; ========================================================= ; Wolfos Sprite Properties ; ========================================================= !SPRID = $A9 ; The sprite ID you are overwriting (HEX) !NbrTiles = 04 ; 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 = 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 = 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_Wolfos_Prep, Sprite_Wolfos_Long) ; ========================================================= Sprite_Wolfos_Long: { PHB : PHK : PLB JSR Sprite_Wolfos_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_Wolfos_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_Wolfos_Prep: { PHB : PHK : PLB ; Add more code here to initialize data PLB RTL } ; ========================================================= Sprite_Wolfos_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw Wolfos_Main Wolfos_Main: { %PlayAnimation(0, 2, 10) RTS } } ; ========================================================= ; Animation Frame ; 0-2 Attack Forward ; 3-5 Attack Back ; 6-8 Walk Right ; 9-11 Walk Left ; 12-13 Attack Right ; 14-15 Attack Left Sprite_Wolfos_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, $02, $04, $06, $08, $0A, $0C, $10, $14, $18, $1C, $20, $24, $28, $2B, $2F .nbr_of_tiles db 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 2, 3, 2 .x_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 8, 8, -8, -8 dw -8, 8, 8, -8 dw -8, 8, -8, 8 dw -8, -8, 8, 8 dw 8, -8, -8, 8 dw 8, -8, 8, -8 dw -8, 8, 8, -8 dw -8, 8, 8 dw 8, -8, -8, 8 dw 8, -8, -8 .y_offsets dw 0, -16 dw 0, -16 dw 0, -16 dw 0, -16 dw 0, -16 dw 0, -16 dw -8, 0, 0, -16 dw 0, 0, -16, -16 dw -16, -16, 0, 0 dw -8, 0, 0, -16 dw 0, 0, -16, -16 dw -16, -16, 0, 0 dw 0, 0, -16, -16 dw 0, 0, -16 dw 0, 0, -16, -16 dw 0, 0, -16 .chr db $E0, $C0 db $E4, $C4 db $E6, $C6 db $E2, $C2 db $E8, $C8 db $EA, $CA db $92, $A2, $A0, $80 db $A4, $A6, $86, $84 db $88, $8A, $A8, $AA db $92, $A2, $A0, $80 db $A4, $A6, $86, $84 db $88, $8A, $A8, $AA db $AC, $AE, $8E, $8C db $EC, $EE, $CE db $AC, $AE, $8E, $8C db $EC, $EE, $CE .properties db $39, $39 db $39, $39 db $39, $39 db $39, $39 db $39, $39 db $39, $39 db $39, $39, $39, $39 db $39, $39, $39, $39 db $39, $39, $39, $39 db $79, $79, $79, $79 db $79, $79, $79, $79 db $79, $79, $79, $79 db $39, $39, $39, $39 db $39, $39, $39 db $79, $79, $79, $79 db $79, $79, $79 .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02 }