; 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 LinkSpeedTbl STZ.b $48 ; Clear push actions bitfield .not_being_pushed LDA.w SprTimerA, X : BEQ .retain_momentum LDA.b #$01 : STA.w SprMiscC, X LDA.b #$84 : STA.b $48 ; Set statue and push block actions LDA.b #$04 : STA.b LinkSpeedTbl ; Slipping into pit speed .retain_momentum JSR Sprite_IceBlock_Draw JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_IceBlock_Main .SpriteIsNotActive PLB RTL } Sprite_IceBlock_Prep: { PHB : PHK : PLB ; Cache Sprite position LDA.w SprX, X : STA.w SprMiscD, X LDA.w SprY, X : STA.w SprMiscE, X LDA.w SprXH, X : STA.w SprMiscF, X LDA.w SprYH, X : STA.w SprMiscG, X STZ.w SprDefl, X PLB RTL } Sprite_IceBlock_Main: { LDA.w SprAction, X JSL JumpTableLocal dw MovementHandler MovementHandler: { %PlayAnimation(0, 0, 1) JSR Statue_BlockSprites JSL Sprite_CheckDamageFromPlayer : BCC .no_damage LDA.w SprMiscD, X : STA.w SprX, X LDA.w SprMiscE, X : STA.w SprY, X LDA.w SprMiscF, X : STA.w SprXH, X LDA.w SprMiscG, X : STA.w SprYH, X STZ.w SprXSpeed, X : STZ.w SprYSpeed, X .no_damage 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 ; ----udlr , u = up, d = down, l = left, r = right LDA.w SprCollision, X : AND.b #$0F : BEQ + STZ.w SprMiscA, X + ; TODO: Update Link push collision reaction ; If link is in contact, register a push with the sprite ; Run a timer briefly, and confirm the facing direction ; matches the push direction (cached) and then initiate ; the speed changes if they agree JSL Sprite_CheckDamageToPlayerSameLayer : BCC .NotInContact LDA.w SprMiscA, X : BNE .push_cached LDA.b $26 : STA.w SprMiscA, X JSR ApplyPush .push_cached LDA.b #$07 : STA.w SprTimerA, X STZ.b $5E JSL Sprite_RepelDash LDA.w SprTimerB, X : BNE .CancelHookshot LDA.w SprX, X : AND #$F8 : STA.w SprX, X LDA.w SprY, X : AND #$F8 : STA.w SprY, X RTS .CancelHookshot: JSL $0FF540 RTS .NotInContact: LDA.w SprTimerA, X : BNE .delay_timer LDA.b #$0D : STA.w SprTimerB, X .delay_timer RTS } ApplyPush: { ; Only apply the push if the facing direction ; and pushing direction agree with each other 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 STZ.w SprYSpeed, X JMP + .push_left LDA #-16 : STA.w SprXSpeed, X STZ.w SprYSpeed, X JMP + .push_down STZ.w SprXSpeed, X LDA #16 : STA.w SprYSpeed, X JMP + .push_up STZ.w SprXSpeed, X LDA #-16 : STA.w SprYSpeed, X + 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 ; SPRITE 1C LDA.w $0E20, Y : CMP.b #$1C : BEQ .skip CPY.w $0FA0 : BEQ .skip TYA : EOR.b $1A : AND.b #$01 : BNE .skip LDA.w SprState, 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 SprYRecoil, Y LDA.b $01 : STA.w SprXRecoil, Y .skip SEP #$20 DEY BPL .next RTS } Sprite_IceBlock_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA $0DC0, X : CLC : ADC.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 .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 }