Rename DekuScrubBro to BusinessScrub in business_scrub.asm
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user