Fix vampire bat miniboss draw code

This commit is contained in:
scawful
2024-12-22 10:49:38 -05:00
parent 221e3db4f4
commit ae22150baf
2 changed files with 24 additions and 24 deletions

View File

@@ -19,7 +19,7 @@ Sprite_VampireBat_Main:
VampireBat_Idle: VampireBat_Idle:
{ {
STZ.w SprFrame, X STZ.w SprFrame, X
JSL GetDistance8bit_Long : CMP.b #$20 : BCS + JSL GetDistance8bit_Long : CMP.b #$24 : BCS +
INC.w SprAction, X INC.w SprAction, X
LDA.b #$40 : STA.w SprTimerA, X LDA.b #$40 : STA.w SprTimerA, X
+ +
@@ -28,7 +28,7 @@ Sprite_VampireBat_Main:
VampireBat_Ascend: VampireBat_Ascend:
{ {
%PlayAnimation(1,4,5) %PlayAnimation(1,2,5)
LDA.w SprTimerA, X : AND.b #$02 : BNE + LDA.w SprTimerA, X : AND.b #$02 : BNE +
LDA.w SprHeight, X : CMP.b #$50 : BEQ + LDA.w SprHeight, X : CMP.b #$50 : BEQ +
INC.w SprHeight, X INC.w SprHeight, X
@@ -36,8 +36,8 @@ Sprite_VampireBat_Main:
LDA.w SprTimerA, X : BNE + LDA.w SprTimerA, X : BNE +
INC.w SprAction, X INC.w SprAction, X
LDA.b #$40 : STA.w SprTimerC, X LDA.b #$50 : STA.w SprTimerC, X
JSL GetRandomInt : AND.b #$7F : BNE + JSL GetRandomInt : AND.b #$3F : BNE +
JSR Sprite_SpawnFireKeese JSR Sprite_SpawnFireKeese
+ +
RTS RTS
@@ -45,9 +45,8 @@ Sprite_VampireBat_Main:
VampireBat_FlyAround: VampireBat_FlyAround:
{ {
%PlayAnimation(1,4,10) %PlayAnimation(1,2,10)
JSL Sprite_ProjectSpeedTowardsPlayer JSL Sprite_ProjectSpeedTowardsPlayer
JSL GetRandomInt : AND.b #$1F : BNE + JSL GetRandomInt : AND.b #$1F : BNE +
JSL Sprite_SelectNewDirection JSL Sprite_SelectNewDirection
+ +
@@ -63,7 +62,7 @@ Sprite_VampireBat_Main:
VampireBat_Descend: VampireBat_Descend:
{ {
%PlayAnimation(1,4,5) %PlayAnimation(3,4,5)
LDA.w SprHeight, X : BEQ + LDA.w SprHeight, X : BEQ +
DEC.w SprHeight, X DEC.w SprHeight, X
+ +
@@ -147,37 +146,38 @@ Sprite_VampireBat_Draw:
RTS RTS
.start_index .start_index
db $00, $04, $0A, $12, $1A db $00, $04, $0A, $12, $18
.nbr_of_tiles .nbr_of_tiles
db 3, 5, 7, 7, 9 db 3, 5, 7, 5, 7
.x_offsets .x_offsets
dw -8, -8, 8, 8 dw -8, -8, 8, 8
dw -8, -8, -24, 8, 8, 24 dw -8, -8, -24, 8, 8, 24
dw -8, -8, -24, 8, 8, 24, 0, 8
dw -8, -8, -24, -24, 8, 8, 24, 24 dw -8, -8, -24, -24, 8, 8, 24, 24
dw -8, -8, -24, -24, 8, 8, 24, 24, 0, 8 dw -8, -8, -24, 8, 8, 24
dw -8, -8, -24, 8, 8, 24, 0, 8
.y_offsets .y_offsets
dw -16, 0, -16, 0 dw -16, 0, -16, 0
dw -16, 0, 0, -16, 0, 0 dw 0, -16, 0, 0, -16, 0
dw -16, 0, 0, -16, 0, 0, 0, 0 dw -16, 0, 0, -16, -16, 0, 0, -16
dw -16, 0, -16, 0, -16, 0, -16, 0 dw 0, -16, 0, 0, -16, 0
dw -16, 0, -16, 0, -16, 0, -16, 0, 0, 0 dw 0, -16, 0, 0, -16, 0, 0, 0
.chr .chr
db $8E, $AE, $8E, $AE db $8E, $AE, $8E, $AE
db $88, $A8, $A6, $88, $A8, $A6 db $A8, $88, $A6, $A8, $88, $A6
db $88, $A8, $A6, $88, $A8, $A6, $87, $87 db $8C, $AC, $AA, $8A, $8C, $AC, $AA, $8A
db $8C, $AC, $8A, $AA, $8C, $AC, $8A, $AA db $A8, $88, $A6, $A8, $88, $A6
db $8C, $AC, $8A, $AA, $8C, $AC, $8A, $AA, $87, $87 db $A8, $88, $A6, $A8, $88, $A6, $87, $87
.properties .properties
db $33, $33, $73, $73 db $33, $33, $73, $73
db $33, $33, $33, $73, $73, $73 db $33, $33, $33, $73, $73, $73
db $33, $33, $33, $73, $73, $73, $33, $73
db $33, $33, $33, $33, $73, $73, $73, $73 db $33, $33, $33, $33, $73, $73, $73, $73
db $33, $33, $33, $33, $73, $73, $73, $73, $33, $73 db $33, $33, $33, $73, $73, $73
db $33, $33, $33, $73, $73, $73, $33, $73
.sizes .sizes
db $02, $02, $02, $02 db $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02 db $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $00, $00
db $02, $02, $02, $02, $02, $02, $02, $02 db $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $02, $02, $00, $00 db $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $00, $00
} }

View File

@@ -5,7 +5,7 @@
; 02 - Vampire Bat ; 02 - Vampire Bat
!SPRID = $11 ; The sprite ID you are overwriting (HEX) !SPRID = $11 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 10 ; Number of tiles used in a frame !NbrTiles = 08 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is !HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have !Health = 00 ; Number of Health the sprite have