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 LDA.w SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
CMP.b #$02 : BEQ .cutscene_scrub CMP.b #$02 : BEQ .cutscene_scrub
JMP + JMP +
.pea_shot .pea_shot
LDA.b #$06 : STA.w SprAction, X ; Pea Shot State LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
LDA.b #$20 : STA.b SprPrize, X LDA.b #$20 : STA.b SprPrize, X
JMP + JMP +
@@ -82,7 +82,7 @@ Sprite_DekuScrubEnemy_Main:
{ {
LDA.w SprAction, X LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable JSL UseImplicitRegIndexedLocalJumpTable
dw DekuScrubEnemy_Hiding dw DekuScrubEnemy_Hiding
dw DekuScrubEnemy_Attack dw DekuScrubEnemy_Attack
dw DekuScrubEnemy_PostAttack dw DekuScrubEnemy_PostAttack
@@ -93,7 +93,7 @@ Sprite_DekuScrubEnemy_Main:
dw DekuScrubEnemy_PeaShot dw DekuScrubEnemy_PeaShot
dw DekuScrubEnemy_HidingDefeated dw DekuScrubEnemy_HidingDefeated
dw DekuScrubEnemy_CutsceneStart dw DekuScrubEnemy_CutsceneStart
; 0x00 ; 0x00
DekuScrubEnemy_Hiding: DekuScrubEnemy_Hiding:
@@ -128,7 +128,7 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_PlayerCantPassThrough JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect JSR CheckForPeaShotRedirect
LDA.w SprTimerA, X : BNE .not_done LDA.w SprTimerA, X : BNE .not_done
JSR SpawnPeaShot JSR SpawnPeaShot
LDA #$F0 : STA.w SprTimerA, X LDA #$F0 : STA.w SprTimerA, X
@@ -142,7 +142,7 @@ Sprite_DekuScrubEnemy_Main:
JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
%GotoAction(0) %GotoAction(0)
.not_too_close .not_too_close
RTS RTS
} }
; 0x02 ; 0x02
@@ -157,7 +157,6 @@ Sprite_DekuScrubEnemy_Main:
LDA.w SprTimerA, X : BNE + LDA.w SprTimerA, X : BNE +
%GotoAction(0) %GotoAction(0)
+ +
RTS RTS
} }
@@ -174,8 +173,8 @@ Sprite_DekuScrubEnemy_Main:
LDA #$40 : STA.w SprTimerA, X LDA #$40 : STA.w SprTimerA, X
INC.w SprAction, X INC.w SprAction, X
.not_done .not_done
RTS RTS
} }
; 0x04 ; 0x04
@@ -191,7 +190,7 @@ Sprite_DekuScrubEnemy_Main:
INC.w SprAction, X INC.w SprAction, X
.not_done .not_done
RTS RTS
} }
; 0x05 ; 0x05
@@ -201,14 +200,14 @@ Sprite_DekuScrubEnemy_Main:
%PlayAnimation(7,7,1) %PlayAnimation(7,7,1)
JSL Sprite_PlayerCantPassThrough JSL Sprite_PlayerCantPassThrough
LDA.w SprMiscD, X : BNE .no_talk LDA.w SprMiscD, X : BNE .no_talk
%ShowSolicitedMessage($12D) : BCC .no_talk %ShowSolicitedMessage($12D) : BCC .no_talk
JSR DekuScrub_GiveRandomPrize JSR DekuScrub_GiveRandomPrize
LDA.b #$01 : STA.w SprMiscD, X LDA.b #$01 : STA.w SprMiscD, X
%GotoAction(7) %GotoAction(7)
.no_talk .no_talk
RTS RTS
} }
; 0x06 ; 0x06
@@ -229,14 +228,14 @@ Sprite_DekuScrubEnemy_Main:
; Apply force in the opposite direction ; Apply force in the opposite direction
LDA #-16 : STA.w SprYSpeed, X LDA #-16 : STA.w SprYSpeed, X
.no_damage .no_damage
RTS RTS
} }
DekuScrubEnemy_HidingDefeated: DekuScrubEnemy_HidingDefeated:
{ {
%StartOnFrame(13) %StartOnFrame(13)
%PlayAnimation(13,13,1) %PlayAnimation(13,13,1)
JSL Sprite_CheckIfLifted JSL Sprite_CheckIfLifted
JSL ThrownSprite_TileAndSpriteInteraction_long JSL ThrownSprite_TileAndSpriteInteraction_long
@@ -277,8 +276,8 @@ CheckForPeaShotRedirect:
LDA.w SprY, X : STA.b $01 LDA.w SprY, X : STA.b $01
LDA.w SprYH, X : STA.b $09 LDA.w SprYH, X : STA.b $09
PHX PHX
LDA.w Offspring1_Id : TAX LDA.w Offspring1_Id : TAX
JSL Sprite_SetupHitBox JSL Sprite_SetupHitBox
PLX PLX
@@ -289,8 +288,8 @@ CheckForPeaShotRedirect:
RTS RTS
.no_dano .no_dano
; If the pea shot and deku scrub hitboxes intersect ; If the pea shot and deku scrub hitboxes intersect
; We will go to recoil ; We will go to recoil
PHX PHX
LDA.w Offspring1_Id : TAX LDA.w Offspring1_Id : TAX
JSL Sprite_SetupHitBox JSL Sprite_SetupHitBox
PLX PLX
@@ -325,7 +324,6 @@ SpawnPeaShot:
LDA.b #$01 : STA.w SprNbrOAM, Y LDA.b #$01 : STA.w SprNbrOAM, Y
PHX PHX
; Spawn Location ; Spawn Location
REP #$20 REP #$20
LDA $0FD8 LDA $0FD8
@@ -338,18 +336,16 @@ SpawnPeaShot:
STA.w SprY, Y : XBA : STA.w SprYH, Y STA.w SprY, Y : XBA : STA.w SprYH, Y
TYX TYX
STZ $0D70, X STZ $0D70, X
LDA #$10 : STA.w SprYSpeed, X LDA #$10 : STA.w SprYSpeed, X
STA.w SprYRound, X STA.w SprYRound, X
STX.w Offspring1_Id STX.w Offspring1_Id
PLX PLX
.return .return
RTS RTS
} }
; ========================================================= ; =========================================================
@@ -369,7 +365,6 @@ Sprite_DekuScrubEnemy_Draw:
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset? PHA ; Keep the value with animation index offset?
@@ -397,13 +392,9 @@ Sprite_DekuScrubEnemy_Draw:
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX