Files
oracle-of-secrets/Sprites/Enemies/keese.asm
2025-01-19 14:58:53 -05:00

252 lines
5.7 KiB
NASM

; Keese and Vampire Bat Sprite
; Subtype:
; 00 - Ice
; 01 - Fire
; 02 - Vampire Bat
!SPRID = $11
!NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 00 ; 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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 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_Keese_Prep, Sprite_Keese_Long)
Sprite_Keese_Long:
{
PHB : PHK : PLB
LDA.w SprSubtype, X : CMP.b #$02 : BEQ +
JSR Sprite_Keese_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Keese_Main
.SpriteIsNotActive
JMP ++
+
JSR Sprite_VampireBat_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC ++
JSR Sprite_VampireBat_Main
++
PLB
RTL
}
Sprite_Keese_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X
LDA.b #$30 : STA.w SprTimerC, X
LDA.w SprSubtype, X : CMP.b #$02 : BNE +
LDA.b #$20 : STA.w SprHealth, X
BRA ++
+
LDA.b #$03 : STA.w SprNbrOAM, X
LDA.b #$03 : STA.w SprPrize, X
++
PLB
RTL
}
Sprite_Keese_Main:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw Keese_Idle
dw Keese_FlyAround
Keese_Idle:
{
STZ.w SprFrame, X
; Wait til the player is nearby then fly around
LDA.w SprTimerC, X : BEQ .move
JSL GetDistance8bit_Long : CMP.b #$20 : BCS +
.move
INC.w SprAction, X
JSL GetRandomInt
STA.w SprTimerA, X
+
RTS
}
Keese_FlyAround:
{
%PlayAnimation(0,5,8)
JSL Sprite_CheckDamageToPlayer
JSL Sprite_CheckDamageFromPlayer : BCC +
JSL ForcePrizeDrop_long
+
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceFromTileCollision
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$10 : STA.w SprTimerC, X
+
JSR Sprite_Keese_Attack
LDA.w SprTimerA, X : AND.b #$10 : BNE +
LDA.b #$40
JSL Sprite_ProjectSpeedTowardsPlayer
+
JSL Sprite_SelectNewDirection
JSL Sprite_Move
LDA.w SprTimerA, X : BNE +
STZ.w SprAction, X
+
RTS
}
}
Sprite_Keese_Attack:
{
LDA.w SprTimerC, X : BEQ +
LDA.w SprSubtype, X : BEQ ++
JSL Sprite_Twinrova_FireAttack
JMP +
++
JSL Sprite_SpawnSparkleGarnish
JSL BlindLaser_SpawnTrailGarnish
+
RTS
}
Sprite_Keese_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08
LDA.w SprMiscB, X : STA $09
LDA.w SprSubtype, X : CMP.b #$01 : BNE +
LDA.b #$0A : EOR $08 : STA $08
+
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
; If SprMiscA != 0, then use 4th sheet
LDA.b $09 : BEQ +
LDA .chr_2, X : STA ($90), Y
JMP ++
+
LDA .chr, X : STA ($90), Y
++
INY
LDA .properties, X : ORA $08 : 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, $03, $04, $06, $08
.nbr_of_tiles
db 0, 1, 0, 1, 1, 0
.x_offsets
dw 0
dw -4, 4
dw 0
dw -4, 4
dw -4, 4
dw 0
.y_offsets
dw 0
dw 0, 0
dw 0
dw 0, 0
dw 0, 0
dw 0
.chr
db $80
db $A2, $A2
db $82
db $84, $84
db $A4, $A4
db $A0
.chr_2
db $C0
db $E2, $E2
db $C2
db $C4, $C4
db $E4, $E4
db $E0
.properties
db $35
db $35, $75
db $35
db $35, $75
db $35, $75
db $35
.sizes
db $02
db $02, $02
db $02
db $02, $02
db $02, $02
db $02
}