Files
oracle-of-secrets/Sprites/Enemies/booki.asm
2024-06-14 21:11:54 -04:00

252 lines
5.9 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $CC ; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 00 ; 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_Booki_Prep, Sprite_Booki_Long)
; =========================================================
Sprite_Booki_Long:
{
PHB : PHK : PLB
JSR Sprite_Booki_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_Booki_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Booki_Prep:
{
PHB : PHK : PLB
STZ.w SprMiscB, X
PLB
RTL
}
; =========================================================
Sprite_Booki_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw StalkPlayer
dw HideFromPlayer
dw HiddenFromPlayer
dw ApproachPlayer
StalkPlayer:
{
%PlayAnimation(0,1,16)
JSR Sprite_Booki_Move
RTS
}
HideFromPlayer:
{
%PlayAnimation(0,4,16)
RTS
}
HiddenFromPlayer:
{
%PlayAnimation(4,4,16)
RTS
}
ApproachPlayer:
{
%PlayAnimation(5,9,16)
}
}
Sprite_Booki_Move:
{
JSL Sprite_Move
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
JSL Sprite_IsToRightOfPlayer : CPY.b #$01 : BNE .ToRight
LDA.b #$01 : STA.w SprMiscC, X
JMP .Continue
.ToRight
STZ.w SprMiscC, X
.Continue
LDA.w SprMiscB, X
JSL UseImplicitRegIndexedLocalJumpTable
dw SlowFloat
dw FloatAway
SlowFloat:
{
JSL GetRandomInt : AND.b #$04
JSL Sprite_FloatTowardPlayer
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
LDA.b #$01 : STA.w SprMiscB, X
.no_damage
JSL Sprite_CheckDamageToPlayer
PHX
JSL Sprite_DirectionToFacePlayer
LDA.b $0E : CMP.b #$08 : BCS .NotTooClose
LDA.b $0F : CMP.b #$08 : BCS .NotTooClose
LDA.b #$01 : STA.w SprMiscB, X
.NotTooClose
PLX
RTS
}
FloatAway:
{
JSL GetRandomInt : AND.b #$04
JSL Sprite_FloatAwayFromPlayer
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
LDA.b #$01 : STA.w SprMiscB, X
.no_damage
JSL Sprite_CheckDamageToPlayer
PHX
JSL Sprite_DirectionToFacePlayer
LDA.b $0E : CMP.b #$10 : BCC .NotTooClose
LDA.b $0F : CMP.b #$10 : BCC .NotTooClose
LDA.b #$00 : STA.w SprMiscB, X
.NotTooClose
PLX
RTS
}
}
; =========================================================
Sprite_Booki_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprMiscC, X : STA $09
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 : 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.b $09 : BEQ .ToRight
LDA.b #$39 : JMP .Prop
.ToRight
LDA.b #$79
.Prop
STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
; =========================================================
.start_index
db $00, $01, $02, $03, $04, $05, $06, $07, $08, $09
.nbr_of_tiles
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
.chr
db $0E
db $0C
db $0A
db $2C
db $2E
db $2E
db $0A
db $2C
db $0C
db $0E
}