588 lines
13 KiB
NASM
588 lines
13 KiB
NASM
; =========================================================
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; Mermaid, Maple and Librarian NPC
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!SPRID = Sprite_Mermaid
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!NbrTiles = 02 ; 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 = 00 ; 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_Mermaid_Prep, Sprite_Mermaid_Long)
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Sprite_Mermaid_Long:
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{
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PHB : PHK : PLB
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LDA.w SprMiscE, X : BEQ .MermaidDraw
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CMP.b #$02 : BEQ .LibrarianDraw
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JSR Sprite_Maple_Draw
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JMP .Continue
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.LibrarianDraw
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JSR Sprite_Librarian_Draw
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JMP .Continue
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.MermaidDraw
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JSR Sprite_Mermaid_Draw
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.Continue
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Mermaid_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_Mermaid_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$07 : STA.w SprHitbox, X
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; Mermaid Sprite
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STZ.w SprMiscE, X
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; Maple Sprite
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LDA.w SprSubtype, X : CMP.b #$01 : BNE +
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LDA.b #$01 : STA.w SprMiscE, X
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+
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; Librarian Sprite
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CMP.b #$02 : BNE ++
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LDA.b #$02 : STA.w SprMiscE, X
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++
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PLB
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RTL
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}
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Sprite_Mermaid_Main:
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{
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LDA.w SprMiscE, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw MermaidHandler
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dw MapleHandler
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dw LibrarianHandler
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MermaidHandler:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw MermaidWait
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dw MermaidDive
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dw MermaidSwim
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MermaidWait:
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{
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%PlayAnimation(0,0, 20)
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JSL Sprite_PlayerCantPassThrough
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%ShowMessageOnContact($047) : BCC .didnt_talk
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LDA.w SprTimerA, X : BNE +
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LDA.b #$20 : STA.w SprTimerA, X
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INC.w SprAction, X
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+
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.didnt_talk
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RTS
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}
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MermaidDive:
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{
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%PlayAnimation(1,2, 14)
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LDA.w SprX, X : INC : STA.w SprX, X
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LDA.w SprTimerA, X : BNE +
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INC.w SprAction, X
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LDA.b #$04 : STA.w SprTimerA, X
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+
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RTS
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}
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MermaidSwim:
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{
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%PlayAnimation(3,3,20)
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JSL Sprite_Move
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LDA.b #10 : STA.w SprXSpeed, X
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JSR SpawnSplash
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LDA.w SprMiscD,X : BNE ++
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STZ.w SprState, X
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++
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LDA.w SprTimerA, X : BEQ +
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LDA.b #-10 : STA.w SprYSpeed, X
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STZ.w SprXSpeed, X
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$04 : STA.w SprTimerA, X
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+
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RTS
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}
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}
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MapleHandler:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw Maple_Idle
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dw Maple_HandleDreams
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Maple_Idle:
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{
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%PlayAnimation(0,1,16)
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%ShowSolicitedMessage($0187) : BCC +
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INC.w SprAction, X
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+
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RTS
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}
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Maple_HandleDreams:
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{
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RTS
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}
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}
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LibrarianHandler:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw LibrarianIdle
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dw Librarian_CheckResponse
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dw Librarian_OfferTranslation
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dw Librarian_TranslateScroll
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dw Librarian_FinishTranslation
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LibrarianIdle:
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{
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%PlayAnimation(0,1,16)
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JSL Sprite_PlayerCantPassThrough
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; If the player has no maps
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JSR Librarian_CheckForNoMaps : BCC +
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%ShowSolicitedMessage($012E)
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RTS
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+
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; If the player has all the maps
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JSR Librarian_CheckForAllMaps : BCC ++
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%ShowSolicitedMessage($01A3)
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RTS
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++
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; Ah, another scroll!
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%ShowSolicitedMessage($01A0) : BCC +++
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INC.w SprAction, X
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+++
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RTS
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}
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Librarian_CheckResponse:
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{
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%PlayAnimation(0,1,16)
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LDA $1CE8 : BEQ .translate
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CMP.b #$01 : BNE .finish
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; Check for previous translation
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LDA.l Scrolls : BEQ .finish
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LDA.l PrevScroll
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STA.w SprMiscG, X
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%GotoAction(3)
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RTS
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.translate
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INC.w SprAction, X
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RTS
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.finish
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STZ.w SprAction, X
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RTS
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}
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; Bitfields for ownership of various dungeon items
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; SET 2 SET 1
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; xced aspm wihb tg..
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; c - Hyrule Castle
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; x - Sewers
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; a - Agahnim's Tower
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;
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; e - Eastern Palace
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; d - Desert Palace
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; h - Tower of Hera
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;
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; p - Palace of Darkness (Mushroom Grotto)
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; s - Swamp Palace (Tail Palace)
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; w - Skull Woods (Kalyxo Castle)
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; b - Thieves' Town (Zora Temple)
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; i - Ice Palace (Glacia Estate)
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; m - Misery Mire (Goron Mines)
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; t - Turtle Rock (Dragon Ship)
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; g - Ganon's Tower
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Librarian_OfferTranslation:
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{
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%PlayAnimation(0,1,16)
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JSL Sprite_PlayerCantPassThrough
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%ShowUnconditionalMessage($01A1)
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; If there are no scrolls yet
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LDA.l Scrolls : AND #$01 : BNE .NotMushroomGrotto
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LDA.l DNGMAP2 : AND #%00000010 : BEQ .NotMushroomGrotto
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LDA.l Scrolls : ORA #$01 : STA.l Scrolls
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STZ.w SprMiscG, X
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JMP +
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.NotMushroomGrotto
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LDA.l Scrolls : AND #$02 : BNE .NotTailPalace
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LDA.l DNGMAP2 : AND #%00000100 : BEQ .NotTailPalace
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LDA.l Scrolls : ORA #$02 : STA.l Scrolls
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LDA.b #$01 : STA.w SprMiscG, X
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JMP +
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.NotTailPalace
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LDA.l Scrolls : AND #$04 : BNE .NotKalyxoCastle
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LDA.l DNGMAP1 : AND #%10000000 : BEQ .NotKalyxoCastle
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LDA.l Scrolls : ORA #$04 : STA.l Scrolls
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LDA.b #$02 : STA.w SprMiscG, X
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JMP +
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.NotKalyxoCastle
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LDA.l Scrolls : AND #$08 : BNE .NotZoraTemple
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LDA.l DNGMAP1 : AND #%00010000 : BEQ .NotZoraTemple
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LDA.l Scrolls : ORA #$08 : STA.l Scrolls
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LDA.b #$03 : STA.w SprMiscG, X
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JMP +
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.NotZoraTemple
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LDA.l Scrolls : AND #$10 : BNE .NotIcePalace
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LDA.l DNGMAP1 : AND #%01000000 : BEQ .NotIcePalace
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LDA.l Scrolls : ORA #$10 : STA.l Scrolls
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LDA.b #$04 : STA.w SprMiscG, X
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JMP +
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.NotIcePalace
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LDA.l Scrolls : AND #$20 : BNE .NotGoronMines
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LDA.l DNGMAP2 : AND #%00000001 : BEQ .NotGoronMines
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LDA.l Scrolls : ORA #$20 : STA.l Scrolls
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LDA.b #$05 : STA.w SprMiscG, X
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JMP +
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.NotGoronMines
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LDA.l Scrolls : AND #$40 : BNE .NotDragonShip
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LDA.l DNGMAP1 : AND #%00001000 : BEQ .NotDragonShip
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LDA.l Scrolls : ORA #$40 : STA.l Scrolls
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LDA.b #$06 : STA.w SprMiscG, X
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JMP +
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.NotDragonShip
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STZ.w SprAction, X
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RTS
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+
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INC.w SprAction, X
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RTS
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}
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Librarian_TranslateScroll:
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{
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%PlayAnimation(0,1,16)
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PHX
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LDY.b #$01
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LDA.w SprMiscG, X
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STA.l PrevScroll
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ASL A : TAX
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LDA.w .scroll_messages, X
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JSL Sprite_ShowMessageUnconditional
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PLX
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INC.w SprAction, X
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RTS
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.scroll_messages
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dw $0199
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dw $019A
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dw $019B
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dw $019C
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dw $019D
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dw $019E
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dw $019F
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}
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Librarian_FinishTranslation:
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{
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%PlayAnimation(0,1,16)
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%ShowUnconditionalMessage($01A2)
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STZ.w SprAction, X
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RTS
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}
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}
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}
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Librarian_CheckForAllMaps:
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{
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LDA.l DNGMAP1 : CMP.b #$FC : BNE .not_all_maps
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LDA.l DNGMAP2 : CMP.b #$FF : BEQ .all_maps
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.not_all_maps
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CLC
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RTS
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.all_maps
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SEC
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RTS
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}
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Librarian_CheckForNoMaps:
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{
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LDA.l DNGMAP1 : CMP.b #$00 : BNE .not_no_maps
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LDA.l DNGMAP2 : CMP.b #$00 : BEQ .no_maps
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.not_no_maps
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CLC
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RTS
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.no_maps
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SEC
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RTS
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}
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Sprite_Mermaid_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 $0DC0, X : CLC : ADC $0D90, 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, $05
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.nbr_of_tiles
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db 1, 1, 0, 1
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.x_offsets
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dw 0, 0
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dw 4, -4
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dw 0
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dw 0, 0
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.y_offsets
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dw -8, 8
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dw -4, -4
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dw 4
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dw 0, 8
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.chr
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db $0E, $2E
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db $0B, $0C
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db $2B
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db $09, $29
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.properties
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db $79, $79
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db $79, $79
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db $79
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db $79, $79
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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
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db $02, $02
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}
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Sprite_Maple_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 $0DC0, X : CLC : ADC $0D90, 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 : 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 #$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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.start_index
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db $00, $02
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.nbr_of_tiles
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db 1, 1
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.y_offsets
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dw -8, 0
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dw 0, -8
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.chr
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db $13, $23
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db $25, $15
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.properties
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db $39, $39
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db $39, $39
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}
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Sprite_Librarian_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 $0DC0, X : CLC : ADC $0D90, 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
|
|
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, $02
|
|
.nbr_of_tiles
|
|
db 1, 1
|
|
.x_offsets
|
|
dw 0, 0
|
|
dw 0, 0
|
|
.y_offsets
|
|
dw 0, -10
|
|
dw -9, 0
|
|
.chr
|
|
db $2A, $24
|
|
db $24, $28
|
|
.properties
|
|
db $39, $39
|
|
db $39, $39
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
}
|