217 lines
4.9 KiB
NASM
217 lines
4.9 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = Sprite_Whirlpool
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!NbrTiles = 04 ; 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 = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 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 = 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_Whirlpool_Prep, Sprite_Whirlpool_Long)
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; =========================================================
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pushpc
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org $00D8F9
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db $66
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pullpc
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Sprite_Whirlpool_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Whirlpool_Draw ; Call the draw code
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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_Whirlpool_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_Whirlpool_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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; =========================================================
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Sprite_Whirlpool_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Whirlpool_Main
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Whirlpool_Main:
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{
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%PlayAnimation(0, 2, 10)
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JSR CheckIfPlayerIsOn : BCC .not_on
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LDA $0AAB : BEQ .not_on
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STZ $55 ; Reset cape flag
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STZ $0AAB ; Reset underwater flag
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STZ $0351 ; Reset ripple flag
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STZ $037B ; Reset invincibility flag
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STZ $02B2
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LDA.b $10
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CMP.b #$0B
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BEQ .exit
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LDA.b $8A
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AND.b #$40
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STA.b $7B
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BEQ .no_mirror_portal
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LDA.b $20
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STA.w $1ADF
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LDA.b $21
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STA.w $1AEF
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LDA.b $22
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STA.w $1ABF
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LDA.b $23
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STA.w $1ACF
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.no_mirror_portal
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LDA.b #$23
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#SetGameModeLikeMirror:
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STA.b $11
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STZ.w $03F8
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LDA.b #$01
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STA.w $02DB
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STZ.b $B0
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STZ.b $27
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STZ.b $28
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LDA.b #$14 ; LINKSTATE 14
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STA.b $5D
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.not_on
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.exit
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RTS
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}
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}
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; =========================================================
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Sprite_Whirlpool_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.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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.start_index
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db $00, $04, $08
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.nbr_of_tiles
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db 3, 3, 3
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.x_offsets
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dw -8, 8, -8, 8
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dw 8, -8, 8, -8
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dw -8, 8, -8, 8
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.y_offsets
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw 8, 8, -8, -8
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.chr
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db $C4, $C6, $E4, $E6
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db $C4, $C6, $E4, $E6
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db $C4, $C6, $E4, $E6
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.properties
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db $29, $29, $29, $29
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db $69, $69, $69, $69
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db $A9, $A9, $A9, $A9
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} |