; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = Sprite_Booki !NbrTiles = 02 ; 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_Booki_Prep, Sprite_Booki_Long) ; ========================================================= Sprite_Booki_Long: { PHB : PHK : PLB JSR Sprite_Booki_Draw ; Call the draw code JSL Sprite_DrawShadow JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Booki_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_Booki_Prep: { PHB : PHK : PLB LDA.l SWORD : DEC A : TAY LDA.w .health, Y : STA.w SprHealth, X STZ.w SprMiscB, X PLB RTL .health db $08, $0F, $10, $18 } ; ========================================================= Sprite_Booki_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw StalkPlayer dw HideFromPlayer dw HiddenFromPlayer dw ApproachPlayer StalkPlayer: { %PlayAnimation(0,1,16) JSR Sprite_Booki_Move RTS } HideFromPlayer: { %PlayAnimation(0,4,16) LDA.w SprTimerA, X : BNE + INC.w SprAction, X + RTS } HiddenFromPlayer: { %PlayAnimation(4,4,16) JSR Sprite_Booki_Move JSL GetRandomInt : AND.b #$03 : BEQ + INC.w SprAction, X + RTS } ApproachPlayer: { %PlayAnimation(5,9,16) JSR Sprite_Booki_Move RTS } } Sprite_Booki_Move: { JSL Sprite_Move JSL Sprite_BounceFromTileCollision JSL Sprite_PlayerCantPassThrough JSL Sprite_DamageFlash_Long JSL Sprite_IsToRightOfPlayer : CPY.b #$01 : BNE .ToRight LDA.b #$01 : STA.w SprMiscC, X JMP .Continue .ToRight STZ.w SprMiscC, X .Continue JSL Sprite_CheckDamageToPlayer JSL Sprite_CheckDamageFromPlayer : BCC .no_damage LDA.b #$01 : STA.w SprMiscB, X .no_damage LDA.w SprMiscB, X JSL UseImplicitRegIndexedLocalJumpTable dw SlowFloat dw FloatAway SlowFloat: { LDY #$04 JSL GetRandomInt : AND.b #$04 JSL Sprite_FloatTowardPlayer PHX JSL Sprite_DirectionToFacePlayer LDA.b $0E : CMP.b #$1A : BCS .NotTooClose LDA.b $0F : CMP.b #$1A : BCS .NotTooClose LDA.b #$01 : STA.w SprMiscB, X LDA.b #$20 : STA.w SprTimerA, X %GotoAction(1) .NotTooClose PLX RTS } FloatAway: { JSL GetRandomInt : AND.b #$04 JSL Sprite_FloatAwayFromPlayer PHX JSL Sprite_DirectionToFacePlayer LDA.b $0E : CMP.b #$1B : BCC .NotTooClose LDA.b $0F : CMP.b #$1B : BCC .NotTooClose LDA.b #$00 : STA.w SprMiscB, X %GotoAction(0) .NotTooClose PLX RTS } } ; ========================================================= Sprite_Booki_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame LDA .start_index, Y : STA $06 LDA.w SprFlash, X : STA $08 LDA.w SprMiscC, X : STA $09 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 : STA ($90), Y AND.w #$0100 : STA $0E INY LDA $02 : 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.b $09 : BEQ .ToRight LDA.b #$29 : JMP .Prop .ToRight LDA.b #$69 .Prop ORA $08 : STA ($90), Y PHY TYA : LSR #2 : TAY LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY PLX : DEX : BPL .nextTile PLX RTS ; ========================================================= .start_index db $00, $01, $02, $03, $04, $05, $06, $07, $08, $09 .nbr_of_tiles db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 .chr db $0E db $0C db $0A db $2C db $2E db $2E db $0A db $2C db $0C db $0E }