;============================================================================== ; Sprite Properties ;============================================================================== !SPRID = $XX ; The sprite ID you are overwriting (HEX) !NbrTiles = 2 ; 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 = 0 ; Number of Health the sprite have !Damage = 0 ; (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 = 01 ; 01 = small shadow, 00 = no shadow !Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 0 ; Unused in this template (can be 0 to 7) !Hitbox = 0 ; 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 = 0 ; 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_Minecart_Prep, Sprite_Minecart_Long) ;============================================================================== Sprite_Minecart_Long: { PHB : PHK : PLB JSR Sprite_Minecart_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_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_Start dw Minecart_Waiting ; 00 Minecart_Start: { RTS } Minecart_Waiting: { JSR Sprite_Minecraft_CheckIfPlayerIsOn : BCC .not_on_platform ;Cancel Falling JSL Player_HaltDashAttackLong 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 } } Sprite_Minecraft_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 } Sprite_Minecraft_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 } ;============================================================================== Sprite_Minecart_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 ; Insert Draw data }