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