Files
oracle-of-secrets/Sprites/NPCs/piratian.asm
2025-01-19 12:34:53 -05:00

202 lines
4.1 KiB
NASM

; Piratian
!SPRID = $0E
!NbrTiles = 02 ; 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 = 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_Piratian_Prep, Sprite_Piratian_Long)
Sprite_Piratian_Long:
{
PHB : PHK : PLB
JSR Sprite_Piratian_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Piratian_Main
.SpriteIsNotActive
PLB
RTL
}
Sprite_Piratian_Prep:
{
PHB : PHK : PLB
LDA.b #$08 : STA.w SprHealth, X
STZ.w SprMiscA, X
PLB
RTL
}
Sprite_Piratian_Main:
{
JSR Sprite_Piratian_Move
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Piratian_MoveDown
dw Piratian_MoveUp
dw Piratian_MoveLeft
dw Piratian_MoveRight
dw SkullHead
Piratian_MoveDown:
{
%PlayAnimation(0,1,16)
RTS
}
Piratian_MoveUp:
{
%PlayAnimation(2,3,16)
RTS
}
Piratian_MoveLeft:
{
%PlayAnimation(4,5,16)
RTS
}
Piratian_MoveRight:
{
%PlayAnimation(6,7,16)
RTS
}
SkullHead:
{
%PlayAnimation(8,9,16)
RTS
}
}
Sprite_Piratian_Move:
{
LDA.w SprTimerA, X : BNE +
JSL Sprite_SelectNewDirection
TYA
CMP.b #$03 : BCC ++
SEC : SBC.b #$03
++
STA.w SprAction, X
+
JSL Sprite_MoveXyz
JSL Sprite_BounceFromTileCollision
JSL Sprite_DamageFlash_Long
JSL ThrownSprite_TileAndSpriteInteraction_long
JSL Sprite_CheckDamageFromPlayer : BCC .no_dano
LDA.b #$01 : STA.w SprMiscA, X
%SetTimerA($60)
%SetTimerF($20)
.no_dano
LDA.w SprMiscA, X : BEQ .no_aggro
JSL Sprite_ProjectSpeedTowardsPlayer
JSL Sprite_CheckDamageToPlayer
JMP .return
.no_aggro
JSR Sprite_Pirate_Friendly
.return
RTS
}
Sprite_Piratian_Friendly:
{
%ShowSolicitedMessage($01BB)
RTS
}
Sprite_Piratian_Draw:
{
%DrawSprite()
.start_index
db $00, $01, $02, $03, $04, $05, $06, $07, $08, $09
.nbr_of_tiles
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
.chr
db $8C
db $8C
db $8E
db $8E
db $AC
db $AE
db $AC
db $AE
db $0E
db $2E
.properties
db $33
db $73
db $33
db $73
db $33
db $33
db $73
db $73
db $33
db $33
.sizes
db $02
db $02
db $02
db $02
db $02
db $02
db $02
db $02
db $02
db $02
}