;============================================================================== ; Sprite Properties ;============================================================================== !SPRID = $BE ; The sprite ID you are overwriting (HEX) !NbrTiles = 08 ; 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 = 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 !HVelocity = $06 ;============================================================================== %Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long) ;============================================================================== Sprite_Minecart_Long: { PHB : PHK : PLB JSR Sprite_Minecart_DrawTop ; Call the draw code JSR Sprite_Minecart_DrawBottom JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Minecart_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ;============================================================================== Sprite_Minecart_Prep: { PHB : PHK : PLB PLB RTL } ;============================================================================== Sprite_Minecart_Main: { LDA.w SprAction, X ; Load the SprAction JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in dw Minecart_Adjust dw Minecart_Waiting dw Minecart_Moving dw Minecart_Moving2 Minecart_Adjust: { %PlayAnimation(0,1,8) LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X LDA $0E30, X : STA $0DB0, X LDA #$06 : STA $0E40, X LDA #$40 : STA $0E60, x LDA #$E0 : STA $0F60, X LDA #$00 : STA $0CD2, X LDA #$00 : STA $0B6B, X ;Set interactive hitbox? LDA #$40 : STA $0E00, X LDA #$FF : STA $021B INC $0D80, X RTS } Minecart_Waiting: { %PlayAnimation(0,1,8) JSR CheckIfPlayerIsOn : BCC .not_on_platform ;Cancel Falling JSL Player_HaltDashAttack LDA #$00 : STA $5D : STA $5B : STA $57 : STA $5E STA $59 .not_on_platform LDA $0E00, X : BNE + ;wait before moving LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground! INC $0D80, X LDA.b #$01 : STA $041A + RTS } Minecart_Moving: ;Check for pixel X+24, Y+16 if tileid = 0D41 { JSL Sprite_Move LDA $5D : CMP #$02 : BNE + RTS + LDA $021B : CMP #$FF : BEQ .NoPlatformSetted ;if == FF then go check if we're on this platform CPX $021B : BNE .DoNotCheckThisPlatform ;Is the platform the one we're currently standing on? LDA #$FF : STA $021B .NoPlatformSetted JSR CheckIfPlayerIsOn : BCC .NotOnPlatform STX $021B ;We are on that platform so put that in LDY $039D ;Load Hookshot slot LDA $0C4A, Y : CMP #$1F : BNE .noHookshot LDA #$13 : STA $5D ;we're in hookshot mode then!! .noHookshot LDA $5D : CMP #$13 : BNE .dontstopPlatform ;Hookshotting!! stop the platform ;Prevent platform from moving STZ $0D50, X : STZ $0D40, X REP #$20 STZ $0B7E : STZ $0B7C SEP #$20 ;Prevent timers from going down as well INC $0E10, X INC $0E00, X RTS .dontstopPlatform JSL Player_HaltDashAttack ;Cancel Falling STZ $5D : STZ $5B : STZ $57 : STZ $5E : STZ $59 LDA $0E10, X : BNE .Waiting JSR CheckPlayerDirection .DoNotCheckThisPlatform .NotOnPlatform LDA $5B : CMP #$02 : BEQ .Check5D ;IF $5B == 2 then we're falling! BRA .skip5D .Check5D LDA $5D : CMP #$01 : BEQ .Falling ;Branch if we're falling! .skip5D LDA $0E10, X : BNE .Waiting STZ $0D50, X : STZ $0D40, X ;Not Needed probably LDY $0DB0, X ;Load Directtion LDA SpeedTableX, Y : STA $0D50, X LDA SpeedTableY, Y : STA $0D40, X JSR Sprite_Move JSR GetTileIDAtPosition + .Waiting RTS .Falling ;Keep Timer incremented INC $0E10, X INC $0E00, X RTS } Minecart_Moving2: ;Check for pixel X+24, Y+16 if tileid = 0D41 ;04 { LDY $0DB0, X ;Load Directtion LDA SpeedTableX, Y : STA $0D50, X LDA SpeedTableY, Y : STA $0D40, X JSR Sprite_Move JSR GetTileIDAtPosition REP #$20 LDA $0FD8 : CLC : ADC #$0010 : STA $00 LDA $0FDA : CLC : ADC #$0008 : STA $02 SEP #$20 DEX LDA $00 : STA $0D10, X ;X low LDA $01 : STA $0D30, X ;X High LDA $02 : STA $0D00, X ;Y low LDA $03 : STA $0D20, X ;Y high INX RTS } } ;Up, Right, Down, Left SpeedTableX: db 00, 16, 00, -16 SpeedTableY: db -16, 00, 16, 00 SpeedTableWordX: dw 00, 01, 00, -01 SpeedTableWordY: dw -01, 00, 01, 00 CheckPlayerDirection: { REP #$20 STZ $0B7E : STZ $0B7C ; Not needed propbably LDA $0DB0, X : AND #$00FF : ASL : TAY ;Load Direction*2 LDA SpeedTableWordX, Y : STA $0B7C LDA SpeedTableWordY, Y : STA $0B7E SEP #$20 RTS } CheckIfPlayerIsOn: { REP #$20 LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft LDA $22 : SEC : SBC #$002C : CMP $0FD8 : BCS .OutsideRight LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp LDA $20 : SEC : SBC #$0016 : CMP $0FDA : BCS .OutsideDown SEP #$21 RTS ;Return with carry setted .OutsideLeft .OutsideRight .OutsideDown .OutsideUp SEP #$20 CLC : RTS ;Return with carry cleared } ; 0 ;3 1 ; 2 ;$0FD8 = X 16bit ;$0FDA = Y 16bit GetTileIDAtPosition: { LDA $0E00, X : BEQ + ;Wait 10 frames after every collision with a corner to prevent doing same collison over and over RTS ;do not check if timer != 0 + PHX REP #$30 LDA $0FD8 : CLC : ADC #$0018 : AND #$01FF : LSR #03 : STA $00 ;512 >> 3 LDA $0FDA : CLC : ADC #$0010 : AND #$01F8 : ASL #03 : CLC : ADC $00 : ASL : TAX ; that is basically >> 3 << 3 so /8 *8 *2 since array is word values ;tilemap position! LDA $7E4000, X : AND #$03FF CMP #$0141 : BEQ .TopRightCorner CMP #$0140 : BEQ .TopLeftCorner CMP #$0150 : BEQ .BottomLeftCorner CMP #$0151 : BEQ .BottomRightCorner CMP #$0143 : BEQ .WaitingReverse SEP #$30 PLX RTS .TopRightCorner SEP #$30 PLX LDA #$0A : STA $0E00, X LDA $0DB0, X : CMP #$00 : BNE .GoingLeft LDA #$03 : STA $0DB0, X RTS .GoingLeft LDA #$02 : STA $0DB0, X RTS .TopLeftCorner SEP #$30 PLX LDA #$0A : STA $0E00, X LDA $0DB0, X : CMP #$03 : BNE .GoingRight LDA #$02 : STA $0DB0, X RTS .GoingRight LDA #$01 : STA $0DB0, X RTS .BottomLeftCorner SEP #$30 PLX LDA #$0A : STA $0E00, X LDA $0DB0, X : CMP #$02 : BNE .GoingUp LDA #$01 : STA $0DB0, X RTS .GoingUp LDA #$00 : STA $0DB0, X RTS .BottomRightCorner SEP #$30 PLX LDA #$0A : STA $0E00, X LDA $0DB0, X : CMP #$01 : BNE .GoingDown LDA #$00 : STA $0DB0, X RTS .GoingDown LDA #$03 : STA $0DB0, X RTS .WaitingReverse SEP #$30 PLX LDA #$50 : STA $0E00, X LDA #$30 : STA $0E10, X LDA $0DB0, X : CMP #$00 : BNE + LDA #$02 : STA $0DB0, X RTS + LDA $0DB0, X : CMP #$01 : BNE + LDA #$03 : STA $0DB0, X RTS + LDA $0DB0, X : CMP #$02 : BNE + LDA #$00 : STA $0DB0, X RTS + LDA $0DB0, X : CMP #$03 : BNE + LDA #$01 : STA $0DB0, X RTS + RTS } ;============================================================================== Sprite_Minecart_DrawTop: { JSL Sprite_PrepOamCoord LDA #$18 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 : 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, $02, $04, $06 .nbr_of_tiles db 1, 1, 1, 1 .x_offsets dw -8, 8 dw -8, 8 dw -8, 8 dw -8, 8 .y_offsets dw -12, -12 dw -11, -11 dw -8, -8 dw -7, -7 .chr db $40, $40 db $40, $40 db $42, $42 db $42, $42 .properties db $3D, $7D db $3D, $7D db $3D, $7D db $3D, $7D .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 } Sprite_Minecart_DrawBottom: { JSL Sprite_PrepOamCoord LDA #$18 JSL OAM_AllocateFromRegionC 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, $02, $04, $06 .nbr_of_tiles db 1, 1, 1, 1 .x_offsets dw -8, 8 dw -8, 8 dw -8, 8 dw -8, 8 .y_offsets dw 4, 4 dw 5, 5 dw 8, 8 dw 9, 9 .chr db $60, $60 db $60, $60 db $62, $62 db $62, $62 .properties db $3D, $7D db $3D, $7D db $3D, $7D db $3D, $7D .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 }