update kydreeok neck draw

This commit is contained in:
scawful
2024-06-10 14:52:01 -04:00
parent 95c147809d
commit 42f58837aa

View File

@@ -4,7 +4,7 @@
; =========================================================
!SPRID = $CF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 05 ; Number of tiles used in a frame
!NbrTiles = 07 ; 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 = $C0 ; Number of Health the sprite have
@@ -89,8 +89,10 @@ Sprite_KydreeokHead_Main:
%StartOnFrame(0)
%PlayAnimation(0,2,10)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
@@ -119,9 +121,11 @@ Sprite_KydreeokHead_Main:
%StartOnFrame(3)
%PlayAnimation(3,5,10)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
@@ -163,7 +167,7 @@ Sprite_KydreeokHead_Main:
%DoDamageToPlayerSameLayerOnContact()
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
@@ -177,11 +181,13 @@ Sprite_KydreeokHead_Main:
%PlayAnimation(12,14,10)
%MoveTowardPlayer(15)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
@@ -235,11 +241,28 @@ KydreeokHead_RotationMove:
; LDA.b #$01 : STA.w SprMiscE, X
; LDA.b #$10 : STA.w SprTimerE, X
; .no_independent
RTS
}
Sprite_KydreeokHead_Damage_Flash:
{
LDA.w $0EB0, X : BEQ .dontFlash
; Change the palette to the next in the cycle
LDA.w $0EB0, X : INC : CMP.b #$08 : BNE .dontReset
LDA.b #$00
.dontReset
STA.w $0EB0, X
BRA .flash
.dontFlash
STZ.w $0EB0, X
.flash
RTS
}
; =========================================================
CoordinateBasedRotation:
@@ -316,6 +339,7 @@ YSpeedSin:
RandomlyAttack:
{
JSR Sprite_KydreeokHead_Damage_Flash
JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack
@@ -588,55 +612,48 @@ Sprite_KydreeokHead_DrawNeck:
{
; Dumb draw neck code
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
LDA.w $19EE : STA.w SprCachedX
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w $19EC : STA.w $0FD8
LDA.w $19ED : STA.w $0FDA
LDA.w $19EC : STA.w SprCachedX
LDA.w $19ED : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w $19EE : STA.w $0FD8
LDA.w $19EF : STA.w $0FDA
LDA.w $19EA : STA.w SprCachedX
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR .DrawNeckPart
BRA .skipNeck
BRA .skipNeck
.neck2
; Dumb draw neck code
LDA.w $19F0 : STA.w $0FD8
LDA.w $19F1 : STA.w $0FDA
LDA.w $19F4 : STA.w SprCachedX
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w $19F2 : CLC : ADC.w Neck2_OffsetX : STA.w $0FD8
LDA.w $19F3 : CLC : ADC.w Neck2_OffsetY : STA.w $0FDA
LDA.w $19F2 : STA.w SprCachedX
LDA.w $19F3 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w $19F4 : STA.w $0FD8
LDA.w $19F5 : STA.w $0FDA
LDA.w $19F0 : STA.w SprCachedX
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
JSR .DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR .DrawNeckPart
.skipNeck
LDA.b $08 : STA.w $0FD8
LDA.b $09 : STA.w $0FDA
LDA.b $08 : STA.w SprCachedX
LDA.b $09 : STA.w SprCachedY
.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
@@ -654,7 +671,7 @@ Sprite_KydreeokHead_DrawNeck:
INY
LDA #$2E : STA ($90), Y ; Set the Char
INY
LDA #$39 : STA ($90), Y ; Set the Properties
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
PHY
TYA : LSR #2 : TAY
@@ -674,6 +691,8 @@ Sprite_KydreeokHead_Draw:
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w $0EB0, X : STA $08
PHX
; amount of tiles - 1
LDX .nbr_of_tiles, Y : LDY.b #$00
@@ -702,7 +721,7 @@ Sprite_KydreeokHead_Draw:
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY : LDA .chr, X : STA ($90), Y : INY
LDA .properties, X : STA ($90), Y
LDA .properties, X : ORA $08 : STA ($90), Y
PHY