cleanup deku scrub enemy sprite

This commit is contained in:
scawful
2024-05-06 17:19:28 -04:00
parent 2b05733eef
commit cfdbb27947

View File

@@ -1,10 +1,10 @@
!SPRID = $14; The sprite ID you are overwriting (HEX) !SPRID = $14 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 03 ; Number of tiles used in a frame !NbrTiles = 03 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is !HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have !Health = 08 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart !Damage = 04 ; (08 is a whole heart), 04 is half heart
!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
@@ -31,30 +31,30 @@
Sprite_DekuScrubEnemy_Long: Sprite_DekuScrubEnemy_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_DekuScrubEnemy_Draw ; Call the draw code JSR Sprite_DekuScrubEnemy_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_DekuScrubEnemy_Main ; Call the main sprite code JSR Sprite_DekuScrubEnemy_Main ; Call the main sprite code
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB ; Get back the databank we stored previously
RTL ; Go back to original code RTL ; Go back to original code
} }
Sprite_DekuScrubEnemy_Prep: Sprite_DekuScrubEnemy_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
LDA #$06 : STA SprAction, X ; Pea Shot State LDA #$06 : STA SprAction, X ; Pea Shot State
.normal_scrub .normal_scrub
PLB PLB
RTL RTL
} }
; 0-2 - Spitting ; 0-2 - Spitting
@@ -77,326 +77,311 @@ Sprite_DekuScrubEnemy_Main:
dw DekuScrubEnemy_PeaShot dw DekuScrubEnemy_PeaShot
; 0x00
DekuScrubEnemy_Hiding: DekuScrubEnemy_Hiding:
{ {
%StartOnFrame(13) %StartOnFrame(13)
%PlayAnimation(13,13,1) %PlayAnimation(13,13,1)
JSL Sprite_IsBelowPlayer : TYA JSL Sprite_IsBelowPlayer : TYA
CMP #$00 : BNE .is_below_player CMP #$00 : BNE .is_below_player
; Check if the player is too close ; Check if the player is too close
LDA $22 : STA $02 LDA $22 : STA $02
LDA $20 : STA $03 LDA $20 : STA $03
LDA SprX, X : STA $04 LDA SprX, X : STA $04
LDA SprY, X : STA $05 LDA SprY, X : STA $05
JSR GetDistance8bit : CMP.b #$18 : BCC .too_close JSR GetDistance8bit : CMP.b #$18 : BCC .too_close
; The player is below the scrub, so it should pop up ; The player is below the scrub, so it should pop up
LDA #$20 : STA SprTimerA, X LDA #$20 : STA SprTimerA, X
%GotoAction(1) %GotoAction(1)
.too_close .too_close
.is_below_player .is_below_player
RTS RTS
} }
; 0x01
DekuScrubEnemy_Attack: DekuScrubEnemy_Attack:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0,2,8) %PlayAnimation(0,2,8)
LDA SprTimerA, X : BNE .not_done LDA SprTimerA, X : BNE .not_done
JSR SpawnPeaShot JSR SpawnPeaShot
LDA #$40 : STA SprTimerA, X LDA #$40 : STA SprTimerA, X
INC.w SprAction, X INC.w SprAction, X
.not_done .not_done
LDA $22 : STA $02 LDA $22 : STA $02
LDA $20 : STA $03 LDA $20 : STA $03
LDA SprX, X : STA $04 LDA SprX, X : STA $04
LDA SprY, X : STA $05 LDA SprY, X : STA $05
JSR GetDistance8bit : CMP #$18 : BCS .not_too_close JSR GetDistance8bit : CMP #$18 : BCS .not_too_close
%GotoAction(0)
.not_too_close
%GotoAction(0) RTS
.not_too_close
RTS
} }
; 0x02
DekuScrubEnemy_PostAttack: DekuScrubEnemy_PostAttack:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0,0,4) %PlayAnimation(0,0,4)
#_05BE49: LDA.w $0D10,X LDA.w $0D10,X : STA.b $00
#_05BE4F: STA.b $00 LDA.w $0D30,X : STA.b $08
#_05BE51: LDA.w $0D30,X LDA.b #$04 : STA.b $02
#_05BE56: STA.b $08 STZ $03
#_05BE58: LDA.b #$04
#_05BE5A: STA.b $02
#_05BE5C: STZ $03
#_05BE5E: LDA.w $0D00,X
#_05BE64: STA.b $01
#_05BE66: LDA.w $0D20,X
#_05BE6B: STA.b $09
LDA.w $0D00,X : STA.b $01
LDA.w $0D20,X : STA.b $09
LDA Offspring1_Id : TAY LDA Offspring1_Id : TAY
JSR Sprite_SetupHitBox JSR Sprite_SetupHitBox
JSL CheckIfHitBoxesOverlap : BCC .no_dano JSL CheckIfHitBoxesOverlap : BCC .no_dano
INC.w SprAction, X INC.w SprAction, X
.no_dano .no_dano
; Wait while the pea shot is on screen ; Wait while the pea shot is on screen
; Link may redirect it towards us ; Link may redirect it towards us
LDA SprTimerA, X : BNE .not_done LDA SprTimerA, X : BNE .not_done
; If the pea shot and deku scrub hitboxes intersect ; If the pea shot and deku scrub hitboxes intersect
; We will go to recoil ; We will go to recoil
; However, he may also dodge it and try to attack
; So if he gets too close, we go back to hiding
%GotoAction(0)
; However, he may also dodge it and try to attack
; So if he gets too close, we go back to hiding
%GotoAction(0)
.not_done .not_done
RTS RTS
} }
; 0x03
DekuScrubEnemy_Recoil: DekuScrubEnemy_Recoil:
{ {
%StartOnFrame(3) %StartOnFrame(3)
%PlayAnimation(3,6,6) %PlayAnimation(3,6,6)
; Play the spinning animation for a bit before proceeding ; Play the spinning animation for a bit before proceeding
LDA SprTimerA, X : BNE .not_done LDA SprTimerA, X : BNE .not_done
LDA #$20 : STA SprTimerA, X LDA #$20 : STA SprTimerA, X
INC.w SprAction, X INC.w SprAction, X
.not_done
RTS
}
DekuScrubEnemy_Dazed:
{
%StartOnFrame(8)
%PlayAnimation(8,9,11)
LDA SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done .not_done
RTS RTS
} }
; 0x04
DekuScrubEnemy_Dazed:
{
%StartOnFrame(8)
%PlayAnimation(8,9,11)
LDA SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
RTS
}
; 0x05
DekuScrubEnemy_Subdued: DekuScrubEnemy_Subdued:
{ {
%StartOnFrame(7) %StartOnFrame(7)
%PlayAnimation(7,7,1) %PlayAnimation(7,7,1)
RTS RTS
} }
; 0x06
DekuScrubEnemy_PeaShot: DekuScrubEnemy_PeaShot:
{ {
%StartOnFrame(10) %StartOnFrame(10)
%PlayAnimation(10,12,3) %PlayAnimation(10,12,3)
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
JSL Sprite_MoveVert JSL Sprite_MoveVert
JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
; Apply force in the opposite direction
JSL Sprite_CheckDamageFromPlayerLong LDA #-16 : STA SprYSpeed, X
BCC .no_damage .no_damage
; Apply force in the opposite direction RTS
LDA #-16 : STA SprYSpeed, X
.no_damage
RTS
} }
} }
SpawnPeaShot: SpawnPeaShot:
{ {
LDA.b #$14 LDA.b #$14
JSL Sprite_SpawnDynamically : BMI .return ;89 JSL Sprite_SpawnDynamically : BMI .return ;89
LDA.b #$01 : STA $0E30, Y LDA.b #$01 : STA $0E30, Y
LDA.b #$06 : STA $0D80, Y LDA.b #$06 : STA $0D80, Y
PHX PHX
; Spawn Location ; Spawn Location
REP #$20 REP #$20
LDA $0FD8 LDA $0FD8
SEP #$20 SEP #$20
STA $0D10, Y : XBA : STA $0D30, Y STA $0D10, Y : XBA : STA $0D30, Y
REP #$20 REP #$20
LDA $0FDA : CLC : ADC.w #$000C LDA $0FDA : CLC : ADC.w #$000C
SEP #$20 SEP #$20
STA $0D00, Y : XBA : STA $0D20, Y STA $0D00, Y : XBA : STA $0D20, Y
TYX TYX
STZ $0D70, X STZ $0D70, X
LDA #$10 : STA SprYSpeed, X LDA #$10 : STA SprYSpeed, X
STA SprYRound, X STA SprYRound, X
STX.w Offspring1_Id STX.w Offspring1_Id
PLX PLX
.return
.return RTS
RTS
} }
Sprite_DekuScrubEnemy_Draw: Sprite_DekuScrubEnemy_Draw:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.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
SEP #$20 SEP #$20
BCC .on_screen_y BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
LDA .chr, X : STA ($90), Y LDA .chr, X : STA ($90), Y
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
RTS RTS
.start_index .start_index
db $00, $03, $05, $07, $09, $0B, $0D, $0F, $11, $15, $19, $1A, $1B, $1C db $00, $03, $05, $07, $09, $0B, $0D, $0F, $11, $15, $19, $1A, $1B, $1C
.nbr_of_tiles .nbr_of_tiles
db 2, 1, 1, 1, 1, 1, 1, 1, 3, 3, 0, 0, 0, 1 db 2, 1, 1, 1, 1, 1, 1, 1, 3, 3, 0, 0, 0, 1
.x_offsets .x_offsets
dw 0, 0, 8 dw 0, 0, 8
dw 0, 0 dw 0, 0
dw 0, 0 dw 0, 0
dw 0, 0 dw 0, 0
dw 0, 0 dw 0, 0
dw 0, 0 dw 0, 0
dw 0, 0 dw 0, 0
dw 0, 0 dw 0, 0
dw 0, 0, -4, 12 dw 0, 0, -4, 12
dw 0, 0, -4, 12 dw 0, 0, -4, 12
dw 4 dw 4
dw 4 dw 4
dw 4 dw 4
dw 0, 0 dw 0, 0
.y_offsets .y_offsets
dw -8, 8, 8 dw -8, 8, 8
dw -8, 0 dw -8, 0
dw -8, 0 dw -8, 0
dw 0, -8 dw 0, -8
dw 0, -16 dw 0, -16
dw 0, -8 dw 0, -8
dw -8, 0 dw -8, 0
dw 0, -8 dw 0, -8
dw 0, -8, -8, 0 dw 0, -8, -8, 0
dw 0, -8, 0, -8 dw 0, -8, 0, -8
dw 4 dw 4
dw 4 dw 4
dw 4 dw 4
dw 0, -4 dw 0, -4
.chr .chr
db $84, $B4, $B5 db $84, $B4, $B5
db $84, $94 db $84, $94
db $84, $A6 db $84, $A6
db $AC, $9C db $AC, $9C
db $A8, $88 db $A8, $88
db $AA, $9A db $AA, $9A
db $98, $A8 db $98, $A8
db $AE, $9E db $AE, $9E
db $AC, $9C, $87, $87 db $AC, $9C, $87, $87
db $AC, $9C, $87, $87 db $AC, $9C, $87, $87
db $86 db $86
db $96 db $96
db $97 db $97
db $94, $84 db $94, $84
.properties .properties
db $3B, $3B, $3B db $3B, $3B, $3B
db $3B, $3B db $3B, $3B
db $3B, $3B db $3B, $3B
db $3B, $3B db $3B, $3B
db $3B, $3B db $3B, $3B
db $3B, $3B db $3B, $3B
db $7B, $7B db $7B, $7B
db $3B, $3B db $3B, $3B
db $3B, $3B, $3B, $3B db $3B, $3B, $3B, $3B
db $3B, $3B, $3B, $3B db $3B, $3B, $3B, $3B
db $3B db $3B
db $3B db $3B
db $3B db $3B
db $3B, $3B db $3B, $3B
.sizes .sizes
db $02, $00, $00 db $02, $00, $00
db $02, $02 db $02, $02
db $02, $02 db $02, $02
db $02, $02 db $02, $02
db $02, $02 db $02, $02
db $02, $02 db $02, $02
db $02, $02 db $02, $02
db $02, $02 db $02, $02
db $02, $02, $00, $00 db $02, $02, $00, $00
db $02, $02, $00, $00 db $02, $02, $00, $00
db $00 db $00
db $00 db $00
db $00 db $00
db $02, $02 db $02, $02
} }