; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = $AF ; The sprite ID you are overwriting (HEX) !NbrTiles = 02 ; 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 = 01 ; 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 = 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 = 03 ; 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 = 01 ; 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_LeverSwitch_Prep, Sprite_LeverSwitch_Long); ; ========================================================= Sprite_LeverSwitch_Long: { PHB : PHK : PLB JSR Sprite_LeverSwitch_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_LeverSwitch_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_LeverSwitch_Prep: { PHB : PHK : PLB LDA.b #$00 : STA.w SprDefl, X LDA SprSubtype, X : STA.w SprAction, X LDA.b #$00 : STA.w SprTileDie, X STZ.w SprBulletproof, X PLB RTL } ; ========================================================= Sprite_LeverSwitch_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw SwitchOff dw SwitchOn dw SpeedSwitchOff dw SpeedSwitchOn SwitchOff: { %PlayAnimation(0,0,4) JSL Sprite_PlayerCantPassThrough LDA SprTimerA, X : BNE .NoDamage JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage .BoomHit LDA #$25 : STA $012F STZ.w $37 LDA #$10 : STA.w SprTimerA, X %GotoAction(1) .NoDamage RTS } SwitchOn: { %PlayAnimation(1,1,4) JSL Sprite_PlayerCantPassThrough LDA SprTimerA, X : BNE .NoDamage JSL Sprite_CheckDamageFromPlayerLong BCC .NoDamage LDA #$25 : STA $012F LDA #$01 : STA $37 LDA #$10 : STA.w SprTimerA, X %GotoAction(0) .NoDamage RTS } SpeedSwitchOff: { %PlayAnimation(0,0,4) JSL Sprite_CheckDamageFromPlayerLong BCC .NoDamage LDA #$25 : STA $012F LDA.b #$01 : STA $36 %GotoAction(3) .NoDamage RTS } SpeedSwitchOn: { %PlayAnimation(1,1,4) JSL Sprite_CheckDamageFromPlayerLong BCC .NoDamage LDA #$25 : STA $012F STZ.w $36 %GotoAction(2) .NoDamage RTS } } ; ========================================================= Sprite_LeverSwitch_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 .start_index db $00, $01 .nbr_of_tiles db 0, 0 .x_offsets dw 0 dw 0 .y_offsets dw 0 dw 0 .chr db $64 db $66 .properties db $37 db $37 .sizes db $02 db $02 }