; ============================================================================= !SPRID = $A0 ; The sprite ID you are overwriting (HEX) !NbrTiles = 06 ; Number of tiles used in a frame !Harmless = 01 ; 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 DekuScrub (can be 0 to 7) !Hitbox = 03 ; 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_DekuScrub_Prep, Sprite_DekuScrub_Long); ; ============================================================================= Sprite_DekuScrub_Long: { PHB : PHK : PLB JSR Sprite_DekuScrub_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_DekuScrub_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ============================================================================= Sprite_DekuScrub_Prep: { PHB : PHK : PLB LDA.b #$80 : STA.w $0CAA, X LDA.w SprSubtype, X : CMP.b #$01 : BEQ .DekuButler CMP.b #$02 : BEQ .DekuPrincess LDA.l $7EF301 BEQ .PlayIntro LDA.b #$04 : STA.w SprAction, X .PlayIntro PLB RTL .DekuButler LDA.b #$05 : STA.w SprAction, X PLB RTL .DekuPrincess LDA.b #$06 : STA.w SprAction, X PLB RTL } ; ============================================================================= Sprite_DekuScrub_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw EstadoInactivo dw QuiereCuracion dw DarMascara dw Regalo dw Withered dw DekuButler dw DekuPrincess EstadoInactivo: { %PlayAnimation(0, 1, 16) JSL Sprite_PlayerCantPassThrough %ShowSolicitedMessage($140) : BCC .no_hablaba %GotoAction(1) .no_hablaba RTS } QuiereCuracion: { %PlayAnimation(0, 1, 16) JSL Sprite_PlayerCantPassThrough LDA $FE : BEQ .ninguna_cancion STZ $FE LDA.b #$C0 : STA.w SprTimerD, X %GotoAction(2) .ninguna_cancion RTS } DarMascara: { %PlayAnimation(0, 1, 16) LDA.w SprTimerD, X : BNE + %ShowUnconditionalMessage($141) LDA.b #$C0 : STA.w SprTimerD, X %GotoAction(3) + RTS } Regalo: { LDA.w SprTimerD, X : BNE + LDY #$11 : STZ $02E9 ; Give the Deku Mask JSL Link_ReceiveItem LDA.b #$01 : STA.l $7EF301 %GotoAction(4) + RTS } Withered: { %PlayAnimation(2, 2, 10) JSL Sprite_PlayerCantPassThrough RTS } DekuButler: { %PlayAnimation(3, 3, 10) JSL Sprite_PlayerCantPassThrough %ShowSolicitedMessage($080) RTS } DekuPrincess: { %PlayAnimation(4, 4, 10) JSL Sprite_PlayerCantPassThrough %ShowSolicitedMessage($0C3) RTS } } ; ============================================================================= Sprite_DekuScrub_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, $04, $08, $0C, $10 .nbr_of_tiles db 3, 3, 3, 3, 3 .x_offsets dw 4, 4, -4, -4 dw 4, -4, -4, 4 dw -8, -8, 8, 8 dw -4, 4, -4, 4 dw -4, -4, 4, 4 .y_offsets dw 4, -4, -4, 4 dw 4, 4, -4, -4 dw 4, -12, -12, 4 dw -12, -12, 4, 4 dw 4, -12, 4, -12 .chr db $2E, $0E, $0E, $2E db $2C, $2C, $0C, $0C db $20, $00, $02, $22 db $04, $05, $24, $25 db $27, $07, $27, $07 .properties db $3B, $7B, $3B, $7B db $3B, $7B, $3B, $7B db $3B, $3B, $3B, $3B db $3B, $3B, $3B, $3B db $3B, $3B, $7B, $7B .sizes db $02, $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $02 db $02, $02, $02, $02 ; .start_index ; db $00, $04 ; .nbr_of_tiles ; db 3, 3 ; .x_offsets ; dw 4, -4, -4, 4 ; dw 4, -4, -4, 4 ; .y_offsets ; dw 0, 0, -8, -8 ; dw 0, 0, -8, -8 ; .chr ; db $2C, $2C, $0C, $0C ; db $2E, $2E, $0E, $0E ; .properties ; db $33, $73, $33, $73 ; db $33, $73, $33, $73 ; .sizes ; db $02, $02, $02, $02 ; db $02, $02, $02, $02 }