diff --git a/Sprites/Enemies/pols_voice.asm b/Sprites/Enemies/pols_voice.asm index 909871b..104e7b1 100644 --- a/Sprites/Enemies/pols_voice.asm +++ b/Sprites/Enemies/pols_voice.asm @@ -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 -} \ No newline at end of file +}