265 lines
5.9 KiB
NASM
265 lines
5.9 KiB
NASM
; Tingle Sprite
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!SPRID = $22 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 03 ; 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 = 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 = 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_Tingle_Prep, Sprite_Tingle_Long)
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Sprite_Tingle_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Tingle_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Tingle_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_Tingle_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_Tingle_Main:
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{
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Tingle_Forward
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dw Tingle_Right
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dw Tingle_Left
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dw Tingle_MapPrompt
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dw Tingle_MapSales
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dw Tingle_PlayerSaidNo
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Tingle_Forward:
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{
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%PlayAnimation(0,0,10)
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JSR Sprite_Tingle_TrackPlayer
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RTS
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}
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Tingle_Right:
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{
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%PlayAnimation(1,1,10)
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JSR Sprite_Tingle_TrackPlayer
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RTS
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}
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Tingle_Left:
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{
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%PlayAnimation(2,2,10)
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JSR Sprite_Tingle_TrackPlayer
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RTS
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}
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Tingle_MapPrompt:
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{
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%PlayAnimation(0,0,10)
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LDA $1CE8 : BNE .said_no
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PHX
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LDA.l TingleId : ASL : TAX
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LDY.b #$01
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LDA.w .message_ids, X
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JSL Sprite_ShowMessageUnconditional
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PLX
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LDA.l TingleId : CMP.b #$07 : BEQ +
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%GotoAction(4)
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RTS
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+
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%GotoAction(0)
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RTS
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.said_no
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%GotoAction(5)
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RTS
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.message_ids
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dw $0191
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dw $0192
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dw $0193
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dw $0194
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dw $0195
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dw $0196
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dw $0197
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dw $0190
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}
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Tingle_MapSales:
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{
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%PlayAnimation(0,0,10)
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LDA $1CE8 : BNE .said_no
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REP #$20
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LDA.l TingleId : ASL : TAY
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LDA.l $7EF360 : CMP.w .cost, Y
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SEP #$30
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BCC .not_enough_rupees
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REP #$20
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LDA.l $7EF360 : SEC : SBC.w .cost, Y
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STA.l $7EF360
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SEP #$30
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LDA.l TingleMaps
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ORA.w .dungeon, Y
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STA.l TingleMaps
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LDA.l TingleId : INC A : STA.l TingleId
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%ShowUnconditionalMessage($018E) ; Purchased
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STZ.w SprAction, X
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RTS
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.not_enough_rupees
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%ShowUnconditionalMessage($018F) ; Not enough rupees
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STZ.w SprAction, X
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RTS
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.said_no
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%GotoAction(5)
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RTS
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.cost
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dw 50
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dw 75
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dw 100
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dw 80
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dw 90
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dw 60
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dw 120
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.dungeon
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db 01
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db 02
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db 04
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db 08
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db 16
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db 32
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db 64
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}
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Tingle_PlayerSaidNo:
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{
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%ShowUnconditionalMessage($0198)
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STZ.w SprAction, X
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RTS
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}
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}
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Sprite_Tingle_TrackPlayer:
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{
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%ShowSolicitedMessage($018D) : BCC +
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%GotoAction(3)
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RTS
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+
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JSL Sprite_IsBelowPlayer : TYA : BEQ .below
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .right
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LDA.b #$02 : STA.w SprAction, X
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JMP +
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.right
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LDA.b #$01 : STA.w SprAction, X
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JMP +
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.below
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STZ.w SprAction, X
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+
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RTS
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}
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Sprite_Tingle_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.w SprFrame, 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, $02, $04
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.nbr_of_tiles
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db 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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.y_offsets
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dw -16, 0
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dw -16, 0
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dw -16, 0
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.chr
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db $C6, $E6
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db $C4, $E4
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db $C4, $E4
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.properties
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db $3B, $3B
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db $3B, $3B
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db $7B, $7B
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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}
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