diff --git a/Sprites/Bosses/manhandla.asm b/Sprites/Bosses/manhandla.asm index dba18be..9e5a75e 100644 --- a/Sprites/Bosses/manhandla.asm +++ b/Sprites/Bosses/manhandla.asm @@ -2,13 +2,13 @@ ; Sprite Properties ; ========================================================= -!SPRID = $A2 ; The sprite ID you are overwriting (HEX) -!NbrTiles = 00 ; Number of tiles used in a frame +!SPRID = $88 ; The sprite ID you are overwriting (HEX) +!NbrTiles = 03 ; 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 = 00 ; Number of Health the sprite have !Damage = 00 ; (08 is a whole heart), 04 is half heart -!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation +!DeathAnimation = 01 ; 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 @@ -28,39 +28,45 @@ !DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles !ImperviousArrow = 00 ; 01 = Impervious to arrows !ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks -!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss +!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss %Set_Sprite_Properties(Sprite_Manhandla_Prep, Sprite_Manhandla_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_Manhandla_Long: { PHB : PHK : PLB - JSR Sprite_Manhandla_Draw ; Call the draw code + JSR Sprite_Manhandla_CheckForNextPhaseOrDeath + + LDA.w SprMiscD, X : BEQ .phase1 + JSR Sprite_BigChuchu_Draw + JMP .continue + .phase1 + JSR Sprite_Manhandla_Draw + .continue JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Manhandla_Main ; Call the main sprite code - + .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } - ; ========================================================= Sprite_Manhandla_Prep: { PHB : PHK : PLB + LDA.b #$04 : STA $36 ; Stores initial movement speeds LDA.b #$06 : STA $0428 ; Allows BG1 to move + LDA.b #$80 : STA.w SprDefl, X + LDA.b #$20 : STA.w SprHealth, X + LDA.w SprSubtype, X : STA.w SprAction, X PLB RTL