Sprite housekeeping
This commit is contained in:
@@ -11,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -56,12 +56,10 @@ Sprite_EonScrub_Long:
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Sprite_EonScrub_Prep:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
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LDA.b #$20 : STA.b SprPrize, X
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.normal_scrub
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.normal_scrub
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PLB
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RTL
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}
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@@ -11,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -37,22 +37,18 @@
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Sprite_Goriya_Long:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : BEQ +
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LDA.w SprSubtype, X : BEQ +
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JSR Sprite_Boomerang_Draw
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JMP ++
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+
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JSR Sprite_Goriya_Draw
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JSL Sprite_DrawShadow
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++
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Goriya_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Goriya_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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; =========================================================
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@@ -114,7 +110,7 @@ Sprite_Goriya_Main:
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{
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%PlayAnimation(0, 3, 6)
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LDA.w SprTimerD, X : BNE +
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LDA.w SprTimerD, X : BNE +
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LDA.b #$16
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JSL Sprite_ApplySpeedTowardsPlayer
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%SetTimerD($50)
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@@ -157,7 +153,7 @@ Goriya_HandleTileCollision:
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STA.w SprMiscE, X
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%SetTimerC(60)
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JMP +
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.down
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.down
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%GotoAction(1)
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STA.w SprMiscE, X
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%SetTimerC(60)
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@@ -179,7 +175,7 @@ Goriya_HandleTileCollision:
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Goriya_BoomerangAttack:
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{
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LDA.b #$2C
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LDA.b #$2C
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JSL Sprite_SpawnDynamically : BMI +
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LDA.b #$01 : STA.w SprSubtype, Y
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LDA.b #$04 : STA.w SprAction, Y
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@@ -237,7 +233,7 @@ Sprite_Goriya_Move:
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STZ.w SprXSpeed, X
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%GotoAction(0)
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LDA.b #$00 : STA.w SprMiscE, X
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RTS
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RTS
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}
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Goriya_MoveDown:
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@@ -246,7 +242,7 @@ Sprite_Goriya_Move:
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STZ.w SprXSpeed, X
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%GotoAction(1)
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LDA.b #$01 : STA.w SprMiscE, X
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RTS
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RTS
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}
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Goriya_MoveLeft:
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@@ -255,7 +251,7 @@ Sprite_Goriya_Move:
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LDA.b #-GoriyaMovementSpeed : STA.w SprXSpeed, X
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%GotoAction(2)
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LDA.b #$02 : STA.w SprMiscE, X
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RTS
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RTS
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}
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Goriya_MoveRight:
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@@ -264,7 +260,7 @@ Sprite_Goriya_Move:
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LDA.b #GoriyaMovementSpeed : STA.w SprXSpeed, X
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%GotoAction(3)
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LDA.b #$03 : STA.w SprMiscE, X
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RTS
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RTS
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}
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Goriya_Wait:
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@@ -306,7 +302,7 @@ Sprite_Goriya_Draw:
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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@@ -325,11 +321,10 @@ Sprite_Goriya_Draw:
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LDA .chr, X : STA ($90), Y : INY
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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@@ -398,17 +393,16 @@ Sprite_Boomerang_Draw:
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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LDA $00 : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -425,14 +419,10 @@ Sprite_Boomerang_Draw:
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INY
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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@@ -454,4 +444,5 @@ Sprite_Boomerang_Draw:
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db $A2
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db $E2
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db $62
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}
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}
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@@ -45,7 +45,6 @@ Sprite_Poltergeist_Long:
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.onscreen
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Poltergeist_Main ; Call the main sprite code
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@@ -55,7 +54,7 @@ Sprite_Poltergeist_Long:
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RTL ; Go back to original code
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}
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; =========================================================
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; =========================================================
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Sprite_Poltergeist_Prep:
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{
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@@ -790,4 +789,4 @@ Sprite_Poltergeist_Draw:
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db $00, $00
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db $02
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db $00, $00
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db $02
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db $02
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