Setup Farore sprite properties

This commit is contained in:
scawful
2023-02-05 02:21:24 -06:00
parent 8f1afc958b
commit eff4edc914

View File

@@ -1,8 +1,60 @@
; ==============================================================================
;==============================================================================
; Farore/Maku Tree - Sprite Uncle/Priest
;
;
; ==============================================================================
;==============================================================================
incsrc sprite_macros.asm
incsrc sprite_functions_hooks.asm
;==============================================================================
org $298000
incsrc sprite_jump_table.asm
;==============================================================================
org $308000
incsrc sprite_new_functions.asm
;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $73; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; 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
;==============================================================================
; TODO: Setup Sprite Properties for Farore
%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
;==============================================================================
SpritePrep_FaroreAndMakuTree:
{
@@ -13,7 +65,7 @@ SpritePrep_FaroreAndMakuTree:
; needs to be in part 1 of the game
}
; ==============================================================================
;==============================================================================
Sprite_FaroreAndMakuTree:
{
@@ -25,7 +77,7 @@ Sprite_FaroreAndMakuTree:
dw Sprite_MakuTree
}
; ==============================================================================
;==============================================================================
Sprite_Farore:
{
@@ -41,7 +93,7 @@ Sprite_Farore:
dw Farore_FinaleCutscene
}
; ==============================================================================
;==============================================================================
Farore_IntroCutscene:
{
@@ -52,11 +104,11 @@ Farore_IntroCutscene:
; Jump to antagonist cutscene code
}
; ==============================================================================
;==============================================================================
Sprite_MakuTree:
{
; Main entry point for the MakuTree routines
}
; ==============================================================================
;==============================================================================