Rearrange sprites
This commit is contained in:
1705
Sprites/Bosses/dark_link.asm
Normal file
1705
Sprites/Bosses/dark_link.asm
Normal file
File diff suppressed because it is too large
Load Diff
243
Sprites/Bosses/kydrog.asm
Normal file
243
Sprites/Bosses/kydrog.asm
Normal file
@@ -0,0 +1,243 @@
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;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $7B; The sprite ID you are overwriting (HEX)
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!NbrTiles = 6 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Kydrog_Prep, Sprite_Kydrog_Long)
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;==============================================================================
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Sprite_Kydrog_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Kydrog_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Kydrog_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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;==============================================================================
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Sprite_Kydrog_Prep:
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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LDA.l $7EF300
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BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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PLB
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RTL
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}
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;==============================================================================
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Sprite_Kydrog_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw Kydrog_StartCutscene
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dw Kydrog_AttractPlayer
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dw Kydrog_SpawnOffspring
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dw Kydrog_WarpPlayerAway
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Kydrog_StartCutscene:
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{
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LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$08 : STA.b $49 ; Auto-movement north
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LDA.b $20 ; Link's Y Position
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CMP.b #72 ; Y = 6C
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BCC .linkistoofar
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LDA.b #$80
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STA.w SprTimerA, X ; set timer A to 0x10
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%GotoAction(1)
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.linkistoofar
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RTS
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}
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Kydrog_AttractPlayer:
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{
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LDA.w SprTimerA, X : BNE +
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LDA #$00 : STA $7EF303
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%ShowUnconditionalMessage($21)
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%GotoAction(2)
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+
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RTS
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}
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Kydrog_SpawnOffspring:
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{
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LDA.b #$02 : STA.b $B6 ; Update story flag for Farore
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STZ.b $49 ; Stop Link from moving
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%GotoAction(3)
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RTS
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}
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Kydrog_WarpPlayerAway:
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{
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; Set game state to part 03
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; LDA.b #$03 : STA $7EF3C5
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; Put us in the Dark World.
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LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA
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JSL $00FC41 ; Sprite_LoadGfxProperties
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; JSL $00FC62 ; Sprite_LoadGfxProperties.justLightWorld
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STZ $037B : STZ $3C : STZ $3A : STZ $03EF
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; Link can't move
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LDA.b #$01 : STA $02E4
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; The module to return to is #$08 (preoverworld)
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LDA.b #$08 : STA $010C
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; Set the map I want
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LDA.b #$20 : STA $A0 : STZ $A1
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; Set us to the warp state
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LDA.b #$15 : STA $10
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; Clear submodules
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STZ $11 : STZ $B0
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; Remove Impa follower
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LDA.b #$00 : STA $7EF3CC
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; Set the flag to remove Farore and Kydrog from Maku area
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LDA #$01 : STA.l $7EF300
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; Set the progress flag for Impa (Zelda) in the sanctuary
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LDA $7EF3C6 : ORA.b #$04 : STA $7EF3C6
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RTS
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}
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}
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;==============================================================================
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Sprite_Kydrog_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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;==============================================================================
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.start_index
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db $00
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.nbr_of_tiles
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db 5
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.x_offsets
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dw -8, 8, 8, -8, -8, 8
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.y_offsets
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dw -12, -12, 4, 4, 20, 20
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.chr
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db $CC, $CE, $EE, $EC, $E8, $EA
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.properties
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db $3B, $3B, $3B, $3B, $3B, $3B
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.sizes
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db $02, $02, $02, $02, $02, $02
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}
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; I forget what this is lol
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; org $02ECF8
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; dw $0029
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; ==============================================================================
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; 169BC
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; org $02E9BC
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; LoadOverworldFromSpecialOverworld:
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; org $029E65
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; JSR LoadOverworldFromSpecialOverworld
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767
Sprites/Bosses/kydrog_boss.asm
Normal file
767
Sprites/Bosses/kydrog_boss.asm
Normal file
@@ -0,0 +1,767 @@
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; =============================================================================
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; Kydrog Boss
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; =============================================================================
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; RAM Addresses
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; =============================================================================
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!OffspringCount = $AC ;0x01
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!CurrentDraw = $7A ;0x01
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!WalkSpeed = 10 ;0x01
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;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $CB ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 10 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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||||
!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this KydrogBoss (can be 0 to 7)
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!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = $01 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_KydrogBoss_Prep, Sprite_KydrogBoss_Long)
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;==============================================================================
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Sprite_KydrogBoss_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_KydrogBoss_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_KydrogBoss_CheckIfDead ; Check if sprite is dead
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JSR Sprite_KydrogBoss_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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;==============================================================================
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Sprite_KydrogBoss_CheckIfDead:
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{
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LDA $0D80, X : CMP.b #$09 : BEQ .not_dead
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; If health is negative, set back to zero
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LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
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LDA.b #$00 : STA $0E50, X
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.healthNotNegative
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LDA $0E50, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
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LDA.b #$09 : STA $0D80, X ;go to KydrogBoss_Death stage
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PLX
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.not_dead
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RTS
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}
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;==============================================================================
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Sprite_KydrogBoss_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$40 : STA $0E50, X ;health
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$03 : STA $0F60, X ; hitbox settings
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LDA.b #$0F : STA $0CD2, X ; bump damage type (4 hearts, green tunic)
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; Make the sprite take damage from a sword
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; LDA $0CAA, X : AND.b #$FB : STA $0CAA, X
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; Make the sprite not invincible
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LDA $0E60, X : AND.b #$BF : STA $0E60, X
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JSR KydrogBoss_Set_Damage ; Set the damage table
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%SetSpriteSpeedX(15)
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%SetSpriteSpeedX(15)
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%SetHarmless(00)
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LDA #$60 : STA SprTimerD, X
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PLB
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RTL
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}
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;==============================================================================
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macro StopIfTooClose()
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LDA $0E : CMP.b #$0030 : BCS +
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CLC
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LDA $0F : CMP.b #$0030 : BCS +
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LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
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%GotoAction(7)
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RTS
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+
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endmacro
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macro RandomStalfosOffspring()
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JSL GetRandomInt : AND.b #$7F : BNE +
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PHX : JSR Sprite_Offspring_Spawn : PLX
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+
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JSL GetRandomInt : AND.b #$7F : BNE +
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PHX : JSR Sprite_Offspring_SpawnHead : PLX
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+
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endmacro
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Sprite_KydrogBoss_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw KydrogBoss_Init ; 00
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dw KydrogBoss_WalkState ; 01
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dw KydrogBoss_WalkForward ; 02
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dw KydrogBoss_WalkLeft ; 03
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dw KydrogBoss_WalkRight ; 04
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dw KydrogBoss_WalkBackward ; 05
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dw KydrogBoss_TakeDamage ; 06
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dw KydrogBoss_TauntPlayer ; 07
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dw KydrogBoss_SummonStalfos ; 08
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dw KydrogBoss_Death ; 09
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; ---------------------------------------------------------------------------
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KydrogBoss_Init:
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{
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%StartOnFrame(15)
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%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
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; JSR SetupMovieEffect
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; JSR MovieEffect
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; LDX.b #$00
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LDA.w SprTimerD, X : BNE +
|
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%GotoAction(1) ; Goto KydrogBoss_WalkState
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+
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RTS
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}
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; ---------------------------------------------------------------------------
|
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|
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KydrogBoss_WalkState:
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{
|
||||
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LDA $0DA0 : BEQ .not_flashing
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LDA.b #$20 : STA.w SprTimerD, X
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%GotoAction(6) ; Goto KydrogBoss_TakeDamage
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RTS
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.not_flashing
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; LDA !OffspringCount : CMP.b #$05 : BCS .no_offspring
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JSL GetRandomInt : AND.b #$0F : BNE .no_offspring
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LDA.b #$10 : STA.w SprTimerD, X
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%GotoAction(8) ; Goto KydrogBoss_TauntPlayer
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RTS
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.no_offspring
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LDA #$50 : STA $09, X
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JSL Sprite_DirectionToFacePlayer
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TYA : CMP.b #$02 : BCC .WalkRight
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.WalkForward
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%StopIfTooClose()
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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||||
TYA : BNE .WalkBackwards ; If 1, go to KydrogBoss_WalkBackwards
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%GotoAction(2) ; Goto KydrogBoss_WalkForward
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RTS
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.WalkBackwards
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%GotoAction(5) ; Goto KydrogBoss_WalkBackwards
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RTS
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.WalkRight
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%StopIfTooClose()
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||||
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JSL Sprite_IsToRightOfPlayer ; Check if sprite is to the right of player
|
||||
TYA : BNE .WalkLeft ; If so, go to KydrogBoss_WalkLeft
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||||
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%GotoAction(4)
|
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RTS
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||||
|
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.WalkLeft
|
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%GotoAction(3) ; Goto KydrogBoss_WalkLeft
|
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RTS
|
||||
}
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
KydrogBoss_WalkForward:
|
||||
{
|
||||
%PlayAnimation(0, 2, 8)
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
%RandomStalfosOffspring()
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
KydrogBoss_WalkLeft:
|
||||
{
|
||||
%PlayAnimation(3, 5, 8)
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
%RandomStalfosOffspring()
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
KydrogBoss_WalkRight:
|
||||
{
|
||||
%PlayAnimation(6, 8, 8)
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
%RandomStalfosOffspring()
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
KydrogBoss_WalkBackward:
|
||||
{
|
||||
%PlayAnimation(9, 11, 8)
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
%RandomStalfosOffspring()
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
KydrogBoss_TakeDamage: ;0x06
|
||||
{
|
||||
%StartOnFrame(12)
|
||||
%PlayAnimation(12, 14, 8)
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
|
||||
%RandomStalfosOffspring()
|
||||
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
KydrogBoss_TauntPlayer: ;0x07
|
||||
{
|
||||
%StartOnFrame(15)
|
||||
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
LDA.w SprTimerD, X : BNE .continue_timer
|
||||
LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
|
||||
%GotoAction(8)
|
||||
.continue_timer
|
||||
RTS
|
||||
}
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
KydrogBoss_SummonStalfos: ;0x08
|
||||
{
|
||||
%StartOnFrame(17)
|
||||
%PlayAnimation(17, 17, 10)
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
KydrogBoss_Death: ;0x09
|
||||
{
|
||||
|
||||
; %StartOnFrame(0)
|
||||
; %PlayAnimation(0, 0, 10)
|
||||
|
||||
; Change the palette to the next in the cycle for the leg
|
||||
LDA $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
|
||||
LDA.b #$00
|
||||
|
||||
.dontReset
|
||||
STA $0DA0, X
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
|
||||
Sprite_KydrogBoss_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : ASL : TAY ; Animation Frame
|
||||
REP #$20
|
||||
LDA .start_index, Y : STA $06 ; Needs to be 16 bit ; Y = 00, 02, 04, 06
|
||||
SEP #$20
|
||||
|
||||
; Store Palette thing
|
||||
LDA $0DA0, X : STA $08
|
||||
|
||||
PHX ; Store Sprite ID
|
||||
|
||||
REP #$20
|
||||
LDA .nbr_of_tiles, Y ;amount of tiles -1 ; doesn't need to be 16 bit ;Y = 00, 02, 04, 06
|
||||
REP #$30
|
||||
TAX
|
||||
LDY.w #$0000
|
||||
|
||||
.nextTile
|
||||
REP #$30
|
||||
|
||||
PHX ; Save current tile index
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset
|
||||
|
||||
ASL A : TAX ; *2 for the X and Y position
|
||||
|
||||
REP #$30 ; X and Y position must be 16 bit
|
||||
|
||||
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 #$20 ; change A back to 8bit but not X and Y
|
||||
BCC .on_screen_y
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset
|
||||
; so X here is (nbr of tiles + animation index)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
|
||||
; Set palette flash modifier
|
||||
LDA .properties, X : ORA $08 : STA ($90), Y
|
||||
|
||||
REP #$30
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY ; divide Y by 4
|
||||
SEP #$20 ;set A back to 8bit but not X and Y
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
SEP #$30
|
||||
|
||||
PLX
|
||||
|
||||
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
|
||||
dw 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, $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:
|
||||
; 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
|
||||
|
||||
; $00 = your stalfos skull count
|
||||
732
Sprites/Bosses/twinrova.asm
Normal file
732
Sprites/Bosses/twinrova.asm
Normal file
@@ -0,0 +1,732 @@
|
||||
; =========================================================
|
||||
; Twinrova Boss Sprite
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 06 ; 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
|
||||
!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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||
!Palette = 00 ; Unused in this Twinrova (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
|
||||
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
|
||||
!CollisionLayer = 01 ; 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_Twinrova_Prep, Sprite_Twinrova_Long)
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Twinrova_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Twinrova_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
|
||||
|
||||
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
|
||||
JSR Sprite_Twinrova_Main ; Call the main sprite code
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Twinrova_CheckIfDead:
|
||||
{
|
||||
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
|
||||
|
||||
; If health is negative, set back to zero
|
||||
LDA $0E50, X : CMP.b #$44 : 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 #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
|
||||
|
||||
PLX
|
||||
.not_dead
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Twinrova_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
STZ $0D80, X
|
||||
|
||||
LDA.b #$40 : STA $0E50, X ; Health
|
||||
|
||||
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
||||
|
||||
%SetSpriteSpeedX(15)
|
||||
%SetSpriteSpeedX(15)
|
||||
|
||||
LDA #$10 : STA $08
|
||||
LDA #$10 : STA $09
|
||||
|
||||
LDA #$00 : STA $7EF3CC
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
!AnimSpeed = 8
|
||||
|
||||
macro Twinrova_Front()
|
||||
%PlayAnimation(0,1,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Twinrova_Back()
|
||||
%PlayAnimation(2,3,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Twinrova_Ready()
|
||||
%PlayAnimation(4,6,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Twinrova_Attack()
|
||||
%PlayAnimation(7,7,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Show_Koume()
|
||||
%PlayAnimation(8,8,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Show_Kotake()
|
||||
%PlayAnimation(9,9,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
macro Twinrova_Hurt()
|
||||
%PlayAnimation(10,11,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
; =========================================================
|
||||
|
||||
; Phase 0: Blind Maiden turns into Twinrova.
|
||||
;
|
||||
; Phase 1: Twinrova is one entity, moving around the room
|
||||
; and shooting fire and ice attacks at Link.
|
||||
; Similar to the Trinexx attacks.
|
||||
;
|
||||
; Phase 2: Twinrova alternates between Koume (fire) and
|
||||
; Kotake (ice) forms. Koume changes the arena
|
||||
; to a fire arena. Similar to Ganon fight changes.
|
||||
|
||||
Sprite_Twinrova_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw Twinrova_Init ; 0x00
|
||||
dw Twinrova_MoveState ; 0x01
|
||||
dw Twinrova_MoveForwards ; 0x02
|
||||
dw Twinrova_MoveBackwards ; 0x03
|
||||
dw Twinrova_PrepareAttack ; 0x04
|
||||
dw Twinrova_FireAttack ; 0x05
|
||||
dw Twinrova_IceAttack ; 0x06
|
||||
dw Twinrova_Hurt ; 0x07
|
||||
dw Twinrova_KoumeMode ; 0x08
|
||||
dw Twinrova_KotakeMode ; 0x09
|
||||
dw Twinrova_Dead ; 0x0A
|
||||
|
||||
Twinrova_Init:
|
||||
{
|
||||
; %Twinrova_Front()
|
||||
JSR ApplyTwinrovaGraphics
|
||||
%GotoAction(01)
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_MoveState:
|
||||
{
|
||||
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
|
||||
; -------------------------------------------
|
||||
; Phase 2
|
||||
LDA SprTimerE, X : BNE .kotake
|
||||
LDA #$70 : STA SprTimerD, X
|
||||
%GotoAction(8) ; Koume Mode
|
||||
RTS
|
||||
.kotake
|
||||
LDA #$70 : STA SprTimerD, X
|
||||
%GotoAction(9) ; Kotake Mode
|
||||
RTS
|
||||
|
||||
; ---------------------------------------------
|
||||
.phase_1
|
||||
LDA $0DA0 : BEQ .not_flashing
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
%GotoAction(7) ; Goto Twinrova_Hurt
|
||||
RTS
|
||||
.not_flashing
|
||||
|
||||
JSL GetRandomInt : AND.b #$3F : BNE +
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
STZ $AC
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
+
|
||||
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
LDA #$01 : STA $AC
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
++
|
||||
|
||||
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
|
||||
TYA : BNE .MoveBackwards ; If 1,
|
||||
%GotoAction(2)
|
||||
RTS
|
||||
.MoveBackwards
|
||||
%GotoAction(3)
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_MoveForwards:
|
||||
{
|
||||
%Twinrova_Front()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_MoveBackwards:
|
||||
{
|
||||
%Twinrova_Back()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_PrepareAttack:
|
||||
{
|
||||
%StartOnFrame(7)
|
||||
%Twinrova_Attack()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
LDA $0CAA : AND.b #$03 : STA $0CAA
|
||||
LDA SprTimerD, X : BNE +
|
||||
LDA $0CAA : ORA.b #$03 : STA $0CAA
|
||||
LDA.b #$40 : STA.w SprTimerD, X
|
||||
LDA $AC : BEQ .fire
|
||||
%GotoAction(6) ; Ice Attack
|
||||
RTS
|
||||
.fire
|
||||
%GotoAction(5)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x05
|
||||
Twinrova_FireAttack:
|
||||
{
|
||||
%StartOnFrame(4)
|
||||
%Twinrova_Ready()
|
||||
|
||||
JSR Sprite_Twinrova_FireAttack
|
||||
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x06
|
||||
Twinrova_IceAttack:
|
||||
{
|
||||
%StartOnFrame(4)
|
||||
%Twinrova_Ready()
|
||||
|
||||
JSR Sprite_Twinrova_IceAttack
|
||||
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_Hurt:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
%Twinrova_Hurt()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_KoumeMode:
|
||||
{
|
||||
%StartOnFrame(8)
|
||||
%Show_Koume()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
LDA SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_KotakeMode:
|
||||
{
|
||||
%StartOnFrame(9)
|
||||
%Show_Kotake()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
LDA SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Twinrova_Dead:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
%Twinrova_Hurt()
|
||||
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Untitled_Garnish:
|
||||
{
|
||||
LDA $1A : AND.b #$03 : BNE .no_shake
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer
|
||||
|
||||
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
||||
|
||||
CLC : ADC.w $8000, Y : STA $0D50, X
|
||||
|
||||
.no_shake:
|
||||
|
||||
JSL Sprite_CheckTileCollision : BEQ .exit
|
||||
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
.exit
|
||||
|
||||
RTS
|
||||
|
||||
.x_speed_targets
|
||||
db 8, -16
|
||||
}
|
||||
|
||||
Sprite_Twinrova_FireAttack:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
|
||||
JMP Untitled_Garnish
|
||||
|
||||
.AddFireGarnish
|
||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||
|
||||
LDA.b #$2A : JSL Sound_SetSfx2PanLong
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA $00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
LDA.b #$10 : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
|
||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
AddIceGarnishV2:
|
||||
{
|
||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||
|
||||
LDA.b #$14 : JSL Sound_SetSfx3PanLong
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA.b #$00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
|
||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Twinrova_IceAttack:
|
||||
{
|
||||
JSL Sprite_Move
|
||||
JSR AddIceGarnishV2
|
||||
JSR Untitled_Garnish
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
; Overwrite vanilla Trinexx ice garnish
|
||||
; Plays like a simple ice cloud animation now.
|
||||
|
||||
pushpc
|
||||
|
||||
org $09B5DE
|
||||
Garnish_PrepOamCoord:
|
||||
|
||||
org $09B70C
|
||||
Garnish_SetOamPropsAndLargeSize:
|
||||
|
||||
org $09B459
|
||||
Garnish_CheckPlayerCollision:
|
||||
|
||||
org $09B5D6
|
||||
Garnish_SetOamPropsAndSmallSize:
|
||||
|
||||
org $09B33F
|
||||
TrinexxIce_Pool:
|
||||
{
|
||||
.chr
|
||||
db $2E
|
||||
db $2E
|
||||
db $2C
|
||||
db $2C
|
||||
.properties
|
||||
db $35
|
||||
db $35
|
||||
db $35
|
||||
db $35
|
||||
}
|
||||
|
||||
org $09B34F
|
||||
Garnish_TrinexxIce:
|
||||
{
|
||||
; special animation 0x0C
|
||||
|
||||
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
||||
|
||||
LDA TrinexxIce_Pool_properties, Y : STA $04
|
||||
|
||||
JSR Garnish_PrepOamCoord
|
||||
|
||||
LDA $00 : STA ($90), Y
|
||||
LDA $02 : INY : STA ($90), Y
|
||||
|
||||
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
||||
|
||||
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
||||
|
||||
LDA.b #$35 : ORA $04 : PLX
|
||||
|
||||
JMP Garnish_SetOamPropsAndLargeSize
|
||||
}
|
||||
warnpc $09B3B8
|
||||
|
||||
; Ice Garnish
|
||||
org $0DB266+$CD
|
||||
db $04
|
||||
|
||||
pullpc
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Twinrova_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
; Store Palette thing
|
||||
LDA $0DA0, X : STA $08
|
||||
|
||||
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
|
||||
|
||||
; Set palette flash modifier
|
||||
LDA .properties, X : ORA $08 : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
SEP #$20 ;set A back to 8bit but not X and Y
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
SEP #$30
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
; =========================================================
|
||||
.start_index
|
||||
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
||||
.nbr_of_tiles
|
||||
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
||||
.x_offsets
|
||||
dw -8, 8, 8, -8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -16, 0, 16, -16, 0, 16
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
.y_offsets
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -6, -6, 10, 10
|
||||
dw -8, -8, -8, 8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
.chr
|
||||
db $00, $02, $22, $24
|
||||
db $04, $06, $24, $26
|
||||
db $08, $0A, $28, $2A
|
||||
db $0C, $0E, $28, $2A
|
||||
db $44, $46, $64, $66
|
||||
db $48, $4A, $68, $6A
|
||||
db $4C, $4E, $6C, $6E
|
||||
db $88, $8A, $8C, $A8, $AA, $AC
|
||||
db $80, $82, $A0, $A2
|
||||
db $84, $86, $A4, $A6
|
||||
db $40, $42, $60, $62
|
||||
db $40, $42, $60, $62
|
||||
.properties
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
.sizes
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $00
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
}
|
||||
|
||||
ApplyTwinrovaGraphics:
|
||||
{
|
||||
PHX
|
||||
|
||||
REP #$20 ; A = 16, XY = 8
|
||||
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
|
||||
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
|
||||
; "001 => 2 registers write once (2 bytes: p, p+1)"
|
||||
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
|
||||
LDX.b #TwinrovaGraphics>>16 : STX $4304
|
||||
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each
|
||||
LDX #$01 : STX $420B ; Do the DMA
|
||||
|
||||
LDX #$0F : STX $2100 ;turn the screen back on
|
||||
|
||||
SEP #$30
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
TwinrovaGraphics:
|
||||
incbin twinrova.bin
|
||||
}
|
||||
BIN
Sprites/Bosses/twinrova.bin
Normal file
BIN
Sprites/Bosses/twinrova.bin
Normal file
Binary file not shown.
Reference in New Issue
Block a user