Add keese to twinrova gfx, spawn ice/fire keese randomly

This commit is contained in:
scawful
2025-01-19 12:20:58 -05:00
parent f37e570e77
commit aef81e8032
2 changed files with 179 additions and 292 deletions

View File

@@ -151,7 +151,6 @@ endmacro
Sprite_Twinrova_Main:
{
JSL Sprite_PlayerCantPassThrough
JSL Sprite_DamageFlash_Long
PHX
@@ -174,7 +173,6 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A
; -------------------------------------------------------
; 0x00
Twinrova_Init:
{
@@ -186,13 +184,11 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x01
Twinrova_MoveState:
{
STZ.w $0360
LDA.w SprHealth, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA.b #$70 : STA.w SprTimerD, X
LDA.w SprTimerE, X : BNE .kotake
@@ -201,9 +197,20 @@ Sprite_Twinrova_Main:
.kotake
%GotoAction(9) ; Kotake Mode
RTS
; ---------------------------------------------
.phase_1
LDA.w SprMiscA : BEQ .not_flashing
%ProbCheck($3F, +)
%ProbCheck($0F, ++)
JSL Sprite_SpawnFireKeese
LDA.b #$01 : STA.w SprMiscB, Y
JMP +
++
JSL Sprite_SpawnIceKeese
LDA.b #$01 : STA.w SprMiscB, Y
+
LDA.w SprFlash, X : BEQ .not_flashing
LDA.b #$30 : STA.w SprTimerD, X
%GotoAction(7) ; Goto Twinrova_Hurt
RTS
@@ -224,9 +231,12 @@ Sprite_Twinrova_Main:
++
JSL GetRandomInt : AND.b #$0F : BEQ .random_strafe
JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards
JSL Sprite_IsBelowPlayer : TYA : BNE .move_back
%GotoAction(2) ; Move Forwards
RTS
.move_back
%GotoAction(3) ; MoveBackwards
RTS
.random_strafe
JSL GetRandomInt : AND.b #$01 : BEQ .strafe_left
LDA #$10 : STA.w SprXSpeed, X
@@ -236,13 +246,8 @@ Sprite_Twinrova_Main:
LDA #$F0 : STA.w SprXSpeed, X
%GotoAction(2) ; Move Forwards with strafe
RTS
.MoveBackwards
%GotoAction(3) ; MoveBackwards
RTS
}
; -------------------------------------------------------
; 0x02 - Twinrova_MoveForwards
Twinrova_MoveForwards:
{
@@ -255,7 +260,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x03 - Twinrova_MoveBackwards
Twinrova_MoveBackwards:
{
@@ -267,7 +271,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x04
Twinrova_PrepareAttack:
{
@@ -288,13 +291,13 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x05
Twinrova_FireAttack:
{
%StartOnFrame(4)
%Twinrova_Ready()
JSR Twinrova_RestoreFloorTile
JSL Sprite_Twinrova_FireAttack
; Random chance to release fireball
@@ -308,7 +311,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x06
Twinrova_IceAttack:
{
@@ -323,7 +325,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x07
Twinrova_Hurt:
{
@@ -333,19 +334,14 @@ Sprite_Twinrova_Main:
; Check if hurt timer is zero, if not keep flashing hurt animation
LDA.w SprTimerD, X : BNE .HurtAnimation
; Determine dodge or retaliate behavior
JSL GetRandomInt
AND.b #$07 ; 1 in 8 chance for dodge/retaliate
BNE .DodgeOrRetaliate
; Determine dodge or retaliate behavior, 1/8 chance
JSL GetRandomInt : AND.b #$07 : BNE .DodgeOrRetaliate
BRA .ResumeNormalState
.DodgeOrRetaliate
; Determine whether to dodge or retaliate
JSL GetRandomInt
AND.b #$01
BEQ .PerformDodge
BRA .PerformRetaliate
; Determine whether to dodge or retaliate
JSL GetRandomInt : AND.b #$01 : BEQ .PerformDodge
BRA .PerformRetaliate
.PerformDodge
JSR DoRandomStrafe
LDA.b #$20 : STA.w SprTimerA, X ; Set timer for dodge duration
@@ -354,32 +350,24 @@ Sprite_Twinrova_Main:
.PerformRetaliate
; Immediate retaliation with fire or ice attack
JSL GetRandomInt
AND.b #$01
BEQ .FireAttack
BRA .IceAttack
JSL GetRandomInt : AND.b #$01 : BEQ .FireAttack
LDA.b #$20 : STA.w SprTimerD, X
LDA.b #$01 : STA $AC ; Set ice attack
%GotoAction(4) ; Prepare Attack
RTS
.FireAttack
LDA.b #$20 : STA.w SprTimerD, X
STZ $AC ; Set fire attack
%GotoAction(4) ; Prepare Attack
RTS
.IceAttack
LDA.b #$20 : STA.w SprTimerD, X
LDA.b #$01 : STA $AC ; Set ice attack
%GotoAction(4) ; Prepare Attack
RTS
.ResumeNormalState
%GotoAction(1) ; Resume normal movement state
RTS
.HurtAnimation
RTS
}
; -------------------------------------------------------
; 0x08
Twinrova_KoumeMode:
{
@@ -396,7 +384,6 @@ Sprite_Twinrova_Main:
JSL Sprite_SpawnFireball
+++
JSR RageModeMove
LDA.w SprTimerD, X : BNE +
@@ -406,15 +393,13 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x09
Twinrova_KotakeMode:
{
%StartOnFrame(9)
%Show_Kotake()
JSL Sprite_IsBelowPlayer
CPY #$01 : BEQ .not_below
JSL Sprite_IsBelowPlayer : CPY #$01 : BEQ .not_below
JSL GetRandomInt : AND.b #$3F : BNE ++
JSL $1DE612 ; Sprite_SpawnLightning
LDA #$30
@@ -424,17 +409,12 @@ Sprite_Twinrova_Main:
JSR RageModeMove
JSL GetRandomInt : AND.b #$0F : BNE +++
JSR RestoreFloorTile
+++
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; -------------------------------------------------------
; 0x0A
Twinrova_Dead:
{
@@ -452,26 +432,20 @@ RageModeMove:
{
; If timer is zero, determine a new movement mode
LDA.w SprTimerA, X : BEQ .DetermineMovementMode
; Execute current movement mode
LDA.w SprMiscA, X
CMP #$01 : BEQ .MoveTowardsPlayer
CMP #$02 : BEQ .RandomStrafe
CMP #$03 : BEQ .RandomDodge
CMP #$04 : BEQ .StayInPlace
JMP .UpdatePosition
.DetermineMovementMode
; Determine random movement mode with weighted probabilities
JSL GetRandomInt
AND.b #$0F
CMP.b #$05
BCC .SetMoveTowardsPlayer ; 0-5 -> Predictive movement towards player
CMP.b #$0A
BCC .SetRandomStrafe ; 6-10 -> Random strafe
CMP.b #$0E
BCC .SetRandomDodge ; 11-14 -> Random dodge
JSL GetRandomInt : AND.b #$0F
CMP.b #$05 : BCC .SetMoveTowardsPlayer ; 0-5 -> Predictive movement towards player
CMP.b #$0A : BCC .SetRandomStrafe ; 6-10 -> Random strafe
CMP.b #$0E : BCC .SetRandomDodge ; 11-14 -> Random dodge
; 15 -> Stay in place
LDA.b #$04 : STA.w SprMiscA, X
LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
@@ -506,9 +480,7 @@ RageModeMove:
.RandomDodge
; Random dodge with controlled movement
JSL GetRandomInt
AND.b #$03
TAY
JSL GetRandomInt : AND.b #$03 : TAY
LDA VelocityOffsets+4, Y : STA.w SprXSpeed, X
INY
LDA VelocityOffsets, Y : STA.w SprYSpeed, X
@@ -524,9 +496,7 @@ RageModeMove:
.Evasive
; Evasive action if too close to player
JSL GetRandomInt
AND.b #$03
TAY
JSL GetRandomInt : AND.b #$03 : TAY
LDA VelocityOffsets, Y : EOR #$FF : INC : STA.w SprXSpeed, X
INY
LDA VelocityOffsets+4, Y : EOR #$FF : INC : STA.w SprYSpeed, X
@@ -540,22 +510,14 @@ RageModeMove:
DEC.w SprHeightS, X
.CheckGrounded
; Move sprite
JSL Sprite_Move
; Check for tile collision and bounce if necessary
JSL Sprite_BounceFromTileCollision
; Reduce the state timer and reset state if necessary
DEC.w SprTimerA, X
RTS
}
DoRandomStrafe:
{
; Random strafe with controlled movement
JSL GetRandomInt
AND.b #$03
JSL GetRandomInt : AND.b #$03
TAY
LDA VelocityOffsets, Y : STA.w SprXSpeed, X
INY
@@ -853,13 +815,8 @@ ApplyTwinrovaGraphics:
; $1DC845
#Fireball_Configure:
{
LDA.w SprDefl,Y
ORA.b #$08
STA.w SprDefl,Y
LDA.b #$04
STA.w SprBump,Y
LDA.w SprDefl, Y : ORA.b #$08 : STA.w SprDefl, Y
LDA.b #$04 : STA.w SprBump, Y
.exit
RTS
}
@@ -867,43 +824,21 @@ ApplyTwinrovaGraphics:
; $1DC879
ReleaseFireballs:
{
JSL Sprite_SpawnFireball
BMI .exit_a
JSL Sprite_SpawnFireball : BMI .exit_a
JSR Fireball_Configure
PHX
TYX
JSL Sprite_DirectionToFacePlayer
LDA.w .speed_x,Y
STA.w SprXSpeed,X
LDA.w .speed_y,Y
STA.w SprYSpeed,X
LDA.w SprX,X
CLC
ADC.w .offset_x_low,Y
STA.w SprX,X
LDA.w SprXH,X
ADC.w .offset_x_high,Y
STA.w SprXH,X
LDA.w SprY,X
CLC
ADC.w .offset_y_low,Y
STA.w SprY,X
LDA.w SprYH,X
ADC.w .offset_y_high,Y
STA.w SprYH,X
LDA.w .speed_x, Y : STA.w SprXSpeed, X
LDA.w .speed_y, Y : STA.w SprYSpeed, X
LDA.w SprX, X : CLC : ADC.w .offset_x_low,Y : STA.w SprX,X
LDA.w SprXH, X : ADC.w .offset_x_high, Y : STA.w SprXH, X
LDA.w SprY,X : CLC : ADC.w .offset_y_low,Y : STA.w SprY,X
LDA.w SprYH,X : ADC.w .offset_y_high,Y : STA.w SprYH,X
PLX
.exit_a
RTS
@@ -932,8 +867,7 @@ pushpc
; =========================================================
; Blind Maiden spawn code
org $0DB818
SpritePrep_LoadProperties:
SpritePrep_LoadProperties = $0DB818
; Follower_BasicMover.dont_scare_kiki
org $09A1E4
@@ -944,7 +878,7 @@ Follower_BasicMover:
; Check if we are in room 0xAC
REP #$20
LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform
; ; Check room flag 0x65
; Check room flag 0x65
; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
SEP #$20
JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
@@ -997,7 +931,6 @@ Follower_CheckBlindTrigger:
; Check if the follower is within the trigger area
LDA.w $1A50, X : STA.b $0A : BPL .positive_z
LDA.b #$FF : STA.b $0B
.positive_z
REP #$20
@@ -1009,16 +942,12 @@ Follower_CheckBlindTrigger:
CMP.w #$0018 : BCS .fail
LDA.w #$1980 : SEC : SBC.b $02 : BPL .positive_y
EOR.w #$FFFF : INC A
.positive_y
CMP.w #$0018
BCS .fail
CMP.w #$0018 : BCS .fail
.success
SEP #$20
PLB : SEC
RTL
.fail
SEP #$20
PLB : CLC
@@ -1082,33 +1011,16 @@ SpritePrep_Blind_PrepareBattle:
; LDA.l $7EF3CC
; CMP.b #$06 ; FOLLOWER 06
; BEQ .despawn
LDA.w $0403
AND.b #$20
BEQ .despawn
LDA.b #$60
STA.w SprTimerC,X
LDA.b #$01
STA.w SprMiscB,X
LDA.b #$02
STA.w SprMiscC,X
LDA.b #$04
STA.w SprMiscE,X
LDA.b #$07
STA.w $0DC0,X
LDA.w $0403 : AND.b #$20 : BEQ .despawn
LDA.b #$60 : STA.w SprTimerC,X
LDA.b #$01 : STA.w SprMiscB,X
LDA.b #$02 : STA.w SprMiscC,X
LDA.b #$04 : STA.w SprMiscE,X
LDA.b #$07 : STA.w $0DC0,X
STZ.w $0B69
RTL
.despawn
STZ.w SprState,X
RTL
}
@@ -1126,9 +1038,7 @@ org $01B3E1
org $1DA0B1
BlindLaser_SpawnTrailGarnish:
{
LDA.w SprDelay,X
AND.b #$00
BNE .exit
LDA.w SprDelay,X : AND.b #$00 : BNE .exit
PHX
TXY
@@ -1136,8 +1046,7 @@ BlindLaser_SpawnTrailGarnish:
LDX.b #$1D
.next_slot
LDA.l $7FF800,X
BEQ .free_slot
LDA.l $7FF800,X : BEQ .free_slot
DEX
BPL .next_slot
@@ -1145,8 +1054,7 @@ BlindLaser_SpawnTrailGarnish:
DEC.w $0FF8
BPL .use_search_index
LDA.b #$1D
STA.w $0FF8
LDA.b #$1D : STA.w $0FF8
.use_search_index
LDX.w $0FF8
@@ -1156,29 +1064,15 @@ BlindLaser_SpawnTrailGarnish:
STA.l $7FF800, X
STA.w $0FB4
LDA.w $0DC0,Y
STA.l $7FF9FE,X
LDA.w $0DC0,Y : STA.l $7FF9FE,X
TYA : STA.l $7FF92C,X
TYA
STA.l $7FF92C,X
LDA.w SprX,Y : STA.l $7FF83C,X
LDA.w SprXH,Y : STA.l $7FF878,X
LDA.w SprY,Y : CLC : ADC.b #$10 : STA.l $7FF81E,X
LDA.w SprYH,Y : ADC.b #$00 : STA.l $7FF85A,X
LDA.w SprX,Y
STA.l $7FF83C,X
LDA.w SprXH,Y
STA.l $7FF878,X
LDA.w SprY,Y
CLC
ADC.b #$10
STA.l $7FF81E,X
LDA.w SprYH,Y
ADC.b #$00
STA.l $7FF85A,X
LDA.b #$0A
STA.l $7FF90E,X
LDA.b #$0A : STA.l $7FF90E,X
PLX
@@ -1208,18 +1102,15 @@ NewMantlePrep:
{
LDA.w SprY, X : CLC : ADC.b #$07 : STA.w SprY, X
LDA.w SprX, X : CLC : ADC.b #$08 : STA.w SprX, X
LDA $7EF0DA : AND #$0F : BEQ +
LDA.w SprX, X : CLC : ADC.b #$28 : STA.w SprX, X
+
RTL
}
pushpc
org $09A1EC
JSL CheckForMaidenInLibrary
org $09A1EC : JSL CheckForMaidenInLibrary
; Prevent mantle from setting spawn point
org $1AFC6D
@@ -1237,14 +1128,10 @@ CheckForMaidenInLibrary:
LDA #$1D : LDY #$00
JSL Sprite_ShowMessageUnconditional
LDA #$01 : STA $7FF9D2
.dialogue_played
.notTheLibrary
; Check for blind room vanilla
REP #$20
LDA.b $A0
RTL
}

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