Sprite housekeeping

This commit is contained in:
scawful
2024-10-04 09:12:17 -04:00
parent e22303cb74
commit 1d0f140ced
3 changed files with 24 additions and 36 deletions

View File

@@ -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 = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -56,12 +56,10 @@ Sprite_EonScrub_Long:
Sprite_EonScrub_Prep:
{
PHB : PHK : PLB
LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
LDA.b #$20 : STA.b SprPrize, X
.normal_scrub
.normal_scrub
PLB
RTL
}

View File

@@ -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 = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -37,22 +37,18 @@
Sprite_Goriya_Long:
{
PHB : PHK : PLB
LDA.w SprSubtype, X : BEQ +
LDA.w SprSubtype, X : BEQ +
JSR Sprite_Boomerang_Draw
JMP ++
+
JSR Sprite_Goriya_Draw
JSL Sprite_DrawShadow
++
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Goriya_Main ; Call the main sprite code
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Goriya_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
; =========================================================
@@ -114,7 +110,7 @@ Sprite_Goriya_Main:
{
%PlayAnimation(0, 3, 6)
LDA.w SprTimerD, X : BNE +
LDA.w SprTimerD, X : BNE +
LDA.b #$16
JSL Sprite_ApplySpeedTowardsPlayer
%SetTimerD($50)
@@ -157,7 +153,7 @@ Goriya_HandleTileCollision:
STA.w SprMiscE, X
%SetTimerC(60)
JMP +
.down
.down
%GotoAction(1)
STA.w SprMiscE, X
%SetTimerC(60)
@@ -179,7 +175,7 @@ Goriya_HandleTileCollision:
Goriya_BoomerangAttack:
{
LDA.b #$2C
LDA.b #$2C
JSL Sprite_SpawnDynamically : BMI +
LDA.b #$01 : STA.w SprSubtype, Y
LDA.b #$04 : STA.w SprAction, Y
@@ -237,7 +233,7 @@ Sprite_Goriya_Move:
STZ.w SprXSpeed, X
%GotoAction(0)
LDA.b #$00 : STA.w SprMiscE, X
RTS
RTS
}
Goriya_MoveDown:
@@ -246,7 +242,7 @@ Sprite_Goriya_Move:
STZ.w SprXSpeed, X
%GotoAction(1)
LDA.b #$01 : STA.w SprMiscE, X
RTS
RTS
}
Goriya_MoveLeft:
@@ -255,7 +251,7 @@ Sprite_Goriya_Move:
LDA.b #-GoriyaMovementSpeed : STA.w SprXSpeed, X
%GotoAction(2)
LDA.b #$02 : STA.w SprMiscE, X
RTS
RTS
}
Goriya_MoveRight:
@@ -264,7 +260,7 @@ Sprite_Goriya_Move:
LDA.b #GoriyaMovementSpeed : STA.w SprXSpeed, X
%GotoAction(3)
LDA.b #$03 : STA.w SprMiscE, X
RTS
RTS
}
Goriya_Wait:
@@ -306,7 +302,7 @@ Sprite_Goriya_Draw:
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
@@ -325,11 +321,10 @@ Sprite_Goriya_Draw:
LDA .chr, X : STA ($90), Y : 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
@@ -398,17 +393,16 @@ Sprite_Boomerang_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 : STA ($90), Y
AND.w #$0100 : STA $0E
AND.w #$0100 : STA $0E
INY
LDA $02 : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
@@ -425,14 +419,10 @@ Sprite_Boomerang_Draw:
INY
LDA .properties, X : ORA $08 : STA ($90), Y
PHY
PHY
TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
@@ -454,4 +444,5 @@ Sprite_Boomerang_Draw:
db $A2
db $E2
db $62
}
}

View File

@@ -45,7 +45,6 @@ Sprite_Poltergeist_Long:
.onscreen
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Poltergeist_Main ; Call the main sprite code
@@ -55,7 +54,7 @@ Sprite_Poltergeist_Long:
RTL ; Go back to original code
}
; =========================================================
; =========================================================
Sprite_Poltergeist_Prep:
{
@@ -790,4 +789,4 @@ Sprite_Poltergeist_Draw:
db $00, $00
db $02
db $00, $00
db $02
db $02