Merge pull request #60 from scawful/twinrova-boss

Twinrova Boss and Blind Maiden refactor
This commit is contained in:
Justin Scofield
2024-04-19 09:12:45 -04:00
committed by GitHub

View File

@@ -4,7 +4,6 @@
; Overrides Blind and the Blind Maiden to create a new
; boss sequence.
;
;
; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -59,21 +58,17 @@ Sprite_Twinrova_Long:
Sprite_Twinrova_CheckIfDead:
{
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero
LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA SprHealth, X
; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X
.health_not_negative
LDA $0E50, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
PLX
.health_not_negative
LDA SprHealth, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
PLX
.not_dead
RTS
}
@@ -84,9 +79,8 @@ Sprite_Twinrova_Prep:
{
PHB : PHK : PLB
; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA $0E50, X ; Health
LDA.b #$40 : STA SprHealth, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15)
@@ -174,59 +168,62 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A
; 0x00
; -------------------------------------------------------
; 0x00
; TODO: Separate MoveState phases into action 0 and 1
Twinrova_Init:
{
%GotoAction(01)
RTS
}
; -------------------------------------------------------
; 0x01
Twinrova_MoveState:
{
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(8) ; Koume Mode
RTS
.kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(9) ; Kotake Mode
RTS
LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(8) ; Koume Mode
RTS
.kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(9) ; Kotake Mode
RTS
; ---------------------------------------------
.phase_1
LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(7) ; Goto Twinrova_Hurt
RTS
RTS
.not_flashing
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X
STZ $AC
STZ $AC ; Set the fire attack
%GotoAction(4) ; Prepare Attack
RTS
+
JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC
LDA #$01 : STA $AC ; Set the ice attack
%GotoAction(4) ; Prepare Attack
RTS
++
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
TYA : BNE .MoveBackwards ; If 1,
%GotoAction(2)
JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
%GotoAction(2) ; MoveForwards
RTS
.MoveBackwards
%GotoAction(3)
%GotoAction(3) ; MoveBackwards
RTS
}
; -------------------------------------------------------
; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards:
{
@@ -244,6 +241,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards:
{
@@ -261,6 +259,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x04
Twinrova_PrepareAttack:
{
@@ -285,6 +284,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x05
Twinrova_FireAttack:
{
@@ -299,6 +299,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x06
Twinrova_IceAttack:
{
@@ -313,6 +314,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x07
Twinrova_Hurt:
{
@@ -332,6 +334,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x08
Twinrova_KoumeMode:
{
@@ -352,6 +355,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x09
Twinrova_KotakeMode:
{
@@ -372,6 +376,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x0A
Twinrova_Dead:
{
@@ -382,6 +387,9 @@ Sprite_Twinrova_Main:
}
; =========================================================
; TODO: Create a new parent sprite for the Twinrova attacks
; so that the velocity and movement aren't applied to the
; parent sprite itself.
; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry:
@@ -393,7 +401,7 @@ TrinexxBreath_AltEntry:
.no_shake
JSL Sprite_CheckTileCollision : BEQ .exit
JSL Sprite_BounceTowardPlayer
JSL Sprite_BounceTowardPlayer
.exit
RTS
@@ -405,7 +413,7 @@ TrinexxBreath_AltEntry:
Sprite_Twinrova_FireAttack:
{
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move
JSL Sprite_Move
.no_collision
JSR AddFireGarnish
JMP TrinexxBreath_AltEntry
@@ -414,68 +422,32 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8
.use_search_index
LDX $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X
LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X
STX $00
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
PLX
.return
RTS
}
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X
LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X : STX $00
PLX
.return
RTS
}
; =========================================================
Sprite_Twinrova_IceAttack:
{
@@ -486,8 +458,35 @@ Sprite_Twinrova_IceAttack:
JMP TrinexxBreath_AltEntry
}
; =========================================================
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
PLX
.return
RTS
}
; =========================================================
; Overwrite vanilla Trinexx ice garnish
; Plays like a simple ice cloud animation now.
@@ -505,19 +504,17 @@ org $09B459
org $09B5D6
Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F
TrinexxIce_Pool:
{
.chr
db $2E
db $2E
db $2C
db $2C
db $2E, $2E, $2C, $2C
.properties
db $35
db $35
db $35
db $35
db $35, $35, $35, $35
}
org $09B34F
@@ -539,10 +536,6 @@ Garnish_TrinexxIce:
}
warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc
; =========================================================
@@ -610,8 +603,6 @@ Sprite_Twinrova_Draw:
RTS
; =========================================================
.start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles
@@ -688,25 +679,19 @@ Sprite_Twinrova_Draw:
ApplyTwinrovaGraphics:
{
PHX
REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ; turn the screen off (required)
REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
LDX.b #TwinrovaGraphics>>16 : STX $4304
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each
LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
LDX #$01 : STX $420B ; Do the DMA
LDX #$0F : STX $2100 ;turn the screen back on
LDX #$0F : STX $2100 ; Turn the screen back on
SEP #$30
PLX
RTL
TwinrovaGraphics:
@@ -811,13 +796,16 @@ Follower_CheckBlindTrigger:
}
; =========================================================
; Called during the BlindMaiden section of Follower_BasicMover
; to spawn Twinrova in the room.
; Called during Blind Maiden section of Follower_BasicMover
; to spawn Twinrova from the Blind Maiden.
; TODO: Figure out why the sprite disappears after graphics
; are transferred in. It seems to be unrelated to the
; graphics code, but rather related to the BlindMaiden
; spawn code.
org $1DA03C
Blind_SpawnFromMaiden:
{
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0
@@ -897,11 +885,13 @@ SpritePrep_Blind_PrepareBattle:
warnpc $1DA0B1
; =========================================================
; TODO: Decide if we want to use this garnish in the fight.
; Currently unused.
org $1DA0B1
BlindLaser_SpawnTrailGarnish:
{
#_1DA0B1: LDA.w $0E80,X
#_1DA0B1: LDA.w SprDelay,X
#_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit