Refactor Kydrog boss, condense macros into functions

This commit is contained in:
scawful
2024-11-19 16:11:46 -05:00
parent a4ec5b9f7a
commit b17b2125be

View File

@@ -55,17 +55,17 @@ Sprite_KydrogBoss_CheckIfDead:
{ {
LDA.w SprAction, X : CMP.b #$09 : BEQ .not_dead LDA.w SprAction, X : CMP.b #$09 : BEQ .not_dead
; If health is negative, set back to zero ; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$C3 : BCC .health_not_negative LDA.w SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X LDA.b #$00 : STA.w SprHealth, X
.health_not_negative .health_not_negative
LDA $0E50, X : BNE .not_dead LDA.w SprHealth, X : BNE .not_dead
PHX PHX
LDA.b #$04 : STA $0DD0, X ;kill sprite boss style LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
LDA.b #$09 : STA.w SprAction, X ;go to KydrogBoss_Death stage LDA.b #$09 : STA.w SprAction, X ;go to KydrogBoss_Death stage
STZ.w $0D90,X STZ.w $0D90,X
LDA.b #$E0 : STA.w $0DF0,X LDA.b #$E0 : STA.w SprTimerA,X
PLX PLX
.not_dead .not_dead
RTS RTS
@@ -78,7 +78,7 @@ Sprite_KydrogBoss_Prep:
PHB : PHK : PLB PHB : PHK : PLB
LDA #$00 : STA !KydrogPhase LDA #$00 : STA !KydrogPhase
LDA.b #$A0 : STA $0E50, X ; health LDA.b #$A0 : STA.w SprHealth, X ; health
LDA.b #$80 : STA $0CAA, X LDA.b #$80 : STA $0CAA, X
LDA.b #$03 : STA $0F60, X ; hitbox settings LDA.b #$03 : STA $0F60, X ; hitbox settings
@@ -92,7 +92,6 @@ Sprite_KydrogBoss_Prep:
%SetHarmless(00) %SetHarmless(00)
LDA #$80 : STA.w SprTimerD, X ; intro timer LDA #$80 : STA.w SprTimerD, X ; intro timer
PLB PLB
RTL RTL
} }
@@ -113,26 +112,44 @@ macro StopIfTooClose()
+ +
endmacro endmacro
macro RandomStalfosOffspring() RandomStalfosOffspring:
JSL GetNumberSpawnStalfos {
LDA $00 : CMP.b #$04 : BCS .too_many_stalfos JSL GetNumberSpawnStalfos
LDA $00 : CMP.b #$04 : BCS .too_many_stalfos
JSL GetRandomInt : AND.b #$3F : BNE + JSL GetRandomInt : AND.b #$3F : BNE +
PHX : JSR Sprite_Offspring_Spawn : PLX PHX : JSR Sprite_Offspring_Spawn : PLX
+ +
JSL GetRandomInt : AND.b #$3F : BNE ++ JSL GetRandomInt : AND.b #$3F : BNE ++
PHX : JSR Sprite_Offspring_SpawnHead : PLX PHX : JSR Sprite_Offspring_SpawnHead : PLX
++ ++
.too_many_stalfos .too_many_stalfos
endmacro RTS
}
macro BounceBasedOnPhase() BounceBasedOnPhase:
{
LDA !KydrogPhase : CMP #$00 : BEQ .phase_one LDA !KydrogPhase : CMP #$00 : BEQ .phase_one
LDA #$10 : STA $08 : LDA #$20 : STA $09 LDA #$10 : STA $08 : LDA #$20 : STA $09
.phase_one .phase_one
JSL Sprite_BounceTowardPlayer JSL Sprite_BounceTowardPlayer
endmacro RTS
}
KydrogBoss_DoMovement:
{
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
JSR BounceBasedOnPhase
JSR RandomStalfosOffspring
%GotoAction(1)
RTS
}
Sprite_KydrogBoss_Main: Sprite_KydrogBoss_Main:
{ {
@@ -174,7 +191,7 @@ Sprite_KydrogBoss_Main:
KydrogBoss_WalkState: KydrogBoss_WalkState:
{ {
JSR CheckForNextPhase JSR CheckForNextPhase
LDA $0DA0 : BEQ .not_flashing LDA.w SprMiscA : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(6) ; Goto KydrogBoss_TakeDamage %GotoAction(6) ; Goto KydrogBoss_TakeDamage
RTS RTS
@@ -197,20 +214,19 @@ Sprite_KydrogBoss_Main:
TYA : CMP.b #$02 : BCC .WalkRight TYA : CMP.b #$02 : BCC .WalkRight
.WalkForward .WalkForward
%StopIfTooClose() %StopIfTooClose()
JSL Sprite_IsBelowPlayer ; Check if sprite is below player JSL Sprite_IsBelowPlayer : TYA : BNE .WalkBackwards
TYA : BNE .WalkBackwards ; If 1, go to KydrogBoss_WalkBackwards %GotoAction(2) ; Goto KydrogBoss_WalkForward
%GotoAction(2) ; Goto KydrogBoss_WalkForward RTS
RTS .WalkBackwards
.WalkBackwards
%GotoAction(5) ; Goto KydrogBoss_WalkBackwards %GotoAction(5) ; Goto KydrogBoss_WalkBackwards
RTS RTS
.WalkRight .WalkRight
%StopIfTooClose() %StopIfTooClose()
JSL Sprite_IsToRightOfPlayer : TYA : BNE .WalkLeft JSL Sprite_IsToRightOfPlayer : TYA : BNE .WalkLeft
%GotoAction(4) %GotoAction(4)
RTS RTS
.WalkLeft .WalkLeft
%GotoAction(3) ; Goto KydrogBoss_WalkLeft %GotoAction(3) ; Goto KydrogBoss_WalkLeft
RTS RTS
} }
@@ -220,78 +236,28 @@ Sprite_KydrogBoss_Main:
KydrogBoss_WalkForward: KydrogBoss_WalkForward:
{ {
%PlayAnimation(0, 2, 8) %PlayAnimation(0, 2, 8)
JSR KydrogBoss_DoMovement
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
%RandomStalfosOffspring()
%GotoAction(1)
RTS RTS
} }
; -------------------------------------------------------
KydrogBoss_WalkLeft: KydrogBoss_WalkLeft:
{ {
%PlayAnimation(3, 5, 8) %PlayAnimation(3, 5, 8)
JSR KydrogBoss_DoMovement
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
%RandomStalfosOffspring()
%GotoAction(1)
RTS RTS
} }
; -------------------------------------------------------
KydrogBoss_WalkRight: KydrogBoss_WalkRight:
{ {
%PlayAnimation(6, 8, 8) %PlayAnimation(6, 8, 8)
JSR KydrogBoss_DoMovement
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
%RandomStalfosOffspring()
%GotoAction(1)
RTS RTS
} }
; -------------------------------------------------------
KydrogBoss_WalkBackward: KydrogBoss_WalkBackward:
{ {
%PlayAnimation(9, 11, 8) %PlayAnimation(9, 11, 8)
JSR KydrogBoss_DoMovement
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
%RandomStalfosOffspring()
%GotoAction(1)
RTS RTS
} }
@@ -305,8 +271,8 @@ Sprite_KydrogBoss_Main:
INC !ConsecutiveHits INC !ConsecutiveHits
LDA !ConsecutiveHits : CMP #$10 : BCC .continue LDA !ConsecutiveHits : CMP #$10 : BCC .continue
STZ !ConsecutiveHits STZ !ConsecutiveHits
LDA.b #$28 ; SFX3.28 ; SFX3.28
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan LDA.b #$28 : JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
%GotoAction($0A) ; Goto KydrogBoss_Ascend %GotoAction($0A) ; Goto KydrogBoss_Ascend
JSL Sprite_KillFriends JSL Sprite_KillFriends
RTS RTS
@@ -318,15 +284,15 @@ Sprite_KydrogBoss_Main:
PLX PLX
JSL Sprite_DamageFlash_Long JSL Sprite_DamageFlash_Long
%RandomStalfosOffspring() JSR RandomStalfosOffspring
LDA.w SprTimerD, X : BNE + LDA.w SprTimerD, X : BNE +
%GotoAction(1) %GotoAction(1)
+ +
JSL GetRandomInt : AND.b #$1F : BNE ++ JSL GetRandomInt : AND.b #$1F : BNE ++
LDA.b #$28 ; SFX3.28 ; SFX3.28
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan LDA.b #$28 : JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
%GotoAction($0A) ; Goto KydrogBoss_Ascend %GotoAction($0A) ; Goto KydrogBoss_Ascend
++ ++
RTS RTS
@@ -364,7 +330,7 @@ Sprite_KydrogBoss_Main:
JSL Sprite_DamageFlash_Long JSL Sprite_DamageFlash_Long
%RandomStalfosOffspring() JSR RandomStalfosOffspring
LDA.w SprTimerD, X : BNE + LDA.w SprTimerD, X : BNE +
JSR Kydrog_ThrowBoneAtPlayer JSR Kydrog_ThrowBoneAtPlayer
@@ -394,7 +360,7 @@ Sprite_KydrogBoss_Main:
%StartOnFrame(17) %StartOnFrame(17)
%PlayAnimation(17, 17, 10) %PlayAnimation(17, 17, 10)
%RandomStalfosOffspring() JSR RandomStalfosOffspring
; Increase the Z for a bit until he is off screen ; Increase the Z for a bit until he is off screen
LDA.w SprHeight, X : CLC : ADC.b #$04 LDA.w SprHeight, X : CLC : ADC.b #$04
@@ -411,7 +377,7 @@ Sprite_KydrogBoss_Main:
%StartOnFrame(17) %StartOnFrame(17)
%PlayAnimation(17, 17, 10) %PlayAnimation(17, 17, 10)
%RandomStalfosOffspring() JSR RandomStalfosOffspring
LDA.w SprTimerD, X : BEQ .no_track_player LDA.w SprTimerD, X : BEQ .no_track_player
@@ -438,14 +404,14 @@ Sprite_KydrogBoss_Main:
%PlayAnimation(13, 13, 10) %PlayAnimation(13, 13, 10)
JSL GetRandomInt : AND.b #$3F : BNE + JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b $0D50 : CLC : ADC.b #$08 : STA $0D50 LDA.b SprXSpeed : CLC : ADC.b #$08 : STA.w SprXSpeed
LDA.b $0D70 : CLC : ADC.b #$02 : STA $0D70 LDA.b SprXRound : CLC : ADC.b #$02 : STA.w SprXRound
LDA.w SprTimerD, X : BNE .not_done LDA.w SprTimerD, X : BNE .not_done
%GotoAction(1) %GotoAction(1)
RTS RTS
+ +
LDA.b $0D40 : CLC : ADC.b #$08 : STA $0D40 LDA.b SprYSpeed : CLC : ADC.b #$08 : STA.w SprYSpeed
LDA.b $0D60 : CLC : ADC.b #$02 : STA $0D60 LDA.b SprYRound : CLC : ADC.b #$02 : STA.w SprYRound
LDA.w SprTimerD, X : BNE .not_done LDA.w SprTimerD, X : BNE .not_done
%GotoAction(1) %GotoAction(1)
@@ -473,7 +439,7 @@ CheckForNextPhase:
.phase_two .phase_two
LDA.w SprHealth,X : CMP.b #$20 : BCC .phase_three LDA.w SprHealth,X : CMP.b #$20 : BCC .phase_three
LDA !KydrogPhase : CMP.b #$01 : BEQ .return LDA !KydrogPhase : CMP.b #$01 : BEQ .return
LDA #$80 : STA $0E50, X LDA #$80 : STA.w SprHealth, X
LDA #$01 : STA.w SprAction, X LDA #$01 : STA.w SprAction, X
STA !KydrogPhase STA !KydrogPhase
INC.w SprFlash, X INC.w SprFlash, X
@@ -482,7 +448,7 @@ CheckForNextPhase:
.phase_three .phase_three
LDA.w SprHealth,X : CMP.b #$20 : BCC .phase_four LDA.w SprHealth,X : CMP.b #$20 : BCC .phase_four
LDA !KydrogPhase : CMP.b #$02 : BEQ .return LDA !KydrogPhase : CMP.b #$02 : BEQ .return
LDA #$80 : STA $0E50, X LDA #$80 : STA.w SprHealth, X
LDA #$02 : STA.w SprAction, X LDA #$02 : STA.w SprAction, X
STA !KydrogPhase STA !KydrogPhase
RTS RTS
@@ -501,7 +467,7 @@ CheckForNextPhase:
Sprite_CheckIfFrozen: Sprite_CheckIfFrozen:
{ {
LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen
LDA.w $0E10, X : BNE .not_frozen LDA.w SprTimerC, X : BNE .not_frozen
LDA.b #$00 : STA.l $7FFA3C,X LDA.b #$00 : STA.l $7FFA3C,X
LDA.b #$09 : STA.w $0DD0, X LDA.b #$09 : STA.w $0DD0, X
.not_frozen .not_frozen
@@ -555,7 +521,6 @@ Sprite_Offspring_SpawnHead:
RTS RTS
} }
Sprite_Offspring_Spawn: Sprite_Offspring_Spawn:
{ {
JSL GetRandomInt : AND.b #$3F : BNE .normal_stalfos JSL GetRandomInt : AND.b #$3F : BNE .normal_stalfos
@@ -569,18 +534,18 @@ Sprite_Offspring_Spawn:
LDA.b #$02 : STA.w SprSubtype, Y LDA.b #$02 : STA.w SprSubtype, Y
PHX PHX
REP #$20 REP #$20
LDA $0FD8 : CLC : ADC.w #$000C LDA.w SprCachedX : CLC : ADC.w #$000C
SEP #$20 SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20 REP #$20
LDA $0FDA : CLC : ADC.w #$001E LDA.w SprCachedY : CLC : ADC.w #$001E
SEP #$20 SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y STA.w SprY, Y : XBA : STA.w SprYH, Y
TYX TYX
STZ $0D60, X : STZ $0D70, X STZ.w SprYRound, X : STZ.w SprXRound, X
LDA.b #$05 : STA.w SprBump, X LDA.b #$05 : STA.w SprBump, X
PLX PLX
.return .return