) ; 'First one is free!' JMP .appraise_me @@ -196,24 +190,23 @@ Sprite_Vasu_Draw: LDA.w SprFrame, 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 + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -230,14 +223,14 @@ Sprite_Vasu_Draw: INY LDA .properties, X : STA ($90), Y - PHY - + 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 @@ -275,24 +268,23 @@ Sprite_Error_Draw: LDA.w SprFrame, 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 + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -309,14 +301,14 @@ Sprite_Error_Draw: INY LDA .properties, X : STA ($90), Y - PHY - + 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 @@ -343,4 +335,4 @@ Sprite_Error_Draw: .sizes db $02 db $02 -} \ No newline at end of file +} diff --git a/Sprites/NPCs/zora_princess.asm b/Sprites/NPCs/zora_princess.asm index 7b493c7..e13648c 100644 --- a/Sprites/NPCs/zora_princess.asm +++ b/Sprites/NPCs/zora_princess.asm @@ -33,29 +33,23 @@ Sprite_ZoraPrincess_Long: { PHB : PHK : PLB - - JSR Sprite_ZoraPrincess_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_ZoraPrincess_Main ; Call the main sprite code - + JSR Sprite_ZoraPrincess_Draw + JSL Sprite_CheckActive : BCC .SpriteIsNotActive + JSR Sprite_ZoraPrincess_Main .SpriteIsNotActive - PLB ; Get back the databank we stored previously - RTL ; Go back to original code + PLB + RTL } Sprite_ZoraPrincess_Prep: { PHB : PHK : PLB - LDA.l $7EF302 - BEQ .doesnt_have_mask + LDA.l $7EF302 : BEQ .doesnt_have_mask STZ.w SprState, X ; Kill the sprite .doesnt_have_mask LDA #$00 : STA.w SprDefl, X LDA #$00 : STA.w SprTileDie, X - PLB RTL } @@ -141,7 +135,7 @@ Sprite_ZoraPrincess_Draw: REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -158,7 +152,7 @@ Sprite_ZoraPrincess_Draw: INY LDA .properties, X : STA ($90), Y - PHY + PHY TYA : LSR #2 : TAY LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY