!SPRID = $14 ; The sprite ID you are overwriting (HEX) !NbrTiles = 03 ; 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 = 08 ; Number of Health the sprite have !Damage = 04 ; (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_DekuScrubEnemy_Prep, Sprite_DekuScrubEnemy_Long); Sprite_DekuScrubEnemy_Long: { PHB : PHK : PLB JSR Sprite_DekuScrubEnemy_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_DekuScrubEnemy_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } Sprite_DekuScrubEnemy_Prep: { PHB : PHK : PLB LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub LDA #$06 : STA SprAction, X ; Pea Shot State LDA.b #$20 : STA.b SprPrize, X .normal_scrub PLB RTL } ; 0-2 - Spitting ; 3-6 - Spinning ; 7-7 - Crouching ; 8-9 - Dazed ; 10-12 - Pea Shooter Anim ; 13 - Hiding Sprite_DekuScrubEnemy_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw DekuScrubEnemy_Hiding dw DekuScrubEnemy_Attack dw DekuScrubEnemy_PostAttack dw DekuScrubEnemy_Recoil dw DekuScrubEnemy_Dazed dw DekuScrubEnemy_Subdued dw DekuScrubEnemy_PeaShot ; 0x00 DekuScrubEnemy_Hiding: { %StartOnFrame(13) %PlayAnimation(13,13,1) JSL Sprite_PlayerCantPassThrough JSL Sprite_IsBelowPlayer : TYA CMP #$00 : BNE .is_below_player ; Check if the player is too close LDA $22 : STA $02 LDA $20 : STA $03 LDA SprX, X : STA $04 LDA SprY, X : STA $05 JSR GetDistance8bit : CMP.b #$18 : BCC .too_close ; The player is below the scrub, so it should pop up LDA #$20 : STA SprTimerA, X %GotoAction(1) .too_close .is_below_player RTS } ; 0x01 DekuScrubEnemy_Attack: { %StartOnFrame(0) %PlayAnimation(0,2,8) JSL Sprite_PlayerCantPassThrough LDA SprTimerA, X : BNE .not_done JSR SpawnPeaShot LDA #$80 : STA SprTimerA, X INC.w SprAction, X .not_done LDA $22 : STA $02 LDA $20 : STA $03 LDA SprX, X : STA $04 LDA SprY, X : STA $05 JSR GetDistance8bit : CMP #$18 : BCS .not_too_close %GotoAction(0) .not_too_close RTS } ; 0x02 DekuScrubEnemy_PostAttack: { %StartOnFrame(0) %PlayAnimation(0,0,4) JSL Sprite_PlayerCantPassThrough LDA.w $0D10,X : STA.b $00 LDA.w $0D30,X : STA.b $08 LDA.b #$04 : STA.b $02 STZ $03 LDA.w $0D00,X : STA.b $01 LDA.w $0D20,X : STA.b $09 PHX LDA Offspring1_Id : TAX JSL Sprite_SetupHitBox PLX JSL CheckIfHitBoxesOverlap : BCC .no_dano INC.w SprAction, X .no_dano ; Wait while the pea shot is on screen ; Link may redirect it towards us LDA SprTimerA, X : BNE .not_done ; If the pea shot and deku scrub hitboxes intersect ; We will go to recoil PHX LDA Offspring1_Id : TAX JSL Sprite_SetupHitBox PLX JSL CheckIfHitBoxesOverlap : BCC .not_done2 %GotoAction(4) RTS .not_done2 ; However, he may also dodge it and try to attack ; So if he gets too close, we go back to hiding %GotoAction(0) .not_done RTS } ; 0x03 DekuScrubEnemy_Recoil: { %StartOnFrame(3) %PlayAnimation(3,6,6) JSL Sprite_PlayerCantPassThrough ; Kill the pea shot PHX LDA Offspring1_Id : TAX STZ.w $0DD0, X PLX ; Play the spinning animation for a bit before proceeding LDA SprTimerA, X : BNE .not_done LDA #$40 : STA SprTimerA, X INC.w SprAction, X .not_done RTS } ; 0x04 DekuScrubEnemy_Dazed: { %StartOnFrame(8) %PlayAnimation(8,9,11) JSL Sprite_PlayerCantPassThrough LDA SprTimerA, X : BNE .not_done INC.w SprAction, X .not_done RTS } ; 0x05 DekuScrubEnemy_Subdued: { %StartOnFrame(7) %PlayAnimation(7,7,1) JSL Sprite_PlayerCantPassThrough JSL Sprite_CheckDamageFromPlayer RTS } ; 0x06 DekuScrubEnemy_PeaShot: { %StartOnFrame(10) %PlayAnimation(10,12,3) %DoDamageToPlayerSameLayerOnContact() JSL Sprite_MoveVert JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage ; Apply force in the opposite direction LDA #-16 : STA SprYSpeed, X .no_damage RTS } } SpawnPeaShot: { LDA.b #$14 JSL Sprite_SpawnDynamically : BMI .return ;89 LDA.b #$01 : STA $0E30, Y LDA.b #$06 : STA $0D80, Y PHX ; Spawn Location REP #$20 LDA $0FD8 SEP #$20 STA $0D10, Y : XBA : STA $0D30, Y REP #$20 LDA $0FDA : CLC : ADC.w #$000C SEP #$20 STA $0D00, Y : XBA : STA $0D20, Y TYX STZ $0D70, X LDA #$10 : STA SprYSpeed, X STA SprYRound, X STX.w Offspring1_Id PLX .return RTS } Sprite_DekuScrubEnemy_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, $03, $05, $07, $09, $0B, $0D, $0F, $11, $15, $19, $1A, $1B, $1C .nbr_of_tiles db 2, 1, 1, 1, 1, 1, 1, 1, 3, 3, 0, 0, 0, 1 .x_offsets dw 0, 0, 8 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0, -4, 12 dw 0, 0, -4, 12 dw 4 dw 4 dw 4 dw 0, 0 .y_offsets dw -8, 8, 8 dw -8, 0 dw -8, 0 dw 0, -8 dw 0, -16 dw 0, -8 dw -8, 0 dw 0, -8 dw 0, -8, -8, 0 dw 0, -8, 0, -8 dw 4 dw 4 dw 4 dw 0, -4 .chr db $84, $B4, $B5 db $84, $94 db $84, $A6 db $AC, $9C db $A8, $88 db $AA, $9A db $98, $A8 db $AE, $9E db $AC, $9C, $87, $87 db $AC, $9C, $87, $87 db $86 db $96 db $97 db $94, $84 .properties db $3B, $3B, $3B db $3B, $3B db $3B, $3B db $3B, $3B db $3B, $3B db $3B, $3B db $7B, $7B db $3B, $3B db $3B, $3B, $3B, $3B db $3B, $3B, $3B, $3B db $3B db $3B db $3B db $3B, $3B .sizes db $02, $00, $00 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02, $00, $00 db $02, $02, $00, $00 db $00 db $00 db $00 db $02, $02 }