Files
oracle-of-secrets/Sprites/Objects/collectible.asm
2024-08-31 15:25:11 -04:00

358 lines
7.6 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $52 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 03 ; 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 = 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_Collectible_Prep, Sprite_Collectible_Long)
; =========================================================
Sprite_Collectible_Long:
{
PHB : PHK : PLB
LDA.b $8A : CMP.b #$58 : BNE .not_intro_sword
JSR Sprite_SwordShield_Draw
BRA +
.not_intro_sword
LDA.b $8A : CMP.b #$4B : BNE .not_lupo_mountain
JSR Sprite_RockSirloin_Draw
BRA +
.not_lupo_mountain
JSR Sprite_Pineapple_Draw
+
JSL Sprite_DrawShadow
JSL Sprite_CheckActive
BCC .SpriteIsNotActive
JSR Sprite_Collectible_Main
.SpriteIsNotActive
PLB
RTL
}
; =========================================================
Sprite_Collectible_Prep:
{
PHB : PHK : PLB
; Don't spawn the sword if we have it.
LDA.b $8A : CMP.b #$58 : BNE .not_intro_sword
LDA.l $7EF359 : BEQ +
STZ.w SprState, X
+
LDA.b #$02 : STA.w SprAction, X
.not_intro_sword
LDA.b $8A : CMP.b #$4B : BNE .not_lupo_mountain
LDA.b #$03 : STA.w SprAction, X
.not_lupo_mountain
PLB
RTL
}
; =========================================================
Sprite_Collectible_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Pineapple
dw Seashell
dw SwordShield
dw RockSirloin
Pineapple:
{
JSL Sprite_Move
JSL Sprite_CheckDamageToPlayer : BCC +
LDA.l Pineapples : INC A : STA.l Pineapples
STZ.w SprState, X
+
RTS
}
Seashell:
{
JSL Sprite_Move
JSL Sprite_CheckDamageToPlayer : BCC +
LDA.l Seashells : INC A : STA.l Seashells
STZ.w SprState, X
+
RTS
}
SwordShield:
{
%PlayAnimation(0,0,1)
JSL Sprite_Move
JSL Sprite_CheckDamageToPlayer : BCC +
LDY.b #$00 : STZ $02E9
JSL Link_ReceiveItem
STZ.w SprState, X
+
RTS
}
RockSirloin:
{
JSL Sprite_Move
LDA.l $7EF354 : BEQ .do_you_even_lift_bro
JSL ThrownSprite_TileAndSpriteInteraction_long
.do_you_even_lift_bro
RTS
}
}
; =========================================================
Sprite_Pineapple_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
.nbr_of_tiles
db 0
.x_offsets
dw 0
.y_offsets
dw 0
.chr
db $EE
.properties
db $33
.sizes
db $02
}
Sprite_SwordShield_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 .sizes, X : 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 2
.x_offsets
dw 0, 8, 8
.y_offsets
dw 0, 0, 8
.chr
db $C0, $EC, $FC
.properties
db $B5, $35, $35
.sizes
db $02, $00, $00
}
Sprite_RockSirloin_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
.nbr_of_tiles
db 0
.x_offsets
dw 0
.y_offsets
dw 0
.chr
db $86
.properties
db $37
.sizes
db $02
}