update manhandla prep and properties
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user