383 lines
8.8 KiB
NASM
383 lines
8.8 KiB
NASM
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!SPRID = $25 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 01 ; 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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this VillageDog (can be 0 to 7)
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!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 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 = 01 ; 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_VillageDog_Prep, Sprite_VillageDog_Long)
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Sprite_VillageDog_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_VillageDog_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_VillageDog_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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Sprite_VillageDog_Prep:
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{
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PHB : PHK : PLB
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PLB
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RTL
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}
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HandleTossedDog:
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{
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LDA.w SprHeight, X : BEQ .on_ground
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DEC.w SprHeight, X
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.on_ground
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RTS
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}
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macro LiftOrTalk()
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LDA.w $02B2 : BEQ .lifting
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CMP.b #$03 : BEQ .wolf
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CMP.b #$05 : BEQ .minish
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JMP .lifting
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.wolf
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.minish
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JSR ShowMessageIfMinish
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JMP +
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.lifting
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JSL Sprite_CheckIfLifted
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JSL ThrownSprite_TileAndSpriteInteraction_long
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+
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endmacro
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Sprite_VillageDog_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Dog_Handler ; 00
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dw Dog_LookLeftAtLink ; 01
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dw Dog_LookRightAtLink ; 02
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dw Dog_MoveLeftTowardsLink ; 03
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dw Dog_MoveRightTowardsLink ; 04
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dw Dog_WagTailLeft ; 05
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dw Dog_WagTailRight ; 06
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; 0
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Dog_Handler:
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{
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%PlayAnimation(8,8,8) ; Sitting
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JSR HandleTossedDog
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LDA $0309 : AND #$03 : BNE .lifting
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LDA #$20 : STA.w SprTimerD, X
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JSL Sprite_IsToRightOfPlayer : TYA : BEQ .walk_right
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%GotoAction(1)
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JMP .lifting
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.walk_right
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%GotoAction(2)
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%LiftOrTalk()
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JSL Sprite_Move
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RTS
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}
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; 01
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Dog_LookLeftAtLink:
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{
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%PlayAnimation(9,9,8)
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JSR HandleTossedDog
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LDA.w SprTimerD, X : BNE +
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; Load the timer for the run
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LDA #$60 : STA.w SprTimerD, X
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%GotoAction(3)
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+
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RTS
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}
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; 02
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Dog_LookRightAtLink:
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{
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%PlayAnimation(10,10,8)
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JSR HandleTossedDog
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LDA.w SprTimerD, X : BNE +
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; Load the timer for the run
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LDA #$60 : STA.w SprTimerD, X
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%GotoAction(4)
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+
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RTS
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}
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; 03
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Dog_MoveLeftTowardsLink:
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{
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%PlayAnimation(2,4,6)
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JSR HandleTossedDog
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; Check if the dog is near link, then wag the tail
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JSR CheckIfPlayerIsNearby : BCC +
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%GotoAction(5)
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+
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; Check for collision
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JSL Sprite_CheckTileCollision
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LDA $0E70, X : BEQ .no_collision
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%GotoAction(0)
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.no_collision
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LDA.b #$0A
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JSL Sprite_ApplySpeedTowardsPlayer
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STZ $06 : STZ $07
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JSL Sprite_MoveLong
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%LiftOrTalk()
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LDA.w SprTimerD, X : BNE +
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%GotoAction(0)
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+
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RTS
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}
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; 04
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Dog_MoveRightTowardsLink:
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{
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%PlayAnimation(5,7,6)
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JSR HandleTossedDog
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JSR CheckIfPlayerIsNearby : BCC +
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%GotoAction(6)
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+
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; Check for collision
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JSL Sprite_CheckTileCollision
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LDA $0E70, X : BEQ .no_collision
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%GotoAction(0)
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.no_collision
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LDA.b #$0A
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JSL Sprite_ApplySpeedTowardsPlayer
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STZ $06 : STZ $07
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JSL Sprite_MoveLong
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%LiftOrTalk()
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LDA.w SprTimerD, X : BNE ++
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%GotoAction(0)
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++
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RTS
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}
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; 05
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Dog_WagTailLeft:
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{
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%PlayAnimation(0,1, 8)
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%LiftOrTalk()
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JSR HandleTossedDog
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LDA.w SprTimerD, X : BNE +
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%GotoAction(0)
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+
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RTS
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}
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; 06
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Dog_WagTailRight:
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{
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%PlayAnimation(11,12,8)
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%LiftOrTalk()
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JSR HandleTossedDog
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LDA.w SprTimerD, X : BNE +
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%GotoAction(0)
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+
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RTS
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}
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}
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CheckIfPlayerIsNearby:
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{
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REP #$20
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LDA $22 : CLC : ADC #$0012 : CMP $0FD8 : BCC .out
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LDA $22 : SEC : SBC #$0012 : CMP $0FD8 : BCS .out
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LDA $20 : CLC : ADC #$001A : CMP $0FDA : BCC .out
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LDA $20 : SEC : SBC #$001A : CMP $0FDA : BCS .out
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SEP #$21
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RTS ; Return with carry set
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.out
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SEP #$20
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CLC
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RTS ; Return with carry cleared
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}
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ShowMessageIfMinish:
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{
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LDA $02B2 : CMP.b #$05 : BNE .not_minish
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%ShowSolicitedMessage($18) : JMP .continue
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.not_minish
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%ShowSolicitedMessage($1B)
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.continue
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RTS
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}
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Sprite_VillageDog_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 $0DC0, X : CLC : ADC $0D90, X : TAY ; Animation Frame
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LDA .start_index, Y : STA $06
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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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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
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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 #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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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
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : 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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.start_index
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db $00, $04, $08, $0C, $10, $13, $17, $1B, $1F, $20, $21, $22, $26
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.nbr_of_tiles
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db 3, 3, 3, 3, 2, 3, 3, 3, 0, 0, 0, 3, 3
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.x_offsets
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dw -4, -4, 12, 12
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dw -4, -4, 12, 12
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dw -4, -4, 4, 12
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dw -4, -4, 4, 4
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dw -4, 4, 4
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dw 4, -4, 4, -4
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dw 4, -4, 4, -4
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dw 4, -4, -4, -4
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dw 0
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dw 0
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dw 0
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dw 8, 8, 0, 0
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dw 8, 8, 0, 0
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.y_offsets
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dw -4, 4, 4, 12
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dw -4, 4, 4, 12
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dw -8, 0, 0, -8
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dw 0, -8, -8, 0
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dw 0, 0, -16
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dw 0, 0, -8, -8
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dw 0, 0, -16, -8
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dw 0, 0, 8, -8
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dw 0
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dw 0
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dw 0
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dw -4, 4, 4, 12
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dw -4, 4, 4, 12
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.chr
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db $10, $20, $22, $32
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db $10, $20, $02, $12
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db $13, $23, $24, $15
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db $26, $16, $17, $27
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db $29, $2A, $0A
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db $23, $24, $13, $14
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db $26, $27, $06, $18
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db $29, $2B, $3B, $1B
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db $2C
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db $2E
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db $2E
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db $10, $20, $22, $32
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db $10, $20, $02, $12
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.properties
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db $27, $27, $27, $27
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db $27, $27, $27, $27
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db $27, $27, $27, $27
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db $27, $27, $27, $27
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db $27, $27, $27
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db $67, $67, $67, $67
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db $67, $67, $67, $67
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db $67, $67, $67, $67
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db $27
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db $67
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db $27
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db $67, $67, $67, $67
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db $67, $67, $67, $67
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.sizes
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db $02, $02, $00, $00
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db $02, $02, $00, $00
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db $02, $02, $02, $00
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db $02, $02, $02, $02
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db $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $00
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db $02, $00, $00, $00
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db $02
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db $02
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db $02
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db $02, $02, $00, $00
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db $02, $02, $00, $00
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} |