; Piratian !SPRID = $0E !NbrTiles = 02 ; 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_Piratian_Prep, Sprite_Piratian_Long) Sprite_Piratian_Long: { PHB : PHK : PLB JSR Sprite_Piratian_Draw JSL Sprite_DrawShadow JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_Piratian_Main .SpriteIsNotActive PLB RTL } Sprite_Piratian_Prep: { PHB : PHK : PLB LDA.l $7EF359 : TAY LDA.w .health, Y : STA.w SprHealth, X STZ.w SprMiscA, X LDA.w SprNbrOAM, X : ORA.b #$80 : STA.w SprNbrOAM, X PLB RTL .health db $08, $0A, $0C, $0F } Sprite_Piratian_Main: { JSR Sprite_Piratian_Move LDA.w SprAction, X JSL JumpTableLocal dw Piratian_MoveDown dw Piratian_MoveUp dw Piratian_MoveLeft dw Piratian_MoveRight dw SkullHead Piratian_MoveDown: { %PlayAnimation(0,1,16) RTS } Piratian_MoveUp: { %PlayAnimation(2,3,16) RTS } Piratian_MoveLeft: { %PlayAnimation(4,5,16) RTS } Piratian_MoveRight: { %PlayAnimation(6,7,16) RTS } SkullHead: { %PlayAnimation(8,9,16) RTS } } Sprite_Piratian_Move: { LDA.w SprTimerA, X : BNE + JSL Sprite_SelectNewDirection TYA CMP.b #$03 : BCC ++ SEC : SBC.b #$03 ++ STA.w SprAction, X + JSL Sprite_MoveXyz JSL Sprite_BounceFromTileCollision JSL Sprite_DamageFlash_Long JSL ThrownSprite_TileAndSpriteInteraction_long JSL Sprite_CheckDamageFromPlayer : BCC .no_dano LDA.b #$01 : STA.w SprMiscA, X LDA.w SprNbrOAM, X : AND.b #$7F : STA.w SprNbrOAM, X %SetTimerA($60) %SetTimerF($20) .no_dano LDA.w SprMiscA, X : BEQ .no_aggro LDA.b #$10 : STA.w SprTimerA, X LDA.b #$08 JSL Sprite_ProjectSpeedTowardsPlayer JSL Sprite_CheckDamageToPlayer JMP .return .no_aggro JSR Sprite_Piratian_Friendly .return RTS } Sprite_Piratian_Friendly: { LDA.w SprTimerD, X : BNE + %ShowMessageOnContact($01BB) : BCC + LDA.b #$FF : STA.w SprTimerD, X + RTS } Sprite_Piratian_Draw: { %DrawSprite() .start_index db $00, $01, $02, $03, $04, $05, $06, $07, $08, $09 .nbr_of_tiles db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 .x_offsets dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 .y_offsets dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 .chr db $8C db $8C db $8E db $8E db $AC db $AE db $AC db $AE db $0E db $2E .properties db $33 db $73 db $33 db $73 db $33 db $33 db $73 db $73 db $33 db $33 .sizes db $02 db $02 db $02 db $02 db $02 db $02 db $02 db $02 db $02 db $02 }