From 7638a7f7ec9da954b4b0927cdc3bf8a1e4f04ee0 Mon Sep 17 00:00:00 2001 From: scawful Date: Sun, 6 Oct 2024 08:22:03 -0400 Subject: [PATCH] Eon Sea Urchin impervious to sword, better prize pack --- Sprites/Enemies/sea_urchin.asm | 60 ++++++++++++---------------------- 1 file changed, 21 insertions(+), 39 deletions(-) diff --git a/Sprites/Enemies/sea_urchin.asm b/Sprites/Enemies/sea_urchin.asm index b7fb3ce..a02c206 100644 --- a/Sprites/Enemies/sea_urchin.asm +++ b/Sprites/Enemies/sea_urchin.asm @@ -1,6 +1,6 @@ -; ========================================================= +; ========================================================= ; Sprite Properties -; ========================================================= +; ========================================================= !SPRID = Sprite_SeaUrchin !NbrTiles = 04 ; Number of tiles used in a frame @@ -11,7 +11,7 @@ !DeathAnimation = 00 ; 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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow +!Shadow = 01 ; 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 !Persist = 00 ; 01 = your sprite continue to live offscreen @@ -35,25 +35,24 @@ Sprite_SeaUrchin_Long: { PHB : PHK : PLB - - JSR Sprite_SeaUrchin_Draw ; Call the draw code + JSR Sprite_SeaUrchin_Draw JSL Sprite_DrawShadow - JSL Sprite_CheckActive ; Check if game is not paused - BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive - - JSR Sprite_SeaUrchin_Main ; Call the main sprite code - + JSL Sprite_CheckActive : BCC .SpriteIsNotActive + JSR Sprite_SeaUrchin_Main .SpriteIsNotActive - PLB ; Get back the databank we stored previously - RTL ; Go back to original code + PLB + RTL } Sprite_SeaUrchin_Prep: { PHB : PHK : PLB - - LDA #$03 : STA.w SprPrize, X - + LDA #$01 : STA.w SprPrize, X + LDA WORLDFLAG : BEQ + + ; Eon Sea Urchin impervious to sword + LDA.b #%10000100 : STA.w SprDefl, X + LDA.b #$07 : STA.w SprPrize, X + + PLB RTL } @@ -70,35 +69,24 @@ Sprite_SeaUrchin_Main: { %PlayAnimation(0,3,8) %PlayerCantPassThrough() - %DoDamageToPlayerSameLayerOnContact() - - JSL Sprite_CheckDamageFromPlayer - BCC .NoDamage - - %GotoAction(1) - + JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage + %GotoAction(1) .NoDamage - RTS } Death: { - LDA.b #$06 - STA.w $0DD0,X - - LDA.b #$0A - STA.w $0DF0,X + LDA.b #$06 : STA.w SprState, X + LDA.b #$0A : STA.w SprTimerA, X STZ.w $0BE0,X LDA.b #$09 ; SFX2.1E JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan - RTS } - } @@ -110,24 +98,22 @@ Sprite_SeaUrchin_Draw: LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA .start_index, Y : STA $06 - PHX LDX .nbr_of_tiles, Y ;amount of tiles -1 LDY.b #$00 .nextTile PHX ; Save current Tile Index? - TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -144,14 +130,10 @@ Sprite_SeaUrchin_Draw: INY LDA .properties, X : STA ($90), Y - PHY - + PHY TYA : LSR #2 : TAY - LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer - PLY : INY - PLX : DEX : BPL .nextTile PLX