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

319 lines
6.7 KiB
NASM

; Goron Sprite
!SPRID = $F2
!NbrTiles = 04 ; 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 = 02 ; 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_Goron_Prep, Sprite_Goron_Long)
Sprite_Goron_Long:
{
PHB : PHK : PLB
LDA.w WORLDFLAG : BEQ .kalyxo
JSR Sprite_EonGoron_Draw
JMP +
.kalyxo
JSR Sprite_KalyxoGoron_Draw
+
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Goron_Main
.SpriteIsNotActive
PLB
RTL
}
Sprite_Goron_Prep:
{
PHB : PHK : PLB
LDA.w WORLDFLAG : BEQ +
LDA.w AreaIndex : CMP.b #$55 : BNE .not_sing
LDA.b #$04 : STA.w SprAction, X
.not_sing
JSL GetRandomInt : AND.b #$01 : BEQ .rand
LDA.b #$05 : STA.w SprAction, X
JMP ++
.rand
LDA.b #$03 : STA.w SprAction, X
JMP ++
+
PHX
LDX $8A
LDA.l $7EF280, X : CMP.b #$20 : BEQ +++
PLX
STZ.w SprAction, X
++
PLB
RTL
+++
PLX
LDA.b #$02 : STA.w SprAction, X
PLB
RTL
}
Sprite_Goron_Main:
{
JSL Sprite_PlayerCantPassThrough
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw KalyxoGoron_Main
dw KalyxoGoron_OpenMines
dw KalyxoGoron_MinesOpened
dw EonGoron_Main
dw EonGoron_Sing
dw EonGoron_Punch
KalyxoGoron_Main:
{
LDA.l RockMeat : BEQ +
CMP.b #$05 : BCC ++
%ShowSolicitedMessage($01A9) : BCC +++
INC.w SprAction, X
+++
RTS
+
%ShowSolicitedMessage($01A7)
RTS
++
%ShowSolicitedMessage($01A8)
RTS
}
KalyxoGoron_OpenMines:
{
%PlayAnimation(1,1,10)
LDA.b #$04 : STA $04C6
INC.w SprAction, X
RTS
}
KalyxoGoron_MinesOpened:
{
%PlayAnimation(1,1,10)
RTS
}
EonGoron_Main:
{
%PlayAnimation(0, 1, 10)
%ShowSolicitedMessage($01B0)
RTS
}
EonGoron_Sing:
{
%PlayAnimation(2, 3, 10)
%ShowSolicitedMessage($01B2)
RTS
}
EonGoron_Punch:
{
%PlayAnimation(4, 5, 10)
%ShowSolicitedMessage($01B1)
RTS
}
}
Sprite_KalyxoGoron_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
.nbr_of_tiles
db 3, 3
.x_offsets
dw -8, -8, 8, 8
dw -8, -8, 8, 8
.y_offsets
dw -8, 8, -8, 8
dw -8, 8, -8, 8
.chr
db $8C, $AC, $8C, $AC
db $8A, $AA, $8A, $AA
.properties
db $37, $37, $77, $77
db $37, $37, $77, $77
.sizes
db $02, $02, $02, $02
db $02, $02, $02, $02
}
Sprite_EonGoron_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, $01, $02, $03, $04, $06
.nbr_of_tiles
db 0, 0, 0, 0, 1, 1
.x_offsets
dw 0
dw 0
dw 0
dw 0
dw 0, 0
dw 0, 8
.y_offsets
dw 0
dw 0
dw 0
dw 0
dw 0, -8
dw 0, -8
.chr
db $8C
db $8C
db $AC
db $AC
db $AA, $B9
db $AA, $B9
.properties
db $37
db $77
db $37
db $77
db $37, $37
db $77, $77
.sizes
db $02
db $02
db $02
db $02
db $02, $00
db $02, $00
}