Files
oracle-of-secrets/Sprites/NPCs/korok.asm
2024-09-18 18:43:47 -04:00

553 lines
11 KiB
NASM

; =========================================================
; Korok Sprite
!SPRID = Sprite_Korok
!NbrTiles = 08 ; 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 = 01 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 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 = 01 ; 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_Korok_Prep, Sprite_Korok_Long)
Sprite_Korok_Long:
{
PHB : PHK : PLB
LDA $0AA5 : BEQ .done
LDA.w SprSubtype, X
CMP.b #$00 : BEQ .draw_makar
CMP.b #$01 : BEQ .draw_hollo
CMP.b #$02 : BEQ .draw_rown
.draw_makar
JSR Sprite_Korok_DrawMakar
BRA .done
.draw_hollo
JSR Sprite_Korok_DrawHollo
BRA .done
.draw_rown
JSR Sprite_Korok_DrawRown
BRA .done
.done
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Korok_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
Sprite_Korok_Prep:
{
PHB : PHK : PLB
JSL GetRandomInt : AND.b #$03 : STA.w SprSubtype, X
PLB
RTL
}
KorokWalkSpeed = $02
Sprite_Korok_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Sprite_Korok_Idle
dw Sprite_Korok_WalkingDown
dw Sprite_Korok_WalkingUp
dw Sprite_Korok_WalkingLeft
dw Sprite_Korok_WalkingRight
dw Sprite_Korok_Liftable
Sprite_Korok_Idle:
{
%PlayAnimation(0, 0, 10)
LDA $0AA5 : BNE +
PHX
JSL ApplyKorokSpriteSheets
PLX
LDA.b #$01 : STA.w $0AA5
+
%ShowSolicitedMessage($001D) : BCC .no_talk
JSL GetRandomInt : AND.b #$03
STA.w SprAction, X
RTS
.no_talk
JSL Sprite_PlayerCantPassThrough
RTS
}
Sprite_Korok_WalkingDown:
{
%PlayAnimation(0, 2, 10)
LDA.b #KorokWalkSpeed : STA.w SprYSpeed, X
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
+
RTS
}
Sprite_Korok_WalkingUp:
{
%PlayAnimation(3, 5, 10)
LDA.b #-KorokWalkSpeed : STA.w SprYSpeed, X
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
+
RTS
}
Sprite_Korok_WalkingLeft:
{
%PlayAnimation(6, 8, 10)
LDA.b #KorokWalkSpeed : STA.w SprXSpeed, X
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
+
RTS
}
Sprite_Korok_WalkingRight:
{
%PlayAnimation(9, 11, 10)
LDA.b #-KorokWalkSpeed : STA.w SprXSpeed, X
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
+
RTS
}
Sprite_Korok_Liftable:
{
JSL Sprite_Move
JSL Sprite_CheckIfLifted
JSL ThrownSprite_TileAndSpriteInteraction_long
RTS
}
}
; =========================================================
; Korok Draw Codes
; 0-2 : Walking Down
; 3-5 : Walking Up
; 6-8 : Walking Left
; 9-11 : Walking Right
Sprite_Korok_DrawMakar:
{
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
; Korok Makar
.start_index
db $00, $02, $04, $07, $0A, $0D, $10, $13, $16, $19, $1C, $1F
.nbr_of_tiles
db 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 8, 0
dw 0, 0, 8
dw 0, 8, 0
dw 0, 8, 0
dw 0, 0, 8
dw 0, 0, 8
dw 0, 0, 8
dw 0, 8, 0
dw 0, 8, 0
dw 0, 8, 0
.y_offsets
dw -8, 0
dw -8, 0
dw -8, 8, 8
dw 0, -8, -8
dw -8, -8, 0
dw -8, -8, 0
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8, -8
.chr
db $00, $10
db $00, $02
db $00, $20, $21
db $04, $38, $39
db $38, $39, $06
db $38, $39, $08
db $22, $28, $29
db $24, $28, $29
db $26, $28, $29
db $22, $28, $29
db $24, $28, $29
db $26, $28, $29
.properties
db $2B, $2B
db $2B, $2B
db $2B, $6B, $6B
db $2B, $2B, $2B
db $2B, $2B, $2B
db $2B, $2B, $2B
db $2B, $2B, $2B
db $2B, $2B, $2B
db $2B, $2B, $2B
db $6B, $6B, $6B
db $6B, $6B, $6B
db $6B, $6B, $6B
.sizes
db $02, $02
db $02, $02
db $02, $00, $00
db $02, $00, $00
db $00, $00, $02
db $00, $00, $02
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
}
Sprite_Korok_DrawHollo:
{
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
; Korok Hollo
.start_index
db $00, $02, $04, $06, $09, $0C, $0E, $10, $12, $14, $16, $18
.nbr_of_tiles
db 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0, 8
dw 0, 8, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
.y_offsets
dw 0, -8
dw -8, 0
dw -8, 0
dw 0, -8, -8
dw -8, -8, 0
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
.chr
db $1A, $0A
db $0C, $1C
db $0A, $0E
db $2E, $3A, $3B
db $3A, $3B, $4C
db $5E, $4E
db $4A, $7E
db $6A, $7E
db $6C, $7E
db $6A, $7E
db $6C, $7E
db $4A, $7E
.properties
db $2B, $2B
db $2B, $2B
db $2B, $2B
db $2B, $2B, $2B
db $2B, $2B, $2B
db $2B, $2B
db $2B, $2B
db $2B, $2B
db $2B, $2B
db $6B, $6B
db $6B, $6B
db $6B, $6B
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $00, $00
db $00, $00, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
Sprite_Korok_DrawRown:
{
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
; Korok Rown
.start_index
db $00, $02, $04, $06, $09, $0C, $0F, $11, $13, $15, $17, $19
.nbr_of_tiles
db 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0, 8
dw 0, 0, 8
dw 0, 0, 8
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
.y_offsets
dw -8, 0
dw 0, -8
dw 0, -8
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8
dw -8, 0
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
.chr
db $82, $92
db $84, $82
db $86, $82
db $A4, $B2, $B3
db $A6, $B2, $B3
db $A6, $B2, $B3
db $98, $88
db $88, $8A
db $8C, $88
db $98, $88
db $8A, $88
db $8C, $88
.properties
db $27, $27
db $27, $27
db $27, $27
db $27, $27, $27
db $27, $27, $27
db $67, $27, $27
db $27, $27
db $27, $27
db $27, $27
db $67, $67
db $67, $67
db $67, $67
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}