; ========================================================= !SPRID = $B1 ; The sprite ID you are overwriting (HEX) !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 = 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_Puffstool_Prep, Sprite_Puffstool_Long) ; ========================================================= Sprite_Puffstool_Long: { PHB : PHK : PLB JSR Sprite_Puffstool_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_Puffstool_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_Puffstool_Prep: { PHB : PHK : PLB LDA.b #$20 : STA.w SprHealth, X PLB RTL } ; ========================================================= Sprite_Puffstool_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw Puffstool_Walking dw Puffstool_Stunned Puffstool_Walking: { %PlayAnimation(0,6,10) JSL Sprite_PlayerCantPassThrough LDA.b #$02 JSL Sprite_ApplySpeedTowardsPlayer JSL Sprite_Move JSL Sprite_DamageFlash_Long JSL ThrownSprite_TileAndSpriteInteraction_long JSL Sprite_CheckDamageFromPlayer : BCC .no_dano %GotoAction(1) LDA.b #$60 : STA.w SprTimerA, X LDA.b #$20 : STA.w SprTimerF, X .no_dano RTS } Puffstool_Stunned: { %PlayAnimation(7,7,10) JSL Sprite_CheckIfLifted JSL Sprite_DamageFlash_Long JSL ThrownSprite_TileAndSpriteInteraction_long LDA.w SprTimerA, X : BNE + %GotoAction(0) LDA.b #$4A ; SPRITE 4A LDY.b #$0B JSL Sprite_SpawnDynamically : BMI .no_space JSL Sprite_SetSpawnedCoordinates JSL Sprite_TransmuteToBomb .no_space + RTS } } ; ========================================================= Sprite_Puffstool_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA .start_index, Y : STA $06 LDA.w SprMiscA, X : STA $08 ; Palette damage flash 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 : 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 : 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, $02, $04, $06, $08, $0A, $0C, $0E .nbr_of_tiles db 1, 1, 1, 1, 1, 1, 1, 0 .y_offsets dw -8, 0 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 dw 0 .chr db $C0, $D0 db $D2, $C2 db $D4, $C4 db $D2, $C2 db $D0, $C0 db $D2, $C2 db $D4, $C4 db $D6 .properties db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $73, $73 db $73, $73 db $3D }