Cleanup some NPCs

This commit is contained in:
scawful
2024-11-19 14:58:32 -05:00
parent d88410e9c2
commit 3f27c9ab48
3 changed files with 21 additions and 24 deletions

View File

@@ -208,7 +208,7 @@ Sprite_BeanVendor_Main:
MagicBean_RanchFlower:
{
LDA.b #$04 : STA.w SprFrame, X
JSL ThrownSprite_TileAndSpriteInteraction_long
JSL ThrownSprite_TileAndSpriteInteraction_long
RTS
}
}
@@ -329,4 +329,3 @@ Sprite_BeanVendor_Draw:
db $02, $02, $02, $02, $00, $00
db $02, $02, $02, $02 ; Flower
}

View File

@@ -37,12 +37,9 @@
Sprite_MakuTree_Long:
{
PHB : PHK : PLB
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_MakuTree_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
@@ -54,6 +51,7 @@ Sprite_MakuTree_Prep:
PHB : PHK : PLB
; Play the Maku Song
LDA.b #$03 : STA.w $012C
PLB

View File

@@ -10,7 +10,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -69,7 +69,7 @@ Sprite_Mermaid_Prep:
STZ.w SprMiscE, X
; Maple Sprite
LDA.w SprSubtype, X : CMP.b #$01 : BNE +
LDA.w SprSubtype, X : CMP.b #$01 : BNE +
LDA.b #$01 : STA.w SprMiscE, X
+
@@ -358,7 +358,7 @@ Sprite_Mermaid_Main:
RTS
+
INC.w SprAction, X
INC.w SprAction, X
RTS
}
@@ -522,17 +522,17 @@ Sprite_Maple_Draw:
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
LDA $00 : STA ($90), Y
AND.w #$0100 : STA $0E
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
@@ -549,14 +549,14 @@ Sprite_Maple_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
PHY
TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
@@ -594,17 +594,17 @@ Sprite_Librarian_Draw:
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
@@ -621,14 +621,14 @@ Sprite_Librarian_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX