; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = $07 ; The sprite ID you are overwriting (HEX) !NbrTiles = 04 ; Number of tiles used in a frame !Harmless = 01 ; 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 = 03 ; 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_BeanVendor_Prep, Sprite_BeanVendor_Long) ; ========================================================= Sprite_BeanVendor_Long: { PHB : PHK : PLB ; If it is not the Hall of Secrets map LDA.b $8A : CMP.b #$0E : BNE .NotGaebora ; If the map doesn't have the 6 crystals LDA.l $7EF37A : CMP.b #$7B : BNE .Despawn ; If the player has the Song of Soaring, despawn LDA.l $7EF3FC : CMP.b #$03 : BEQ .Despawn LDA.b #$05 : STA.w SprSubtype, X JSR Sprite_KaeoporaGaebora_Draw JMP .HandleSprite .NotGaebora JSR Sprite_BeanVendor_Draw .HandleSprite JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_BeanVendor_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code .Despawn STZ.w SprState, X PLB : RTL } ; ========================================================= Sprite_BeanVendor_Prep: { PHB : PHK : PLB LDA.b #$80 : STA $0CAA, X ; Persist in dungeons LDA.b #$40 : STA.w SprTimerA, X LDA.w SprSubtype, X : STA.w SprAction, X CMP.b #$02 : BEQ .OldMan LDA.b $8A : CMP.b #$0E : BNE .NotGaebora LDA.b #$05 : STA.w SprAction, X .NotGaebora LDA.b $8A : CMP.b #$00 : BEQ .RanchFlower .OldMan PLB RTL .RanchFlower LDA.b #$08 : STA.w SprAction, X PLB RTL } ; ========================================================= Sprite_BeanVendor_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw BeanVendor dw MagicBean dw VillageElder dw SpawnMagicBean dw PlayerSaidNo dw KaeoporaGaebora dw KaeoporaGaebora_Respond dw KaeoporaGaebora_FlyAway dw MagicBean_RanchFlower ; 0x00 - Bean Vendor BeanVendor: { %PlayAnimation(0,0,1) JSL Sprite_PlayerCantPassThrough %ShowSolicitedMessage($142) : BCC .no_message %GotoAction(3) .no_message RTS } ; 0x01 - Liftable Magic Bean MagicBean: { %StartOnFrame(1) %PlayAnimation(1,1,1) ; TODO: Finish bottle logic LDA.w SprMiscE, X : CMP.b #$01 : BEQ .not_lifting LDA.w $0309 : CMP.b #$02 : BNE .not_lifting LDA.l $7EF35C : CMP.b #$02 : BEQ .bottle1_available LDA.l $7EF35D : CMP.b #$02 : BEQ .bottle2_available LDA.l $7EF35E : CMP.b #$02 : BEQ .bottle3_available LDA.l $7EF35F : CMP.b #$02 : BEQ .bottle4_available %ShowUnconditionalMessage($033) JMP .not_lifting .bottle1_available LDA.b #$09 : STA.l $7EF35C %ShowUnconditionalMessage($034) JMP .finish_storage .bottle2_available LDA.b #$09 : STA.l $7EF35D %ShowUnconditionalMessage($034) JMP .finish_storage .bottle3_available LDA.b #$09 : STA.l $7EF35E %ShowUnconditionalMessage($034) JMP .finish_storage .bottle4_available LDA.b #$09 : STA.l $7EF35F %ShowUnconditionalMessage($034) .finish_storage LDA.b #$01 : STA.w SprMiscE, X STZ.w SprState, X RTS .not_lifting JSL Sprite_CheckIfLifted RTS } ; 0x02 - Village Elder VillageElder: { %PlayAnimation(2,3,16) JSL Sprite_PlayerCantPassThrough REP #$30 LDA.l $7EF3C7 AND.w #$00FF SEP #$30 CMP.b #$07 : BCS .already_met %ShowSolicitedMessage($143) : BCC .no_message LDA.b #$03 : STA.l $7EF3C7 .no_message RTS .already_met %ShowSolicitedMessage($019) RTS } ; 0x03 - Spawn Magic Bean SpawnMagicBean: { %PlayAnimation(0,0,1) LDA $1CE8 : BNE .player_said_no_or_not_enough_rupees REP #$20 LDA.l $7EF360 CMP.w #$64 ; 100 rupees SEP #$30 BCC .player_said_no_or_not_enough_rupees REP #$20 LDA.l $7EF360 SEC SBC.w #$64 ; Subtract 100 rupees STA.l $7EF360 SEP #$30 LDA.w SprX, X : CLC : ADC.b #$16 : STA $00 LDA.w SprY, X : STA $02 LDA.w SprYH, X : STA $03 LDA.w SprXH, X : STA $01 LDA.b #$07 JSL Sprite_SpawnDynamically JSL Sprite_SetSpawnedCoords LDA.b #$01 : STA.w SprAction, Y ; TODO: Set a flag that says you've got the magic bean %ShowUnconditionalMessage($145) %GotoAction(0) RTS .player_said_no_or_not_enough_rupees %GotoAction(4) RTS } ; 0x04 - Player Said No PlayerSaidNo: { %PlayAnimation(0,0,1) %ShowUnconditionalMessage($144) %GotoAction(0) RTS } ; 0x05 - Kaeopora Gaebora KaeoporaGaebora: { %PlayAnimation(0,0,1) LDA.w SprTimerA, X : BNE .not_ready %ShowUnconditionalMessage($146) %GotoAction(6) .not_ready RTS } KaeoporaGaebora_Respond: { LDA $1CE8 : BNE .player_said_no %GotoAction(5) RTS .player_said_no %GotoAction(7) LDA.b #$60 : STA.w SprTimerA, X LDA.b #$03 : STA.l $7EF34C RTS } FlyAwaySpeed = 10 KaeoporaGaebora_FlyAway: { LDA.b #-FlyAwaySpeed : STA.w SprYSpeed, X JSL Sprite_Move LDA.w SprTimerA, X : BNE .not_ready STZ.w SprState, X .not_ready RTS } MagicBean_RanchFlower: { LDA.b #$04 : STA.w SprFrame, X RTS } } ReleaseMagicBean: { ; X is the bottle ID LDA.b $8A : CMP.b #$00 : BNE .not_the_ranch LDA.b #$07 JSL Sprite_SpawnDynamically BMI .not_the_ranch LDA $20 : STA.w SprY, Y LDA $21 : STA.w SprYH, Y LDA $22 : STA.w SprX, Y LDA $23 : STA.w SprXH, Y LDA.b #$01 : STA.w SprAction, Y STA.w SprSubtype, Y LDA.b #$02 : STA.l $7EF35C, X RTL .not_the_ranch %ShowUnconditionalMessage($030) RTL } ; ========================================================= Sprite_BeanVendor_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, $04, $05, $0B, $11 .nbr_of_tiles db 3, 0, 5, 5, 3 .x_offsets dw -4, 4, 4, -4 dw 0 dw -4, -4, 4, 4, -4, -4 dw -4, -4, 4, 4, -4, -4 dw -8, 8, -8, 8 ; Flower .y_offsets dw 4, 4, -4, -4 dw 0 dw 4, -4, 4, -4, 8, 16 dw -4, 4, 4, -4, 8, 16 dw 8, 8, -8, -8 ; Flower .chr db $A8, $A9, $99, $98 db $A6 db $9B, $8B, $9B, $8B, $BB, $BC db $8B, $8D, $8D, $8B, $BB, $BC db $A8, $A8, $A4, $A4 ; Flower .properties db $3B, $3B, $3B, $3B db $3B db $3B, $3B, $7B, $7B, $3B, $3B db $3B, $3B, $7B, $7B, $3B, $3B db $3B, $7B, $3B, $7B ; Flower .sizes db $02, $02, $02, $02 db $02 db $02, $02, $02, $02, $00, $00 db $02, $02, $02, $02, $00, $00 db $02, $02, $02, $02 ; Flower } Sprite_KaeoporaGaebora_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 .nbr_of_tiles db 3 .x_offsets dw -8, -8, 8, 8 .y_offsets dw 0, -16, 0, -16 .chr db $AE, $8E, $AE, $8E .properties db $3B, $3B, $7B, $7B .sizes db $02, $02, $02, $02 }