update manhandla prep and properties

This commit is contained in:
scawful
2024-06-21 00:00:51 -04:00
parent be06598787
commit 52e9a8a411

View File

@@ -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