Update KydrogBoss with 16bit draw and offspring

This commit is contained in:
scawful
2023-05-31 11:21:50 -05:00
parent 36ac5e2765
commit 06ac23db5e

View File

@@ -1,3 +1,15 @@
; =============================================================================
; Kydrog Boss
; =============================================================================
; RAM Addresses
; =============================================================================
!OffspringCount = $AC ;0x01
!CurrentDraw = $7A ;0x01
!WalkSpeed = 10 ;0x01
!StorePosition = $030C
;==============================================================================
; Sprite Properties
;==============================================================================
@@ -6,14 +18,14 @@
!NbrTiles = 10 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 20 ; Number of Health the sprite have
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this KydrogBoss (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
@@ -46,6 +58,7 @@ Sprite_KydrogBoss_Long:
JSR Sprite_KydrogBoss_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
@@ -56,11 +69,16 @@ Sprite_KydrogBoss_CheckIfDead:
{
LDA $0D80, X : CMP.b #$09 : BEQ .not_dead
; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
LDA.b #$00 : STA $0E50, X
.healthNotNegative
LDA $0E50, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
LDA.b #$09 : STA $0D80, X ;go to KydrogBoss_Death stage
PLX
@@ -74,15 +92,15 @@ Sprite_KydrogBoss_Prep:
{
PHB : PHK : PLB
; Add more code here to initialize data
LDA.b #$40 : STA $0E50, X ;health
LDA.b #$80 : STA $0CAA, X
LDA.b #$10 : STA $0E50, X ; health
LDA.b #$03 : STA $0F60, X ; hitbox settings
LDA.b #$0F : STA $0CD2, X ; bump damage type (4 hearts, green tunic)
; Make the sprite take damage from a sword
LDA $0CAA, X : AND.b #$FB : STA $0CAA, X
; LDA $0CAA, X : AND.b #$FB : STA $0CAA, X
; Make the sprite not invincible
LDA $0E60, X : AND.b #$BF : STA $0E60, X
@@ -93,11 +111,34 @@ Sprite_KydrogBoss_Prep:
%SetSpriteSpeedX(15)
%SetHarmless(00)
LDA #$60 : STA SprTimerD, X
PLB
RTL
}
;==============================================================================
macro StopIfTooClose()
LDA $0E : CMP.b #$0030 : BCS +
CLC
LDA $0F : CMP.b #$0030 : BCS +
LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
%GotoAction(7)
RTS
+
endmacro
macro RandomStalfosOffspring()
JSL GetRandomInt : AND.b #$7F : BNE +
PHX : JSR Sprite_Offspring_Spawn : PLX
+
JSL GetRandomInt : AND.b #$7F : BNE +
PHX : JSR Sprite_Offspring_SpawnHead : PLX
+
endmacro
Sprite_KydrogBoss_Main:
{
LDA.w SprAction, X; Load the SprAction
@@ -106,6 +147,7 @@ Sprite_KydrogBoss_Main:
dw KydrogBoss_Init ; 00
dw KydrogBoss_WalkState ; 01
dw KydrogBoss_WalkForward ; 02
dw KydrogBoss_WalkLeft ; 03
dw KydrogBoss_WalkRight ; 04
@@ -118,21 +160,54 @@ Sprite_KydrogBoss_Main:
dw KydrogBoss_Death ; 09
KydrogBoss_Init:
{
%PlayAnimation(0, 0, 16)
LDA.b #$D0 : STA $0E10, X ;sets timer for start wait
%StartOnFrame(15)
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
%GotoAction(1) ;Goto KydrogBoss_WalkForward
; JSR SetupMovieEffect
; JSR MovieEffect
; LDX.b #$00
LDA.w SprTimerD, X : BNE +
%GotoAction(1) ; Goto KydrogBoss_WalkState
+
RTS
}
; ---------------------------------------------------------------------------
KydrogBoss_WalkState:
{
.CheckVertical
LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(6) ; Goto KydrogBoss_TakeDamage
RTS
.not_flashing
; LDA !OffspringCount : CMP.b #$05 : BCS .no_offspring
JSL GetRandomInt : AND.b #$0F : BNE .no_offspring
LDA.b #$10 : STA.w SprTimerD, X
%GotoAction(8) ; Goto KydrogBoss_TauntPlayer
RTS
.no_offspring
; \return $0E is low byte of player_y_pos - sprite_y_pos
; \return $0F is low byte of player_x_pos - sprite_x_pos
LDA #$50 : STA $09, X
JSL Sprite_DirectionToFacePlayer
TYA : CMP.b #$02 : BCC .WalkRight
.WalkForward
%StopIfTooClose()
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
TYA : CMP.b #$01 : BEQ .WalkBackwards ; If so, go to KydrogBoss_WalkBackwards
TYA : BNE .WalkBackwards ; If 1, go to KydrogBoss_WalkBackwards
%GotoAction(2) ; Goto KydrogBoss_WalkForward
RTS
@@ -140,80 +215,35 @@ Sprite_KydrogBoss_Main:
%GotoAction(5) ; Goto KydrogBoss_WalkBackwards
RTS
; ---------------------------------------------------------------------------
.CheckHorizontal
.WalkRight
%StopIfTooClose()
JSL Sprite_IsToRightOfPlayer ; Check if sprite is to the right of player
TYA : CMP.b #$01 : BEQ .WalkLeft ; If so, go to KydrogBoss_WalkLeft
; JSR Sprite_DirectionToFacePlayer : TYA
CLC
TYA : BNE .WalkLeft ; If so, go to KydrogBoss_WalkLeft
%GotoAction(4)
RTS
.WalkLeft
%GotoAction(3) ; Goto KydrogBoss_WalkLeft
RTS
}
; ---------------------------------------------------------------------------
KydrogBoss_WalkForward:
{
%PlayAnimation(0, 2, 16)
%PlayAnimation(0, 2, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_Damage_FlashLONG
%MoveTowardPlayer(5)
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%GotoAction(1)
RTS
}
KydrogBoss_WalkLeft:
{
%PlayAnimation(3, 5, 16)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_Damage_FlashLONG
%MoveTowardPlayer(5)
%GotoAction(1)
RTS
}
KydrogBoss_WalkRight:
{
%PlayAnimation(6, 8, 16)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_Damage_FlashLONG
%MoveTowardPlayer(5)
%GotoAction(1)
RTS
}
KydrogBoss_WalkBackward:
{
%PlayAnimation(9, 11, 16)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_Damage_FlashLONG
%MoveTowardPlayer(5)
%RandomStalfosOffspring()
%GotoAction(1)
RTS
@@ -221,36 +251,156 @@ Sprite_KydrogBoss_Main:
; ---------------------------------------------------------------------------
KydrogBoss_TakeDamage:
KydrogBoss_WalkLeft:
{
%PlayAnimation(12, 14, 16)
%PlayAnimation(3, 5, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%RandomStalfosOffspring()
%GotoAction(1)
RTS
}
KydrogBoss_TauntPlayer:
; ---------------------------------------------------------------------------
KydrogBoss_WalkRight:
{
%PlayAnimation(15, 16, 16)
%PlayAnimation(6, 8, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%RandomStalfosOffspring()
%GotoAction(1)
RTS
}
KydrogBoss_SummonStalfos:
; ---------------------------------------------------------------------------
KydrogBoss_WalkBackward:
{
%PlayAnimation(17, 17, 16)
%PlayAnimation(9, 11, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%RandomStalfosOffspring()
%GotoAction(1)
RTS
}
; ---------------------------------------------------------------------------
KydrogBoss_TakeDamage: ;0x06
{
%StartOnFrame(12)
%PlayAnimation(12, 14, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%RandomStalfosOffspring()
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; ---------------------------------------------------------------------------
KydrogBoss_TauntPlayer: ;0x07
{
%StartOnFrame(15)
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
LDA.w SprTimerD, X : BNE .continue_timer
LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
%GotoAction(8)
.continue_timer
RTS
}
; ---------------------------------------------------------------------------
KydrogBoss_SummonStalfos: ;0x08
{
%StartOnFrame(17)
%PlayAnimation(17, 17, 10)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
LDA.w SprTimerD, X : BNE +
JSL GetRandomInt : AND.b #$3F : BNE .no_stalfos
PHX
JSR Sprite_Offspring_Spawn
PLX
.no_stalfos
JSR Kydrog_ThrowBoneAtPlayer
CLC
JSL GetRandomInt : AND.b #$3F : BNE .finish_summon
JSR Sprite_Offspring_SpawnHead
; .offspring_stalfos
;
.finish_summon
%GotoAction(1)
+
RTS
}
; ---------------------------------------------------------------------------
KydrogBoss_Death: ;0x09
{
; %StartOnFrame(0)
; %PlayAnimation(0, 0, 10)
; Change the palette to the next in the cycle for the leg
LDA $0E60, X : INC : CMP.b #$08 : BNE .dontReset
LDA $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
LDA.b #$00
.dontReset
STA $0E60, X
STA $0DA0, X
RTS
}
@@ -265,64 +415,78 @@ Sprite_KydrogBoss_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA $0DC0, X : CLC : ADC $0D90, X : ASL : TAY ; Animation Frame
REP #$20
LDA .start_index, Y : STA $06 ; Needs to be 16 bit ; Y = 00, 02, 04, 06
SEP #$20
; Store Palette thing
LDA $0DA0, X : STA $08
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
PHX ; Store Sprite ID
REP #$20
LDA .nbr_of_tiles, Y ;amount of tiles -1 ; doesn't need to be 16 bit ;Y = 00, 02, 04, 06
REP #$30
TAX
LDY.w #$0000
.nextTile
REP #$30
PHX ; Save current tile index
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset
ASL A : TAX ; *2 for the X and Y position
REP #$30 ; X and Y position must be 16 bit
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
SEP #$20 ; change A back to 8bit but not X and Y
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
PLX ; Pullback Animation Index Offset
; so X here is (nbr of tiles + animation index)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
; Set palette flash modifier
LDA .properties, X : ORA $08 : STA ($90), Y
REP #$30
PHY
TYA : LSR #2 : TAY
TYA : LSR #2 : TAY ; divide Y by 4
SEP #$20 ;set A back to 8bit but not X and Y
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
SEP #$30
PLX
RTS
;==============================================================================
.start_index
db $00, $0B, $15, $1F, $27, $2D, $35, $3D, $43, $4C, $57, $66, $71, $7A, $87, $91, $99, $A1
dw $00, $0B, $15, $1F, $27, $2D, $35, $3D, $43, $4C, $57, $66, $71, $7A, $87, $91, $99, $A1
.nbr_of_tiles
db 10, 9, 9, 7, 5, 7, 7, 5, 8, 10, 14, 10, 8, 12, 9, 7, 7, 6
dw 10, 9, 9, 7, 5, 7, 7, 5, 8, 10, 14, 10, 8, 12, 9, 7, 7, 6
.x_offsets
dw -8, 8, 8, 0, 8, 0, -8, -8, 16, 16, -8
dw -8, 8, -8, 0, 16, 16, -8, 16, 0, 8
@@ -418,9 +582,10 @@ db $02, $00, $00, $00, $00, $02, $00, $00, $00, $00
db $02, $02, $02, $02, $02, $02, $00, $00
db $02, $02, $02, $00, $02, $02, $00, $00
db $02, $02, $02, $02, $00, $00, $00
}
; =============================================================================
;BA: Boomerang
;D1: Damage 1
;D2: Damage 2
@@ -454,13 +619,13 @@ KydrogBoss_Set_Damage:
RTS
.damageProperties
db $00, $01, $01, $01, $01, $01, $01, $00, $01, $01, $00, $04, $01, $01, $00, $01
db $00, $01, $01, $01, $01, $01, $01, $00, $05, $01, $00, $01, $01, $01, $00, $01
;BA D1 D2 D3 D4 D5 AR HS BM SA PD FR IR BB ET QU
}
; =============================================================================
Sprite_Damage_FlashLONG:
Sprite_DamageFlash_Long:
{
PHB : PHK : PLB
@@ -475,20 +640,115 @@ Sprite_Damage_FlashLONG:
Sprite_Damage_Flash:
{
LDA $0EF0, X : BEQ .dontFlash
; Change the palette to the next in the cycle
LDA $0E60, X : INC : CMP.b #$08 : BNE .dontReset
LDA $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
LDA.b #$00
.dontReset
STA $0E60, X
STA $0DA0, X
BRA .flash
.dontFlash
STZ $0E60, X
STZ $0DA0, X
.flash
RTS
}
; =============================================================================
Sprite_Offspring_SpawnHead:
{
JSL GetRandomInt : AND.b #$3F : BNE .normal_head
LDA.b #$04 : BRA .alt_entry
.normal_head
LDA.b #$7C
.alt_entry
BRA Sprite_Offspring_Spawn_alt_entry
RTS
}
Sprite_Offspring_Spawn:
{
; LDA !OffspringCount : CMP.b #$05 : BCS .return
JSL GetRandomInt : AND.b #$3F : BNE .normal_stalfos
LDA.b #$85 : BRA .alt_entry
.normal_stalfos
; Spawn the stalfos offspring
LDA.b #$A7
.alt_entry
JSL Sprite_SpawnDynamically : BMI .return ;89
;store the sub-type
LDA.b #$02 : STA $0E30, Y
PHX
;code that controls where to spawn the offspring.
REP #$20
LDA $0FD8 : CLC : ADC.w #$000C
SEP #$20
STA $0D10, Y
XBA : STA $0D30, Y
REP #$20
LDA $0FDA : CLC : ADC.w #$001E
SEP #$20
STA $0D00, Y
XBA : STA $0D20, Y
TYX
STZ $0D60, X
STZ $0D70, X
; INC !OffspringCount
PLX
.return
RTS
}
Kydrog_ThrowBoneAtPlayer:
{
LDA.b #$A7 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
LDA.b #$01 : STA $0D90, Y ; Sprite state "falling into a pit"
JSL Sprite_SetSpawnedCoords
PHX
TYX
LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
LDA.b #$21 : STA $0E40, X : STA $0BA0, X
LDA $0E60, X : ORA.b #$40 : STA $0E60, X
LDA.b #$48 : STA $0CAA, X
LDA.b #$10 : STA SprTimerC, X
LDA.b #$14 : STA $0F60, X
LDA.b #$07 : STA $0F50, X
LDA.b #$20 : STA $0CD2, X
PLX
LDA.b #$02 : JSL Sound_SetSfx2PanLong
.spawn_failed
RTS
}