334 lines
8.2 KiB
NASM
334 lines
8.2 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = Sprite_BeanVendor
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!NbrTiles = 04 ; 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 = 03 ; 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_BeanVendor_Prep, Sprite_BeanVendor_Long)
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; =========================================================
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Sprite_BeanVendor_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_BeanVendor_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_BeanVendor_Main
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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_BeanVendor_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA $0CAA, X ; Persist in dungeons
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.w SprSubtype, X : STA.w SprAction, X
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CMP.b #$02 : BEQ .OldMan
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LDA.b $8A : CMP.b #$00 : BEQ .RanchFlower
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.OldMan
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PLB
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RTL
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.RanchFlower
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LDA.b #$08 : STA.w SprAction, X
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PLB
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RTL
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}
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; =========================================================
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Sprite_BeanVendor_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw BeanVendor
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dw MagicBean
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dw VillageElder
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dw SpawnMagicBean
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dw PlayerSaidNo
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dw MagicBean_RanchFlower
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; 0x00 - Bean Vendor
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BeanVendor:
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{
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%PlayAnimation(0,0,1)
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($142) : BCC .no_message
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%GotoAction(3)
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.no_message
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RTS
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}
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; 0x01 - Liftable Magic Bean
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MagicBean:
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{
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%StartOnFrame(1)
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%PlayAnimation(1,1,1)
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; TODO: Finish bottle logic
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LDA.w SprMiscE, X : CMP.b #$01 : BEQ .not_lifting
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LDA.w $0309 : CMP.b #$02 : BNE .not_lifting
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LDA.l $7EF35C : CMP.b #$02 : BEQ .bottle1_available
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LDA.l $7EF35D : CMP.b #$02 : BEQ .bottle2_available
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LDA.l $7EF35E : CMP.b #$02 : BEQ .bottle3_available
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LDA.l $7EF35F : CMP.b #$02 : BEQ .bottle4_available
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%ShowUnconditionalMessage($033)
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JMP .not_lifting
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.bottle1_available
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LDA.b #$09 : STA.l $7EF35C
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%ShowUnconditionalMessage($034)
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JMP .finish_storage
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.bottle2_available
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LDA.b #$09 : STA.l $7EF35D
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%ShowUnconditionalMessage($034)
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JMP .finish_storage
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.bottle3_available
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LDA.b #$09 : STA.l $7EF35E
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%ShowUnconditionalMessage($034)
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JMP .finish_storage
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.bottle4_available
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LDA.b #$09 : STA.l $7EF35F
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%ShowUnconditionalMessage($034)
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.finish_storage
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LDA.b #$01 : STA.w SprMiscE, X
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STZ.w SprState, X
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RTS
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.not_lifting
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JSL Sprite_CheckIfLifted
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RTS
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}
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; 0x02 - Village Elder
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VillageElder:
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{
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%PlayAnimation(2,3,16)
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JSL Sprite_PlayerCantPassThrough
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REP #$30
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LDA.l $7EF3C7 : AND.w #$00FF
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SEP #$30
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CMP.b #$07 : BCS .already_met
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%ShowSolicitedMessage($143) : BCC .no_message
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LDA.b #$02 : STA.l $7EF3C7
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.no_message
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RTS
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.already_met
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%ShowSolicitedMessage($019)
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RTS
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}
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; 0x03 - Spawn Magic Bean
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SpawnMagicBean:
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{
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%PlayAnimation(0,0,1)
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LDA $1CE8 : BNE .player_said_no_or_not_enough_rupees
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REP #$20
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LDA.l $7EF360
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CMP.w #$64 ; 100 rupees
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SEP #$30
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BCC .player_said_no_or_not_enough_rupees
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REP #$20
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LDA.l $7EF360
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SEC
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SBC.w #$64 ; Subtract 100 rupees
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STA.l $7EF360
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SEP #$30
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LDA.w SprX, X : CLC : ADC.b #$16 : STA $00
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LDA.w SprY, X : STA $02
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LDA.w SprYH, X : STA $03
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LDA.w SprXH, X : STA $01
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LDA.b #$07
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoords
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LDA.b #$01 : STA.w SprAction, Y
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; TODO: Set a flag that says you've got the magic bean
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%ShowUnconditionalMessage($145)
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%GotoAction(0)
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RTS
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.player_said_no_or_not_enough_rupees
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%GotoAction(4)
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RTS
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}
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; 0x04 - Player Said No
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PlayerSaidNo:
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{
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%PlayAnimation(0,0,1)
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%ShowUnconditionalMessage($144)
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%GotoAction(0)
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RTS
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}
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MagicBean_RanchFlower:
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{
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LDA.b #$04 : STA.w SprFrame, X
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RTS
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}
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}
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ReleaseMagicBean:
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{
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; X is the bottle ID
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LDA.b $8A : CMP.b #$00 : BNE .not_the_ranch
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LDA.b #$07
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JSL Sprite_SpawnDynamically
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BMI .not_the_ranch
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LDA $20 : STA.w SprY, Y
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LDA $21 : STA.w SprYH, Y
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LDA $22 : STA.w SprX, Y
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LDA $23 : STA.w SprXH, Y
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LDA.b #$01 : STA.w SprAction, Y
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STA.w SprSubtype, Y
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LDA.b #$02 : STA.l $7EF35C, X
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RTL
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.not_the_ranch
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%ShowUnconditionalMessage($030)
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RTL
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}
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; =========================================================
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Sprite_BeanVendor_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, $04, $05, $0B, $11
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.nbr_of_tiles
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db 3, 0, 5, 5, 3
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.x_offsets
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dw -4, 4, 4, -4
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dw 0
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dw -4, -4, 4, 4, -4, -4
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dw -4, -4, 4, 4, -4, -4
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dw -8, 8, -8, 8 ; Flower
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.y_offsets
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dw 4, 4, -4, -4
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dw 0
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dw 4, -4, 4, -4, 8, 16
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dw -4, 4, 4, -4, 8, 16
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dw 8, 8, -8, -8 ; Flower
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.chr
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db $A8, $A9, $99, $98
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db $A6
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db $9B, $8B, $9B, $8B, $BB, $BC
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db $8B, $8D, $8D, $8B, $BB, $BC
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db $A8, $A8, $A4, $A4 ; Flower
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.properties
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db $3B, $3B, $3B, $3B
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db $3B
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db $3B, $3B, $7B, $7B, $3B, $3B
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db $3B, $3B, $7B, $7B, $3B, $3B
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db $3B, $7B, $3B, $7B ; Flower
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.sizes
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db $02, $02, $02, $02
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db $02
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db $02, $02, $02, $02, $00, $00
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db $02, $02, $02, $02, $00, $00
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db $02, $02, $02, $02 ; Flower
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}
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