diff --git a/Oracle_main.asm b/Oracle_main.asm index 255404d..a2dc779 100644 --- a/Oracle_main.asm +++ b/Oracle_main.asm @@ -89,6 +89,9 @@ namespace Oracle incsrc "Sprites/Kydrog/kydrog.asm" print "End of kydrog.asm ", pc + incsrc "Sprites/Kydrog/kydrog_boss.asm" + print "End of kydrog_boss.asm ", pc + incsrc "Sprites/maku_tree.asm" print "End of maku_tree.asm ", pc diff --git a/Sprites/Kydrog/kydrog_boss.asm b/Sprites/Kydrog/kydrog_boss.asm new file mode 100644 index 0000000..9c1ff0b --- /dev/null +++ b/Sprites/Kydrog/kydrog_boss.asm @@ -0,0 +1,494 @@ +;============================================================================== +; Sprite Properties +;============================================================================== + +!SPRID = $CB ; The sprite ID you are overwriting (HEX) +!NbrTiles = 10 ; Number of tiles used in a frame +!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless +!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is +!Health = 20 ; Number of Health the sprite have +!Damage = 00 ; (08 is a whole heart), 04 is half heart +!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 +!Palette = 00 ; Unused in this KydrogBoss (can be 0 to 7) +!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool +!Persist = 00 ; 01 = your sprite continue to live offscreen +!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) +!CollisionLayer = 00 ; 01 = will check both layer for collision +!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall +!DeflectArrow = 00 ; 01 = deflect arrows +!WaterSprite = 00 ; 01 = can only walk shallow water +!Blockable = 00 ; 01 = can be blocked by link's shield? +!Prize = 00 ; 00-15 = the prize pack the sprite will drop from +!Sound = 00 ; 01 = Play different sound when taking damage +!Interaction = 00 ; ?? No documentation +!Statue = 00 ; 01 = Sprite is statue +!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles +!ImperviousArrow = 00 ; 01 = Impervious to arrows +!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks +!Boss = $01 ; 00 = normal sprite, 01 = sprite is a boss + +%Set_Sprite_Properties(Sprite_KydrogBoss_Prep, Sprite_KydrogBoss_Long) + +;============================================================================== + +Sprite_KydrogBoss_Long: +{ + PHB : PHK : PLB + + JSR Sprite_KydrogBoss_Draw ; Call the draw code + JSL Sprite_CheckActive ; Check if game is not paused + BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive + + JSR Sprite_KydrogBoss_CheckIfDead ; Check if sprite is dead + JSR Sprite_KydrogBoss_Main ; Call the main sprite code + +.SpriteIsNotActive + PLB ; Get back the databank we stored previously + RTL ; Go back to original code +} + +;============================================================================== + +Sprite_KydrogBoss_CheckIfDead: +{ + LDA $0D80, X : CMP.b #$09 : BEQ .not_dead + + LDA $0E50, X : BNE .not_dead + PHX + + LDA.b #$04 : STA $0DD0, X ;kill sprite boss style + + LDA.b #$09 : STA $0D80, X ;go to KydrogBoss_Death stage + + PLX +.not_dead + RTS +} + +;============================================================================== + +Sprite_KydrogBoss_Prep: +{ + PHB : PHK : PLB + + ; Add more code here to initialize data + LDA.b #$80 : STA $0CAA, X + + LDA.b #$10 : STA $0E50, X ; health + LDA.b #$03 : STA $0F60, X ; hitbox settings + LDA.b #$0F : STA $0CD2, X ; bump damage type (4 hearts, green tunic) + + ; Make the sprite take damage from a sword + LDA $0CAA, X : AND.b #$FB : STA $0CAA, X + + ; Make the sprite not invincible + LDA $0E60, X : AND.b #$BF : STA $0E60, X + + JSR KydrogBoss_Set_Damage ; Set the damage table + + %SetSpriteSpeedX(15) + %SetSpriteSpeedX(15) + %SetHarmless(00) + + PLB + RTL +} +;============================================================================== + +Sprite_KydrogBoss_Main: +{ + LDA.w SprAction, X; Load the SprAction + JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in + + dw KydrogBoss_Init ; 00 + + dw KydrogBoss_WalkState ; 01 + dw KydrogBoss_WalkForward ; 02 + dw KydrogBoss_WalkLeft ; 03 + dw KydrogBoss_WalkRight ; 04 + dw KydrogBoss_WalkBackward ; 05 + + dw KydrogBoss_TakeDamage ; 06 + dw KydrogBoss_TauntPlayer ; 07 + dw KydrogBoss_SummonStalfos ; 08 + + dw KydrogBoss_Death ; 09 + + + + KydrogBoss_Init: + { + %PlayAnimation(0, 0, 16) + LDA.b #$D0 : STA $0E10, X ;sets timer for start wait + + %GotoAction(1) ;Goto KydrogBoss_WalkForward + RTS + } + + KydrogBoss_WalkState: + { + .CheckVertical + JSL Sprite_IsBelowPlayer ; Check if sprite is below player + TYA : CMP.b #$01 : BEQ .WalkBackwards ; If so, go to KydrogBoss_WalkBackwards + %GotoAction(2) ; Goto KydrogBoss_WalkForward + RTS + + .WalkBackwards + %GotoAction(5) ; Goto KydrogBoss_WalkBackwards + RTS + + ; --------------------------------------------------------------------------- + .CheckHorizontal + JSL Sprite_IsToRightOfPlayer ; Check if sprite is to the right of player + TYA : CMP.b #$01 : BEQ .WalkLeft ; If so, go to KydrogBoss_WalkLeft + ; JSR Sprite_DirectionToFacePlayer : TYA + CLC + %GotoAction(4) + RTS + + .WalkLeft + %GotoAction(3) ; Goto KydrogBoss_WalkLeft + + RTS + } + + KydrogBoss_WalkForward: + { + %PlayAnimation(0, 2, 16) + + PHX + JSL Sprite_CheckDamageFromPlayerLong + %DoDamageToPlayerSameLayerOnContact() + PLX + + JSL Sprite_Damage_FlashLONG + %MoveTowardPlayer(5) + + %GotoAction(1) + RTS + } + + KydrogBoss_WalkLeft: + { + %PlayAnimation(3, 5, 16) + + PHX + JSL Sprite_CheckDamageFromPlayerLong + %DoDamageToPlayerSameLayerOnContact() + PLX + JSL Sprite_Damage_FlashLONG + + %MoveTowardPlayer(5) + + %GotoAction(1) + RTS + } + + KydrogBoss_WalkRight: + { + %PlayAnimation(6, 8, 16) + + PHX + JSL Sprite_CheckDamageFromPlayerLong + %DoDamageToPlayerSameLayerOnContact() + PLX + + JSL Sprite_Damage_FlashLONG + %MoveTowardPlayer(5) + + %GotoAction(1) + RTS + } + + KydrogBoss_WalkBackward: + { + %PlayAnimation(9, 11, 16) + + PHX + JSL Sprite_CheckDamageFromPlayerLong + %DoDamageToPlayerSameLayerOnContact() + PLX + + JSL Sprite_Damage_FlashLONG + %MoveTowardPlayer(5) + + %GotoAction(1) + RTS + } + + ; --------------------------------------------------------------------------- + + KydrogBoss_TakeDamage: + { + %PlayAnimation(12, 14, 16) + %DoDamageToPlayerSameLayerOnContact() + RTS + } + + KydrogBoss_TauntPlayer: + { + %PlayAnimation(15, 16, 16) + %DoDamageToPlayerSameLayerOnContact() + RTS + } + + KydrogBoss_SummonStalfos: + { + %PlayAnimation(17, 17, 16) + %DoDamageToPlayerSameLayerOnContact() + RTS + } + + KydrogBoss_Death: ;0x09 + { + + ; Change the palette to the next in the cycle for the leg + LDA $0E60, X : INC : CMP.b #$08 : BNE .dontReset + LDA.b #$00 + + .dontReset + STA $0E60, X + + RTS + } + + RTS +} + +;============================================================================== + +Sprite_KydrogBoss_Draw: +{ + JSL Sprite_PrepOamCoord + JSL Sprite_OAM_AllocateDeferToPlayer + + LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame + LDA .start_index, Y : STA $06 + + + PHX + LDX .nbr_of_tiles, Y ;amount of tiles -1 + LDY.b #$00 + .nextTile + + PHX ; Save current Tile Index? + + TXA : CLC : ADC $06 ; Add Animation Index Offset + + PHA ; Keep the value with animation index offset? + + ASL A : TAX + + REP #$20 + + LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y + AND.w #$0100 : STA $0E + INY + LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y + CLC : ADC #$0010 : CMP.w #$0100 + SEP #$20 + BCC .on_screen_y + + LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way + STA $0E + .on_screen_y + + PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) + INY + LDA .chr, X : STA ($90), Y + INY + LDA .properties, X : STA ($90), Y + + PHY + + TYA : LSR #2 : TAY + + LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer + + PLY : INY + + PLX : DEX : BPL .nextTile + + PLX + + RTS + + +;============================================================================== + +.start_index +db $00, $0B, $15, $1F, $27, $2D, $35, $3D, $43, $4C, $57, $66, $71, $7A, $87, $91, $99, $A1 +.nbr_of_tiles +db 10, 9, 9, 7, 5, 7, 7, 5, 8, 10, 14, 10, 8, 12, 9, 7, 7, 6 +.x_offsets +dw -8, 8, 8, 0, 8, 0, -8, -8, 16, 16, -8 +dw -8, 8, -8, 0, 16, 16, -8, 16, 0, 8 +dw -8, 8, 0, 16, -8, -8, -8, 16, 0, 8 +dw 0, 0, 16, 8, 0, 16, 16, 16 +dw 16, 0, 0, 16, 16, 0 +dw 0, 16, 8, 16, 0, 16, 12, 0 +dw 4, -4, 12, 4, -4, -4, 4, -4 +dw 4, -12, 4, -12, -4, 16 +dw 4, -4, 4, -4, -4, 12, 12, -4, 12 +dw 0, 8, 8, 0, 0, 8, -8, -8, -8, 16, 16 +dw 0, 8, 8, 0, 8, 0, 0, 8, 8, -8, -8, -8, 16, 16, 16 +dw 0, 8, 8, 0, 0, 8, 16, 16, 16, -8, -8 +dw -8, -8, 8, 16, 8, 8, 16, 0, 8 +dw 0, -8, 8, 8, -8, -8, 0, 8, 0, 8, 16, 16, 16 +dw -8, 16, 8, 8, 16, 0, 16, -8, 0, 8 +dw -8, 8, -8, -8, 8, 8, -8, 16 +dw -8, 8, 0, 8, -8, 8, -8, 16 +dw -12, 4, 12, -4, 0, 16, 8 +.y_offsets +dw -20, -20, -4, 4, 4, 12, 4, 12, 4, 12, -4 +dw -19, -19, 4, 4, 4, 12, -4, -4, -3, -3 +dw -20, -20, 4, 4, 4, 12, -4, -4, -4, -4 +dw -20, -4, -4, -4, 4, 4, 12, -20 +dw -20, -4, 4, -4, 4, -20 +dw -20, -20, -4, -4, 4, 4, 12, -4 +dw -20, -20, -4, -4, -4, -12, 4, 4 +dw -20, -20, -4, -4, 4, 0 +dw -20, -20, -4, -4, 4, 0, 8, -12, -4 +dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8 +dw -20, -20, -12, -4, -4, 0, 8, 0, 8, 0, 8, -8, 0, 8, -8 +dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8 +dw -24, -8, -24, -8, -8, 0, 0, 8, 8 +dw -8, -24, -24, -8, -8, 0, 8, 8, 0, 0, 0, 8, -8 +dw -16, -16, -16, -8, -8, 0, 0, 0, -24, -24 +dw 0, 0, -16, -24, -16, -24, -16, -16 +dw 0, 0, -8, -8, -24, -24, -8, -8 +dw -4, -4, -20, -20, 12, 12, 12 +.chr +db $87, $87, $A7, $80, $81, $A4, $93, $A3, $96, $A6, $A7 +db $87, $87, $B3, $80, $92, $A2, $83, $83, $A8, $A8 +db $87, $87, $80, $B2, $A1, $B1, $83, $83, $A8, $A8 +db $C9, $E9, $EB, $EA, $C0, $C2, $D2, $CB +db $CE, $EC, $C3, $EE, $C5, $CC +db $C9, $CB, $FA, $FB, $C6, $C8, $D8, $E9 +db $C9, $CB, $E9, $EA, $EB, $DB, $E1, $E0 +db $CC, $CE, $EC, $EE, $E3, $E5 +db $C9, $CB, $FA, $FB, $E6, $E8, $F8, $DE, $E9 +db $89, $89, $99, $8E, $A9, $A9, $82, $92, $A2, $B3, $83 +db $89, $89, $99, $A9, $A9, $8D, $9D, $8D, $9D, $8C, $9C, $83, $A1, $B1, $82 +db $89, $89, $99, $8E, $A9, $A9, $83, $93, $A3, $B2, $83 +db $45, $65, $45, $65, $66, $77, $75, $BD, $BE +db $6F, $4E, $4E, $6F, $47, $57, $7C, $7D, $AA, $AB, $6E, $7E, $83 +db $84, $84, $85, $95, $5D, $AA, $6D, $6D, $8A, $8A +db $AC, $AE, $50, $40, $50, $40, $52, $52 +db $AC, $AE, $63, $63, $42, $42, $60, $60 +db $68, $6A, $4B, $49, $70, $72, $71 +.properties +db $3B, $7B, $7B, $3B, $3B, $3B, $3B, $3B, $3B, $3B, $3B +db $3B, $7B, $3B, $3B, $3B, $3B, $3B, $7B, $3B, $7B +db $3B, $7B, $7B, $3B, $3B, $3B, $3B, $7B, $3B, $7B +db $3B, $3B, $3B, $3B, $3B, $3B, $3B, $3B +db $3B, $3B, $3B, $3B, $3B, $3B +db $3B, $3B, $3B, $3B, $3B, $3B, $3B, $3B +db $7B, $7B, $7B, $7B, $7B, $7B, $3B, $3B +db $7B, $7B, $7B, $7B, $3B, $3B +db $7B, $7B, $7B, $7B, $3B, $3B, $3B, $7B, $7B +db $3B, $7B, $7B, $3B, $3B, $7B, $7B, $7B, $7B, $7B, $7B +db $3B, $7B, $7B, $3B, $7B, $3B, $3B, $7B, $7B, $3B, $3B, $3B, $7B, $7B, $3B +db $3B, $7B, $7B, $7B, $3B, $7B, $7B, $7B, $7B, $7B, $3B +db $3B, $3B, $7B, $7B, $7B, $3B, $7B, $3B, $3B +db $3B, $3B, $7B, $7B, $3B, $3B, $3B, $3B, $3B, $3B, $3B, $3B, $7B +db $3B, $7B, $7B, $7B, $3B, $3B, $3B, $7B, $3B, $7B +db $3B, $3B, $3B, $3B, $7B, $7B, $3B, $7B +db $3B, $3B, $3B, $7B, $3B, $7B, $3B, $7B +db $3B, $3B, $3B, $3B, $3B, $3B, $3B +.sizes +db $02, $02, $02, $00, $00, $02, $00, $00, $00, $00, $02 +db $02, $02, $00, $02, $00, $00, $00, $00, $00, $00 +db $02, $02, $02, $00, $00, $00, $00, $00, $00, $00 +db $02, $00, $00, $00, $02, $00, $00, $00 +db $02, $02, $02, $02, $00, $02 +db $02, $00, $00, $00, $02, $00, $00, $00 +db $02, $00, $00, $00, $00, $00, $02, $02 +db $02, $02, $02, $02, $02, $00 +db $02, $00, $00, $00, $02, $00, $00, $00, $00 +db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00 +db $02, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00 +db $02, $02, $02, $00, $00, $00, $00, $00, $00 +db $00, $02, $02, $00, $02, $02, $00, $00, $00, $00, $00, $00, $00 +db $02, $00, $00, $00, $00, $02, $00, $00, $00, $00 +db $02, $02, $02, $02, $02, $02, $00, $00 +db $02, $02, $02, $00, $02, $02, $00, $00 +db $02, $02, $02, $02, $00, $00, $00 + +} + +;BA: Boomerang +;D1: Damage 1 +;D2: Damage 2 +;D3: Damage 3 +;D4: Damage 4 +;D5: Damage 5 +;AR: Arrow Damage +;HS: Hookshot Damage +;BM: BombDamage +;SA: Silvers Damage +;PD: Powder Damage +;FR: Fire Rod Damage +;IR: Ice Rod Damage +;BB: Bombos Damage +;EF: Ether Damage +;QU: Quake Damage + +KydrogBoss_Set_Damage: +{ + PHX + LDX.b #$00 + + .loop + + LDA .damageProperties, X : STA $7F6880, X + + INX : CPX.b #$10 : BNE .loop + + PLX + + RTS + + .damageProperties + db $00, $01, $01, $01, $01, $01, $01, $00, $01, $01, $00, $04, $01, $01, $00, $01 + ;BA D1 D2 D3 D4 D5 AR HS BM SA PD FR IR BB ET QU +} + +; ============================================================================= + +Sprite_Damage_FlashLONG: +{ + PHB : PHK : PLB + + JSR Sprite_Damage_Flash + + PLB + RTL +} + +; ============================================================================= + +Sprite_Damage_Flash: +{ + LDA $0EF0, X : BEQ .dontFlash + ; Change the palette to the next in the cycle + LDA $0E60, X : INC : CMP.b #$08 : BNE .dontReset + LDA.b #$00 + + .dontReset + STA $0E60, X + + BRA .flash + +.dontFlash + + STZ $0E60, X + +.flash + + RTS +} \ No newline at end of file diff --git a/Sprites/sprite_functions_hooks.asm b/Sprites/sprite_functions_hooks.asm index 5f3b015..78d02d8 100644 --- a/Sprites/sprite_functions_hooks.asm +++ b/Sprites/sprite_functions_hooks.asm @@ -345,4 +345,7 @@ Sprite_SpawnSparkleGarnish: org $06EA1A -Sprite_ProjectSpeedTowardsPlayer: \ No newline at end of file +Sprite_ProjectSpeedTowardsPlayer: + +org $06F2AA +Sprite_CheckDamageFromPlayerLong: \ No newline at end of file diff --git a/Sprites/sprite_jump_table.asm b/Sprites/sprite_jump_table.asm deleted file mode 100644 index 2bd11ae..0000000 --- a/Sprites/sprite_jump_table.asm +++ /dev/null @@ -1,77 +0,0 @@ -pushpc -org $06FFF8 ; New Jumptable for sprites -NewMainSprFunction: -JSL SpriteActiveExp_MainLong -RTS - -org $068EB9 -NewSprPrepFunction: -JSL Sprite_PrepExp_Long -RTS -pullpc - - - -SpriteActiveExp_MainLong: -{ -PHB : PHK : PLB - -JSL NewSprTable - -PLB - -RTL -} - -NewSprTable: -LDA $0E20, X ; Load Sprite ID -REP #$30 -AND.w #$00FF -STA $06 -ASL A ; *2 -CLC : ADC $06 ; *3 -TAY - -LDA NewSprRoutinesLong, Y ; Load sprite Address -STA $06 -SEP #$30 -LDA NewSprRoutinesLong+2, Y -STA $08 -JMP [$0006] - -;do a JML and sprite will RTL back to previous code - -Sprite_PrepExp_Long: -{ -PHB : PHK : PLB - -JSL NewSprPrepTable - -PLB - -RTL -} - -NewSprPrepTable: -LDA $0E20, X ; Load Sprite ID -REP #$30 -AND.w #$00FF -STA $06 -ASL A ; *2 -CLC : ADC $06 ; *3 -TAY - -LDA NewSprPrepRoutinesLong, Y ; Load sprite Address -STA $06 -SEP #$30 -LDA NewSprPrepRoutinesLong+2, Y -STA $08 -JMP [$0006] - -NewSprRoutinesLong: -fillbyte $00 -fill $2FD - -NewSprPrepRoutinesLong: -fillbyte $00 -fill $2FD