Eon Sea Urchin impervious to sword, better prize pack

This commit is contained in:
scawful
2024-10-06 08:22:03 -04:00
parent 46c7397223
commit 7638a7f7ec

View File

@@ -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