Move portal sprite to objects, update sprite ID, move other NPC sprites
This commit is contained in:
338
Sprites/NPCs/farore.asm
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338
Sprites/NPCs/farore.asm
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@@ -0,0 +1,338 @@
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;==============================================================================
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; Farore Sprite Properties
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;==============================================================================
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!SPRID = $73; The sprite ID you are overwriting (HEX)
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!NbrTiles = 2 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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;==============================================================================
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%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
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;==============================================================================
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Sprite_Farore_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Farore_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Farore_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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;==============================================================================
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Sprite_Farore_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen
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LDA.l $7EF300
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BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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PLB
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RTL
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}
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;==============================================================================
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; Movement key bitwise ---- udlr
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WALKSPEED = 14
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STORY_STATE = $B6
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Sprite_Farore_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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dw IntroStart
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dw MoveUpTowardsFarore
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dw MoveLeftTowardsFarore
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dw WaitAndMessage
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dw FaroreGiveSwordAndShield
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dw FaroreFollowPlayer
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dw MakuArea_FaroreFollowPlayer
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dw MakuArea_FaroreWaitForKydrog
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; 00
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IntroStart:
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{
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LDA #$01 : STA InCutScene
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LDA $B6 : CMP.b #$01 : BEQ .maku_area
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CMP.b #$02 : BEQ .waiting
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%GotoAction(1)
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RTS
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.maku_area
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%GotoAction(6)
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RTS
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.waiting
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%GotoAction(7)
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RTS
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}
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; 01
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MoveUpTowardsFarore:
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{
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LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$08 : STA.b $49 ; Auto-movement north
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LDA.b $20 ; Link's Y Position
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CMP.b #$9C ; Y = 6C
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BCC .linkistoofar
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%GotoAction(2)
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.linkistoofar
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%PlayAnimation(6, 6, 8) ; Farore look towards Link
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RTS
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}
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; 02
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MoveLeftTowardsFarore:
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{
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; Move Link Left
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LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$02 : STA.b $49
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LDA.b $22 ; Link's X position
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CMP.b #$1A
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BCS .linkistoofar
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STZ.b $49 ; kill automove
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LDA.b #$20
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STA.w SprTimerA, X ; set timer A to 0x10
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%PlayAnimation(0, 0, 8)
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%GotoAction(3)
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.linkistoofar
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RTS
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}
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; 03
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WaitAndMessage:
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{
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%PlayAnimation(1, 2, 8)
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LDA.b #$15
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_MoveVert
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LDA.w SprTimerA, X : BNE +
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STZ $2F
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LDA #$00 : STA InCutScene
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%ShowUnconditionalMessage($0E) ; "I am Farore, the Oracle of Secrets."
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%GotoAction(4)
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+
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RTS
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}
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; 04
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FaroreGiveSwordAndShield:
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{
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; Give Link the Sword and shield
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LDA.w SprTimerA, X : BNE ++
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LDY.b #$00 : STZ $02E9
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JSL Link_ReceiveItem
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%GotoAction(5)
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++
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RTS
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}
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; 05
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FaroreFollowPlayer:
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{
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LDA #$01 : STA InCutScene
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LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$08 : STA.b $49 ; Auto-movement north
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%PlayAnimation(3, 4, 8)
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LDA.b #$15
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_MoveVert
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LDA #$02 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
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LDA #$05 : STA $012D ; turn off rain sound
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LDA #$01 : STA $B6 ; Set Story State
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JSL $00FC41 ; fix monsters
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%GotoAction(6)
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RTS
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}
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; 06
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MakuArea_FaroreFollowPlayer:
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{
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;.keep_walking
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%PlayAnimation(3, 4, 8)
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LDA.b #$15
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_MoveVert
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; LDA $B6 : CMP.b #$02 : BEQ .keep_walking
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%GotoAction(6)
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RTS
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}
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; 07
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; Look at the RAM $0D00 to $0D60, the first few are the actual positions of the sprite
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; that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc
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; You can set one of the speeds and then call the function called Sprite_Move
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; And then that will handle it applying the speed for you
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MakuArea_FaroreWaitForKydrog:
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{
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%PlayAnimation(5, 5, 8)
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RTS
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}
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}
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;==============================================================================
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Sprite_Farore_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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;==============================================================================
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, -1
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.y_offsets
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dw -8, 4
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dw -8, 4
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dw 4, -8
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dw -8, 4
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dw 4, -7
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dw -8, 4
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dw 4, -7
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.chr
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db $A8, $AA
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db $A8, $88
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db $AA, $A8
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db $8A, $8C
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db $8C, $8A
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db $8A, $AC
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db $AA, $86
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.properties
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db $3B, $3B
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db $3B, $7B
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db $3B, $3B
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db $3B, $3B
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db $7B, $3B
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db $3B, $3B
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db $3B, $7B
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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}
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;==============================================================================
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9
Sprites/NPCs/impa.asm
Normal file
9
Sprites/NPCs/impa.asm
Normal file
@@ -0,0 +1,9 @@
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pushpc
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; Impa Fix
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org $05EBCF
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LDA $7EF359 : CMP.b #$04
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org $05ED63
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LDA.b #$03
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pullpc
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