Cleanup Kydrog NPC

This commit is contained in:
scawful
2024-10-06 23:38:14 -04:00
parent 346dc84f31
commit c73c496579

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 = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -32,33 +32,25 @@
%Set_Sprite_Properties(Sprite_Kydrog_Prep, Sprite_Kydrog_Long)
; =========================================================
Sprite_Kydrog_Long:
{
PHB : PHK : PLB
JSR Sprite_Kydrog_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Kydrog_Main ; Call the main sprite code
JSR Sprite_Kydrog_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Kydrog_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
; =========================================================
Sprite_Kydrog_Prep:
{
PHB : PHK : PLB
LDA.l $7EF300
BEQ .PlayIntro
STZ.w $0DD0, X ; Kill the sprite
LDA.l $7EF300 : BEQ .PlayIntro
STZ.w $0DD0, X ; Kill the sprite
.PlayIntro
PLB
RTL
}
@@ -75,7 +67,6 @@ Sprite_Kydrog_Main:
dw Kydrog_SpawnOffspring
dw Kydrog_WarpPlayerAway
Kydrog_StartCutscene:
{
LDA #$03 : STA $012C ; Play music
@@ -106,7 +97,7 @@ Sprite_Kydrog_Main:
Kydrog_SpawnOffspring:
{
LDA.b #$02 : STA.b $B6 ; Update story flag for Farore
STZ.b $49 ; Stop Link from moving
STZ.b $49 ; Stop Link from moving
%GotoAction(3)
RTS
}
@@ -126,16 +117,16 @@ Sprite_Kydrog_Main:
; The module to return to is #$08 (preoverworld)
LDA.b #$08 : STA $010C
; Set the map I want
; Set the map I want
LDA.b #$20 : STA $A0 : STZ $A1
; Set us to the warp state
; Set us to the warp state
LDA.b #$15 : STA $10
; Clear submodules
STZ $11 : STZ $B0
; Remove Impa follower
; Remove Impa follower
LDA.b #$00 : STA $7EF3CC
; Set the flag to remove Farore and Kydrog from Maku area
@@ -158,24 +149,20 @@ Sprite_Kydrog_Draw:
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.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
@@ -192,14 +179,10 @@ Sprite_Kydrog_Draw:
INY
LDA .properties, X : STA ($90), Y
PHY
PHY
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX