; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = Sprite_EonScrub !NbrTiles = 03 ; 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_EonScrub_Prep, Sprite_EonScrub_Long) ; ========================================================= Sprite_EonScrub_Long: { PHB : PHK : PLB JSR Sprite_EonScrub_Draw ; Call the draw code LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub JSL Sprite_DrawShadow .normal_scrub JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_EonScrub_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_EonScrub_Prep: { PHB : PHK : PLB LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub LDA.b #$06 : STA.w SprAction, X ; Pea Shot State LDA.b #$20 : STA.b SprPrize, X .normal_scrub PLB RTL } ; ========================================================= ; Frame Data ; 0 - Looking left ; 1 - Looking right ; 2 - Idle forward ; 3-6 Pea Shooting Mouth ; 7-10 - Getting Stunned ; 11-12 - Dazed Sprite_EonScrub_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw EonScrub_Stalking dw EonScrub_Attack dw EonScrub_PostAttack dw EonScrub_Recoil dw EonScrub_Dazed dw EonScrub_Subdued dw EonScrub_PeaShot EonScrub_Stalking: { %PlayAnimation(0,1,16) JSL Sprite_PlayerCantPassThrough JSL Sprite_IsBelowPlayer : TYA CMP #$00 : BNE .is_below_player ; Check if the player is too close LDA $22 : STA $02 LDA $20 : STA $03 LDA SprX, X : STA $04 LDA SprY, X : STA $05 JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close ; The player is below the scrub, so it should pop up LDA #$20 : STA.w SprTimerA, X %GotoAction(1) .too_close .is_below_player RTS } EonScrub_Attack: { %PlayAnimation(2,6,16) JSL Sprite_PlayerCantPassThrough JSR CheckForPeaShotRedirect LDA SprTimerA, X : BNE .not_done JSR EonScrub_SpawnPeaShot LDA #$F0 : STA.w SprTimerA, X INC.w SprAction, X .not_done LDA POSX : STA $02 LDA POSY : STA $03 LDA SprX, X : STA $04 LDA SprY, X : STA $05 JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close %GotoAction(0) .not_too_close RTS } EonScrub_PostAttack: { %PlayAnimation(2,2,16) JSL Sprite_PlayerCantPassThrough JSR CheckForPeaShotRedirect LDA.w SprTimerA, X : BNE + %GotoAction(0) + RTS } EonScrub_Recoil: { %PlayAnimation(7,10,16) JSL Sprite_PlayerCantPassThrough ; Kill the pea shot PHX LDA Offspring1_Id : TAX STZ.w $0DD0, X PLX ; Play the spinning animation for a bit before proceeding LDA SprTimerA, X : BNE .not_done LDA #$40 : STA.w SprTimerA, X INC.w SprAction, X .not_done RTS } EonScrub_Dazed: { %PlayAnimation(11,12,16) JSL Sprite_PlayerCantPassThrough LDA SprTimerA, X : BNE .not_done %SetHarmless(1) INC.w SprAction, X .not_done RTS } EonScrub_Subdued: { %PlayAnimation(2,2,16) JSL Sprite_PlayerCantPassThrough LDA.w SprMiscD, X : BNE .no_talk .no_talk RTS } EonScrub_PeaShot: { %StartOnFrame(13) %PlayAnimation(13,13,3) %DoDamageToPlayerSameLayerOnContact() JSL Sprite_MoveVert JSL Sprite_CheckTileCollision LDA.w SprCollision, X : BEQ .no_collision STZ.w SprState, X .no_collision JSL Sprite_CheckDamageFromPlayer : BCC .no_damage ; Apply force in the opposite direction LDA #-16 : STA.w SprYSpeed, X .no_damage RTS RTS } } EonScrub_SpawnPeaShot: { LDA.b #Sprite_EonScrub JSL Sprite_SpawnDynamically : BMI .return ;89 JSR SpawnPeaShot_AltEntry .return LDA.w Offspring1_Id, X : TAY RTS } ; ========================================================= Sprite_EonScrub_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA.w 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, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18, $1A .nbr_of_tiles db 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 .x_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0 .y_offsets dw 0, -8 dw 0, -8 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -8 dw 0, -4 dw 0, -16 dw 0, -16 dw 0 .chr db $20, $0A db $20, $0A db $24, $0A db $22, $0A db $00, $0A db $02, $0A db $04, $0A db $08, $0A db $06, $0A db $28, $0A db $26, $0A db $2C, $0C db $2C, $0C db $2A .properties db $33, $33 db $73, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $73, $73 db $33 .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02 }