Boss housekeeping

This commit is contained in:
scawful
2024-11-26 10:04:20 -05:00
parent 37b1444e06
commit 173f5816c5
5 changed files with 91 additions and 110 deletions

View File

@@ -8,12 +8,9 @@ org $1EB593
Arrghus_ApproachTargetSpeed:
{
LDA.w SprTimerA, X : BNE .delay
INC $0D80, X
JSL AdvancedArrghus : NOP
.delay
.delay
}
pullpc

View File

@@ -16,7 +16,7 @@ KingDodongo_NewHealthSystem:
RTL
.phase_table
.phase_table
db $03, $03, $03, $03, $03, $03, $03, $03
db $03, $03, $03, $03, $02, $02, $02, $02
db $02, $02, $01, $01, $01, $01, $01, $01
@@ -28,26 +28,22 @@ pushpc
; Adjust leg position to remove gap
org $1E87F5
.offset_x
#_1E87F5: db -22, -22, 22, 22
db -22, -22, 22, 22
.offset_y
#_1E87F9: db -28, 8, -28, 8
db -28, 8, -28, 8
.char
#_1E87FD: db $A2, $A6, $A2, $A6
db $A2, $A6, $A2, $A6
.prop
#_1E8801: db $0B, $0B, $4B, $4B
db $0B, $0B, $4B, $4B
org $1E8266
AND.b #$15
org $1E818C
.speed_x
#_1E818C: db -16, -16, -8, 0, 8, 16, 16, 0
db -16, -16, -8, 0, 8, 16, 16, 0
.speed_y
#_1E8194: db 0, 8, 16, 16, 16, 8, 0, 16
db 0, 8, 16, 16, 16, 8, 0, 16
org $1E811A
JSL KingDodongo_NewHealthSystem

View File

@@ -35,7 +35,6 @@
Sprite_KydreeokHead_Long:
{
PHB : PHK : PLB
LDA.w SprAction, X : CMP #$05 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw
.no_head
@@ -43,9 +42,8 @@ Sprite_KydreeokHead_Long:
JSL Sprite_CheckActive : BCC .not_active
JSR Sprite_KydreeokHead_Main
.not_active
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
; =========================================================
@@ -53,11 +51,9 @@ Sprite_KydreeokHead_Long:
Sprite_KydreeokHead_Prep:
{
PHB : PHK : PLB
LDA.b #$C0 : STA.w SprHealth, X
LDA.b #$09 : STA.w SprBump, X ; bump damage type
STZ.w SprMiscE, X
PLB
RTL
}

View File

@@ -37,31 +37,25 @@
Sprite_Manhandla_Long:
{
PHB : PHK : PLB
JSR Sprite_Manhandla_CheckForNextPhaseOrDeath
LDA.w SprMiscD, X : CMP.b #$02 : BCC .phase1
JSR Sprite_BigChuchu_Draw
JMP .continue
.phase1
JSR Sprite_Manhandla_Draw
.continue
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Manhandla_Main ; Call the main sprite code
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Manhandla_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
pushpc
; Sprite_DoTheDeath#PrepareEnemyDrop.post_death_stuff
org $06FA25
#_06FA25: LDA.w $0E20,X
#_06FA28: CMP.b #$88
LDA.w $0E20, X : CMP.b #$88
pullpc
@@ -70,13 +64,11 @@ pullpc
Sprite_Manhandla_Prep:
{
PHB : PHK : PLB
LDA.b #$04 : STA $36 ; Stores initial movement speeds
LDA.b #$06 : STA $0428 ; Allows BG1 to move
LDA.b #$80 : STA.w SprDefl, X
LDA.b #$80 : STA.w SprHealth, X
LDA.w SprSubtype, X : STA.w SprAction, X
PLB
RTL
}