;============================================================================== ; Farore/Maku Tree - Sprite Uncle/Priest ; ; ;============================================================================== incsrc sprite_macros.asm incsrc sprite_functions_hooks.asm ;============================================================================== org $298000 incsrc sprite_jump_table.asm ;============================================================================== org $308000 incsrc sprite_new_functions.asm ;============================================================================== ; Sprite Properties ;============================================================================== !SPRID = $73; The sprite ID you are overwriting (HEX) !NbrTiles = 00 ; 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 ;============================================================================== ; TODO: Setup Sprite Properties for Farore %Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long) ;============================================================================== SpritePrep_FaroreAndMakuTree: { ; farore forest during intro ; activates impa sprite ; maku tree interaction in the forest ; needs to be in part 1 of the game } ;============================================================================== Sprite_FaroreAndMakuTree: { LDA $0E90, X ; JSL UseImplicitRegIndexedLocalJumpTable dw Sprite_Farore dw Sprite_MakuTree } ;============================================================================== Sprite_Farore: { ; Main entry point for the Farore sprite in the overworld JSL Farore_Draw JSR Sprite2_CheckIfActive LDA $0E80, X JSL UseImplicitRegIndexedLocalJumpTable dw Farore_IntroCutscene dw Farore_FinaleCutscene } ;============================================================================== Farore_IntroCutscene: { ; Link approaches Farore sprite with Impa sprite (Zelda) ; Activates Mantle style cutscene ; Jump to antagonist cutscene code } ;============================================================================== Sprite_MakuTree: { ; Main entry point for the MakuTree routines } ;==============================================================================