diff --git a/Sprites/Enemies/business_scrub.asm b/Sprites/Enemies/business_scrub.asm index 641f944..1be52ec 100644 --- a/Sprites/Enemies/business_scrub.asm +++ b/Sprites/Enemies/business_scrub.asm @@ -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