Add WaterOctorok subtype, draw water ripple
This commit is contained in:
@@ -37,17 +37,19 @@
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Sprite_Octorok_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Octorok_Draw ; Call the draw code
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JSR Sprite_Octorok_Draw
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JSL Sprite_DrawShadow
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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_Octorok_Main ; Call the main sprite code
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JSL Sprite_DrawRippleIfInWater
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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LDA.w SprSubtype, X : BEQ +
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JSR Sprite_WaterOctorok_Main
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JMP ++
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+
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JSR Sprite_Octorok_Main
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++
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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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@@ -55,9 +57,14 @@ Sprite_Octorok_Long:
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Sprite_Octorok_Prep:
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{
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PHB : PHK : PLB
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; TODO Check if the sprite is placed in water
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; TILETYPE 08
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LDA.l $7FF9C2,X : CMP.b #$08 : BEQ .water_tile
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; TILETYPE 09
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CMP.b #$09 : BNE .not_water_tile
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.water_tile
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LDA.b #$01 : STA.w SprSubtype, X
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LDA.b #$04 : STA.w SprAction, X
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.not_water_tile
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PLB
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RTL
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}
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@@ -204,6 +211,55 @@ Octorock_ShootEmUp:
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; =========================================================
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Sprite_WaterOctorok_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw WaterOctorok_FaceDown
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dw WaterOctorok_FaceUp
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dw WaterOctorok_FaceLeft
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dw WaterOctorok_FaceRight
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WaterOctorok_FaceDown:
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{
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%PlayAnimation(0,1,10)
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RTS
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}
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WaterOctorok_FaceUp:
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{
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%StartOnFrame(2)
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%PlayAnimation(2,3,10)
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RTS
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}
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WaterOctorok_FaceLeft:
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{
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%StartOnFrame(4)
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%PlayAnimation(4,5,10)
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RTS
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}
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WaterOctorok_FaceRight:
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{
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%StartOnFrame(6)
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%PlayAnimation(6,7,10)
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RTS
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}
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}
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Sprite_WaterOctorok_Attack:
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{
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JSL Sprite_IsBelowPlayer : TYA
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CMP #$00 : BNE .is_below_player
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; TODO Setup Link detection and attack
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.is_below_player
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RTS
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}
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; =========================================================
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Octorok_ShootSingle:
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{
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LDA.w SprTimerA,X : CMP.b #$1C : BNE .bide_time
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@@ -354,7 +410,6 @@ Sprite_Octorok_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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@@ -382,13 +437,9 @@ Sprite_Octorok_Draw:
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LDA .properties, X : ORA $08 : STA ($90), Y
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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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@@ -396,28 +447,28 @@ Sprite_Octorok_Draw:
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RTS
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; =========================================================
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; =========================================================
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.start_index
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db $00, $01, $02, $03, $04, $05, $06, $07
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.nbr_of_tiles
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db 0, 0, 0, 0, 0, 0, 0, 0
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.chr
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db $80
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db $80
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db $82
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db $82
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db $A0
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db $A2
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db $A0
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db $A2
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.properties
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db $2D
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db $6D
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db $2D
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db $6D
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db $2D
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db $2D
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db $6D
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db $6D
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.start_index
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db $00, $01, $02, $03, $04, $05, $06, $07
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.nbr_of_tiles
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db 0, 0, 0, 0, 0, 0, 0, 0
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.chr
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db $80
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db $80
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db $82
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db $82
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db $A0
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db $A2
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db $A0
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db $A2
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.properties
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db $2D
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db $6D
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db $2D
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db $6D
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db $2D
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db $2D
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db $6D
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db $6D
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}
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