318 lines
7.4 KiB
NASM
318 lines
7.4 KiB
NASM
; =========================================================
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; Goriya Sprite Properties
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; =========================================================
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!SPRID = $2C ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Goriya_Prep, Sprite_Goriya_Long)
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; =========================================================
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Sprite_Goriya_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Goriya_Draw ; Call the draw code
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Goriya_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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Sprite_Goriya_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$20 : STA.w SprHealth, X
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PLB
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RTL
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}
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; =========================================================
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Sprite_Goriya_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Goriya_WalkingUp
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dw Goriya_WalkingDown
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dw Goriya_WalkingLeft
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dw Goriya_WalkingRight
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Goriya_WalkingUp:
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{
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%PlayAnimation(0, 1, 10)
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JSR Sprite_Goriya_Move
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RTS
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}
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Goriya_WalkingDown:
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{
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%PlayAnimation(2, 3, 10)
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JSR Sprite_Goriya_Move
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RTS
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}
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Goriya_WalkingLeft:
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{
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%PlayAnimation(4, 5, 10)
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JSR Sprite_Goriya_Move
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RTS
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}
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Goriya_WalkingRight:
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{
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%PlayAnimation(6, 7, 10)
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JSR Sprite_Goriya_Move
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RTS
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}
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}
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GoriyaMovementSpeed = 10
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Goriya_HandleTileCollision:
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{
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JSL Sprite_CheckTileCollision
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LDA.w SprCollision, X : CMP.b #$08 : BEQ .up
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LDA.w SprCollision, X : CMP.b #$04 : BEQ .down
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LDA.w SprCollision, X : CMP.b #$02 : BEQ .left
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LDA.w SprCollision, X : CMP.b #$01 : BEQ .right
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JMP +
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.up
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%GotoAction(0)
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STA.w SprMiscE, X
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%SetTimerC(60)
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JMP +
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.down
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%GotoAction(1)
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STA.w SprMiscE, X
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%SetTimerC(60)
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JMP +
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.left
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%GotoAction(2)
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STA.w SprMiscE, X
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%SetTimerC(60)
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JMP +
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.right
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%GotoAction(3)
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STA.w SprMiscE, X
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%SetTimerC(60)
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JMP +
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+
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RTS
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}
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Sprite_Goriya_Move:
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{
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JSL Sprite_Move
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_CheckDamageFromPlayer
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JSR Goriya_HandleTileCollision
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LDA.w SprTimerC, X : BNE +
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JSL GetRandomInt : AND.b #$03
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STA.w SprMiscB, X
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%SetTimerC(60)
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+
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LDA.w SprMiscB, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Goriya_MoveUp
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dw Goriya_MoveDown
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dw Goriya_MoveLeft
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dw Goriya_MoveRight
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Goriya_MoveUp:
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{
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LDA.b #-GoriyaMovementSpeed : STA.w SprYSpeed, X
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STZ.w SprXSpeed, X
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%GotoAction(0)
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LDA.b #$00 : STA.w SprMiscE, X
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RTS
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}
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Goriya_MoveDown:
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{
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LDA.b #GoriyaMovementSpeed : STA.w SprYSpeed, X
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STZ.w SprXSpeed, X
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%GotoAction(1)
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LDA.b #$01 : STA.w SprMiscE, X
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RTS
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}
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Goriya_MoveLeft:
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{
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STZ.w SprYSpeed, X
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LDA.b #GoriyaMovementSpeed : STA.w SprXSpeed, X
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%GotoAction(2)
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LDA.b #$02 : STA.w SprMiscE, X
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RTS
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}
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Goriya_MoveRight:
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{
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STZ.w SprYSpeed, X
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LDA.b #-GoriyaMovementSpeed : STA.w SprXSpeed, X
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%GotoAction(3)
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LDA.b #$03 : STA.w SprMiscE, X
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RTS
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}
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}
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; =========================================================
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!BodyForward = $C6
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!BodyLeft = $E2
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!BodyBackward = $E4
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!HeadLeft = $C4
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!HeadForward = $C2
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!HeadBackward = $C0
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; 0-1 : Walking Down
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; 2-3 : Walking Left
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; 4-5 : Walking Up
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Sprite_Goriya_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
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LDA.w .start_index, Y : STA $06
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LDA.w SprMiscA, X : STA $08
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles - 1
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LDY.b #$00
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.nextTile
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; -------------------------------------------------------
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E : INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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; Put the sprite out of the way
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LDA.b #$F0 : STA ($90), Y : STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y : INY
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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; =========================================================
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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.y_offsets
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dw 0, -9
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dw 0, -9
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dw 0, -10
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dw 0, -10
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dw 0, -10
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dw 0, -9
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dw 0, -9
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dw -1, -10
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.chr
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db $E4, $C0
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db $E4, $C0
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db $C6, $C2
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db $C6, $C2
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db $E2, $C4
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db $E0, $C4
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db $E2, $C4
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db $E0, $C4
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.properties
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db $3D, $3D
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db $7D, $3D
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db $3D, $3D
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db $7D, $3D
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db $3D, $3D
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db $3D, $3D
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db $7D, $7D
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db $7D, $7D
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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} |