Cleanup Pols Voice

This commit is contained in:
scawful
2024-11-19 14:57:39 -05:00
parent 1abe75ddb1
commit d88410e9c2

View File

@@ -1,6 +1,6 @@
; =========================================================
; =========================================================
; Sprite Properties
; =========================================================
; =========================================================
!SPRID = Sprite_PolsVoice
!NbrTiles = 02 ; Number of tiles used in a frame
@@ -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 = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -37,28 +37,22 @@
Sprite_PolsVoice_Long:
{
PHB : PHK : PLB
JSR Sprite_PolsVoice_Draw ; Call the draw code
JSR Sprite_PolsVoice_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_PolsVoice_Main ; Call the main sprite code
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_PolsVoice_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
; =========================================================
Sprite_PolsVoice_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprTimerA, X
LDA.b #$00 : STA.w SprDefl, X
LDA.b #$00 : STA.w SprTileDie, X
PLB
RTL
}
@@ -84,7 +78,7 @@ Sprite_PolsVoice_Main:
JSL Sprite_BounceFromTileCollision
JSL Sprite_DamageFlash_Long
%DoDamageToPlayerSameLayerOnContact()
JSL GetRandomInt : AND #$3F : BNE .not_done
@@ -94,10 +88,10 @@ Sprite_PolsVoice_Main:
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
JSL Sprite_DirectionToFacePlayer
; Apply the speed positive or negative speed
LDA $0E : BPL .not_up
LDA #$20 : STA.w SprYSpeed, X
LDA #$20 : STA.w SprYSpeed, X
BRA .not_down
.not_up
LDA #$E0 : STA.w SprYSpeed, X
@@ -133,10 +127,8 @@ Sprite_PolsVoice_Main:
.no_damage
RTS
}
}
; =========================================================
Sprite_PolsVoice_Draw:
@@ -155,17 +147,17 @@ Sprite_PolsVoice_Draw:
.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
@@ -182,14 +174,14 @@ Sprite_PolsVoice_Draw:
INY
LDA .properties, X : ORA $08 : STA ($90), Y
PHY
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
@@ -233,4 +225,4 @@ Sprite_PolsVoice_Draw:
db $02
db $02
db $02, $02
}
}