Fix Bow item always shooting silver arrows

This commit is contained in:
scawful
2023-08-30 21:03:50 -04:00
parent 6ed152550c
commit f936a7f895
4 changed files with 200 additions and 155 deletions

View File

@@ -1,18 +1,18 @@
;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $9E; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!SPRID = $9E ; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 01 ; 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
!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
!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
@@ -20,7 +20,7 @@
!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
!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
@@ -53,7 +53,10 @@ Sprite_MakuTree_Prep:
{
PHB : PHK : PLB
LDA.l $7EF300
BNE .intro_is_done
STZ.w $0DD0, X ; Kill the sprite
.intro_is_done
PLB
RTL
@@ -63,14 +66,39 @@ Sprite_MakuTree_Prep:
Sprite_MakuTree_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
dw MakuTree_Speak
dw MakuTree_Handler
dw MakuTree_MeetLink
dw MakuTree_GiveBow
MakuTree_Speak:
MakuTree_Handler:
{
%ShowSolicitedMessage($20)
; Check the progress flags
LDA $7EF3CB : CMP.b #$01 : BEQ .has_met_link
%GotoAction(1)
RTS
.has_met_link
%ShowSolicitedMessage($22)
RTS
}
MakuTree_MeetLink:
{
%ShowSolicitedMessage($20) : BCC .no_talk
LDA #$01 : STA $7EF3CB
%GotoAction(2)
.no_talk
RTS
}
MakuTree_GiveBow:
{
; Give Link the Bow
LDY #$0B : JSL Link_ReceiveItem
%GotoAction(0)
RTS
}
@@ -88,7 +116,7 @@ Sprite_MakuTree_Draw:
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
@@ -98,20 +126,20 @@ Sprite_MakuTree_Draw:
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
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
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
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)