deku mask housekeeping, change poltergeist sprite id

This commit is contained in:
scawful
2024-02-24 09:20:44 -05:00
parent 050b0c5ed1
commit e6fb394ee8
3 changed files with 7 additions and 5 deletions

View File

@@ -6,9 +6,6 @@ incsrc "Dungeons/sanctuary_transition.asm"
incsrc "Dungeons/entrances.asm"
print "End of entrances.asm ", pc
incsrc "Dungeons/mothula.asm"
print "End of mothula.asm ", pc
incsrc "Dungeons/enemy_damage.asm"
print "End of enemy_damage.asm ", pc

View File

@@ -378,7 +378,8 @@ DekuLink_HoverBasedOnInput:
.auto_cancel
STZ $5D
; Reset LinkState to Default
STZ $5D
#_08B6A5: LDA.b #$01
#_08B6A7: STA.w $0AAA
@@ -412,6 +413,10 @@ DekuLink_HoverBasedOnInput:
#_08B6F1: STZ.b $5E
#_08B6F3: STZ.w $0325
; Set height at end of hover
; This makes it so the landing animation timer looks correct
; Floating for a bit, then slowly landing on the ground
LDA.b #$12 : STA $24
.no_cancel
RTL

View File

@@ -1,5 +1,5 @@
!SPRID = $A4; The sprite ID you are overwriting (HEX)
!SPRID = $AF; The sprite ID you are overwriting (HEX)
!NbrTiles = 4 ; 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