;============================================================================== ; Sprite Properties ;============================================================================== !SPRID = $25 ; The sprite ID you are overwriting (HEX) !NbrTiles = 08 ; 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 = 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 = 01 ; 01 = small shadow, 00 = no shadow !Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this VillageDog (can be 0 to 7) !Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool !Persist = 01 ; 01 = your sprite continue to live offscreen !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !CollisionLayer = 01 ; 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_VillageDog_Prep, Sprite_VillageDog_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_VillageDog_Long: { PHB : PHK : PLB JSR Sprite_VillageDog_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_VillageDog_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_VillageDog_Prep: PHB : PHK : PLB ; Add more code here to initialize data 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_VillageDog_Main: { LDA.w SprAction, X ; Load the SprAction JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in dw Dog_Handler ; 00 dw Dog_LookLeftAtLink ; 01 dw Dog_LookRightAtLink ; 02 dw Dog_MoveLeftTowardsLink ; 03 dw Dog_MoveRightTowardsLink ; 04 dw Dog_WagTailLeft ; 05 dw Dog_WagTailRight ; 06 ; 0 Dog_Handler: { %PlayAnimation(8,8,8) ; Sitting LDA #$20 : STA.w SprTimerD, X JSL Sprite_IsToRightOfPlayer ; Check if sprite is to the right of player TYA : BEQ .WalkRight ; If so, go to LookLeft %GotoAction(3) RTS .WalkRight %GotoAction(4) RTS } ; 01 Dog_LookLeftAtLink: { %PlayAnimation(9,9,8) LDA.w SprTimerD, X : BNE + ; Load the timer for the run LDA #$40 : STA.w SprTimerD, X %GotoAction(3) + RTS } ; 02 Dog_LookRightAtLink: { %PlayAnimation(10,10,8) LDA.w SprTimerD, X : BNE + ; Load the timer for the run LDA #$40 : STA.w SprTimerD, X %GotoAction(4) + RTS } ; 03 Dog_MoveLeftTowardsLink: { %PlayAnimation(2,4,6) JSL Sprite_DirectionToFacePlayer ; Check if the dog is near link, then wag the tail LDA $0E : CMP.b #$0070 : BCS + CLC LDA $0F : CMP.b #$0070 : BCS + %GotoAction(5) + ; Check for collision JSL Sprite_CheckTileCollision LDA $0E70, X : BEQ .no_collision %GotoAction(0) .no_collision LDA.b #$0A ; Speed JSL Sprite_ApplySpeedTowardsPlayer STZ $06 : STZ $07 JSL Sprite_MoveLong LDA.w SprTimerD, X : BNE + %GotoAction(0) + RTS } ; 04 Dog_MoveRightTowardsLink: { %PlayAnimation(5,7,6) JSL Sprite_DirectionToFacePlayer ; Check if the dog is near link, then wag the tail LDA $0E : CMP.b #$0070 : BCS + CLC LDA $0F : CMP.b #$0070 : BCS + %GotoAction(6) + ; Check for collision JSL Sprite_CheckTileCollision LDA $0E70, X : BEQ .no_collision %GotoAction(0) .no_collision LDA.b #$0A ; Speed JSL Sprite_ApplySpeedTowardsPlayer STZ $06 : STZ $07 JSL Sprite_MoveLong LDA.w SprTimerD, X : BNE ++ %GotoAction(0) ++ RTS } ; 05 Dog_WagTailLeft: { %PlayAnimation(0,1, 8) LDA $02B2 : CMP.b #$05 : BNE .not_minish %ShowSolicitedMessage($18) : JMP .continue .not_minish %ShowSolicitedMessage($1B) .continue LDA.w SprTimerD, X : BNE + %GotoAction(0) + RTS } ; 06 Dog_WagTailRight: { %PlayAnimation(11,12,8) LDA $02B2 : CMP.b #$05 : BNE .not_minish %ShowSolicitedMessage($18) : JMP .continue .not_minish %ShowSolicitedMessage($1B) .continue LDA.w SprTimerD, X : BNE + %GotoAction(0) + RTS } } ;============================================================================== ; Sprite Draw code ; -------------------------------------------------------------------------------------------------- ; Draw the tiles on screen with the data provided by the sprite maker editor ;============================================================================== Sprite_VillageDog_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, $04, $08, $0C, $10, $13, $17, $1B, $1F, $20, $21, $22, $26 .nbr_of_tiles db 3, 3, 3, 3, 2, 3, 3, 3, 0, 0, 0, 3, 3 .x_offsets dw -4, -4, 12, 12 dw -4, -4, 12, 12 dw -4, -4, 4, 12 dw -4, -4, 4, 4 dw -4, 4, 4 dw 4, -4, 4, -4 dw 4, -4, 4, -4 dw 4, -4, -4, -4 dw 0 dw 0 dw 0 dw 8, 8, 0, 0 dw 8, 8, 0, 0 .y_offsets dw -4, 4, 4, 12 dw -4, 4, 4, 12 dw -8, 0, 0, -8 dw 0, -8, -8, 0 dw 0, 0, -16 dw 0, 0, -8, -8 dw 0, 0, -16, -8 dw 0, 0, 8, -8 dw 0 dw 0 dw 0 dw -4, 4, 4, 12 dw -4, 4, 4, 12 .chr db $10, $20, $22, $32 db $10, $20, $02, $12 db $13, $23, $24, $15 db $26, $16, $17, $27 db $29, $2A, $0A db $23, $24, $13, $14 db $26, $27, $06, $18 db $29, $2B, $3B, $1B db $2C db $2E db $2E db $10, $20, $22, $32 db $10, $20, $02, $12 .properties db $37, $37, $37, $37 db $37, $37, $37, $37 db $37, $37, $37, $37 db $37, $37, $37, $37 db $37, $37, $37 db $77, $77, $77, $77 db $77, $77, $77, $77 db $77, $77, $77, $77 db $37 db $77 db $37 db $77, $77, $77, $77 db $77, $77, $77, $77 .sizes db $02, $02, $00, $00 db $02, $02, $00, $00 db $02, $02, $02, $00 db $02, $02, $02, $02 db $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $00 db $02, $00, $00, $00 db $02 db $02 db $02 db $02, $02, $00, $00 db $02, $02, $00, $00