; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = $A8 ; 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 = $08 ; Number of Health the sprite have !Damage = 04 ; (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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this AntiKirby (can be 0 to 7) !Hitbox = 03 ; 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_AntiKirby_Prep, Sprite_AntiKirby_Long); Sprite_AntiKirby_Long: { PHB : PHK : PLB JSR Sprite_AntiKirby_Draw ; Call the draw code JSL Sprite_DrawShadow JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_AntiKirby_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_AntiKirby_Prep: { PHB : PHK : PLB LDA #$00 : STA.w SprDefl, X LDA #$00 : STA.w SprTileDie, X STZ.w SprMiscB, X LDY $0FFF LDA .bump_damage, Y : STA.w SprBump, X LDA .health, Y : STA.w SprHealth, X LDA .prize_pack, Y : STA SprPrize, X PLB RTL .bump_damage db $81, $88 .health db 8, 16 .prize_pack db 6, 2 } !RecoilTime = $30 Sprite_AntiKirby_Main: { JSL Sprite_IsToRightOfPlayer TYA : CMP #$01 : BNE .WalkRight .WalkLeft LDA.b #$40 : STA.w SprMiscC, X JMP + .WalkRight STZ.w SprMiscC, X + LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw AntiKirby_Main dw AntiKirby_Hurt dw AntiKirby_Suck dw AntiKirby_Full dw AntiKirby_Death AntiKirby_Main: { ; Check health LDA SprHealth, X : CMP.b #$01 : BCS .NotDead %GotoAction(4) RTS .NotDead ; Randomly Suck JSL GetRandomInt : AND #$3F : BNE .not_done LDA #$04 : STA SprTimerA, X %GotoAction(2) RTS .not_done %PlayAnimation(0, 2, 10) ; Start JSL Sprite_DamageFlash_Long JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage LDA #!RecoilTime : STA SprTimerA, X %GotoAction(1) ; Hurt RTS .NoDamage %DoDamageToPlayerSameLayerOnContact() %MoveTowardPlayer(10) JSL Sprite_BounceFromTileCollision JSL Sprite_PlayerCantPassThrough RTS } AntiKirby_Hurt: { %PlayAnimation(3, 3, 10) ; Hurt JSL Sprite_DamageFlash_Long LDA SprTimerA, X : BNE .NotDone %GotoAction(0) .NotDone RTS } AntiKirby_Suck: { %PlayAnimation(4, 5, 10) ; Suck LDA.b $0E : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link LDA.b $0F : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link INC.w SprAction, X LDA.b #$1F JSL Sprite_ProjectSpeedTowardsPlayer JSL Sprite_ConvertVelocityToAngle LSR A STA.w SprMiscD,X LDA.b #$5F STA.w SprTimerA, X RTS ; ----------------------------------------------------- .dont_tongue_link LDA.w SprTimerA, X : BNE + STZ.w SprAction, X + RTS } AntiKirby_Full: { ; %PlayAnimation(6, 6, 10) ; Full LDA.w SprTimerA, X : BNE .lickylicky STZ.w SprAction, X LDA.b #$10 STA.w SprTimerA, X STZ.w SprFrame, X STZ.w SprMiscG, X RTS .lickylicky LSR A LSR A PHA TAY LDA.w .anim, Y : STA.w SprGfx, X TYA LDY.w SprMiscD, X PHY CLC : ADC.w .index_offset_x, Y TAY LDA.w .pos, Y : STA.w SprFrame, X STA.b $04 STZ.b $05 BPL .positive_x DEC.b $05 .positive_x PLY PLA CLC : ADC.w .index_offset_y, Y TAY LDA.w .pos, Y : STA.w SprMiscE, X STA.b $06 STZ.b $07 STZ.b $07 BPL .positive_y DEC.b $07 .positive_y LDA.w SprMiscG, X : BNE .exit REP #$20 LDA.w $0FD8 CLC : ADC.b $04 SEC : SBC.b $22 CLC : ADC.w #$000C : CMP.w #$0018 : BCS .exit LDA.w $0FDA CLC : ADC.b $06 SEC : SBC.b $20 CLC : ADC.w #$000C : CMP.w #$0020 : BCS .exit ; ----------------------------------------------------- SEP #$20 LDA.w SprTimerA, X : CMP.b #$2E : BCS .exit ; JSL Link_CalculateSFXPan ; ORA.b #$26 ; SFX2.26 ; STA.w $012E JSL GetRandomInt AND.b #$03 INC A STA.w SprMiscG, X STA.w SprMiscE, X CMP.b #$01 : BNE .dont_steal_bomb LDA.l $7EF343 : BEQ .dont_steal_anything DEC A STA.l $7EF343 RTS .dont_steal_anything SEP #$20 STZ.w SprMiscG,X RTS .dont_steal_bomb CMP.b #$02 : BNE .dont_steal_arrow LDA.l $7EF377 : BEQ .dont_steal_anything DEC A STA.l $7EF377 RTS .dont_steal_arrow CMP.b #$03 : BNE .dont_steal_rupee REP #$20 LDA.l $7EF360 : BEQ .dont_steal_anything DEC A STA.l $7EF360 .exit SEP #$20 RTS ; ----------------------------------------------------- .dont_steal_rupee LDA.l $7EF35A STA.w SprSubtype, X BEQ .dont_steal_anything CMP.b #$03 BEQ .dont_steal_anything LDA.b #$00 STA.l $7EF35A RTS .anim db $04, $04, $04, $04, $05, $05, $05, $05 db $05, $05, $05, $05, $05, $05, $05, $05 db $05, $05, $05, $05, $04, $04, $04, $04 .pos db 0, 0, 0, 0, 0, 0, 0, 0 db 0, 0, 0, 0, 0, 0, 0, 0 db 0, 0, 0, 0, 0, 0, 0, 0 db 0, 0, 0, 0, 0, 0, 0, 0 db 12, 16, 24, 32, 32, 24, 16, 12 db 0, 0, 0, 0, 0, 0, 0, 0 db 0, 0, 0, 0, 0, 0, 0, 0 db -12, -16, -24, -32, -32, -24, -16, -12 db 0, 0, 0, 0, 0, 0, 0, 0 .index_offset_x ; db $18, $18, $00, $30, $30, $30, $00, $18 db $00, $00, $00, $00, $00, $00, $00, $00 .index_offset_y ; db $00, $18, $18, $18, $00, $30, $30, $30 db $00, $00, $00, $00, $00, $00, $00, $00 } AntiKirby_Death: { %PlayAnimation(3, 3, 10) ; Death LDA.b #$06 : STA.w SprState, X LDA.b #$0A : STA.w SprTimerA, X STZ.w SprPrize, X LDA.b #$09 ; SFX2.1E JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan RTS } } ; 7-9: Walking with hat ; 10: Hurt with hat Sprite_AntiKirby_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame LDA .start_index, Y : STA $06 LDA.w SprMiscA, X : STA $08 LDA.w SprMiscC, X : STA $09 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 : ORA $08 : AND.b #$FF : ORA $09 : 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 ; Anti-Kirby V2 draw .start_index db $00, $01, $02, $03, $04, $06, $08, $0A, $0C, $0E, $10 .nbr_of_tiles db 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1 .x_offsets dw 0 dw 0 dw 0 dw 0 dw 0, 8 dw 0, 8 dw -4, 4 dw 0, -4 dw 0, -4 dw 0, -4 dw 0, -4 .y_offsets dw 0 dw 0 dw 0 dw 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -6 .chr db $02 db $00 db $04 db $20 db $08, $09 db $28, $29 db $22, $23 db $02, $25 db $00, $25 db $04, $25 db $20, $25 .properties db $37 db $37 db $37 db $37 db $37, $37 db $37, $37 db $37, $37 db $37, $3B db $37, $3B db $37, $3B db $37, $3B .sizes db $02 db $02 db $02 db $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 }