Setup Twinrova boss fight intro gfx transfer WIP

This commit is contained in:
scawful
2024-03-22 11:59:53 -04:00
parent ef1540f3f6
commit 3ee5871f86

View File

@@ -90,7 +90,14 @@ Sprite_Twinrova_Prep:
LDA #$10 : STA $08 LDA #$10 : STA $08
LDA #$10 : STA $09 LDA #$10 : STA $09
STZ $0D80, X LDA #$0A : STA $0D80, X
LDA.b #$60 : STA.w $0E10, X
LDA.b #$01 : STA.w $0DB0, X
LDA.b #$02 : STA.w $0DE0, X
LDA.b #$04 : STA.w $0EB0, X
LDA.b #$07 : STA.w $0DC0, X
STZ.w $0B69
PLB PLB
RTL RTL
@@ -166,8 +173,6 @@ Sprite_Twinrova_Main:
; 0x00 ; 0x00
Twinrova_Init: Twinrova_Init:
{ {
; %Twinrova_Front()
JSR ApplyTwinrovaGraphics
%GotoAction(01) %GotoAction(01)
RTS RTS
} }
@@ -698,7 +703,7 @@ ApplyTwinrovaGraphics:
PLX PLX
RTS RTL
TwinrovaGraphics: TwinrovaGraphics:
incbin twinrova.bin incbin twinrova.bin
@@ -721,8 +726,8 @@ Follower_BasicMover:
; Check if we are in room 0xAC ; Check if we are in room 0xAC
REP #$20 REP #$20
LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform
; Check room flag 0x65 ; ; Check room flag 0x65
LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform ; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
SEP #$20 SEP #$20
JSL Follower_CheckBlindTrigger : BCC .no_blind_transform JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
.blind_transform .blind_transform
@@ -750,6 +755,8 @@ Follower_BasicMover:
LDA.b #$15 : STA.w $012C LDA.b #$15 : STA.w $012C
RTS RTS
org $09A23A
.no_blind_transform .no_blind_transform
} }
@@ -804,6 +811,9 @@ Follower_CheckBlindTrigger:
org $1DA03C org $1DA03C
Blind_SpawnFromMaiden: Blind_SpawnFromMaiden:
{ {
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0 LDX.b #$00 ; Load the boss into sprite index 0
; Set the sprite to alive and active ; Set the sprite to alive and active
@@ -823,7 +833,7 @@ Blind_SpawnFromMaiden:
LDA.b #$C0 : STA.w $0E10,X LDA.b #$C0 : STA.w $0E10,X
; Set SprGfx ; Set SprGfx
LDA.b #$15 : STA.w $0DC0,X ; LDA.b #$15 : STA.w $0DC0,X
; Set SprMiscC and bulletproof properties ; Set SprMiscC and bulletproof properties
LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X
@@ -839,11 +849,14 @@ Blind_SpawnFromMaiden:
; ========================================================= ; =========================================================
; We are using space from this function to insert the
; Twinrova graphics above, since the prep is now handled
; in the custom sprite code.
SpritePrep_Blind_PrepareBattle: SpritePrep_Blind_PrepareBattle:
{ {
#_1DA081: LDA.l $7EF3CC ; #_1DA081: LDA.l $7EF3CC
#_1DA085: CMP.b #$06 ; FOLLOWER 06 ; #_1DA085: CMP.b #$06 ; FOLLOWER 06
#_1DA087: BEQ .despawn ; #_1DA087: BEQ .despawn
#_1DA089: LDA.w $0403 #_1DA089: LDA.w $0403
#_1DA08C: AND.b #$20 #_1DA08C: AND.b #$20
@@ -873,8 +886,10 @@ SpritePrep_Blind_PrepareBattle:
#_1DA0B0: RTL #_1DA0B0: RTL
} }
; =========================================================
warnpc $1DA0B1
; =========================================================
BlindLaser_SpawnTrailGarnish: BlindLaser_SpawnTrailGarnish:
{ {