515 lines
9.7 KiB
NASM
515 lines
9.7 KiB
NASM
; =========================================================
|
|
; Korok Sprite
|
|
|
|
!SPRID = $F1 ; The sprite ID you are overwriting (HEX)
|
|
!NbrTiles = 08 ; 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 = 01 ; 00 = Can be attack, 01 = attack will clink on it
|
|
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
|
|
!Shadow = 01 ; 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 = 01 ; 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_Korok_Prep, Sprite_Korok_Long)
|
|
|
|
Sprite_Korok_Long:
|
|
{
|
|
PHB : PHK : PLB
|
|
|
|
LDA.w SprSubtype, X : CMP.b #$00 : BEQ .draw_makar
|
|
CMP.b #$01 : BEQ .draw_hollo
|
|
CMP.b #$02 : BEQ .draw_rown
|
|
.draw_makar
|
|
JSR Sprite_Korok_DrawMakar
|
|
BRA .done
|
|
.draw_hollo
|
|
JSR Sprite_Korok_DrawHollo
|
|
BRA .done
|
|
.draw_rown
|
|
JSR Sprite_Korok_DrawRown
|
|
BRA .done
|
|
.done
|
|
|
|
JSL Sprite_DrawShadow
|
|
JSL Sprite_CheckActive ; Check if game is not paused
|
|
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
|
|
|
JSR Sprite_Korok_Main ; Call the main sprite code
|
|
|
|
.SpriteIsNotActive
|
|
PLB ; Get back the databank we stored previously
|
|
RTL ; Go back to original code
|
|
}
|
|
|
|
Sprite_Korok_Prep:
|
|
{
|
|
PHB : PHK : PLB
|
|
|
|
JSL GetRandomInt : AND.b #$02 : STA.w SprSubtype, X
|
|
STZ.w SprMiscE, X
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
|
|
Sprite_Korok_Main:
|
|
{
|
|
JSL Sprite_PlayerCantPassThrough
|
|
|
|
LDA.w SprAction, X
|
|
JSL UseImplicitRegIndexedLocalJumpTable
|
|
|
|
dw Sprite_Korok_Idle
|
|
|
|
Sprite_Korok_Idle:
|
|
{
|
|
LDA.w SprMiscE, X : BNE +
|
|
PHX
|
|
JSL ApplyKorokSpriteSheets
|
|
PLX
|
|
LDA.b #$01 : STA.w SprMiscE, X
|
|
+
|
|
%PlayAnimation(0, 0, 10)
|
|
RTS
|
|
}
|
|
|
|
Sprite_Korok_WalkingDown:
|
|
{
|
|
|
|
%PlayAnimation(0, 2, 10)
|
|
RTS
|
|
}
|
|
|
|
Sprite_Korok_WalkingUp:
|
|
{
|
|
|
|
%PlayAnimation(3, 5, 10)
|
|
RTS
|
|
}
|
|
|
|
Sprite_Korok_WalkingLeft:
|
|
{
|
|
|
|
%PlayAnimation(6, 8, 10)
|
|
RTS
|
|
}
|
|
|
|
Sprite_Korok_WalkingRight:
|
|
{
|
|
|
|
%PlayAnimation(9, 11, 10)
|
|
RTS
|
|
}
|
|
|
|
}
|
|
|
|
; =========================================================
|
|
; Korok Draw Codes
|
|
|
|
; 0-2 : Walking Down
|
|
; 3-5 : Walking Up
|
|
; 6-8 : Walking Left
|
|
; 9-11 : Walking Right
|
|
|
|
Sprite_Korok_DrawMakar:
|
|
{
|
|
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
|
|
|
|
; Korok Makar
|
|
.start_index
|
|
db $00, $02, $04, $07, $0A, $0D, $10, $13, $16, $19, $1C, $1F
|
|
.nbr_of_tiles
|
|
db 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
|
|
.x_offsets
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 8, 0
|
|
dw 0, 0, 8
|
|
dw 0, 8, 0
|
|
dw 0, 8, 0
|
|
dw 0, 0, 8
|
|
dw 0, 0, 8
|
|
dw 0, 0, 8
|
|
dw 0, 8, 0
|
|
dw 0, 8, 0
|
|
dw 0, 8, 0
|
|
.y_offsets
|
|
dw -8, 0
|
|
dw -8, 0
|
|
dw -8, 8, 8
|
|
dw 0, -8, -8
|
|
dw -8, -8, 0
|
|
dw -8, -8, 0
|
|
dw 0, -8, -8
|
|
dw 0, -8, -8
|
|
dw 0, -8, -8
|
|
dw 0, -8, -8
|
|
dw 0, -8, -8
|
|
dw 0, -8, -8
|
|
.chr
|
|
db $00, $10
|
|
db $00, $02
|
|
db $00, $20, $21
|
|
db $04, $38, $39
|
|
db $38, $39, $06
|
|
db $38, $39, $08
|
|
db $22, $28, $29
|
|
db $24, $28, $29
|
|
db $26, $28, $29
|
|
db $22, $28, $29
|
|
db $24, $28, $29
|
|
db $26, $28, $29
|
|
.properties
|
|
db $3B, $3B
|
|
db $3B, $3B
|
|
db $3B, $7B, $7B
|
|
db $3B, $3B, $3B
|
|
db $3B, $3B, $3B
|
|
db $3B, $3B, $3B
|
|
db $3B, $3B, $3B
|
|
db $3B, $3B, $3B
|
|
db $3B, $3B, $3B
|
|
db $7B, $7B, $7B
|
|
db $7B, $7B, $7B
|
|
db $7B, $7B, $7B
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $00, $00
|
|
db $02, $00, $00
|
|
db $00, $00, $02
|
|
db $00, $00, $02
|
|
db $02, $00, $00
|
|
db $02, $00, $00
|
|
db $02, $00, $00
|
|
db $02, $00, $00
|
|
db $02, $00, $00
|
|
db $02, $00, $00
|
|
}
|
|
|
|
Sprite_Korok_DrawHollo:
|
|
{
|
|
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
|
|
|
|
; Korok Hollo
|
|
.start_index
|
|
db $00, $02, $04, $06, $09, $0C, $0E, $10, $12, $14, $16, $18
|
|
.nbr_of_tiles
|
|
db 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1
|
|
.x_offsets
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0, 8
|
|
dw 0, 8, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
.y_offsets
|
|
dw 0, -8
|
|
dw -8, 0
|
|
dw -8, 0
|
|
dw 0, -8, -8
|
|
dw -8, -8, 0
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
.chr
|
|
db $1A, $0A
|
|
db $0C, $1C
|
|
db $0A, $0E
|
|
db $2E, $3A, $3B
|
|
db $3A, $3B, $4C
|
|
db $5E, $4E
|
|
db $4A, $7E
|
|
db $6A, $7E
|
|
db $6C, $7E
|
|
db $6A, $7E
|
|
db $6C, $7E
|
|
db $4A, $7E
|
|
.properties
|
|
db $3B, $3B
|
|
db $3B, $3B
|
|
db $3B, $3B
|
|
db $3B, $3B, $3B
|
|
db $3B, $3B, $3B
|
|
db $3B, $3B
|
|
db $3B, $3B
|
|
db $3B, $3B
|
|
db $3B, $3B
|
|
db $7B, $7B
|
|
db $7B, $7B
|
|
db $7B, $7B
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $00, $00
|
|
db $00, $00, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
}
|
|
|
|
Sprite_Korok_DrawRown:
|
|
{
|
|
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
|
|
|
|
; Korok Rown
|
|
.start_index
|
|
db $00, $02, $04, $06, $09, $0C, $0F, $11, $13, $15, $17, $19
|
|
.nbr_of_tiles
|
|
db 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1
|
|
.x_offsets
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0, 8
|
|
dw 0, 0, 8
|
|
dw 0, 0, 8
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
.y_offsets
|
|
dw -8, 0
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8, -8
|
|
dw 0, -8, -8
|
|
dw 0, -8, -8
|
|
dw 0, -8
|
|
dw -8, 0
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
.chr
|
|
db $82, $92
|
|
db $84, $82
|
|
db $86, $82
|
|
db $A4, $B2, $B3
|
|
db $A6, $B2, $B3
|
|
db $A6, $B2, $B3
|
|
db $98, $88
|
|
db $88, $8A
|
|
db $8C, $88
|
|
db $98, $88
|
|
db $8A, $88
|
|
db $8C, $88
|
|
.properties
|
|
db $37, $37
|
|
db $37, $37
|
|
db $37, $37
|
|
db $37, $37, $37
|
|
db $37, $37, $37
|
|
db $77, $37, $37
|
|
db $37, $37
|
|
db $37, $37
|
|
db $37, $37
|
|
db $77, $77
|
|
db $77, $77
|
|
db $77, $77
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $00, $00
|
|
db $02, $00, $00
|
|
db $02, $00, $00
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
} |