diff --git a/Sprites/Enemies/puffstool.asm b/Sprites/Enemies/puffstool.asm new file mode 100644 index 0000000..47999a4 --- /dev/null +++ b/Sprites/Enemies/puffstool.asm @@ -0,0 +1,179 @@ +; ========================================================= + +!SPRID = $00; The sprite ID you are overwriting (HEX) +!NbrTiles = 0 ; Number of tiles used in a frame +!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless +!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is +!Health = 0 ; Number of Health the sprite have +!Damage = 0 ; (08 is a whole heart), 04 is half heart +!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 +!Palette = 0 ; Unused in this template (can be 0 to 7) +!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool +!Persist = 00 ; 01 = your sprite continue to live offscreen +!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) +!CollisionLayer = 00 ; 01 = will check both layer for collision +!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall +!DeflectArrow = 00 ; 01 = deflect arrows +!WaterSprite = 00 ; 01 = can only walk shallow water +!Blockable = 00 ; 01 = can be blocked by link's shield? +!Prize = 0 ; 00-15 = the prize pack the sprite will drop from +!Sound = 00 ; 01 = Play different sound when taking damage +!Interaction = 00 ; ?? No documentation +!Statue = 00 ; 01 = Sprite is statue +!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles +!ImperviousArrow = 00 ; 01 = Impervious to arrows +!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks +!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss +%Set_Sprite_Properties(Sprite_Puffstool_Prep, Sprite_Puffstool_Long) + +; ========================================================= + +Sprite_Puffstool_Long: +PHB : PHK : PLB + +JSR Sprite_Puffstool_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_Puffstool_Main ; Call the main sprite code + +.SpriteIsNotActive +PLB ; Get back the databank we stored previously +RTL ; Go back to original code + +; ========================================================= + +Sprite_Puffstool_Prep: +PHB : PHK : PLB + + ; Add more code here to initialize data + +PLB +RTL + +; ========================================================= + +Sprite_Puffstool_Main: +LDA.w SprAction, X; Load the SprAction +JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in +dw Action00 + + +Action00: + + + +RTS + + +; ========================================================= + +Sprite_Puffstool_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, $04, $06, $08, $0A, $0C, $0E +.nbr_of_tiles +db 1, 1, 1, 1, 1, 1, 1, 0 +.x_offsets +dw 0, 0 +dw 0, 0 +dw 0, 0 +dw 0, 0 +dw 0, 0 +dw 0, 0 +dw 0, 0 +dw 0 +.y_offsets +dw -8, 0 +dw 0, -8 +dw 0, -8 +dw 0, -8 +dw 0, -8 +dw 0, -8 +dw 0, -8 +dw 0 +.chr +db $C0, $D0 +db $D2, $C2 +db $D4, $C4 +db $D2, $C2 +db $D0, $C0 +db $D2, $C2 +db $D4, $C4 +db $D6 +.properties +db $33, $33 +db $33, $33 +db $33, $33 +db $33, $33 +db $33, $33 +db $73, $73 +db $73, $73 +db $3D +.sizes +db $02, $02 +db $02, $02 +db $02, $02 +db $02, $02 +db $02, $02 +db $02, $02 +db $02, $02 +db $02