diff --git a/Sprites/Enemies/goriya.asm b/Sprites/Enemies/goriya.asm index bda6f21..ec9c599 100644 --- a/Sprites/Enemies/goriya.asm +++ b/Sprites/Enemies/goriya.asm @@ -56,9 +56,7 @@ Sprite_Goriya_Long: Sprite_Goriya_Prep: { PHB : PHK : PLB - LDA.b #$08 : STA.w SprHealth, X - PLB RTL } diff --git a/Sprites/Enemies/helmet_chuchu.asm b/Sprites/Enemies/helmet_chuchu.asm index 9af1750..7a16f61 100644 --- a/Sprites/Enemies/helmet_chuchu.asm +++ b/Sprites/Enemies/helmet_chuchu.asm @@ -1,6 +1,5 @@ ; ========================================================= -; Sprite Properties -; ========================================================= +; !SPRID = Sprite_HelmetChuchu !NbrTiles = 03 ; Number of tiles used in a frame @@ -35,7 +34,6 @@ Sprite_HelmetChuchu_Long: { PHB : PHK : PLB - JSR Sprite_HelmetChuchu_Draw JSL Sprite_DrawShadow JSL Sprite_CheckActive : BCC .SpriteIsNotActive @@ -205,16 +203,11 @@ Sprite_CheckForHookshot: { PHX LDX.b #$0A - .next_ancilla - LDA.w $0C4A,X - CMP.b #$1F ; ANCILLA 1F - BNE .not_hooker - - PLX - SEC - RTS - + LDA.w $0C4A, X : CMP.b #$1F : BNE .not_hooker + PLX + SEC + RTS .not_hooker DEX BPL .next_ancilla diff --git a/Sprites/Enemies/thunder_ghost.asm b/Sprites/Enemies/thunder_ghost.asm index d963f4c..f291dec 100644 --- a/Sprites/Enemies/thunder_ghost.asm +++ b/Sprites/Enemies/thunder_ghost.asm @@ -167,41 +167,39 @@ SpawnLightningAttack: { PHX LDA.b #$CD - JSL Sprite_SpawnDynamically - BMI .no_space + JSL Sprite_SpawnDynamically : BMI .no_space + ; Use SprXSpeed, SprYSpeed, SprXRound, SprYRound + ; SprX, SprY, SprXH, SprY, to cast the lightning spell + ; and make it move off to the bottom left or bottom right - ; Use SprXSpeed, SprYSpeed, SprXRound, SprYRound - ; SprX, SprY, SprXH, SprY, to cast the lightning spell - ; and make it move off to the bottom left or bottom right + ; Y is the ID of the new attack sprite + ; X is the ID of the current source sprite - ; Y is the ID of the new attack sprite - ; X is the ID of the current source sprite + ; Left 0 or Right 1 + PHY + JSL Sprite_IsToRightOfPlayer : TAY : CMP.b #$01 : BEQ + + LDA.b #$00 + JMP .Continue + + + LDA.b #$01 + .Continue + CLC : ADC.b #$03 + PLY + STA.w SprSubtype, Y + STA.w SprAction, Y - ; Left 0 or Right 1 - PHY - JSL Sprite_IsToRightOfPlayer : TAY : CMP.b #$01 : BEQ + - LDA.b #$00 - JMP .Continue - + - LDA.b #$01 - .Continue - CLC : ADC.b #$03 - PLY - STA.w SprSubtype, Y - STA.w SprAction, Y + LDA.w SprX, X : STA.w SprX, Y + LDA.w SprY, X : STA.w SprY, Y + LDA.w SprXH, X : STA.w SprXH, Y + LDA.w SprYH, X : STA.w SprYH, Y - LDA.w SprX, X : STA.w SprX, Y - LDA.w SprY, X : STA.w SprY, Y - LDA.w SprXH, X : STA.w SprXH, Y - LDA.w SprYH, X : STA.w SprYH, Y - - LDA.w SprXSpeed, X : STA.w SprXSpeed, Y - LDA.w SprYSpeed, X : STA.w SprYSpeed, Y - LDA.b #$02 : STA.w SprXRound, Y - LDA.b #$02 : STA.w SprYRound, Y - LDA.b #$30 : STA.w SprTimerA, Y - LDA.b #$30 : STA.w SprTimerB, Y - LDA.b #$1A : STA.w SprHitbox, Y + LDA.w SprXSpeed, X : STA.w SprXSpeed, Y + LDA.w SprYSpeed, X : STA.w SprYSpeed, Y + LDA.b #$02 : STA.w SprXRound, Y + LDA.b #$02 : STA.w SprYRound, Y + LDA.b #$30 : STA.w SprTimerA, Y + LDA.b #$30 : STA.w SprTimerB, Y + LDA.b #$1A : STA.w SprHitbox, Y .no_space PLX @@ -227,17 +225,17 @@ Sprite_ThunderGhost_Draw: .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 + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -254,14 +252,14 @@ Sprite_ThunderGhost_Draw: INY LDA .properties, X : ORA $08 : STA ($90), Y - PHY - + 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