; Eon Abyss Sea Zora NPC Sprite_EonZora_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw EonZora_Forward dw EonZora_Left dw EonZora_Right dw EonZora_Back EonZora_Forward: RTS EonZora_Left: RTS EonZora_Right: RTS EonZora_Back: RTS } ; 0-1 : Forward ; 2-3 : Left ; 4-5 : Right ; 6-7 : Back Sprite_EonZora_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA.w SprFrame, 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, $02, $04, $06, $08, $0A, $0C, $0D .nbr_of_tiles db 1, 1, 1, 1, 1, 1, 0, 0 .x_offsets dw 0, 16 dw 0, -16 dw 0, 8 dw 0, 8 dw 0, -8 dw 0, -8 dw 0 dw 0 .y_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0 dw 0 .chr db $60, $62 db $60, $62 db $40, $41 db $43, $44 db $40, $41 db $43, $44 db $64 db $64 .properties db $39, $39 db $79, $79 db $39, $39 db $39, $39 db $79, $79 db $79, $79 db $39 db $79 .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02 db $02 }