cleanup DarkLink
This commit is contained in:
@@ -1,6 +1,6 @@
|
|||||||
;==============================================================================
|
; =========================================================
|
||||||
; Sprite Properties
|
; Dark Link Boss
|
||||||
;==============================================================================
|
|
||||||
!SPRID = $C1 ; The sprite ID you are overwriting (HEX)
|
!SPRID = $C1 ; The sprite ID you are overwriting (HEX)
|
||||||
!NbrTiles = 4 ; Number of tiles used in a frame
|
!NbrTiles = 4 ; Number of tiles used in a frame
|
||||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||||
@@ -30,12 +30,8 @@
|
|||||||
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
||||||
%Set_Sprite_Properties(Sprite_DarkLink_Prep, Sprite_DarkLink_Long);
|
%Set_Sprite_Properties(Sprite_DarkLink_Prep, Sprite_DarkLink_Long);
|
||||||
|
|
||||||
;==============================================================================
|
; =========================================================
|
||||||
; Sprite Long Hook for that sprite
|
|
||||||
; -----------------------------------------------------------------------------
|
|
||||||
; This code can be left unchanged
|
|
||||||
; handle the draw code and if the sprite is active and should move or not
|
|
||||||
;==============================================================================
|
|
||||||
Sprite_DarkLink_Long:
|
Sprite_DarkLink_Long:
|
||||||
{
|
{
|
||||||
PHB : PHK : PLB
|
PHB : PHK : PLB
|
||||||
@@ -91,15 +87,10 @@ Sprite_DarkLink_Long:
|
|||||||
.SpriteIsNotActive
|
.SpriteIsNotActive
|
||||||
PLB ; Get back the databank we stored previously
|
PLB ; Get back the databank we stored previously
|
||||||
RTL ; Go back to original code
|
RTL ; Go back to original code
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
;==============================================================================
|
; =========================================================
|
||||||
; Sprite initialization
|
|
||||||
; -----------------------------------------------------------------------------
|
|
||||||
; this code only get called once perfect to initialize sprites substate or timers
|
|
||||||
; this code as soon as the room transitions/ overworld transition occurs
|
|
||||||
;==============================================================================
|
|
||||||
Sprite_DarkLink_Prep:
|
Sprite_DarkLink_Prep:
|
||||||
{
|
{
|
||||||
PHB : PHK : PLB
|
PHB : PHK : PLB
|
||||||
@@ -135,12 +126,8 @@ Sprite_DarkLink_Prep:
|
|||||||
dlinkPal:
|
dlinkPal:
|
||||||
dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$3DEF, #$6FF4
|
dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$3DEF, #$6FF4
|
||||||
|
|
||||||
;==================================================================================================
|
; =========================================================
|
||||||
; Sprite Main routines code
|
|
||||||
; --------------------------------------------------------------------------------------------------
|
|
||||||
; This is the main local code of your sprite
|
|
||||||
; This contains all the Subroutines of your sprites you can add more below
|
|
||||||
;==================================================================================================
|
|
||||||
Sprite_DarkLink_Main:
|
Sprite_DarkLink_Main:
|
||||||
{
|
{
|
||||||
LDA.w SprAction, X; Load the SprAction
|
LDA.w SprAction, X; Load the SprAction
|
||||||
@@ -560,6 +547,7 @@ Sprite_DarkLink_Main:
|
|||||||
}
|
}
|
||||||
|
|
||||||
SwordSlash:
|
SwordSlash:
|
||||||
|
{
|
||||||
JSL Sprite_CheckDamageFromPlayer : BCC .nodamage
|
JSL Sprite_CheckDamageFromPlayer : BCC .nodamage
|
||||||
LDA.w SprTimerA, X : BNE .alreadytakingdamage
|
LDA.w SprTimerA, X : BNE .alreadytakingdamage
|
||||||
LDA.w $02B2 : CMP #$03 : BNE .notmoredamage
|
LDA.w $02B2 : CMP #$03 : BNE .notmoredamage
|
||||||
@@ -643,11 +631,11 @@ Sprite_DarkLink_Main:
|
|||||||
%GotoAction(00)
|
%GotoAction(00)
|
||||||
+
|
+
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
JumpBack:
|
JumpBack:
|
||||||
|
{
|
||||||
JSL Sprite_MoveXyz
|
JSL Sprite_MoveXyz
|
||||||
|
|
||||||
DEC.w $0F80,X : DEC.w $0F80,X
|
DEC.w $0F80,X : DEC.w $0F80,X
|
||||||
@@ -663,8 +651,10 @@ Sprite_DarkLink_Main:
|
|||||||
|
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
JumpAttackUp:
|
JumpAttackUp:
|
||||||
|
{
|
||||||
JSL Sprite_MoveXyz
|
JSL Sprite_MoveXyz
|
||||||
LDA.w $0F80,X : BEQ +
|
LDA.w $0F80,X : BEQ +
|
||||||
DEC.w $0F80,X
|
DEC.w $0F80,X
|
||||||
@@ -712,17 +702,13 @@ Sprite_DarkLink_Main:
|
|||||||
.toofar
|
.toofar
|
||||||
SEP #$20
|
SEP #$20
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
JumpAttackDown:
|
JumpAttackDown:
|
||||||
|
{
|
||||||
LDA.w SprTimerA, X : BNE .wait
|
LDA.w SprTimerA, X : BNE .wait
|
||||||
|
|
||||||
|
|
||||||
JSL Sprite_MoveXyz
|
JSL Sprite_MoveXyz
|
||||||
JSL Sprite_CheckDamageToPlayer
|
JSL Sprite_CheckDamageToPlayer
|
||||||
|
|
||||||
@@ -746,8 +732,10 @@ Sprite_DarkLink_Main:
|
|||||||
.wait
|
.wait
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
JumpAttackPrep:
|
JumpAttackPrep:
|
||||||
|
{
|
||||||
LDA #35 : STA.w SprFrame, X
|
LDA #35 : STA.w SprFrame, X
|
||||||
|
|
||||||
LDA.w SprTimerA, X : BNE +
|
LDA.w SprTimerA, X : BNE +
|
||||||
@@ -755,8 +743,10 @@ Sprite_DarkLink_Main:
|
|||||||
+
|
+
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
JumpAttackShake:
|
JumpAttackShake:
|
||||||
|
{
|
||||||
PHX
|
PHX
|
||||||
JSL Sprite_CheckDamageToPlayer
|
JSL Sprite_CheckDamageToPlayer
|
||||||
|
|
||||||
@@ -803,10 +793,8 @@ Sprite_DarkLink_Main:
|
|||||||
|
|
||||||
+
|
+
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
CrumbleSpr:
|
CrumbleSpr:
|
||||||
db $0C, $0D, $0E, $0F
|
db $0C, $0D, $0E, $0F
|
||||||
@@ -818,7 +806,7 @@ Sprite_DarkLink_Main:
|
|||||||
db $28, $28, $D8, $D8
|
db $28, $28, $D8, $D8
|
||||||
|
|
||||||
WalkAction:
|
WalkAction:
|
||||||
|
{
|
||||||
JSL Sprite_CheckDamageFromPlayer : BCC .nodamage
|
JSL Sprite_CheckDamageFromPlayer : BCC .nodamage
|
||||||
LDA.w SprTimerA, X : BNE .alreadytakingdamage
|
LDA.w SprTimerA, X : BNE .alreadytakingdamage
|
||||||
LDA.w $02B2 : CMP #$03 : BNE .notmoredamage
|
LDA.w $02B2 : CMP #$03 : BNE .notmoredamage
|
||||||
@@ -866,17 +854,17 @@ Sprite_DarkLink_Main:
|
|||||||
JMP Handler_DoWalk
|
JMP Handler_DoWalk
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
; right
|
; right
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
speedTableX:
|
speedTableX:
|
||||||
db 16, -16, 00, 00
|
db 16, -16, 00, 00
|
||||||
speedTableY:
|
speedTableY:
|
||||||
db 00, 00, 16, -16
|
db 00, 00, 16, -16
|
||||||
|
|
||||||
Damaged:
|
Damaged:
|
||||||
|
{
|
||||||
JSL Sprite_MoveXyz
|
JSL Sprite_MoveXyz
|
||||||
|
|
||||||
LDA.w SprYSpeed, X : BPL +
|
LDA.w SprYSpeed, X : BPL +
|
||||||
@@ -918,8 +906,10 @@ Sprite_DarkLink_Main:
|
|||||||
|
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
RecoilSword:
|
RecoilSword:
|
||||||
|
{
|
||||||
JSL Sprite_MoveLong
|
JSL Sprite_MoveLong
|
||||||
LDA.w SprTimerC, X : BNE +
|
LDA.w SprTimerC, X : BNE +
|
||||||
%SetTimerC(20)
|
%SetTimerC(20)
|
||||||
@@ -929,10 +919,10 @@ Sprite_DarkLink_Main:
|
|||||||
JSL Sprite_CheckTileCollision
|
JSL Sprite_CheckTileCollision
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
SwordSubtype:
|
SwordSubtype:
|
||||||
|
{
|
||||||
|
|
||||||
LDA.w SprTimerA, X : BNE +
|
LDA.w SprTimerA, X : BNE +
|
||||||
STZ.w SprState, X ; kill the sprite
|
STZ.w SprState, X ; kill the sprite
|
||||||
+
|
+
|
||||||
@@ -942,8 +932,10 @@ Sprite_DarkLink_Main:
|
|||||||
|
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
DyingSpin:
|
DyingSpin:
|
||||||
|
{
|
||||||
STZ.w SprHeight, X
|
STZ.w SprHeight, X
|
||||||
LDA.w SprTimerB, X : BNE ++
|
LDA.w SprTimerB, X : BNE ++
|
||||||
|
|
||||||
@@ -957,8 +949,6 @@ Sprite_DarkLink_Main:
|
|||||||
|
|
||||||
++
|
++
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
LDA.w SprTimerA, X : BNE +
|
LDA.w SprTimerA, X : BNE +
|
||||||
LDA.b #$60 : STA.w SprTimerA, X
|
LDA.b #$60 : STA.w SprTimerA, X
|
||||||
LDA.b #$12 : STA.w SprTimerB, X
|
LDA.b #$12 : STA.w SprTimerB, X
|
||||||
@@ -966,6 +956,7 @@ Sprite_DarkLink_Main:
|
|||||||
%GotoAction(12)
|
%GotoAction(12)
|
||||||
+
|
+
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
dyingframes:
|
dyingframes:
|
||||||
db $00, $02, $01, $03
|
db $00, $02, $01, $03
|
||||||
@@ -1031,11 +1022,9 @@ Sprite_DarkLink_Main:
|
|||||||
dlinkPalRed:
|
dlinkPalRed:
|
||||||
dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$001D, #$6FF4
|
dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$001D, #$6FF4
|
||||||
}
|
}
|
||||||
;==================================================================================================
|
|
||||||
; Sprite Draw code
|
; =========================================================
|
||||||
; --------------------------------------------------------------------------------------------------
|
|
||||||
; Draw the tiles on screen with the data provided by the sprite maker editor
|
|
||||||
;==================================================================================================
|
|
||||||
Sprite_DarkLink_Draw:
|
Sprite_DarkLink_Draw:
|
||||||
{
|
{
|
||||||
JSL Sprite_PrepOamCoord
|
JSL Sprite_PrepOamCoord
|
||||||
@@ -1292,12 +1281,8 @@ Sprite_DarkLink_Draw:
|
|||||||
db $02, $02, $02
|
db $02, $02, $02
|
||||||
db $02, $02
|
db $02, $02
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
;==================================================================================================
|
|
||||||
; Sprite Draw Generated Data
|
|
||||||
; --------------------------------------------------------------------------------------------------
|
|
||||||
; This is where the generated Data for the sprite go
|
|
||||||
;==================================================================================================
|
|
||||||
.start_index
|
.start_index
|
||||||
db $00, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18, $1A, $1C, $1E, $20, $22, $24, $26, $28, $2A, $2C, $2E, $30, $32, $34, $36, $38, $3A, $3C, $3E, $40, $42, $44, $45, $48, $4B, $4E, $50, $52, $54, $56, $58, $5A, $5C
|
db $00, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18, $1A, $1C, $1E, $20, $22, $24, $26, $28, $2A, $2C, $2E, $30, $32, $34, $36, $38, $3A, $3C, $3E, $40, $42, $44, $45, $48, $4B, $4E, $50, $52, $54, $56, $58, $5A, $5C
|
||||||
.nbr_of_tiles
|
.nbr_of_tiles
|
||||||
@@ -1539,9 +1524,7 @@ Sprite_DarkLink_Draw:
|
|||||||
db $02, $02
|
db $02, $02
|
||||||
}
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
GanonInit:
|
GanonInit:
|
||||||
{
|
{
|
||||||
@@ -1559,8 +1542,10 @@ JSL Sprite_SpawnDynamically
|
|||||||
RTL
|
RTL
|
||||||
}
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
Sprite_Ganon_Main:
|
Sprite_Ganon_Main:
|
||||||
|
{
|
||||||
LDA.w SprAction, X; Load the SprAction
|
LDA.w SprAction, X; Load the SprAction
|
||||||
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
|
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
|
||||||
dw Wait
|
dw Wait
|
||||||
@@ -1614,9 +1599,12 @@ STZ.w SprState, X
|
|||||||
|
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
Sprite_Ganon_Draw:
|
Sprite_Ganon_Draw:
|
||||||
|
{
|
||||||
LDA.w SprAction, X : CMP #$04 : BNE +
|
LDA.w SprAction, X : CMP #$04 : BNE +
|
||||||
LDA.w SprTimerA, X : AND #$04 : BEQ +
|
LDA.w SprTimerA, X : AND #$04 : BEQ +
|
||||||
RTS
|
RTS
|
||||||
@@ -1678,6 +1666,28 @@ PLX
|
|||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
|
||||||
|
.start_index
|
||||||
|
db $00, $0C
|
||||||
|
.nbr_of_tiles
|
||||||
|
db 11, 11
|
||||||
|
.x_offsets
|
||||||
|
dw 0, 16, 28, 28, 0, 0, 16, 16, 0, 16, -12, -12
|
||||||
|
dw 22, 22, -5, -5, -3, 18, 0, 16, 0, 16, 0, 16
|
||||||
|
.y_offsets
|
||||||
|
dw 7, 7, -9, 7, -16, 0, 0, -16, -19, -19, -9, 7
|
||||||
|
dw 10, 26, 11, 27, -21, -21, -11, -11, 5, 5, 10, 10
|
||||||
|
.chr
|
||||||
|
db $E0, $E0, $C4, $E4, $C2, $E2, $E2, $C2, $C0, $C0, $C4, $E4
|
||||||
|
db $C4, $E4, $C4, $E4, $E6, $E6, $C8, $C8, $E8, $E8, $C6, $C6
|
||||||
|
.properties
|
||||||
|
db $3D, $7D, $7D, $7D, $3B, $3B, $7B, $7B, $3D, $7D, $3D, $3D
|
||||||
|
db $7D, $7D, $3D, $3D, $3D, $7D, $3B, $7B, $3B, $7B, $3D, $7D
|
||||||
|
.sizes
|
||||||
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
ApplyDarkLinkGraphics:
|
ApplyDarkLinkGraphics:
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user