Replace more common sprite ram with symbols

This commit is contained in:
scawful
2024-11-19 16:25:24 -05:00
parent b17b2125be
commit 9aa9d39c78
34 changed files with 168 additions and 168 deletions

View File

@@ -61,7 +61,7 @@ Sprite_KydrogBoss_CheckIfDead:
LDA.w SprHealth, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
LDA.b #$04 : STA.w SprState, X ;kill sprite boss style
LDA.b #$09 : STA.w SprAction, X ;go to KydrogBoss_Death stage
STZ.w $0D90,X
@@ -79,11 +79,11 @@ Sprite_KydrogBoss_Prep:
LDA #$00 : STA !KydrogPhase
LDA.b #$A0 : STA.w SprHealth, X ; health
LDA.b #$80 : STA $0CAA, X
LDA.b #$80 : STA.w SprDefl, X
LDA.b #$03 : STA $0F60, X ; hitbox settings
LDA.b #$03 : STA.w SprHitbox, X ; hitbox settings
LDA.b #$07 : STA.w SprBump, X ; bump damage type
LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X ; Not invincible
JSR KydrogBoss_Set_Damage ; Set the damage table
@@ -466,10 +466,10 @@ CheckForNextPhase:
; TODO: Use a timer to unfreeze the sprite
Sprite_CheckIfFrozen:
{
LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen
LDA.w SprState, X : CMP.b #$0B : BNE .not_frozen
LDA.w SprTimerC, X : BNE .not_frozen
LDA.b #$00 : STA.l $7FFA3C,X
LDA.b #$09 : STA.w $0DD0, X
LDA.b #$09 : STA.w SprState, X
.not_frozen
RTS
}
@@ -564,12 +564,12 @@ Kydrog_ThrowBoneAtPlayer:
LDA.w SprX, X : CLC : ADC.b #$10 : STA.w SprX, X
LDA.w SprY, X : SEC : SBC.b #$04 : STA.w 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 #$21 : STA.w SprNbrOAM, X : STA.w SprBulletproof, X
LDA.w SprGfxProps, X : ORA.b #$40 : STA.w SprGfxProps, X
LDA.b #$48 : STA.w SprDefl, X
LDA.b #$10 : STA.w SprTimerC, X
LDA.b #$14 : STA $0F60, X
LDA.b #$07 : STA $0F50, X
LDA.b #$14 : STA.w SprHitbox, X
LDA.b #$07 : STA.w SprProps, X
LDA.b #$20 : STA.w SprBump, X
PLX
LDA.b #$02 : JSL Sound_SetSfx2PanLong
@@ -595,7 +595,7 @@ GetNumberSpawnStalfos:
BRA .not_a_skull
.increment_count
LDA $0DD0, X : CMP.b #$00 : BEQ .not_a_skull
LDA.w SprState, X : CMP.b #$00 : BEQ .not_a_skull
INC $00
.not_a_skull