update village dog sprite

This commit is contained in:
scawful
2024-05-27 19:52:46 -04:00
parent 5715271b60
commit 3d62fc3449

View File

@@ -90,7 +90,7 @@ Sprite_VillageDog_Main:
.walk_right
%GotoAction(2)
.lifting
.lifting
JSL Sprite_CheckIfLifted
JSL Sprite_Move
RTS
@@ -100,8 +100,8 @@ Sprite_VillageDog_Main:
Dog_LookLeftAtLink:
{
%PlayAnimation(9,9,8)
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
; Load the timer for the run
LDA #$60 : STA.w SprTimerD, X
%GotoAction(3)
@@ -113,8 +113,8 @@ Sprite_VillageDog_Main:
Dog_LookRightAtLink:
{
%PlayAnimation(10,10,8)
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
; Load the timer for the run
LDA #$60 : STA.w SprTimerD, X
%GotoAction(4)
@@ -126,7 +126,7 @@ Sprite_VillageDog_Main:
Dog_MoveLeftTowardsLink:
{
%PlayAnimation(2,4,6)
JSR HandleTossedDog
JSR HandleTossedDog
; Check if the dog is near link, then wag the tail
JSR CheckIfPlayerIsNearby : BCC +
%GotoAction(5)
@@ -138,16 +138,15 @@ Sprite_VillageDog_Main:
%GotoAction(0)
.no_collision
LDA.b #$0A ; Speed
LDA.b #$0A
JSL Sprite_ApplySpeedTowardsPlayer
STZ $06 : STZ $07
JSL Sprite_MoveLong
JSL Sprite_CheckIfLifted
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
+
%GotoAction(0)
+
RTS
}
@@ -155,7 +154,7 @@ Sprite_VillageDog_Main:
Dog_MoveRightTowardsLink:
{
%PlayAnimation(5,7,6)
JSR HandleTossedDog
JSR HandleTossedDog
JSR CheckIfPlayerIsNearby : BCC +
%GotoAction(6)
+
@@ -166,7 +165,7 @@ Sprite_VillageDog_Main:
%GotoAction(0)
.no_collision
LDA.b #$0A ; Speed
LDA.b #$0A
JSL Sprite_ApplySpeedTowardsPlayer
STZ $06 : STZ $07
JSL Sprite_MoveLong
@@ -184,7 +183,7 @@ Sprite_VillageDog_Main:
%PlayAnimation(0,1, 8)
JSR ShowMessageIfMinish
JSL Sprite_CheckIfLifted
JSR HandleTossedDog
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
+
@@ -197,7 +196,7 @@ Sprite_VillageDog_Main:
%PlayAnimation(11,12,8)
JSR ShowMessageIfMinish
JSL Sprite_CheckIfLifted
JSR HandleTossedDog
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
+
@@ -208,32 +207,27 @@ Sprite_VillageDog_Main:
CheckIfPlayerIsNearby:
{
REP #$20
LDA $22 : CLC : ADC #$0012 : CMP $0FD8 : BCC .left
LDA $22 : SEC : SBC #$0012 : CMP $0FD8 : BCS .right
REP #$20
LDA $22 : CLC : ADC #$0012 : CMP $0FD8 : BCC .out
LDA $22 : SEC : SBC #$0012 : CMP $0FD8 : BCS .out
LDA $20 : CLC : ADC #$001A : CMP $0FDA : BCC .out
LDA $20 : SEC : SBC #$001A : CMP $0FDA : BCS .out
SEP #$21
RTS ; Return with carry set
LDA $20 : CLC : ADC #$001A : CMP $0FDA : BCC .up
LDA $20 : SEC : SBC #$001A : CMP $0FDA : BCS .down
SEP #$21 : RTS ; Return with carry set
.left
.right
.up
.down
SEP #$20
CLC : RTS ; Return with carry cleared
.out
SEP #$20
CLC
RTS ; Return with carry cleared
}
ShowMessageIfMinish:
{
LDA $02B2 : CMP.b #$05 : BNE .not_minish
%ShowSolicitedMessage($18) : JMP .continue
.not_minish
%ShowSolicitedMessage($18) : JMP .continue
.not_minish
%ShowSolicitedMessage($1B)
.continue
.continue
RTS
}
@@ -242,12 +236,12 @@ Sprite_VillageDog_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA $0DC0, X : CLC : ADC $0D90, X : TAY ; Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDX .nbr_of_tiles, Y ; amount of tiles -1
LDY.b #$00
.nextTile