; Zora Princess ; Grants Link the Zora Mask when Song of Healing is played !SPRID = Sprite_ZoraPrincess !NbrTiles = 9 ; 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 = 02 ; 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_ZoraPrincess_Prep, Sprite_Zora_Long); Sprite_ZoraPrincess_Long: { PHB : PHK : PLB JSR Sprite_ZoraPrincess_Draw JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_ZoraPrincess_Main .SpriteIsNotActive PLB RTL } Sprite_ZoraPrincess_Prep: { PHB : PHK : PLB LDA.l $7EF302 : BEQ .doesnt_have_mask STZ.w SprState, X ; Kill the sprite .doesnt_have_mask LDA #$00 : STA.w SprDefl, X LDA #$00 : STA.w SprTileDie, X PLB RTL } Sprite_ZoraPrincess_Main: { JSL Sprite_PlayerCantPassThrough LDA.w SprAction, X JSL JumpTableLocal dw WaitForLink dw CheckForSongOfHealing dw ThanksMessage dw GiveZoraMask WaitForLink: { %PlayAnimation(0, 1, 10) %ShowSolicitedMessage($0C5) : BCC .no_hablaba %GotoAction(1) .no_hablaba RTS } CheckForSongOfHealing: { %PlayAnimation(0, 1, 10) LDA.b SongFlag : BEQ .ninguna_cancion STZ.b SongFlag LDA.b #$C0 : STA.w SprTimerD, X %GotoAction(2) .ninguna_cancion RTS } ThanksMessage: { %PlayAnimation(0, 1, 10) LDA.w SprTimerD, X : BNE + %ShowUnconditionalMessage($0C6) LDA.b #$C0 : STA.w SprTimerD, X %GotoAction(3) + RTS } GiveZoraMask: { LDA.w SprTimerD, X : BNE + LDY #$0F : STZ $02E9 ; Give the Zora Mask JSL Link_ReceiveItem LDA #$01 : STA.l $7EF302 LDA.b #$00 : STA.w SprState, X + RTS } } Sprite_ZoraPrincess_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 .nbr_of_tiles db 3, 11 .x_offsets dw -4, 4, -4, 4 dw 4, 4, 4, 4, -4, -4, -4, -4, 12, 12, 12, 12 .y_offsets dw -8, -8, 8, 8 dw -8, 0, 8, 16, -8, 0, 8, 16, -8, 0, 8, 16 .chr db $C0, $C1, $E0, $E1 db $C1, $D1, $E1, $F1, $C3, $D3, $E3, $F3, $C3, $D3, $E3, $F3 .properties db $33, $33, $33, $33 db $33, $33, $33, $33, $33, $33, $33, $33, $73, $73, $73, $73 .sizes db $02, $02, $02, $02 db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 }