Add SprState explanations to sprite_hooks.asm

This commit is contained in:
scawful
2024-06-09 10:21:53 -04:00
parent b3e9130f66
commit a9b1b4772a

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@@ -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