add far left and far right head anims to kydreeok head

This commit is contained in:
scawful
2024-06-10 09:43:27 -04:00
parent 30cf49cd3a
commit 6251d770be

View File

@@ -14,7 +14,7 @@
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
@@ -38,7 +38,7 @@ Sprite_KydreeokHead_Long:
{
PHB : PHK : PLB
LDA SprAction, X : CMP #$03 : BEQ .no_head
LDA SprAction, X : CMP #$05 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw
.no_head
@@ -58,6 +58,7 @@ Sprite_KydreeokHead_Prep:
LDA.b #$C0 : STA.w SprHealth, X
LDA.b #$09 : STA.w SprBump, X ; bump damage type
STZ.w SprMiscE, X
PLB
RTL
@@ -77,7 +78,9 @@ Sprite_KydreeokHead_Main:
dw KydreeokHead_ForwardAnim ; 0x00
dw KydreeokHead_RightAnim ; 0x01
dw KydreeokHead_LeftAnim ; 0x02
dw KydreeokHead_SummonFire ; 0x03
dw KydreeokHead_FarRight ; 0x03
dw KydreeokHead_FarLeft ; 0x04
dw KydreeokHead_SummonFire ; 0x05
; -------------------------------------------------------
; 0x00
@@ -91,28 +94,24 @@ Sprite_KydreeokHead_Main:
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
LDA.w SprTimerA, X : BNE .no_speed_change
JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
.no_speed_change
JSL Sprite_Move
; JSR AdjustMovementSpeed
JSR KydreeokHead_NeckControl
JSR MoveWithBody
JSR RotateHeadUsingSpeedValues
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA.b #$20 : STA.w SprTimerA, X
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
JSR GetDistance8bit : CMP #$0B : BCC .not_far
%GotoAction(3)
RTS
.not_far
%GotoAction(1)
RTS
.not_right
LDA.b #$40 : STA.w SprTimerA, X
%GotoAction(2)
.not_right
JSR GetDistance8bit : CMP #$0B : BCC .not_far2
%GotoAction(4)
RTS
.not_far2
%GotoAction(2)
RTS
}
@@ -128,24 +127,13 @@ Sprite_KydreeokHead_Main:
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
LDA.w SprTimerA, X : BNE .no_speed_change
JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
.no_speed_change
JSL Sprite_Move
; JSR AdjustMovementSpeed
JSR KydreeokHead_NeckControl
JSR MoveWithBody
JSR KydreeokHead_RotationMove
JSR RotateHeadUsingSpeedValues
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
RTS
.not_right
.not_right
%GotoAction(0)
RTS
}
@@ -160,8 +148,7 @@ Sprite_KydreeokHead_Main:
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
JSR KydreeokHead_NeckControl
JSR MoveWithBody
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
@@ -173,6 +160,41 @@ Sprite_KydreeokHead_Main:
; -------------------------------------------------------
; 0x03
KydreeokHead_FarRight:
{
%PlayAnimation(9,11,10)
%MoveTowardPlayer(15)
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
JSR KydreeokHead_RotationMove
LDA SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
RTS
}
; -------------------------------------------------------
; 0x04
KydreeokHead_FarLeft:
{
%PlayAnimation(12,14,10)
%MoveTowardPlayer(15)
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
JSR KydreeokHead_RotationMove
LDA SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
RTS
}
KydreeokHead_SummonFire:
{
%MoveTowardPlayer(15)
@@ -185,12 +207,31 @@ Sprite_KydreeokHead_Main:
LDA SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X
.not_done
.not_done
RTS
}
}
KydreeokHead_RotationMove:
{
JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00
JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprYSpeed, X : STA $01
; JSL Sprite_Move
JSR KydreeokHead_NeckControl
JSR MoveWithBody
JSR RotateHeadUsingSpeedValues
RTS
}
; =========================================================
CoordinateBasedRotation:
@@ -236,7 +277,7 @@ RotateHeadUsingSpeedValues:
INY : CPY #$3F : BNE .not_full
LDY.b #$00
.not_full
.not_full
STY.w Neck_Index
JSL Sprite_MoveLong
@@ -277,7 +318,7 @@ RandomlyAttack:
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
JSL $09B020 ; Fireball_SpawnTrailGarnish
LDA.b #$03 : STA.w SprAction, Y
LDA.b #$05 : STA.w SprAction, Y
LDA #$20 : STA.w SprTimerA, Y
.no_attack
RTS
@@ -288,28 +329,30 @@ RandomlyAttack:
MoveWithBody:
{
LDA Kydreeok_Id : TAY
CPX.w Offspring2_Id : BEQ .DoMove
CPX.w Offspring3_Id : BEQ .MoveNeck3
; The first neck
CPX.w Offspring2_Id : BEQ .neck2_move
LDA.w SprX, Y : SEC : SBC #$0F
STA.w SprMiscA, X
STA.w $19EA
; STA.w $19EC : STA.w $19EE : STA.w SprX, X
STA.w $19EA : DEC
STA.w $19EC : DEC
STA.w $19EE
; STA.w SprX, X
LDA.w SprY, Y : SEC : SBC #$0F
STA.w SprMiscB, X
STA.w $19EB
; STA.w $19ED : STA.w $19EF : STA.w SprY, X
JMP .return
.DoMove
; The other neck
; STA.w $19ED
; STA.w $19EF
; STA.w SprY, X
RTS
.neck2_move
LDA.w SprX, Y : CLC : ADC #$0C
STA.w SprMiscA, X
STA.w $19F0
; STA.w $19F2 : STA.w $19F4 : STA.w SprX, X
STA.w $19F0 : INC
STA.w $19F2 : INC
STA.w $19F4
; STA.w SprX, X
LDA.w SprY, Y : SEC : SBC #$0F
@@ -318,47 +361,19 @@ MoveWithBody:
STA.w $19F1
; STA.w $19F3
; STA.w $19F5
.return
RTS
.return
RTS
.MoveNeck3
; The third neck
LDA.w SprX, Y : SEC : SBC #$0F
; STA.w SprX, X
STA.w SprMiscA, X
STA.w $1A78
; STA.w $1A7A
; STA.w $1A7C
JMP .return
}
; =========================================================
; Adjusts the movement speed of the sprite based on its
; position. This came from Zarby's Gleeok code and causes
; some weird movement with the current implementation.
AdjustMovementSpeed:
{
LDA.w SprX, X : SEC : SBC #$16 ; X-32
CMP.w SprMiscA, X : BCC .biggerthanorigin
LDA #-8 : STA.w SprXSpeed, X
.biggerthanorigin
LDA.w SprX, X : CLC : ADC #$16 ; X+32
CMP.w SprMiscA, X : BCS .lowerthanorigin
LDA #$08 : STA.w SprXSpeed, X
.lowerthanorigin
LDA.w SprY, X : SEC : SBC #$00 ; X-32
CMP.w SprMiscB, X : BCC .biggerthanorigin2
LDA #-8 : STA.w SprYSpeed, X
.biggerthanorigin2
LDA.w SprY, X : CLC : ADC #$20 ; X+32
CMP.w SprMiscB, X : BCS .lowerthanorigin2
LDA #$08 : STA.w SprYSpeed, X
.lowerthanorigin2
RTS
; CPX.w Offspring3_Id : BEQ .MoveNeck3
; .MoveNeck3
; ; The third neck
; LDA.w SprX, Y : SEC : SBC #$0F
; ; STA.w SprX, X
; STA.w SprMiscA, X
; STA.w $1A78
; ; STA.w $1A7A
; ; STA.w $1A7C
; JMP .return
}
; =========================================================
@@ -773,8 +788,6 @@ Sprite_KydreeokHead_DrawNeck:
Sprite_KydreeokHead_Draw:
{
JSL Sprite_PrepOamCoord
; LDA.b #$03
; JSL OAM_AllocateFromRegionC
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
@@ -822,9 +835,9 @@ Sprite_KydreeokHead_Draw:
JMP Sprite_KydreeokHead_DrawNeck
.start_index
db $00, $02, $04, $06, $0A, $0E, $12, $16, $1A, $1E
db $00, $02, $04, $06, $0A, $0E, $12, $16, $1A, $1E, $22, $26, $2A, $2E, $32, $36
.nbr_of_tiles
db 1, 1, 1, 3, 3, 3, 3, 3, 3
db 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3
.x_offsets
dw 0, 0
dw 0, 0
@@ -833,8 +846,15 @@ Sprite_KydreeokHead_Draw:
dw 8, -8, -8, 8
dw 8, -8, -8, 8
dw -8, 8, -8, 8
dw 8, -8, -8, 8
dw -8, 8, 8, -8
dw 8, -8, -8, 8
dw -8, 8, 8, -8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw 8, -8, 8, -8
dw 8, -8, 8, -8
dw 8, -8, 8, -8
.y_offsets
dw -8, 8
dw -8, 8
@@ -843,8 +863,15 @@ dw -8, 8, 8, -8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
.chr
db $40, $60
db $42, $62
@@ -853,8 +880,15 @@ dw -8, -8, 8, 8
db $0A, $08, $28, $2A
db $4C, $4A, $6A, $6C
db $48, $46, $68, $66
db $08, $0A, $2A, $28
db $4C, $4A, $6A, $6C
db $08, $0A, $2A, $28
db $4C, $4A, $6A, $6C
db $80, $82, $A0, $A2
db $84, $86, $A4, $A6
db $88, $8A, $A8, $AA
db $80, $82, $A0, $A2
db $84, $86, $A4, $A6
db $88, $8A, $A8, $AA
.properties
db $39, $39
db $39, $39
@@ -863,8 +897,15 @@ db $4C, $4A, $6A, $6C
db $39, $39, $39, $39
db $39, $39, $39, $39
db $79, $79, $79, $79
db $79, $79, $79, $79
db $79, $79, $79, $79
db $79, $79, $79, $79
db $79, $79, $79, $79
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $79, $79, $79, $79
db $79, $79, $79, $79
db $79, $79, $79, $79
.sizes
db $02, $02
db $02, $02
@@ -873,8 +914,15 @@ db $79, $79, $79, $79
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
}
GetDistance8bit: