update manhandla prep and properties
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@@ -2,13 +2,13 @@
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; Sprite Properties
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; Sprite Properties
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; =========================================================
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; =========================================================
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!SPRID = $A2 ; The sprite ID you are overwriting (HEX)
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!SPRID = $88 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!DeathAnimation = 01 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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@@ -28,21 +28,24 @@
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Manhandla_Prep, Sprite_Manhandla_Long)
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%Set_Sprite_Properties(Sprite_Manhandla_Prep, Sprite_Manhandla_Long)
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; =========================================================
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; Sprite Long Hook for that sprite
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; This code can be left unchanged
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; handle the draw code and if the sprite is active and should move or not
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; =========================================================
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; =========================================================
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Sprite_Manhandla_Long:
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Sprite_Manhandla_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_Manhandla_Draw ; Call the draw code
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JSR Sprite_Manhandla_CheckForNextPhaseOrDeath
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LDA.w SprMiscD, X : BEQ .phase1
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JSR Sprite_BigChuchu_Draw
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JMP .continue
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.phase1
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JSR Sprite_Manhandla_Draw
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.continue
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JSL Sprite_CheckActive ; Check if game is not paused
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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@@ -53,14 +56,17 @@ Sprite_Manhandla_Long:
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RTL ; Go back to original code
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RTL ; Go back to original code
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}
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}
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; =========================================================
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; =========================================================
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Sprite_Manhandla_Prep:
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Sprite_Manhandla_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA.b #$04 : STA $36 ; Stores initial movement speeds
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LDA.b #$06 : STA $0428 ; Allows BG1 to move
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LDA.b #$06 : STA $0428 ; Allows BG1 to move
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$20 : STA.w SprHealth, X
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LDA.w SprSubtype, X : STA.w SprAction, X
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PLB
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PLB
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RTL
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RTL
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