Sprite_HyruleDream_Prep: { LDA.b ROOM : CMP.b #$51 : BEQ .king CMP.b #$60 : BEQ .soldier LDA.b #$00 : JMP .done .king LDA.b #$01 : JMP .done .soldier LDA.b #$02 .done STA.w SprAction, X RTS } Sprite_HyruleDream_Main: { %SpriteJumpTable(Zelda_Idle, King_Idle, Soldier_Idle) Zelda_Idle: { STZ.w SprFrame, X RTS } King_Idle: { LDA.b #$01 : STA.w SprFrame, X RTS } Soldier_Idle: { LDA.b #$02 : STA.w SprFrame, X RTS } } Sprite_HyruleDream_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, $03, $07 .nbr_of_tiles db 2, 3, 2 .x_offsets dw -8, 8, 0 dw -8, 8, -8, 8 dw -4, 4, 0 .y_offsets dw -4, -4, -14 dw -16, -16, 0, 0 dw -4, -4, -14 .chr db $A8, $A8, $84 db $8E, $8E, $AE, $AE db $A4, $A4, $A6 .properties db $39, $79, $39 db $39, $79, $39, $79 db $39, $79, $39 .sizes db $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02 }