Adjust darknut health values

This commit is contained in:
scawful
2024-11-19 13:49:46 -05:00
parent 5aa9e97375
commit 1cf4935dcf

View File

@@ -1,6 +1,6 @@
; ========================================================= ; =========================================================
; Sprite Properties ; Sprite Properties
; ========================================================= ; =========================================================
!SPRID = Sprite_Darknut !SPRID = Sprite_Darknut
!NbrTiles = 03 ; Number of tiles used in a frame !NbrTiles = 03 ; Number of tiles used in a frame
@@ -11,7 +11,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !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) !Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 12 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = 12 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen !Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -37,17 +37,13 @@
Sprite_Darknut_Long: Sprite_Darknut_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_Darknut_Draw
JSR Sprite_Darknut_Draw ; Call the draw code
JSL Sprite_DrawShadow JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive : BCC .SpriteIsNotActive
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Darknut_Main
JSR Sprite_Darknut_Main ; Call the main sprite code
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB
RTL ; Go back to original code RTL
} }
; ========================================================= ; =========================================================
@@ -55,17 +51,15 @@ Sprite_Darknut_Long:
Sprite_Darknut_Prep: Sprite_Darknut_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA.l $7EF359 : TAY 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 #$80 : STA.w SprDefl, X
LDA.b #%01100000 : STA.w SprTileDie, X LDA.b #%01100000 : STA.w SprTileDie, X
PLB PLB
RTL RTL
.health .health
db $0C, $1C, $2C, $3C db $04, $0C, $12, $1C
} }
; ========================================================= ; =========================================================
@@ -153,17 +147,17 @@ Sprite_Darknut_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?
ASL A : TAX ASL A : TAX
REP #$20 REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E AND.w #$0100 : STA $0E
INY INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100 CLC : ADC #$0010 : CMP.w #$0100
@@ -180,14 +174,14 @@ Sprite_Darknut_Draw:
INY INY
LDA .properties, X : ORA $08 : STA ($90), Y LDA .properties, X : ORA $08 : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX
@@ -196,7 +190,7 @@ Sprite_Darknut_Draw:
; ======================================================= ; =======================================================
.start_index .start_index
db $00, $02, $04, $06, $08, $0A, $0C, $0E db $00, $02, $04, $06, $08, $0A, $0C, $0E
.nbr_of_tiles .nbr_of_tiles