Files
oracle-of-secrets/Sprites/mask_salesman.asm
2023-05-25 10:58:58 -05:00

181 lines
6.4 KiB
NASM

;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $E8; The sprite ID you are overwriting (HEX)
!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 = 01 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this MaskSalesman (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_MaskSalesman_Prep, Sprite_MaskSalesman_Long);
;==================================================================================================
; Sprite Long Hook for that sprite
; --------------------------------------------------------------------------------------------------
; This code can be left unchanged
; handle the draw code and if the sprite is active and should move or not
;==================================================================================================
Sprite_MaskSalesman_Long:
{
PHB : PHK : PLB
JSR Sprite_MaskSalesman_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_MaskSalesman_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
;==================================================================================================
; Sprite initialization
; --------------------------------------------------------------------------------------------------
; this code only get called once perfect to initialize sprites substate or timers
; this code as soon as the room transitions/ overworld transition occurs
;==================================================================================================
Sprite_MaskSalesman_Prep:
{
PHB : PHK : PLB
; Add more code here to initialize data
PLB
RTL
}
;==================================================================================================
; Sprite Main routines code
; --------------------------------------------------------------------------------------------------
; This is the main local code of your sprite
; This contains all the Subroutines of your sprites you can add more below
;==================================================================================================
Sprite_MaskSalesman_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw Action00
Action00:
{
%PlayAnimation(0, 1, 16)
%ShowSolicitedMessage($27)
RTS
}
}
;==================================================================================================
; Sprite Draw code
; --------------------------------------------------------------------------------------------------
; Draw the tiles on screen with the data provided by the sprite maker editor
;==================================================================================================
Sprite_MaskSalesman_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
;==================================================================================================
; Sprite Draw Generated Data
; --------------------------------------------------------------------------------------------------
; This is where the generated Data for the sprite go
;==================================================================================================
.start_index
db $00, $04
.nbr_of_tiles
db 3, 3
.x_offsets
dw -4, 12, 0, 0
dw 4, -12, 0, 0
.y_offsets
dw -8, -8, 0, -11
dw -8, -8, 0, -10
.chr
db $82, $84, $A0, $80
db $82, $84, $A0, $80
.properties
db $39, $39, $39, $39
db $79, $79, $79, $39
.sizes
db $02, $02, $02, $02
db $02, $02, $02, $02
}