344 lines
8.0 KiB
NASM
344 lines
8.0 KiB
NASM
; Happy Mask Salesman Sprite
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!SPRID = $E8; 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 = 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 = 01 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this MaskSalesman (can be 0 to 7)
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!Hitbox = 02 ; 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_MaskSalesman_Prep, Sprite_MaskSalesman_Long);
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Sprite_MaskSalesman_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_MaskSalesman_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_MaskSalesman_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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Sprite_MaskSalesman_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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Sprite_MaskSalesman_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw InquiryHandler
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dw NoOcarina
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dw HasOcarina
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dw TeachLinkSong
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dw OfferBunnyHood
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dw OfferStoneMask
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dw PlayerSaidNoToMask
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dw PlayerHasAllMasks
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dw BoughtBunnyHood
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dw BoughtStoneMask
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dw NotEnoughMoney
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; 0x00
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InquiryHandler:
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{
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%PlayAnimation(0, 1, 16)
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; Player has a Lv1 Ocarina, skip to the you got it message
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LDA.l $7EF34C : CMP.b #$01 : BEQ .has_ocarina
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; Player has no Ocarina or Lv2 Ocarina
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; Do you want to buy a mask?
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%ShowSolicitedMessage($E5) : BCC .didnt_converse
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LDA $1CE8 : BNE .player_said_no
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; Player wants to buy a mask
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LDA.l $7EF34C : CMP.b #$02 : BCS .has_song_healing
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; No Ocarina yet
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%GotoAction(1)
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RTS
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.has_ocarina
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%GotoAction(2)
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RTS
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.has_song_healing
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LDA.l $7EF348 : CMP.b #$01 : BCS .has_bunny_mask
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%GotoAction(4)
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RTS
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.has_bunny_mask
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LDA.l $7EF352 : CMP.b #$01 : BCS .has_stone_mask
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%GotoAction(5)
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RTS
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.has_stone_mask
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%GotoAction(7)
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RTS
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.player_said_no
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%GotoAction(6)
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.didnt_converse
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RTS
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}
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; 0x01 - Link has not yet gotten the Ocarina
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NoOcarina:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($E9) ; Go get the Ocarina first!
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%GotoAction(0)
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RTS
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}
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; 0x02 - Link has the Ocarina, but not all the songs
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HasOcarina:
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{
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%PlayAnimation(0, 1, 16)
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%ShowSolicitedMessage($11C) ; Oh! You got it!
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%GotoAction(3)
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RTS
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}
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; 0x03
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TeachLinkSong:
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{
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LDA #$02 : STA $7EF34C ; Increment the number of songs Link has
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LDA.b #$13
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STA.w $0CF8
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JSL $0DBB67 ; Link_CalculateSFXPan
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ORA.w $0CF8
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STA $012E ; Play the song learned sound
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%GotoAction(0)
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RTS
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}
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; 0x04 - Offer Bunny Hood
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OfferBunnyHood:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($11B) ; Bunny Hood for 100 rupees?
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%GotoAction(8)
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RTS
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}
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; 0x05 - Offer Stone Mask
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OfferStoneMask:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($11E) ; Stone Mask for 200 rupees?
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%GotoAction(9)
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RTS
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}
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; 0x06 - Player said no to buying a mask
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PlayerSaidNoToMask:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($E8)
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%GotoAction(0)
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RTS
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}
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; 0x07 - Player has all the masks
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PlayerHasAllMasks:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($11F)
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%GotoAction(0)
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RTS
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}
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BoughtBunnyHood:
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{
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%PlayAnimation(0, 1, 16)
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LDA $1CE8 : BNE .player_said_no
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REP #$20
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LDA.l $7EF360
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CMP.w #$64 ; 100 rupees
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SEP #$30
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BCC .not_enough_rupees
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LDY.b #$10 ; Bunny Hood
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STZ.w $02E9
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PHX
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JSL Link_ReceiveItem
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PLX
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REP #$20
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LDA.l $7EF360
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SEC
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SBC.w #$64 ; Subtract 100 rupees
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STA.l $7EF360
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SEP #$30
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%ShowUnconditionalMessage($063)
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%GotoAction(0)
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RTS
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.not_enough_rupees
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%GotoAction($0A)
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RTS
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.player_said_no
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%GotoAction(6)
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RTS
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}
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BoughtStoneMask:
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{
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%PlayAnimation(0, 1, 16)
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LDA $1CE8 : BNE .player_said_no
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REP #$20
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LDA.l $7EF360
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CMP.w #$28A ; 650 rupees
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SEP #$30
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BCC .not_enough_rupees
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LDY #$19 ; Stone Mask
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STZ.w $02E9
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PHX
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JSL Link_ReceiveItem
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PLX
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REP #$20
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LDA.l $7EF360
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SEC
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SBC.w #$28A ; Subtract 650 rupees
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STA.l $7EF360
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SEP #$30
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%ShowUnconditionalMessage($055)
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%GotoAction(0)
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RTS
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.not_enough_rupees
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%GotoAction($0A)
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RTS
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.player_said_no
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%GotoAction(6)
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RTS
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}
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NotEnoughMoney:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($120)
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%GotoAction(0)
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RTS
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}
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}
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Sprite_MaskSalesman_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 .sizes, X : 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
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.nbr_of_tiles
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db 3, 3
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.x_offsets
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dw -4, 12, 0, 0
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dw 4, -12, 0, 0
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.y_offsets
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dw -8, -8, 0, -11
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dw -8, -8, 0, -10
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.chr
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db $82, $84, $A0, $80
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db $82, $84, $A0, $80
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.properties
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db $39, $39, $39, $39
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db $79, $79, $79, $39
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.sizes
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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}
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