; ========================================================= ; Goriya Sprite Properties ; ========================================================= !SPRID = Sprite_Goriya !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 = 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 = 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_Goriya_Prep, Sprite_Goriya_Long) ; ========================================================= Sprite_Goriya_Long: { PHB : PHK : PLB LDA.w SprSubtype, X : BEQ + JSR Sprite_Boomerang_Draw JMP ++ + JSR Sprite_Goriya_Draw JSL Sprite_DrawShadow ++ JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Goriya_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_Goriya_Prep: { PHB : PHK : PLB LDA.b #$08 : STA.w SprHealth, X PLB RTL } ; ========================================================= Sprite_Goriya_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw Goriya_WalkingUp dw Goriya_WalkingDown dw Goriya_WalkingLeft dw Goriya_WalkingRight dw BoomerangAttack Goriya_WalkingUp: { %PlayAnimation(0, 1, 10) JSR Sprite_Goriya_Move RTS } Goriya_WalkingDown: { %PlayAnimation(2, 3, 10) JSR Sprite_Goriya_Move RTS } Goriya_WalkingLeft: { %StartOnFrame(4) %PlayAnimation(4, 5, 10) JSR Sprite_Goriya_Move RTS } Goriya_WalkingRight: { %StartOnFrame(6) %PlayAnimation(6, 7, 10) JSR Sprite_Goriya_Move RTS } BoomerangAttack: { %PlayAnimation(0, 3, 6) LDA.w SprTimerD, X : BNE + LDA.b #$16 JSL Sprite_ApplySpeedTowardsPlayer %SetTimerD($50) + JSL Sprite_Move JSL Sprite_SpawnSparkleGarnish JSL Sprite_PlayerCantPassThrough JSL Sprite_CheckDamageToPlayer : BCC .no_dano JSL Sprite_InvertSpeed_XY .no_dano JSL Sprite_CheckDamageFromPlayer : BCC + JSL Sprite_InvertSpeed_XY + JSL Sprite_CheckTileCollision LDA.w SprCollision, X : BEQ + STZ.w SprState, X + RTS } } GoriyaMovementSpeed = 10 Goriya_HandleTileCollision: { JSL Sprite_CheckTileCollision LDA.w SprCollision, X : CMP.b #$08 : BEQ .up LDA.w SprCollision, X : CMP.b #$04 : BEQ .down LDA.w SprCollision, X : CMP.b #$02 : BEQ .left LDA.w SprCollision, X : CMP.b #$01 : BEQ .right JMP + .up %GotoAction(0) STA.w SprMiscE, X %SetTimerC(60) JMP + .down %GotoAction(1) STA.w SprMiscE, X %SetTimerC(60) JMP + .left %GotoAction(2) STA.w SprMiscE, X %SetTimerC(60) JMP + .right %GotoAction(3) STA.w SprMiscE, X %SetTimerC(60) JMP + + RTS } Goriya_BoomerangAttack: { LDA.b #$2C JSL Sprite_SpawnDynamically : BMI + LDA.b #$01 : STA.w SprSubtype, Y LDA.b #$04 : STA.w SprAction, Y LDA.w SprX, X : STA.w SprX, Y LDA.w SprY, X : STA.w SprY, Y LDA.w SprXH, X : STA.w SprXH, Y LDA.w SprYH, X : STA.w SprYH, Y LDA.b #$01 : STA.w SprNbrOAM, Y LDA.b #$40 : STA.w SprHealth, Y LDA.b #$00 : STA.w SprHitbox, Y + RTS } ; TODO: Add chase and head detection animation Sprite_Goriya_Move: { JSL Sprite_Move JSL Sprite_BounceFromTileCollision JSL Sprite_PlayerCantPassThrough JSL Sprite_DamageFlash_Long JSL Sprite_CheckDamageToPlayer JSL Sprite_CheckDamageFromPlayer JSR Goriya_HandleTileCollision LDA.w SprTimerD, X : BNE ++ JSL GetRandomInt : AND.b #$9F : BNE ++ LDA.b #$04 : STA.w SprMiscB, X %SetTimerD($FF) JSR Goriya_BoomerangAttack JMP + ++ LDA.w SprTimerC, X : BNE + JSL GetRandomInt : AND.b #$03 STA.w SprMiscB, X %SetTimerC(60) + LDA.w SprMiscB, X JSL UseImplicitRegIndexedLocalJumpTable dw Goriya_MoveUp dw Goriya_MoveDown dw Goriya_MoveLeft dw Goriya_MoveRight dw Goriya_Wait Goriya_MoveUp: { LDA.b #-GoriyaMovementSpeed : STA.w SprYSpeed, X STZ.w SprXSpeed, X %GotoAction(0) LDA.b #$00 : STA.w SprMiscE, X RTS } Goriya_MoveDown: { LDA.b #GoriyaMovementSpeed : STA.w SprYSpeed, X STZ.w SprXSpeed, X %GotoAction(1) LDA.b #$01 : STA.w SprMiscE, X RTS } Goriya_MoveLeft: { STZ.w SprYSpeed, X LDA.b #-GoriyaMovementSpeed : STA.w SprXSpeed, X %GotoAction(2) LDA.b #$02 : STA.w SprMiscE, X RTS } Goriya_MoveRight: { STZ.w SprYSpeed, X LDA.b #GoriyaMovementSpeed : STA.w SprXSpeed, X %GotoAction(3) LDA.b #$03 : STA.w SprMiscE, X RTS } Goriya_Wait: { STZ.w SprXSpeed, X STZ.w SprYSpeed, X %GotoAction(0) RTS } } ; ========================================================= !BodyForward = $C6 !BodyLeft = $E2 !BodyBackward = $E4 !HeadLeft = $C4 !HeadForward = $C2 !HeadBackward = $C0 ; 0-1 : Walking Down ; 2-3 : Walking Left ; 4-5 : Walking Up Sprite_Goriya_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame LDA.w .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 #$20 BCC .on_screen_y ; Put the sprite out of the way LDA.b #$F0 : STA ($90), Y : 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.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, $0E .nbr_of_tiles db 1, 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, 0 dw 0, 0 .y_offsets dw 0, -9 dw 0, -9 dw 0, -10 dw 0, -10 dw 0, -10 dw 0, -9 dw 0, -9 dw -1, -10 .chr ; Body Head db $E4, $C0 db $E4, $C0 db $E6, $C2 db $E6, $C2 db $E2, $C4 db $E0, $C4 db $E2, $C4 db $E0, $C4 .properties db $2D, $2D db $6D, $2D db $2D, $2D db $6D, $2D db $2D, $2D db $2D, $2D db $6D, $6D db $6D, $6D } Sprite_Boomerang_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA SprGfx, X : CLC : ADC SprFrame, 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 : STA ($90), Y AND.w #$0100 : STA $0E INY LDA $02 : 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 #$02 : 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 .nbr_of_tiles db 0, 0, 0, 0 .chr db $26 db $26 db $26 db $26 .properties db $22 db $A2 db $E2 db $62 }