Cleanup Kydreeok and Kydreeok Head

This commit is contained in:
scawful
2024-10-06 23:38:43 -04:00
parent 80828790c9
commit 8060b82251
2 changed files with 235 additions and 267 deletions

View File

@@ -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 = 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 = $07 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = $07 ; 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
@@ -29,27 +29,23 @@
!ImperviousArrow = 00 ; 01 = Impervious to arrows !ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks !ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss !Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_Kydreeok_Prep, Sprite_Kydreeok_Long);
; ========================================================= %Set_Sprite_Properties(Sprite_Kydreeok_Prep, Sprite_Kydreeok_Long)
Sprite_Kydreeok_Long: Sprite_Kydreeok_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_Kydreeok_Draw
JSR Sprite_Kydreeok_Draw JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_Kydreeok_Main
JSR Sprite_Kydreeok_Main JSR Sprite_Kydreeok_CheckIfDead
JSR Sprite_Kydreeok_CheckIfDead JSR MaybeRespawnHead
JSR MaybeRespawnHead .SpriteIsNotActive
LDA.w SprState, X : BNE .not_inactive
.SpriteIsNotActive JSR ApplyEndPalette
LDA.w SprState, X : BNE .not_inactive .not_inactive
JSR ApplyEndPalette PLB
.not_inactive RTL
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
} }
; ========================================================= ; =========================================================
@@ -57,17 +53,16 @@ Sprite_Kydreeok_Long:
Sprite_Kydreeok_Prep: Sprite_Kydreeok_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA #$40 : STA.w SprTimerA, X LDA #$40 : STA.w SprTimerA, X
LDA.b #$08 : STA $36 ; Stores initial movement speeds LDA.b #$08 : STA $36 ; Stores initial movement speeds
LDA.b #$06 : STA $0428 ; Allows BG1 to move LDA.b #$06 : STA $0428 ; Allows BG1 to move
LDA.b #$09 : STA.w SprBump, X ; bump damage type LDA.b #$09 : STA.w SprBump, X ; bump damage type
; Cache the origin position of the sprite. ; Cache the origin position of the sprite.
LDA.w SprX, X : STA.w SprMiscA, X LDA.w SprX, X : STA.w SprMiscA, X
LDA.w SprY, X : STA.w SprMiscB, X LDA.w SprY, X : STA.w SprMiscB, X
JSR SpawnLeftHead JSR SpawnLeftHead
; JSR SpawnCenterHead ; JSR SpawnCenterHead
JSR SpawnRightHead JSR SpawnRightHead
@@ -77,7 +72,7 @@ Sprite_Kydreeok_Prep:
JSR ApplyPalette JSR ApplyPalette
; Final Boss theme 1F ; Final Boss theme 1F
LDA #$1F : STA $012C LDA #$1F : STA $012C
PLB PLB
@@ -99,7 +94,7 @@ Sprite_Kydreeok_CheckIfDead:
LDA.w SprMiscD, X : CMP.b #$02 : BEQ .dead LDA.w SprMiscD, X : CMP.b #$02 : BEQ .dead
LDA.b #$02 : STA.w SprMiscD, X LDA.b #$02 : STA.w SprMiscD, X
LDY.b #$01 : JSR ApplyKydreeokGraphics LDY.b #$01 : JSR ApplyKydreeokGraphics
JSR SpawnLeftHead JSR SpawnLeftHead
JSR SpawnRightHead JSR SpawnRightHead
RTS RTS
.dead .dead
@@ -110,10 +105,10 @@ Sprite_Kydreeok_CheckIfDead:
RTS RTS
} }
; Head may respawn if the other isn't killed in time ; Head may respawn if the other isn't killed in time
MaybeRespawnHead: MaybeRespawnHead:
{ {
LDA.w Offspring1_Id : TAY LDA.w Offspring1_Id : TAY
LDA.w SprState, Y : BNE .offspring1_alive LDA.w SprState, Y : BNE .offspring1_alive
JSL GetRandomInt : AND.b #$7F : BNE .offspring1_alive JSL GetRandomInt : AND.b #$7F : BNE .offspring1_alive
JSR SpawnLeftHead JSR SpawnLeftHead
@@ -240,14 +235,14 @@ Sprite_Kydreeok_Main:
PHX PHX
REP #$20 REP #$20
; Use a range of + 0x05 because being exact equal didnt trigger consistently ; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $20 : SBC.w SprCachedY : CMP.w #$FFFB : BCC .notEqualY LDA $20 : SBC.w SprCachedY : CMP.w #$FFFB : BCC .notEqualY
SEP #$20 SEP #$20
%GotoAction(2) ; Kydreeok_MoveXandY %GotoAction(2) ; Kydreeok_MoveXandY
BRA .notEqualX BRA .notEqualX
.notEqualY .notEqualY
; Use a range of + 0x05 because being exact equal didnt trigger consistently ; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $22 : SBC.w SprCachedX : CMP.w #$FFFB : BCC .notEqualX LDA $22 : SBC.w SprCachedX : CMP.w #$FFFB : BCC .notEqualX
SEP #$20 SEP #$20
%GotoAction(2) ; Kydreeok_MoveXandY %GotoAction(2) ; Kydreeok_MoveXandY
@@ -274,41 +269,31 @@ Sprite_Kydreeok_Main:
Kydreeok_Dead: Kydreeok_Dead:
{ {
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body) LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
; Flicker the body every other frame using the timer ; Flicker the body every other frame using the timer
LDA.w SprTimerA, X : AND.b #$01 : BEQ .flicker LDA.w SprTimerA, X : AND.b #$01 : BEQ .flicker
LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body) LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
.flicker .flicker
; Spawn the explosion ; Spawn the explosion
LDA.b #$00 ; SPRITE 00 LDA.b #$00
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically : BMI .no_space
BMI .no_space LDA.b #$0B : STA.w $0AAA
LDA.b #$04 : STA.w $0DD0,Y
LDA.b #$0B : STA.w $0AAA LDA.b #$03 : STA.w $0E40,Y
LDA.b #$04 : STA.w $0DD0,Y LDA.b #$0C : STA.w $0F50,Y
LDA.b #$03 : STA.w $0E40,Y LDA.w $0FD8 : STA.w SprX,Y
LDA.b #$0C : STA.w $0F50,Y LDA.w $0FD9 : STA.w SprXH,Y
LDA.w $0FD8 : STA.w SprX,Y LDA.w $0FDA : STA.w SprY,Y
LDA.w $0FD9 : STA.w SprXH,Y LDA.w $0FDB : STA.w SprYH,Y
LDA.w $0FDA : STA.w SprY,Y LDA.b #$1F : STA.w $0DF0,Y : STA.w $0D90,Y
LDA.w $0FDB : STA.w SprYH,Y LDA.b #$02 : STA.w $0F20,Y
LDA.b #$1F
STA.w $0DF0,Y
STA.w $0D90,Y
LDA.b #$02 : STA.w $0F20,Y
.no_space .no_space
LDA.w SprTimerA, X : BNE .continue LDA.w SprTimerA, X : BNE .continue
STZ.w $0422 STZ.w $0422
STZ.w $0424 STZ.w $0424
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body) LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
STZ.w $0DD0, X ; GG STZ.w $0DD0, X ; GG
.continue .continue
RTS RTS
} }
@@ -333,7 +318,6 @@ Sprite_Kydreeok_Main:
%GotoAction(2) %GotoAction(2)
.continue .continue
RTS RTS
} }
} }
@@ -367,12 +351,10 @@ Offspring3_Neck3_Y = $1A7D
SpawnLeftHead: SpawnLeftHead:
{ {
LDA #$CF LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return JSL Sprite_SpawnDynamically : BMI .return
TYA : STA.w Offspring1_Id TYA : STA.w Offspring1_Id
;store the sub-type ;store the sub-type
LDA.b #$00 : STA $0E30, Y LDA.b #$00 : STA $0E30, Y
PHX PHX
; code that controls where to spawn the offspring. ; code that controls where to spawn the offspring.
REP #$20 REP #$20
@@ -395,7 +377,6 @@ SpawnLeftHead:
STZ.w SprYRound, X STZ.w SprYRound, X
STZ.w SprXRound, X STZ.w SprXRound, X
PLX PLX
.return .return
RTS RTS
} }
@@ -513,10 +494,10 @@ MoveBody:
LDA.w SprY, X : SEC : SBC.b #$0C : STA.w $0DB0, X LDA.w SprY, X : SEC : SBC.b #$0C : STA.w $0DB0, X
LDA.w $0B08 : SEC : SBC.w SprX, X LDA.w $0B08 : SEC : SBC.w SprX, X
CLC : ADC.b #$02 CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target CMP.b #$04 : BCS .not_at_target
LDA.w $0B09 : SEC : SBC.w SprY, X LDA.w $0B09 : SEC : SBC.w SprY, X
CLC : ADC.b #$02 CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target CMP.b #$04 : BCS .not_at_target
@@ -588,17 +569,17 @@ StopIfOutOfBounds:
LDA.w SprCachedY : CMP.w #$00D0 : BCC .not_out_of_bounds_Down LDA.w SprCachedY : CMP.w #$00D0 : BCC .not_out_of_bounds_Down
SEP #$20 SEP #$20
LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down
LDA.b #-10 : STA.w SprYSpeed : STA.w SprYRound ; Reverse the direction LDA.b #-10 : STA.w SprYSpeed : STA.w SprYRound ; Reverse the direction
; Modify the neck position ; Modify the neck position
; Makes them move away from each other a bit ; Makes them move away from each other a bit
LDA $19EA : SEC : SBC #$04 : STA $19EA LDA $19EA : SEC : SBC #$04 : STA $19EA
LDA $19EC : SEC : SBC #$04 : STA $19EC LDA $19EC : SEC : SBC #$04 : STA $19EC
LDA $19EE : SEC : SBC #$04 : STA $19EE LDA $19EE : SEC : SBC #$04 : STA $19EE
LDA $19F0 : CLC : ADC #$04 : STA $19F0 LDA $19F0 : CLC : ADC #$04 : STA $19F0
LDA $19F2 : CLC : ADC #$04 : STA $19F2 LDA $19F2 : CLC : ADC #$04 : STA $19F2
LDA $19F4 : CLC : ADC #$04 : STA $19F4 LDA $19F4 : CLC : ADC #$04 : STA $19F4
.not_out_of_bounds_Down .not_out_of_bounds_Down
SEP #$20 SEP #$20
@@ -612,7 +593,7 @@ ApplyPalette:
{ {
REP #$20 ;Set A in 16bit mode REP #$20 ;Set A in 16bit mode
;note, this uses adresses like 7EC300 and not 7EC500 because the game ;note, this uses adresses like 7EC300 and not 7EC500 because the game
;will fade the colors into 7EC500 based on the colors found in 7EC300 ;will fade the colors into 7EC500 based on the colors found in 7EC300
LDA #$7FFF : STA $7EC5E2 ;BG2 LDA #$7FFF : STA $7EC5E2 ;BG2
@@ -623,11 +604,11 @@ ApplyPalette:
LDA #$7E56 : STA $7EC5EC LDA #$7E56 : STA $7EC5EC
LDA #$65CA : STA $7EC5EE LDA #$65CA : STA $7EC5EE
; LDA #$14A5 : STA $7EC5F0 ; LDA #$14A5 : STA $7EC5F0
; LDA #$7E56 : STA $7EC5F2 ; LDA #$7E56 : STA $7EC5F2
; LDA #$65CA : STA $7EC5F4 ; LDA #$65CA : STA $7EC5F4
INC $15 INC $15
SEP #$20 ;Set A in 8bit mode SEP #$20 ;Set A in 8bit mode
RTS RTS
@@ -637,7 +618,7 @@ ApplyEndPalette:
{ {
REP #$20 ;Set A in 16bit mode REP #$20 ;Set A in 16bit mode
;note, this uses adresses like 7EC300 and not 7EC500 because the game ;note, this uses adresses like 7EC300 and not 7EC500 because the game
;will fade the colors into 7EC500 based on the colors found in 7EC300 ;will fade the colors into 7EC500 based on the colors found in 7EC300
LDA #$1084 : STA $7EC5E2 ;BG2 LDA #$1084 : STA $7EC5E2 ;BG2
@@ -648,11 +629,11 @@ ApplyEndPalette:
LDA #$7E56 : STA $7EC5EC LDA #$7E56 : STA $7EC5EC
LDA #$65CA : STA $7EC5EE LDA #$65CA : STA $7EC5EE
; LDA #$14A5 : STA $7EC5F0 ; LDA #$14A5 : STA $7EC5F0
; LDA #$7E56 : STA $7EC5F2 ; LDA #$7E56 : STA $7EC5F2
; LDA #$65CA : STA $7EC5F4 ; LDA #$65CA : STA $7EC5F4
INC $15 INC $15
SEP #$20 ;Set A in 8bit mode SEP #$20 ;Set A in 8bit mode
RTS RTS
@@ -662,60 +643,55 @@ ApplyEndPalette:
Sprite_Kydreeok_Draw: Sprite_Kydreeok_Draw:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
; JSL Sprite_OAM_AllocateDeferToPlayer ; JSL Sprite_OAM_AllocateDeferToPlayer
LDA.b #$08 LDA.b #$08
JSL OAM_AllocateFromRegionE JSL OAM_AllocateFromRegionE
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
.next_tile .next_tile
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
SEP #$20 SEP #$20
BCC .on_screen_y BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
LDA .chr, X : STA ($90), Y LDA .chr, X : STA ($90), Y
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
PLY : INY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLX : DEX : BPL .next_tile
PLY : INY
PLX : DEX : BPL .next_tile
PLX PLX
RTS RTS
.start_index .start_index
db $00, $08, $10 db $00, $08, $10
@@ -741,27 +717,27 @@ Sprite_Kydreeok_Draw:
ApplyKydreeokGraphics: ApplyKydreeokGraphics:
{ {
PHX PHX
REP #$20 ; A = 16, XY = 8 REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ; turn the screen off (required) LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1 LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2 LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
; "001 => 2 registers write once (2 bytes: p, p+1)" ; "001 => 2 registers write once (2 bytes: p, p+1)"
CPY #$01 : BEQ .phase2 CPY #$01 : BEQ .phase2
LDA.w #KydreeokGraphics : STA $4302 LDA.w #KydreeokGraphics : STA $4302
LDX.b #KydreeokGraphics>>16 : STX $4304 LDX.b #KydreeokGraphics>>16 : STX $4304
JMP .continue JMP .continue
.phase2 .phase2
LDA.w #KydreeokPhase2Graphics : STA $4302 LDA.w #KydreeokPhase2Graphics : STA $4302
LDX.b #KydreeokPhase2Graphics>>16 : STX $4304 LDX.b #KydreeokPhase2Graphics>>16 : STX $4304
.continue .continue
LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
LDX #$01 : STX $420B ; Do the DMA LDX #$01 : STX $420B ; Do the DMA
LDX #$0F : STX $2100 ; Turn the screen back on LDX #$0F : STX $2100 ; Turn the screen back on
SEP #$30 SEP #$30
PLX PLX
RTS RTS
KydreeokGraphics: KydreeokGraphics:
incbin kydreeok.bin incbin kydreeok.bin

View File

@@ -12,7 +12,7 @@
!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 = 09 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = 09 ; 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
@@ -30,9 +30,7 @@
!ImperviousArrow = 00 ; 01 = Impervious to arrows !ImperviousArrow = 00 ; 01 = Impervious to arrows
!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_KydreeokHead_Prep, Sprite_KydreeokHead_Long); %Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long)
; =========================================================
Sprite_KydreeokHead_Long: Sprite_KydreeokHead_Long:
{ {
@@ -57,7 +55,7 @@ Sprite_KydreeokHead_Prep:
PHB : PHK : PLB PHB : PHK : PLB
LDA.b #$C0 : STA.w SprHealth, X LDA.b #$C0 : STA.w SprHealth, X
LDA.b #$09 : STA.w SprBump, X ; bump damage type LDA.b #$09 : STA.w SprBump, X ; bump damage type
STZ.w SprMiscE, X STZ.w SprMiscE, X
PLB PLB
@@ -86,54 +84,54 @@ Sprite_KydreeokHead_Main:
; 0x00 ; 0x00
KydreeokHead_ForwardAnim: KydreeokHead_ForwardAnim:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0,2,10) %PlayAnimation(0,2,10)
PHX PHX
JSL Sprite_CheckDamageFromPlayer JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
PLX PLX
JSR KydreeokHead_RotationMove JSR KydreeokHead_RotationMove
JSR RandomlyAttack JSR RandomlyAttack
LDA.b #$20 : STA.w SprTimerA, X LDA.b #$20 : STA.w SprTimerA, X
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
JSR GetDistance8bit : CMP #$0B : BCC .not_far JSR GetDistance8bit : CMP #$0B : BCC .not_far
%GotoAction(3) %GotoAction(3)
RTS
.not_far
%GotoAction(1)
RTS RTS
.not_right .not_far
JSR GetDistance8bit : CMP #$0B : BCC .not_far2 %GotoAction(1)
%GotoAction(4)
RTS
.not_far2
%GotoAction(2)
RTS RTS
.not_right
JSR GetDistance8bit : CMP #$0B : BCC .not_far2
%GotoAction(4)
RTS
.not_far2
%GotoAction(2)
RTS
} }
; ------------------------------------------------------- ; -------------------------------------------------------
; 0x01 ; 0x01
KydreeokHead_RightAnim: KydreeokHead_RightAnim:
{ {
%StartOnFrame(3) %StartOnFrame(3)
%PlayAnimation(3,5,10) %PlayAnimation(3,5,10)
PHX PHX
JSL Sprite_CheckDamageFromPlayer JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
PLX PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right JSR KydreeokHead_RotationMove
RTS JSR RandomlyAttack
.not_right
%GotoAction(0) JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
RTS RTS
.not_right
%GotoAction(0)
RTS
} }
; ------------------------------------------------------- ; -------------------------------------------------------
@@ -203,7 +201,7 @@ Sprite_KydreeokHead_Main:
JSR Sprite_Twinrova_FireAttack JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move JSL Sprite_Move
LDA.w SprTimerA, X : BNE .not_done LDA.w SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X LDA #$00 : STA $0DD0, X
.not_done .not_done
@@ -241,7 +239,6 @@ KydreeokHead_RotationMove:
; LDA.b #$01 : STA.w SprMiscE, X ; LDA.b #$01 : STA.w SprMiscE, X
; LDA.b #$10 : STA.w SprTimerE, X ; LDA.b #$10 : STA.w SprTimerE, X
; .no_independent ; .no_independent
RTS RTS
} }
@@ -251,15 +248,14 @@ Sprite_KydreeokHead_Damage_Flash:
; Change the palette to the next in the cycle ; Change the palette to the next in the cycle
LDA.w $0EB0, X : INC : CMP.b #$08 : BNE .dontReset LDA.w $0EB0, X : INC : CMP.b #$08 : BNE .dontReset
LDA.b #$00 LDA.b #$00
.dontReset .dontReset
STA.w $0EB0, X STA.w $0EB0, X
BRA .flash BRA .flash
.dontFlash .dontFlash
STZ.w $0EB0, X STZ.w $0EB0, X
.flash .flash
RTS RTS
} }
@@ -267,21 +263,21 @@ Sprite_KydreeokHead_Damage_Flash:
CoordinateBasedRotation: CoordinateBasedRotation:
{ {
LDA.w Neck_Index : TAY LDA.w Neck_Index : TAY
; JSL GetRandomInt : AND #$04 : TAY ; JSL GetRandomInt : AND #$04 : TAY
LDA.w X_Coords, Y : STA.w Neck1_OffsetX LDA.w X_Coords, Y : STA.w Neck1_OffsetX
LDA.w X_Coords, Y : STA.w Neck2_OffsetX LDA.w X_Coords, Y : STA.w Neck2_OffsetX
LDA.w X_Coords, Y : STA.w Neck3_OffsetX LDA.w X_Coords, Y : STA.w Neck3_OffsetX
LDA.w Y_Coords, Y : STA.w Neck1_OffsetY LDA.w Y_Coords, Y : STA.w Neck1_OffsetY
LDA.w Y_Coords, Y : STA.w Neck2_OffsetY LDA.w Y_Coords, Y : STA.w Neck2_OffsetY
LDA.w Y_Coords, Y : STA.w Neck3_OffsetY LDA.w Y_Coords, Y : STA.w Neck3_OffsetY
JSL GetRandomInt : AND #$3F : BNE .dont_increment JSL GetRandomInt : AND #$3F : BNE .dont_increment
INC.w Neck_Index INC.w Neck_Index
.dont_increment .dont_increment
CPY #15 : BNE .not_full CPY #15 : BNE .not_full
LDA #0 : STA.w Neck_Index LDA #0 : STA.w Neck_Index
.not_full .not_full
RTS RTS
} }
; Table for X coordinates (based on a radius of 8) ; Table for X coordinates (based on a radius of 8)
@@ -308,7 +304,6 @@ RotateHeadUsingSpeedValues:
.not_full .not_full
STY.w Neck_Index STY.w Neck_Index
JSL Sprite_MoveLong JSL Sprite_MoveLong
RTS RTS
} }
@@ -364,14 +359,14 @@ MoveWithBody:
STA.w SprMiscA, X STA.w SprMiscA, X
STA.w $19EA : DEC STA.w $19EA : DEC
STA.w $19EC : DEC STA.w $19EC : DEC
STA.w $19EE STA.w $19EE
; STA.w SprX, X ; STA.w SprX, X
LDA.w SprY, Y : SEC : SBC #$0F LDA.w SprY, Y : SEC : SBC #$0F
STA.w SprMiscB, X STA.w SprMiscB, X
STA.w $19EB STA.w $19EB
; STA.w $19ED ; STA.w $19ED
; STA.w $19EF ; STA.w $19EF
; STA.w SprY, X ; STA.w SprY, X
RTS RTS
@@ -380,11 +375,10 @@ MoveWithBody:
STA.w SprMiscA, X STA.w SprMiscA, X
STA.w $19F0 : INC STA.w $19F0 : INC
STA.w $19F2 : INC STA.w $19F2 : INC
STA.w $19F4 STA.w $19F4
; STA.w SprX, X ; STA.w SprX, X
LDA.w SprY, Y : SEC : SBC #$0F LDA.w SprY, Y : SEC : SBC #$0F
; STA.w SprY, X ; STA.w SprY, X
STA.w SprMiscB, X STA.w SprMiscB, X
STA.w $19F1 STA.w $19F1
@@ -419,8 +413,8 @@ Neck1_Control:
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ; load body position into sprite position
LDA.w $19EA : STA.w SprX, X LDA.w $19EA : STA.w SprX, X
LDA.w $19EB : STA.w SprY, X LDA.w $19EB : STA.w SprY, X
@@ -429,7 +423,7 @@ Neck1_Control:
LDA.b $01 : STA.w SprXSpeed, X LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EA LDA.w SprX, X : STA.w $19EA
LDA.w SprY, X : STA.w $19EB LDA.w SprY, X : STA.w $19EB
@@ -439,7 +433,7 @@ Neck1_Control:
LDA.w $19EC : STA $02 ; x LDA.w $19EC : STA $02 ; x
LDA.w $19ED : STA $03 ; y LDA.w $19ED : STA $03 ; y
LDA.w $19EA : STA $04 LDA.w $19EA : STA $04
LDA.w $19EB : STA $05 LDA.w $19EB : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
@@ -448,7 +442,7 @@ Neck1_Control:
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19EB : STA $06 ; dest Y LDA.w $19EB : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ;load body position into sprite position
LDA.w $19EC : STA.w SprX, X LDA.w $19EC : STA.w SprX, X
LDA.w $19ED : STA.w SprY, X LDA.w $19ED : STA.w SprY, X
@@ -502,38 +496,38 @@ Neck1_Control:
Neck2_Control: Neck2_Control:
{ {
; Set head pos ; Set head pos
LDA $19F4 : STA.w SprX, X LDA $19F4 : STA.w SprX, X
LDA $19F5 : STA.w SprY, X LDA $19F5 : STA.w SprY, X
LDA.w SprX, X : STA.w SprMiscC, X LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA.w SprMiscD, X LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprXSpeed, X : STA $08 LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09 LDA.w SprYSpeed, X : STA $09
LDA.w $19F0 : STA $02 ; x LDA.w $19F0 : STA $02 ; x
LDA.w $19F1 : STA $03 ; y LDA.w $19F1 : STA $03 ; y
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
; load body position into sprite position
LDA.w $19F0 : STA.w SprX, X
LDA.w $19F1 : STA.w SprY, X
LDA #$08 LDA.w SprX, X : STA $04
JSL Sprite_ProjectSpeedTowardsEntityLong LDA.w SprY, X : STA $05
LDA.b $01 : STA.w SprXSpeed, X JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
LDA.b $00 : STA.w SprYSpeed, X LDA.w SprX, X : STA $04 ; dest X
JSL Sprite_MoveLong LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprX, X : STA.w $19F0 LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprY, X : STA.w $19F1 LDA.w SprYH, X : STA $07 ; dest YH
; load body position into sprite position
LDA.w $19F0 : STA.w SprX, X
LDA.w $19F1 : STA.w SprY, X
.TooCloseToHead2 LDA #$08
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F0
LDA.w SprY, X : STA.w $19F1
.TooCloseToHead2
LDA.w $19F2 : STA $02 ; x LDA.w $19F2 : STA $02 ; x
LDA.w $19F3 : STA $03 ; y LDA.w $19F3 : STA $03 ; y
@@ -563,7 +557,7 @@ Neck2_Control:
; Do body part 2 ; Do body part 2
LDA.w $19F4 : STA $02 ; x LDA.w $19F4 : STA $02 ; x
LDA.w $19F5 : STA $03 ; y LDA.w $19F5 : STA $03 ; y
LDA.w $19F2 : STA $04 LDA.w $19F2 : STA $04
LDA.w $19F3 : STA $05 LDA.w $19F3 : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
@@ -595,11 +589,11 @@ Neck2_Control:
KydreeokHead_NeckControl: KydreeokHead_NeckControl:
{ {
LDA.w SprSubtype, X : BEQ .DoNeck1 LDA.w SprSubtype, X : BEQ .DoNeck1
JMP .DoNeck2 JMP .DoNeck2
.DoNeck1 .DoNeck1
JSR Neck1_Control JSR Neck1_Control
RTS RTS
.DoNeck2 .DoNeck2
JSR Neck2_Control JSR Neck2_Control
@@ -669,11 +663,11 @@ Sprite_KydreeokHead_DrawNeck:
STA $0E STA $0E
.on_screen_y2 .on_screen_y2
INY INY
LDA #$2E : STA ($90), Y ; Set the Char LDA #$2E : STA ($90), Y ; Set the Char
INY INY
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
@@ -685,54 +679,52 @@ Sprite_KydreeokHead_DrawNeck:
Sprite_KydreeokHead_Draw: Sprite_KydreeokHead_Draw:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer JSL Sprite_OAM_AllocateDeferToPlayer
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
LDA.w $0EB0, X : STA $08 LDA.w $0EB0, X : STA $08
PHX PHX
; amount of tiles - 1 ; amount of tiles - 1
LDX .nbr_of_tiles, Y : LDY.b #$00 LDX .nbr_of_tiles, Y : LDY.b #$00
.next_tile .next_tile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
; Add Animation Index Offset
; Add Animation Index Offset TXA : CLC : ADC $06
TXA : CLC : ADC $06
; Keep the value with animation index offset? ; Keep the value with animation index offset?
PHA : ASL A : TAX PHA : 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 : INY AND.w #$0100 : STA $0E : 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
SEP #$20 SEP #$20
BCC .on_screen_y BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY : LDA .chr, X : STA ($90), Y : INY INY : LDA .chr, X : STA ($90), Y : INY
LDA .properties, X : ORA $08 : STA ($90), Y LDA .properties, X : ORA $08 : 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 PLX : DEX : BPL .next_tile
PLX : DEX : BPL .next_tile
PLX PLX
JMP Sprite_KydreeokHead_DrawNeck JMP Sprite_KydreeokHead_DrawNeck
.start_index .start_index
db $00, $02, $04, $06, $0A, $0E, $12, $16, $1A, $1E, $22, $26, $2A, $2E, $32, $36 db $00, $02, $04, $06, $0A, $0E, $12, $16, $1A, $1E, $22, $26, $2A, $2E, $32, $36