300 lines
6.7 KiB
NASM
300 lines
6.7 KiB
NASM
; =========================================================
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!SPRID = $B1 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 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 = 0 ; Number of Health the sprite have
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!Damage = 0 ; (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 = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 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 = 00 ; 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 = 0 ; 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_Puffstool_Prep, Sprite_Puffstool_Long)
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; =========================================================
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pushpc
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org $06DBB5
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db $0D ; Puffstool single small char
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org $06DABA
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db $BD, $C8, $26, $20
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pullpc
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Sprite_Puffstool_Long:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : BEQ +
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JSL Sprite_PrepAndDrawSingleSmall
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JMP ++
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+
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JSR Sprite_Puffstool_Draw ; Call the draw code
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++
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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_Puffstool_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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; =========================================================
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Sprite_Puffstool_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF359 : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.b #$80 : STA.w SprDefl, X
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PLB
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RTL
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.health
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db $0A, $10, $1A, $20
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}
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; =========================================================
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Sprite_Puffstool_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Puffstool_Walking
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dw Puffstool_Stunned
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dw Puffstool_Spores
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Puffstool_Walking:
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{
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%PlayAnimation(0,6,10)
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprTimerA, X : BNE +
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JSL Sprite_SelectNewDirection
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+
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JSL Sprite_MoveXyz
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_BounceOffWall
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JSL Sprite_DamageFlash_Long
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JSL ThrownSprite_TileAndSpriteInteraction_long
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JSL Sprite_CheckDamageFromPlayer : BCC .no_dano
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%GotoAction(1)
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%SetTimerA($60)
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%SetTimerF($20)
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.no_dano
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RTS
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}
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Puffstool_Stunned:
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{
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%PlayAnimation(7,7,10)
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JSL Sprite_CheckIfLifted
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JSL Sprite_DamageFlash_Long
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JSL ThrownSprite_TileAndSpriteInteraction_long
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LDA.w SprTimerA, X : BNE +
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%GotoAction(0)
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JSL GetRandomInt : AND.b #$1F : BEQ .bomb
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JSR Puffstool_SpawnSpores
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RTS
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.bomb
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LDA.b #$4A ; SPRITE 4A
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LDY.b #$0B
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JSL Sprite_SpawnDynamically : BMI .no_space
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JSL Sprite_SetSpawnedCoordinates
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JSL Sprite_TransmuteToBomb
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.no_space
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+
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RTS
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}
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Puffstool_Spores:
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{
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JSL Sprite_MoveXyz
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JSL Sprite_CheckDamageToPlayerSameLayer
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LDA.w SprTimerC, X : BNE +
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STZ.w SprState, X
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+
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RTS
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}
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}
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Puffstool_SpawnSpores:
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{
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LDA.b #$0C ; SFX2.0C
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JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan
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LDA.b #$03
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STA.b $0D
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.nth_child
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LDA.b #$B1 ; SPRITE 10
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JSL Sprite_SpawnDynamically
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BMI .no_space
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JSL Sprite_SetSpawnedCoordinates
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PHX
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LDX.b $0D
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LDA.w .speed_x,X
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STA.w $0D50,Y
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LDA.w .speed_y,X
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STA.w $0D40, Y
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LDA.b #$30
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STA.w $0F80, Y
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LDA.b #$FF
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STA.w $0E80, Y
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LDA.b #$40 : STA.w SprTimerC, Y
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LDA.b #$01
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STA.w SprSubtype, Y
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LDA.b #$02
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STA.w SprAction, Y
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PLX
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.no_space
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DEC.b $0D
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BPL .nth_child
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RTS
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.speed_x
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db 16, -11, -16, 11
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.speed_y
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db 0, 11, 0, -11
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}
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; =========================================================
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Sprite_Puffstool_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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LDA.w SprMiscA, X : STA $08 ; Palette damage flash
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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 : 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 : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : 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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; =========================================================
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1, 0
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.y_offsets
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dw -8, 0
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0
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.chr
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db $C0, $D0
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db $D2, $C2
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db $D4, $C4
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db $D2, $C2
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db $D0, $C0
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db $D2, $C2
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db $D4, $C4
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db $D6
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.properties
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db $23, $23
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db $23, $23
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db $23, $23
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db $23, $23
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db $23, $23
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db $63, $63
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db $63, $63
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db $2D
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}
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