176 lines
4.6 KiB
NASM
176 lines
4.6 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = Sprite_PolsVoice
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 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 = 10 ; 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_PolsVoice_Prep, Sprite_PolsVoice_Long)
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Sprite_PolsVoice_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_PolsVoice_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_PolsVoice_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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Sprite_PolsVoice_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprTimerA, X
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STZ.w SprDefl, X
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STZ.w SprTileDie, X
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PLB
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RTL
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}
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Sprite_PolsVoice_Main:
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{
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JSR PolsVoice_CheckForFluteSong
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%SpriteJumpTable(PolsVoice_MoveAround,
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PolsVoice_HopAround)
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PolsVoice_MoveAround:
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{
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%StartOnFrame(0)
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%PlayAnimation(0,3,10)
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;$09 = speed, $08 = max height
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LDA #$05 : STA $09
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LDA #$02 : STA $08
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JSL Sprite_BounceTowardPlayer
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_DamageFlash_Long
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%DoDamageToPlayerSameLayerOnContact()
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JSL GetRandomInt : AND #$3F : BNE .not_done
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LDA #$04 : STA.w SprTimerA, X
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%GotoAction(1)
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.not_done
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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JSL Sprite_DirectionToFacePlayer
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; Apply the speed positive or negative speed
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LDA $0E : BPL .not_up
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LDA #$20 : STA.w SprYSpeed, X
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BRA .not_down
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.not_up
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LDA #$E0 : STA.w SprYSpeed, X
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.not_down
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LDA $0F : BPL .not_right
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LDA #$20 : STA.w SprXSpeed, X
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BRA .not_left
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.not_right
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LDA #$E0 : STA.w SprXSpeed, X
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.not_left
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LDA #$04 : STA.w SprTimerA, X
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%GotoAction(1)
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.no_damage
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RTS
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}
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PolsVoice_HopAround:
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{
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%StartOnFrame(4)
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%PlayAnimation(4,4,10)
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JSL Sprite_MoveXyz
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_DamageFlash_Long
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%DoDamageToPlayerSameLayerOnContact()
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LDA.w SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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JSL Sprite_InvertSpeed_XY
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.no_damage
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RTS
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}
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}
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PolsVoice_CheckForFluteSong:
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{
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; If the player plays the flute
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LDA.b SongFlag : BEQ +
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LDA.b #$03 : STA.w SprState, X
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+
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RTS
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}
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; =========================================================
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Sprite_PolsVoice_Draw:
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{
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%DrawSprite()
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.start_index
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db $00, $01, $02, $03, $04
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.nbr_of_tiles
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db 0, 0, 0, 0, 1
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.x_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0, 0
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.y_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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dw -4, -20
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.chr
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db $6C
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db $6A
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db $6C
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db $6A
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db $6E, $4E
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.properties
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db $3B
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db $3B
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db $3B
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db $7B
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db $3B, $3B
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.sizes
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db $02
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db $02
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db $02
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db $02
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db $02, $02
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}
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