; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = $B0 ; The sprite ID you are overwriting (HEX) !NbrTiles = 04 ; 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 = 01 ; 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 = $1C ; 00 to 31, can be viewed in sprite draw tool !Persist = 01 ; 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_RotatingTrack_Prep, Sprite_RotatingTrack_Long); ; ========================================================= Sprite_RotatingTrack_Long: { PHB : PHK : PLB JSR Sprite_RotatingTrack_Draw ; Call the draw code JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_RotatingTrack_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } ; ========================================================= Sprite_RotatingTrack_Prep: { PHB : PHK : PLB LDA.b #$80 : STA $0CAA, X LDA SprSubtype, X : STA SprAction,X LDA SprSubtype, X : CMP.b #$02 : BNE .notTrack LDA SprX, X : SEC : SBC.b #$08 : STA SprX, X .notTrack PLB RTL } ; ========================================================= ; Modes ; 0 = TopLeft -> TopRight ; 1 = TopRight -> BottomRight ; 2 = BottomRight -> BottomLeft ; 3 = BottomLeft -> TopLeft ; 4 = TopRight -> TopLeft SwitchRam = $37 Sprite_RotatingTrack_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw TopLeftToTopRight dw TopRightToBottomRight dw BottomRightToBottomLeft dw BottomLeftToTopLeft dw TopRightToTopLeft ; ------------------------------------------------------- ; 00 = TopLeft -> TopRight TopLeftToTopRight: { LDA SwitchRam : BEQ part2 %PlayAnimation(0,0,4) part2: %PlayAnimation(1,1,4) RTS } ; ------------------------------------------------------- ; 01 = TopRight -> BottomRight TopRightToBottomRight: { LDA SwitchRam : BNE part2_a %PlayAnimation(1,1,4) part2_a: %PlayAnimation(2,2,4) RTS } ; ------------------------------------------------------- ; 02 = BottomRight -> BottomLeft BottomRightToBottomLeft: { LDA SwitchRam : BNE part2_b %PlayAnimation(2,2,4) part2_b: %PlayAnimation(3,3,4) RTS } ; ------------------------------------------------------- ; 03 = BottomLeft -> TopLeft BottomLeftToTopLeft: { LDA SwitchRam : BNE part2_c %PlayAnimation(3,3,4) part2_c: %PlayAnimation(0,0,4) RTS } ; ------------------------------------------------------- ; 04 = TopRight -> TopLeft TopRightToTopLeft: { LDA SwitchRam : BNE part2_d %StartOnFrame(1) %PlayAnimation(1,1,4) part2_d: %StartOnFrame(0) %PlayAnimation(0,0,4) RTS } } ; ========================================================= Sprite_RotatingTrack_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, $01, $02, $03 .nbr_of_tiles db 0, 0, 0, 0 .x_offsets dw 0 dw 0 dw 0 dw 0 .y_offsets dw 0 dw 0 dw 0 dw 0 .chr db $44 db $44 db $44 db $44 .properties db $7D db $3D db $FD db $BD .sizes db $02 db $02 db $02 db $02 }