; ========================================================= ; Mermaid, Maple and Librarian NPC !SPRID = Sprite_Mermaid !NbrTiles = 02 ; 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 = 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_Mermaid_Prep, Sprite_Mermaid_Long) Sprite_Mermaid_Long: { PHB : PHK : PLB LDA.w SprMiscE, X : BEQ .MermaidDraw CMP.b #$02 : BEQ .LibrarianDraw JSR Sprite_Maple_Draw JMP .Continue .LibrarianDraw JSR Sprite_Librarian_Draw JMP .Continue .MermaidDraw JSR Sprite_Mermaid_Draw ; Call the draw code .Continue JSL Sprite_DrawShadow JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Mermaid_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } Sprite_Mermaid_Prep: { PHB : PHK : PLB LDA.b #$80 : STA.w SprDefl, X LDA.b #$40 : STA.w SprTimerA, X LDA.b #$07 : STA.w SprHitbox, X ; Mermaid Sprite STZ.w SprMiscE, X ; Maple Sprite LDA.w SprSubtype, X : CMP.b #$01 : BNE + LDA.b #$01 : STA.w SprMiscE, X + ; Librarian Sprite CMP.b #$02 : BNE ++ LDA.b #$02 : STA.w SprMiscE, X ++ PLB RTL } Sprite_Mermaid_Main: { LDA.w SprMiscE, X JSL UseImplicitRegIndexedLocalJumpTable dw MermaidHandler dw MapleHandler dw LibrarianHandler MermaidHandler: { LDA.w SprAction, X JSL JumpTableLocal dw MermaidWait dw MermaidDive dw MermaidSwim MermaidWait: { %PlayAnimation(0,0, 20) JSL Sprite_PlayerCantPassThrough %ShowMessageOnContact($047) : BCC .didnt_talk LDA.w SprTimerA, X : BNE + LDA.b #$20 : STA.w SprTimerA, X INC.w SprAction, X + .didnt_talk RTS } MermaidDive: { %PlayAnimation(1,2, 14) LDA.w SprX, X : INC : STA.w SprX, X LDA.w SprTimerA, X : BNE + INC.w SprAction, X LDA.b #$04 : STA.w SprTimerA, X + RTS } MermaidSwim: { %PlayAnimation(3,3,20) JSL Sprite_Move LDA.b #10 : STA.w SprXSpeed, X JSR SpawnSplash LDA.w SprMiscD,X : BNE ++ STZ.w SprState, X ++ LDA.w SprTimerA, X : BEQ + LDA.b #-10 : STA.w SprYSpeed, X STZ.w SprXSpeed, X LDA.b #$01 : STA.w SprMiscD, X LDA.b #$04 : STA.w SprTimerA, X + RTS } } MapleHandler: { LDA.w SprAction, X JSL JumpTableLocal dw MapleIdle dw Maple_BoughtMilkBottle dw Maple_NotEnoughRupees dw Maple_HandlePlayerResponse dw Maple_ComeBackAgain MapleIdle: { %PlayAnimation(0,1,16) JSL Sprite_PlayerCantPassThrough %ShowSolicitedMessage($0187) : BCC .didnt_talk %GotoAction(3) ; Handle player response .didnt_talk RTS } Maple_BoughtMilkBottle: { REP #$20 LDA.l $7EF360 CMP.w #$1E ; 30 rupees SEP #$30 BCC .not_enough_rupees LDA.l $7EF35C : CMP.b #$02 : BEQ .bottle1_available LDA.l $7EF35D : CMP.b #$02 : BEQ .bottle2_available LDA.l $7EF35E : CMP.b #$02 : BEQ .bottle3_available LDA.l $7EF35F : CMP.b #$02 : BEQ .bottle4_available %ShowUnconditionalMessage($033) %GotoAction(0) RTS .bottle1_available LDA.b #$0A : STA.l $7EF35C : JMP .finish_storage .bottle2_available LDA.b #$0A : STA.l $7EF35D : JMP .finish_storage .bottle3_available LDA.b #$0A : STA.l $7EF35E : JMP .finish_storage .bottle4_available LDA.b #$0A : STA.l $7EF35F .finish_storage REP #$20 LDA.l $7EF360 SEC SBC.w #$1E ; Subtract 30 rupees STA.l $7EF360 SEP #$30 %ShowUnconditionalMessage($0188) ; Thank you! %GotoAction(0) RTS .not_enough_rupees %GotoAction(2) RTS } Maple_NotEnoughRupees: { %ShowUnconditionalMessage($0189) ; You don't have enough rupees! %GotoAction(0) RTS } Maple_HandlePlayerResponse: { LDA $1CE8 : BEQ .player_said_yes %GotoAction(4) RTS .player_said_yes %GotoAction(1) RTS } Maple_ComeBackAgain: { %ShowUnconditionalMessage($018B) ; Come back again! %GotoAction(0) RTS } } LibrarianHandler: { LDA.w SprAction, X JSL JumpTableLocal dw LibrarianIdle dw Librarian_CheckResponse dw Librarian_OfferTranslation dw Librarian_TranslateScroll dw Librarian_FinishTranslation dw Librarian_ScrollQuestComplete LibrarianIdle: { %PlayAnimation(0,1,16) JSL Sprite_PlayerCantPassThrough ; If the player has no maps JSR Librarian_CheckForNoMaps : BCC + %ShowSolicitedMessage($012E) RTS + ; Ah, another scroll! %ShowSolicitedMessage($01A0) : BCC ++ INC.w SprAction, X ++ JSR Librarian_CheckForAllMaps : BCC +++ INC.w SprAction, X +++ RTS } Librarian_CheckResponse: { %PlayAnimation(0,1,16) LDA $1CE8 : BEQ .translate CMP.b #$01 : BNE .finish ; Check for previous translation LDA.l Scrolls : BEQ .translate ; The first one has no previous STA.w SprMiscG, X %GotoAction(3) RTS .translate INC.w SprAction, X RTS .finish STZ.w SprAction, X RTS } ; Bitfields for ownership of various dungeon items ; SET 2 SET 1 ; xced aspm wihb tg.. ; c - Hyrule Castle ; x - Sewers ; a - Agahnim's Tower ; ; e - Eastern Palace ; d - Desert Palace ; h - Tower of Hera ; ; p - Palace of Darkness (Mushroom Grotto) ; s - Swamp Palace (Tail Palace) ; w - Skull Woods (Kalyxo Castle) ; b - Thieves' Town (Zora Temple) ; i - Ice Palace (Glacia Estate) ; m - Misery Mire (Goron Mines) ; t - Turtle Rock (Dragon Ship) ; g - Ganon's Tower Librarian_OfferTranslation: { %PlayAnimation(0,1,16) JSL Sprite_PlayerCantPassThrough print pc %ShowUnconditionalMessage($01A1) ; If there are no scrolls yet LDA.l Scrolls : AND #$01 : BNE .NotMushroomGrotto LDA.l DNGMAP2 : AND #%00000010 : BEQ .NotMushroomGrotto LDA.l Scrolls : ORA #$01 : STA.l Scrolls STZ.w SprMiscG, X JMP + .NotMushroomGrotto LDA.l Scrolls : AND #$02 : BNE .NotTailPalace LDA.l DNGMAP2 : AND #%00000100 : BEQ .NotTailPalace LDA.l Scrolls : ORA #$02 : STA.l Scrolls LDA.b #$01 : STA.w SprMiscG, X JMP + .NotTailPalace LDA.l Scrolls : AND #$04 : BNE .NotKalyxoCastle LDA.l DNGMAP1 : AND #%10000000 : BEQ .NotKalyxoCastle LDA.l Scrolls : ORA #$04 : STA.l Scrolls LDA.b #$02 : STA.w SprMiscG, X JMP + .NotKalyxoCastle LDA.l Scrolls : AND #$08 : BNE .NotZoraTemple LDA.l DNGMAP1 : AND #%00010000 : BEQ .NotZoraTemple LDA.l Scrolls : ORA #$08 : STA.l Scrolls LDA.b #$03 : STA.w SprMiscG, X JMP + .NotZoraTemple LDA.l Scrolls : AND #$10 : BNE .NotIcePalace LDA.l DNGMAP1 : AND #%01000000 : BEQ .NotIcePalace LDA.l Scrolls : ORA #$10 : STA.l Scrolls LDA.b #$04 : STA.w SprMiscG, X JMP + .NotIcePalace LDA.l Scrolls : AND #$20 : BNE .NotGoronMines LDA.l DNGMAP2 : AND #%00000001 : BEQ .NotGoronMines LDA.l Scrolls : ORA #$20 : STA.l Scrolls LDA.b #$05 : STA.w SprMiscG, X JMP + .NotGoronMines LDA.l Scrolls : AND #$40 : BNE .NotDragonShip LDA.l DNGMAP1 : AND #%00001000 : BEQ .NotDragonShip LDA.l Scrolls : ORA #$40 : STA.l Scrolls LDA.b #$06 : STA.w SprMiscG, X JMP + .NotDragonShip STZ.w SprAction, X RTS + INC.w SprAction, X RTS } Librarian_TranslateScroll: { %PlayAnimation(0,1,16) PHX LDY.b #$01 LDA.w SprMiscG, X ASL A : TAX LDA.w .scroll_messages, X JSL Sprite_ShowMessageUnconditional PLX INC.w SprAction, X RTS .scroll_messages dw $0199 dw $019A dw $019B dw $019C dw $019D dw $019E dw $019F } Librarian_FinishTranslation: { %PlayAnimation(0,1,16) %ShowUnconditionalMessage($01A2) STZ.w SprAction, X RTS } Librarian_ScrollQuestComplete: { %PlayAnimation(0,1,16) %ShowUnconditionalMessage($01A3) STZ.w SprAction, X RTS } } } Librarian_CheckForAllMaps: { LDA.l DNGMAP1 : CMP.b #$FC : BNE .not_all_maps LDA.l DNGMAP2 : CMP.b #$FF : BEQ .all_maps .not_all_maps CLC RTS .all_maps SEC RTS } Librarian_CheckForNoMaps: { LDA.l DNGMAP1 : CMP.b #$00 : BNE .not_no_maps LDA.l DNGMAP2 : CMP.b #$00 : BEQ .no_maps .not_no_maps CLC RTS .no_maps SEC RTS } Sprite_Mermaid_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, $02, $04, $05 .nbr_of_tiles db 1, 1, 0, 1 .x_offsets dw 0, 0 dw 4, -4 dw 0 dw 0, 0 .y_offsets dw -8, 8 dw -4, -4 dw 4 dw 0, 8 .chr db $0E, $2E db $0B, $0C db $2B db $09, $29 .properties db $79, $79 db $79, $79 db $79 db $79, $79 .sizes db $02, $02 db $02, $02 db $02 db $02, $02 } Sprite_Maple_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 : 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 #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY PLX : DEX : BPL .nextTile PLX RTS .start_index db $00, $02 .nbr_of_tiles db 1, 1 .y_offsets dw -8, 0 dw 0, -8 .chr db $13, $23 db $25, $15 .properties db $39, $39 db $39, $39 } Sprite_Librarian_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, $02 .nbr_of_tiles db 1, 1 .x_offsets dw 0, 0 dw 0, 0 .y_offsets dw 0, -10 dw -9, 0 .chr db $2A, $24 db $24, $28 .properties db $39, $39 db $39, $39 .sizes db $02, $02 db $02, $02 }