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