KydrogBoss Ascend and Descend, multi phase control

This commit is contained in:
scawful
2024-02-19 09:00:50 -05:00
parent 7ac23267ef
commit 88485333f3

View File

@@ -5,8 +5,8 @@
; RAM Addresses
; =============================================================================
!OffspringCount = $AC ;0x01
!CurrentDraw = $7A ;0x01
!ConsecutiveHits = $AC ;0x01
!KydrogPhase = $7A ;0x01
!WalkSpeed = 10 ;0x01
;==============================================================================
@@ -14,7 +14,7 @@
;==============================================================================
!SPRID = $CB ; The sprite ID you are overwriting (HEX)
!NbrTiles = 10 ; Number of tiles used in a frame
!NbrTiles = 11 ; 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 = 00 ; Number of Health the sprite have
@@ -22,7 +22,7 @@
!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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this KydrogBoss (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
@@ -50,6 +50,7 @@ Sprite_KydrogBoss_Long:
PHB : PHK : PLB
JSR Sprite_KydrogBoss_Draw ; Call the draw code
; JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
@@ -69,16 +70,20 @@ Sprite_KydrogBoss_CheckIfDead:
LDA $0D80, X : CMP.b #$09 : BEQ .not_dead
; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
LDA $0E50, X : CMP.b #$C3 : BCC .healthNotNegative
LDA.b #$00 : STA $0E50, X
.healthNotNegative
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
STZ.w $0D90,X
LDA.b #$E0 : STA.w $0DF0,X
PLX
.not_dead
@@ -91,18 +96,14 @@ Sprite_KydrogBoss_Prep:
{
PHB : PHK : PLB
LDA.b #$40 : STA $0E50, X ;health
LDA #$00 : STA !KydrogPhase
LDA.b #$80 : STA $0E50, X ; health
LDA.b #$80 : STA $0CAA, X
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
LDA.b #$04 : STA $0CD2, X ; bump damage type
LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
JSR KydrogBoss_Set_Damage ; Set the damage table
@@ -110,18 +111,22 @@ Sprite_KydrogBoss_Prep:
%SetSpriteSpeedX(15)
%SetHarmless(00)
LDA #$60 : STA SprTimerD, X
LDA #$80 : STA SprTimerD, X ; intro timer
PLB
RTL
}
;==============================================================================
pushpc
org $1ECD97
LDA.b #$0A
pullpc
macro StopIfTooClose()
LDA $0E : CMP.b #$0030 : BCS +
LDA $0E : CMP.b #$0020 : BCS +
CLC
LDA $0F : CMP.b #$0030 : BCS +
LDA $0F : CMP.b #$0020 : BCS +
LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
%GotoAction(7)
RTS
@@ -129,13 +134,24 @@ macro StopIfTooClose()
endmacro
macro RandomStalfosOffspring()
JSL GetRandomInt : AND.b #$7F : BNE +
JSL GetNumberSpawnStalfos
LDA $00 : CMP.b #$04 : BCS .too_many_stalfos
JSL GetRandomInt : AND.b #$3F : BNE +
PHX : JSR Sprite_Offspring_Spawn : PLX
+
JSL GetRandomInt : AND.b #$7F : BNE +
JSL GetRandomInt : AND.b #$3F : BNE ++
PHX : JSR Sprite_Offspring_SpawnHead : PLX
+
++
.too_many_stalfos
endmacro
macro BounceBasedOnPhase()
LDA !KydrogPhase : CMP #$00 : BEQ .phase_one
LDA #$10 : STA $08 : LDA #$20 : STA $09
.phase_one
JSL Sprite_BounceTowardPlayer
endmacro
Sprite_KydrogBoss_Main:
@@ -154,6 +170,10 @@ Sprite_KydrogBoss_Main:
dw KydrogBoss_SummonStalfos ; 08
dw KydrogBoss_Death ; 09
dw KydrogBoss_Ascend ; 0A
dw KydrogBoss_Descend ; 0B
dw KydrogBoss_Abscond ; 0C
; ---------------------------------------------------------------------------
KydrogBoss_Init:
@@ -175,19 +195,25 @@ Sprite_KydrogBoss_Main:
KydrogBoss_WalkState:
{
JSR CheckForNextPhase
LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(6) ; Goto KydrogBoss_TakeDamage
RTS
.not_flashing
; LDA !OffspringCount : CMP.b #$05 : BCS .no_offspring
JSL GetRandomInt : AND.b #$0F : BNE .not_taunting
LDA.b #$10 : STA.w SprTimerD, X
%GotoAction(8) ; Goto KydrogBoss_TauntPlayer
RTS
.not_taunting
; JSL GetRandomInt : AND.b #$0F : BNE .not_absconding
; LDA.b #$20 : STA.w SprTimerD, X
; %GotoAction(12) ; Goto KydrogBoss_Abscond
; RTS
; .not_absconding
LDA #$50 : STA $09, X
JSL Sprite_DirectionToFacePlayer
TYA : CMP.b #$02 : BCC .WalkRight
@@ -227,7 +253,7 @@ Sprite_KydrogBoss_Main:
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%BounceBasedOnPhase()
%RandomStalfosOffspring()
@@ -247,7 +273,7 @@ Sprite_KydrogBoss_Main:
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%BounceBasedOnPhase()
%RandomStalfosOffspring()
@@ -267,7 +293,7 @@ Sprite_KydrogBoss_Main:
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%BounceBasedOnPhase()
%RandomStalfosOffspring()
@@ -287,7 +313,7 @@ Sprite_KydrogBoss_Main:
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%BounceBasedOnPhase()
%RandomStalfosOffspring()
@@ -302,6 +328,15 @@ Sprite_KydrogBoss_Main:
%StartOnFrame(12)
%PlayAnimation(12, 14, 8)
INC !ConsecutiveHits
LDA !ConsecutiveHits : CMP #$10 : BCC .continue
STZ !ConsecutiveHits
LDA.b #$28 ; SFX3.28
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
%GotoAction($0A) ; Goto KydrogBoss_Ascend
RTS
.continue
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
@@ -315,6 +350,13 @@ Sprite_KydrogBoss_Main:
%GotoAction(1)
+
JSL GetRandomInt : AND.b #$1F : BNE ++
LDA.b #$28 ; SFX3.28
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
%GotoAction($0A) ; Goto KydrogBoss_Ascend
++
RTS
}
@@ -352,22 +394,11 @@ Sprite_KydrogBoss_Main:
JSL Sprite_DamageFlash_Long
%RandomStalfosOffspring()
LDA.w SprTimerD, X : BNE +
JSL GetRandomInt : AND.b #$3F : BNE .no_stalfos
PHX
JSR Sprite_Offspring_Spawn
PLX
.no_stalfos
JSR Kydrog_ThrowBoneAtPlayer
CLC
JSL GetRandomInt : AND.b #$3F : BNE .finish_summon
JSR Sprite_Offspring_SpawnHead
; .offspring_stalfos
;
.finish_summon
%GotoAction(1)
+
RTS
@@ -377,9 +408,10 @@ Sprite_KydrogBoss_Main:
KydrogBoss_Death: ;0x09
{
%StartOnFrame(0)
%PlayAnimation(0, 0, 10)
; %StartOnFrame(0)
; %PlayAnimation(0, 0, 10)
JSL $09EF56 ; Kill friends
; Change the palette to the next in the cycle for the leg
LDA $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
@@ -391,15 +423,334 @@ Sprite_KydrogBoss_Main:
RTS
}
KydrogBoss_Ascend: ; 0x0A
{
%StartOnFrame(17)
%PlayAnimation(17, 17, 10)
%RandomStalfosOffspring()
; Increase the Z for a bit until he is off screen
LDA SprHeight, X : CLC : ADC.b #$04
STA SprHeight, X : CMP.b #$B0 : BCC .not_off_screen
;
LDA #$40 : STA SprTimerD, X
%GotoAction($0B)
.not_off_screen
RTS
}
KydrogBoss_Descend:
{
%StartOnFrame(17)
%PlayAnimation(17, 17, 10)
%RandomStalfosOffspring()
LDA SprTimerD, X : BEQ .no_track_player
LDA $20 : STA SprY, X
LDA $22 : STA SprX, X
; PHX : JSL $01F3EC : PLX ; Light Torch
LDA SprTimerD, X : BNE .wait_a_second
.no_track_player
; Decrease the Z for a bit until he is at level with Link
LDA SprHeight, X : SEC : SBC.b #$04 : STA SprHeight, X
CMP.b #$04 : BCS .not_off_screen
%GotoAction(1)
.not_off_screen
.wait_a_second
RTS
}
KydrogBoss_Abscond: ; 0x0C
{
%StartOnFrame(13)
%PlayAnimation(13, 13, 10)
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b $0D50 : CLC : ADC.b #$08 : STA $0D50
LDA.b $0D70 : CLC : ADC.b #$02 : STA $0D70
LDA SprTimerD, X : BNE .not_done
%GotoAction(1)
RTS
+
LDA.b $0D40 : CLC : ADC.b #$08 : STA $0D40
LDA.b $0D60 : CLC : ADC.b #$02 : STA $0D60
LDA SprTimerD, X : BNE .not_done
%GotoAction(1)
.not_done
JSL Sprite_Move
RTS
}
}
; =============================================================================
CheckForNextPhase:
{
LDA !KydrogPhase : CMP.b #$00 : BEQ .phase_one
CMP.b #$01 : BEQ .phase_two
CMP.b #$02 : BEQ .phase_three
CMP.b #$03 : BEQ .phase_four
RTS
.phase_one
; Check for phase two
LDA SprHealth,X : CMP.b #$60 : BCC .phase_two
RTS
.phase_two
LDA SprHealth,X : CMP.b #$40 : BCC .phase_three
LDA !KydrogPhase : CMP.b #$01 : BEQ .return
; LDA #$80 : STA $0E50, X
LDA #$01 : STA $0D80, X
STA !KydrogPhase
INC $0DA0, X
PHX : JSL $01F4A1 : PLX ; Extinguish torch
RTS
.phase_three
LDA SprHealth,X : CMP.b #$20 : BCC .phase_four
LDA !KydrogPhase : CMP.b #$02 : BEQ .return
; LDA #$80 : STA $0E50, X
LDA #$02 : STA $0D80, X
STA !KydrogPhase
PHX : JSL $01F4A1 : PLX ; Extinguish torch
RTS
.phase_four
LDA #$80 : STA $0E50, X
LDA #$03 : STA $0D80, X
STA !KydrogPhase
PHX : JSL $01F4A1 : PLX ; Extinguish torch
.return
RTS
}
; =============================================================================
;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 $7F6CB0, X
INX : CPX.b #$10 : BNE .loop
PLX
RTS
.damageProperties
db $00, $01, $01, $01, $01, $01, $01, $00, $04, $01, $00, $01, $02, $01, $00, $01
;BA D1 D2 D3 D4 D5 AR HS BM SA PD FR IR BB ET QU
}
; =============================================================================
Sprite_DamageFlash_Long:
{
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 $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
LDA.b #$00
.dontReset
STA $0DA0, X
BRA .flash
.dontFlash
STZ $0DA0, X
.flash
RTS
}
; =============================================================================
Sprite_Offspring_SpawnHead:
{
JSL GetRandomInt : AND.b #$3F : BNE .normal_head
LDA.b #$02 : BRA .alt_entry
.normal_head
LDA.b #$7C
.alt_entry
BRA Sprite_Offspring_Spawn_alt_entry
RTS
}
Sprite_Offspring_Spawn:
{
JSL GetRandomInt : AND.b #$3F : BNE .normal_stalfos
LDA.b #$85 : BRA .alt_entry
.normal_stalfos
; Spawn the stalfos offspring
LDA.b #$A7
.alt_entry
JSL Sprite_SpawnDynamically : BMI .return ;89
;store the sub-type
LDA.b #$02 : STA $0E30, Y
PHX
;code that controls where to spawn the offspring.
REP #$20
LDA $0FD8 : CLC : ADC.w #$000C
SEP #$20
STA $0D10, Y
XBA : STA $0D30, Y
REP #$20
LDA $0FDA : CLC : ADC.w #$001E
SEP #$20
STA $0D00, Y
XBA : STA $0D20, Y
TYX
STZ $0D60, X
STZ $0D70, X
PLX
.return
RTS
}
Kydrog_ThrowBoneAtPlayer:
{
LDA.b #$A7 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
LDA.b #$01 : STA $0D90, Y ; Sprite state "falling into a pit"
JSL Sprite_SetSpawnedCoords
PHX
TYX
LDA SprX, X : CLC : ADC.b #$10 : STA SprX, X
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X
LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
LDA.b #$21 : STA $0E40, X : STA $0BA0, X
LDA $0E60, X : ORA.b #$40 : STA $0E60, X
LDA.b #$48 : STA $0CAA, X
LDA.b #$10 : STA SprTimerC, X
LDA.b #$14 : STA $0F60, X
LDA.b #$07 : STA $0F50, X
LDA.b #$20 : STA $0CD2, X
PLX
LDA.b #$02 : JSL Sound_SetSfx2PanLong
.spawn_failed
RTS
}
; Y is the sprite index after you spawn it.
; oh right yeah y will be equal to the sprite you spawned for that frame
; but if you want to do a count what you would do:
; $00 = your stalfos skull count
GetNumberSpawnStalfos:
{
PHX
STZ.w $00
LDX.b #$10
.x_loop
DEX
LDY.b #$04
.y_loop
DEY
LDA $0E20, X : CMP.w .stalfos_ids, Y : BEQ .increment_count
BRA .not_a_skull
.increment_count
LDA $0DD0, X : CMP.b #$00 : BEQ .not_a_skull
INC $00
.not_a_skull
CPY.b #$00 : BNE .y_loop
CPX.b #$00 : BNE .x_loop
PLX
RTL
.stalfos_ids
db $7C, $02, $A7, $85
}
;==============================================================================
Sprite_KydrogBoss_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
; JSL OAM_AllocateFromRegionE
LDA $0DC0, X : CLC : ADC $0D90, X : ASL : TAY ; Animation Frame
REP #$20
@@ -467,8 +818,6 @@ Sprite_KydrogBoss_Draw:
RTS
;==============================================================================
.start_index
dw $00, $0B, $15, $1F, $27, $2D, $35, $3D, $43, $4C, $57, $66, $71, $7A, $87, $91, $99, $A1
.nbr_of_tiles
@@ -569,198 +918,3 @@ 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, $05, $01, $00, $01, $01, $01, $00, $01
;BA D1 D2 D3 D4 D5 AR HS BM SA PD FR IR BB ET QU
}
; =============================================================================
Sprite_DamageFlash_Long:
{
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 $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
LDA.b #$00
.dontReset
STA $0DA0, X
BRA .flash
.dontFlash
STZ $0DA0, X
.flash
RTS
}
; =============================================================================
Sprite_Offspring_SpawnHead:
{
JSL GetRandomInt : AND.b #$3F : BNE .normal_head
LDA.b #$04 : BRA .alt_entry
.normal_head
LDA.b #$7C
.alt_entry
BRA Sprite_Offspring_Spawn_alt_entry
RTS
}
Sprite_Offspring_Spawn:
{
; LDA !OffspringCount : CMP.b #$05 : BCS .return
JSL GetRandomInt : AND.b #$3F : BNE .normal_stalfos
LDA.b #$85 : BRA .alt_entry
.normal_stalfos
; Spawn the stalfos offspring
LDA.b #$A7
.alt_entry
JSL Sprite_SpawnDynamically : BMI .return ;89
;store the sub-type
LDA.b #$02 : STA $0E30, Y
PHX
;code that controls where to spawn the offspring.
REP #$20
LDA $0FD8 : CLC : ADC.w #$000C
SEP #$20
STA $0D10, Y
XBA : STA $0D30, Y
REP #$20
LDA $0FDA : CLC : ADC.w #$001E
SEP #$20
STA $0D00, Y
XBA : STA $0D20, Y
TYX
STZ $0D60, X
STZ $0D70, X
; INC !OffspringCount
PLX
.return
RTS
}
Kydrog_ThrowBoneAtPlayer:
{
LDA.b #$A7 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
LDA.b #$01 : STA $0D90, Y ; Sprite state "falling into a pit"
JSL Sprite_SetSpawnedCoords
PHX
TYX
LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
LDA.b #$21 : STA $0E40, X : STA $0BA0, X
LDA $0E60, X : ORA.b #$40 : STA $0E60, X
LDA.b #$48 : STA $0CAA, X
LDA.b #$10 : STA SprTimerC, X
LDA.b #$14 : STA $0F60, X
LDA.b #$07 : STA $0F50, X
LDA.b #$20 : STA $0CD2, X
PLX
LDA.b #$02 : JSL Sound_SetSfx2PanLong
.spawn_failed
RTS
}
; Y is the sprite index after you spawn it.
; oh right yeah y will be equal to the sprite you spawned for that frame
; but if you want to do a count what you would do:
; $00 = your stalfos skull count
GetNumberSpawnStalfos:
{
PHX
STZ $00
LDX.b #$10
.loop
DEX
LDA $0E20, X : CMP.b #$skull : BNE .notSkull
LDA $0DD0, X : CMP.b #$09 : BNE .notSkull
INC $00
.notSkull
CPX.b #$00 : BNE .loop
PLX
RTL
}