;============================================================================== ; Sprite Properties ;============================================================================== !SPRID = $9F ; 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 = 10 ; 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 = 01 ; 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 = 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 = 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_AntiKirby_Prep, Sprite_AntiKirby_Long); Sprite_AntiKirby_Long: PHB : PHK : PLB JSR Sprite_AntiKirby_Draw ; Call the draw code 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 ; Add more code here to initialize data PLB RTL Sprite_AntiKirby_Main: { LDA.w SprAction, X; Load the SprAction JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in dw AntiKirby_Start dw AntiKirby_WalkRight dw AntiKirby_WalkLeft dw AntiKirby_Hurt dw AntiKirby_Suck dw AntiKirby_Full AntiKirby_Start: { ; %PlayAnimation(0, 0, 10) ; Idle JSL Sprite_DirectionToFacePlayer TYA : CMP.b #$02 : BCC .WalkRight %GotoAction(2) RTS .WalkRight %GotoAction(1) RTS } AntiKirby_WalkRight: { %PlayAnimation(0, 3, 10) ; Walk Right PHX JSL Sprite_CheckDamageFromPlayerLong %DoDamageToPlayerSameLayerOnContact() PLX %MoveTowardPlayer(10) %GotoAction(0) RTS } AntiKirby_WalkLeft: { %PlayAnimation(4, 7, 10) ; Walk Left PHX JSL Sprite_CheckDamageFromPlayerLong %DoDamageToPlayerSameLayerOnContact() PLX %MoveTowardPlayer(10) %GotoAction(0) RTS } AntiKirby_Hurt: { %PlayAnimation(8, 8, 10) ; Hurt %MoveTowardPlayer(10) RTS } AntiKirby_Suck: { %PlayAnimation(9, 10, 10) ; Suck %MoveTowardPlayer(10) RTS } AntiKirby_Full: { %PlayAnimation(11, 11, 10) ; Full %MoveTowardPlayer(10) RTS } } ;================================================================================================== ; Sprite Draw code ; -------------------------------------------------------------------------------------------------- ; Draw the tiles on screen with the data provided by the sprite maker editor ;================================================================================================== Sprite_AntiKirby_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, $01, $02, $03, $05, $06, $07, $08, $0A, $0B, $0D, $0F, $11 .nbr_of_tiles db 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1 .x_offsets dw 0 dw 1 dw 0 dw 0, 16 dw 0 dw -1 dw 0 dw 0, -16 dw 0 dw 0, 16 dw 0, 16 dw -4, 12 dw -4, 12 .y_offsets dw 0 dw 0 dw 0 dw 0, 0 dw 0 dw 0 dw 0 dw 0, 0 dw 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 .chr db $00 db $02 db $00 db $04, $06 db $00 db $02 db $00 db $04, $06 db $20 db $08, $0A db $28, $2A db $22, $24 db $22, $24 .properties db $37 db $37 db $37 db $37, $37 db $77 db $77 db $77 db $77, $77 db $37 db $37, $37 db $37, $37 db $37, $37 db $37, $37 .sizes db $02 db $02 db $02 db $02, $02 db $02 db $02 db $02 db $02, $02 db $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02