213 lines
4.4 KiB
NASM
213 lines
4.4 KiB
NASM
; Piratian
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!SPRID = $0E
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!NbrTiles = 02 ; 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_Piratian_Prep, Sprite_Piratian_Long)
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Sprite_Piratian_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Piratian_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Piratian_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_Piratian_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF359 : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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STZ.w SprMiscA, X
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LDA.w SprNbrOAM, X : ORA.b #$80 : STA.w SprNbrOAM, X
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PLB
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RTL
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.health
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db $08, $0A, $0C, $0F
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}
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Sprite_Piratian_Main:
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{
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JSR Sprite_Piratian_Move
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw Piratian_MoveDown
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dw Piratian_MoveUp
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dw Piratian_MoveLeft
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dw Piratian_MoveRight
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dw SkullHead
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Piratian_MoveDown:
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{
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%PlayAnimation(0,1,16)
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RTS
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}
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Piratian_MoveUp:
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{
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%PlayAnimation(2,3,16)
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RTS
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}
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Piratian_MoveLeft:
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{
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%PlayAnimation(4,5,16)
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RTS
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}
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Piratian_MoveRight:
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{
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%PlayAnimation(6,7,16)
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RTS
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}
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SkullHead:
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{
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%PlayAnimation(8,9,16)
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RTS
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}
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}
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Sprite_Piratian_Move:
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{
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LDA.w SprTimerA, X : BNE +
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JSL Sprite_SelectNewDirection
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TYA
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CMP.b #$03 : BCC ++
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SEC : SBC.b #$03
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++
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STA.w SprAction, X
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+
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JSL Sprite_MoveXyz
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_DamageFlash_Long
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JSL ThrownSprite_TileAndSpriteInteraction_long
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JSL Sprite_CheckDamageFromPlayer : BCC .no_dano
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LDA.b #$01 : STA.w SprMiscA, X
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LDA.w SprNbrOAM, X : AND.b #$7F : STA.w SprNbrOAM, X
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%SetTimerA($60)
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%SetTimerF($20)
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.no_dano
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LDA.w SprMiscA, X : BEQ .no_aggro
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LDA.b #$10 : STA.w SprTimerA, X
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LDA.b #$08
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JSL Sprite_ProjectSpeedTowardsPlayer
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JSL Sprite_CheckDamageToPlayer
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JMP .return
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.no_aggro
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JSR Sprite_Piratian_Friendly
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.return
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RTS
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}
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Sprite_Piratian_Friendly:
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{
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LDA.w SprTimerD, X : BNE +
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%ShowMessageOnContact($01BB) : BCC +
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LDA.b #$FF : STA.w SprTimerD, X
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+
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RTS
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}
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Sprite_Piratian_Draw:
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{
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%DrawSprite()
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.start_index
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db $00, $01, $02, $03, $04, $05, $06, $07, $08, $09
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.nbr_of_tiles
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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.x_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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.y_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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.chr
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db $8C
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db $8C
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db $8E
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db $8E
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db $AC
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db $AE
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db $AC
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db $AE
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db $0E
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db $2E
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.properties
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db $33
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db $73
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db $33
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db $73
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db $33
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db $33
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db $73
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db $73
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db $33
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db $33
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.sizes
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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}
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