286 lines
6.3 KiB
NASM
286 lines
6.3 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = Sprite_Darknut
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!NbrTiles = 03 ; 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 = 12 ; 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 = 12 ; 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_Darknut_Prep, Sprite_Darknut_Long)
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; =========================================================
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Sprite_Darknut_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Darknut_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Darknut_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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; =========================================================
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Sprite_Darknut_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF359 : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #%01100000 : STA.w SprTileDie, X
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PLB
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RTL
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.health
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db $04, $0C, $0F, $10
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}
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; =========================================================
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DarknutSpeed = 04
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Sprite_Darknut_Main:
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{
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LDA.w POSX : STA $02
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LDA.w POSY : STA $03
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSL GetDistance8bit_Long
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CMP.b #$50 : BCS .no_probe
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; JSL Sprite_SendOutProbe
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JSL Sprite_SpawnProbeAlways_long
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.no_probe
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; TODO: Setup parrying sword gfx
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JSL Guard_ParrySwordAttacks
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JSL Sprite_Move
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckIfRecoiling
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LDA.w SprTimerA, X : BEQ +
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LDA.b #$40 : STA.w SprTimerD, X
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+
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LDA.w SprTimerD, X : BEQ ++
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LDA.b #$04 : JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_DirectionToFacePlayer
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TYA
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STA.w SprMiscC, X
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STA.w SprMiscE, X
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STA.w SprAction, X
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JSL Guard_ChaseLinkOnOneAxis
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JMP +++
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++
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JSR Sprite_Darknut_BasicMove
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+++
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JSR Goriya_HandleTileCollision
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw FaceRight
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dw FaceLeft
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dw FaceDown
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dw FaceUp
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FaceUp:
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{
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%PlayAnimation(0,1,10)
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RTS
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}
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FaceDown:
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{
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%StartOnFrame(2)
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%PlayAnimation(2,3,10)
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RTS
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}
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FaceLeft:
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{
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%StartOnFrame(4)
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%PlayAnimation(4,5,10)
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RTS
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}
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FaceRight:
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{
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%StartOnFrame(6)
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%PlayAnimation(6,7,10)
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RTS
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}
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}
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Sprite_Darknut_BasicMove:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw MoveRight
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dw MoveLeft
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dw MoveDown
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dw MoveUp
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MoveUp:
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{
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LDA.b #-DarknutSpeed : STA.w SprYSpeed, X
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STZ.w SprXSpeed, X
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RTS
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}
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MoveDown:
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{
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LDA.b #DarknutSpeed : STA.w SprYSpeed, X
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STZ.w SprXSpeed, X
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RTS
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}
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MoveLeft:
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{
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LDA.b #-DarknutSpeed : STA.w SprXSpeed, X
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STZ.w SprYSpeed, X
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RTS
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}
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MoveRight:
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{
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LDA.b #DarknutSpeed : STA.w SprXSpeed, X
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STZ.w SprYSpeed, X
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RTS
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}
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}
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; =========================================================
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Sprite_Darknut_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 SprGfx, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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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 : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : 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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; =======================================================
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 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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dw 0, 0
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dw 0, -12
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dw 0, -12
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dw 0, 12
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dw 0, 12
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.y_offsets
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dw -12, 0
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dw -12, 0
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dw 0, 12
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dw 0, 12
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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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dw 0, 0
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.chr
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db $EE, $E6
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db $EE, $E6
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db $E2, $EE
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db $E2, $EE
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db $E4, $E8
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db $E0, $E8
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db $E4, $E8
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db $E0, $E8
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.properties
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db $B9, $39
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db $B9, $79
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db $39, $79
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db $79, $79
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db $39, $F9
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db $39, $F9
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db $79, $B9
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db $79, $B9
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}
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