update kydreeok head formatting

This commit is contained in:
scawful
2024-06-07 18:10:37 -04:00
parent 7c047621a0
commit acb3000fbc

View File

@@ -56,7 +56,7 @@ Sprite_KydreeokHead_Prep:
PHB : PHK : PLB PHB : PHK : PLB
LDA.b #$80 : STA.w SprHealth, X LDA.b #$80 : STA.w SprHealth, X
LDA.b #$09 : STA.w SprBump, X ; bump damage type LDA.b #$09 : STA.w SprBump, X ; bump damage type
PLB PLB
RTL RTL
@@ -161,7 +161,7 @@ Sprite_KydreeokHead_Main:
JSR Sprite_Twinrova_FireAttack JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move JSL Sprite_Move
LDA SprTimerA, X : BNE .not_done LDA SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X LDA #$00 : STA $0DD0, X
.not_done .not_done
RTS RTS
@@ -184,7 +184,7 @@ CoordinateBasedRotation:
; JSL GetRandomInt : AND #$04 : TAY ; JSL GetRandomInt : AND #$04 : TAY
LDA Y_Coords, Y : STA Neck2_OffsetY LDA Y_Coords, Y : STA Neck2_OffsetY
LDA Y_Coords, Y : STA Neck3_OffsetY LDA Y_Coords, Y : STA Neck3_OffsetY
JSL GetRandomInt : AND #$3F : BNE .dont_increment JSL GetRandomInt : AND #$3F : BNE .dont_increment
INC.w Neck_Index INC.w Neck_Index
.dont_increment .dont_increment
CPY #15 : BNE .not_full CPY #15 : BNE .not_full
@@ -195,12 +195,12 @@ CoordinateBasedRotation:
; Table for X coordinates (based on a radius of 8) ; Table for X coordinates (based on a radius of 8)
X_Coords: X_Coords:
db 8, 11, 8, 3, -4, -9, -12, -9 db 8, 11, 8, 3, -4, -9, -12, -9
db -4, 3, 8, 11, 8, 3, -4, -9 db -4, 3, 8, 11, 8, 3, -4, -9
; Table for Y coordinates (based on a radius of 8) ; Table for Y coordinates (based on a radius of 8)
Y_Coords: Y_Coords:
db 0, -3, -8, -11, -15, -15, -11, -8 db 0, -3, -8, -11, -15, -15, -11, -8
db -3, 0, 3, 8, 11, 15, 15, 11 db -3, 0, 3, 8, 11, 15, 15, 11
; ========================================================= ; =========================================================
@@ -213,7 +213,7 @@ RotateHeadUsingSpeedValues:
LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
INY : CPY #$3F : BNE .not_full INY : CPY #$3F : BNE .not_full
LDY.b #$00 LDY.b #$00
.not_full .not_full
STY.w Neck_Index STY.w Neck_Index
JSL Sprite_MoveLong JSL Sprite_MoveLong
@@ -234,108 +234,80 @@ YSpeedSin:
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20 db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32 db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15 db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3 db -12, -9, -6, -3
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25 db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31 db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9 db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20 db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32 db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15 db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3 db -12, -9, -6, -3
} }
; ========================================================= ; =========================================================
RandomlyAttack: RandomlyAttack:
{ {
JSL GetRandomInt : AND #$7F : BNE .no_attack JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack JSL GetRandomInt : AND #$0F : BNE .no_attack
LDA #$CF LDA #$CF
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords JSL Sprite_SetSpawnedCoords
;JSL $09B020 ; Fireball_SpawnTrailGarnish ; JSL $09B020 ; Fireball_SpawnTrailGarnish
LDA.b #$02 : STA.w SprAction, Y LDA.b #$02 : STA.w SprAction, Y
LDA #$10 : STA.w SprTimerA, Y LDA #$10 : STA.w SprTimerA, Y
.no_attack .no_attack
RTS RTS
} }
; ========================================================= ; =========================================================
Offspring1_Neck1_X = $19EA
Offspring1_Neck2_X = $19EC
Offspring1_Neck3_X = $19EE
Offspring1_Neck1_Y = $19EB
Offspring1_Neck2_Y = $19ED
Offspring1_Neck3_Y = $19EF
Offspring2_Neck1_X = $19F0
Offspring2_Neck2_X = $19F2
Offspring2_Neck3_X = $19F4
Offspring2_Neck1_Y = $19F1
Offspring2_Neck2_Y = $19F3
Offspring2_Neck3_Y = $19F5
Offspring3_Neck1_X = $1A78
Offspring3_Neck2_X = $1A7A
Offspring3_Neck3_X = $1A7C
Offspring3_Neck1_Y = $1A79
Offspring3_Neck2_Y = $1A7B
Offspring3_Neck3_Y = $1A7D
MoveWithBody: MoveWithBody:
{ {
LDA Kydreeok_Id : TAY LDA Kydreeok_Id : TAY
CPX.w Offspring2_Id : BEQ .DoMove CPX.w Offspring2_Id : BEQ .DoMove
CPX.w Offspring3_Id : BEQ .MoveNeck3 CPX.w Offspring3_Id : BEQ .MoveNeck3
; The first neck ; The first neck
LDA.w SprX, Y : SEC : SBC #$0F LDA.w SprX, Y : SEC : SBC #$0F
; STA.w SprX, X
STA.w SprMiscA, X STA.w SprMiscA, X
STA.w $19EA STA.w $19EA
; STA.w $19EC ; STA.w $19EC : STA.w $19EE : STA.w SprX, X
; STA.w $19EE
LDA.w SprY, Y : SEC : SBC #$0F LDA.w SprY, Y : SEC : SBC #$0F
; STA.w SprY, X
STA.w SprMiscB, X STA.w SprMiscB, X
STA.w $19EB STA.w $19EB
; STA.w $19ED ; STA.w $19ED : STA.w $19EF : STA.w SprY, X
; STA.w $19EF
JMP .return JMP .return
.DoMove .DoMove
; The other neck ; The other neck
LDA.w SprX, Y : CLC : ADC #$0C LDA.w SprX, Y : CLC : ADC #$0C
; STA.w SprX, X
STA.w SprMiscA, X STA.w SprMiscA, X
STA.w $19F0 STA.w $19F0
; STA.w $19F2 ; STA.w $19F2 : STA.w $19F4 : STA.w SprX, X
; STA.w $19F4
LDA.w SprY, Y : SEC : SBC #$0F LDA.w SprY, Y : SEC : SBC #$0F
; STA.w SprY, X ; STA.w SprY, X
STA.w SprMiscB, X STA.w SprMiscB, X
STA.w $19F1 STA.w $19F1
; STA.w $19F3 ; STA.w $19F3
; STA.w $19F5 ; STA.w $19F5
.return .return
JSR KydreeokHead_NeckControl
RTS RTS
.MoveNeck3 .MoveNeck3
; The third neck ; The third neck
LDA.w SprX, Y : SEC : SBC #$0F LDA.w SprX, Y : SEC : SBC #$0F
; STA.w SprX, X ; STA.w SprX, X
STA.w SprMiscA, X STA.w SprMiscA, X
STA.w $1A78 STA.w $1A78
; STA.w $1A7A ; STA.w $1A7A
; STA.w $1A7C ; STA.w $1A7C
JMP .return JMP .return
} }
; ========================================================= ; =========================================================
@@ -381,85 +353,85 @@ Neck1_Control:
LDA.w SprXSpeed, X : STA $08 LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09 LDA.w SprYSpeed, X : STA $09
LDA.w $19EA : STA $02 ; x LDA.w $19EA : STA $02; x
LDA.w $19EB : STA $03 ; y LDA.w $19EB : STA $03; y
LDA.w SprX, X : STA $04 LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05 LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head? JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ;load body position into sprite position
LDA.w $19EA : STA.w SprX, X LDA.w $19EA : STA.w SprX, X
LDA.w $19EB : STA.w SprY, X LDA.w $19EB : STA.w SprY, X
LDA #$06 LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EA LDA.w SprX, X : STA.w $19EA
LDA.w SprY, X : STA.w $19EB LDA.w SprY, X : STA.w $19EB
.TooCloseToHead .TooCloseToHead
; Do body part 2 ; Do body part 2
LDA.w $19EC : STA $02 ; x LDA.w $19EC : STA $02; x
LDA.w $19ED : STA $03 ; y LDA.w $19ED : STA $03; y
LDA.w $19EA : STA $04 LDA.w $19EA : STA $04
LDA.w $19EB : STA $05 LDA.w $19EB : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
LDA.w $19EA : STA $04 ; dest X LDA.w $19EA : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19EB : STA $06 ; dest Y LDA.w $19EB : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ;load body position into sprite position
LDA.w $19EC : STA.w SprX, X LDA.w $19EC : STA.w SprX, X
LDA.w $19ED : STA.w SprY, X LDA.w $19ED : STA.w SprY, X
LDA #$06 LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EC LDA.w SprX, X : STA.w $19EC
LDA.w SprY, X : STA.w $19ED LDA.w SprY, X : STA.w $19ED
.TooCloseToBodyPart1 .TooCloseToBodyPart1
; Do body part 2 ; Do body part 2
LDA.w $19EE : STA $02 ; x LDA.w $19EE : STA $02; x
LDA.w $19EF : STA $03 ; y LDA.w $19EF : STA $03; y
LDA.w $19EC : STA $04 LDA.w $19EC : STA $04
LDA.w $19ED : STA $05 LDA.w $19ED : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
LDA.w $19EC : STA $04 ; dest X LDA.w $19EC : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19ED : STA $06 ; dest Y LDA.w $19ED : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ;load body position into sprite position
LDA.w $19EE : STA.w SprX, X LDA.w $19EE : STA.w SprX, X
LDA.w $19EF : STA.w SprY, X LDA.w $19EF : STA.w SprY, X
LDA #$06 LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EE LDA.w SprX, X : STA.w $19EE
LDA.w SprY, X : STA.w $19EF LDA.w SprY, X : STA.w $19EF
.TooCloseToBodyPart2 .TooCloseToBodyPart2
LDA.w SprMiscC, X : STA.w SprX, X LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X LDA.w SprMiscD, X : STA.w SprY, X
@@ -481,78 +453,77 @@ Neck2_Control:
LDA.w SprXSpeed, X : STA $08 LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09 LDA.w SprYSpeed, X : STA $09
LDA.w $19F0 : STA $02 ; x LDA.w $19F0 : STA $02 ; x
LDA.w $19F1 : STA $03 ; y LDA.w $19F1 : STA $03 ; y
LDA.w SprX, X : STA $04 LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05 LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
; load body position into sprite position
LDA.w $19F0 : STA.w SprX, X
LDA.w $19F1 : STA.w SprY, X
LDA.w SprX, X : STA $04 ; dest X LDA #$08
LDA.w SprXH, X : STA $05 ; dest XH JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.w SprY, X : STA $06 ; dest Y LDA.b $01 : STA.w SprXSpeed, X
LDA.w SprYH, X : STA $07 ; dest YH LDA.b $00 : STA.w SprYSpeed, X
;load body position into sprite position JSL Sprite_MoveLong
LDA.w $19F0 : STA.w SprX, X LDA.w SprX, X : STA.w $19F0
LDA.w $19F1 : STA.w SprY, X LDA.w SprY, X : STA.w $19F1
LDA #$08 .TooCloseToHead2
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F0
LDA.w SprY, X : STA.w $19F1
.TooCloseToHead2 LDA.w $19F2 : STA $02 ; x
LDA.w $19F2 : STA $02 ; x LDA.w $19F3 : STA $03 ; y
LDA.w $19F3 : STA $03 ; y
LDA.w $19F0 : STA $04 LDA.w $19F0 : STA $04
LDA.w $19F1 : STA $05 LDA.w $19F1 : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
LDA.w $19F0 : STA $04 ; dest X LDA.w $19F0 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F1 : STA $06 ; dest Y LDA.w $19F1 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ;load body position into sprite position
LDA.w $19F2 : STA.w SprX, X LDA.w $19F2 : STA.w SprX, X
LDA.w $19F3 : STA.w SprY, X LDA.w $19F3 : STA.w SprY, X
LDA #$04 LDA #$04
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F2 LDA.w SprX, X : STA.w $19F2
LDA.w SprY, X : STA.w $19F3 LDA.w SprY, X : STA.w $19F3
.TooCloseToBodyPart12 .TooCloseToBodyPart12
; Do body part 2 ; Do body part 2
LDA.w $19F4 : STA $02 ; x
LDA.w $19F4 : STA $02 ; x LDA.w $19F5 : STA $03 ; y
LDA.w $19F5 : STA $03 ; y
LDA.w $19F2 : STA $04 LDA.w $19F2 : STA $04
LDA.w $19F3 : STA $05 LDA.w $19F3 : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
LDA.w $19F2 : STA $04 ; dest X LDA.w $19F2 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F3 : STA $06 ; dest Y LDA.w $19F3 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ;load body position into sprite position
LDA.w $19F4 : STA.w SprX, X LDA.w $19F4 : STA.w SprX, X
LDA.w $19F5 : STA.w SprY, X LDA.w $19F5 : STA.w SprY, X
LDA #$03 LDA #$03
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F4 LDA.w SprX, X : STA.w $19F4
LDA.w SprY, X : STA.w $19F5 LDA.w SprY, X : STA.w $19F5
.TooCloseToBodyPart22 .TooCloseToBodyPart22
LDA.w SprMiscC, X : STA.w SprX, X LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X LDA.b $08 : STA.w SprXSpeed, X
@@ -567,7 +538,7 @@ KydreeokHead_NeckControl:
CMP.b #$02 : BEQ .DoNeck3 CMP.b #$02 : BEQ .DoNeck3
JMP .DoNeck2 JMP .DoNeck2
.DoNeck1 .DoNeck1
JSR Neck1_Control JSR Neck1_Control
RTS RTS
; ========================================================= ; =========================================================
@@ -577,30 +548,29 @@ KydreeokHead_NeckControl:
RTS RTS
.DoNeck3 .DoNeck3
; Set head pos
; Set head pos LDA $1A7C : CLC : ADC.w Neck3_OffsetX : STA SprX, X
LDA $1A7C : CLC : ADC.w Neck3_OffsetX : STA SprX, X LDA $1A7D : CLC : ADC.w Neck3_OffsetY : STA SprY, X
LDA $1A7D : CLC : ADC.w Neck3_OffsetY : STA SprY, X
LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprX, X : STA.w SprMiscC, X LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprY, X : STA.w SprMiscD, X LDA.w SprXSpeed, X : STA $08
LDA.w SprXSpeed, X : STA $08 LDA.w SprYSpeed, X : STA $09
LDA.w SprYSpeed, X : STA $09
LDA.w $1A78 : STA $02 ; x
LDA.w $1A78 : STA $02 ; x LDA.w $1A79 : STA $03 ; y
LDA.w $1A79 : STA $03 ; y LDA.w SprX, X : STA $04
LDA.w SprX, X : STA $04 LDA.w SprY, X : STA $05
LDA.w SprY, X : STA $05 JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead3 ; is body1 too close to the head?
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead3 ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position ; load body position into sprite position
LDA.w $1A78 : STA.w SprX, X LDA.w $1A78 : STA.w SprX, X
LDA.w $1A79 : STA.w SprY, X LDA.w $1A79 : STA.w SprY, X
LDA #$08 LDA #$08
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X LDA.b $01 : STA.w SprXSpeed, X
@@ -610,12 +580,12 @@ KydreeokHead_NeckControl:
LDA.w SprY, X : STA.w $1A79 LDA.w SprY, X : STA.w $1A79
.TooCloseToHead3 .TooCloseToHead3
LDA.w $1A7A : STA $02 ; x LDA.w $1A7A : STA $02 ; x
LDA.w $1A7B : STA $03 ; y LDA.w $1A7B : STA $03 ; y
LDA.w $1A78 : STA $04 LDA.w $1A78 : STA $04
LDA.w $1A79 : STA $05 LDA.w $1A79 : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart13 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart13 ; is body1 too close to the head?
LDA.w $1A78 : STA $04 ; dest X LDA.w $1A78 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $1A79 : STA $06 ; dest Y LDA.w $1A79 : STA $06 ; dest Y
@@ -623,7 +593,7 @@ KydreeokHead_NeckControl:
;load body position into sprite position ;load body position into sprite position
LDA.w $1A7A : STA.w SprX, X LDA.w $1A7A : STA.w SprX, X
LDA.w $1A7B : STA.w SprY, X LDA.w $1A7B : STA.w SprY, X
LDA #$04 LDA #$04
JSL Sprite_ProjectSpeedTowardsEntityLong JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X LDA.b $01 : STA.w SprXSpeed, X
@@ -631,17 +601,17 @@ KydreeokHead_NeckControl:
JSL Sprite_MoveLong JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $1A7A LDA.w SprX, X : STA.w $1A7A
LDA.w SprY, X : STA.w $1A7B LDA.w SprY, X : STA.w $1A7B
.TooCloseToBodyPart13 .TooCloseToBodyPart13
; Do body part 2 ; Do body part 2
LDA.w $1A7C : STA $02 ; x
LDA.w $1A7C : STA $02 ; x LDA.w $1A7D : STA $03 ; y
LDA.w $1A7D : STA $03 ; y LDA.w $1A7A : STA $04
LDA.w $1A7A : STA $04 LDA.w $1A7B : STA $05
LDA.w $1A7B : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart23 ; is body1 too close to the head? JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart23 ; is body1 too close to the head?
LDA.w $1A7A : STA $04 ; dest X LDA.w $1A7A : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $1A7B : STA $06 ; dest Y LDA.w $1A7B : STA $06 ; dest Y
@@ -659,12 +629,12 @@ KydreeokHead_NeckControl:
LDA.w SprY, X : STA.w $1A7D LDA.w SprY, X : STA.w $1A7D
.TooCloseToBodyPart23 .TooCloseToBodyPart23
LDA.w SprMiscC, X : STA.w SprX, X LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X LDA.b $09 : STA.w SprYSpeed, X
RTS RTS
} }
; ========================================================= ; =========================================================
@@ -707,7 +677,7 @@ Sprite_KydreeokHead_DrawNeck:
LDA.w $19EF : STA.w $0FDA LDA.w $19EF : STA.w $0FDA
JSR .DrawNeckPart JSR .DrawNeckPart
BRA .skipNeck BRA .skipNeck
.neck2 .neck2
; Dumb draw neck code ; Dumb draw neck code
LDA.w $19F0 : STA.w $0FD8 LDA.w $19F0 : STA.w $0FD8
@@ -742,7 +712,7 @@ Sprite_KydreeokHead_DrawNeck:
LDA.w $1A7D : STA.w $0FDA LDA.w $1A7D : STA.w $0FDA
JSR .DrawNeckPart JSR .DrawNeckPart
BRA .skipNeck2 BRA .skipNeck2
.DrawNeckPart .DrawNeckPart
PHY PHY
@@ -750,17 +720,17 @@ Sprite_KydreeokHead_DrawNeck:
PLY PLY
REP #$20 REP #$20
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100 LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
SEP #$20 SEP #$20
BCC .on_screen_y2 BCC .on_screen_y2
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
STA $0E STA $0E
.on_screen_y2 .on_screen_y2
INY INY
LDA #$2E : STA ($90), Y LDA #$2E : STA ($90), Y ; Set the Char
INY INY
LDA #$39 : STA ($90), Y LDA #$39 : STA ($90), Y ; Set the Properties
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
@@ -775,6 +745,8 @@ Sprite_KydreeokHead_DrawNeck:
Sprite_KydreeokHead_Draw: Sprite_KydreeokHead_Draw:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
; LDA.b #$03
; JSL OAM_AllocateFromRegionC
JSL Sprite_OAM_AllocateDeferToPlayer JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame