; ========================================================= ; Farore Sprite Properties ; ========================================================= !SPRID = Sprite_Farore !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_Farore_Prep, Sprite_Farore_Long) ; ========================================================= Sprite_Farore_Long: { PHB : PHK : PLB JSR Sprite_Farore_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_Farore_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_Farore_Prep: { PHB : PHK : PLB LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen LDA.l $7EF300 BEQ .PlayIntro STZ.w $0DD0, X ; Kill the sprite .PlayIntro PLB RTL } ; ========================================================= ; Movement key bitwise ---- udlr WALKSPEED = 14 STORY_STATE = $B6 Sprite_Farore_Main: { LDA.w SprAction, X; Load the SprAction JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in dw IntroStart dw MoveUpTowardsFarore dw MoveLeftTowardsFarore dw WaitAndMessage dw Farore_ProceedWithCutscene dw FaroreFollowPlayer dw MakuArea_FaroreFollowPlayer dw MakuArea_FaroreWaitForKydrog ; 00 IntroStart: { LDA #$01 : STA InCutScene LDA $B6 : CMP.b #$01 : BEQ .maku_area CMP.b #$02 : BEQ .waiting %GotoAction(1) RTS .maku_area %GotoAction(6) RTS .waiting %GotoAction(7) RTS } ; 01 MoveUpTowardsFarore: { LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene LDA.b #$08 : STA.b $49 ; Auto-movement north LDA.b $20 ; Link's Y Position CMP.b #$9C ; Y = 6C BCC .linkistoofar %GotoAction(2) .linkistoofar %PlayAnimation(6, 6, 8) ; Farore look towards Link RTS } ; 02 MoveLeftTowardsFarore: { ; Move Link Left LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene LDA.b #$02 : STA.b $49 LDA.b $22 ; Link's X position CMP.b #$1A BCS .linkistoofar STZ.b $49 ; kill automove LDA.b #$20 STA.w SprTimerA, X ; set timer A to 0x10 %PlayAnimation(0, 0, 8) %GotoAction(3) .linkistoofar RTS } ; 03 WaitAndMessage: { %PlayAnimation(1, 2, 8) LDA.b #$15 JSL Sprite_ApplySpeedTowardsPlayer JSL Sprite_MoveVert LDA.w SprTimerA, X : BNE + STZ $2F LDA #$00 : STA InCutScene %ShowUnconditionalMessage($0E) ; "I am Farore, the Oracle of Secrets." %GotoAction(4) + RTS } ; 04 Farore_ProceedWithCutscene: { LDA.w SprTimerA, X : BNE ++ %GotoAction(5) ++ RTS } ; 05 FaroreFollowPlayer: { LDA #$01 : STA InCutScene LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene LDA.b #$08 : STA.b $49 ; Auto-movement north %PlayAnimation(3, 4, 8) LDA.b #$15 JSL Sprite_ApplySpeedTowardsPlayer JSL Sprite_MoveVert LDA #$02 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals) LDA #$05 : STA $012D ; turn off rain sound LDA #$01 : STA $B6 ; Set Story State JSL Sprite_LoadGfxProperties %GotoAction(6) RTS } ; 06 MakuArea_FaroreFollowPlayer: { ;.keep_walking %PlayAnimation(3, 4, 8) LDA.b #$15 JSL Sprite_ApplySpeedTowardsPlayer JSL Sprite_MoveVert ; LDA $B6 : CMP.b #$02 : BEQ .keep_walking %GotoAction(6) RTS } ; 07 ; Look at the RAM SprY to $0D60, the first few are the actual positions of the sprite ; that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc ; You can set one of the speeds and then call the function called Sprite_Move ; And then that will handle it applying the speed for you MakuArea_FaroreWaitForKydrog: { %PlayAnimation(5, 5, 8) RTS } } ; ========================================================= Sprite_Farore_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, $02, $04, $06, $08, $0A, $0C .nbr_of_tiles db 1, 1, 1, 1, 1, 1, 1 .x_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, -1 .y_offsets dw -8, 4 dw -8, 4 dw 4, -8 dw -8, 4 dw 4, -7 dw -8, 4 dw 4, -7 .chr db $A8, $AA db $A8, $88 db $AA, $A8 db $8A, $8C db $8C, $8A db $8A, $AC db $AA, $86 .properties db $3B, $3B db $3B, $7B db $3B, $3B db $3B, $3B db $7B, $3B db $3B, $3B db $3B, $7B .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 }