115 lines
3.9 KiB
NASM
115 lines
3.9 KiB
NASM
;==============================================================================
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; Farore/Maku Tree - Sprite Uncle/Priest
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;
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;
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;==============================================================================
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incsrc sprite_macros.asm
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incsrc sprite_functions_hooks.asm
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;==============================================================================
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org $298000
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incsrc sprite_jump_table.asm
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;==============================================================================
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org $308000
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incsrc sprite_new_functions.asm
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;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $73; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; 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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;==============================================================================
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; TODO: Setup Sprite Properties for Farore
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%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
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;==============================================================================
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SpritePrep_FaroreAndMakuTree:
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{
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; farore forest during intro
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; activates impa sprite
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; maku tree interaction in the forest
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; needs to be in part 1 of the game
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}
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;==============================================================================
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Sprite_FaroreAndMakuTree:
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{
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LDA $0E90, X ;
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Sprite_Farore
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dw Sprite_MakuTree
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}
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;==============================================================================
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Sprite_Farore:
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{
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; Main entry point for the Farore sprite in the overworld
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JSL Farore_Draw
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JSR Sprite2_CheckIfActive
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LDA $0E80, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Farore_IntroCutscene
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dw Farore_FinaleCutscene
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}
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;==============================================================================
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Farore_IntroCutscene:
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{
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; Link approaches Farore sprite with Impa sprite (Zelda)
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; Activates Mantle style cutscene
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; Jump to antagonist cutscene code
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}
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;==============================================================================
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Sprite_MakuTree:
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{
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; Main entry point for the MakuTree routines
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}
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;==============================================================================
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