Rename DekuScrubBro to BusinessScrub in business_scrub.asm

This commit is contained in:
scawful
2024-10-06 12:33:08 -04:00
parent 6dc1c15c21
commit 7749e86421

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@@ -1,5 +1,5 @@
; =========================================================
; Deku Scrub Bro Enemy
; Business Scrub
!SPRID = Sprite_BusinessScrub
!NbrTiles = 03 ; Number of tiles used in a frame
@@ -10,7 +10,7 @@
!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 = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -29,20 +29,20 @@
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_DekuScrubEnemy_Prep, Sprite_DekuScrubEnemy_Long);
%Set_Sprite_Properties(Sprite_BusinessScrub_Prep, Sprite_BusinessScrub_Long);
Sprite_DekuScrubEnemy_Long:
Sprite_BusinessScrub_Long:
{
PHB : PHK : PLB
JSR Sprite_DekuScrubEnemy_Draw ; Call the draw code
JSR Sprite_BusinessScrub_Draw ; Call the draw code
LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
JSL Sprite_DrawShadow
.normal_scrub
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_DekuScrubEnemy_Main ; Call the main sprite code
JSR Sprite_BusinessScrub_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
@@ -51,7 +51,7 @@ Sprite_DekuScrubEnemy_Long:
; =========================================================
Sprite_DekuScrubEnemy_Prep:
Sprite_BusinessScrub_Prep:
{
PHB : PHK : PLB
@@ -78,25 +78,25 @@ Sprite_DekuScrubEnemy_Prep:
; 8-9 - Dazed
; 10-12 - Pea Shooter Anim
; 13 - Hiding
Sprite_DekuScrubEnemy_Main:
Sprite_BusinessScrub_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw DekuScrubEnemy_Hiding
dw DekuScrubEnemy_Attack
dw DekuScrubEnemy_PostAttack
dw DekuScrubEnemy_Recoil
dw DekuScrubEnemy_Dazed
dw DekuScrubEnemy_Subdued
dw BusinessScrub_Hiding
dw BusinessScrub_Attack
dw BusinessScrub_PostAttack
dw BusinessScrub_Recoil
dw BusinessScrub_Dazed
dw BusinessScrub_Subdued
dw DekuScrubEnemy_PeaShot
dw DekuScrubEnemy_HidingDefeated
dw BusinessScrub_PeaShot
dw BusinessScrub_HidingDefeated
dw DekuScrubEnemy_CutsceneStart
dw BusinessScrub_CutsceneStart
; 0x00
DekuScrubEnemy_Hiding:
BusinessScrub_Hiding:
{
%StartOnFrame(13)
%PlayAnimation(13,13,1)
@@ -107,10 +107,7 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_IsBelowPlayer : TYA
CMP #$00 : BNE .is_below_player
; Check if the player is too close
LDA $22 : STA $02
LDA $20 : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
%SetupDistanceFromSprite()
JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
; The player is below the scrub, so it should pop up
LDA #$20 : STA.w SprTimerA, X
@@ -121,7 +118,7 @@ Sprite_DekuScrubEnemy_Main:
}
; 0x01
DekuScrubEnemy_Attack:
BusinessScrub_Attack:
{
%StartOnFrame(0)
%PlayAnimation(0,2,8)
@@ -143,7 +140,7 @@ Sprite_DekuScrubEnemy_Main:
}
; 0x02
DekuScrubEnemy_PostAttack:
BusinessScrub_PostAttack:
{
%StartOnFrame(0)
%PlayAnimation(0,0,4)
@@ -158,7 +155,7 @@ Sprite_DekuScrubEnemy_Main:
}
; 0x03
DekuScrubEnemy_Recoil:
BusinessScrub_Recoil:
{
%StartOnFrame(3)
%PlayAnimation(3,6,6)
@@ -175,7 +172,7 @@ Sprite_DekuScrubEnemy_Main:
}
; 0x04
DekuScrubEnemy_Dazed:
BusinessScrub_Dazed:
{
%StartOnFrame(8)
%PlayAnimation(8,9,11)
@@ -191,7 +188,7 @@ Sprite_DekuScrubEnemy_Main:
}
; 0x05
DekuScrubEnemy_Subdued:
BusinessScrub_Subdued:
{
%StartOnFrame(7)
%PlayAnimation(7,7,1)
@@ -208,7 +205,7 @@ Sprite_DekuScrubEnemy_Main:
}
; 0x06
DekuScrubEnemy_PeaShot:
BusinessScrub_PeaShot:
{
%StartOnFrame(10)
%PlayAnimation(10,12,3)
@@ -228,7 +225,7 @@ Sprite_DekuScrubEnemy_Main:
RTS
}
DekuScrubEnemy_HidingDefeated:
BusinessScrub_HidingDefeated:
{
%StartOnFrame(13)
%PlayAnimation(13,13,1)
@@ -239,7 +236,7 @@ Sprite_DekuScrubEnemy_Main:
RTS
}
DekuScrubEnemy_CutsceneStart:
BusinessScrub_CutsceneStart:
{
; TODO: Add deku dream cutscene
RTS
@@ -323,7 +320,7 @@ SpawnPeaShot:
PHX
; Spawn Location
REP #$20
LDA $0FD8
LDA $0FD8
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
@@ -347,7 +344,7 @@ SpawnPeaShot:
; =========================================================
Sprite_DekuScrubEnemy_Draw:
Sprite_BusinessScrub_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
@@ -366,12 +363,12 @@ Sprite_DekuScrubEnemy_Draw:
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
@@ -388,7 +385,7 @@ Sprite_DekuScrubEnemy_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY