; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = Sprite_Darknut !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 = 12 ; 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 = 12 ; 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_Darknut_Prep, Sprite_Darknut_Long) Sprite_Darknut_Long: { PHB : PHK : PLB JSR Sprite_Darknut_Draw JSL Sprite_DrawShadow JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_Darknut_Main .SpriteIsNotActive PLB RTL } Sprite_Darknut_Prep: { PHB : PHK : PLB LDA.l $7EF359 : TAY LDA.w .health, Y : STA.w SprHealth, X LDA.b #$80 : STA.w SprDefl, X LDA.b #%01100000 : STA.w SprTileDie, X PLB RTL .health db $04, $06, $08, $0A } DarknutSpeed = 04 Sprite_Darknut_Main: { JSL GetDistance8bit_Long : CMP.b #$80 : BCS .no_probe ; JSL Sprite_SendOutProbe JSL Sprite_SpawnProbeAlways_long .no_probe ; TODO: Setup parrying sword gfx JSL Guard_ParrySwordAttacks JSL Sprite_Move JSL Sprite_BounceFromTileCollision JSL Sprite_DamageFlash_Long JSL Sprite_CheckIfRecoiling JSL Sprite_CheckDamageFromPlayer : BCC .no_dano LDA.b #$FF : STA.w SprTimerD, X .no_dano LDA.w SprTimerA, X : BEQ + LDA.b #$90 : STA.w SprTimerD, X + LDA.w SprTimerD, X : BEQ ++ LDA.b #$08 : JSL Sprite_ApplySpeedTowardsPlayer JSL Sprite_DirectionToFacePlayer TYA STA.w SprMiscC, X STA.w SprMiscE, X STA.w SprAction, X JSL Guard_ChaseLinkOnOneAxis JMP +++ ++ JSR Sprite_Darknut_BasicMove +++ JSR Goriya_HandleTileCollision LDA.w SprAction, X JSL JumpTableLocal dw FaceRight dw FaceLeft dw FaceDown dw FaceUp FaceUp: { %PlayAnimation(0,1,10) RTS } FaceDown: { %StartOnFrame(2) %PlayAnimation(2,3,10) RTS } FaceLeft: { %StartOnFrame(4) %PlayAnimation(4,5,10) RTS } FaceRight: { %StartOnFrame(6) %PlayAnimation(6,7,10) RTS } } Sprite_Darknut_BasicMove: { LDA.w SprAction, X JSL JumpTableLocal dw MoveRight dw MoveLeft dw MoveDown dw MoveUp MoveUp: { LDA.b #-DarknutSpeed : STA.w SprYSpeed, X STZ.w SprXSpeed, X RTS } MoveDown: { LDA.b #DarknutSpeed : STA.w SprYSpeed, X STZ.w SprXSpeed, X RTS } MoveLeft: { LDA.b #-DarknutSpeed : STA.w SprXSpeed, X STZ.w SprYSpeed, X RTS } MoveRight: { LDA.b #DarknutSpeed : STA.w SprXSpeed, X STZ.w SprYSpeed, X RTS } } Sprite_Darknut_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA.w SprGfx, 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.w .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, $0E, $10, $12 .nbr_of_tiles db 2, 2, 2, 2, 1, 1, 1, 1 .x_offsets dw 0, 0, 0 dw 0, 0, 0 dw 0, 0, 0 dw 0, 0, 0 dw 0, -12 dw 0, -12 dw 0, 12 dw 0, 12 .y_offsets dw -4, 0, -12 dw -4, 0, -12 dw 0, 12, 20 dw 0, 12, 20 dw 0, 8 dw 0, 8 dw 0, 8 dw 0, 8 .chr db $EF, $E6, $FF db $EF, $E6, $FF db $E2, $EF, $FF db $E2, $EF, $FF db $E0, $E8 db $E4, $E8 db $E0, $E8 db $E4, $E8 .properties db $B9, $39, $B9 db $B9, $79, $B9 db $39, $39, $39 db $79, $39, $39 db $39, $79 db $39, $79 db $79, $39 db $79, $39 .sizes db $00, $02, $00 db $00, $02, $00 db $02, $00, $00 db $02, $00, $00 db $02, $02 db $02, $02 db $02, $02 db $02, $02 }