Files
oracle-of-secrets/Sprites/NPCs/maku_tree.asm
2025-01-25 11:26:44 -05:00

109 lines
3.2 KiB
NASM

; =========================================================
; Maku Tree
!SPRID = Sprite_MakuTree
!NbrTiles = 00 ; 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 = 0 ; Number of Health the sprite have
!Damage = 0 ; (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 = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = $0D ; 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 = 0 ; 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_MakuTree_Prep, Sprite_MakuTree_Long)
Sprite_MakuTree_Long:
{
PHB : PHK : PLB
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_MakuTree_Main
.SpriteIsNotActive
PLB
RTL
}
Sprite_MakuTree_Prep:
{
PHB : PHK : PLB
; Play the Maku Song
LDA.l OOSPROG2 : AND.b #$04 : BEQ +
LDA.b #$03 : STA.w $012C
+
PLB
RTL
}
PaletteFilter_StartBlindingWhite = $00EEF1
ApplyPaletteFilter = $00E914
Sprite_MakuTree_Main:
{
JSL Sprite_PlayerCantPassThrough
LDA.w SprAction, X
JSL JumpTableLocal
dw MakuTree_Handler
dw MakuTree_MeetLink
dw MakuTree_SpawnHeartContainer
dw MakuTree_HasMetLink
MakuTree_Handler:
{
; Check the progress flags
LDA.l MakuTreeQuest : AND.b #$01 : BNE .has_met_link
%GotoAction(1)
RTS
.has_met_link
%GotoAction(3)
RTS
}
MakuTree_MeetLink:
{
JSL GetDistance8bit_Long : CMP #$28 : BCS .not_too_close
%ShowUnconditionalMessage($20)
LDA.b #$01 : STA.l MakuTreeQuest
LDA.b #$01 : STA.l MapIcon ; Mushroom Grotto
LDA.l $7EF3D6 : ORA.b #$02 : STA.l $7EF3D6
%GotoAction(2)
.not_too_close
RTS
}
MakuTree_SpawnHeartContainer:
{
; Give Link a heart container
LDY #$3E : JSL Link_ReceiveItem
%GotoAction(3)
RTS
}
MakuTree_HasMetLink:
{
%ShowSolicitedMessage($22) : BCC .no_talk
LDA.l $7EF3D6 : ORA.b #$02 : STA.l $7EF3D6
.no_talk
RTS
}
}