; Pushable Ice Block !SPRID = $D5; The sprite ID you are overwriting (HEX) !NbrTiles = 03 ; 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 = 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 = 01 ; 01 = Sprite is statue !DeflectProjectiles = 01 ; 01 = Sprite will deflect ALL projectiles !ImperviousArrow = 01 ; 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_IceBlock_Prep, Sprite_IceBlock_Long); Sprite_IceBlock_Long: { PHB : PHK : PLB LDA.w SprMiscC, X : BEQ .not_being_pushed STZ.w SprMiscC, X STZ.b $5E : STZ.b $48 .not_being_pushed LDA.w $0DF0, X : BEQ .retain_momentum LDA.b #$01 : STA.w SprMiscC, X LDA.b #$84 : STA $48 LDA.b #$04 : STA.b $5E .retain_momentum JSR Sprite_IceBlock_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_IceBlock_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } Sprite_IceBlock_Prep: { PHB : PHK : PLB ; Cache Sprite position LDA SprX, X : STA.w SprMiscD, X LDA SprY, X : STA.w SprMiscE, X LDA SprXH, X : STA.w SprMiscF, X LDA SprYH, X : STA.w SprMiscG, X STZ.w $0CAA, X PLB RTL } StatueDirection: db $04, $06, $00, $02 StatuePressMask: db $01, $02, $04, $08 StatueSpeed: .x db -16, 16 ; bleeds into next .y db 0, 0, -16, 16 Sprite_IceBlock_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw MovementHandler dw NotInContact ; 0x00 MovementHandler: { %PlayAnimation(0, 0, 1) JSR Statue_BlockSprites JSL Sprite_CheckDamageFromPlayerLong BCC .no_damage LDA SprMiscD, X : STA.w SprX, X LDA SprMiscE, X : STA.w SprY, X LDA SprMiscF, X : STA.w SprXH, X LDA SprMiscG, X : STA.w SprYH, X STZ.w SprXSpeed, X : STZ.w SprYSpeed, X .no_damage ; JSR IceBlock_CheckForGround STZ.w $0642 JSR Sprite_IceBlock_CheckForSwitch : BCC .no_switch STZ.w SprXSpeed, X : STZ.w SprYSpeed, X LDA.b #$01 : STA.w $0642 .no_switch JSL Sprite_Move ; Sprite MoveXY JSL Sprite_Get_16_bit_Coords ; Get 16bit coords JSL Sprite_CheckTileCollision ; Check Tile collision JSL Sprite_CheckDamageToPlayerSameLayer BCC NotInContact JSR ApplyPush ; Set timer LDA.b #$07 : STA.w $0DF0, X JSL $079291 ; Sprite_RepelDash_long LDA.w $0E00,X : BNE Statue_CancelHookshot ; JSL Sprite_DirectionToFacePlayer ; LDA.w StatueSpeed_x,Y ; STA.w SprXSpeed,X ; LDA.w StatueSpeed_y,Y ; STA.w SprYSpeed,X ; JSR Statue_HandleGrab LDA SprX, X : AND #$F0 : STA.w SprX, X LDA SprY, X : AND #$F0 : STA.w SprY, X RTS .not_in_contact %GotoAction(1) .dont_move RTS } Statue_CancelHookshot: { JSL $0FF540 RTS } ; 0x01 NotInContact: { %PlayAnimation(0, 0, 1) LDA.w $0DF0,X : BNE .delay_timer LDA.b #$0D : STA.w $0E00,X .delay_timer REP #$20 LDA.w SprCachedX SEC : SBC.b $22 CLC : ADC.w #$0010 CMP.w #$0023 : BCS .reset_contact LDA.w SprCachedY SEC : SBC.b $20 CLC : ADC.w #$000C CMP.w #$0024 : BCS .reset_contact SEP #$30 JSL Sprite_DirectionToFacePlayer ; LDA.b $2F ; CMP.w StatueDirection,Y : BNE .reset_contact ; LDA.w $0372 : BNE .reset_contact ; LDA.b #$01 : STA.w $02FA ; LDA.b #$01 : STA.w SprFrame,X ; LDA.w $0376 : AND.b #$02 : BEQ .exit ; LDA.b $F0 : AND.w StatuePressMask,Y : BEQ .exit ; LDA.b $30 : ORA.b $31 : BEQ .exit ; TYA : EOR.b #$01 : TAY ; LDA.w StatueSpeed_x,Y : STA.w SprXSpeed,X ; LDA.w StatueSpeed_y,Y : STA.w SprYSpeed,X ; JMP.w Statue_HandleGrab .reset_contact SEP #$30 LDA.w SprFrame,X : BEQ .exit STZ.w SprFrame,X STZ.b $5E STZ.w $0376 STZ.w $02FA LDA.b $50 : AND.b #$FE : STA.b $50 .exit %GotoAction(0) RTS } ApplyPush: { LDA $26 : CMP.b #$01 : BEQ .push_right CMP.b #$02 : BEQ .push_left CMP.b #$04 : BEQ .push_down CMP.b #$08 : BEQ .push_up .push_right LDA #16 : STA.w SprXSpeed,X LDA #00 : STA.w SprYSpeed,X JMP .push_done .push_left LDA #-16 : STA.w SprXSpeed,X LDA #00 : STA.w SprYSpeed,X JMP .push_done .push_down LDA #00 : STA.w SprXSpeed,X LDA #16 : STA.w SprYSpeed,X JMP .push_done .push_up LDA #00 : STA.w SprXSpeed,X LDA #-16 : STA.w SprYSpeed,X .push_done RTS } } ; Check if the tile beneath the sprite is the sliding ice ; Currently unused as it doesnt play well with the hitbox choices IceBlock_CheckForGround: { LDA.w SprY,X : CLC : ADC.b #$08 : STA.b $00 LDA.w SprYH,X : ADC.b #$00 : STA.b $01 LDA.w SprX,X : STA.b $02 LDA.w SprXH,X : ADC.b #$00 : STA.b $03 LDA.w $0F20,X PHY JSL $06E87B ; GetTileType_long PLY LDA.w $0FA5 CMP.b #$0E : BNE .stop SEC RTS .stop STZ.w SprXSpeed,X STZ.w SprYSpeed,X CLC RTS } Sprite_IceBlock_CheckForSwitch: { LDY.b #$03 .next_tile LDA.w SprY,X : CLC : ADC.w .offset_y,Y : STA.b $00 LDA.w SprYH,X : ADC.b #$00 : STA.b $01 LDA.w SprX,X : CLC : ADC.w .offset_x,Y : STA.b $02 LDA.w SprXH,X : ADC.b #$00 : STA.b $03 LDA.w $0F20,X PHY JSL $06E87B ; GetTileType_long PLY LDA.w $0FA5 CMP.w .tile_id+0 : BEQ .switch_tile CMP.w .tile_id+1 : BEQ .switch_tile CMP.w .tile_id+2 : BEQ .switch_tile CMP.w .tile_id+3 : BNE .fail .switch_tile DEY BPL .next_tile SEC RTS .fail CLC RTS .offset_x db 3, 12, 3, 12 .offset_y db 3, 3, 12, 12 .tile_id db $23, $24, $25, $3B } Statue_BlockSprites: { LDY.b #$0F .next LDA.w $0E20,Y CMP.b #$1C ; SPRITE 1C BEQ .skip CPY.w $0FA0 BEQ .skip TYA EOR.b $1A AND.b #$01 BNE .skip LDA.w $0DD0,Y CMP.b #$09 BCC .skip LDA.w SprX,Y STA.b $04 LDA.w SprXH,Y STA.b $05 LDA.w SprY,Y STA.b $06 LDA.w SprYH,Y STA.b $07 REP #$20 LDA.w SprCachedX SEC SBC.b $04 CLC ADC.w #$000C CMP.w #$0018 BCS .skip LDA.w SprCachedY SEC SBC.b $06 CLC ADC.w #$000C CMP.w #$0024 BCS .skip SEP #$20 LDA.b #$04 STA.w $0EA0,Y PHY LDA.b #$20 JSL Sprite_CheckSlopedTileCollision ; JSR Sprite_ProjectSpeedTowardsLocation PLY LDA.b $00 STA.w $0F30,Y LDA.b $01 STA.w $0F40,Y .skip SEP #$20 DEY BPL .next RTS } Sprite_IceBlock_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA $0DC0, X : CLC : ADC SprFrame, 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 .start_index db $00 .nbr_of_tiles db 3 .x_offsets dw 0, 8, 0, 8 .y_offsets dw 0, 0, 8, 8 .chr db $E9, $E9, $E9, $E9 .properties db $24, $64, $A4, $E4 .sizes db $00, $00, $00, $00 }