Start Sprite_KydrogBoss

This commit is contained in:
scawful
2023-05-26 13:52:01 -05:00
parent 31a8d5a27d
commit 87f4c8fe8c
4 changed files with 501 additions and 78 deletions

View File

@@ -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
}

View File

@@ -345,4 +345,7 @@ Sprite_SpawnSparkleGarnish:
org $06EA1A
Sprite_ProjectSpeedTowardsPlayer:
Sprite_ProjectSpeedTowardsPlayer:
org $06F2AA
Sprite_CheckDamageFromPlayerLong:

View File

@@ -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