Files
oracle-of-secrets/Sprites/NPCs/village_dog.asm
2024-07-04 23:34:05 -04:00

383 lines
8.8 KiB
NASM

!SPRID = $25 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; 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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this VillageDog (can be 0 to 7)
!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 01 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 01 ; 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_VillageDog_Prep, Sprite_VillageDog_Long)
Sprite_VillageDog_Long:
{
PHB : PHK : PLB
JSR Sprite_VillageDog_Draw ; Call the draw code
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_VillageDog_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
Sprite_VillageDog_Prep:
{
PHB : PHK : PLB
PLB
RTL
}
HandleTossedDog:
{
LDA.w SprHeight, X : BEQ .on_ground
DEC.w SprHeight, X
.on_ground
RTS
}
macro LiftOrTalk()
LDA.w $02B2 : BEQ .lifting
CMP.b #$03 : BEQ .wolf
CMP.b #$05 : BEQ .minish
JMP .lifting
.wolf
.minish
JSR ShowMessageIfMinish
JMP +
.lifting
JSL Sprite_CheckIfLifted
JSL ThrownSprite_TileAndSpriteInteraction_long
+
endmacro
Sprite_VillageDog_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Dog_Handler ; 00
dw Dog_LookLeftAtLink ; 01
dw Dog_LookRightAtLink ; 02
dw Dog_MoveLeftTowardsLink ; 03
dw Dog_MoveRightTowardsLink ; 04
dw Dog_WagTailLeft ; 05
dw Dog_WagTailRight ; 06
; 0
Dog_Handler:
{
%PlayAnimation(8,8,8) ; Sitting
JSR HandleTossedDog
LDA $0309 : AND #$03 : BNE .lifting
LDA #$20 : STA.w SprTimerD, X
JSL Sprite_IsToRightOfPlayer : TYA : BEQ .walk_right
%GotoAction(1)
JMP .lifting
.walk_right
%GotoAction(2)
%LiftOrTalk()
JSL Sprite_Move
RTS
}
; 01
Dog_LookLeftAtLink:
{
%PlayAnimation(9,9,8)
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
; Load the timer for the run
LDA #$60 : STA.w SprTimerD, X
%GotoAction(3)
+
RTS
}
; 02
Dog_LookRightAtLink:
{
%PlayAnimation(10,10,8)
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
; Load the timer for the run
LDA #$60 : STA.w SprTimerD, X
%GotoAction(4)
+
RTS
}
; 03
Dog_MoveLeftTowardsLink:
{
%PlayAnimation(2,4,6)
JSR HandleTossedDog
; Check if the dog is near link, then wag the tail
JSR CheckIfPlayerIsNearby : BCC +
%GotoAction(5)
+
; Check for collision
JSL Sprite_CheckTileCollision
LDA $0E70, X : BEQ .no_collision
%GotoAction(0)
.no_collision
LDA.b #$0A
JSL Sprite_ApplySpeedTowardsPlayer
STZ $06 : STZ $07
JSL Sprite_MoveLong
%LiftOrTalk()
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
+
RTS
}
; 04
Dog_MoveRightTowardsLink:
{
%PlayAnimation(5,7,6)
JSR HandleTossedDog
JSR CheckIfPlayerIsNearby : BCC +
%GotoAction(6)
+
; Check for collision
JSL Sprite_CheckTileCollision
LDA $0E70, X : BEQ .no_collision
%GotoAction(0)
.no_collision
LDA.b #$0A
JSL Sprite_ApplySpeedTowardsPlayer
STZ $06 : STZ $07
JSL Sprite_MoveLong
%LiftOrTalk()
LDA.w SprTimerD, X : BNE ++
%GotoAction(0)
++
RTS
}
; 05
Dog_WagTailLeft:
{
%PlayAnimation(0,1, 8)
%LiftOrTalk()
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
+
RTS
}
; 06
Dog_WagTailRight:
{
%PlayAnimation(11,12,8)
%LiftOrTalk()
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
+
RTS
}
}
CheckIfPlayerIsNearby:
{
REP #$20
LDA $22 : CLC : ADC #$0012 : CMP $0FD8 : BCC .out
LDA $22 : SEC : SBC #$0012 : CMP $0FD8 : BCS .out
LDA $20 : CLC : ADC #$001A : CMP $0FDA : BCC .out
LDA $20 : SEC : SBC #$001A : CMP $0FDA : BCS .out
SEP #$21
RTS ; Return with carry set
.out
SEP #$20
CLC
RTS ; Return with carry cleared
}
ShowMessageIfMinish:
{
LDA $02B2 : CMP.b #$05 : BNE .not_minish
%ShowSolicitedMessage($18) : JMP .continue
.not_minish
%ShowSolicitedMessage($1B)
.continue
RTS
}
Sprite_VillageDog_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, $04, $08, $0C, $10, $13, $17, $1B, $1F, $20, $21, $22, $26
.nbr_of_tiles
db 3, 3, 3, 3, 2, 3, 3, 3, 0, 0, 0, 3, 3
.x_offsets
dw -4, -4, 12, 12
dw -4, -4, 12, 12
dw -4, -4, 4, 12
dw -4, -4, 4, 4
dw -4, 4, 4
dw 4, -4, 4, -4
dw 4, -4, 4, -4
dw 4, -4, -4, -4
dw 0
dw 0
dw 0
dw 8, 8, 0, 0
dw 8, 8, 0, 0
.y_offsets
dw -4, 4, 4, 12
dw -4, 4, 4, 12
dw -8, 0, 0, -8
dw 0, -8, -8, 0
dw 0, 0, -16
dw 0, 0, -8, -8
dw 0, 0, -16, -8
dw 0, 0, 8, -8
dw 0
dw 0
dw 0
dw -4, 4, 4, 12
dw -4, 4, 4, 12
.chr
db $10, $20, $22, $32
db $10, $20, $02, $12
db $13, $23, $24, $15
db $26, $16, $17, $27
db $29, $2A, $0A
db $23, $24, $13, $14
db $26, $27, $06, $18
db $29, $2B, $3B, $1B
db $2C
db $2E
db $2E
db $10, $20, $22, $32
db $10, $20, $02, $12
.properties
db $27, $27, $27, $27
db $27, $27, $27, $27
db $27, $27, $27, $27
db $27, $27, $27, $27
db $27, $27, $27
db $67, $67, $67, $67
db $67, $67, $67, $67
db $67, $67, $67, $67
db $27
db $67
db $27
db $67, $67, $67, $67
db $67, $67, $67, $67
.sizes
db $02, $02, $00, $00
db $02, $02, $00, $00
db $02, $02, $02, $00
db $02, $02, $02, $02
db $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $00
db $02, $00, $00, $00
db $02
db $02
db $02
db $02, $02, $00, $00
db $02, $02, $00, $00
}