Cleanup Piration

This commit is contained in:
scawful
2024-10-04 09:11:23 -04:00
parent b8b3e15ff3
commit c271be37f7

View File

@@ -11,7 +11,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -29,23 +29,19 @@
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_Piratian_Prep, Sprite_Piratian_Long);
; =========================================================
%Set_Sprite_Properties(Sprite_Piratian_Prep, Sprite_Piratian_Long)
Sprite_Piratian_Long:
{
PHB : PHK : PLB
JSR Sprite_Piratian_Draw ; Call the draw code
JSL Sprite_DrawShadow ; Draw the shadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Piratian_Main ; Call the main sprite code
JSR Sprite_Piratian_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Piratian_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
; =========================================================
@@ -53,7 +49,6 @@ Sprite_Piratian_Long:
Sprite_Piratian_Prep:
{
PHB : PHK : PLB
PLB
RTL
@@ -111,7 +106,7 @@ Sprite_Piratian_Move:
{
LDA.w SprTimerA, X : BNE +
JSL Sprite_SelectNewDirection
TYA
TYA
CMP.b #$03 : BCC ++
SEC : SBC.b #$03
++
@@ -149,17 +144,16 @@ Sprite_Piratian_Draw:
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
@@ -176,14 +170,10 @@ Sprite_Piratian_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
@@ -251,4 +241,5 @@ Sprite_Piratian_Draw:
db $02
db $02
db $02
}
}