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

@@ -63,7 +63,7 @@ Sprite_Twinrova_CheckIfDead:
.health_not_negative
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 #$0A : STA.w SprAction, X ; Go to Twinrova_Dead stage
LDA.b #$10 : STA.w $0D90, X
PLX
@@ -79,13 +79,13 @@ Sprite_Twinrova_Prep:
; Kill the sprite if the Maiden is present
LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
STZ.w $0DD0, X
STZ.w SprState, X
.prep_twinrova
LDA.b #$5A : STA.w SprHealth, X ; Health
LDA.b #$80 : STA $0CAA, X
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
LDA.w $0E60, X : AND.b #$BF : STA.w $0E60, X ; Not invincible
LDA.b #$80 : STA.w SprDefl, X
LDA.b #$04 : STA.w SprBump, X ; Bump damage type (4 hearts, green tunic)
LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X ; Not invincible
%SetSpriteSpeedX(15)
%SetSpriteSpeedX(15)
@@ -277,9 +277,9 @@ Sprite_Twinrova_Main:
%Twinrova_Attack()
LDA #$01 : STA $0360
LDA $0CAA : AND.b #$03 : STA $0CAA
LDA.w SprDefl : AND.b #$03 : STA.w SprDefl
LDA.w SprTimerD, X : BNE +
LDA $0CAA : ORA.b #$03 : STA $0CAA
LDA.w SprDefl : ORA.b #$03 : STA.w SprDefl
LDA.b #$40 : STA.w SprTimerD, X
LDA $AC : BEQ .fire
%GotoAction(6) ; Ice Attack
@@ -539,7 +539,7 @@ RageModeMove:
; Handle floaty movement with controlled altitude
LDA.w SprHeight, X : CMP #$10 : BNE .CheckGrounded
DEC.w SprHeight, X
DEC.w $0F90, X
DEC.w SprHeightS, X
.CheckGrounded
; Move sprite
@@ -1018,12 +1018,12 @@ ApplyTwinrovaGraphics:
; $1DC845
#Fireball_Configure:
{
LDA.w $0CAA,Y
LDA.w SprDefl,Y
ORA.b #$08
STA.w $0CAA,Y
STA.w SprDefl,Y
LDA.b #$04
STA.w $0CD2,Y
STA.w SprBump,Y
.exit
RTS
@@ -1202,7 +1202,7 @@ Blind_SpawnFromMaiden:
LDX.b #$00 ; Load the boss into sprite index 0
; Set the sprite to alive and active
LDA.b #$09 : STA.w $0DD0,X
LDA.b #$09 : STA.w SprState,X
; SPRITE CE
LDA.b #$CE : STA.w $0E20,X
@@ -1223,7 +1223,7 @@ Blind_SpawnFromMaiden:
LDA.b #$00 : STA.w $0DC0,X
; Set SprMiscC and bulletproof properties
LDA.b #$02 : STA.w SprMiscC,X : STA.w $0BA0,X
LDA.b #$02 : STA.w SprMiscC,X : STA.w SprBulletproof,X
; Set the 2nd key / heart piece items taken room flag
LDA.w $0403 : ORA.b #$20 : STA.w $0403
@@ -1272,7 +1272,7 @@ SpritePrep_Blind_PrepareBattle:
RTL
.despawn
STZ.w $0DD0,X
STZ.w SprState,X
RTL
}