73 lines
2.5 KiB
NASM
73 lines
2.5 KiB
NASM
; Korok Sprite
|
|
|
|
!SPRID = $00 ; The sprite ID you are overwriting (HEX)
|
|
!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 = 00 ; 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 = 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
|
|
|
|
JSR Sprite_Korok_Draw ; Call the draw code
|
|
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
|
|
|
|
LDA SprSubtype,X : STA SprAction,X
|
|
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
|
|
Sprite_Korok_Main:
|
|
{
|
|
LDA.w SprAction, X
|
|
JSL UseImplicitRegIndexedLocalJumpTable
|
|
|
|
dw Sprite_Korok_Idle
|
|
|
|
Sprite_Korok_Idle:
|
|
{
|
|
|
|
RTS
|
|
}
|
|
|
|
}
|