; ========================================================= ; Switch Track sprite !SPRID = Sprite_SwitchTrack !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 = 01 ; 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 = 01 ; 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_RotatingTrack_Prep, Sprite_RotatingTrack_Long) Sprite_RotatingTrack_Long: { PHB : PHK : PLB JSR Sprite_RotatingTrack_Draw JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_RotatingTrack_Main .SpriteIsNotActive PLB RTL } Sprite_RotatingTrack_Prep: { PHB : PHK : PLB LDA.b #$80 : STA.w SprDefl, X ; Setup Minecart position to look for tile IDs ; We use AND #$F8 to clamp to a 8x8 grid. ; Subtract 8 from the Y position to get the tile right above instead. LDA.w SprY, X : AND #$F8 : SEC : SBC.b #$08 : STA.b $00 LDA.w SprYH, X : STA.b $01 LDA.w SprX, X : AND #$F8 : STA.b $02 LDA.w SprXH, X : STA.b $03 ; Fetch tile attributes based on current coordinates LDA.b #$00 : JSL Sprite_GetTileAttr LDA.w SPRTILE : SEC : SBC.b #$D0 : STA.w SprAction, X PLB RTL } ; ========================================================= ; Modes ; 0 = TopLeft -> TopRight ; 1 = TopRight -> BottomRight ; 2 = BottomRight -> BottomLeft ; 3 = BottomLeft -> TopLeft ; The state of each switch. Up to $0250 used which is all free ram. SwitchRam = $0230 Sprite_RotatingTrack_Main: { ; Get the subtype of the track so that we can get its on/off state. LDA.w SprSubtype, X : TAY LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw TopLeftToTopRight dw BottomLeftToTopLeft dw TopRightToBottomRight dw BottomRightToBottomLeft ; 00 = TopLeft -> TopRight TopLeftToTopRight: { LDA.w SwitchRam, Y : BNE .part2 LDA.b #$00 : STA.w SprFrame, X RTS .part2 LDA.b #$01 : STA.w SprFrame, X RTS } ; 01 = BottomLeft -> TopLeft BottomLeftToTopLeft: { LDA.w SwitchRam, Y : BNE .part2_c LDA.b #$03 : STA.w SprFrame, X RTS .part2_c LDA.b #$00 : STA.w SprFrame, X RTS } ; 02 = TopRight -> BottomRight TopRightToBottomRight: { LDA.w SwitchRam, Y : BNE .part2_a LDA.b #$01 : STA.w SprFrame, X RTS .part2_a LDA.b #$02 : STA.w SprFrame, X RTS } ; 03 = BottomRight -> BottomLeft BottomRightToBottomLeft: { LDA.w SwitchRam, Y : BEQ .part2_b LDA.b #$03 : STA.w SprFrame, X RTS .part2_b LDA.b #$02 : STA.w SprFrame, X RTS } } Sprite_RotatingTrack_Draw: { JSL Sprite_PrepOamCoord LDA.b #$04 : JSL OAM_AllocateFromRegionB 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 : STA ($90), Y AND.w #$0100 : STA $0E INY LDA $02 : 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.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY PLX : DEX : BPL .nextTile PLX RTS .start_index db $00, $01, $02, $03 .nbr_of_tiles db 0, 0, 0, 0 .chr db $44 db $44 db $44 db $44 .properties db $3D db $7D db $FD db $BD }