241 lines
6.3 KiB
NASM
241 lines
6.3 KiB
NASM
;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $7B; The sprite ID you are overwriting (HEX)
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!NbrTiles = 6 ; 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 = 0 ; Number of Health the sprite have
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!Damage = 0 ; (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 = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 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 = 0 ; 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_Kydrog_Prep, Sprite_Kydrog_Long)
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;==============================================================================
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Sprite_Kydrog_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Kydrog_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Kydrog_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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;==============================================================================
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Sprite_Kydrog_Prep:
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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LDA.l $7EF300
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BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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PLB
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RTL
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}
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;==============================================================================
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Sprite_Kydrog_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw Kydrog_StartCutscene
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dw Kydrog_AttractPlayer
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dw Kydrog_SpawnOffspring
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dw Kydrog_WarpPlayerAway
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Kydrog_StartCutscene:
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{
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LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$08 : STA.b $49 ; Auto-movement north
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LDA.b $20 ; Link's Y Position
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CMP.b #72 ; Y = 6C
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BCC .linkistoofar
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LDA.b #$80
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STA.w SprTimerA, X ; set timer A to 0x10
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%GotoAction(1)
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.linkistoofar
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RTS
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}
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Kydrog_AttractPlayer:
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{
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LDA.w SprTimerA, X : BNE +
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LDA #$00 : STA $7EF303
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%ShowUnconditionalMessage($21)
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%GotoAction(2)
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+
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RTS
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}
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Kydrog_SpawnOffspring:
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{
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LDA.b #$02 : STA.b $B6 ; Update story flag for Farore
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STZ.b $49 ; Stop Link from moving
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%GotoAction(3)
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RTS
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}
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Kydrog_WarpPlayerAway:
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{
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; Set game state to part 03
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; LDA.b #$03 : STA $7EF3C5
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; Put us in the Dark World.
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LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA
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JSL $00FC41 ; Sprite_LoadGfxProperties
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; JSL $00FC62 ; Sprite_LoadGfxProperties.justLightWorld
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STZ $037B : STZ $3C : STZ $3A : STZ $03EF
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; Link can't move
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LDA.b #$01 : STA $02E4
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; The module to return to is #$08 (preoverworld)
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LDA.b #$08 : STA $010C
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; Set the map I want
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LDA.b #$20 : STA $A0 : STZ $A1
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; Set us to the warp state
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LDA.b #$15 : STA $10
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; Clear submodules
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STZ $11 : STZ $B0
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; Remove Impa follower
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LDA.b #$00 : STA $7EF3CC
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; Set the flag to remove Farore and Kydrog from Maku area
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LDA #$01 : STA.l $7EF300
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RTS
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}
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}
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;==============================================================================
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Sprite_Kydrog_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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;==============================================================================
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.start_index
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db $00
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.nbr_of_tiles
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db 5
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.x_offsets
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dw -8, 8, 8, -8, -8, 8
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.y_offsets
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dw -12, -12, 4, 4, 20, 20
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.chr
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db $CC, $CE, $EE, $EC, $E8, $EA
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.properties
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db $3B, $3B, $3B, $3B, $3B, $3B
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.sizes
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db $02, $02, $02, $02, $02, $02
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}
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; I forget what this is lol
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; org $02ECF8
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; dw $0029
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; ==============================================================================
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; 169BC
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; org $02E9BC
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; LoadOverworldFromSpecialOverworld:
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; org $029E65
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; JSR LoadOverworldFromSpecialOverworld
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