diff --git a/Sprites/ZSpriteLib/sprite_hooks.asm b/Sprites/ZSpriteLib/sprite_hooks.asm index 6593da7..e49c9e4 100644 --- a/Sprites/ZSpriteLib/sprite_hooks.asm +++ b/Sprites/ZSpriteLib/sprite_hooks.asm @@ -21,6 +21,20 @@ SprPause = $0F00 ; Can probably be used for anything SprFloor = $0F20 SprType = $0E20 ; This contains the ID of the sprite 00 = raven, 01 = vulture, etc... SprSubtype = $0E30 ; This contains the Sub ID of the sprite + +; 0x00 - Sprite is dead, totally inactive +; 0x01 - Sprite falling into a pit with generic animation. +; 0x02 - Sprite transforms into a puff of smoke, often producing an item +; 0x03 - Sprite falling into deep water (optionally making a fish jump up?) +; 0x04 - Death Mode for Bosses (lots of explosions). +; 0x05 - Sprite falling into a pit that has a special animation (e.g. Soldier) +; 0x06 - Death Mode for normal creatures. +; 0x08 - Sprite is being spawned at load time. An initialization routine will +; be run for one frame, and then move on to the active state (0x09) the +; very next frame. +; 0x09 - Sprite is in the normal, active mode. +; 0x0A - Sprite is being carried by the player. +; 0x0B - Sprite is frozen and / or stunned. SprState = $0DD0 ; This tells if the sprite is alive, dead, frozen, etc... SprNbrOAM = $0E40 ; Bits 0-4: define the number of OAM slots used by the sprite