; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = Sprite_ThunderGhost !NbrTiles = 03 ; 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 = 10 ; 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_ThunderGhost_Prep, Sprite_ThunderGhost_Long) ; ========================================================= Sprite_ThunderGhost_Long: { PHB : PHK : PLB JSR Sprite_ThunderGhost_Draw ; Call the draw code JSL Sprite_DrawShadow JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_ThunderGhost_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } Sprite_ThunderGhost_Prep: { PHB : PHK : PLB LDA.l SWORD : DEC A : TAY LDA.w .health, Y : STA.w SprHealth, X LDA.b #$08 : STA.w SprTimerB, X LDA.b #$08 : STA.w SprTimerA, X PLB RTL .health db $08, $10, $20, $C0 } ; ========================================================= Sprite_ThunderGhost_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw ThunderGhostFaceForward dw ThunderGhostLeft dw ThunderGhostRight dw CastThunderLeft dw CastThunderRight ThunderGhostFaceForward: { %PlayAnimation(0, 1, 16) JSR Sprite_ThunderGhost_Move RTS } ThunderGhostLeft: { %PlayAnimation(2, 3, 16) JSR Sprite_ThunderGhost_Move RTS } ThunderGhostRight: { %PlayAnimation(4, 5, 16) JSR Sprite_ThunderGhost_Move RTS } CastThunderLeft: { %StartOnFrame(6) %PlayAnimation(6, 6, 16) JSL Sprite_CheckDamageToPlayerSameLayer JSL Sprite_Move LDA.w SprTimerA, X : BNE + STZ.w SprState, X + RTS } CastThunderRight: { %StartOnFrame(6) %PlayAnimation(7, 7, 16) JSL Sprite_CheckDamageToPlayerSameLayer JSL Sprite_Move LDA.w SprTimerA, X : BNE + STZ.w SprState, X + RTS } } Sprite_ThunderGhost_Move: { JSL Sprite_Move JSL Sprite_BounceFromTileCollision JSL Sprite_PlayerCantPassThrough JSL Sprite_DamageFlash_Long JSL GetRandomInt : AND #$7F : BNE ++ JSR SpawnLightningAttack ++ LDA.w SprTimerA, X : BNE + JSL Sprite_IsToRightOfPlayer : CPY.b #$01 : BNE .ToRight %GotoAction(1) JMP .Continue .ToRight %GotoAction(2) LDA.b #$20 : STA.w SprTimerA, X JMP .Continue + %GotoAction(0) .Continue LDA.w SprMiscB, X JSL UseImplicitRegIndexedLocalJumpTable dw ThunderGhostMove ThunderGhostMove: { JSL GetRandomInt : AND.b #$03 JSL Sprite_ApplySpeedTowardsPlayer JSL Sprite_CheckTileCollision JSL Sprite_CheckDamageFromPlayer JSL Sprite_CheckDamageToPlayer RTS } } SpawnLightningAttack: { PHX LDA.b #$CD JSL Sprite_SpawnDynamically BMI .no_space ; Use SprXSpeed, SprYSpeed, SprXRound, SprYRound ; SprX, SprY, SprXH, SprY, to cast the lightning spell ; and make it move off to the bottom left or bottom right ; Y is the ID of the new attack sprite ; X is the ID of the current source sprite ; Left 0 or Right 1 PHY JSL Sprite_IsToRightOfPlayer : TAY : CMP.b #$01 : BEQ + LDA.b #$00 JMP .Continue + LDA.b #$01 .Continue CLC : ADC.b #$03 PLY STA.w SprSubtype, Y STA.w SprAction, Y LDA.w SprX, X : STA.w SprX, Y LDA.w SprY, X : STA.w SprY, Y LDA.w SprXH, X : STA.w SprXH, Y LDA.w SprYH, X : STA.w SprYH, Y LDA.w SprXSpeed, X : STA.w SprXSpeed, Y LDA.w SprYSpeed, X : STA.w SprYSpeed, Y LDA.b #$02 : STA.w SprXRound, Y LDA.b #$02 : STA.w SprYRound, Y LDA.b #$30 : STA.w SprTimerA, Y LDA.b #$30 : STA.w SprTimerB, Y LDA.b #$1A : STA.w SprHitbox, Y .no_space PLX RTS } ; ========================================================= Sprite_ThunderGhost_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA .start_index, Y : STA $06 LDA.w SprFlash, X : STA $08 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 : ORA $08 : 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, $03, $06, $09, $0C, $0F, $12, $15 .nbr_of_tiles db 2, 2, 2, 2, 2, 2, 2, 2 .x_offsets dw 0, 0, 8 dw 8, 0, 0 dw 0, 0, 8 dw 0, 0, 8 dw 0, 8, 0 dw 0, 8, 0 dw -12, -8, -16 dw 12, 16, 20 .y_offsets dw -8, 0, -8 dw -8, 0, -8 dw 0, -8, -8 dw 0, -8, -8 dw 0, -8, -8 dw 0, -8, -8 dw 12, 24, 20 dw 12, 24, 12 .chr db $3A, $02, $3B db $3A, $02, $3B db $20, $00, $01 db $22, $10, $11 db $20, $00, $01 db $22, $10, $11 db $28, $2A, $2B db $28, $2A, $2B .properties db $2B, $2B, $2B db $6B, $6B, $6B db $2B, $2B, $2B db $2B, $2B, $2B db $6B, $6B, $6B db $6B, $6B, $6B db $2B, $2B, $2B db $6B, $2B, $2B .sizes db $00, $02, $00 db $00, $02, $00 db $02, $00, $00 db $02, $00, $00 db $02, $00, $00 db $02, $00, $00 db $02, $00, $00 db $02, $00, $00 }