diff --git a/Sprites/Enemies/darknut.asm b/Sprites/Enemies/darknut.asm index 9e229b0..110abe2 100644 --- a/Sprites/Enemies/darknut.asm +++ b/Sprites/Enemies/darknut.asm @@ -1,6 +1,6 @@ -; ========================================================= +; ========================================================= ; Sprite Properties -; ========================================================= +; ========================================================= !SPRID = Sprite_Darknut !NbrTiles = 03 ; Number of tiles used in a frame @@ -11,7 +11,7 @@ !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow -!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow +!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) !Hitbox = 12 ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen @@ -37,17 +37,13 @@ Sprite_Darknut_Long: { PHB : PHK : PLB - - JSR Sprite_Darknut_Draw ; Call the draw code + JSR Sprite_Darknut_Draw JSL Sprite_DrawShadow - JSL Sprite_CheckActive ; Check if game is not paused - BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive - - JSR Sprite_Darknut_Main ; Call the main sprite code - + JSL Sprite_CheckActive : BCC .SpriteIsNotActive + JSR Sprite_Darknut_Main .SpriteIsNotActive - PLB ; Get back the databank we stored previously - RTL ; Go back to original code + PLB + RTL } ; ========================================================= @@ -55,17 +51,15 @@ Sprite_Darknut_Long: Sprite_Darknut_Prep: { PHB : PHK : PLB - LDA.l $7EF359 : TAY - LDA.w .health, Y : STA.w SprHealth, X + LDA.w .health, Y : STA.w SprHealth, X LDA.b #$80 : STA.w SprDefl, X LDA.b #%01100000 : STA.w SprTileDie, X - PLB RTL -.health - db $0C, $1C, $2C, $3C + .health + db $04, $0C, $12, $1C } ; ========================================================= @@ -153,17 +147,17 @@ Sprite_Darknut_Draw: .nextTile PHX ; Save current Tile Index? - + TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -180,14 +174,14 @@ Sprite_Darknut_Draw: INY LDA .properties, X : ORA $08 : STA ($90), Y - PHY - + 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 @@ -196,7 +190,7 @@ Sprite_Darknut_Draw: ; ======================================================= - + .start_index db $00, $02, $04, $06, $08, $0A, $0C, $0E .nbr_of_tiles