Cleanup business_scrub.asm

This commit is contained in:
scawful
2024-10-04 00:06:54 -04:00
parent adaf5cb5be
commit 15ea5fbfe6

View File

@@ -58,7 +58,7 @@ Sprite_DekuScrubEnemy_Prep:
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
CMP.b #$02 : BEQ .cutscene_scrub
JMP +
.pea_shot
.pea_shot
LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
LDA.b #$20 : STA.b SprPrize, X
JMP +
@@ -82,7 +82,7 @@ Sprite_DekuScrubEnemy_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw DekuScrubEnemy_Hiding
dw DekuScrubEnemy_Attack
dw DekuScrubEnemy_PostAttack
@@ -93,7 +93,7 @@ Sprite_DekuScrubEnemy_Main:
dw DekuScrubEnemy_PeaShot
dw DekuScrubEnemy_HidingDefeated
dw DekuScrubEnemy_CutsceneStart
dw DekuScrubEnemy_CutsceneStart
; 0x00
DekuScrubEnemy_Hiding:
@@ -128,7 +128,7 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect
LDA.w SprTimerA, X : BNE .not_done
JSR SpawnPeaShot
LDA #$F0 : STA.w SprTimerA, X
@@ -142,7 +142,7 @@ Sprite_DekuScrubEnemy_Main:
JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
%GotoAction(0)
.not_too_close
RTS
RTS
}
; 0x02
@@ -157,7 +157,6 @@ Sprite_DekuScrubEnemy_Main:
LDA.w SprTimerA, X : BNE +
%GotoAction(0)
+
RTS
}
@@ -174,8 +173,8 @@ Sprite_DekuScrubEnemy_Main:
LDA #$40 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
RTS
RTS
}
; 0x04
@@ -191,7 +190,7 @@ Sprite_DekuScrubEnemy_Main:
INC.w SprAction, X
.not_done
RTS
RTS
}
; 0x05
@@ -201,14 +200,14 @@ Sprite_DekuScrubEnemy_Main:
%PlayAnimation(7,7,1)
JSL Sprite_PlayerCantPassThrough
LDA.w SprMiscD, X : BNE .no_talk
LDA.w SprMiscD, X : BNE .no_talk
%ShowSolicitedMessage($12D) : BCC .no_talk
JSR DekuScrub_GiveRandomPrize
LDA.b #$01 : STA.w SprMiscD, X
%GotoAction(7)
.no_talk
RTS
RTS
}
; 0x06
@@ -229,14 +228,14 @@ Sprite_DekuScrubEnemy_Main:
; Apply force in the opposite direction
LDA #-16 : STA.w SprYSpeed, X
.no_damage
RTS
RTS
}
DekuScrubEnemy_HidingDefeated:
{
%StartOnFrame(13)
%PlayAnimation(13,13,1)
JSL Sprite_CheckIfLifted
JSL ThrownSprite_TileAndSpriteInteraction_long
@@ -277,8 +276,8 @@ CheckForPeaShotRedirect:
LDA.w SprY, X : STA.b $01
LDA.w SprYH, X : STA.b $09
PHX
PHX
LDA.w Offspring1_Id : TAX
JSL Sprite_SetupHitBox
PLX
@@ -289,8 +288,8 @@ CheckForPeaShotRedirect:
RTS
.no_dano
; If the pea shot and deku scrub hitboxes intersect
; We will go to recoil
PHX
; We will go to recoil
PHX
LDA.w Offspring1_Id : TAX
JSL Sprite_SetupHitBox
PLX
@@ -325,7 +324,6 @@ SpawnPeaShot:
LDA.b #$01 : STA.w SprNbrOAM, Y
PHX
; Spawn Location
REP #$20
LDA $0FD8
@@ -338,18 +336,16 @@ SpawnPeaShot:
STA.w SprY, Y : XBA : STA.w SprYH, Y
TYX
STZ $0D70, X
LDA #$10 : STA.w SprYSpeed, X
STA.w SprYRound, X
STX.w Offspring1_Id
PLX
.return
RTS
RTS
}
; =========================================================
@@ -369,7 +365,6 @@ Sprite_DekuScrubEnemy_Draw:
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
@@ -397,13 +392,9 @@ Sprite_DekuScrubEnemy_Draw:
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
PLX