Intro Cutscene Sequence and Sprite Movement

This commit is contained in:
scawful
2023-05-10 11:39:16 -05:00
parent 2e0a82f549
commit 905dab92b4
3 changed files with 92 additions and 54 deletions

View File

@@ -34,27 +34,30 @@
;==============================================================================
Sprite_Kydrog_Long:
PHB : PHK : PLB
{
PHB : PHK : PLB
JSR Sprite_Kydrog_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_Kydrog_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_Kydrog_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
JSR Sprite_Kydrog_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
;==============================================================================
Sprite_Kydrog_Prep:
PHB : PHK : PLB
; Add more code here to initialize data
{
PHB : PHK : PLB
; Add more code here to initialize data
PLB
RTL
PLB
RTL
}
;==============================================================================
@@ -92,7 +95,7 @@ Sprite_Kydrog_Main:
{
LDA.w SprTimerA, X : BNE +
%ShowUnconditionalMessage($21)
LDA.b #$00 : STA.b $49 ; Stop Link's auto-movement
LDA.b #$02 : STA.b $B6 ; Update story flag for Farore
%GotoAction(2)
+
RTS
@@ -100,18 +103,30 @@ Sprite_Kydrog_Main:
Kydrog_SpawnOffspring:
{
STZ.b $49 ; Stop Link from moving
%GotoAction(3)
RTS
}
Kydrog_TurnPlayerToDeku:
{
; LDA.b #$03 : STA.b $B6
; JSL AddTransformationCloud
; LDA.b #$14 : JSR Player_DoSfx2
; JSL Palette_ArmorAndGloves
LDA #$35 : STA $BC
%GotoAction(4)
RTS
}
Kydrog_WarpPlayerAway:
{
LDA #$29
JSL $02B40F
RTS
}
}
@@ -190,4 +205,7 @@ Sprite_Kydrog_Draw:
db $3B, $3B, $3B, $3B, $3B, $3B
.sizes
db $02, $02, $02, $02, $02, $02
}
}
org $02ECF8
dw $0029