; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = Sprite_BeanVendor !NbrTiles = 05 ; 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 template (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_BeanVendor_Prep, Sprite_BeanVendor_Long) Sprite_BeanVendor_Long: { PHB : PHK : PLB LDA.w SprMiscD, X : BNE + JSR Sprite_BeanVendor_Draw JSL Sprite_DrawShadow + JSL Sprite_CheckActive : BCC .SpriteIsNotActive LDA.w SprSubtype, X : BEQ + JSR Sprite_VillageElder_Main JMP ++ + JSR Sprite_BeanVendor_Main ++ .SpriteIsNotActive PLB RTL } Sprite_BeanVendor_Prep: { PHB : PHK : PLB LDA.b #$80 : STA.w SprDefl, X LDA.b #$40 : STA.w SprTimerA, X STZ.w SprMiscD, X LDA.b $1B : BNE + LDA.b $8A : CMP.b #$00 : BNE + LDA.l MagicBeanProg : BNE .in_progress LDA.b #$01 : STA.w SprMiscD, X LDA.b #$05 : STA.w SprAction, X JMP + .in_progress LDA.l MagicBeanProg : CMP.b #$3F : BCS .not_flower ; Sprite is the flower on ranch map LDA.b #$05 : STA.w SprAction, X .not_flower STA.w SprFrame, X + PLB RTL } Sprite_BeanVendor_Main: { %SpriteJumpTable(BeanVendor, MagicBean, BeanVendor_SpawnMagicBean, BeanVendor_PlayerSaidNo, MagicBean_FertileSoil, MagicBean_RanchFlower, MagicBean_DragPlayer, MagicBean_Finished) BeanVendor: { %PlayAnimation(0,0,1) JSL Sprite_PlayerCantPassThrough %ShowSolicitedMessage($142) : BCC .no_message %GotoAction(2) .no_message RTS } MagicBean: { %SetFrame(1) LDA.w SprMiscE, X : CMP.b #$01 : BEQ .not_lifting LDA.w $0309 : CMP.b #$02 : BNE .not_lifting LDA.b $8A : BEQ + JSR MagicBean_BottleLogic + RTS .not_lifting LDA.b $8A : CMP.b #$00 : BNE ++ LDA.b #Sprite_BeanVendor JSL Sprite_CheckCollisionWithSprite LDA.w SprMiscF, X : BEQ ++ STZ.w SprState, X ++ JSL Sprite_CheckIfLifted JSL ThrownSprite_TileAndSpriteInteraction_long RTS } BeanVendor_SpawnMagicBean: { %PlayAnimation(0,0,1) LDA $1CE8 : BNE .player_said_no_or_not_enough_rupees REP #$20 LDA.l $7EF360 CMP.w #$64 ; 100 rupees SEP #$30 BCC .player_said_no_or_not_enough_rupees REP #$20 LDA.l $7EF360 SEC SBC.w #$64 ; Subtract 100 rupees STA.l $7EF360 SEP #$30 LDA.w SprX, X : CLC : ADC.b #$16 : STA $00 LDA.w SprY, X : STA $02 LDA.w SprYH, X : STA $03 LDA.w SprXH, X : STA $01 LDA.b #$07 JSL Sprite_SpawnDynamically JSL Sprite_SetSpawnedCoords LDA.b #$01 : STA.w SprAction, Y ; TODO: Set a flag that says you've got the magic bean %ShowUnconditionalMessage($145) %GotoAction(0) RTS .player_said_no_or_not_enough_rupees %GotoAction(3) RTS } BeanVendor_PlayerSaidNo: { %PlayAnimation(0,0,1) %ShowUnconditionalMessage($144) %GotoAction(0) RTS } MagicBean_FertileSoil: { LDA.b #Sprite_BeanVendor JSL Sprite_CheckCollisionWithSprite LDA.w SprMiscF, X : BEQ + INC.w SprAction, X LDA.l MagicBeanProg ORA.b #$01 STA.l MagicBeanProg STZ.w SprMiscD, X + RTS } MagicBean_RanchFlower: { %SetFrame($06) LDA.l MagicBeanProg : AND.b #$02 : BNE + ; Check for the bee pollination (79:bee,B2:good bee) LDA.b #$B2 : STA.b $00 JSL Sprite_CheckForPresence : BCC + PHX LDA.b $02 : TAX JSL Sprite_SetupHitBox PLX JSL Sprite_SetupHitBox_Alt JSL CheckIfHitBoxesOverlap : BCC + LDA.l MagicBeanProg ORA.b #$02 STA.l MagicBeanProg LDA.b #$2D : STA.w $012F + LDA.l MagicBeanProg : CMP.b #$3F : BNE ++ LDA.b #$1B : STA.w $012F LDA.b #$04 : STA.w SprFrame, X LDA.b #$5F : STA.w SprTimerC, X INC.w SprAction, X LDA.b #$00 : STA.w SprMiscC, X ++ RTS } MagicBean_DragPlayer: { LDA.b #$04 : STA.w SprFrame, X JSL Link_SetupHitBox JSL Sprite_SetupHitBox JSL CheckIfHitBoxesOverlap : BCC + LDA.b #$01 : STA.w SprMiscE, X + LDA.w SprMiscE, X : BEQ + JSL InitMovement_Long LDA.b #$01 : STA.w $037F LDA.b #$02 : STA.w LinkSomaria LDA.b #$08 : STA.b POSZ LDA.b #$04 : STA.w SprHeight, X LDA.w SprMiscC, X CMP.b #$00 : BNE .p1 LDA.b #$F8 : STA.w SprXSpeed, X .p1 CMP.b #$01 : BNE .p2 STZ.w SprXSpeed, X LDA.b #$F8 : STA.w SprYSpeed, X .p2 CMP.b #$02 : BNE .p3 STZ.w SprYSpeed, X LDA.b #$F2 : STA.w SprXSpeed, X .p3 LDA.w .direction, Y PHY : TYA JSL DragPlayer PLY PHX JSL HandleIndoorCameraAndDoors JSL Link_CancelDash LDA $22 : SEC : SBC $3F : STA $31 LDA $20 : SEC : SBC $3E : STA $30 PLX LDA.w SprTimerC, X : BNE + LDA.b #$5F : STA.w SprTimerC, X LDA.w SprMiscC, X : INC A : CMP.b #$03 : BCC ++ STZ.w SprXSpeed, X INC.w SprAction, X JMP + ++ STA.w SprMiscC, X + JSL Sprite_Move RTS .direction db $02, $00, $02 } MagicBean_Finished: { LDA.l MagicBeanProg : CMP.b #$7F : BEQ + STZ.w $037F STZ.w SprHeight, X LDA.b #$FF : STA.b POSZ : STA.b POSZH STZ.w LinkSomaria LDA.l MagicBeanProg ORA.b #$40 STA.l MagicBeanProg + RTS } } InitMovement_Long: { LDA.b $22 : STA.b $3F LDA.b $23 : STA.b $41 LDA.b $20 : STA.b $3E LDA.b $21 : STA.b $40 RTL } ReleaseMagicBean: { ; X is the bottle ID LDA.b $8A : CMP.b #$00 : BNE .not_the_ranch LDA.b #$07 JSL Sprite_SpawnDynamically : BMI .not_the_ranch LDA $20 : STA.w SprY, Y LDA $21 : STA.w SprYH, Y LDA $22 : STA.w SprX, Y LDA $23 : STA.w SprXH, Y LDA.b #$01 : STA.w SprAction, Y LDA.b #$02 : STA.l $7EF35C, X RTL .not_the_ranch %ShowUnconditionalMessage($030) RTL } MagicBean_BottleLogic: { LDA.l $7EF35C : CMP.b #$02 : BEQ .bottle1_available LDA.l $7EF35D : CMP.b #$02 : BEQ .bottle2_available LDA.l $7EF35E : CMP.b #$02 : BEQ .bottle3_available LDA.l $7EF35F : CMP.b #$02 : BEQ .bottle4_available %ShowUnconditionalMessage($033) JMP .return .bottle1_available LDA.b #$09 : STA.l $7EF35C %ShowUnconditionalMessage($034) JMP .finish_storage .bottle2_available LDA.b #$09 : STA.l $7EF35D %ShowUnconditionalMessage($034) JMP .finish_storage .bottle3_available LDA.b #$09 : STA.l $7EF35E %ShowUnconditionalMessage($034) JMP .finish_storage .bottle4_available LDA.b #$09 : STA.l $7EF35F %ShowUnconditionalMessage($034) .finish_storage LDA.b #$01 : STA.w SprMiscE, X STZ.w SprState, X .return RTS } ; ========================================================= Sprite_BeanVendor_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, $05, $0B, $11, $13, $15 .nbr_of_tiles db 3, 0, 5, 5, 3, 1, 1 .x_offsets dw -4, 4, 4, -4 dw 0 dw -4, -4, 4, 4, -4, -4 dw -4, -4, 4, 4, -4, -4 dw -8, 8, -8, 8 ; Flower dw 0, 8 dw 0, 8 .y_offsets dw 4, 4, -4, -4 dw 0 dw 4, -4, 4, -4, 8, 16 dw -4, 4, 4, -4, 8, 16 dw 0, 0, -16, -16 ; Flower dw 4, 4 dw 4, 4 .chr db $A8, $A9, $99, $98 db $A6 db $9B, $8B, $9B, $8B, $BB, $BC db $8B, $8D, $8D, $8B, $BB, $BC db $A8, $A8, $A4, $A4 ; Flower db $C8, $C9 db $CA, $C8 .properties db $3B, $3B, $3B, $3B db $3B db $3B, $3B, $7B, $7B, $3B, $3B db $3B, $3B, $7B, $7B, $3B, $3B db $3B, $7B, $3B, $7B ; Flower db $32, $72 db $32, $72 .sizes db $02, $02, $02, $02 db $02 db $02, $02, $02, $02, $00, $00 db $02, $02, $02, $02, $00, $00 db $02, $02, $02, $02 ; Flower db $00, $00 db $00, $00 }