Files
oracle-of-secrets/Sprites/NPCs/bean_vendor.asm
2024-12-21 16:45:57 -05:00

448 lines
11 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = Sprite_BeanVendor
!NbrTiles = 05 ; 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 = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 03 ; 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_BeanVendor_Prep, Sprite_BeanVendor_Long)
; =========================================================
Sprite_BeanVendor_Long:
{
PHB : PHK : PLB
LDA.w SprMiscD, X : BNE +
JSR Sprite_BeanVendor_Draw
JSL Sprite_DrawShadow
+
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
LDA.w SprSubtype, X : BEQ +
JSR Sprite_VillageElder_Main
JMP ++
+
JSR Sprite_BeanVendor_Main
++
.SpriteIsNotActive
PLB
RTL
}
; =========================================================
Sprite_BeanVendor_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X
LDA.b #$40 : STA.w SprTimerA, X
STZ.w SprMiscD, X
LDA.b $8A : CMP.b #$00 : BNE +
LDA.l MagicBeanProg : BNE .in_progress
LDA.b #$01 : STA.w SprMiscD, X
LDA.b #$04 : STA.w SprAction, X
JMP +
.in_progress
LDA.l MagicBeanProg : CMP.b #$3F : BCS .not_flower
; Sprite is the flower on ranch map
LDA.b #$05 : STA.w SprAction, X
.not_flower
STA.w SprFrame, X
+
PLB
RTL
}
; =========================================================
Sprite_BeanVendor_Main:
{
%SpriteJumpTable(BeanVendor,
MagicBean,
BeanVendor_SpawnMagicBean,
BeanVendor_PlayerSaidNo,
MagicBean_FertileSoil,
MagicBean_RanchFlower,
MagicBean_DragPlayer,
MagicBean_Finished)
BeanVendor:
{
%PlayAnimation(0,0,1)
JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($142) : BCC .no_message
%GotoAction(2)
.no_message
RTS
}
MagicBean:
{
%SetFrame(1)
LDA.w SprMiscE, X : CMP.b #$01 : BEQ .not_lifting
LDA.w $0309 : CMP.b #$02 : BNE .not_lifting
LDA.b $8A : BEQ +
JSR MagicBean_BottleLogic
+
RTS
.not_lifting
LDA.b $8A : CMP.b #$00 : BNE ++
LDA.b #Sprite_BeanVendor
JSL Sprite_CheckCollisionWithSprite
LDA.w SprMiscF, X : BEQ ++
STZ.w SprState, X
++
JSL Sprite_CheckIfLifted
JSL ThrownSprite_TileAndSpriteInteraction_long
RTS
}
BeanVendor_SpawnMagicBean:
{
%PlayAnimation(0,0,1)
LDA $1CE8 : BNE .player_said_no_or_not_enough_rupees
REP #$20
LDA.l $7EF360
CMP.w #$64 ; 100 rupees
SEP #$30
BCC .player_said_no_or_not_enough_rupees
REP #$20
LDA.l $7EF360
SEC
SBC.w #$64 ; Subtract 100 rupees
STA.l $7EF360
SEP #$30
LDA.w SprX, X : CLC : ADC.b #$16 : STA $00
LDA.w SprY, X : STA $02
LDA.w SprYH, X : STA $03
LDA.w SprXH, X : STA $01
LDA.b #$07
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
LDA.b #$01 : STA.w SprAction, Y
; TODO: Set a flag that says you've got the magic bean
%ShowUnconditionalMessage($145)
%GotoAction(0)
RTS
.player_said_no_or_not_enough_rupees
%GotoAction(3)
RTS
}
BeanVendor_PlayerSaidNo:
{
%PlayAnimation(0,0,1)
%ShowUnconditionalMessage($144)
%GotoAction(0)
RTS
}
MagicBean_FertileSoil:
{
LDA.b #Sprite_BeanVendor
JSL Sprite_CheckCollisionWithSprite
LDA.w SprMiscF, X : BEQ +
INC.w SprAction, X
LDA.l MagicBeanProg
ORA.b #$01
STA.l MagicBeanProg
STZ.w SprMiscD, X
+
RTS
}
MagicBean_RanchFlower:
{
%SetFrame($06)
LDA.l MagicBeanProg : AND.b #$02 : BNE +
; Check for the bee pollination (79:bee,B2:good bee)
LDA.b #$79 : STA.b $00
JSL Sprite_CheckForPresence : BCC +
PHX
LDA.b $02 : TAX
JSL Sprite_SetupHitBox
PLX
JSL Sprite_SetupHitBox_Alt
JSL CheckIfHitBoxesOverlap : BCC +
LDA.l MagicBeanProg
ORA.b #$02
STA.l MagicBeanProg
LDA.b #$2D : STA.w $012F
+
LDA.l MagicBeanProg : CMP.b #$3F : BNE ++
LDA.b #$1B : STA.w $012F
LDA.b #$04 : STA.w SprFrame, X
LDA.b #$5F : STA.w SprTimerC, X
INC.w SprAction, X
LDA.b #$00 : STA.w SprMiscC, X
++
RTS
}
MagicBean_DragPlayer:
{
LDA.b #$04 : STA.w SprFrame, X
JSL Link_SetupHitBox
JSL Sprite_SetupHitBox
JSL CheckIfHitBoxesOverlap : BCC +
LDA.b #$01 : STA.w SprMiscE, X
+
LDA.w SprMiscE, X : BEQ +
JSL InitMovement_Long
LDA.b #$01 : STA.w $037F
LDA.b #$02 : STA.w LinkSomaria
LDA.b #$08 : STA.b POSZ
LDA.b #$04 : STA.w SprHeight, X
LDA.w SprMiscC, X
CMP.b #$00 : BNE .p1
LDA.b #$F8 : STA.w SprXSpeed, X
.p1
CMP.b #$01 : BNE .p2
STZ.w SprXSpeed, X
LDA.b #$F8 : STA.w SprYSpeed, X
.p2
CMP.b #$02 : BNE .p3
STZ.w SprYSpeed, X
LDA.b #$F2 : STA.w SprXSpeed, X
.p3
LDA.w .direction, Y
PHY : TYA
JSL DragPlayer
PLY
PHX
JSL HandleIndoorCameraAndDoors
JSL Link_CancelDash
LDA $22 : SEC : SBC $3F : STA $31
LDA $20 : SEC : SBC $3E : STA $30
PLX
LDA.w SprTimerC, X : BNE +
LDA.b #$5F : STA.w SprTimerC, X
LDA.w SprMiscC, X : INC A : CMP.b #$03 : BCC ++
STZ.w SprXSpeed, X
INC.w SprAction, X
JMP +
++
STA.w SprMiscC, X
+
JSL Sprite_Move
RTS
.direction
db $02, $00, $02
}
MagicBean_Finished:
{
LDA.l MagicBeanProg : CMP.b #$7F : BEQ +
STZ.w $037F
STZ.w SprHeight, X
LDA.b #$FF : STA.b POSZ : STA.b POSZH
STZ.w LinkSomaria
LDA.l MagicBeanProg
ORA.b #$40
STA.l MagicBeanProg
+
RTS
}
}
InitMovement_Long:
{
LDA.b $22 : STA.b $3F
LDA.b $23 : STA.b $41
LDA.b $20 : STA.b $3E
LDA.b $21 : STA.b $40
RTL
}
ReleaseMagicBean:
{
; X is the bottle ID
LDA.b $8A : CMP.b #$00 : BNE .not_the_ranch
LDA.b #$07
JSL Sprite_SpawnDynamically : BMI .not_the_ranch
LDA $20 : STA.w SprY, Y
LDA $21 : STA.w SprYH, Y
LDA $22 : STA.w SprX, Y
LDA $23 : STA.w SprXH, Y
LDA.b #$01 : STA.w SprAction, Y
LDA.b #$02 : STA.l $7EF35C, X
RTL
.not_the_ranch
%ShowUnconditionalMessage($030)
RTL
}
MagicBean_BottleLogic:
{
LDA.l $7EF35C : CMP.b #$02 : BEQ .bottle1_available
LDA.l $7EF35D : CMP.b #$02 : BEQ .bottle2_available
LDA.l $7EF35E : CMP.b #$02 : BEQ .bottle3_available
LDA.l $7EF35F : CMP.b #$02 : BEQ .bottle4_available
%ShowUnconditionalMessage($033)
JMP .return
.bottle1_available
LDA.b #$09 : STA.l $7EF35C
%ShowUnconditionalMessage($034)
JMP .finish_storage
.bottle2_available
LDA.b #$09 : STA.l $7EF35D
%ShowUnconditionalMessage($034)
JMP .finish_storage
.bottle3_available
LDA.b #$09 : STA.l $7EF35E
%ShowUnconditionalMessage($034)
JMP .finish_storage
.bottle4_available
LDA.b #$09 : STA.l $7EF35F
%ShowUnconditionalMessage($034)
.finish_storage
LDA.b #$01 : STA.w SprMiscE, X
STZ.w SprState, X
.return
RTS
}
; =========================================================
Sprite_BeanVendor_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, $05, $0B, $11, $13, $15
.nbr_of_tiles
db 3, 0, 5, 5, 3, 1, 1
.x_offsets
dw -4, 4, 4, -4
dw 0
dw -4, -4, 4, 4, -4, -4
dw -4, -4, 4, 4, -4, -4
dw -8, 8, -8, 8 ; Flower
dw 0, 8
dw 0, 8
.y_offsets
dw 4, 4, -4, -4
dw 0
dw 4, -4, 4, -4, 8, 16
dw -4, 4, 4, -4, 8, 16
dw 0, 0, -16, -16 ; Flower
dw 4, 4
dw 4, 4
.chr
db $A8, $A9, $99, $98
db $A6
db $9B, $8B, $9B, $8B, $BB, $BC
db $8B, $8D, $8D, $8B, $BB, $BC
db $A8, $A8, $A4, $A4 ; Flower
db $C8, $C9
db $CA, $C8
.properties
db $3B, $3B, $3B, $3B
db $3B
db $3B, $3B, $7B, $7B, $3B, $3B
db $3B, $3B, $7B, $7B, $3B, $3B
db $3B, $7B, $3B, $7B ; Flower
db $32, $72
db $32, $72
.sizes
db $02, $02, $02, $02
db $02
db $02, $02, $02, $02, $00, $00
db $02, $02, $02, $02, $00, $00
db $02, $02, $02, $02 ; Flower
db $00, $00
db $00, $00
}