; ========================================================= ; Wolfos Sprite Properties ; ========================================================= !SPRID = Sprite_Wolfos !NbrTiles = 03 ; 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 = 30 ; 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 = 01 ; 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_Wolfos_Prep, Sprite_Wolfos_Long) ; ========================================================= Sprite_Wolfos_Long: { PHB : PHK : PLB JSR Sprite_Wolfos_Draw JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Wolfos_CheckIfDefeated JSR Sprite_Wolfos_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_Wolfos_Prep: { PHB : PHK : PLB LDA.b $1B : BEQ .outdoors JMP .spawn_wolfos .outdoors ; Check if the wolfos has been defeated LDA.l $7EF303 : CMP.b #$01 : BNE .spawn_wolfos STZ.w SprState, X ; Don't spawn the sprite PLB RTL .spawn_wolfos LDA.b #$40 : STA.w SprTimerA, X LDA.b #$80 : STA.w $0CAA, X ; Sprite persist LDA.b #$08 : STA.w $0E40, X ; Nbr Oam Entries PLB RTL } Sprite_Wolfos_CheckIfDefeated: { LDA.b $1B : BNE .indoors LDA.w SprHealth, X : CMP.b #$04 : BCS .not_defeated LDA.b #$06 : STA.w SprAction, X ; Set to defeated LDA.b #$09 : STA.w SprState, X LDA.b #$40 : STA.w SprHealth, X ; Refill the health of the sprite STZ.w SprMiscD, X RTS .not_defeated .indoors RTS } ; ========================================================= macro Wolfos_Move() JSL Sprite_DamageFlash_Long JSL Sprite_CheckDamageFromPlayer : BCC + + JSL Sprite_PlayerCantPassThrough JSL Sprite_BounceFromTileCollision JSL Sprite_Move JSR Wolfos_DecideAction endmacro Wolfos_DecideAction: { LDA SprTimerA, X : BNE .decide_new_action RTS .decide_new_action JSL Sprite_DirectionToFacePlayer LDA $0E ; y distance from player STA.w SprMiscC, X LDA $0F ; x distance from player STA.w SprMiscB, X LDA SprMiscC, X CMP #$10 ; Check if y distance is significant BCS .adjust_y LDA SprMiscB, X CMP #$10 ; Check if x distance is significant BCS .adjust_x .adjust_y JSL Sprite_IsBelowPlayer TYA BEQ .above_player %GotoAction(1) ; Attack Back RTS .above_player %GotoAction(0) ; Attack Forward RTS .adjust_x JSL Sprite_IsToRightOfPlayer TYA BEQ .right %GotoAction(3) ; Walk Left RTS .right %GotoAction(2) ; Walk Right RTS } !NormalSpeed = $08 !AttackSpeed = $0D Sprite_Wolfos_Main: { JSL Sprite_PlayerCantPassThrough JSL Sprite_BounceFromTileCollision JSL Sprite_DamageFlash_Long LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw Wolfos_AttackForward ; 0x00 dw Wolfos_AttackBack ; 0x01 dw Wolfos_WalkRight ; 0x02 dw Wolfos_WalkLeft ; 0x03 dw Wolfos_AttackRight ; 0x04 dw Wolfos_AttackLeft ; 0x05 dw Wolfos_Subdued ; 0x06 dw Wolfos_GrantMask ; 0x07 dw Wolfos_Dismiss ; 0x08 Wolfos_AttackForward: { %PlayAnimation(0, 2, 10) %Wolfos_Move() LDA #!NormalSpeed STA.w SprYSpeed, X LDA #$30 STA.w SprTimerA, X RTS } Wolfos_AttackBack: { %PlayAnimation(3, 5, 10) %Wolfos_Move() LDA #-!NormalSpeed STA.w SprYSpeed, X LDA #$30 STA.w SprTimerA, X RTS } Wolfos_WalkRight: { %StartOnFrame(6) %PlayAnimation(6, 8, 10) %Wolfos_Move() LDA #!NormalSpeed STA.w SprXSpeed, X STZ.w SprYSpeed, X JSL GetRandomInt : AND.b #$3F : BNE + %GotoAction(4) + LDA #$30 STA.w SprTimerA, X RTS } Wolfos_WalkLeft: { %StartOnFrame(9) %PlayAnimation(9, 11, 10) %Wolfos_Move() LDA #-!NormalSpeed STA.w SprXSpeed, X STZ.w SprYSpeed, X JSL GetRandomInt : AND.b #$3F : BNE + %GotoAction(5) + LDA #$30 STA.w SprTimerA, X RTS } Wolfos_AttackRight: { %StartOnFrame(12) %PlayAnimation(12, 13, 10) JSL Sprite_Move LDA #!AttackSpeed STA.w SprXSpeed, X LDA SprTimerA, X : BNE + %GotoAction(2) + RTS } Wolfos_AttackLeft: { %StartOnFrame(14) %PlayAnimation(14, 15, 10) JSL Sprite_Move LDA #-!AttackSpeed STA.w SprXSpeed, X LDA SprTimerA, X : BNE + %GotoAction(3) + RTS } Wolfos_Subdued: { %PlayAnimation(0, 0, 10) STZ.w SprXSpeed, X STZ.w SprYSpeed, X ; Run the dialogue and wait for a song of healing flag to be set LDA SprMiscD, X : BNE .wait %ShowUnconditionalMessage($23) LDA.b #$01 : STA.w SprMiscD, X .wait LDA $FE : BEQ .ninguna_cancion STZ $FE LDA.b #$20 : STA.w SprTimerD, X LDA.w POSX : STA.w SprX, X LDA.w POSXH : STA.w SprXH, X LDA.w POSY : SEC : SBC.b #$08 : STA.w SprY, X LDA.w POSYH : STA.w SprYH, X %GotoAction(7) .ninguna_cancion RTS } Wolfos_GrantMask: { LDA.b #16 : STA.w SprFrame, X LDA SprTimerD, X : BNE .wait LDA.b #$01 : STA.w BRANDISH %ShowUnconditionalMessage($10F) LDA.b #$01 : STA.l $7EF358 %GotoAction(8) .wait RTS } Wolfos_Dismiss: { STZ.w SprXSpeed, X STZ.w SprYSpeed, X LDA SprTimerD, X : BNE .dismiss LDA.b #$00 : STA $0DD0, X ; kill sprite normal style STZ.w SprAction, X STZ.w SprHealth, X STZ.w BRANDISH RTS .dismiss RTS } } ; ========================================================= ; Animation Frame ; 0-2 Attack Forward ; 3-5 Attack Back ; 6-8 Walk Right ; 9-11 Walk Left ; 12-13 Attack Right ; 14-15 Attack Left Sprite_Wolfos_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.w SprFlash, 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 ; Set palette flash modifier LDA .properties, X : ORA $08 : STA ($90), Y PHY TYA : LSR #2 : TAY LDA.b #02 : 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, $10, $14, $18, $1C, $20, $24, $28, $2B, $2F, $32 .nbr_of_tiles db 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 2, 3, 2, 1 .x_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 8, -8, -8, 8 dw -8, 8, 8, -8 dw -8, 8, -8, 8 dw -8, 8, 8, -8 dw 8, -8, -8, 8 dw 8, -8, 8, -8 dw -8, 8, 8, -8 dw -8, 8, 8 dw 8, -8, -8, 8 dw 8, -8, -8 dw 0 .y_offsets dw 0, -16 dw 0, -16 dw 0, -16 dw 0, -16 dw 0, -16 dw 0, -16 dw 0, 0, -16, -16 dw 0, 0, -16, -16 dw -16, -16, 0, 0 dw 0, 0, -16, -16 dw 0, 0, -16, -16 dw -16, -16, 0, 0 dw 0, 0, -16, -16 dw 0, 0, -16 dw 0, 0, -16, -16 dw 0, 0, -16 dw 0 .chr db $E0, $C0 db $E4, $C4 db $E6, $C6 db $E2, $C2 db $E8, $C8 db $EA, $CA db $A2, $A0, $80, $82 db $A4, $A6, $86, $84 db $88, $8A, $A8, $AA db $A2, $A0, $80, $82 db $A4, $A6, $86, $84 db $88, $8A, $A8, $AA db $AC, $AE, $8E, $8C db $EC, $EE, $CE db $AC, $AE, $8E, $8C db $EC, $EE, $CE db $CC ; Wolf Mask .properties db $29, $29 db $29, $29 db $29, $29 db $29, $29 db $29, $29 db $29, $29 db $29, $29, $29, $29 db $29, $29, $29, $29 db $29, $29, $29, $29 db $69, $69, $69, $69 db $69, $69, $69, $69 db $69, $69, $69, $69 db $29, $29, $29, $29 db $29, $29, $29 db $69, $69, $69, $69 db $69, $69, $69 db $29 }