diff --git a/Sprites/Bosses/kydrog.asm b/Sprites/Bosses/kydrog.asm index 1b58023..a1f85a0 100644 --- a/Sprites/Bosses/kydrog.asm +++ b/Sprites/Bosses/kydrog.asm @@ -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