; ========================================================= ; Collectible Sprites ; (Pineapple, Seashell, Sword/Shield, Rock Sirloin) !SPRID = $52 !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 = 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_Collectible_Prep, Sprite_Collectible_Long) Sprite_Collectible_Long: { PHB : PHK : PLB LDA.b $8A : CMP.b #$58 : BNE .not_intro_sword JSR Sprite_SwordShield_Draw BRA + .not_intro_sword LDA.b $8A : CMP.b #$4B : BNE .not_lupo_mountain JSR Sprite_RockSirloin_Draw BRA + .not_lupo_mountain JSR Sprite_Pineapple_Draw + JSL Sprite_DrawShadow JSL Sprite_CheckActive BCC .SpriteIsNotActive JSR Sprite_Collectible_Main .SpriteIsNotActive PLB RTL } Sprite_Collectible_Prep: { PHB : PHK : PLB ; Don't spawn the sword if we have it. LDA.b $8A : CMP.b #$58 : BNE .not_intro_sword LDA.l $7EF359 : BEQ + STZ.w SprState, X + LDA.b #$02 : STA.w SprAction, X .not_intro_sword LDA.b $8A : CMP.b #$4B : BNE .not_lupo_mountain LDA.b #$03 : STA.w SprAction, X .not_lupo_mountain PLB RTL } Sprite_Collectible_Main: { LDA.w SprAction, X JSL JumpTableLocal dw Pineapple dw Seashell dw SwordShield dw RockSirloin Pineapple: { JSL Sprite_Move JSL Sprite_CheckDamageToPlayer : BCC + LDA.l Pineapples : INC A : STA.l Pineapples STZ.w SprState, X + RTS } Seashell: { JSL Sprite_Move JSL Sprite_CheckDamageToPlayer : BCC + LDA.l Seashells : INC A : STA.l Seashells STZ.w SprState, X + RTS } SwordShield: { %PlayAnimation(0,0,1) JSL Sprite_Move JSL Sprite_CheckDamageToPlayer : BCC + LDY.b #$00 : STZ $02E9 JSL Link_ReceiveItem STZ.w SprState, X + RTS } RockSirloin: { JSL Sprite_Move LDA.l $7EF354 : BEQ .do_you_even_lift_bro JSL Sprite_CheckDamageToPlayer : BCC + JSL ThrownSprite_TileAndSpriteInteraction_long LDA.l RockMeat : INC A : STA.l RockMeat STZ.w SprState, X + .do_you_even_lift_bro RTS } } Sprite_Pineapple_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 .nbr_of_tiles db 0 .x_offsets dw 0 .y_offsets dw 0 .chr db $EE .properties db $33 .sizes db $02 } Sprite_SwordShield_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 .nbr_of_tiles db 2 .x_offsets dw 0, 8, 8 .y_offsets dw 0, 0, 8 .chr db $C0, $EC, $FC .properties db $B5, $35, $35 .sizes db $02, $00, $00 } Sprite_RockSirloin_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 .nbr_of_tiles db 0 .x_offsets dw 0 .y_offsets dw 0 .chr db $86 .properties db $37 .sizes db $02 }