523 lines
11 KiB
NASM
523 lines
11 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $08 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 05 ; Number of tiles used in a frame
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!Harmless = 00 ; 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_Octorok_Prep, Sprite_Octorok_Long)
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; =========================================================
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Sprite_Octorok_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Octorok_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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LDA.w SprSubtype, X : BEQ +
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JSL Sprite_DrawWaterRipple
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JSR Sprite_WaterOctorok_Main
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JMP ++
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+
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JSL Sprite_DrawShadow
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JSR Sprite_Octorok_Main
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++
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.SpriteIsNotActive
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PLB
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RTL
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}
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; =========================================================
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Sprite_Octorok_Prep:
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{
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PHB : PHK : PLB
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PLB
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RTL
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}
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; =========================================================
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Sprite_Octorok_Main:
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{
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JSR Sprite_Octorok_Move
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; TILETYPE 08
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LDA.l $7FF9C2,X : CMP.b #$08 : BEQ .water_tile
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; TILETYPE 09
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CMP.b #$09 : BNE .not_water_tile
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.water_tile
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LDA.b #$01 : STA.w SprSubtype, X
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STZ.w SprAction, X
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STZ.w SprMiscG, X
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RTS
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.not_water_tile
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Octorok_MoveDown
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dw Octorok_MoveUp
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dw Octorok_MoveLeft
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dw Octorok_MoveRight
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Octorok_MoveDown:
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{
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%PlayAnimation(0,1,10)
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RTS
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}
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Octorok_MoveUp:
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{
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%StartOnFrame(2)
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%PlayAnimation(2,3,10)
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RTS
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}
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Octorok_MoveLeft:
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{
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%StartOnFrame(4)
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%PlayAnimation(4,5,10)
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RTS
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}
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Octorok_MoveRight:
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{
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%StartOnFrame(6)
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%PlayAnimation(6,7,10)
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RTS
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}
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}
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Sprite_Octorok_Move:
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{
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JSL Sprite_DamageFlash_Long
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JSL Sprite_Move
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_CheckDamageToPlayer
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; Set the SprAction based on the direction
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LDA.w SprMiscC, X : AND.b #$03 : TAY
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LDA.w .direction, Y : STA.w SprAction, X
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LDA.w SprMiscF, X : AND.b #$01 : BNE .octorok_used_barrage
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LDA.w SprMiscC, X : AND.b #$02 : ASL A : STA.b $00
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INC.w SprDelay, X
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LDA.w SprDelay, X
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LSR A
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LSR A
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LSR A
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AND.b #$03
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ORA.b $00
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STA.w SprGfx, X
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LDA.w SprTimerA, X : BNE .wait
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INC.w SprMiscF,X
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LDY.w SprType,X
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LDA.w .timer-8,Y : STA.w SprTimerA,X
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RTS
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.wait
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LDY.w SprMiscC, X
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LDA.w .speed_x, Y : STA.w $0D50,X
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LDA.w .speed_y, Y : STA.w $0D40,X
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JSL Sprite_CheckTileCollision
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LDA.w $0E70, X : BEQ .no_collision
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LDA.w SprMiscC,X : EOR.b #$01 : STA.w SprMiscC,X
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BRA .exit
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.no_collision
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RTS
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; ---------------------------------------------------------
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.octorok_used_barrage
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STZ.w $0D50, X : STZ.w $0D40,X
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LDA.w SprTimerA, X : BNE Octorock_ShootEmUp
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INC.w SprMiscF, X
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LDA.w SprMiscC, X
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PHA
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JSL GetRandomInt : AND.b #$3F : ADC.b #$30 : STA.w SprTimerA, X
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AND.b #$03 : STA.w SprMiscC, X
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PLA
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CMP.w SprMiscC, X : BEQ .exit
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EOR.w SprMiscC, X : BNE .exit
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LDA.b #$08 : STA.w SprTimerB,X
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.exit
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RTS
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.direction
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db 3, 2, 0, 1
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.speed_x
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db 24, -24, 0, 0
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.speed_y
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db 0, 0, 24, -24
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.timer
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db 60, 128, 160, 128
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}
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Octorock_ShootEmUp:
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{
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; Use SprMiscD as a flag to shoot 4 ways for awhile before going back to single shot
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LDA.w SprMiscD, X : BEQ .continue
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LDA.w SprTimerD, X : BNE .four_ways
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LDA.b #$01 : STA.w SprMiscD, X
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.continue
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JSL GetRandomInt : AND.b #$1F : BNE .single_shot
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.four_ways
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$20 : STA.w SprTimerD, X
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JSR Octorok_Shoot4Ways
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RTS
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.single_shot
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JSR Octorok_ShootSingle
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RTS
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}
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; =========================================================
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Sprite_WaterOctorok_Main:
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{
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JSR Sprite_WaterOctorok_Attack
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw WaterOctorok_FaceDown
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dw WaterOctorok_FaceUp
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dw WaterOctorok_FaceLeft
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dw WaterOctorok_FaceRight
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dw WaterOctorok_FaceHidden
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WaterOctorok_FaceDown:
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{
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%PlayAnimation(0,1,10)
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RTS
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}
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WaterOctorok_FaceUp:
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{
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%StartOnFrame(2)
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%PlayAnimation(2,3,10)
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RTS
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}
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WaterOctorok_FaceLeft:
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{
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%StartOnFrame(4)
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%PlayAnimation(4,5,10)
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RTS
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}
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WaterOctorok_FaceRight:
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{
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%StartOnFrame(6)
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%PlayAnimation(6,7,10)
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RTS
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}
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WaterOctorok_FaceHidden:
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{
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%StartOnFrame(8)
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%PlayAnimation(8,8,10)
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RTS
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}
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}
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Sprite_WaterOctorok_Attack:
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{
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageToPlayer
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LDA SprMiscG, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw WaterOctorok_Hidden
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dw WaterOctorok_PoppingUp
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dw WaterOctorok_Attacking
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dw WaterOctorok_Hiding
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WaterOctorok_Hidden:
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{
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LDA.w SprTimerA, X : BEQ +
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RTS
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+
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%SetupDistanceFromSprite()
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JSL GetDistance8bit_Long
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CMP.b #$40
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BCC .not_close_enough ; LD < 64
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INC.w SprMiscG, X
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%SetTimerA($10)
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.not_close_enough
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RTS
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}
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WaterOctorok_PoppingUp:
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{
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JSL Sprite_CheckDamageFromPlayer
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LDA.w SprTimerA, X : BNE +
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INC.w SprMiscG, X
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%SetTimerA($20)
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JSL Sprite_DirectionToFacePlayer
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; LDA.w SprMiscC, X : AND.b #$03 : TAY
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; LDA.w Sprite_Octorok_Move_direction, Y : STA.w SprAction, X
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+
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RTS
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}
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WaterOctorok_Attacking:
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{
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JSL Sprite_CheckDamageFromPlayer
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LDA.w SprTimerA, X : BNE +
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INC.w SprMiscG, X
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%SetTimerA($10)
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RTS
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+
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JSR Octorok_ShootSingle
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RTS
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}
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WaterOctorok_Hiding:
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{
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LDA.w SprTimerA, X : BNE +
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LDA.b #$04 : STA.w SprAction, X
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STZ.w SprMiscG, X
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%SetTimerA($40)
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+
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RTS
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}
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}
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; =========================================================
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Octorok_ShootSingle:
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{
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LDA.w SprTimerA,X : CMP.b #$1C : BNE .bide_time
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PHA
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JSR Octorok_SpawnRock
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PLA
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.bide_time
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LSR A
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LSR A
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LSR A
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TAY
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LDA.w .mouth_anim_step,Y
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STA.w SprMiscB,X
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RTS
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.mouth_anim_step
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db $00, $02, $02, $02
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db $01, $01, $01, $00
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db $00, $00, $00, $00
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db $02, $02, $02, $02
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db $02, $01, $01, $00
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}
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; ---------------------------------------------------------
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Octorok_Shoot4Ways:
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{
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LDA.w SprTimerA,X
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PHA
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CMP.b #$80 : BCS .animate
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AND.b #$0F : BNE .delay_turn
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PHA
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LDY.w SprMiscC,X
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LDA.w .next_direction,Y : STA.w SprMiscC,X
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PLA
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.delay_turn
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CMP.b #$08 : BNE .animate
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JSR Octorok_SpawnRock
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.animate
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PLA
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LSR A
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LSR A
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LSR A
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LSR A
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TAY
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LDA.w .mouth_anim_step,Y : STA.w SprMiscB,X
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RTS
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.next_direction
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db $02, $03, $01, $00
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.mouth_anim_step
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $01, $00
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}
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; =========================================================
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Octorok_SpawnRock:
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{
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LDA.b #$07 : JSL SpriteSFX_QueueSFX2WithPan
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LDA.b #$0C : JSL Sprite_SpawnDynamically : BMI .fired_a_blank
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PHX
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LDA.w SprMiscC,X
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TAX
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LDA.b $00 : CLC : ADC.w .offset_x_low,X : STA.w $0D10,Y
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LDA.b $01 : ADC.w .offset_x_high,X : STA.w $0D30,Y
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LDA.b $02 : CLC : ADC.w .offset_y_low,X : STA.w $0D00,Y
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LDA.b $03 : ADC.w .offset_y_high,X : STA.w $0D20,Y
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LDA.w SprMiscC,Y
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TAX
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LDA.w .rock_speed_x,X : STA.w $0D50,Y
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LDA.w .rock_speed_y,X : STA.w $0D40,Y
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PLX
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.fired_a_blank
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RTS
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.offset_x_low
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db 12, -12, 0, 0
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.offset_x_high
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db 0, -1, 0, 0
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.offset_y_low
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db 4, 4, 12, -12
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.offset_y_high
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db 0, 0, 0, -1
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.rock_speed_x
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db 44, -44, 0, 0
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.rock_speed_y
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db 0, 0, 44, -44
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}
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; =========================================================
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Sprite_Octorok_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.w SprFrame, X : TAY ;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash : STA $08
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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 : 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
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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 : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$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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; =========================================================
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.start_index
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db $00, $01, $02, $03, $04, $05, $06, $07, $08
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.nbr_of_tiles
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db 0, 0, 0, 0, 0, 0, 0, 0, 0
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.chr
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db $80
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db $80
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db $82
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db $82
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db $A0
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db $A2
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db $A0
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db $A2
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db $AA ; Water Octorok
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.properties
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db $2D
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db $6D
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db $2D
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db $6D
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db $2D
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db $2D
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db $6D
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db $6D
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db $3D ; Water Octorok
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}
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