; ========================================================= ; Korok Sprite !SPRID = $F1 ; 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 = 01 ; 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 template (can be 0 to 7) !Hitbox = 00 ; 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 = 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_Korok_Prep, Sprite_Korok_Long) Sprite_Korok_Long: { PHB : PHK : PLB LDA.w SprSubtype, X : CMP.b #$00 : BEQ .draw_makar CMP.b #$01 : BEQ .draw_hollo CMP.b #$02 : BEQ .draw_rown .draw_makar JSR Sprite_Korok_DrawMakar BRA .done .draw_hollo JSR Sprite_Korok_DrawHollo BRA .done .draw_rown JSR Sprite_Korok_DrawRown BRA .done .done JSL Sprite_DrawShadow JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Korok_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } Sprite_Korok_Prep: { PHB : PHK : PLB JSL GetRandomInt : AND.b #$02 : STA.w SprSubtype, X STZ.w SprMiscE, X PLB RTL } Sprite_Korok_Main: { JSL Sprite_PlayerCantPassThrough LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw Sprite_Korok_Idle Sprite_Korok_Idle: { %PlayAnimation(0, 0, 10) LDA.w SprMiscE, X : BNE + PHX JSL ApplyKorokSpriteSheets PLX LDA.b #$01 : STA.w SprMiscE, X + %ShowSolicitedMessage($001D) JSL Sprite_CheckIfLifted JSL ThrownSprite_TileAndSpriteInteraction_long JSL Sprite_Move RTS } Sprite_Korok_WalkingDown: { %PlayAnimation(0, 2, 10) RTS } Sprite_Korok_WalkingUp: { %PlayAnimation(3, 5, 10) RTS } Sprite_Korok_WalkingLeft: { %PlayAnimation(6, 8, 10) RTS } Sprite_Korok_WalkingRight: { %PlayAnimation(9, 11, 10) RTS } } ; ========================================================= ; Korok Draw Codes ; 0-2 : Walking Down ; 3-5 : Walking Up ; 6-8 : Walking Left ; 9-11 : Walking Right Sprite_Korok_DrawMakar: { 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 ; Korok Makar .start_index db $00, $02, $04, $07, $0A, $0D, $10, $13, $16, $19, $1C, $1F .nbr_of_tiles db 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 .x_offsets dw 0, 0 dw 0, 0 dw 0, 8, 0 dw 0, 0, 8 dw 0, 8, 0 dw 0, 8, 0 dw 0, 0, 8 dw 0, 0, 8 dw 0, 0, 8 dw 0, 8, 0 dw 0, 8, 0 dw 0, 8, 0 .y_offsets dw -8, 0 dw -8, 0 dw -8, 8, 8 dw 0, -8, -8 dw -8, -8, 0 dw -8, -8, 0 dw 0, -8, -8 dw 0, -8, -8 dw 0, -8, -8 dw 0, -8, -8 dw 0, -8, -8 dw 0, -8, -8 .chr db $00, $10 db $00, $02 db $00, $20, $21 db $04, $38, $39 db $38, $39, $06 db $38, $39, $08 db $22, $28, $29 db $24, $28, $29 db $26, $28, $29 db $22, $28, $29 db $24, $28, $29 db $26, $28, $29 .properties db $3B, $3B db $3B, $3B db $3B, $7B, $7B db $3B, $3B, $3B db $3B, $3B, $3B db $3B, $3B, $3B db $3B, $3B, $3B db $3B, $3B, $3B db $3B, $3B, $3B db $7B, $7B, $7B db $7B, $7B, $7B db $7B, $7B, $7B .sizes db $02, $02 db $02, $02 db $02, $00, $00 db $02, $00, $00 db $00, $00, $02 db $00, $00, $02 db $02, $00, $00 db $02, $00, $00 db $02, $00, $00 db $02, $00, $00 db $02, $00, $00 db $02, $00, $00 } Sprite_Korok_DrawHollo: { 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 ; Korok Hollo .start_index db $00, $02, $04, $06, $09, $0C, $0E, $10, $12, $14, $16, $18 .nbr_of_tiles db 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1 .x_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0, 8 dw 0, 8, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 .y_offsets dw 0, -8 dw -8, 0 dw -8, 0 dw 0, -8, -8 dw -8, -8, 0 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 .chr db $1A, $0A db $0C, $1C db $0A, $0E db $2E, $3A, $3B db $3A, $3B, $4C db $5E, $4E db $4A, $7E db $6A, $7E db $6C, $7E db $6A, $7E db $6C, $7E db $4A, $7E .properties db $3B, $3B db $3B, $3B db $3B, $3B db $3B, $3B, $3B db $3B, $3B, $3B db $3B, $3B db $3B, $3B db $3B, $3B db $3B, $3B db $7B, $7B db $7B, $7B db $7B, $7B .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $00, $00 db $00, $00, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 } Sprite_Korok_DrawRown: { 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 ; Korok Rown .start_index db $00, $02, $04, $06, $09, $0C, $0F, $11, $13, $15, $17, $19 .nbr_of_tiles db 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1 .x_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0, 8 dw 0, 0, 8 dw 0, 0, 8 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 .y_offsets dw -8, 0 dw 0, -8 dw 0, -8 dw 0, -8, -8 dw 0, -8, -8 dw 0, -8, -8 dw 0, -8 dw -8, 0 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 .chr db $82, $92 db $84, $82 db $86, $82 db $A4, $B2, $B3 db $A6, $B2, $B3 db $A6, $B2, $B3 db $98, $88 db $88, $8A db $8C, $88 db $98, $88 db $8A, $88 db $8C, $88 .properties db $37, $37 db $37, $37 db $37, $37 db $37, $37, $37 db $37, $37, $37 db $77, $37, $37 db $37, $37 db $37, $37 db $37, $37 db $77, $77 db $77, $77 db $77, $77 .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $00, $00 db $02, $00, $00 db $02, $00, $00 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 }