diff --git a/Sprites/NPCs/mermaid.asm b/Sprites/NPCs/mermaid.asm new file mode 100644 index 0000000..01f1204 --- /dev/null +++ b/Sprites/NPCs/mermaid.asm @@ -0,0 +1,213 @@ +;============================================================================== +; Sprite Properties +;============================================================================== +!SPRID = $F0 ; The sprite ID you are overwriting (HEX) +!NbrTiles = 02 ; 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 = 00 ; Number of Health the sprite have +!Damage = 00 ; (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 = 00 ; Unused in this template (can be 0 to 7) +!Hitbox = 00 ; 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 = 00 ; 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_Mermaid_Prep, Sprite_Mermaid_Long) + +;================================================================================================== +; Sprite Long Hook for that sprite +; -------------------------------------------------------------------------------------------------- +; This code can be left unchanged +; handle the draw code and if the sprite is active and should move or not +;================================================================================================== +Sprite_Mermaid_Long: +PHB : PHK : PLB + +JSR Sprite_Mermaid_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_Mermaid_Main ; Call the main sprite code + +.SpriteIsNotActive +PLB ; Get back the databank we stored previously +RTL ; Go back to original code + +;================================================================================================== +; Sprite initialization +; -------------------------------------------------------------------------------------------------- +; this code only get called once perfect to initialize sprites substate or timers +; this code as soon as the room transitions/ overworld transition occurs +;================================================================================================== +Sprite_Mermaid_Prep: +PHB : PHK : PLB + + ; Add more code here to initialize data +LDA.b #$40 : STA.w SprTimerA, X +PLB +RTL + +;================================================================================================== +; Sprite Main routines code +; -------------------------------------------------------------------------------------------------- +; This is the main local code of your sprite +; This contains all the Subroutines of your sprites you can add more below +;================================================================================================== +Sprite_Mermaid_Main: +LDA.w SprAction, X; Load the SprAction +JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in +dw MermaidWait +dw MermaidDive +dw MermaidSwim + + +MermaidWait: +{ +%PlayAnimation(0,0, 20) + +LDA.w SprTimerA, X : BNE + +LDA.b #$20 : STA.w SprTimerA, X +INC.w SprAction, X ++ +RTS +} + +MermaidDive: +{ +%PlayAnimation(1,2, 14) + +LDA.w SprTimerA, X : BNE + +INC.w SprAction, X +LDA.b #-10 : STA.w SprXSpeed, X +LDA.b #$02 : STA.w SprTimerA, X ++ + +RTS +} + +MermaidSwim: +{ + +%PlayAnimation(3,3, 20) +JSL Sprite_Move + +LDA.w SprTimerA, X : BEQ + + JSR SpawnSplash ++ + +RTS + +} + +;================================================================================================== +; Sprite Draw code +; -------------------------------------------------------------------------------------------------- +; Draw the tiles on screen with the data provided by the sprite maker editor +;================================================================================================== +Sprite_Mermaid_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 + + +;================================================================================================== +; Sprite Draw Generated Data +; -------------------------------------------------------------------------------------------------- +; This is where the generated Data for the sprite go +;================================================================================================== +.start_index +db $00, $02, $04, $05 +.nbr_of_tiles +db 1, 1, 0, 1 +.x_offsets +dw 0, 0 +dw -4, 4 +dw 0 +dw 0, 0 +.y_offsets +dw -8, 8 +dw -4, -4 +dw 4 +dw 0, 8 +.chr +db $0E, $2E +db $0B, $0C +db $2B +db $09, $29 +.properties +db $39, $39 +db $39, $39 +db $39 +db $39, $39 +.sizes +db $02, $02 +db $02, $02 +db $02 +db $02, $02 diff --git a/Sprites/all_sprites.asm b/Sprites/all_sprites.asm index 606ab18..63dfc25 100644 --- a/Sprites/all_sprites.asm +++ b/Sprites/all_sprites.asm @@ -106,6 +106,9 @@ print "End of bean_vendor.asm ", pc incsrc "Sprites/Bosses/octoboss.asm" print "End of octoboss.asm ", pc +; TODO: Make a parent sprite for per map NPCs +incsrc "Sprites/NPCs/Mermaid.asm" + ;========================================================= org $318000