Files
oracle-of-secrets/Sprites/NPCs/zora_princess.asm
2024-07-09 11:53:44 -04:00

198 lines
5.2 KiB
NASM

; Zora Princess
; Grants Link the Zora Mask when Song of Healing is played
!SPRID = Sprite_ZoraPrincess
!NbrTiles = 9 ; 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 = 02 ; 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_ZoraPrincess_Prep, Sprite_ZoraPrincess_Long);
Sprite_ZoraPrincess_Long:
{
PHB : PHK : PLB
JSR Sprite_ZoraPrincess_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_ZoraPrincess_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
Sprite_ZoraPrincess_Prep:
{
PHB : PHK : PLB
LDA.l $7EF302
BEQ .doesnt_have_mask
STZ.w $0DD0, X ; Kill the sprite
.doesnt_have_mask
LDA #$00 : STA $0CAA, X
LDA #$00 : STA $0B6B, X
PLB
RTL
}
Sprite_ZoraPrincess_Main:
{
JSL Sprite_PlayerCantPassThrough
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw WaitForLink
dw CheckForSongOfHealing
dw ThanksMessage
dw GiveZoraMask
WaitForLink:
{
%PlayAnimation(0, 1, 10)
%ShowSolicitedMessage($0C5) : BCC .no_hablaba
%GotoAction(1)
.no_hablaba
RTS
}
CheckForSongOfHealing:
{
%PlayAnimation(0, 1, 10)
LDA $FE : BEQ .ninguna_cancion
STZ $FE
LDA.b #$C0 : STA.w SprTimerD, X
%GotoAction(2)
.ninguna_cancion
RTS
}
ThanksMessage:
{
%PlayAnimation(0, 1, 10)
LDA.w SprTimerD, X : BNE +
%ShowUnconditionalMessage($0C6)
LDA.b #$C0 : STA.w SprTimerD, X
%GotoAction(3)
+
RTS
}
GiveZoraMask:
{
LDA.w SprTimerD, X : BNE +
LDY #$0F : STZ $02E9 ; Give the Zora Mask
JSL Link_ReceiveItem
LDA #$01 : STA.l $7EF302
LDA.b #$00 : STA $0DD0, X
+
RTS
}
}
Sprite_ZoraPrincess_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, $04
.nbr_of_tiles
db 3, 11
.x_offsets
dw -4, 4, -4, 4
dw 4, 4, 4, 4, -4, -4, -4, -4, 12, 12, 12, 12
.y_offsets
dw -8, -8, 8, 8
dw -8, 0, 8, 16, -8, 0, 8, 16, -8, 0, 8, 16
.chr
db $C0, $C1, $E0, $E1
db $C1, $D1, $E1, $F1, $C3, $D3, $E3, $F3, $C3, $D3, $E3, $F3
.properties
db $33, $33, $33, $33
db $33, $33, $33, $33, $33, $33, $33, $33, $73, $73, $73, $73
.sizes
db $02, $02, $02, $02
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
}