Files
oracle-of-secrets/Sprites/NPCs/farore.asm
2024-11-16 12:32:55 -05:00

322 lines
7.4 KiB
NASM

; =========================================================
; Farore Sprite Properties
; =========================================================
!SPRID = Sprite_Farore
!NbrTiles = 2 ; 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 = 0 ; Number of Health the sprite have
!Damage = 0 ; (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 = 01 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 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 = 0 ; 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_Farore_Prep, Sprite_Farore_Long)
; =========================================================
Sprite_Farore_Long:
{
PHB : PHK : PLB
JSR Sprite_Farore_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_Farore_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Farore_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen
LDA.l $7EF300 : BEQ .PlayIntro
STZ.w $0DD0, X ; Kill the sprite
.PlayIntro
PLB
RTL
}
; =========================================================
; Movement key bitwise ---- udlr
WALKSPEED = 14
STORY_STATE = $B6
Sprite_Farore_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
dw IntroStart
dw MoveUpTowardsFarore
dw MoveLeftTowardsFarore
dw WaitAndMessage
dw Farore_ProceedWithCutscene
dw FaroreFollowPlayer
dw MakuArea_FaroreFollowPlayer
dw MakuArea_FaroreWaitForKydrog
; 00
IntroStart:
{
LDA #$01 : STA InCutScene
LDA $B6 : CMP.b #$01 : BEQ .maku_area
CMP.b #$02 : BEQ .waiting
%GotoAction(1)
RTS
.maku_area
%GotoAction(6)
RTS
.waiting
%GotoAction(7)
RTS
}
; 01
MoveUpTowardsFarore:
{
LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$08 : STA.b $49 ; Auto-movement north
; Link's Y Position - Y = 6C
LDA.b $20 : CMP.b #$9C : BCC .linkistoofar
%GotoAction(2)
.linkistoofar
%PlayAnimation(6, 6, 8) ; Farore look towards Link
RTS
}
; 02
MoveLeftTowardsFarore:
{
; Move Link Left
LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$02 : STA.b $49
; Link's X position
LDA.b $22 : CMP.b #$1A : BCS .linkistoofar
STZ.b $49 ; kill automove
LDA.b #$20
STA.w SprTimerA, X ; set timer A to 0x10
%PlayAnimation(0, 0, 8)
%GotoAction(3)
.linkistoofar
RTS
}
; 03
WaitAndMessage:
{
%PlayAnimation(1, 2, 8)
LDA.b #$15
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_MoveVert
LDA.w SprTimerA, X : BNE +
STZ $2F
LDA #$00 : STA InCutScene
%ShowUnconditionalMessage($0E) ; "I am Farore, the Oracle of Secrets."
%GotoAction(4)
+
RTS
}
; 04
Farore_ProceedWithCutscene:
{
LDA.w SprTimerA, X : BNE ++
%GotoAction(5)
++
RTS
}
; 05
FaroreFollowPlayer:
{
LDA #$01 : STA InCutScene
LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$08 : STA.b $49 ; Auto-movement north
%PlayAnimation(3, 4, 8)
LDA.b #$15
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_MoveVert
LDA #$02 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
LDA #$05 : STA $012D ; turn off rain sound
LDA #$01 : STA $B6 ; Set Story State
JSL Sprite_LoadGfxProperties
%GotoAction(6)
RTS
}
; 06
MakuArea_FaroreFollowPlayer:
{
;.keep_walking
%PlayAnimation(3, 4, 8)
LDA.b #$15
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_MoveVert
; LDA $B6 : CMP.b #$02 : BEQ .keep_walking
%GotoAction(6)
RTS
}
; 07
; Look at the RAM SprY to $0D60, the first few are the actual positions of the sprite
; that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc
; You can set one of the speeds and then call the function called Sprite_Move
; And then that will handle it applying the speed for you
MakuArea_FaroreWaitForKydrog:
{
%PlayAnimation(5, 5, 8)
RTS
}
}
; =========================================================
Sprite_Farore_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, $02, $04, $06, $08, $0A, $0C
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 1
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, -1
.y_offsets
dw -8, 4
dw -8, 4
dw 4, -8
dw -8, 4
dw 4, -7
dw -8, 4
dw 4, -7
.chr
db $A8, $AA
db $A8, $88
db $AA, $A8
db $8A, $8C
db $8C, $8A
db $8A, $AC
db $AA, $86
.properties
db $3B, $3B
db $3B, $7B
db $3B, $3B
db $3B, $3B
db $7B, $3B
db $3B, $3B
db $3B, $7B
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}