From 074453c39e077d4847f2fe65cf915cbbb25f020e Mon Sep 17 00:00:00 2001 From: scawful Date: Sat, 10 Aug 2024 13:26:38 -0400 Subject: [PATCH] add eon owl dialogue --- Sprites/NPCs/eon_owl.asm | 38 +++++++++++++++++++++++--------------- 1 file changed, 23 insertions(+), 15 deletions(-) diff --git a/Sprites/NPCs/eon_owl.asm b/Sprites/NPCs/eon_owl.asm index 8ff2b4c..f944a5f 100644 --- a/Sprites/NPCs/eon_owl.asm +++ b/Sprites/NPCs/eon_owl.asm @@ -38,8 +38,8 @@ Sprite_EonOwl_Long: PHB : PHK : PLB JSR Sprite_EonOwl_Draw ; Call the draw code - JSL Sprite_CheckActive ; Check if game is not paused - BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive + JSL Sprite_CheckActive ; Check if game is not paused + BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_EonOwl_Main ; Call the main sprite code @@ -53,6 +53,8 @@ Sprite_EonOwl_Long: Sprite_EonOwl_Prep: { PHB : PHK : PLB + + ; If Map 0x50, don't spawn after intro PLB @@ -63,8 +65,8 @@ Sprite_EonOwl_Prep: Sprite_EonOwl_Main: { - LDA.w SprAction, X; Load the SprAction - JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in + LDA.w SprAction, X ; Load the SprAction + JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in dw EonOwl_Idle dw EonOwl_IntroDialogue @@ -80,7 +82,7 @@ Sprite_EonOwl_Main: LDA POSY : STA $03 LDA SprX, X : STA $04 LDA SprY, X : STA $05 - JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close + JSL GetDistance8bit_Long : CMP #$28 : BCS .not_too_close %GotoAction(1) .not_too_close @@ -91,7 +93,9 @@ Sprite_EonOwl_Main: { %PlayAnimation(0,1,16) - ; TODO: Pick a dialogue ID and display it + %ShowUnconditionalMessage($00E6) + + %GotoAction(2) RTS } @@ -100,6 +104,10 @@ Sprite_EonOwl_Main: EonOwl_FlyingAway: { %PlayAnimation(2,3,16) + + LDA.b #$FC : STA.w SprYSpeed, X + JSL Sprite_Move + RTS } } @@ -111,12 +119,12 @@ Sprite_EonOwl_Draw: JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer - LDA.w SprFrame, X : TAY ;Animation Frame - LDA .start_index, Y : STA $06 + LDA.w SprFrame, X : TAY ;Animation Frame + LDA .start_index, Y : STA $06 PHX - LDX .nbr_of_tiles, Y ;amount of tiles -1 + LDX .nbr_of_tiles, Y ;amount of tiles -1 LDY.b #$00 .nextTile @@ -126,20 +134,20 @@ Sprite_EonOwl_Draw: PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y - CLC : ADC #$0010 : CMP.w #$0100 - SEP #$20 - BCC .on_screen_y + CLC : ADC #$0010 : CMP.w #$0100 + SEP #$20 + BCC .on_screen_y LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way - STA $0E + STA $0E .on_screen_y PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)