add puffstool ai states, optimize draw code
This commit is contained in:
@@ -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
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user