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

@@ -198,24 +198,21 @@ 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
+ +
LDA.w SprMiscD, X : CMP #$01 : BNE + LDA.w SprMiscD, X : CMP #$01 : BNE +
LDA.b #06 : STA.w SprFrame, X LDA.b #06 : STA.w SprFrame, X
BRA .skipdirections BRA .skipdirections
+ +
LDA.w SprMiscD, X : CMP #$02 : BNE + LDA.w SprMiscD, X : CMP #$02 : BNE +
LDA.b #12 : STA.w SprFrame, X LDA.b #12 : STA.w SprFrame, X
BRA .skipdirections BRA .skipdirections
+ +
LDA.b #18 : STA.w SprFrame, X LDA.b #18 : STA.w SprFrame, X
+ +
.skipdirections .skipdirections
JSR SpawnSwordDamage JSR SpawnSwordDamage
%GotoAction(1) %GotoAction(1)
++ ++
@@ -228,46 +225,38 @@ Sprite_DarkLink_Main:
LDA.w $0354 : CMP #$27 : BEQ .attemptToDodge LDA.w $0354 : CMP #$27 : BEQ .attemptToDodge
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 $1A : AND #$03 : BEQ .toofardodge ; 50/50 chances of dodging
BRA .dodge
.enrageddodge
LDA $1A : AND #$07 : BEQ .toofardodge ; 50/50 chances of dodging
LDA.w SprMiscC, X : BNE .enrageddodge .dodge
LDA $1A : AND #$03 : BEQ .toofardodge ; 50/50 chances of dodging LDA #$16
BRA .dodge JSL Sprite_ApplySpeedTowardsPlayer
.enrageddodge LDA.w SprXSpeed, X : EOR #$FF : STA.w SprXSpeed, X
LDA $1A : AND #$07 : BEQ .toofardodge ; 50/50 chances of dodging LDA.w SprYSpeed, X : EOR #$FF : STA.w SprYSpeed, X
LDA.b #$1A : STA.w $0F80,X
.dodge %GotoAction(2)
LDA #$16 RTS
JSL Sprite_ApplySpeedTowardsPlayer
LDA.w SprXSpeed, X : EOR #$FF : STA.w SprXSpeed, X
LDA.w SprYSpeed, X : EOR #$FF : STA.w SprYSpeed, X
LDA.b #$1A : STA.w $0F80,X
%GotoAction(2)
RTS
.toofardodge .toofardodge
SEP #$20 SEP #$20
.linknotattacking .linknotattacking
LDA.w $0354 : STA.w SprMiscB, X LDA.w $0354 : STA.w SprMiscB, X
@@ -275,22 +264,22 @@ Sprite_DarkLink_Main:
STZ $03 ; y direction STZ $03 ; y direction
LDA.w SprXSpeed, X : BPL .positiveX LDA.w SprXSpeed, X : BPL .positiveX
STA $02 STA $02
EOR #$FF EOR #$FF
.positiveX .positiveX
STA $00 ; X speed (abs) STA $00 ; X speed (abs)
LDA.w SprYSpeed, X : BPL .positiveY LDA.w SprYSpeed, X : BPL .positiveY
STA $03 STA $03
EOR #$FF EOR #$FF
.positiveY .positiveY
STA $01 ; Y speed (abs) STA $01 ; Y speed (abs)
LDA.w SprXSpeed, X : CMP.b #$08 : BCC .zeroXSpeed LDA.w SprXSpeed, X : CMP.b #$08 : BCC .zeroXSpeed
BPL .positiveXspeed BPL .positiveXspeed
LDA #$F0 : STA.w SprXSpeed, X LDA #$F0 : STA.w SprXSpeed, X
BRA .doYspeed BRA .doYspeed
.positiveXspeed .positiveXspeed
LDA #$10 : STA.w SprXSpeed, X LDA #$10 : STA.w SprXSpeed, X
BRA .doYspeed BRA .doYspeed
@@ -298,10 +287,9 @@ 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
.positiveYspeed .positiveYspeed
LDA #$10 : STA.w SprYSpeed, X LDA #$10 : STA.w SprYSpeed, X
BRA .ignorezerospeed BRA .ignorezerospeed
@@ -414,12 +402,11 @@ Sprite_DarkLink_Main:
ActionJumpTable: ActionJumpTable:
dw JumpAttack ;00 dw JumpAttack ;00
dw Cape ;02 dw Cape ;02
dw Bomb ;04 dw Bomb ;04
dw BombThrow ;04 dw BombThrow ;04
;dw Walk ;06 ;dw Walk ;06
Bomb: Bomb:

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
} }
@@ -279,39 +242,33 @@ CoordinateBasedRotation:
; Table for X coordinates (based on a radius of 8) ; Table for X coordinates (based on a radius of 8)
X_Coords: X_Coords:
db 8, 11, 8, 3, -4, -9, -12, -9 db 8, 11, 8, 3, -4, -9, -12, -9
db -4, 3, 8, 11, 8, 3, -4, -9 db -4, 3, 8, 11, 8, 3, -4, -9
; Table for Y coordinates (based on a radius of 8) ; Table for Y coordinates (based on a radius of 8)
Y_Coords: Y_Coords:
db 0, -3, -8, -11, -15, -15, -11, -8 db 0, -3, -8, -11, -15, -15, -11, -8
db -3, 0, 3, 8, 11, 15, 15, 11 db -3, 0, 3, 8, 11, 15, 15, 11
; ========================================================= ; =========================================================
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
@@ -390,29 +347,30 @@ 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
LDA.w SprY, X : STA $06 ; dest Y LDA.w SprY, X : 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 $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 LeftNeck2_Y : STA $06 ; dest Y
LDA.w $19ED : 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 LeftNeck3_X : STA.w SprX, X
LDA.w $19EE : STA.w SprX, X LDA.w LeftNeck3_Y : STA.w SprY, X
LDA.w $19EF : 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
@@ -498,7 +458,7 @@ Neck2_Control:
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 .TooCloseToHead2 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; 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
LDA.w SprY, X : STA $06 ; dest Y LDA.w SprY, X : STA $06 ; dest Y
@@ -512,8 +472,8 @@ Neck2_Control:
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 $19F0 LDA.w SprX, X : STA.w $19F0
LDA.w SprY, X : STA.w $19F1 LDA.w SprY, X : STA.w $19F1
.TooCloseToHead2 .TooCloseToHead2
@@ -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
@@ -633,29 +598,25 @@ 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
PLY : INY 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

File diff suppressed because it is too large Load Diff

View File

@@ -59,8 +59,7 @@ 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
LDA.b #$04 : STA.w SprState, X ; Kill sprite boss style LDA.b #$04 : STA.w SprState, X ; Kill sprite boss style
@@ -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