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 ; Sprite Properties
; ========================================================= ; =========================================================
!SPRID = Sprite_SeaUrchin !SPRID = Sprite_SeaUrchin
!NbrTiles = 04 ; Number of tiles used in a frame !NbrTiles = 04 ; Number of tiles used in a frame
@@ -11,7 +11,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !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) !Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen !Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -35,25 +35,24 @@
Sprite_SeaUrchin_Long: Sprite_SeaUrchin_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_SeaUrchin_Draw
JSR Sprite_SeaUrchin_Draw ; Call the draw code
JSL Sprite_DrawShadow JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive : BCC .SpriteIsNotActive
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_SeaUrchin_Main
JSR Sprite_SeaUrchin_Main ; Call the main sprite code
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB
RTL ; Go back to original code RTL
} }
Sprite_SeaUrchin_Prep: Sprite_SeaUrchin_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA #$01 : STA.w SprPrize, X
LDA #$03 : 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 PLB
RTL RTL
} }
@@ -70,35 +69,24 @@ Sprite_SeaUrchin_Main:
{ {
%PlayAnimation(0,3,8) %PlayAnimation(0,3,8)
%PlayerCantPassThrough() %PlayerCantPassThrough()
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
JSL Sprite_CheckDamageFromPlayer %GotoAction(1)
BCC .NoDamage
%GotoAction(1)
.NoDamage .NoDamage
RTS RTS
} }
Death: Death:
{ {
LDA.b #$06 LDA.b #$06 : STA.w SprState, X
STA.w $0DD0,X LDA.b #$0A : STA.w SprTimerA, X
LDA.b #$0A
STA.w $0DF0,X
STZ.w $0BE0,X STZ.w $0BE0,X
LDA.b #$09 ; SFX2.1E LDA.b #$09 ; SFX2.1E
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
RTS RTS
} }
} }
@@ -110,24 +98,22 @@ Sprite_SeaUrchin_Draw:
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset? PHA ; Keep the value with animation index offset?
ASL A : TAX ASL A : TAX
REP #$20 REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E AND.w #$0100 : STA $0E
INY INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100 CLC : ADC #$0010 : CMP.w #$0100
@@ -144,14 +130,10 @@ Sprite_SeaUrchin_Draw:
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .nextTile
PLX PLX