Reformat sprite actions

This commit is contained in:
scawful
2024-03-30 11:03:43 -04:00
parent bbb3b85def
commit 6cd013e6d6

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)
@@ -59,20 +58,16 @@ 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 $0E50, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X
LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA SprHealth, X
.health_not_negative
LDA $0E50, X : BNE .not_dead
LDA SprHealth, 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
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)
@@ -174,17 +168,20 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A
; -------------------------------------------------------
; 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
LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
@@ -206,27 +203,27 @@ Sprite_Twinrova_Main:
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:
{