Files
oracle-of-secrets/Sprites/NPCs/bean_vendor.asm

342 lines
8.5 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = Sprite_BeanVendor
!NbrTiles = 04 ; 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 = 00 ; Number of Health the sprite have
!Damage = 00 ; (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 = 03 ; 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_BeanVendor_Prep, Sprite_BeanVendor_Long)
; =========================================================
Sprite_BeanVendor_Long:
{
PHB : PHK : PLB
JSR Sprite_BeanVendor_Draw
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_BeanVendor_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_BeanVendor_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA $0CAA, X ; Persist in dungeons
LDA.b #$40 : STA.w SprTimerA, X
LDA.w SprSubtype, X : STA.w SprAction, X
CMP.b #$02 : BEQ .OldMan
LDA.b $8A : CMP.b #$0E : BNE .NotGaebora
LDA.b #$05 : STA.w SprAction, X
.NotGaebora
LDA.b $8A : CMP.b #$00 : BEQ .RanchFlower
.OldMan
PLB
RTL
.RanchFlower
LDA.b #$08 : STA.w SprAction, X
PLB
RTL
}
; =========================================================
Sprite_BeanVendor_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw BeanVendor
dw MagicBean
dw VillageElder
dw SpawnMagicBean
dw PlayerSaidNo
dw MagicBean_RanchFlower
; 0x00 - Bean Vendor
BeanVendor:
{
%PlayAnimation(0,0,1)
JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($142) : BCC .no_message
%GotoAction(3)
.no_message
RTS
}
; 0x01 - Liftable Magic Bean
MagicBean:
{
%StartOnFrame(1)
%PlayAnimation(1,1,1)
; TODO: Finish bottle logic
LDA.w SprMiscE, X : CMP.b #$01 : BEQ .not_lifting
LDA.w $0309 : CMP.b #$02 : BNE .not_lifting
LDA.l $7EF35C : CMP.b #$02 : BEQ .bottle1_available
LDA.l $7EF35D : CMP.b #$02 : BEQ .bottle2_available
LDA.l $7EF35E : CMP.b #$02 : BEQ .bottle3_available
LDA.l $7EF35F : CMP.b #$02 : BEQ .bottle4_available
%ShowUnconditionalMessage($033)
JMP .not_lifting
.bottle1_available
LDA.b #$09 : STA.l $7EF35C
%ShowUnconditionalMessage($034)
JMP .finish_storage
.bottle2_available
LDA.b #$09 : STA.l $7EF35D
%ShowUnconditionalMessage($034)
JMP .finish_storage
.bottle3_available
LDA.b #$09 : STA.l $7EF35E
%ShowUnconditionalMessage($034)
JMP .finish_storage
.bottle4_available
LDA.b #$09 : STA.l $7EF35F
%ShowUnconditionalMessage($034)
.finish_storage
LDA.b #$01 : STA.w SprMiscE, X
STZ.w SprState, X
RTS
.not_lifting
JSL Sprite_CheckIfLifted
RTS
}
; 0x02 - Village Elder
VillageElder:
{
%PlayAnimation(2,3,16)
JSL Sprite_PlayerCantPassThrough
REP #$30
LDA.l $7EF3C7 : AND.w #$00FF
SEP #$30
CMP.b #$07 : BCS .already_met
%ShowSolicitedMessage($143) : BCC .no_message
LDA.b #$02 : STA.l $7EF3C7
.no_message
RTS
.already_met
%ShowSolicitedMessage($019)
RTS
}
; 0x03 - Spawn Magic Bean
SpawnMagicBean:
{
%PlayAnimation(0,0,1)
LDA $1CE8 : BNE .player_said_no_or_not_enough_rupees
REP #$20
LDA.l $7EF360
CMP.w #$64 ; 100 rupees
SEP #$30
BCC .player_said_no_or_not_enough_rupees
REP #$20
LDA.l $7EF360
SEC
SBC.w #$64 ; Subtract 100 rupees
STA.l $7EF360
SEP #$30
LDA.w SprX, X : CLC : ADC.b #$16 : STA $00
LDA.w SprY, X : STA $02
LDA.w SprYH, X : STA $03
LDA.w SprXH, X : STA $01
LDA.b #$07
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
LDA.b #$01 : STA.w SprAction, Y
; TODO: Set a flag that says you've got the magic bean
%ShowUnconditionalMessage($145)
%GotoAction(0)
RTS
.player_said_no_or_not_enough_rupees
%GotoAction(4)
RTS
}
; 0x04 - Player Said No
PlayerSaidNo:
{
%PlayAnimation(0,0,1)
%ShowUnconditionalMessage($144)
%GotoAction(0)
RTS
}
MagicBean_RanchFlower:
{
LDA.b #$04 : STA.w SprFrame, X
RTS
}
}
ReleaseMagicBean:
{
; X is the bottle ID
LDA.b $8A : CMP.b #$00 : BNE .not_the_ranch
LDA.b #$07
JSL Sprite_SpawnDynamically
BMI .not_the_ranch
LDA $20 : STA.w SprY, Y
LDA $21 : STA.w SprYH, Y
LDA $22 : STA.w SprX, Y
LDA $23 : STA.w SprXH, Y
LDA.b #$01 : STA.w SprAction, Y
STA.w SprSubtype, Y
LDA.b #$02 : STA.l $7EF35C, X
RTL
.not_the_ranch
%ShowUnconditionalMessage($030)
RTL
}
; =========================================================
Sprite_BeanVendor_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
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 : CLC : ADC .x_offsets, X : 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 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
; =======================================================
.start_index
db $00, $04, $05, $0B, $11
.nbr_of_tiles
db 3, 0, 5, 5, 3
.x_offsets
dw -4, 4, 4, -4
dw 0
dw -4, -4, 4, 4, -4, -4
dw -4, -4, 4, 4, -4, -4
dw -8, 8, -8, 8 ; Flower
.y_offsets
dw 4, 4, -4, -4
dw 0
dw 4, -4, 4, -4, 8, 16
dw -4, 4, 4, -4, 8, 16
dw 8, 8, -8, -8 ; Flower
.chr
db $A8, $A9, $99, $98
db $A6
db $9B, $8B, $9B, $8B, $BB, $BC
db $8B, $8D, $8D, $8B, $BB, $BC
db $A8, $A8, $A4, $A4 ; Flower
.properties
db $3B, $3B, $3B, $3B
db $3B
db $3B, $3B, $7B, $7B, $3B, $3B
db $3B, $3B, $7B, $7B, $3B, $3B
db $3B, $7B, $3B, $7B ; Flower
.sizes
db $02, $02, $02, $02
db $02
db $02, $02, $02, $02, $00, $00
db $02, $02, $02, $02, $00, $00
db $02, $02, $02, $02 ; Flower
}