; ========================================================= ; Cutscene Kydrog Sprite Properties ; ========================================================= !SPRID = Sprite_KydrogNPC !NbrTiles = 6 ; 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 = 0 ; Number of Health the sprite have !Damage = 0 ; (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 = 0 ; Unused in this template (can be 0 to 7) !Hitbox = 0 ; 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 = 0 ; 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_Kydrog_Prep, Sprite_Kydrog_Long) ; ========================================================= Sprite_Kydrog_Long: { PHB : PHK : PLB JSR Sprite_Kydrog_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_Kydrog_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_Kydrog_Prep: { PHB : PHK : PLB LDA.l $7EF300 BEQ .PlayIntro STZ.w $0DD0, X ; Kill the sprite .PlayIntro PLB RTL } ; ========================================================= Sprite_Kydrog_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw Kydrog_StartCutscene dw Kydrog_AttractPlayer dw Kydrog_SpawnOffspring dw Kydrog_WarpPlayerAway Kydrog_StartCutscene: { LDA #$03 : STA $012C ; Play music LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene LDA.b #$08 : STA.b $49 ; Auto-movement north LDA.b $20 ; Link's Y Position CMP.b #72 ; Y = 6C BCC .linkistoofar LDA.b #$80 : STA.w SprTimerA, X %GotoAction(1) .linkistoofar RTS } Kydrog_AttractPlayer: { LDA.w SprTimerA, X : BNE + LDA.b #$0C : STA $012D LDA #$00 : STA $7EF303 %ShowUnconditionalMessage($21) %GotoAction(2) + RTS } Kydrog_SpawnOffspring: { LDA.b #$02 : STA.b $B6 ; Update story flag for Farore STZ.b $49 ; Stop Link from moving %GotoAction(3) RTS } Kydrog_WarpPlayerAway: { ; Put us in the Dark World. LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA JSL Sprite_LoadGfxProperties STZ $037B : STZ $3C : STZ $3A : STZ $03EF ; Link can't move LDA.b #$01 : STA $02E4 ; The module to return to is #$08 (preoverworld) LDA.b #$08 : STA $010C ; Set the map I want LDA.b #$20 : STA $A0 : STZ $A1 ; Set us to the warp state LDA.b #$15 : STA $10 ; Clear submodules STZ $11 : STZ $B0 ; Remove Impa follower LDA.b #$00 : STA $7EF3CC ; Set the flag to remove Farore and Kydrog from Maku area LDA #$01 : STA.l $7EF300 ; Set the progress flag for Impa (Zelda) in the sanctuary LDA $7EF3C6 : ORA.b #$04 : STA $7EF3C6 RTS } } ; ========================================================= Sprite_Kydrog_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.b #$02 : 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 5 .x_offsets dw -8, 8, 8, -8, -8, 8 .y_offsets dw -12, -12, 4, 4, 20, 20 .chr db $CC, $CE, $EE, $EC, $E8, $EA .properties db $39, $39, $39, $39, $39, $39 }