add third neck and head draw control to kydreeok head

This commit is contained in:
scawful
2024-06-07 00:55:31 -04:00
parent 1c73035a74
commit 348a9ee80c

View File

@@ -4,7 +4,7 @@
; =========================================================
!SPRID = $CF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 06 ; Number of tiles used in a frame
!NbrTiles = 05 ; 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 = 40 ; Number of Health the sprite have
@@ -54,8 +54,7 @@ Sprite_KydreeokHead_Long:
Sprite_KydreeokHead_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprHealth, X
LDA.b #$09 : STA.w SprBump, X ; bump damage type
@@ -105,22 +104,6 @@ Sprite_KydreeokHead_Main:
JSR RotateHeadUsingSpeedValues
; LDA Neck_Index : TAY
; ; JSL GetRandomInt : AND #$04 : TAY
; LDA X_Coords, Y : STA Neck1_OffsetX
; ; JSL GetRandomInt : AND #$04 : TAY
; ; LDA X_Coords, Y : STA Neck2_OffsetX
; ; JSL GetRandomInt : AND #$0F : TAY
; LDA Y_Coords, Y : STA Neck1_OffsetY
; ; JSL GetRandomInt : AND #$04 : TAY
; ; LDA Y_Coords, Y : STA Neck2_OffsetY
; JSL GetRandomInt : AND #$3F : BNE .dont_increment
; INC.w Neck_Index
; .dont_increment
; CPY #15 : BNE .not_full
; LDA #0 : STA Neck_Index
; .not_full
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
@@ -195,10 +178,12 @@ CoordinateBasedRotation:
; LDA X_Coords, Y : STA Neck1_OffsetX
; JSL GetRandomInt : AND #$04 : TAY
LDA X_Coords, Y : STA Neck2_OffsetX
LDA X_Coords, Y : STA Neck3_OffsetX
; JSL GetRandomInt : AND #$0F : TAY
; LDA Y_Coords, Y : STA Neck1_OffsetY
; JSL GetRandomInt : AND #$04 : TAY
LDA Y_Coords, Y : STA Neck2_OffsetY
LDA Y_Coords, Y : STA Neck3_OffsetY
JSL GetRandomInt : AND #$3F : BNE .dont_increment
INC.w Neck_Index
.dont_increment
@@ -294,11 +279,19 @@ Offspring2_Neck1_Y = $19F1
Offspring2_Neck2_Y = $19F3
Offspring2_Neck3_Y = $19F5
Offspring3_Neck1_X = $1A78
Offspring3_Neck2_X = $1A7A
Offspring3_Neck3_X = $1A7C
Offspring3_Neck1_Y = $1A79
Offspring3_Neck2_Y = $1A7B
Offspring3_Neck3_Y = $1A7D
MoveWithBody:
{
LDA Kydreeok_Id : TAY
CPX.w Offspring2_Id : BEQ .DoMove
CPX.w Offspring3_Id : BEQ .MoveNeck3
; The first neck
LDA.w SprX, Y : SEC : SBC #$0F
; STA.w SprX, X
@@ -334,6 +327,15 @@ MoveWithBody:
JSR KydreeokHead_NeckControl
RTS
.MoveNeck3
; The third neck
LDA.w SprX, Y : SEC : SBC #$0F
; STA.w SprX, X
STA.w SprMiscA, X
STA.w $1A78
; STA.w $1A7A
; STA.w $1A7C
JMP .return
}
; =========================================================
@@ -368,12 +370,8 @@ AdjustMovementSpeed:
; =========================================================
; Based on Zarby Gleeok code
KydreeokHead_NeckControl:
Neck1_Control:
{
LDA.w SprSubtype, X : BEQ .DoNeck1
JMP .DoNeck2
.DoNeck1
; Set head pos
LDA $19EE : CLC : ADC.w Neck1_OffsetX : STA SprX, X
LDA $19EF : CLC : ADC.w Neck1_OffsetY : STA SprY, X
@@ -470,10 +468,10 @@ KydreeokHead_NeckControl:
RTS
; =========================================================
}
.DoNeck2
Neck2_Control:
{
; Set head pos
LDA $19F4 : CLC : ADC.w Neck2_OffsetX : STA SprX, X
LDA $19F5 : CLC : ADC.w Neck2_OffsetY : STA SprY, X
@@ -563,6 +561,112 @@ KydreeokHead_NeckControl:
RTS
}
KydreeokHead_NeckControl:
{
LDA.w SprSubtype, X : BEQ .DoNeck1
CMP.b #$02 : BEQ .DoNeck3
JMP .DoNeck2
.DoNeck1
JSR Neck1_Control
RTS
; =========================================================
.DoNeck2
JSR Neck2_Control
RTS
.DoNeck3
; Set head pos
LDA $1A7C : CLC : ADC.w Neck3_OffsetX : STA SprX, X
LDA $1A7D : CLC : ADC.w Neck3_OffsetY : STA 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 $1A78 : STA $02 ; x
LDA.w $1A79 : STA $03 ; y
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead3 ; 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
;load body position into sprite position
LDA.w $1A78 : STA.w SprX, X
LDA.w $1A79 : STA.w SprY, X
LDA #$08
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 $1A78
LDA.w SprY, X : STA.w $1A79
.TooCloseToHead3
LDA.w $1A7A : STA $02 ; x
LDA.w $1A7B : STA $03 ; y
LDA.w $1A78 : STA $04
LDA.w $1A79 : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart13 ; is body1 too close to the head?
LDA.w $1A78 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $1A79 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $1A7A : STA.w SprX, X
LDA.w $1A7B : 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 $1A7A
LDA.w SprY, X : STA.w $1A7B
.TooCloseToBodyPart13
; Do body part 2
LDA.w $1A7C : STA $02 ; x
LDA.w $1A7D : STA $03 ; y
LDA.w $1A7A : STA $04
LDA.w $1A7B : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart23 ; is body1 too close to the head?
LDA.w $1A7A : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $1A7B : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $1A7C : STA.w SprX, X
LDA.w $1A7D : 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 $1A7C
LDA.w SprY, X : STA.w $1A7D
.TooCloseToBodyPart23
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
}
; =========================================================
; This is here for reference.
@@ -589,7 +693,8 @@ Sprite_KydreeokHead_DrawNeck_Data:
Sprite_KydreeokHead_DrawNeck:
{
; Dumb draw neck code
LDA.w SprSubtype, X : BNE .neck2
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
CMP.b #$02 : BEQ .neck3
LDA.w $19EA : STA.w $0FD8
LDA.w $19EB : STA.w $0FDA
JSR .DrawNeckPart
@@ -622,6 +727,22 @@ Sprite_KydreeokHead_DrawNeck:
LDA.b $09 : STA.w $0FDA
.skipNeck2
RTS
.neck3
; Dumb draw neck code
LDA.w $1A78 : STA.w $0FD8
LDA.w $1A79 : STA.w $0FDA
JSR .DrawNeckPart
LDA.w $1A7A : STA.w $0FD8
LDA.w $1A7B : STA.w $0FDA
JSR .DrawNeckPart
LDA.w $1A7C : STA.w $0FD8
LDA.w $1A7D : STA.w $0FDA
JSR .DrawNeckPart
BRA .skipNeck2
.DrawNeckPart
PHY