Files
oracle-of-secrets/Sprites/Objects/deku_leaf.asm
2024-11-21 21:02:28 -05:00

310 lines
6.8 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = Sprite_DekuLeaf
!NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 01 ; 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 = $0D ; 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_DekuLeaf_Prep, Sprite_DekuLeaf_Long)
; =========================================================
Sprite_DekuLeaf_Long:
{
PHB : PHK : PLB
LDA $8A : CMP.b #$3D : BEQ .whirlpool
JSR Sprite_DekuLeaf_Draw ; Call the draw code
JMP +
.whirlpool
JSR Sprite_Whirlpool_Draw
+
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_DekuLeaf_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_DekuLeaf_Prep:
{
PHB : PHK : PLB
LDA $8A : CMP.b #$3D : BNE .not_whirlpool
LDA.b #$01 : STA.w SprAction, X
.not_whirlpool
PLB
RTL
}
; =========================================================
Sprite_DekuLeaf_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw WaitForPlayer
dw Whirlpool_Main
WaitForPlayer:
{
%StartOnFrame(0)
%PlayAnimation(0, 0, 10)
JSR CheckIfPlayerIsOn : BCC +
LDA.b #$01 : STA.b $71
RTS
+
STZ.b $71
RTS
}
Whirlpool_Main:
{
%PlayAnimation(0, 2, 10)
JSR CheckIfPlayerIsOn : BCC .not_on
LDA $0AAB : BEQ .not_on
STZ $55 ; Reset cape flag
STZ $0AAB ; Reset underwater flag
STZ $0351 ; Reset ripple flag
STZ $037B ; Reset invincibility flag
STZ $02B2
LDA.b $10
CMP.b #$0B
BEQ .exit
LDA.b $8A
AND.b #$40
STA.b $7B
BEQ .no_mirror_portal
LDA.b $20
STA.w $1ADF
LDA.b $21
STA.w $1AEF
LDA.b $22
STA.w $1ABF
LDA.b $23
STA.w $1ACF
.no_mirror_portal
LDA.b #$23
#SetGameModeLikeMirror:
STA.b $11
STZ.w $03F8
LDA.b #$01
STA.w $02DB
STZ.b $B0
STZ.b $27
STZ.b $28
LDA.b #$14 ; LINKSTATE 14
STA.b $5D
.not_on
.exit
RTS
}
}
; =========================================================
Sprite_DekuLeaf_Draw:
{
JSL Sprite_PrepOamCoord
; JSL Sprite_OAM_AllocateDeferToPlayer
LDA #$10
JSL OAM_AllocateFromRegionB
LDA $0DC0, X : CLC : ADC $0D90, 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.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
; =========================================================
.start_index
db $00
.nbr_of_tiles
db 3
.x_offsets
dw -8, 8, 8, -8
.y_offsets
dw 8, 8, -8, -8
.chr
db $A0, $A2, $82, $80
.properties
db $23, $23, $23, $23
}
Sprite_Whirlpool_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, 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.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $04, $08
.nbr_of_tiles
db 3, 3, 3
.x_offsets
dw -8, 8, -8, 8
dw 8, -8, 8, -8
dw -8, 8, -8, 8
.y_offsets
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw 8, 8, -8, -8
.chr
db $C4, $C6, $E4, $E6
db $C4, $C6, $E4, $E6
db $C4, $C6, $E4, $E6
.properties
db $29, $29, $29, $29
db $69, $69, $69, $69
db $A9, $A9, $A9, $A9
}