; Keese and Vampire Bat Sprite ; Subtype: ; 00 - Ice ; 01 - Fire ; 02 - Vampire Bat !SPRID = $11 !NbrTiles = 08 ; 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 = 01 ; 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_Keese_Prep, Sprite_Keese_Long) Sprite_Keese_Long: { PHB : PHK : PLB LDA.w SprSubtype, X : CMP.b #$02 : BEQ + JSR Sprite_Keese_Draw JSL Sprite_DrawShadow JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_Keese_Main .SpriteIsNotActive JMP ++ + JSR Sprite_VampireBat_Draw JSL Sprite_DrawShadow JSL Sprite_CheckActive : BCC ++ JSR Sprite_VampireBat_Main ++ PLB RTL } Sprite_Keese_Prep: { PHB : PHK : PLB LDA.b #$80 : STA.w SprDefl, X LDA.w SprSubtype, X : CMP.b #$02 : BNE + LDA.b #$20 : STA.w SprHealth, X BRA ++ + LDA.b #$03 : STA.w SprNbrOAM, X LDA.b #$03 : STA.w SprPrize, X ++ PLB RTL } Sprite_Keese_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw Keese_Idle dw Keese_FlyAround Keese_Idle: { STZ.w SprFrame, X ; Wait til the player is nearby then fly around JSL GetDistance8bit_Long : CMP.b #$20 : BCS + INC.w SprAction, X JSL GetRandomInt STA.w SprTimerA, X + RTS } Keese_FlyAround: { %PlayAnimation(0,5,8) JSL Sprite_CheckDamageToPlayer JSL Sprite_CheckDamageFromPlayer JSL Sprite_DamageFlash_Long JSL Sprite_BounceFromTileCollision JSL GetRandomInt : AND.b #$1F : BNE + LDA.w SprSubtype, X : BEQ ++ JSL Sprite_Twinrova_FireAttack JMP + ++ ; Ice Attack + LDA.w SprTimerA, X : AND.b #$10 : BNE + JSL Sprite_ProjectSpeedTowardsPlayer + JSL Sprite_SelectNewDirection JSL Sprite_Move LDA.w SprTimerA, X : BNE + STZ.w SprAction, X + RTS } } Sprite_Keese_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA.w SprFrame, X : TAY ;Animation Frame LDA .start_index, Y : STA $06 LDA.w SprFlash, X : STA $08 LDA.w SprMiscB, X : STA $09 LDA.w SprSubtype, X : CMP.b #$01 : BNE + LDA.b #$0A : EOR $08 : STA $08 + 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 ; If SprMiscA != 0, then use 4th sheet LDA.b $09 : BEQ + LDA .chr_2, X : STA ($90), Y JMP ++ + LDA .chr, X : STA ($90), Y ++ INY LDA .properties, X : ORA $08 : 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, $01, $03, $04, $06, $08 .nbr_of_tiles db 0, 1, 0, 1, 1, 0 .x_offsets dw 0 dw -4, 4 dw 0 dw -4, 4 dw -4, 4 dw 0 .y_offsets dw 0 dw 0, 0 dw 0 dw 0, 0 dw 0, 0 dw 0 .chr db $80 db $A2, $A2 db $82 db $84, $84 db $A4, $A4 db $A0 .chr_2 db $C0 db $E2, $E2 db $C2 db $C4, $C4 db $E4, $E4 db $E0 .properties db $35 db $35, $75 db $35 db $35, $75 db $35, $75 db $35 .sizes db $02 db $02, $02 db $02 db $02, $02 db $02, $02 db $02 }