Files
oracle-of-secrets/Sprites/NPCs/mermaid.asm
2024-10-19 19:09:42 -04:00

664 lines
15 KiB
NASM

; =========================================================
; Mermaid, Maple and Librarian NPC
!SPRID = Sprite_Mermaid
!NbrTiles = 02 ; 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_Mermaid_Prep, Sprite_Mermaid_Long)
Sprite_Mermaid_Long:
{
PHB : PHK : PLB
LDA.w SprMiscE, X : BEQ .MermaidDraw
CMP.b #$02 : BEQ .LibrarianDraw
JSR Sprite_Maple_Draw
JMP .Continue
.LibrarianDraw
JSR Sprite_Librarian_Draw
JMP .Continue
.MermaidDraw
JSR Sprite_Mermaid_Draw ; Call the draw code
.Continue
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Mermaid_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
Sprite_Mermaid_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X
LDA.b #$40 : STA.w SprTimerA, X
LDA.b #$07 : STA.w SprHitbox, X
; Mermaid Sprite
STZ.w SprMiscE, X
; Maple Sprite
LDA.w SprSubtype, X : CMP.b #$01 : BNE +
LDA.b #$01 : STA.w SprMiscE, X
+
; Librarian Sprite
CMP.b #$02 : BNE ++
LDA.b #$02 : STA.w SprMiscE, X
++
PLB
RTL
}
Sprite_Mermaid_Main:
{
LDA.w SprMiscE, X
JSL UseImplicitRegIndexedLocalJumpTable
dw MermaidHandler
dw MapleHandler
dw LibrarianHandler
MermaidHandler:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw MermaidWait
dw MermaidDive
dw MermaidSwim
MermaidWait:
{
%PlayAnimation(0,0, 20)
JSL Sprite_PlayerCantPassThrough
%ShowMessageOnContact($047) : BCC .didnt_talk
LDA.w SprTimerA, X : BNE +
LDA.b #$20 : STA.w SprTimerA, X
INC.w SprAction, X
+
.didnt_talk
RTS
}
MermaidDive:
{
%PlayAnimation(1,2, 14)
LDA.w SprX, X : INC : STA.w SprX, X
LDA.w SprTimerA, X : BNE +
INC.w SprAction, X
LDA.b #$04 : STA.w SprTimerA, X
+
RTS
}
MermaidSwim:
{
%PlayAnimation(3,3,20)
JSL Sprite_Move
LDA.b #10 : STA.w SprXSpeed, X
JSR SpawnSplash
LDA.w SprMiscD,X : BNE ++
STZ.w SprState, X
++
LDA.w SprTimerA, X : BEQ +
LDA.b #-10 : STA.w SprYSpeed, X
STZ.w SprXSpeed, X
LDA.b #$01 : STA.w SprMiscD, X
LDA.b #$04 : STA.w SprTimerA, X
+
RTS
}
}
MapleHandler:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw MapleIdle
dw Maple_BoughtMilkBottle
dw Maple_NotEnoughRupees
dw Maple_HandlePlayerResponse
dw Maple_ComeBackAgain
MapleIdle:
{
%PlayAnimation(0,1,16)
JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($0187) : BCC .didnt_talk
%GotoAction(3) ; Handle player response
.didnt_talk
RTS
}
Maple_BoughtMilkBottle:
{
REP #$20
LDA.l $7EF360
CMP.w #$1E ; 30 rupees
SEP #$30
BCC .not_enough_rupees
LDA.l $7EF35C : CMP.b #$02 : BEQ .bottle1_available
LDA.l $7EF35D : CMP.b #$02 : BEQ .bottle2_available
LDA.l $7EF35E : CMP.b #$02 : BEQ .bottle3_available
LDA.l $7EF35F : CMP.b #$02 : BEQ .bottle4_available
%ShowUnconditionalMessage($033)
%GotoAction(0)
RTS
.bottle1_available
LDA.b #$0A : STA.l $7EF35C : JMP .finish_storage
.bottle2_available
LDA.b #$0A : STA.l $7EF35D : JMP .finish_storage
.bottle3_available
LDA.b #$0A : STA.l $7EF35E : JMP .finish_storage
.bottle4_available
LDA.b #$0A : STA.l $7EF35F
.finish_storage
REP #$20
LDA.l $7EF360
SEC
SBC.w #$1E ; Subtract 30 rupees
STA.l $7EF360
SEP #$30
%ShowUnconditionalMessage($0188) ; Thank you!
%GotoAction(0)
RTS
.not_enough_rupees
%GotoAction(2)
RTS
}
Maple_NotEnoughRupees:
{
%ShowUnconditionalMessage($0189) ; You don't have enough rupees!
%GotoAction(0)
RTS
}
Maple_HandlePlayerResponse:
{
LDA $1CE8 : BEQ .player_said_yes
%GotoAction(4)
RTS
.player_said_yes
%GotoAction(1)
RTS
}
Maple_ComeBackAgain:
{
%ShowUnconditionalMessage($018B) ; Come back again!
%GotoAction(0)
RTS
}
}
LibrarianHandler:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw LibrarianIdle
dw Librarian_CheckResponse
dw Librarian_OfferTranslation
dw Librarian_TranslateScroll
dw Librarian_FinishTranslation
dw Librarian_ScrollQuestComplete
LibrarianIdle:
{
%PlayAnimation(0,1,16)
JSL Sprite_PlayerCantPassThrough
; If the player has no maps
JSR Librarian_CheckForNoMaps : BCC +
%ShowSolicitedMessage($012E)
RTS
+
; Ah, another scroll!
%ShowSolicitedMessage($01A0) : BCC ++
INC.w SprAction, X
++
JSR Librarian_CheckForAllMaps : BCC +++
INC.w SprAction, X
+++
RTS
}
Librarian_CheckResponse:
{
%PlayAnimation(0,1,16)
LDA $1CE8 : BEQ .translate
CMP.b #$01 : BNE .finish
; Check for previous translation
LDA.l Scrolls : BEQ .translate ; The first one has no previous
STA.w SprMiscG, X
%GotoAction(3)
RTS
.translate
INC.w SprAction, X
RTS
.finish
STZ.w SprAction, X
RTS
}
; Bitfields for ownership of various dungeon items
; SET 2 SET 1
; xced aspm wihb tg..
; c - Hyrule Castle
; x - Sewers
; a - Agahnim's Tower
;
; e - Eastern Palace
; d - Desert Palace
; h - Tower of Hera
;
; p - Palace of Darkness (Mushroom Grotto)
; s - Swamp Palace (Tail Palace)
; w - Skull Woods (Kalyxo Castle)
; b - Thieves' Town (Zora Temple)
; i - Ice Palace (Glacia Estate)
; m - Misery Mire (Goron Mines)
; t - Turtle Rock (Dragon Ship)
; g - Ganon's Tower
Librarian_OfferTranslation:
{
%PlayAnimation(0,1,16)
JSL Sprite_PlayerCantPassThrough
print pc
%ShowUnconditionalMessage($01A1)
; If there are no scrolls yet
LDA.l Scrolls : AND #$01 : BNE .NotMushroomGrotto
LDA.l DNGMAP2 : AND #%00000010 : BEQ .NotMushroomGrotto
LDA.l Scrolls : ORA #$01 : STA.l Scrolls
STZ.w SprMiscG, X
JMP +
.NotMushroomGrotto
LDA.l Scrolls : AND #$02 : BNE .NotTailPalace
LDA.l DNGMAP2 : AND #%00000100 : BEQ .NotTailPalace
LDA.l Scrolls : ORA #$02 : STA.l Scrolls
LDA.b #$01 : STA.w SprMiscG, X
JMP +
.NotTailPalace
LDA.l Scrolls : AND #$04 : BNE .NotKalyxoCastle
LDA.l DNGMAP1 : AND #%10000000 : BEQ .NotKalyxoCastle
LDA.l Scrolls : ORA #$04 : STA.l Scrolls
LDA.b #$02 : STA.w SprMiscG, X
JMP +
.NotKalyxoCastle
LDA.l Scrolls : AND #$08 : BNE .NotZoraTemple
LDA.l DNGMAP1 : AND #%00010000 : BEQ .NotZoraTemple
LDA.l Scrolls : ORA #$08 : STA.l Scrolls
LDA.b #$03 : STA.w SprMiscG, X
JMP +
.NotZoraTemple
LDA.l Scrolls : AND #$10 : BNE .NotIcePalace
LDA.l DNGMAP1 : AND #%01000000 : BEQ .NotIcePalace
LDA.l Scrolls : ORA #$10 : STA.l Scrolls
LDA.b #$04 : STA.w SprMiscG, X
JMP +
.NotIcePalace
LDA.l Scrolls : AND #$20 : BNE .NotGoronMines
LDA.l DNGMAP2 : AND #%00000001 : BEQ .NotGoronMines
LDA.l Scrolls : ORA #$20 : STA.l Scrolls
LDA.b #$05 : STA.w SprMiscG, X
JMP +
.NotGoronMines
LDA.l Scrolls : AND #$40 : BNE .NotDragonShip
LDA.l DNGMAP1 : AND #%00001000 : BEQ .NotDragonShip
LDA.l Scrolls : ORA #$40 : STA.l Scrolls
LDA.b #$06 : STA.w SprMiscG, X
JMP +
.NotDragonShip
STZ.w SprAction, X
RTS
+
INC.w SprAction, X
RTS
}
Librarian_TranslateScroll:
{
%PlayAnimation(0,1,16)
PHX
LDY.b #$01
LDA.w SprMiscG, X
ASL A : TAX
LDA.w .scroll_messages, X
JSL Sprite_ShowMessageUnconditional
PLX
INC.w SprAction, X
RTS
.scroll_messages
dw $0199
dw $019A
dw $019B
dw $019C
dw $019D
dw $019E
dw $019F
}
Librarian_FinishTranslation:
{
%PlayAnimation(0,1,16)
%ShowUnconditionalMessage($01A2)
STZ.w SprAction, X
RTS
}
Librarian_ScrollQuestComplete:
{
%PlayAnimation(0,1,16)
%ShowUnconditionalMessage($01A3)
STZ.w SprAction, X
RTS
}
}
}
Librarian_CheckForAllMaps:
{
LDA.l DNGMAP1 : CMP.b #$FC : BNE .not_all_maps
LDA.l DNGMAP2 : CMP.b #$FF : BEQ .all_maps
.not_all_maps
CLC
RTS
.all_maps
SEC
RTS
}
Librarian_CheckForNoMaps:
{
LDA.l DNGMAP1 : CMP.b #$00 : BNE .not_no_maps
LDA.l DNGMAP2 : CMP.b #$00 : BEQ .no_maps
.not_no_maps
CLC
RTS
.no_maps
SEC
RTS
}
Sprite_Mermaid_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, $02, $04, $05
.nbr_of_tiles
db 1, 1, 0, 1
.x_offsets
dw 0, 0
dw 4, -4
dw 0
dw 0, 0
.y_offsets
dw -8, 8
dw -4, -4
dw 4
dw 0, 8
.chr
db $0E, $2E
db $0B, $0C
db $2B
db $09, $29
.properties
db $79, $79
db $79, $79
db $79
db $79, $79
.sizes
db $02, $02
db $02, $02
db $02
db $02, $02
}
Sprite_Maple_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 : 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 #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $02
.nbr_of_tiles
db 1, 1
.y_offsets
dw -8, 0
dw 0, -8
.chr
db $13, $23
db $25, $15
.properties
db $39, $39
db $39, $39
}
Sprite_Librarian_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, $02
.nbr_of_tiles
db 1, 1
.x_offsets
dw 0, 0
dw 0, 0
.y_offsets
dw 0, -10
dw -9, 0
.chr
db $2A, $24
db $24, $28
.properties
db $39, $39
db $39, $39
.sizes
db $02, $02
db $02, $02
}