297 lines
7.2 KiB
NASM
297 lines
7.2 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $05 ; 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 = $10 ; Number of Health the sprite have
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!Damage = 04 ; (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_HelmetChuchu_Prep, Sprite_HelmetChuchu_Long)
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; =========================================================
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; 0-1: No Helmet Green
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; 2-3: Mask Red
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; 4-5: Helmet Green
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Sprite_HelmetChuchu_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_HelmetChuchu_Draw ; Call the draw code
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_HelmetChuchu_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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Sprite_HelmetChuchu_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$0C : STA.w SprHealth, X
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JSL GetRandomInt : AND.b #$02 : STA.w SprAction, X
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STZ.w SprMiscB, X
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LDA.w SprAction, X : BNE +
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LDA.b #$04 : STA.w SprFrame, X
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+
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CMP.b #$02 : BNE +
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LDA.b #$02 : STA.w SprFrame, X
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+
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PLB
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RTL
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}
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; =========================================================
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Sprite_HelmetChuchu_Main:
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{
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JSL Sprite_DamageFlash_Long
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw GreenChuchu_Helmet
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dw GreenChuchu_NoHelmet
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dw RedChuchu_Masked
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; TODO: Add subtypes of just the helmet/mask gfx which can be hookshoted/hammered/lifted
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dw HelmetSubtype
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dw MaskSubtype
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GreenChuchu_Helmet:
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{
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%StartOnFrame(4)
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%PlayAnimation(4, 5, 16)
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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%GotoAction(1)
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.no_damage
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JSR Sprite_Chuchu_Move
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RTS
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}
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GreenChuchu_NoHelmet:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 1, 16)
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JSL Sprite_CheckDamageFromPlayer
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JSR Sprite_Chuchu_Move
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RTS
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}
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RedChuchu_Masked:
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{
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%StartOnFrame(2)
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%PlayAnimation(2, 3, 16)
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JSL Sprite_CheckDamageFromPlayer
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JSR Sprite_Chuchu_Move
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RTS
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}
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HelmetSubtype:
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{
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JSL Sprite_CheckIfLifted
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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MaskSubtype:
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{
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JSL Sprite_CheckIfLifted
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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}
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Sprite_Chuchu_Move:
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{
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JSL Sprite_Move
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprMiscB, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw BounceTowardPlayer
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dw RecoilFromPlayer
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BounceTowardPlayer:
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{
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JSL GetRandomInt : AND.b #$02 : STA $09 ; Speed
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JSL GetRandomInt : AND.b #$07 : STA $08 ; Height
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JSL Sprite_MoveAltitude
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DEC.w $0F80,X : DEC.w $0F80,X
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LDA.w $0F70, X : BPL .aloft
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STZ.w $0F70, X
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LDA.b $08 : STA.w $0F80, X ; set height from 08
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LDA.b $09
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JSL Sprite_ApplySpeedTowardsPlayer
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.aloft
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LDA.w $0F70, X : BEQ .dontmove
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JSL Sprite_Move
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.dontmove
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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INC.w SprMiscB, X
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LDA.b #$20 : STA.w SprTimerB, X
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.no_damage
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JSL Sprite_CheckDamageToPlayer : BCC .no_attack
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INC.w SprMiscB, X
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LDA.b #$20 : STA.w SprTimerB, X
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.no_attack
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RTS
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}
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RecoilFromPlayer:
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{
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JSL GetRandomInt : AND.b #$02 : STA $09 ; Speed
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LDA SprX, X : CLC : ADC $09 : STA $04
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LDA SprY, X : SEC : SBC $09 : STA $06
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LDA SprXH, X : ADC #$00 : STA $05
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LDA SprYH, X : ADC #$00 : STA $07
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LDA $09 : STA $00 : STA $01
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.w SprTimerB, X : BNE .not_done
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STZ.w SprMiscB, X
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.not_done
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RTS
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}
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}
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; =========================================================
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Sprite_HelmetChuchu_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 SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprMiscA, X : 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 : 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 : 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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; chr prop
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; Mask $04 $37
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; Helmet $08 $3B
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.start_index
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db $00, $02, $03, $06, $08, $0A, $0C, $0E
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.nbr_of_tiles
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db 1, 0, 2, 1, 1, 1, 1, 0
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.y_offsets
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dw 0, -8
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dw 0
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dw 0, -8, -8
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dw 0, -4
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dw 0, -8
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dw 0, -4
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dw 0, -8
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dw 0
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.chr
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; No Helmet Green
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db $26, $16
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db $24
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; Mask Red
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db $26, $16, $04
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db $24, $04
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; Helmet Green
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db $26, $08
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db $24, $08
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; No Helmet Green
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db $26, $16
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db $24
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.properties
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db $3B, $3B
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db $3B
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db $37, $37, $37
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db $37, $37
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db $3B, $39
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db $3B, $39
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db $39, $39
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db $39
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}
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