diff --git a/Sprites/Enemies/eon_scrub.asm b/Sprites/Enemies/eon_scrub.asm index b586cc2..fd8c4dc 100644 --- a/Sprites/Enemies/eon_scrub.asm +++ b/Sprites/Enemies/eon_scrub.asm @@ -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 } diff --git a/Sprites/Enemies/goriya.asm b/Sprites/Enemies/goriya.asm index ee2aba7..7d337cc 100644 --- a/Sprites/Enemies/goriya.asm +++ b/Sprites/Enemies/goriya.asm @@ -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 -} \ No newline at end of file +} + diff --git a/Sprites/Enemies/poltergeist.asm b/Sprites/Enemies/poltergeist.asm index 694b0e6..9163c95 100644 --- a/Sprites/Enemies/poltergeist.asm +++ b/Sprites/Enemies/poltergeist.asm @@ -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 \ No newline at end of file + db $02