Raven
This is a subpage of Sprites
Sprite $00 is a shared sprite, sharing the raven and the dacto. Which sprite loads is dependent upon whether it loads in the light world or dark world. Raven is the light world version of the sprite and the dacto is the dark world version.
Contents
[hide]Raven
Description
Small, relatively harmless bird. Follows the player for a while, then flies away.
Combat Strategy
Slash it once or twice, or run away.
Dacto
Description
Small, relatively harmful bird. Follows the player for a while, then flies away.
Combat Strategy
Slash it once or twice, or run away.
Stats And Properties
The raven and dacto use the same property tables to define their default stats and properties, with a few hard-coded differences, as is common among shared sprites.
$06B080
Bit(s) | Info | Value |
---|---|---|
7 | Harmless | 0 |
6 | ? | 0 |
5 | ? | 0 |
4-0 | OAM Slots | 0001 ($01) |
$06B173
Bit(s) | Info | Value |
---|---|---|
7-0 | HP | 0000 1100 ($0C) |
This data is unused, instead HP is hard-coded in Sprite_Prep.asm as follows:
- Raven ($030965): $04
- Dacto ($030966): $08
$06B266
Bit(s) | Info | Value |
---|---|---|
7-4 | ? | 1000 ($80) |
3-0 | Damage Type | 0011 ($03) |
This data is unused, instead Damage is hard-coded in Sprite_Prep.asm as follows:
- Raven ($030963): $81
- Dacto ($030964): $88
$06B359
Bit(s) | Info | Value |
---|---|---|
7 | No Death Animation | 0 |
6 | Invincible | 0 |
5 | Adjust Child coordinates | 0 |
4 | Draw Shadow | 1 |
3-1 | Palette | 100 ($04) |
0 | ? | 1 |
$06B44C
Bit(s) | Info | Value |
---|---|---|
7 | Ignore Collision Settings | 0 |
6 | Statis | 0 |
5 | Persist | 0 |
4-0 | Hit Box Dimensions | 00000 ($00) |
$06B53F
Bit(s) | Info | Value |
---|---|---|
7-4 | Tile Interaction Hit Box | 0000 ($00) |
3 | ? | 0 |
2 | ? | 0 |
1 | Dies Like A Boss | 0 |
0 | Falls In Holes | 0 |
$06B632
Bit(s) | Info | Value |
---|---|---|
7 | Disable Tile Interactions | 1 |
6 | ? | 0 |
5 | Is shield Blockable | 0 |
4 | Alternate Damage Sound | 0 |
3-0 | Prize Pack | 0011 ($03) |
This data is unused, instead it is hard-coded in Sprite_Prep.asm as follows:
- Raven ($030967): $06
- Dacto ($030968): $02
$06B725
Bit(s) | Info | Value |
---|---|---|
7 | ? | 0 |
6 | ? | 0 |
5 | Is Interactive | 0 |
4 | Deflect Projectiles | 0 |
3 | Collide With Less Tiles | 0 |
2 | Impervious To Sword/Hammer | 0 |
1 | Impervious To Arrows? | 0 |
0 | ? | 0 |
Code
; *$EDD7B-$EDD82 LONG
Sprite_RavenLong:
{
PHB : PHK : PLB
JSR SpritePrep_Raven
PLB
RTL
}
- ==============================================================================
; *$EDD83-$EDD84 DATA
pool Sprite_SetHflip:
{
.h_flip
db $00, $40
}
- ==============================================================================
; *$EDD85-$EDDAB LOCAL
Sprite_Raven:
{
LDA $0B89, X : ORA.b #$30 : STA $0B89, X
JSL Sprite_PrepAndDrawSingleLargeLong
JSR Sprite4_CheckIfActive
JSR Sprite4_CheckIfRecoiling
JSR Sprite4_CheckDamage
JSR Sprite4_Move
LDA $0D80, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Raven_InWait
dw Raven_Ascend
dw Raven_Attack
dw Raven_FleePlayer
}
- ==============================================================================
; $EDDAC-$EDDAD DATA
pool Raven_Ascend:
{
; \task Name this routine / pool.
.timers
db $10, $F8
}
- ==============================================================================
; *$EDDAE-$EDDE4 JUMP LOCATION
Raven_InWait:
{
JSR Sprite4_IsToRightOfPlayer
JSR Raven_SetHflip
REP #$20
LDA $22 : SUB $0FD8 : ADC.w #$0050 : CMP.w #$00A0 : BCS .player_too_far
LDA $20 : SUB $0FDA : ADC.w #$0058 : CMP.w #$00A0 : BCS .player_too_far
SEP #$20
INC $0D80, X
LDA.b #$18 : STA $0DF0, X
LDA.b #$1E : JSL Sound_SetSfx3PanLong
.player_too_far
SEP #$20
RTS
}
- ==============================================================================
; *$EDDE5-$EDE08 JUMP LOCATION
Raven_Ascend:
{
LDA $0DF0, X : BNE .delay
INC $0D80, X
LDY $0D90, X
LDA .timers, Y : STA $0DF0, X
LDA.b #$20
JSL Sprite_ApplySpeedTowardsPlayerLong
.delay
INC $0F70, X
LDA $1A : LSR A : AND.b #$01 : INC A : STA $0DC0, X
RTS
}
- ==============================================================================
; *$EDE09-$EDE65 JUMP LOCATION
Raven_Attack:
{
LDA $0DF0, X : BNE .delay_fleeing
LDA $0FFF : BEQ .always_flee_in_light_world
; Afaik, all Dark World 'ravens' are fearless. They look like mini-
; pterodactyls.
LDA $0D90, X : BNE .is_fearless
.always_flee_in_light_world
INC $0D80, X
.is_fearless
.delay_fleeing
TXA : EOR $1A : LSR A : BCS .delay_speed_analysis
LDA #$20 : JSL Sprite_ProjectSpeedTowardsPlayerLong
; *$EDE27 ALTERNATE ENTRY POINT
Raven_AccelerateToTargetSpeed:
LDA $0D40, X : CMP $00 : BEQ .y_speed_at_target
BPL .y_speed_above_target
INC $0D40, X
BRA .check_x_speed
.y_speed_above_target
DEC $0D40, X
.y_speed_at_target
.check_x_speed
LDA $0D50, X : CMP $01 : BEQ .x_speed_at_target
BPL .x_speed_above_target
INC $0D50, X
BRA .animate
.x_speed_above_target
DEC $0D50, X
.x_speed_at_target
.delay_speed_analysis
.animate
; *$EDE49 ALTERNATE ENTRY POINT
shared Raven_Animate:
LDA $1A : LSR A : AND.b #$01 : INC A : STA $0DC0, X
LDA $0D50, X : ASL A : ROL A : AND.b #$01 : TAY
; *$EDE5A ALTERNATE ENTRY POINT
shared Raven_SetHflip:
LDA $0F50, X : AND.b #$BF : ORA $DD83, Y : STA $0F50, X
RTS
}
- ==============================================================================
; *$EDE66-$EDE81 JUMP LOCATION
Raven_FleePlayer:
{
TXA : EOR $1A : LSR A : BCS Raven_Animate
LDA.b #$30 : JSL Sprite_ProjectSpeedTowardsPlayerLong
LDA $00 : EOR.b #$FF : INC A : STA $00
LDA $01 : EOR.b #$FF : INC A : STA $01
BRA Raven_AccelerateToTargetSpeed
}