Files
oracle-of-secrets/Sprites/NPCs/eon_zora_elder.asm
2025-01-19 13:30:19 -05:00

108 lines
1.9 KiB
NASM

; Eon Abyss Sea Zora Elder NPC
Sprite_EonZoraElder_Main:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw EonZoraElder_Idle
dw EonZoraElder_Surprised
dw EonZoraElder_WithRod
EonZoraElder_Idle:
%PlayAnimation(0,1,10)
RTS
EonZoraElder_Surprised:
%PlayAnimation(2,3,10)
RTS
EonZoraElder_WithRod:
%PlayAnimation(4,4,10)
RTS
}
; 0-1: Idle
; 2-3: Surprised
; 4: With Rod
Sprite_EonZoraElder_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, $02, $04, $06
.nbr_of_tiles
db 1, 1, 1, 2
.x_offsets
dw 0, 8
dw 0, 8
dw 0, 8
dw 0, 8, -4
.y_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0, 0
.chr
db $46, $47
db $49, $4A
db $66, $67
db $69, $6A, $6C
.properties
db $39, $39
db $39, $39
db $39, $39
db $39, $39, $39
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02, $02
}