Files
oracle-of-secrets/Sprites/Enemies/helmet_chuchu.asm
2024-06-30 11:36:37 -04:00

297 lines
7.2 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $05 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 05 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = $10 ; Number of Health the sprite have
!Damage = 04 ; (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 = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 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 = 00 ; 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_HelmetChuchu_Prep, Sprite_HelmetChuchu_Long)
; =========================================================
; 0-1: No Helmet Green
; 2-3: Mask Red
; 4-5: Helmet Green
Sprite_HelmetChuchu_Long:
{
PHB : PHK : PLB
JSR Sprite_HelmetChuchu_Draw ; Call the draw code
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_HelmetChuchu_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
Sprite_HelmetChuchu_Prep:
{
PHB : PHK : PLB
LDA.b #$0C : STA.w SprHealth, X
JSL GetRandomInt : AND.b #$02 : STA SprAction, X
STZ.w SprMiscB, X
LDA.w SprAction, X : BNE +
LDA.b #$04 : STA.w SprFrame, X
+
CMP.b #$02 : BNE +
LDA.b #$02 : STA.w SprFrame, X
+
PLB
RTL
}
; =========================================================
Sprite_HelmetChuchu_Main:
{
JSL Sprite_DamageFlash_Long
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw GreenChuchu_Helmet
dw GreenChuchu_NoHelmet
dw RedChuchu_Masked
; TODO: Add subtypes of just the helmet/mask gfx which can be hookshoted/hammered/lifted
dw HelmetSubtype
dw MaskSubtype
GreenChuchu_Helmet:
{
%StartOnFrame(4)
%PlayAnimation(4, 5, 16)
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
%GotoAction(1)
.no_damage
JSR Sprite_Chuchu_Move
RTS
}
GreenChuchu_NoHelmet:
{
%StartOnFrame(0)
%PlayAnimation(0, 1, 16)
JSL Sprite_CheckDamageFromPlayer
JSR Sprite_Chuchu_Move
RTS
}
RedChuchu_Masked:
{
%StartOnFrame(2)
%PlayAnimation(2, 3, 16)
JSL Sprite_CheckDamageFromPlayer
JSR Sprite_Chuchu_Move
RTS
}
HelmetSubtype:
{
JSL Sprite_CheckIfLifted
JSL ThrownSprite_TileAndSpriteInteraction_long
RTS
}
MaskSubtype:
{
JSL Sprite_CheckIfLifted
JSL ThrownSprite_TileAndSpriteInteraction_long
RTS
}
}
Sprite_Chuchu_Move:
{
JSL Sprite_Move
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
LDA.w SprMiscB, X
JSL UseImplicitRegIndexedLocalJumpTable
dw BounceTowardPlayer
dw RecoilFromPlayer
BounceTowardPlayer:
{
JSL GetRandomInt : AND.b #$02 : STA $09 ; Speed
JSL GetRandomInt : AND.b #$07 : STA $08 ; Height
JSL Sprite_MoveAltitude
DEC.w $0F80,X : DEC.w $0F80,X
LDA.w $0F70, X : BPL .aloft
STZ.w $0F70, X
LDA.b $08 : STA.w $0F80, X ; set height from 08
LDA.b $09
JSL Sprite_ApplySpeedTowardsPlayer
.aloft
LDA.w $0F70, X : BEQ .dontmove
JSL Sprite_Move
.dontmove
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
INC.w SprMiscB, X
LDA.b #$20 : STA.w SprTimerB, X
.no_damage
JSL Sprite_CheckDamageToPlayer : BCC .no_attack
INC.w SprMiscB, X
LDA.b #$20 : STA.w SprTimerB, X
.no_attack
RTS
}
RecoilFromPlayer:
{
JSL GetRandomInt : AND.b #$02 : STA $09 ; Speed
LDA SprX, X : CLC : ADC $09 : STA $04
LDA SprY, X : SEC : SBC $09 : STA $06
LDA SprXH, X : ADC #$00 : STA $05
LDA SprYH, X : ADC #$00 : STA $07
LDA $09 : STA $00 : STA $01
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.w SprTimerB, X : BNE .not_done
STZ.w SprMiscB, X
.not_done
RTS
}
}
; =========================================================
Sprite_HelmetChuchu_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprMiscA, X : STA $08
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
REP #$20
LDA $00 : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : ORA $08 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
; =======================================================
; chr prop
; Mask $04 $37
; Helmet $08 $3B
.start_index
db $00, $02, $03, $06, $08, $0A, $0C, $0E
.nbr_of_tiles
db 1, 0, 2, 1, 1, 1, 1, 0
.y_offsets
dw 0, -8
dw 0
dw 0, -8, -8
dw 0, -4
dw 0, -8
dw 0, -4
dw 0, -8
dw 0
.chr
; No Helmet Green
db $26, $16
db $24
; Mask Red
db $26, $16, $04
db $24, $04
; Helmet Green
db $26, $08
db $24, $08
; No Helmet Green
db $26, $16
db $24
.properties
db $3B, $3B
db $3B
db $37, $37, $37
db $37, $37
db $3B, $39
db $3B, $39
db $39, $39
db $39
}