From 15ea5fbfe69693dc1aa35c9bf3a8d7d1ab975677 Mon Sep 17 00:00:00 2001 From: scawful Date: Fri, 4 Oct 2024 00:06:54 -0400 Subject: [PATCH] Cleanup business_scrub.asm --- Sprites/Enemies/business_scrub.asm | 43 ++++++++++++------------------ 1 file changed, 17 insertions(+), 26 deletions(-) diff --git a/Sprites/Enemies/business_scrub.asm b/Sprites/Enemies/business_scrub.asm index e730c52..5a9c27f 100644 --- a/Sprites/Enemies/business_scrub.asm +++ b/Sprites/Enemies/business_scrub.asm @@ -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