diff --git a/Sprites/Bosses/octoboss.asm b/Sprites/Bosses/octoboss.asm index 9307853..52ab15d 100644 --- a/Sprites/Bosses/octoboss.asm +++ b/Sprites/Bosses/octoboss.asm @@ -18,7 +18,7 @@ Sprite_Octoboss_Long: LDA.w SprMiscD, X : BNE + ; is the sprite already init LDA #$04 : STA.w SprNbrOAM, X - ;LDA.w SprHitbox, X : AND.b #$E0 : ORA.b #$23 : STA.w SprHitbox, X + ;LDA.w SprHitbox, X : AND.b #$E0 : ORA.b #$23 : STA.w SprHitbox, X ;LDA.w SprDefl, X : AND #$7F : ORA.b #$81 : STA.w SprDefl, X ;LDA.b #$20 : STA.w SprHealth, X STZ.w SprBulletproof, X @@ -125,7 +125,7 @@ Sprite_Octoboss_Secondary: WaitForPlayerToApproach: REP #$20 - LDA.b $20 : CMP #$08C8 + LDA.b $20 : CMP #$08C8 SEP #$20 BCS .TooFar INC.w SprAction, X @@ -213,7 +213,7 @@ Sprite_Octoboss_Secondary: LDA.w SprTimerC, X : BNE + LDA.w SprAction, Y : INC : STA.w SprAction, Y - LDA.b #$40 + LDA.b #$40 STA.w SprTimerC, Y STA.w SprTimerC, X @@ -222,7 +222,7 @@ Sprite_Octoboss_Secondary: INC.w SprAction, X - ; All the tiles spawned by the sprite + ; All the tiles spawned by the sprite ; you can use a sprite/item to get location from ZS ; and use the macro GetTilePos($x,$y) @@ -323,26 +323,26 @@ Sprite_Octoboss_Secondary: LDA.w SprX, X : CMP.b #$E2 : BCC .notTooFarRight LDA.w SprXSpeed, X : BMI .notTooFarRight - EOR.b #$FF : STA.w SprXSpeed, X + EOR.b #$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 + 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 #$FF : STA.w SprYSpeed, X + EOR.b #$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 + EOR.b #$FF : STA.w SprYSpeed, X .notTooFarUp JSR HandleMovingSplash @@ -377,26 +377,26 @@ Sprite_Octoboss_Secondary: LDA.w SprX, X : CMP.b #$78 : BCC .notTooFarRight LDA.w SprXSpeed, X : BMI .notTooFarRight - EOR.b #$FF : STA.w SprXSpeed, X + 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 + 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 #$FF : STA.w SprYSpeed, X + EOR.b #$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 + EOR.b #$FF : STA.w SprYSpeed, X .notTooFarUp JSR HandleMovingSplash @@ -566,7 +566,7 @@ Sprite_Octoboss_Secondary: LDA.w SprHealth, Y : STA.b $00 LDA.w SprHealth, X : CLC : ADC.b $00 - RTS + RTS } @@ -587,17 +587,17 @@ Sprite_Octoboss_Draw: .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 + 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 @@ -614,14 +614,14 @@ Sprite_Octoboss_Draw: INY LDA.b $05 : ORA.w .properties, X : STA ($90), Y - PHY - + PHY + TYA : LSR #2 : TAY - + LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer - + PLY : INY - + PLX : DEX : BPL .nextTile PLX @@ -742,17 +742,17 @@ Sprite_Octoboss_Draw2: .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 + 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 @@ -769,14 +769,14 @@ Sprite_Octoboss_Draw2: INY LDA.b $05 : ORA.w .properties, X : STA ($90), Y - PHY - + PHY + TYA : LSR #2 : TAY - + LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer - + PLY : INY - + PLX : DEX : BPL .nextTile PLX diff --git a/Sprites/Bosses/twinrova.asm b/Sprites/Bosses/twinrova.asm index 994f7df..36ca08e 100644 --- a/Sprites/Bosses/twinrova.asm +++ b/Sprites/Bosses/twinrova.asm @@ -39,16 +39,16 @@ Sprite_Twinrova_Long: { -PHB : PHK : PLB -JSR Sprite_Twinrova_Draw -JSL Sprite_DrawShadow + PHB : PHK : PLB + JSR Sprite_Twinrova_Draw + JSL Sprite_DrawShadow -JSL Sprite_CheckActive : BCC .SpriteIsNotActive - JSR Sprite_Twinrova_CheckIfDead - JSR Sprite_Twinrova_Main -.SpriteIsNotActive -PLB -RTL + JSL Sprite_CheckActive : BCC .SpriteIsNotActive + JSR Sprite_Twinrova_CheckIfDead + JSR Sprite_Twinrova_Main + .SpriteIsNotActive + PLB + RTL } ; ========================================================= diff --git a/Sprites/Bosses/wolfos.asm b/Sprites/Bosses/wolfos.asm index d0101ea..e909a13 100644 --- a/Sprites/Bosses/wolfos.asm +++ b/Sprites/Bosses/wolfos.asm @@ -36,17 +36,13 @@ Sprite_Wolfos_Long: { PHB : PHK : PLB - JSR Sprite_Wolfos_Draw - JSL Sprite_CheckActive ; Check if game is not paused - BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive - - JSR Sprite_Wolfos_CheckIfDefeated - JSR Sprite_Wolfos_Main ; Call the main sprite code - + JSL Sprite_CheckActive : BCC .SpriteIsNotActive + JSR Sprite_Wolfos_CheckIfDefeated + JSR Sprite_Wolfos_Main .SpriteIsNotActive - PLB ; Get back the databank we stored previously - RTL ; Go back to original code + PLB + RTL } ; ========================================================= @@ -54,7 +50,6 @@ Sprite_Wolfos_Long: Sprite_Wolfos_Prep: { PHB : PHK : PLB - LDA.b $1B : BEQ .outdoors JMP .spawn_wolfos .outdoors @@ -67,7 +62,6 @@ Sprite_Wolfos_Prep: LDA.b #$40 : STA.w SprTimerA, X LDA.b #$80 : STA.w SprDefl, X ; Sprite persist LDA.b #$08 : STA.w SprNbrOAM, X ; Nbr Oam Entries - PLB RTL } @@ -88,7 +82,8 @@ Sprite_Wolfos_CheckIfDefeated: ; ========================================================= -macro Wolfos_Move() +Wolfos_Move: +{ JSL Sprite_DamageFlash_Long JSL Sprite_CheckDamageFromPlayer : BCC + LDA.b #$01 : STA.w SprMiscF, X @@ -98,7 +93,8 @@ macro Wolfos_Move() JSL Sprite_Move JSR Wolfos_DecideAction -endmacro + RTS +} Wolfos_DecideAction: { @@ -156,7 +152,7 @@ Sprite_Wolfos_Main: Wolfos_AttackForward: { %PlayAnimation(0, 2, 10) - %Wolfos_Move() + JSR Wolfos_Move LDA #!NormalSpeed : STA.w SprYSpeed, X LDA #$30 : STA.w SprTimerA, X @@ -167,7 +163,7 @@ Sprite_Wolfos_Main: Wolfos_AttackBack: { %PlayAnimation(3, 5, 10) - %Wolfos_Move() + JSR Wolfos_Move LDA #-!NormalSpeed : STA.w SprYSpeed, X LDA #$30 : STA.w SprTimerA, X @@ -179,7 +175,7 @@ Sprite_Wolfos_Main: { %StartOnFrame(6) %PlayAnimation(6, 8, 10) - %Wolfos_Move() + JSR Wolfos_Move LDA #!NormalSpeed : STA.w SprXSpeed, X STZ.w SprYSpeed, X @@ -196,7 +192,7 @@ Sprite_Wolfos_Main: { %StartOnFrame(9) %PlayAnimation(9, 11, 10) - %Wolfos_Move() + JSR Wolfos_Move LDA #-!NormalSpeed : STA.w SprXSpeed, X STZ.w SprYSpeed, X @@ -324,12 +320,12 @@ Sprite_Wolfos_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 @@ -344,10 +340,10 @@ Sprite_Wolfos_Draw: INY LDA .chr, X : STA ($90), Y INY - ; Set palette flash modifier + ; Set palette flash modifier LDA .properties, X : ORA $08 : STA ($90), Y - PHY + PHY TYA : LSR #2 : TAY LDA.b #02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY @@ -434,4 +430,3 @@ Sprite_Wolfos_Draw: db $69, $69, $69 db $29 } -