add eon abyss village dog draw

This commit is contained in:
scawful
2024-08-31 16:25:44 -04:00
parent 94cdb40437
commit cd883f7c78

View File

@@ -37,7 +37,12 @@ Sprite_VillageDog_Long:
{
PHB : PHK : PLB
LDA.w WORLDFLAG : BEQ .village
JSR Sprite_EonDog_Draw
JMP +
.village
JSR Sprite_VillageDog_Draw ; Call the draw code
+
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
@@ -52,6 +57,10 @@ Sprite_VillageDog_Long:
Sprite_VillageDog_Prep:
{
PHB : PHK : PLB
LDA.w WORLDFLAG : BEQ .village
LDA.b #$07 : STA.w SprAction, X
.village
PLB
RTL
@@ -93,6 +102,9 @@ Sprite_VillageDog_Main:
dw Dog_WagTailLeft ; 05
dw Dog_WagTailRight ; 06
dw EonDog_Handler ; 07
dw EonDog_Right ; 08
; 0
Dog_Handler:
{
@@ -224,6 +236,24 @@ Sprite_VillageDog_Main:
RTS
}
EonDog_Handler:
{
%PlayAnimation(0,1,8)
JSR HandleTossedDog
RTS
}
EonDog_Right:
{
%PlayAnimation(2,3,8)
JSR HandleTossedDog
RTS
}
}
CheckIfPlayerIsNearby:
@@ -383,4 +413,91 @@ Sprite_VillageDog_Draw:
db $02
db $02, $02, $00, $00
db $02, $02, $00, $00
}
Sprite_EonDog_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, 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
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
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
RTS
.start_index
db $00, $01, $02, $03
.nbr_of_tiles
db 0, 0, 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
.chr
db $C0
db $C2
db $C0
db $C2
.properties
db $3B
db $3B
db $7B
db $7B
.sizes
db $02
db $02
db $02
db $02
}