!SPRID = $A4 ; The sprite ID you are overwriting (HEX) !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 = 10 ; 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 = 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_PolsVoice_Prep, Sprite_PolsVoice_Long); ; ========================================================= Sprite_PolsVoice_Long: { PHB : PHK : PLB JSR Sprite_PolsVoice_Draw ; Call the draw code JSL Sprite_DrawShadow JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_PolsVoice_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_PolsVoice_Prep: { PHB : PHK : PLB LDA #$80 : STA SprTimerA, X LDA #$00 : STA $0CAA, X LDA #$00 : STA $0B6B, X PLB RTL } ; ========================================================= Sprite_PolsVoice_Main: { LDA.w SprAction, X; Load the SprAction JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in dw PolsVoice_MoveAround dw PolsVoice_HopAround PolsVoice_MoveAround: { %StartOnFrame(0) %PlayAnimation(0,3,10) ;$09 = speed, $08 = max height LDA #$05 : STA $09 LDA #$02 : STA $08 JSL Sprite_BounceTowardPlayer JSL Sprite_BounceFromTileCollision JSL Sprite_DamageFlash_Long %DoDamageToPlayerSameLayerOnContact() JSL GetRandomInt : AND #$3F : BNE .not_done LDA #$04 : STA SprTimerA, X %GotoAction(1) .not_done JSL Sprite_CheckDamageFromPlayerLong BCC .no_damage ; Get the direction to recoil from the player ;Sprite_DirectionToFacePlayer LONG ; \return $0E is low byte of player_y_pos - sprite_y_pos ; \return $0F is low byte of player_x_pos - sprite_x_pos JSL Sprite_DirectionToFacePlayer ; Apply the speed positive or negative speed LDA $0E : BPL .not_up LDA #$20 : STA.w SprYSpeed, X : BRA .not_down .not_up LDA #$E0 : STA.w SprYSpeed, X .not_down LDA $0F : BPL .not_right LDA #$20 : STA.w SprXSpeed, X : BRA .not_left .not_right LDA #$E0 : STA SprXSpeed, X .not_left LDA #$04 : STA SprTimerA, X %GotoAction(1) .no_damage RTS } PolsVoice_HopAround: { %StartOnFrame(4) %PlayAnimation(4,4,10) JSL Sprite_MoveXyz JSL Sprite_BounceFromTileCollision JSL Sprite_DamageFlash_Long %DoDamageToPlayerSameLayerOnContact() LDA SprTimerA, X : BNE .not_done %GotoAction(0) .not_done JSL Sprite_CheckDamageFromPlayerLong BCC .no_damage .no_damage RTS } } ; ========================================================= Sprite_PolsVoice_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA .start_index, Y : STA $06 LDA $0DA0, X : 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 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, $02, $03, $04 .nbr_of_tiles db 0, 0, 0, 0, 1 .x_offsets dw 0 dw 0 dw 0 dw 0 dw 0, 0 .y_offsets dw 0 dw 0 dw 0 dw 0 dw -4, -20 .chr db $6C db $6A db $6C db $6A db $6E, $4E .properties db $3B db $3B db $3B db $7B db $3B, $3B .sizes db $02 db $02 db $02 db $02 db $02, $02 }