Boss housekeeping

This commit is contained in:
scawful
2025-01-06 17:52:35 -05:00
parent 5177cdfd63
commit 02df9c4856
5 changed files with 475 additions and 703 deletions

View File

@@ -198,7 +198,6 @@ Sprite_DarkLink_Main:
SEP #$20 SEP #$20
LDA.w SprTimerC, X : BNE ++ LDA.w SprTimerC, X : BNE ++
; attempt a slash if we can ; attempt a slash if we can
LDA.w SprMiscD, X : BNE + LDA.w SprMiscD, X : BNE +
STZ.w SprFrame, X STZ.w SprFrame, X
BRA .skipdirections BRA .skipdirections
@@ -213,9 +212,7 @@ Sprite_DarkLink_Main:
+ +
LDA.b #18 : STA.w SprFrame, X LDA.b #18 : STA.w SprFrame, X
+ +
.skipdirections .skipdirections
JSR SpawnSwordDamage JSR SpawnSwordDamage
%GotoAction(1) %GotoAction(1)
++ ++
@@ -231,21 +228,16 @@ Sprite_DarkLink_Main:
CMP #$02 : BEQ .attemptToDodge CMP #$02 : BEQ .attemptToDodge
CMP #$06 : BEQ .attemptToDodge CMP #$06 : BEQ .attemptToDodge
CMP #$0F : BNE .toofardodge CMP #$0F : BNE .toofardodge
; only once per slash ! ; only once per slash !
.attemptToDodge .attemptToDodge
;check if we are using spin attack ;check if we are using spin attack
LDA.b $3C : CMP #$90 : BNE .nospin LDA.b $3C : CMP #$90 : BNE .nospin
; determine if player is going to dodge it or not ; determine if player is going to dodge it or not
LDA $1A : AND #$01 : BEQ .dodge LDA $1A : AND #$01 : BEQ .dodge
.nospin .nospin
LDA.w SprMiscB, X : CMP.w $0354 : BEQ .toofardodge LDA.w SprMiscB, X : CMP.w $0354 : BEQ .toofardodge
LDA.w SprMiscC, X : BNE .enrageddodge LDA.w SprMiscC, X : BNE .enrageddodge
LDA $1A : AND #$03 : BEQ .toofardodge ; 50/50 chances of dodging LDA $1A : AND #$03 : BEQ .toofardodge ; 50/50 chances of dodging
BRA .dodge BRA .dodge
@@ -258,16 +250,13 @@ Sprite_DarkLink_Main:
LDA.w SprXSpeed, X : EOR #$FF : STA.w SprXSpeed, X LDA.w SprXSpeed, X : EOR #$FF : STA.w SprXSpeed, X
LDA.w SprYSpeed, X : EOR #$FF : STA.w SprYSpeed, X LDA.w SprYSpeed, X : EOR #$FF : STA.w SprYSpeed, X
LDA.b #$1A : STA.w $0F80,X LDA.b #$1A : STA.w $0F80,X
%GotoAction(2) %GotoAction(2)
RTS RTS
.toofardodge .toofardodge
SEP #$20 SEP #$20
.linknotattacking .linknotattacking
LDA.w $0354 : STA.w SprMiscB, X LDA.w $0354 : STA.w SprMiscB, X
@@ -298,7 +287,6 @@ Sprite_DarkLink_Main:
STZ.w SprXSpeed, X STZ.w SprXSpeed, X
.doYspeed .doYspeed
LDA.w SprYSpeed, X : CMP.b #$08 : BCC .zeroYSpeed LDA.w SprYSpeed, X : CMP.b #$08 : BCC .zeroYSpeed
BPL .positiveYspeed BPL .positiveYspeed
LDA #$F0 : STA.w SprYSpeed, X LDA #$F0 : STA.w SprYSpeed, X
BRA .ignorezerospeed BRA .ignorezerospeed
@@ -421,7 +409,6 @@ Sprite_DarkLink_Main:
;dw Walk ;06 ;dw Walk ;06
Bomb: Bomb:
{ {
TYX ; get back sprite index TYX ; get back sprite index

View File

@@ -68,7 +68,7 @@ Sprite_Kydreeok_Prep:
STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
STZ.w Neck3_OffsetX : STZ.w Neck3_OffsetY ; STZ.w Neck3_OffsetX : STZ.w Neck3_OffsetY
JSR ApplyPalette JSR ApplyPalette
@@ -121,21 +121,17 @@ MaybeRespawnHead:
RTS RTS
} }
; ========================================================= ; =========================================================
Sprite_Kydreeok_Main: Sprite_Kydreeok_Main:
{ {
LDA.w SprAction, X %SpriteJumpTable(Kydreeok_Start,
JSL UseImplicitRegIndexedLocalJumpTable Kydreeok_StageControl,
Kydreeok_MoveXandY,
dw Kydreeok_Start ; 00 Kydreeok_MoveXorY,
dw Kydreeok_StageControl ; 01 Kydreeok_KeepWalking,
dw Kydreeok_MoveXandY ; 02 Kydreeok_Dead,
dw Kydreeok_MoveXorY ; 03 Kydreeok_Flying)
dw Kydreeok_KeepWalking ; 04
dw Kydreeok_Dead ; 05
dw Kydreeok_Flying ; 06
; ------------------------------------------------------- ; -------------------------------------------------------
; 0x00 ; 0x00
@@ -324,21 +320,21 @@ Sprite_Kydreeok_Main:
; ========================================================= ; =========================================================
Offspring1_Neck1_X = $19EA LeftNeck1_X = $19EA
Offspring1_Neck2_X = $19EC LeftNeck2_X = $19EC
Offspring1_Neck3_X = $19EE LeftNeck3_X = $19EE
Offspring1_Neck1_Y = $19EB LeftNeck1_Y = $19EB
Offspring1_Neck2_Y = $19ED LeftNeck2_Y = $19ED
Offspring1_Neck3_Y = $19EF LeftNeck3_Y = $19EF
Offspring2_Neck1_X = $19F0 RightNeck1_X = $19F0
Offspring2_Neck2_X = $19F2 RightNeck2_X = $19F2
Offspring2_Neck3_X = $19F4 RightNeck3_X = $19F4
Offspring2_Neck1_Y = $19F1 RightNeck1_Y = $19F1
Offspring2_Neck2_Y = $19F3 RightNeck2_Y = $19F3
Offspring2_Neck3_Y = $19F5 RightNeck3_Y = $19F5
Offspring3_Neck1_X = $1A78 Offspring3_Neck1_X = $1A78
Offspring3_Neck2_X = $1A7A Offspring3_Neck2_X = $1A7A
@@ -353,27 +349,21 @@ SpawnLeftHead:
LDA #$CF LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return JSL Sprite_SpawnDynamically : BMI .return
TYA : STA.w Offspring1_Id TYA : STA.w Offspring1_Id
;store the sub-type
LDA.b #$00 : STA $0E30, Y LDA.b #$00 : STA $0E30, Y
PHX PHX
; code that controls where to spawn the offspring.
REP #$20 REP #$20
LDA.w SprCachedX : SEC : SBC.w #$0010 LDA.w SprCachedX : SEC : SBC.w #$0010
SEP #$20 SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20 REP #$20
LDA.w SprCachedY : SEC : SBC.w #$000F LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20 SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y STA.w SprY, Y : XBA : STA.w SprYH, Y
LDA.w SprX, Y LDA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
LDA.w SprY, Y : STA.w $19EB : STA.w $19ED : STA.w $19EF : STA.w SprY, Y LDA.w SprY, Y : STA.w $19EB : STA.w $19ED : STA.w $19EF : STA.w SprY, Y
STA.w SprMiscB, Y STA.w SprMiscB, Y
TYX TYX
STZ.w SprYRound, X STZ.w SprYRound, X
STZ.w SprXRound, X STZ.w SprXRound, X
PLX PLX
@@ -382,44 +372,34 @@ SpawnLeftHead:
} }
; ========================================================= ; =========================================================
; SpawnCenterHead: ; SpawnCenterHead:
; { ; {
; LDA #$CF ; LDA #$CF
; JSL Sprite_SpawnDynamically : BMI .return ; JSL Sprite_SpawnDynamically : BMI .return
; TYA : STA.w Offspring3_Id ; TYA : STA.w Offspring3_Id
; ;store the sub-type ; ;store the sub-type
; LDA.b #$02 : STA $0E30, Y ; LDA.b #$02 : STA $0E30, Y
; PHX ; PHX
; ; code that controls where to spawn the offspring. ; ; code that controls where to spawn the offspring.
; REP #$20 ; REP #$20
; LDA.w SprCachedX : CLC : ADC.w #$0004 ; LDA.w SprCachedX : CLC : ADC.w #$0004
; SEP #$20 ; SEP #$20
; STA.w SprX, Y : XBA : STA.w SprXH, Y ; STA.w SprX, Y : XBA : STA.w SprXH, Y
; REP #$20 ; REP #$20
; LDA.w SprCachedY : SEC : SBC.w #$000F ; LDA.w SprCachedY : SEC : SBC.w #$000F
; SEP #$20 ; SEP #$20
; STA.w SprY, Y : XBA : STA.w SprYH, Y ; STA.w SprY, Y : XBA : STA.w SprYH, Y
; LDA.w SprX, Y : STA.w SprX, Y ; LDA.w SprX, Y : STA.w SprX, Y
; STA.w SprMiscA, Y : STA.w $1A78 : STA.w $1A7A : STA.w $1A7C ; STA.w SprMiscA, Y : STA.w $1A78 : STA.w $1A7A : STA.w $1A7C
; LDA.w SprY, Y : STA.w $1A79 : STA.w $1A7B : STA.w $1A7D : STA.w SprY, Y ; LDA.w SprY, Y : STA.w $1A79 : STA.w $1A7B : STA.w $1A7D : STA.w SprY, Y
; STA.w SprMiscB, Y ; STA.w SprMiscB, Y
; TYX ; TYX
; STZ.w SprYRound, X ; STZ.w SprYRound, X
; STZ.w SprXRound, X ; STZ.w SprXRound, X
; PLX ; PLX
; .return ; .return
; RTS ; RTS
; } ; }
; ========================================================= ; =========================================================
SpawnRightHead: SpawnRightHead:
@@ -427,28 +407,21 @@ SpawnRightHead:
LDA #$CF LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return JSL Sprite_SpawnDynamically : BMI .return
TYA : STA.w Offspring2_Id TYA : STA.w Offspring2_Id
;store the sub-type
LDA.b #$01 : STA $0E30, Y LDA.b #$01 : STA $0E30, Y
PHX PHX
; code that controls where to spawn the offspring.
REP #$20 REP #$20
LDA.w SprCachedX : CLC : ADC.w #$000D LDA.w SprCachedX : CLC : ADC.w #$000D
SEP #$20 SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20 REP #$20
LDA.w SprCachedY : SEC : SBC.w #$000F LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20 SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y STA.w SprY, Y : XBA : STA.w SprYH, Y
LDA.w SprX, Y : STA.w SprX, Y LDA.w SprX, Y : STA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4 STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
LDA.w SprY, Y : STA.w $19F1 : STA.w $19F3 : STA.w $19F5 : STA.w SprY, Y LDA.w SprY, Y : STA.w $19F1 : STA.w $19F3 : STA.w $19F5 : STA.w SprY, Y
STA.w SprMiscB, Y STA.w SprMiscB, Y
TYX TYX
STZ.w SprYRound, X STZ.w SprYRound, X
STZ.w SprXRound, X STZ.w SprXRound, X
PLX PLX

View File

@@ -30,6 +30,7 @@
!ImperviousArrow = 00 ; 01 = Impervious to arrows !ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks !ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss !Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long) %Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long)
Sprite_KydreeokHead_Long: Sprite_KydreeokHead_Long:
@@ -48,7 +49,6 @@ Sprite_KydreeokHead_Long:
; ========================================================= ; =========================================================
print "KydreeokHead_Prep: ", pc
Sprite_KydreeokHead_Prep: Sprite_KydreeokHead_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
@@ -192,7 +192,6 @@ Sprite_KydreeokHead_Main:
RTS RTS
} }
KydreeokHead_SummonFire: KydreeokHead_SummonFire:
{ {
%MoveTowardPlayer(10) %MoveTowardPlayer(10)
@@ -204,55 +203,19 @@ Sprite_KydreeokHead_Main:
.not_done .not_done
RTS RTS
} }
} }
KydreeokHead_RotationMove: KydreeokHead_RotationMove:
{ {
; ; Reset targetting mode
; LDA.w SprTimerE, X : BNE +
; STZ.w SprMiscE, X
; +
; LDA.w SprMiscE, X : BEQ .continue_move
; LDA.b #$04
; JSL Sprite_ApplySpeedTowardsPlayer
; JSL Sprite_Move
; JSR MoveWithBody
; RTS
; .continue_move
JSL GetRandomInt : AND #$0F : TAY JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00 LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00
JSL GetRandomInt : AND #$0F : TAY JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprYSpeed, X : STA $01 LDA.w SpeedTable, Y : STA.w SprYSpeed, X : STA $01
; JSL Sprite_Move
JSR KydreeokHead_NeckControl JSR KydreeokHead_NeckControl
JSR MoveWithBody JSR MoveWithBody
JSR RotateHeadUsingSpeedValues JSR RotateHeadUsingSpeedValues
; JSL GetRandomInt : AND #$7F : BNE .no_independent
; LDA.b #$01 : STA.w SprMiscE, X
; LDA.b #$10 : STA.w SprTimerE, X
; .no_independent
RTS
}
Sprite_KydreeokHead_Damage_Flash:
{
LDA.w SprMiscE, X : BEQ .dontFlash
; Change the palette to the next in the cycle
LDA.w SprMiscE, X : INC : CMP.b #$08 : BNE .dontReset
LDA.b #$00
.dontReset
STA.w SprMiscE, X
BRA .flash
.dontFlash
STZ.w SprMiscE, X
.flash
RTS RTS
} }
@@ -292,26 +255,20 @@ Y_Coords:
RotateHeadUsingSpeedValues: RotateHeadUsingSpeedValues:
{ {
LDY.w Neck_Index LDY.w Neck_Index
LDA.w SprXSpeed, X : CLC : ADC.w XSpeedSin, Y : ASL : STA.w SprXSpeed, X LDA.w SprXSpeed, X : CLC : ADC.w XSpeedSin, Y : ASL : STA.w SprXSpeed, X
LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
INY : CPY #$3F : BNE .not_full INY : CPY #$3F : BNE .not_full
LDY.b #$00 LDY.b #$00
.not_full .not_full
STY.w Neck_Index STY.w Neck_Index
JSL Sprite_MoveLong JSL Sprite_MoveLong
RTS RTS
}
XSpeedSin: #XSpeedSin:
{
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25 db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32 db 27, 28, 30, 31, 31, 32
}
YSpeedSin: #YSpeedSin:
{
db 32, 32, 31, 31 db 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9 db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20 db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
@@ -331,7 +288,7 @@ YSpeedSin:
RandomlyAttack: RandomlyAttack:
{ {
JSR Sprite_KydreeokHead_Damage_Flash JSL Sprite_DamageFlash_Long
JSL GetRandomInt : AND #$7F : BNE .no_attack JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack JSL GetRandomInt : AND #$0F : BNE .no_attack
@@ -354,16 +311,16 @@ MoveWithBody:
LDA.w SprX, Y : SEC : SBC #$0F LDA.w SprX, Y : SEC : SBC #$0F
STA.w SprMiscA, X STA.w SprMiscA, X
STA.w $19EA : DEC STA.w LeftNeck1_X : DEC
STA.w $19EC : DEC STA.w LeftNeck2_X : DEC
STA.w $19EE STA.w LeftNeck3_X
; STA.w SprX, X ; STA.w SprX, X
LDA.w SprY, Y : SEC : SBC #$0F LDA.w SprY, Y : SEC : SBC #$0F
STA.w SprMiscB, X STA.w SprMiscB, X
STA.w $19EB STA.w LeftNeck1_Y
; STA.w $19ED ; STA.w LeftNeck2_Y
; STA.w $19EF ; STA.w LeftNeck3_Y
; STA.w SprY, X ; STA.w SprY, X
RTS RTS
@@ -390,20 +347,21 @@ MoveWithBody:
Neck1_Control: Neck1_Control:
{ {
; Set head pos LDA.w LeftNeck3_X : STA.w SprX, X
LDA $19EE : STA.w SprX, X LDA.w LeftNeck3_Y : STA.w SprY, X
LDA $19EF : STA.w SprY, X
LDA.w SprX, X : STA.w SprMiscC, X LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA.w SprMiscD, X LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprXSpeed, X : STA $08 LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09 LDA.w SprYSpeed, X : STA $09
LDA.w $19EA : STA $02 ; x LDA.w LeftNeck1_X : STA $02 ; x
LDA.w $19EB : STA $03 ; y LDA.w LeftNeck1_Y : STA $03 ; y
LDA.w SprX, X : STA $04 LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05 LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head? JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
@@ -411,8 +369,8 @@ Neck1_Control:
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
; load body position into sprite position ; load body position into sprite position
LDA.w $19EA : STA.w SprX, X LDA.w LeftNeck1_X : STA.w SprX, X
LDA.w $19EB : STA.w SprY, X LDA.w LeftNeck1_Y : STA.w SprY, X
LDA #$06 LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
@@ -420,26 +378,28 @@ Neck1_Control:
LDA.b $00 : STA.w SprYSpeed, X LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EA LDA.w SprX, X : STA.w LeftNeck1_X
LDA.w SprY, X : STA.w $19EB LDA.w SprY, X : STA.w LeftNeck1_Y
.TooCloseToHead .TooCloseToHead
; Do body part 2 ; Do body part 2
LDA.w $19EC : STA $02 ; x LDA.w LeftNeck2_X : STA $02 ; x
LDA.w $19ED : STA $03 ; y LDA.w LeftNeck2_Y : STA $03 ; y
LDA.w $19EA : STA $04 LDA.w LeftNeck1_X : STA $04
LDA.w $19EB : STA $05 LDA.w LeftNeck1_Y : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
LDA.w $19EA : STA $04 ; dest X ; is body1 too close to the head?
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1
LDA.w LeftNeck1_X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19EB : STA $06 ; dest Y LDA.w LeftNeck1_Y : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ;load body position into sprite position
LDA.w $19EC : STA.w SprX, X LDA.w LeftNeck2_X : STA.w SprX, X
LDA.w $19ED : STA.w SprY, X LDA.w LeftNeck2_Y : STA.w SprY, X
LDA #$06 LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
@@ -447,32 +407,33 @@ Neck1_Control:
LDA.b $00 : STA.w SprYSpeed, X LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EC LDA.w SprX, X : STA.w LeftNeck2_X
LDA.w SprY, X : STA.w $19ED LDA.w SprY, X : STA.w LeftNeck2_Y
.TooCloseToBodyPart1 .TooCloseToBodyPart1
; Do body part 2 ; Do body part 2
LDA.w $19EE : STA $02 ; x LDA.w LeftNeck3_X : STA $02 ; x
LDA.w $19EF : STA $03 ; y LDA.w LeftNeck3_Y : STA $03 ; y
LDA.w LeftNeck2_X : STA $04
LDA.w LeftNeck2_Y : STA $05
LDA.w $19EC : STA $04 ; is body1 too close to the head?
LDA.w $19ED : STA $05 JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head? LDA.w LeftNeck2_X : STA $04 ; dest X
LDA.w $19EC : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19ED : STA $06 ; dest Y LDA.w LeftNeck2_Y : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ; load body position into sprite position
LDA.w $19EE : STA.w SprX, X LDA.w LeftNeck3_X : STA.w SprX, X
LDA.w $19EF : STA.w SprY, X LDA.w LeftNeck3_Y : STA.w SprY, X
LDA #$06 LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EE LDA.w SprX, X : STA.w LeftNeck3_X
LDA.w SprY, X : STA.w $19EF LDA.w SprY, X : STA.w LeftNeck3_Y
.TooCloseToBodyPart2 .TooCloseToBodyPart2
LDA.w SprMiscC, X : STA.w SprX, X LDA.w SprMiscC, X : STA.w SprX, X
@@ -484,7 +445,6 @@ Neck1_Control:
Neck2_Control: Neck2_Control:
{ {
; Set head pos
LDA $19F4 : STA.w SprX, X LDA $19F4 : STA.w SprX, X
LDA $19F5 : STA.w SprY, X LDA $19F5 : STA.w SprY, X
@@ -522,7 +482,9 @@ Neck2_Control:
LDA.w $19F0 : STA $04 LDA.w $19F0 : STA $04
LDA.w $19F1 : STA $05 LDA.w $19F1 : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
; is body1 too close to the head?
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12
LDA.w $19F0 : STA $04 ; dest X LDA.w $19F0 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
@@ -587,40 +549,43 @@ KydreeokHead_NeckControl:
Sprite_KydreeokHead_DrawNeck: Sprite_KydreeokHead_DrawNeck:
{ {
; Dumb draw neck code
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2 LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
LDA.w $19EE : STA.w SprCachedX LDA.w LeftNeck3_X : STA.w SprCachedX
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY LDA.w LeftNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
LDA.w $19EC : STA.w SprCachedX LDA.w LeftNeck2_X : STA.w SprCachedX
LDA.w $19ED : STA.w SprCachedY LDA.w LeftNeck2_Y : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
LDA.w $19EA : STA.w SprCachedX LDA.w LeftNeck1_X : STA.w SprCachedX
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY LDA.w LeftNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
BRA .skipNeck BRA .skipNeck
.neck2 .neck2
LDA.w $19F4 : STA.w SprCachedX LDA.w RightNeck3_X : STA.w SprCachedX
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY LDA.w RightNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
LDA.w $19F2 : STA.w SprCachedX LDA.w RightNeck2_X : STA.w SprCachedX
LDA.w $19F3 : STA.w SprCachedY LDA.w RightNeck2_Y : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
LDA.w $19F0 : STA.w SprCachedX LDA.w RightNeck1_X : STA.w SprCachedX
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY LDA.w RightNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart JSR DrawNeckPart
@@ -633,28 +598,24 @@ Sprite_KydreeokHead_DrawNeck:
DrawNeckPart: DrawNeckPart:
{ {
PHY PHY : JSL Sprite_PrepOamCoord : PLY
JSL Sprite_PrepOamCoord
PLY
REP #$20 REP #$20
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100 LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
SEP #$20 SEP #$20
BCC .on_screen_y2 BCC .on_screen_y2
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way ; Put the sprite out of the way
STA $0E LDA.b #$F0 : STA ($90), Y : STA $0E
.on_screen_y2 .on_screen_y2
INY INY
LDA #$2E : STA ($90), Y ; Set the Char LDA #$2E : STA ($90), Y ; Set the Char
INY INY
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY
INY
RTS RTS
} }
@@ -667,8 +628,7 @@ Sprite_KydreeokHead_Draw:
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08
LDA.w SprMiscE, X : STA $08
PHX PHX
; amount of tiles - 1 ; amount of tiles - 1

View File

@@ -27,7 +27,6 @@ Sprite_Octoboss_Long:
; example if player left without the item, item will be on the ground still ; example if player left without the item, item will be on the ground still
; when he'll came back on that screen ; when he'll came back on that screen
PHX PHX
LDX.b $8A LDX.b $8A
LDA.l $7EF280, X : AND.b #$40 : BEQ .notKiledYet LDA.l $7EF280, X : AND.b #$40 : BEQ .notKiledYet
PLX ; get back SPR index PLX ; get back SPR index
@@ -37,21 +36,15 @@ Sprite_Octoboss_Long:
STZ.w SprState, X STZ.w SprState, X
JSR SpawnMedallionAlt ; spawn standing medallion JSR SpawnMedallionAlt ; spawn standing medallion
BRA .SpriteIsNotActive BRA .SpriteIsNotActive
.weHaveMedallion .weHaveMedallion
; Do nothing just kill this sprite ; Do nothing just kill this sprite
STZ.w SprState, X STZ.w SprState, X
BRA .SpriteIsNotActive BRA .SpriteIsNotActive
.notKiledYet .notKiledYet
PLX PLX
;LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X ;LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X
;LDA.w SprProps, X : AND.b #$BF : STA.w SprProps, X ;LDA.w SprProps, X : AND.b #$BF : STA.w SprProps, X
LDA.b #15 : STA.w SprFrame, X LDA.b #15 : STA.w SprFrame, X
LDA.b #$87 : STA.l $7EC664 : STA.l $7EC684 LDA.b #$87 : STA.l $7EC664 : STA.l $7EC684
LDA.b #$55 : STA.l $7EC665 : STA.l $7EC685 LDA.b #$55 : STA.l $7EC665 : STA.l $7EC685
@@ -61,29 +54,23 @@ Sprite_Octoboss_Long:
+ +
LDA.w SprMiscF, X : BNE + LDA.w SprMiscF, X : BNE +
JSR Sprite_Octoboss_Draw ; Call the draw code JSR Sprite_Octoboss_Draw
BRA ++ BRA ++
+ +
JSR Sprite_Octoboss_Draw2 ; Call the draw code JSR Sprite_Octoboss_Draw2
++ ++
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive : BCC .SpriteIsNotActive
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
LDA.w SprMiscF, X : BNE + LDA.w SprMiscF, X : BNE +
JSR Sprite_Octoboss_Main
JSR Sprite_Octoboss_Main ; Call the main sprite code
BRA .SpriteIsNotActive BRA .SpriteIsNotActive
+ +
JSR Sprite_Octoboss_Secondary ; Call the Secondary sprite code JSR Sprite_Octoboss_Secondary
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB
RTL ; Go back to original code RTL
} }
Sprite_Octoboss_Main: Sprite_Octoboss_Main:
{ {
LDA.w SprAction, X LDA.w SprAction, X
@@ -122,8 +109,8 @@ Sprite_Octoboss_Secondary:
dw IdleWait ; 06 dw IdleWait ; 06
dw SubmergeForeverKill ; 07 dw SubmergeForeverKill ; 07
WaitForPlayerToApproach: WaitForPlayerToApproach:
{
REP #$20 REP #$20
LDA.b $20 : CMP #$08C8 LDA.b $20 : CMP #$08C8
SEP #$20 SEP #$20
@@ -133,11 +120,10 @@ Sprite_Octoboss_Secondary:
JSR SpawnSplash JSR SpawnSplash
.TooFar .TooFar
RTS RTS
}
; 08B8
Emerge: Emerge:
{
INC.w $02E4 ; prevent link from moving INC.w $02E4 ; prevent link from moving
LDA.w SprTimerB, X : BNE + LDA.w SprTimerB, X : BNE +
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #8 : BCC .noframereset LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #8 : BCC .noframereset
@@ -146,20 +132,20 @@ Sprite_Octoboss_Secondary:
LDA.b #2 : STA.w SprTimerB, X LDA.b #2 : STA.w SprTimerB, X
+ +
RTS RTS
}
EmergedShowMessage: EmergedShowMessage:
LDA.b #$48 {
LDY.b #$00 %ShowUnconditionalMessage($0048)
JSL Sprite_ShowMessageUnconditional
INC.w SprAction, X INC.w SprAction, X
RTS RTS
}
WaitDialog: WaitDialog:
RTS RTS
SpawnAndAwakeHisBrother: SpawnAndAwakeHisBrother:
{
LDA.b #$40 : STA.w SprTimerC, X ; Will need to adjust LDA.b #$40 : STA.w SprTimerC, X ; Will need to adjust
LDA.b #$3C LDA.b #$3C
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically
@@ -167,21 +153,17 @@ Sprite_Octoboss_Secondary:
STA.w BrotherSpr, X ; keep the brother id STA.w BrotherSpr, X ; keep the brother id
LDA.b #$D0 : STA.w SprY, Y LDA.b #$D0 : STA.w SprY, Y
LDA.b #$08 : STA.w SprYH, Y LDA.b #$08 : STA.w SprYH, Y
LDA.b #$20 : STA.w SprX, Y LDA.b #$20 : STA.w SprX, Y
LDA.b #$09 : STA.w SprXH, Y LDA.b #$09 : STA.w SprXH, Y
LDA.b #$01 : STA.w SprMiscF, Y LDA.b #$01 : STA.w SprMiscF, Y
LDA.b #$00 : STA.w SprFrame, Y LDA.b #$00 : STA.w SprFrame, Y
; Do the spawning code ; Do the spawning code
INC.w SprAction, X INC.w SprAction, X
RTS RTS
}
WaitForBrotherEmerge: WaitForBrotherEmerge:
{
LDA.w SprTimerC, X : BNE + LDA.w SprTimerC, X : BNE +
LDA.b #$49 LDA.b #$49
LDY.b #$00 LDY.b #$00
@@ -190,8 +172,10 @@ Sprite_Octoboss_Secondary:
INC.w SprAction, X INC.w SprAction, X
+ +
RTS RTS
}
SpawnPirateHats: SpawnPirateHats:
{
LDA.w SprTimerC, X : CMP #$14 : BNE + LDA.w SprTimerC, X : CMP #$14 : BNE +
PHX PHX
JSR SpawnBossPoof JSR SpawnBossPoof
@@ -226,49 +210,39 @@ Sprite_Octoboss_Secondary:
; you can use a sprite/item to get location from ZS ; you can use a sprite/item to get location from ZS
; and use the macro GetTilePos($x,$y) ; and use the macro GetTilePos($x,$y)
;-------------------------------------------------------------
PHX PHX
REP #$30 %mode16()
%GetTilePos($0F, $07) %GetTilePos($0F, $07)
LDA.w #$068F LDA.w #$068F : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($10, $07) %GetTilePos($10, $07)
LDA.w #$068F LDA.w #$068F : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($11, $07) %GetTilePos($11, $07)
LDA.w #$068F LDA.w #$068F : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($0F, $08) %GetTilePos($0F, $08)
LDA.w #$06A4 LDA.w #$06A4 : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($10, $08) %GetTilePos($10, $08)
LDA.w #$06A4 LDA.w #$06A4 : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($11, $08) %GetTilePos($11, $08)
LDA.w #$06A4 LDA.w #$06A4 : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
SEP #$30 %mode8()
PLX PLX
LDA.b #$01 LDA.b #$01 : STA.b $14
STA.b $14
;-------------------------------------------------------------
+ +
RTS RTS
}
IdlePhase: IdlePhase:
{
LDA.w SprTimerC, X : CMP.b #$08 : BNE + LDA.w SprTimerC, X : CMP.b #$08 : BNE +
JSL Sprite_SpawnFireball JSL Sprite_SpawnFireball
+ +
LDA.w SprTimerC, X : BNE + LDA.w SprTimerC, X : BNE +
INC.w SprAction, X INC.w SprAction, X
+ +
@@ -280,36 +254,32 @@ Sprite_Octoboss_Secondary:
.noframereset .noframereset
LDA.b #18 : STA.w SprTimerB, X LDA.b #18 : STA.w SprTimerB, X
+ +
LDA.w SprMiscF, X : BNE + ; is it the red octopus? (blue doesn't need to run that) LDA.w SprMiscF, X : BNE + ; is it the red octopus? (blue doesn't need to run that)
JSR ReturnTotalHealth ; return the health total of both sprite JSR ReturnTotalHealth : CMP.b #$30 : BCS .tooMuchHealth
CMP.b #$30 : BCS .tooMuchHealth
LDA.b #$09 : STA.w SprAction, X ; go to wait message action LDA.b #$09 : STA.w SprAction, X ; go to wait message action
.tooMuchHealth .tooMuchHealth
+ +
JSL Sprite_CheckDamageFromPlayer JSL Sprite_CheckDamageFromPlayer
RTS RTS
}
PickDirection: PickDirection:
{
JSL GetRandomInt : AND.b #$1F : SEC : SBC #$10 : STA.w SprXSpeed, X JSL GetRandomInt : AND.b #$1F : SEC : SBC #$10 : STA.w SprXSpeed, X
JSL GetRandomInt : AND.b #$1F : SEC : SBC #$10 : STA.w SprYSpeed, X JSL GetRandomInt : AND.b #$1F : SEC : SBC #$10 : STA.w SprYSpeed, X
INC.w SprAction, X INC.w SprAction, X
JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X
RTS RTS
}
Moving: Moving:
{
LDA.w SprTimerC, X : BNE + LDA.w SprTimerC, X : BNE +
DEC.w SprAction, X DEC.w SprAction, X
DEC.w SprAction, X DEC.w SprAction, X
JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X
+ +
JSL Sprite_Move JSL Sprite_Move
LDA.w SprTimerB, X : BNE + LDA.w SprTimerB, X : BNE +
LDA.b #$01 : STA.w SprHeight, X LDA.b #$01 : STA.w SprHeight, X
@@ -320,50 +290,42 @@ Sprite_Octoboss_Secondary:
LDA.b #10 : STA.w SprTimerB, X LDA.b #10 : STA.w SprTimerB, X
+ +
LDA.w SprX, X : CMP.b #$E2 : BCC .notTooFarRight LDA.w SprX, X : CMP.b #$E2 : BCC .notTooFarRight
LDA.w SprXSpeed, X : BMI .notTooFarRight LDA.w SprXSpeed, X : BMI .notTooFarRight
EOR.b #$FF : STA.w SprXSpeed, X EOR.b #$FF : STA.w SprXSpeed, X
.notTooFarRight .notTooFarRight
LDA.w SprX, X : CMP.b #$80 : BCS .notTooFarLeft LDA.w SprX, X : CMP.b #$80 : BCS .notTooFarLeft
LDA.w SprXSpeed, X : BPL .notTooFarLeft LDA.w SprXSpeed, X : BPL .notTooFarLeft
EOR.b #$FF : STA.w SprXSpeed, X EOR.b #$FF : STA.w SprXSpeed, X
.notTooFarLeft .notTooFarLeft
LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown
LDA.w SprYSpeed, X : BMI .notTooFarDown LDA.w SprYSpeed, X : BMI .notTooFarDown
EOR.b #$FF : STA.w SprYSpeed, X EOR.b #$FF : STA.w SprYSpeed, X
.notTooFarDown .notTooFarDown
LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp
LDA.w SprYSpeed, X : BPL .notTooFarUp LDA.w SprYSpeed, X : BPL .notTooFarUp
EOR.b #$FF : STA.w SprYSpeed, X EOR.b #$FF : STA.w SprYSpeed, X
.notTooFarUp .notTooFarUp
JSR HandleMovingSplash JSR HandleMovingSplash
JSL Sprite_CheckDamageFromPlayer JSL Sprite_CheckDamageFromPlayer
JSR ReturnTotalHealth : CMP.b #$30 : BCS .tooMuchHealth
JSR ReturnTotalHealth ; return the health total of both sprite
CMP.b #$30 : BCS .tooMuchHealth
LDA.b #$09 : STA.w SprAction, X ; go to wait message action LDA.b #$09 : STA.w SprAction, X ; go to wait message action
.tooMuchHealth .tooMuchHealth
RTS RTS
}
Moving2: Moving2:
{
LDA.w SprTimerC, X : BNE + LDA.w SprTimerC, X : BNE +
DEC.w SprAction, X DEC.w SprAction, X
DEC.w SprAction, X DEC.w SprAction, X
JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X
+ +
JSL Sprite_Move JSL Sprite_Move
LDA.w SprTimerB, X : BNE + LDA.w SprTimerB, X : BNE +
LDA.b #$01 : STA.w SprHeight, X LDA.b #$01 : STA.w SprHeight, X
@@ -374,51 +336,44 @@ Sprite_Octoboss_Secondary:
LDA.b #10 : STA.w SprTimerB, X LDA.b #10 : STA.w SprTimerB, X
+ +
LDA.w SprX, X : CMP.b #$78 : BCC .notTooFarRight LDA.w SprX, X : CMP.b #$78 : BCC .notTooFarRight
LDA.w SprXSpeed, X : BMI .notTooFarRight LDA.w SprXSpeed, X : BMI .notTooFarRight
EOR.b #$FF : STA.w SprXSpeed, X EOR.b #$FF : STA.w SprXSpeed, X
.notTooFarRight .notTooFarRight
LDA.w SprX, X : CMP.b #$10 : BCS .notTooFarLeft LDA.w SprX, X : CMP.b #$10 : BCS .notTooFarLeft
LDA.w SprXSpeed, X : BPL .notTooFarLeft LDA.w SprXSpeed, X : BPL .notTooFarLeft
EOR.b #$FF : STA.w SprXSpeed, X EOR.b #$FF : STA.w SprXSpeed, X
.notTooFarLeft .notTooFarLeft
LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown
LDA.w SprYSpeed, X : BMI .notTooFarDown LDA.w SprYSpeed, X : BMI .notTooFarDown
EOR.b #$FF : STA.w SprYSpeed, X EOR.b #$FF : STA.w SprYSpeed, X
.notTooFarDown .notTooFarDown
LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp
LDA.w SprYSpeed, X : BPL .notTooFarUp LDA.w SprYSpeed, X : BPL .notTooFarUp
EOR.b #$FF : STA.w SprYSpeed, X EOR.b #$FF : STA.w SprYSpeed, X
.notTooFarUp .notTooFarUp
JSR HandleMovingSplash JSR HandleMovingSplash
JSL Sprite_CheckDamageFromPlayer JSL Sprite_CheckDamageFromPlayer
RTS RTS
}
WaitMessageBeforeSurrender: WaitMessageBeforeSurrender:
{
; display message 4A ; Wait! WAIT! please! ; display message 4A ; Wait! WAIT! please!
LDY.w BrotherSpr, X LDY.w BrotherSpr, X
LDA.b #$06 : STA.w SprAction, Y ; set brother to action 6 LDA.b #$06 : STA.w SprAction, Y ; set brother to action 6
LDA.b #$50 : STA.w SprTimerC, X ; set timer to remove hat, surrender %SetTimerC($50) ; set timer to remove hat, surrender
LDA.b #$4A %ShowUnconditionalMessage($004A)
LDY.b #$00
JSL Sprite_ShowMessageUnconditional
INC.w SprAction, X ; go to remove hat routine INC.w SprAction, X ; go to remove hat routine
RTS RTS
}
RemoveHat: RemoveHat:
{
INC.w $02E4 INC.w $02E4
STZ.b $5D ; kill link action STZ.b $5D ; kill link action
; Use timer to remove hat like when it's spawning ; Use timer to remove hat like when it's spawning
@@ -446,9 +401,10 @@ Sprite_Octoboss_Secondary:
INC.w SprAction, X ; surrender message INC.w SprAction, X ; surrender message
+ +
RTS RTS
}
Submerge: Submerge:
{
; display message 4B ; Surrender message ; display message 4B ; Surrender message
LDA.w SprTimerB, X : BNE + LDA.w SprTimerB, X : BNE +
LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #01 : BCS .noframereset LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #01 : BCS .noframereset
@@ -462,12 +418,12 @@ Sprite_Octoboss_Secondary:
.noframereset .noframereset
LDA.b #2 : STA.w SprTimerB, X LDA.b #2 : STA.w SprTimerB, X
+ +
RTS RTS
}
SubmergeWaitWall: SubmergeWaitWall:
{
; go under water to get the item - move back to original position ; go under water to get the item - move back to original position
LDA.w SprTimerC, X : BNE + LDA.w SprTimerC, X : BNE +
STZ.w SprFrame, X STZ.w SprFrame, X
INC.w SprAction, X INC.w SprAction, X
@@ -475,44 +431,37 @@ Sprite_Octoboss_Secondary:
+ +
LDA.w SprTimerC, X : CMP.b #$40 : BNE + LDA.w SprTimerC, X : CMP.b #$40 : BNE +
;-------------------------------------------------------------
PHX PHX
REP #$30 %mode16()
%GetTilePos($0F, $07) %GetTilePos($0F, $07)
LDA.w #$0034 LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($10, $07) %GetTilePos($10, $07)
LDA.w #$0034 LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($11, $07) %GetTilePos($11, $07)
LDA.w #$0034 LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($0F, $08) %GetTilePos($0F, $08)
LDA.w #$0034 LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($10, $08) %GetTilePos($10, $08)
LDA.w #$0034 LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
%GetTilePos($11, $08) %GetTilePos($11, $08)
LDA.w #$0034 LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
JSL $1BC97C ; Overworld_DrawMap16_Persist
SEP #$30 %mode8()
PLX PLX
LDA.b #$01 LDA.b #$01 : STA.b $14
STA.b $14
;-------------------------------------------------------------
+ +
RTS RTS
}
EmergeWaitGiveItem: EmergeWaitGiveItem:
{
; Emerge back wait few frames, throw item in the middle moat, despawn wall ; Emerge back wait few frames, throw item in the middle moat, despawn wall
LDA.w SprTimerB, X : BNE + LDA.w SprTimerB, X : BNE +
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #9 : BCC .noframereset LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #9 : BCC .noframereset
LDA.b #$09 : STA.w SprFrame, X LDA.b #$09 : STA.w SprFrame, X
@@ -520,30 +469,24 @@ Sprite_Octoboss_Secondary:
LDA.b #2 : STA.w SprTimerB, X LDA.b #2 : STA.w SprTimerB, X
+ +
LDA.w SprTimerC, X : BNE .noItemYet LDA.w SprTimerC, X : BNE .noItemYet
INC.w SprAction, X INC.w SprAction, X
JSR SpawnMedallion JSR SpawnMedallion
LDY.w BrotherSpr, X LDY.w BrotherSpr, X
LDA.b #$07 : STA.w SprAction, Y LDA.b #$07 : STA.w SprAction, Y
; Throw item here ; Throw item here
PHX PHX
LDX.b $8A LDX.b $8A
LDA.l $7EF280, X : ORA.b #$40 : STA.l $7EF280, X ; save in HP sram LDA.l $7EF280, X : ORA.b #$40 : STA.l $7EF280, X ; save in HP sram
PLX PLX
.noItemYet .noItemYet
RTS RTS
}
SubmergeForeverKill: SubmergeForeverKill:
{
; Set overworld sram flag for object collected on that screen ; Set overworld sram flag for object collected on that screen
STZ.w $02E4 ; allow link to move STZ.w $02E4 ; allow link to move
LDA.w SprTimerB, X : BNE + LDA.w SprTimerB, X : BNE +
LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #01 : BCS .noframereset LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #01 : BCS .noframereset
JSR SpawnSplash JSR SpawnSplash
@@ -552,32 +495,26 @@ Sprite_Octoboss_Secondary:
LDA.b #2 : STA.w SprTimerB, X LDA.b #2 : STA.w SprTimerB, X
+ +
RTS RTS
}
IdleWait: IdleWait:
RTS RTS
ReturnTotalHealth: ReturnTotalHealth:
{
LDY.w BrotherSpr, X LDY.w BrotherSpr, X
LDA.w SprHealth, Y : STA.b $00 LDA.w SprHealth, Y : STA.b $00
LDA.w SprHealth, X : CLC : ADC.b $00 LDA.w SprHealth, X : CLC : ADC.b $00
RTS RTS
}
} }
; =========================================================
Sprite_Octoboss_Draw: Sprite_Octoboss_Draw:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
@@ -725,14 +662,12 @@ Sprite_Octoboss_Draw:
} }
; =========================================================
Sprite_Octoboss_Draw2: Sprite_Octoboss_Draw2:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
@@ -877,165 +812,97 @@ Sprite_Octoboss_Draw2:
} }
SpawnSplash: SpawnSplash:
{
LDA.b #$EC ; SPRITE EC LDA.b #$EC ; SPRITE EC
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically : BMI .exit
BMI .exit
JSL Sprite_SetSpawnedCoords JSL Sprite_SetSpawnedCoords
LDA.b #$03 : STA.w SprState, Y
LDA.b #$03 LDA.b #$0F : STA.w SprTimerA, Y
STA.w SprState,Y LDA.b #$00 : STA.w $0D80, Y
LDA.b #$03 : STA.w SprNbrOAM,Y
LDA.b #$0F LDA.b #$28 : JSL Sound_SetSfx2PanLong
STA.w SprTimerA,Y
LDA.b #$00
STA.w $0D80,Y
LDA.b #$03
STA.w SprNbrOAM,Y
LDA.b #$28 ; SFX2.28
JSL Sound_SetSfx2PanLong
.exit .exit
RTS RTS
}
SpawnBossPoof: SpawnBossPoof:
LDA.b #$0C ; SFX2.0C {
LDA.b #$0C
STA.w $012E STA.w $012E
LDA.b #$CE ; SPRITE CE LDA.b #$CE
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically
LDA.b $00 LDA.b $00 : CLC : ADC.b #$10 : STA.w SprX,Y
CLC LDA.b $01 : ADC.b #$00 : STA.w SprXH,Y
ADC.b #$10 LDA.b $02 : CLC : ADC.b #$08 : STA.w SprY,Y
STA.w SprX,Y LDA.b $03 : ADC.b #$00 : STA.w SprYH,Y
LDA.b #$0F : STA.w $0DC0,Y
LDA.b $01 LDA.b #$01 : STA.w SprFrame,Y
ADC.b #$00 LDA.b #$2F : STA.w SprTimerA,Y
STA.w SprXH,Y
LDA.b $02
CLC
ADC.b #$08
STA.w SprY,Y
LDA.b $03
ADC.b #$00
STA.w SprYH,Y
LDA.b #$0F
STA.w $0DC0,Y
LDA.b #$01
STA.w $0D90,Y
LDA.b #$2F
STA.w SprTimerA,Y
LDA.b #$09 LDA.b #$09
STA.w SprNbrOAM,Y STA.w SprNbrOAM,Y
STA.w SprBulletproof,Y STA.w SprBulletproof,Y
RTS RTS
}
HandleMovingSplash: HandleMovingSplash:
LDA.b $1A {
AND.b #$0F LDA.b $1A : AND.b #$0F : BNE .exit
BNE .exit LDA.b #$28 : JSL Sound_SetSfx2PanLong
LDA.b #$28 ; SFX2.28
JSL Sound_SetSfx2PanLong
PHX PHX
TXY TXY
LDX.b #$1D LDX.b #$1D
LDA.w SprYSpeed, Y : BMI .next_slot
LDA.w SprYSpeed,Y
BMI .next_slot
LDX.b #$0E LDX.b #$0E
.next_slot .next_slot
LDA.l $7FF800,X LDA.l $7FF800,X : BNE .slot_occupied
BNE .slot_occupied
LDA.b #$15 ; GARNISH 15 LDA.b #$15 ; GARNISH 15
STA.l $7FF800,X STA.l $7FF800,X
STA.w $0FB4 STA.w $0FB4
LDA.w SprX,Y LDA.w SprX,Y : STA.l $7FF83C,X
STA.l $7FF83C,X LDA.w SprXH,Y : STA.l $7FF878,X
CLC : ADC.b #$18 : STA.l $7FF81E,X
LDA.w SprXH,Y LDA.w SprYH,Y : STA.l $7FF85A,X
STA.l $7FF878,X LDA.b #$0F : STA.l $7FF90E,X
LDA.w SprY,Y
CLC
ADC.b #$18
STA.l $7FF81E,X
LDA.w SprYH,Y
STA.l $7FF85A,X
LDA.b #$0F
STA.l $7FF90E,X
PLX PLX
RTS RTS
; ---------------------------------------------------------
.slot_occupied .slot_occupied
DEX DEX
BPL .next_slot BPL .next_slot
PLX PLX
.exit .exit
RTS RTS
}
SpawnMedallion: SpawnMedallion:
{
LDA.b #$C0 ; SPRITE C0 LDA.b #$C0 ; SPRITE C0
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically : BMI .exit
BMI .exit
JSL $09AE64 ; Sprite_SetSpawnedCoordinates JSL $09AE64 ; Sprite_SetSpawnedCoordinates
PHX PHX
TYX TYX
LDA.b #$10 LDA.b #$10 : STA.w SprXSpeed, X
STA.w SprXSpeed, X
LDA.b #$30 LDA.b #$30 : STA.w $0F80, X
STA.w $0F80, X LDA.b #$11 : STA.w SprFrame, X ; ITEMGET 11
LDA.b #$11 ; ITEMGET 11
STA.w $0D90, X
LDA.b #$20 ; SFX2.20 LDA.b #$20 ; SFX2.20
JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan
LDA.b #$83 LDA.b #$83 : STA.w SprNbrOAM,X
STA.w SprNbrOAM,X LDA.b #$58 : STA.w SprGfxProps,X
AND.b #$0F : STA.w SprProps,X
LDA.b #$58
STA.w SprGfxProps,X
AND.b #$0F
STA.w SprProps,X
PLX PLX
@@ -1050,41 +917,28 @@ SpawnMedallion:
.exit .exit
RTS RTS
}
SpawnMedallionAlt: SpawnMedallionAlt:
{
LDA.b #$C0 ; SPRITE C0 LDA.b #$C0 ; SPRITE C0
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically : BMI .exit
BMI .exit
PHX PHX
TYX TYX
LDA.b #$11 ; ITEMGET 11 LDA.b #$11 ; ITEMGET 11
STA.w $0D90, X STA.w SprFrame, X
LDA.b #$83 : STA.w SprNbrOAM,X
LDA.b #$83 LDA.b #$58 : STA.w SprGfxProps,X
STA.w SprNbrOAM,X AND.b #$0F : STA.w SprProps,X
LDA.b #$58
STA.w SprGfxProps,X
AND.b #$0F
STA.w SprProps,X
LDA.b #$DC : STA.w SprY, X LDA.b #$DC : STA.w SprY, X
LDA.b #$F7 : STA.w SprX, X LDA.b #$F7 : STA.w SprX, X
LDA.b #$08 : STA.w SprYH, X : STA.w SprXH, X LDA.b #$08 : STA.w SprYH, X : STA.w SprXH, X
PLX PLX
PHX PHX
PHY PHY
LDA.b #$1C : JSL $00D4ED ; WriteTo4BPPBuffer_item_gfx
LDA.b #$1C
JSL $00D4ED ; WriteTo4BPPBuffer_item_gfx
PLY PLY
PLX PLX
.exit .exit
RTS RTS
}

View File

@@ -59,7 +59,6 @@ Sprite_Twinrova_CheckIfDead:
; If health is negative, set back to zero ; If health is negative, set back to zero
LDA.w SprHealth, X : CMP.b #$C3 : BCC .health_not_negative LDA.w SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
LDA.b #$00 : STA.w SprHealth, X LDA.b #$00 : STA.w SprHealth, X
.health_not_negative .health_not_negative
LDA.w SprHealth, X : BNE .not_dead LDA.w SprHealth, X : BNE .not_dead
PHX PHX
@@ -76,7 +75,6 @@ Sprite_Twinrova_CheckIfDead:
Sprite_Twinrova_Prep: Sprite_Twinrova_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; Kill the sprite if the Maiden is present ; Kill the sprite if the Maiden is present
LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
STZ.w SprState, X STZ.w SprState, X