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

View File

@@ -68,7 +68,7 @@ Sprite_Kydreeok_Prep:
STZ.w Neck1_OffsetX : STZ.w Neck1_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
@@ -121,21 +121,17 @@ MaybeRespawnHead:
RTS
}
; =========================================================
Sprite_Kydreeok_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Kydreeok_Start ; 00
dw Kydreeok_StageControl ; 01
dw Kydreeok_MoveXandY ; 02
dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04
dw Kydreeok_Dead ; 05
dw Kydreeok_Flying ; 06
%SpriteJumpTable(Kydreeok_Start,
Kydreeok_StageControl,
Kydreeok_MoveXandY,
Kydreeok_MoveXorY,
Kydreeok_KeepWalking,
Kydreeok_Dead,
Kydreeok_Flying)
; -------------------------------------------------------
; 0x00
@@ -324,21 +320,21 @@ Sprite_Kydreeok_Main:
; =========================================================
Offspring1_Neck1_X = $19EA
Offspring1_Neck2_X = $19EC
Offspring1_Neck3_X = $19EE
LeftNeck1_X = $19EA
LeftNeck2_X = $19EC
LeftNeck3_X = $19EE
Offspring1_Neck1_Y = $19EB
Offspring1_Neck2_Y = $19ED
Offspring1_Neck3_Y = $19EF
LeftNeck1_Y = $19EB
LeftNeck2_Y = $19ED
LeftNeck3_Y = $19EF
Offspring2_Neck1_X = $19F0
Offspring2_Neck2_X = $19F2
Offspring2_Neck3_X = $19F4
RightNeck1_X = $19F0
RightNeck2_X = $19F2
RightNeck3_X = $19F4
Offspring2_Neck1_Y = $19F1
Offspring2_Neck2_Y = $19F3
Offspring2_Neck3_Y = $19F5
RightNeck1_Y = $19F1
RightNeck2_Y = $19F3
RightNeck3_Y = $19F5
Offspring3_Neck1_X = $1A78
Offspring3_Neck2_X = $1A7A
@@ -353,27 +349,21 @@ SpawnLeftHead:
LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA.w Offspring1_Id
;store the sub-type
LDA.b #$00 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA.w SprCachedX : SEC : SBC.w #$0010
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
LDA.w SprX, Y
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 $19EF : STA.w SprY, Y
STA.w SprMiscB, Y
TYX
STZ.w SprYRound, X
STZ.w SprXRound, X
PLX
@@ -382,44 +372,34 @@ SpawnLeftHead:
}
; =========================================================
; SpawnCenterHead:
; {
; LDA #$CF
; JSL Sprite_SpawnDynamically : BMI .return
; TYA : STA.w Offspring3_Id
; ;store the sub-type
; LDA.b #$02 : STA $0E30, Y
; PHX
; ; code that controls where to spawn the offspring.
; REP #$20
; LDA.w SprCachedX : CLC : ADC.w #$0004
; SEP #$20
; STA.w SprX, Y : XBA : STA.w SprXH, Y
; REP #$20
; LDA.w SprCachedY : SEC : SBC.w #$000F
; SEP #$20
; STA.w SprY, Y : XBA : STA.w SprYH, Y
; LDA.w SprX, Y : STA.w SprX, Y
; 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 $1A7D : STA.w SprY, Y
; STA.w SprMiscB, Y
; TYX
; STZ.w SprYRound, X
; STZ.w SprXRound, X
; PLX
; .return
; RTS
; }
; =========================================================
SpawnRightHead:
@@ -427,28 +407,21 @@ SpawnRightHead:
LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA.w Offspring2_Id
;store the sub-type
LDA.b #$01 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA.w SprCachedX : CLC : ADC.w #$000D
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
LDA.w SprX, Y : STA.w SprX, Y
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
STA.w SprMiscB, Y
TYX
STZ.w SprYRound, X
STZ.w SprXRound, X
PLX

View File

@@ -30,6 +30,7 @@
!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_KydreeokHead_Prep, Sprite_KydreeokHead_Long)
Sprite_KydreeokHead_Long:
@@ -48,7 +49,6 @@ Sprite_KydreeokHead_Long:
; =========================================================
print "KydreeokHead_Prep: ", pc
Sprite_KydreeokHead_Prep:
{
PHB : PHK : PLB
@@ -192,7 +192,6 @@ Sprite_KydreeokHead_Main:
RTS
}
KydreeokHead_SummonFire:
{
%MoveTowardPlayer(10)
@@ -204,55 +203,19 @@ Sprite_KydreeokHead_Main:
.not_done
RTS
}
}
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
LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00
JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprYSpeed, X : STA $01
; JSL Sprite_Move
JSR KydreeokHead_NeckControl
JSR MoveWithBody
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
}
@@ -292,26 +255,20 @@ Y_Coords:
RotateHeadUsingSpeedValues:
{
LDY.w Neck_Index
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
INY : CPY #$3F : BNE .not_full
LDY.b #$00
.not_full
STY.w Neck_Index
JSL Sprite_MoveLong
RTS
}
XSpeedSin:
{
#XSpeedSin:
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32
}
YSpeedSin:
{
#YSpeedSin:
db 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
@@ -331,7 +288,7 @@ YSpeedSin:
RandomlyAttack:
{
JSR Sprite_KydreeokHead_Damage_Flash
JSL Sprite_DamageFlash_Long
JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack
@@ -354,16 +311,16 @@ MoveWithBody:
LDA.w SprX, Y : SEC : SBC #$0F
STA.w SprMiscA, X
STA.w $19EA : DEC
STA.w $19EC : DEC
STA.w $19EE
STA.w LeftNeck1_X : DEC
STA.w LeftNeck2_X : DEC
STA.w LeftNeck3_X
; STA.w SprX, X
LDA.w SprY, Y : SEC : SBC #$0F
STA.w SprMiscB, X
STA.w $19EB
; STA.w $19ED
; STA.w $19EF
STA.w LeftNeck1_Y
; STA.w LeftNeck2_Y
; STA.w LeftNeck3_Y
; STA.w SprY, X
RTS
@@ -390,20 +347,21 @@ MoveWithBody:
Neck1_Control:
{
; Set head pos
LDA $19EE : STA.w SprX, X
LDA $19EF : STA.w SprY, X
LDA.w LeftNeck3_X : STA.w SprX, X
LDA.w LeftNeck3_Y : STA.w SprY, X
LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09
LDA.w $19EA : STA $02 ; x
LDA.w $19EB : STA $03 ; y
LDA.w LeftNeck1_X : STA $02 ; x
LDA.w LeftNeck1_Y : STA $03 ; y
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
@@ -411,8 +369,8 @@ Neck1_Control:
LDA.w SprYH, X : STA $07 ; dest YH
; load body position into sprite position
LDA.w $19EA : STA.w SprX, X
LDA.w $19EB : STA.w SprY, X
LDA.w LeftNeck1_X : STA.w SprX, X
LDA.w LeftNeck1_Y : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
@@ -420,26 +378,28 @@ Neck1_Control:
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EA
LDA.w SprY, X : STA.w $19EB
LDA.w SprX, X : STA.w LeftNeck1_X
LDA.w SprY, X : STA.w LeftNeck1_Y
.TooCloseToHead
; Do body part 2
LDA.w $19EC : STA $02 ; x
LDA.w $19ED : STA $03 ; y
LDA.w LeftNeck2_X : STA $02 ; x
LDA.w LeftNeck2_Y : STA $03 ; y
LDA.w $19EA : STA $04
LDA.w $19EB : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
LDA.w $19EA : STA $04 ; dest X
LDA.w LeftNeck1_X : STA $04
LDA.w LeftNeck1_Y : STA $05
; 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 $19EB : STA $06 ; dest Y
LDA.w LeftNeck1_Y : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19EC : STA.w SprX, X
LDA.w $19ED : STA.w SprY, X
LDA.w LeftNeck2_X : STA.w SprX, X
LDA.w LeftNeck2_Y : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
@@ -447,32 +407,33 @@ Neck1_Control:
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EC
LDA.w SprY, X : STA.w $19ED
LDA.w SprX, X : STA.w LeftNeck2_X
LDA.w SprY, X : STA.w LeftNeck2_Y
.TooCloseToBodyPart1
; Do body part 2
LDA.w $19EE : STA $02 ; x
LDA.w $19EF : STA $03 ; y
LDA.w LeftNeck3_X : STA $02 ; x
LDA.w LeftNeck3_Y : STA $03 ; y
LDA.w LeftNeck2_X : STA $04
LDA.w LeftNeck2_Y : STA $05
LDA.w $19EC : STA $04
LDA.w $19ED : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
LDA.w $19EC : STA $04 ; dest X
; is body1 too close to the head?
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2
LDA.w LeftNeck2_X : STA $04 ; dest X
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
; load body position into sprite position
LDA.w $19EE : STA.w SprX, X
LDA.w $19EF : STA.w SprY, X
LDA.w LeftNeck3_X : STA.w SprX, X
LDA.w LeftNeck3_Y : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EE
LDA.w SprY, X : STA.w $19EF
LDA.w SprX, X : STA.w LeftNeck3_X
LDA.w SprY, X : STA.w LeftNeck3_Y
.TooCloseToBodyPart2
LDA.w SprMiscC, X : STA.w SprX, X
@@ -484,7 +445,6 @@ Neck1_Control:
Neck2_Control:
{
; Set head pos
LDA $19F4 : STA.w SprX, X
LDA $19F5 : STA.w SprY, X
@@ -522,7 +482,9 @@ Neck2_Control:
LDA.w $19F0 : STA $04
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 SprXH, X : STA $05 ; dest XH
@@ -587,40 +549,43 @@ KydreeokHead_NeckControl:
Sprite_KydreeokHead_DrawNeck:
{
; Dumb draw neck code
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
LDA.w $19EE : STA.w SprCachedX
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
LDA.w LeftNeck3_X : STA.w SprCachedX
LDA.w LeftNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w $19EC : STA.w SprCachedX
LDA.w $19ED : STA.w SprCachedY
LDA.w LeftNeck2_X : STA.w SprCachedX
LDA.w LeftNeck2_Y : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
LDA.w $19EA : STA.w SprCachedX
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
LDA.w LeftNeck1_X : STA.w SprCachedX
LDA.w LeftNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
BRA .skipNeck
.neck2
LDA.w $19F4 : STA.w SprCachedX
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
LDA.w RightNeck3_X : STA.w SprCachedX
LDA.w RightNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w $19F2 : STA.w SprCachedX
LDA.w $19F3 : STA.w SprCachedY
LDA.w RightNeck2_X : STA.w SprCachedX
LDA.w RightNeck2_Y : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
LDA.w $19F0 : STA.w SprCachedX
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
LDA.w RightNeck1_X : STA.w SprCachedX
LDA.w RightNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
@@ -633,28 +598,24 @@ Sprite_KydreeokHead_DrawNeck:
DrawNeckPart:
{
PHY
JSL Sprite_PrepOamCoord
PLY
PHY : JSL Sprite_PrepOamCoord : PLY
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 #$20
BCC .on_screen_y2
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
STA $0E
; Put the sprite out of the way
LDA.b #$F0 : STA ($90), Y : STA $0E
.on_screen_y2
INY
LDA #$2E : STA ($90), Y ; Set the Char
INY
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
PHY
TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLY
INY
RTS
}
@@ -667,8 +628,7 @@ Sprite_KydreeokHead_Draw:
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprMiscE, X : STA $08
LDA.w SprFlash, X : STA $08
PHX
; 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
; when he'll came back on that screen
PHX
LDX.b $8A
LDA.l $7EF280, X : AND.b #$40 : BEQ .notKiledYet
PLX ; get back SPR index
@@ -37,21 +36,15 @@ Sprite_Octoboss_Long:
STZ.w SprState, X
JSR SpawnMedallionAlt ; spawn standing medallion
BRA .SpriteIsNotActive
.weHaveMedallion
; Do nothing just kill this sprite
STZ.w SprState, X
BRA .SpriteIsNotActive
.notKiledYet
PLX
;LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X
;LDA.w SprProps, X : AND.b #$BF : STA.w SprProps, X
LDA.b #15 : STA.w SprFrame, X
LDA.b #$87 : STA.l $7EC664 : STA.l $7EC684
LDA.b #$55 : STA.l $7EC665 : STA.l $7EC685
@@ -61,29 +54,23 @@ Sprite_Octoboss_Long:
+
LDA.w SprMiscF, X : BNE +
JSR Sprite_Octoboss_Draw ; Call the draw code
JSR Sprite_Octoboss_Draw
BRA ++
+
JSR Sprite_Octoboss_Draw2 ; Call the draw code
JSR Sprite_Octoboss_Draw2
++
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
LDA.w SprMiscF, X : BNE +
JSR Sprite_Octoboss_Main ; Call the main sprite code
JSR Sprite_Octoboss_Main
BRA .SpriteIsNotActive
+
JSR Sprite_Octoboss_Secondary ; Call the Secondary sprite code
JSR Sprite_Octoboss_Secondary
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
Sprite_Octoboss_Main:
{
LDA.w SprAction, X
@@ -122,8 +109,8 @@ Sprite_Octoboss_Secondary:
dw IdleWait ; 06
dw SubmergeForeverKill ; 07
WaitForPlayerToApproach:
{
REP #$20
LDA.b $20 : CMP #$08C8
SEP #$20
@@ -133,11 +120,10 @@ Sprite_Octoboss_Secondary:
JSR SpawnSplash
.TooFar
RTS
; 08B8
}
Emerge:
{
INC.w $02E4 ; prevent link from moving
LDA.w SprTimerB, X : BNE +
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
+
RTS
}
EmergedShowMessage:
LDA.b #$48
LDY.b #$00
JSL Sprite_ShowMessageUnconditional
{
%ShowUnconditionalMessage($0048)
INC.w SprAction, X
RTS
}
WaitDialog:
RTS
SpawnAndAwakeHisBrother:
{
LDA.b #$40 : STA.w SprTimerC, X ; Will need to adjust
LDA.b #$3C
JSL Sprite_SpawnDynamically
@@ -167,21 +153,17 @@ Sprite_Octoboss_Secondary:
STA.w BrotherSpr, X ; keep the brother id
LDA.b #$D0 : STA.w SprY, Y
LDA.b #$08 : STA.w SprYH, Y
LDA.b #$20 : STA.w SprX, Y
LDA.b #$09 : STA.w SprXH, Y
LDA.b #$01 : STA.w SprMiscF, Y
LDA.b #$00 : STA.w SprFrame, Y
; Do the spawning code
INC.w SprAction, X
RTS
}
WaitForBrotherEmerge:
{
LDA.w SprTimerC, X : BNE +
LDA.b #$49
LDY.b #$00
@@ -190,8 +172,10 @@ Sprite_Octoboss_Secondary:
INC.w SprAction, X
+
RTS
}
SpawnPirateHats:
{
LDA.w SprTimerC, X : CMP #$14 : BNE +
PHX
JSR SpawnBossPoof
@@ -226,49 +210,39 @@ Sprite_Octoboss_Secondary:
; you can use a sprite/item to get location from ZS
; and use the macro GetTilePos($x,$y)
;-------------------------------------------------------------
PHX
REP #$30
%mode16()
%GetTilePos($0F, $07)
LDA.w #$068F
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$068F : JSL Overworld_DrawMap16_Persist
%GetTilePos($10, $07)
LDA.w #$068F
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$068F : JSL Overworld_DrawMap16_Persist
%GetTilePos($11, $07)
LDA.w #$068F
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$068F : JSL Overworld_DrawMap16_Persist
%GetTilePos($0F, $08)
LDA.w #$06A4
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$06A4 : JSL Overworld_DrawMap16_Persist
%GetTilePos($10, $08)
LDA.w #$06A4
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$06A4 : JSL Overworld_DrawMap16_Persist
%GetTilePos($11, $08)
LDA.w #$06A4
JSL $1BC97C ; Overworld_DrawMap16_Persist
SEP #$30
LDA.w #$06A4 : JSL Overworld_DrawMap16_Persist
%mode8()
PLX
LDA.b #$01
STA.b $14
;-------------------------------------------------------------
LDA.b #$01 : STA.b $14
+
RTS
}
IdlePhase:
{
LDA.w SprTimerC, X : CMP.b #$08 : BNE +
JSL Sprite_SpawnFireball
+
LDA.w SprTimerC, X : BNE +
INC.w SprAction, X
+
@@ -280,36 +254,32 @@ Sprite_Octoboss_Secondary:
.noframereset
LDA.b #18 : STA.w SprTimerB, X
+
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
CMP.b #$30 : BCS .tooMuchHealth
JSR ReturnTotalHealth : CMP.b #$30 : BCS .tooMuchHealth
LDA.b #$09 : STA.w SprAction, X ; go to wait message action
.tooMuchHealth
+
JSL Sprite_CheckDamageFromPlayer
RTS
}
PickDirection:
{
JSL GetRandomInt : AND.b #$1F : SEC : SBC #$10 : STA.w SprXSpeed, X
JSL GetRandomInt : AND.b #$1F : SEC : SBC #$10 : STA.w SprYSpeed, X
INC.w SprAction, X
JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X
RTS
}
Moving:
{
LDA.w SprTimerC, X : BNE +
DEC.w SprAction, X
DEC.w SprAction, X
JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X
+
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +
LDA.b #$01 : STA.w SprHeight, X
@@ -320,50 +290,42 @@ Sprite_Octoboss_Secondary:
LDA.b #10 : STA.w SprTimerB, X
+
LDA.w SprX, X : CMP.b #$E2 : BCC .notTooFarRight
LDA.w SprXSpeed, X : BMI .notTooFarRight
EOR.b #$FF : STA.w SprXSpeed, X
.notTooFarRight
LDA.w SprX, X : CMP.b #$80 : BCS .notTooFarLeft
LDA.w SprXSpeed, X : BPL .notTooFarLeft
EOR.b #$FF : STA.w SprXSpeed, X
.notTooFarLeft
LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown
LDA.w SprYSpeed, X : BMI .notTooFarDown
EOR.b #$FF : STA.w SprYSpeed, X
.notTooFarDown
LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp
LDA.w SprYSpeed, X : BPL .notTooFarUp
EOR.b #$FF : STA.w SprYSpeed, X
.notTooFarUp
JSR HandleMovingSplash
JSL Sprite_CheckDamageFromPlayer
JSR ReturnTotalHealth ; return the health total of both sprite
CMP.b #$30 : BCS .tooMuchHealth
JSR ReturnTotalHealth : CMP.b #$30 : BCS .tooMuchHealth
LDA.b #$09 : STA.w SprAction, X ; go to wait message action
.tooMuchHealth
RTS
}
Moving2:
{
LDA.w SprTimerC, X : BNE +
DEC.w SprAction, X
DEC.w SprAction, X
JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X
+
JSL Sprite_Move
LDA.w SprTimerB, X : BNE +
LDA.b #$01 : STA.w SprHeight, X
@@ -374,51 +336,44 @@ Sprite_Octoboss_Secondary:
LDA.b #10 : STA.w SprTimerB, X
+
LDA.w SprX, X : CMP.b #$78 : BCC .notTooFarRight
LDA.w SprXSpeed, X : BMI .notTooFarRight
EOR.b #$FF : STA.w SprXSpeed, X
.notTooFarRight
LDA.w SprX, X : CMP.b #$10 : BCS .notTooFarLeft
LDA.w SprXSpeed, X : BPL .notTooFarLeft
EOR.b #$FF : STA.w SprXSpeed, X
.notTooFarLeft
LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown
LDA.w SprYSpeed, X : BMI .notTooFarDown
EOR.b #$FF : STA.w SprYSpeed, X
.notTooFarDown
LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp
LDA.w SprYSpeed, X : BPL .notTooFarUp
EOR.b #$FF : STA.w SprYSpeed, X
.notTooFarUp
JSR HandleMovingSplash
JSL Sprite_CheckDamageFromPlayer
RTS
}
WaitMessageBeforeSurrender:
{
; display message 4A ; Wait! WAIT! please!
LDY.w BrotherSpr, X
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
LDA.b #$4A
LDY.b #$00
JSL Sprite_ShowMessageUnconditional
%SetTimerC($50) ; set timer to remove hat, surrender
%ShowUnconditionalMessage($004A)
INC.w SprAction, X ; go to remove hat routine
RTS
}
RemoveHat:
{
INC.w $02E4
STZ.b $5D ; kill link action
; Use timer to remove hat like when it's spawning
@@ -446,9 +401,10 @@ Sprite_Octoboss_Secondary:
INC.w SprAction, X ; surrender message
+
RTS
}
Submerge:
{
; display message 4B ; Surrender message
LDA.w SprTimerB, X : BNE +
LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #01 : BCS .noframereset
@@ -462,12 +418,12 @@ Sprite_Octoboss_Secondary:
.noframereset
LDA.b #2 : STA.w SprTimerB, X
+
RTS
}
SubmergeWaitWall:
{
; go under water to get the item - move back to original position
LDA.w SprTimerC, X : BNE +
STZ.w SprFrame, X
INC.w SprAction, X
@@ -475,44 +431,37 @@ Sprite_Octoboss_Secondary:
+
LDA.w SprTimerC, X : CMP.b #$40 : BNE +
;-------------------------------------------------------------
PHX
REP #$30
%mode16()
%GetTilePos($0F, $07)
LDA.w #$0034
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
%GetTilePos($10, $07)
LDA.w #$0034
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
%GetTilePos($11, $07)
LDA.w #$0034
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
%GetTilePos($0F, $08)
LDA.w #$0034
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
%GetTilePos($10, $08)
LDA.w #$0034
JSL $1BC97C ; Overworld_DrawMap16_Persist
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
%GetTilePos($11, $08)
LDA.w #$0034
JSL $1BC97C ; Overworld_DrawMap16_Persist
SEP #$30
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
%mode8()
PLX
LDA.b #$01
STA.b $14
;-------------------------------------------------------------
LDA.b #$01 : STA.b $14
+
RTS
}
EmergeWaitGiveItem:
{
; Emerge back wait few frames, throw item in the middle moat, despawn wall
LDA.w SprTimerB, X : BNE +
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #9 : BCC .noframereset
LDA.b #$09 : STA.w SprFrame, X
@@ -520,30 +469,24 @@ Sprite_Octoboss_Secondary:
LDA.b #2 : STA.w SprTimerB, X
+
LDA.w SprTimerC, X : BNE .noItemYet
INC.w SprAction, X
JSR SpawnMedallion
LDY.w BrotherSpr, X
LDA.b #$07 : STA.w SprAction, Y
; Throw item here
PHX
LDX.b $8A
LDA.l $7EF280, X : ORA.b #$40 : STA.l $7EF280, X ; save in HP sram
PLX
.noItemYet
RTS
}
SubmergeForeverKill:
{
; Set overworld sram flag for object collected on that screen
STZ.w $02E4 ; allow link to move
LDA.w SprTimerB, X : BNE +
LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #01 : BCS .noframereset
JSR SpawnSplash
@@ -552,32 +495,26 @@ Sprite_Octoboss_Secondary:
LDA.b #2 : STA.w SprTimerB, X
+
RTS
}
IdleWait:
RTS
ReturnTotalHealth:
{
LDY.w BrotherSpr, X
LDA.w SprHealth, Y : STA.b $00
LDA.w SprHealth, X : CLC : ADC.b $00
RTS
}
; =========================================================
}
Sprite_Octoboss_Draw:
{
JSL Sprite_PrepOamCoord
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
@@ -725,14 +662,12 @@ Sprite_Octoboss_Draw:
}
; =========================================================
Sprite_Octoboss_Draw2:
{
JSL Sprite_PrepOamCoord
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 $06
@@ -877,165 +812,97 @@ Sprite_Octoboss_Draw2:
}
SpawnSplash:
{
LDA.b #$EC ; SPRITE EC
JSL Sprite_SpawnDynamically
BMI .exit
JSL Sprite_SpawnDynamically : BMI .exit
JSL Sprite_SetSpawnedCoords
LDA.b #$03
STA.w SprState,Y
LDA.b #$0F
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
LDA.b #$03 : STA.w SprState, Y
LDA.b #$0F : STA.w SprTimerA, Y
LDA.b #$00 : STA.w $0D80, Y
LDA.b #$03 : STA.w SprNbrOAM,Y
LDA.b #$28 : JSL Sound_SetSfx2PanLong
.exit
RTS
}
SpawnBossPoof:
LDA.b #$0C ; SFX2.0C
{
LDA.b #$0C
STA.w $012E
LDA.b #$CE ; SPRITE CE
LDA.b #$CE
JSL Sprite_SpawnDynamically
LDA.b $00
CLC
ADC.b #$10
STA.w SprX,Y
LDA.b $01
ADC.b #$00
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 $00 : CLC : ADC.b #$10 : STA.w SprX,Y
LDA.b $01 : ADC.b #$00 : 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 SprFrame,Y
LDA.b #$2F : STA.w SprTimerA,Y
LDA.b #$09
STA.w SprNbrOAM,Y
STA.w SprBulletproof,Y
RTS
}
HandleMovingSplash:
LDA.b $1A
AND.b #$0F
BNE .exit
LDA.b #$28 ; SFX2.28
JSL Sound_SetSfx2PanLong
{
LDA.b $1A : AND.b #$0F : BNE .exit
LDA.b #$28 : JSL Sound_SetSfx2PanLong
PHX
TXY
LDX.b #$1D
LDA.w SprYSpeed,Y
BMI .next_slot
LDA.w SprYSpeed, Y : BMI .next_slot
LDX.b #$0E
.next_slot
LDA.l $7FF800,X
BNE .slot_occupied
LDA.l $7FF800,X : BNE .slot_occupied
LDA.b #$15 ; GARNISH 15
STA.l $7FF800,X
STA.w $0FB4
LDA.w SprX,Y
STA.l $7FF83C,X
LDA.w SprXH,Y
STA.l $7FF878,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
LDA.w SprX,Y : STA.l $7FF83C,X
LDA.w SprXH,Y : STA.l $7FF878,X
CLC : ADC.b #$18 : STA.l $7FF81E,X
LDA.w SprYH,Y : STA.l $7FF85A,X
LDA.b #$0F : STA.l $7FF90E,X
PLX
RTS
; ---------------------------------------------------------
.slot_occupied
DEX
BPL .next_slot
PLX
.exit
RTS
}
SpawnMedallion:
{
LDA.b #$C0 ; SPRITE C0
JSL Sprite_SpawnDynamically
BMI .exit
JSL Sprite_SpawnDynamically : BMI .exit
JSL $09AE64 ; Sprite_SetSpawnedCoordinates
PHX
TYX
LDA.b #$10
STA.w SprXSpeed, X
LDA.b #$10 : STA.w SprXSpeed, X
LDA.b #$30
STA.w $0F80, X
LDA.b #$11 ; ITEMGET 11
STA.w $0D90, X
LDA.b #$30 : STA.w $0F80, X
LDA.b #$11 : STA.w SprFrame, X ; ITEMGET 11
LDA.b #$20 ; SFX2.20
JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan
LDA.b #$83
STA.w SprNbrOAM,X
LDA.b #$58
STA.w SprGfxProps,X
AND.b #$0F
STA.w SprProps,X
LDA.b #$83 : STA.w SprNbrOAM,X
LDA.b #$58 : STA.w SprGfxProps,X
AND.b #$0F : STA.w SprProps,X
PLX
@@ -1050,41 +917,28 @@ SpawnMedallion:
.exit
RTS
}
SpawnMedallionAlt:
{
LDA.b #$C0 ; SPRITE C0
JSL Sprite_SpawnDynamically
BMI .exit
JSL Sprite_SpawnDynamically : BMI .exit
PHX
TYX
LDA.b #$11 ; ITEMGET 11
STA.w $0D90, X
LDA.b #$83
STA.w SprNbrOAM,X
LDA.b #$58
STA.w SprGfxProps,X
AND.b #$0F
STA.w SprProps,X
STA.w SprFrame, X
LDA.b #$83 : STA.w SprNbrOAM,X
LDA.b #$58 : STA.w SprGfxProps,X
AND.b #$0F : STA.w SprProps,X
LDA.b #$DC : STA.w SprY, X
LDA.b #$F7 : STA.w SprX, X
LDA.b #$08 : STA.w SprYH, X : STA.w SprXH, X
PLX
PHX
PHY
LDA.b #$1C
JSL $00D4ED ; WriteTo4BPPBuffer_item_gfx
LDA.b #$1C : JSL $00D4ED ; WriteTo4BPPBuffer_item_gfx
PLY
PLX
.exit
RTS
}

View File

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