; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = $05 ; The sprite ID you are overwriting (HEX) !NbrTiles = 05 ; 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 = $20 ; 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 = 00 ; 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 = 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_HelmetChuchu_Prep, Sprite_HelmetChuchu_Long) ; ========================================================= ; 0-1: No Helmet Green ; 2-3: Mask Red ; 4-5: Helmet Green Sprite_HelmetChuchu_Long: { PHB : PHK : PLB JSR Sprite_HelmetChuchu_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_HelmetChuchu_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } Sprite_HelmetChuchu_Prep: { PHB : PHK : PLB LDA.b #$80 : STA.w SprHealth, X JSL GetRandomInt : AND.b #$02 : STA SprAction, X STZ.w SprMiscB, X PLB RTL } ; ========================================================= Sprite_HelmetChuchu_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw HelmetGreen dw NoHelmetGreen dw MaskRed dw NoMaskRed HelmetGreen: { %StartOnFrame(4) %PlayAnimation(4, 5, 16) JSL Sprite_CheckDamageFromPlayer : BCC .no_damage %GotoAction(1) .no_damage JSR Sprite_Chuchu_Move RTS } NoHelmetGreen: { %StartOnFrame(0) %PlayAnimation(0, 1, 16) JSL Sprite_CheckDamageFromPlayer JSR Sprite_Chuchu_Move RTS } MaskRed: { %StartOnFrame(2) %PlayAnimation(2, 3, 16) JSL Sprite_CheckDamageFromPlayer : BCC .no_damage %GotoAction(3) .no_damage JSR Sprite_Chuchu_Move RTS } NoMaskRed: { %StartOnFrame(4) %PlayAnimation(4, 5, 16) JSL Sprite_CheckDamageFromPlayer JSR Sprite_Chuchu_Move RTS } } Sprite_Chuchu_Move: { LDA.w SprMiscB, X JSL UseImplicitRegIndexedLocalJumpTable dw BounceTowardPlayer dw RecoilFromPlayer BounceTowardPlayer: { JSL Sprite_PlayerCantPassThrough JSL GetRandomInt : AND.b #$04 : STA $09 ; Speed JSL GetRandomInt : AND.b #$07 : STA $08 ; Height JSL Sprite_BounceTowardPlayer JSL Sprite_BounceFromTileCollision JSL Sprite_CheckDamageFromPlayer : BCC .no_damage INC.w SprMiscB, X LDA.b #$20 : STA.w SprTimerB, X .no_damage JSL Sprite_CheckDamageToPlayer : BCC .no_attack INC.w SprMiscB, X LDA.b #$20 : STA.w SprTimerB, X .no_attack RTS } RecoilFromPlayer: { JSL GetRandomInt : AND.b #$04 : STA $09 ; Speed LDA SprX, X : CLC : ADC $09 : STA $04 LDA SprY, X : SEC : SBC $09 : STA $06 LDA SprXH, X : ADC #$00 : STA $05 LDA SprYH, X : ADC #$00 : STA $07 LDA $09 : STA $00 : STA $01 JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_Move JSL Sprite_BounceFromTileCollision LDA.w SprTimerB, X : BNE .not_done STZ.w SprMiscB, X .not_done RTS } } ; ========================================================= Sprite_HelmetChuchu_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 : 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.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY PLX : DEX : BPL .nextTile PLX RTS ; ======================================================= ; chr prop ; Mask $04 $37 ; Helmet $08 $3B .start_index db $00, $02, $03, $06, $08, $0A, $0C, $0E .nbr_of_tiles db 1, 0, 2, 1, 1, 1, 1, 0 .y_offsets dw 0, -8 dw 0 dw 0, -8, -8 dw 0, -4 dw 0, -8 dw 0, -4 dw 0, -8 dw 0 .chr ; No Helmet Green db $26, $16 db $24 ; Mask Red db $26, $16, $04 db $24, $04 ; Helmet Green db $26, $08 db $24, $08 ; No Helmet Green db $26, $16 db $24 .properties db $3B, $3B db $3B db $37, $37, $37 db $37, $37 db $3B, $39 db $3B, $39 db $37, $37 db $37 }