Files
oracle-of-secrets/Sprites/NPCs/eon_owl.asm
2024-09-29 11:42:03 -04:00

207 lines
5.2 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = Sprite_EonOwl
!NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_EonOwl_Prep, Sprite_EonOwl_Long)
Sprite_EonOwl_Long:
{
PHB : PHK : PLB
JSR Sprite_EonOwl_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_EonOwl_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_EonOwl_Prep:
{
PHB : PHK : PLB
LDA.w AreaIndex : CMP.b #$50 : BNE .not_intro
; If Map 0x50, don't spawn after meeting Maku Tree
LDA.l OOSPROG : AND.b #$02 : BEQ .continue
STZ.w SprState, X
.continue
.not_intro
PLB
RTL
}
; =========================================================
Sprite_EonOwl_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw EonOwl_Idle
dw EonOwl_IntroDialogue
dw EonOwl_FlyingAway
EonOwl_Idle:
{
%PlayAnimation(0,1,16)
LDA.w POSX : STA $02
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP #$28 : BCS .not_too_close
%GotoAction(1)
.not_too_close
RTS
}
EonOwl_IntroDialogue:
{
%PlayAnimation(0,1,16)
%ShowUnconditionalMessage($00E6)
LDA.b #$C0 : STA.w SprTimerA, X
%GotoAction(2)
RTS
}
EonOwl_FlyingAway:
{
%PlayAnimation(2,3,10)
LDA.b #$F8 : STA.w SprYSpeed, X
JSL Sprite_Move
LDA.w SprTimerA, X : CMP.b #$80 : BNE +
LDA.b #$40 : STA.w SprXSpeed, X
+
LDA.w SprTimerA, X : BNE .not_done
STZ.w SprState, X
.not_done
RTS
}
}
; =========================================================
Sprite_EonOwl_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $04, $06, $08
.nbr_of_tiles
db 3, 1, 1, 1
.x_offsets
dw 0, 0, 8, 8
dw 8, -8
dw -8, 8
dw 8, -8
.y_offsets
dw 0, 8, 0, 8
dw 0, 0
dw 0, 0
dw 0, 0
.chr
db $C2, $D2, $C2, $D2
db $C3, $C3
db $C7, $C7
db $C9, $C9
.properties
db $37, $37, $77, $77
db $37, $77
db $37, $77
db $37, $77
.sizes
db $00, $00, $00, $00
db $02, $02
db $02, $02
db $02, $02
}