Kydreeok final boss death bug fix

This commit is contained in:
scawful
2024-12-02 18:42:53 -05:00
parent bbe79f23e3
commit 2bcf274f0f
3 changed files with 201 additions and 218 deletions

View File

@@ -53,7 +53,7 @@ Sprite_Kydreeok_Long:
Sprite_Kydreeok_Prep:
{
PHB : PHK : PLB
LDA #$40 : STA.w SprTimerA, X
LDA.b #$40 : STA.w SprTimerA, X
LDA.b #$08 : STA $36 ; Stores initial movement speeds
LDA.b #$06 : STA $0428 ; Allows BG1 to move
LDA.b #$09 : STA.w SprBump, X ; bump damage type
@@ -193,7 +193,7 @@ Sprite_Kydreeok_Main:
JSL MoveBody
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayer
%GotoAction(4)
@@ -213,7 +213,7 @@ Sprite_Kydreeok_Main:
JSL MoveBody
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayer
%GotoAction(4)
RTS
@@ -252,15 +252,15 @@ Sprite_Kydreeok_Main:
JSR StopIfOutOfBounds
;if both velocities are 0 go back to the Stalk_Player_XORY to re-set the course
LDA.w SprYSpeed : BNE .notZero
LDA.w SprXSpeed : BNE .notZero
LDA.w SprYSpeed, X : BNE .notZero
LDA.w SprXSpeed, X : BNE .notZero
%GotoAction(3) ; Kydreeok_MoveXorY
.notZero
JSL MoveBody
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayer
PLX ;restores X
@@ -311,7 +311,7 @@ Sprite_Kydreeok_Main:
LDA.b #$04 : STA.w SprHeight, X
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayer
LDA.w SprTimerA, X : BNE .continue
STZ.w SprHeight, X

View File

@@ -7,7 +7,7 @@
!NbrTiles = 07 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = $C0 ; Number of Health the sprite have
!Health = $C8 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
@@ -48,10 +48,11 @@ Sprite_KydreeokHead_Long:
; =========================================================
print "KydreeokHead_Prep: ", pc
Sprite_KydreeokHead_Prep:
{
PHB : PHK : PLB
LDA.b #$C0 : STA.w SprHealth, X
LDA.b #$FF : STA.w SprHealth, X
LDA.b #$09 : STA.w SprBump, X ; bump damage type
STZ.w SprMiscE, X
PLB
@@ -85,7 +86,7 @@ Sprite_KydreeokHead_Main:
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
@@ -117,7 +118,7 @@ Sprite_KydreeokHead_Main:
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
@@ -137,11 +138,12 @@ Sprite_KydreeokHead_Main:
%StartOnFrame(6)
%PlayAnimation(6,8,10)
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA.w SprTimerA, X : BNE .not_yet
@@ -157,8 +159,10 @@ Sprite_KydreeokHead_Main:
%PlayAnimation(9,11,10)
%MoveTowardPlayer(15)
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
@@ -177,7 +181,7 @@ Sprite_KydreeokHead_Main:
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
@@ -191,13 +195,10 @@ Sprite_KydreeokHead_Main:
KydreeokHead_SummonFire:
{
%MoveTowardPlayer(15)
%DoDamageToPlayerSameLayerOnContact()
%MoveTowardPlayer(10)
JSL Sprite_CheckDamageToPlayer
JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move
LDA.w SprTimerA, X : BNE .not_done
LDA #$00 : STA.w SprState, X
.not_done
@@ -389,105 +390,96 @@ MoveWithBody:
Neck1_Control:
{
; Set head pos
LDA $19EE : STA.w SprX, X
LDA $19EF : STA.w SprY, X
; Set head pos
LDA $19EE : STA.w SprX, X
LDA $19EF : STA.w SprY, X
LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09
LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09
LDA.w $19EA : STA $02 ; x
LDA.w $19EB : STA $03 ; y
LDA.w $19EA : STA $02 ; x
LDA.w $19EB : STA $03 ; y
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
; load body position into sprite position
LDA.w $19EA : STA.w SprX, X
LDA.w $19EB : STA.w SprY, X
; load body position into sprite position
LDA.w $19EA : STA.w SprX, X
LDA.w $19EB : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EA
LDA.w SprY, X : STA.w $19EB
.TooCloseToHead
LDA.w SprX, X : STA.w $19EA
LDA.w SprY, X : STA.w $19EB
; Do body part 2
.TooCloseToHead
LDA.w $19EC : STA $02 ; x
LDA.w $19ED : STA $03 ; y
; Do body part 2
LDA.w $19EA : STA $04
LDA.w $19EB : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
LDA.w $19EA : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19EB : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
LDA.w $19EC : STA $02 ; x
LDA.w $19ED : STA $03 ; y
;load body position into sprite position
LDA.w $19EC : STA.w SprX, X
LDA.w $19ED : STA.w SprY, X
LDA.w $19EA : STA $04
LDA.w $19EB : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w $19EA : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19EB : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
LDA.w SprX, X : STA.w $19EC
LDA.w SprY, X : STA.w $19ED
.TooCloseToBodyPart1
;load body position into sprite position
LDA.w $19EC : STA.w SprX, X
LDA.w $19ED : STA.w SprY, X
; Do body part 2
LDA.w $19EE : STA $02 ; x
LDA.w $19EF : STA $03 ; y
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w $19EC : STA $04
LDA.w $19ED : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
LDA.w $19EC : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19ED : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19EE : STA.w SprX, X
LDA.w $19EF : STA.w SprY, X
LDA.w SprX, X : STA.w $19EC
LDA.w SprY, X : STA.w $19ED
.TooCloseToBodyPart1
; Do body part 2
LDA.w $19EE : STA $02 ; x
LDA.w $19EF : STA $03 ; y
LDA.w $19EC : STA $04
LDA.w $19ED : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
LDA.w $19EC : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19ED : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19EE : STA.w SprX, X
LDA.w $19EF : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EE
LDA.w SprY, X : STA.w $19EF
.TooCloseToBodyPart2
LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X
RTS
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EE
LDA.w SprY, X : STA.w $19EF
.TooCloseToBodyPart2
LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X
RTS
}
Neck2_Control:
@@ -525,150 +517,145 @@ Neck2_Control:
.TooCloseToHead2
LDA.w $19F2 : STA $02 ; x
LDA.w $19F3 : STA $03 ; y
LDA.w $19F2 : STA $02 ; x
LDA.w $19F3 : STA $03 ; y
LDA.w $19F0 : STA $04
LDA.w $19F1 : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
LDA.w $19F0 : STA $04
LDA.w $19F1 : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
LDA.w $19F0 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F1 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19F2 : STA.w SprX, X
LDA.w $19F3 : STA.w SprY, X
LDA.w $19F0 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F1 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19F2 : STA.w SprX, X
LDA.w $19F3 : STA.w SprY, X
LDA #$04
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F2
LDA.w SprY, X : STA.w $19F3
LDA #$04
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F2
LDA.w SprY, X : STA.w $19F3
.TooCloseToBodyPart12
.TooCloseToBodyPart12
; Do body part 2
LDA.w $19F4 : STA $02 ; x
LDA.w $19F5 : STA $03 ; y
; Do body part 2
LDA.w $19F4 : STA $02 ; x
LDA.w $19F5 : STA $03 ; y
LDA.w $19F2 : STA $04
LDA.w $19F3 : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
LDA.w $19F2 : STA $04
LDA.w $19F3 : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
LDA.w $19F2 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F3 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19F4 : STA.w SprX, X
LDA.w $19F5 : STA.w SprY, X
LDA.w $19F2 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F3 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19F4 : STA.w SprX, X
LDA.w $19F5 : STA.w SprY, X
LDA #$03
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F4
LDA.w SprY, X : STA.w $19F5
.TooCloseToBodyPart22
LDA #$03
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F4
LDA.w SprY, X : STA.w $19F5
.TooCloseToBodyPart22
LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X
RTS
LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X
RTS
}
KydreeokHead_NeckControl:
{
LDA.w SprSubtype, X : BEQ .DoNeck1
JMP .DoNeck2
JSR Neck2_Control
RTS
.DoNeck1
JSR Neck1_Control
RTS
.DoNeck2
JSR Neck2_Control
RTS
}
; =========================================================
Sprite_KydreeokHead_DrawNeck:
{
; Dumb draw neck code
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
; Dumb draw neck code
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
LDA.w $19EE : STA.w SprCachedX
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w $19EE : STA.w SprCachedX
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w $19EC : STA.w SprCachedX
LDA.w $19ED : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
LDA.w $19EC : STA.w SprCachedX
LDA.w $19ED : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w $19EA : STA.w SprCachedX
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR .DrawNeckPart
BRA .skipNeck
LDA.w $19EA : STA.w SprCachedX
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
BRA .skipNeck
.neck2
LDA.w $19F4 : STA.w SprCachedX
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w $19F4 : STA.w SprCachedX
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w $19F2 : STA.w SprCachedX
LDA.w $19F3 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w $19F2 : STA.w SprCachedX
LDA.w $19F3 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
LDA.w $19F0 : STA.w SprCachedX
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w $19F0 : STA.w SprCachedX
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
.skipNeck
LDA.b $08 : STA.w SprCachedX
LDA.b $09 : STA.w SprCachedY
.skipNeck2
RTS
.skipNeck
LDA.b $08 : STA.w SprCachedX
LDA.b $09 : STA.w SprCachedY
.skipNeck2
RTS
}
DrawNeckPart:
{
PHY
JSL Sprite_PrepOamCoord
PLY
REP #$20
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y2
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
STA $0E
.on_screen_y2
INY
LDA #$2E : STA ($90), Y ; Set the Char
INY
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
.DrawNeckPart
PHY
JSL Sprite_PrepOamCoord
PLY
TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
REP #$20
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y2
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
STA $0E
.on_screen_y2
INY
LDA #$2E : STA ($90), Y ; Set the Char
INY
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
PHY
TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
RTS
RTS
}
; =========================================================

View File

@@ -285,11 +285,7 @@ print "End of goron.asm ", pc
; Sprite Recoil and Death
; TODO: Sprite_AttemptKillingOfKin
; Kydreeok Head die like Sidenexx
org $06EFFF
CMP.b #$CF
org $06F003
CMP.b #$CF