add puffstool ai states, optimize draw code

This commit is contained in:
scawful
2024-06-16 19:52:41 -04:00
parent aea4470095
commit 12dc64ba3f

View File

@@ -27,153 +27,151 @@
!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_Puffstool_Prep, Sprite_Puffstool_Long)
; =========================================================
Sprite_Puffstool_Long:
PHB : PHK : PLB
{
PHB : PHK : PLB
JSR Sprite_Puffstool_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Puffstool_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Puffstool_Main ; Call the main sprite code
JSR Sprite_Puffstool_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Puffstool_Prep:
PHB : PHK : PLB
; Add more code here to initialize data
{
PHB : PHK : PLB
PLB
RTL
PLB
RTL
}
; =========================================================
Sprite_Puffstool_Main:
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw Action00
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Puffstool_Walking
dw Puffstool_Stunned
Action00:
Puffstool_Walking:
{
%PlayAnimation(0,6,10)
RTS
}
RTS
Puffstool_Stunned:
{
%PlayAnimation(7,7,10)
RTS
}
}
; =========================================================
Sprite_Puffstool_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
{
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 : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
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
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
REP #$20
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
BCC .on_screen_y
LDA $00 : 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 #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
LDA.b #$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)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PHY
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
PLX
RTS
RTS
; =========================================================
; =========================================================
.start_index
db $00, $02, $04, $06, $08, $0A, $0C, $0E
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 1, 0
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0
.y_offsets
dw -8, 0
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0
.chr
db $C0, $D0
db $D2, $C2
db $D4, $C4
db $D2, $C2
db $D0, $C0
db $D2, $C2
db $D4, $C4
db $D6
.properties
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $73, $73
db $73, $73
db $3D
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02
.start_index
db $00, $02, $04, $06, $08, $0A, $0C, $0E
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 1, 0
.y_offsets
dw -8, 0
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0
.chr
db $C0, $D0
db $D2, $C2
db $D4, $C4
db $D2, $C2
db $D0, $C0
db $D2, $C2
db $D4, $C4
db $D6
.properties
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $73, $73
db $73, $73
db $3D
}