cleanup twinrova, optimize action size
This commit is contained in:
@@ -58,61 +58,61 @@ Sprite_Twinrova_Long:
|
||||
|
||||
Sprite_Twinrova_CheckIfDead:
|
||||
{
|
||||
LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
|
||||
; If health is negative, set back to zero
|
||||
LDA SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
|
||||
LDA.b #$00 : STA.w SprHealth, X
|
||||
LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
|
||||
; If health is negative, set back to zero
|
||||
LDA SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
|
||||
LDA.b #$00 : STA.w SprHealth, X
|
||||
|
||||
.health_not_negative
|
||||
LDA SprHealth, X : BNE .not_dead
|
||||
PHX
|
||||
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
|
||||
LDA.b #$0A : STA.w SprAction, X ; Go to Twinrova_Dead stage
|
||||
LDA.b #$10 : STA.w $0D90, X
|
||||
PLX
|
||||
.health_not_negative
|
||||
LDA SprHealth, X : BNE .not_dead
|
||||
PHX
|
||||
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
|
||||
LDA.b #$0A : STA.w SprAction, X ; Go to Twinrova_Dead stage
|
||||
LDA.b #$10 : STA.w $0D90, X
|
||||
PLX
|
||||
.not_dead
|
||||
RTS
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Twinrova_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Kill the sprite if the Maiden is present
|
||||
LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
|
||||
STZ.w $0DD0, X
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Kill the sprite if the Maiden is present
|
||||
LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
|
||||
STZ.w $0DD0, X
|
||||
.prep_twinrova
|
||||
LDA.b #$5A : STA.w SprHealth, X ; Health
|
||||
LDA.b #$80 : STA $0CAA, X
|
||||
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
||||
LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
|
||||
|
||||
%SetSpriteSpeedX(15)
|
||||
%SetSpriteSpeedX(15)
|
||||
LDA.b #$5A : STA.w SprHealth, X ; Health
|
||||
LDA.b #$80 : STA $0CAA, X
|
||||
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
||||
LDA.w $0E60, X : AND.b #$BF : STA.w $0E60, X ; Not invincible
|
||||
|
||||
; Blind Boss startup configuration
|
||||
LDA #$10 : STA $08
|
||||
LDA #$10 : STA $09
|
||||
%SetSpriteSpeedX(15)
|
||||
%SetSpriteSpeedX(15)
|
||||
|
||||
LDA.b #$60 : STA.w SprTimerC, X
|
||||
LDA.b #$01 : STA.w SprMiscB, X
|
||||
LDA.b #$02 : STA.w SprMiscC, X
|
||||
LDA.b #$04 : STA.w SprMiscE, X
|
||||
LDA.b #$07 : STA.w SprGfx, X
|
||||
STZ.w $0B69
|
||||
; Blind Boss startup configuration
|
||||
LDA.b #$10 : STA $08
|
||||
LDA.b #$10 : STA $09
|
||||
|
||||
PLB
|
||||
RTL
|
||||
LDA.b #$60 : STA.w SprTimerC, X
|
||||
LDA.b #$01 : STA.w SprMiscB, X
|
||||
LDA.b #$02 : STA.w SprMiscC, X
|
||||
LDA.b #$04 : STA.w SprMiscE, X
|
||||
LDA.b #$07 : STA.w SprGfx, X
|
||||
STZ.w $0B69
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
!AnimSpeed = 8
|
||||
|
||||
macro Twinrova_Front()
|
||||
macro Twinrova_Front()
|
||||
%PlayAnimation(0,1,!AnimSpeed)
|
||||
endmacro
|
||||
|
||||
@@ -156,6 +156,9 @@ endmacro
|
||||
|
||||
Sprite_Twinrova_Main:
|
||||
{
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
JSL Sprite_DamageFlash_Long
|
||||
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
@@ -175,51 +178,51 @@ Sprite_Twinrova_Main:
|
||||
; 0x00
|
||||
Twinrova_Init:
|
||||
{
|
||||
%ShowUnconditionalMessage($123)
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
%ShowUnconditionalMessage($123)
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x01
|
||||
Twinrova_MoveState:
|
||||
{
|
||||
STZ.w $0360
|
||||
LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
|
||||
; -------------------------------------------
|
||||
; Phase 2
|
||||
LDA SprTimerE, X : BNE .kotake
|
||||
LDA #$70 : STA.w SprTimerD, X
|
||||
%GotoAction(8) ; Koume Mode
|
||||
RTS
|
||||
.kotake
|
||||
LDA #$70 : STA.w SprTimerD, X
|
||||
%GotoAction(9) ; Kotake Mode
|
||||
RTS
|
||||
STZ.w $0360
|
||||
LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
|
||||
; -------------------------------------------
|
||||
; Phase 2
|
||||
LDA SprTimerE, X : BNE .kotake
|
||||
LDA #$70 : STA.w SprTimerD, X
|
||||
%GotoAction(8) ; Koume Mode
|
||||
RTS
|
||||
.kotake
|
||||
LDA #$70 : STA.w SprTimerD, X
|
||||
%GotoAction(9) ; Kotake Mode
|
||||
RTS
|
||||
|
||||
; ---------------------------------------------
|
||||
.phase_1
|
||||
LDA $0DA0 : BEQ .not_flashing
|
||||
LDA.b #$30 : STA.w SprTimerD, X
|
||||
%GotoAction(7) ; Goto Twinrova_Hurt
|
||||
RTS
|
||||
LDA $0DA0 : BEQ .not_flashing
|
||||
LDA.b #$30 : STA.w SprTimerD, X
|
||||
%GotoAction(7) ; Goto Twinrova_Hurt
|
||||
RTS
|
||||
.not_flashing
|
||||
|
||||
JSL GetRandomInt : AND.b #$3F : BNE +
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
STZ $AC ; Set the fire attack
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
JSL GetRandomInt : AND.b #$3F : BNE +
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
STZ $AC ; Set the fire attack
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
+
|
||||
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
LDA #$01 : STA $AC ; Set the ice attack
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
LDA #$01 : STA $AC ; Set the ice attack
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
++
|
||||
|
||||
JSL GetRandomInt : AND.b #$0F : BEQ .random_strafe
|
||||
@@ -245,44 +248,38 @@ Sprite_Twinrova_Main:
|
||||
; 0x02 - Twinrova_MoveForwards
|
||||
Twinrova_MoveForwards:
|
||||
{
|
||||
%Twinrova_Front()
|
||||
%Twinrova_Front()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
LDA #$10 ; Set speed
|
||||
JSL Sprite_FloatTowardPlayer
|
||||
JSL Sprite_CheckTileCollision
|
||||
|
||||
LDA #$10 ; Set speed
|
||||
JSL Sprite_FloatTowardPlayer
|
||||
JSL Sprite_CheckTileCollision
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x03 - Twinrova_MoveBackwards
|
||||
Twinrova_MoveBackwards:
|
||||
{
|
||||
%Twinrova_Back()
|
||||
%Twinrova_Back()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
LDA #$20
|
||||
JSL Sprite_FloatTowardPlayer
|
||||
JSL Sprite_CheckTileCollision
|
||||
|
||||
LDA #$20
|
||||
JSL Sprite_FloatTowardPlayer
|
||||
JSL Sprite_CheckTileCollision
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
@@ -294,8 +291,6 @@ Sprite_Twinrova_Main:
|
||||
|
||||
LDA #$01 : STA $0360
|
||||
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
|
||||
LDA $0CAA : AND.b #$03 : STA $0CAA
|
||||
LDA SprTimerD, X : BNE +
|
||||
LDA $0CAA : ORA.b #$03 : STA $0CAA
|
||||
@@ -313,171 +308,165 @@ Sprite_Twinrova_Main:
|
||||
; 0x05
|
||||
Twinrova_FireAttack:
|
||||
{
|
||||
%StartOnFrame(4)
|
||||
%Twinrova_Ready()
|
||||
%StartOnFrame(4)
|
||||
%Twinrova_Ready()
|
||||
|
||||
JSR Sprite_Twinrova_FireAttack
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
JSR Sprite_Twinrova_FireAttack
|
||||
|
||||
; Random chance to release fireball
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
; Random chance to release fireball
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
JSR ReleaseFireballs
|
||||
++
|
||||
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x06
|
||||
Twinrova_IceAttack:
|
||||
{
|
||||
%StartOnFrame(4)
|
||||
%Twinrova_Ready()
|
||||
%StartOnFrame(4)
|
||||
%Twinrova_Ready()
|
||||
|
||||
JSR Sprite_Twinrova_IceAttack
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
JSR Sprite_Twinrova_IceAttack
|
||||
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x07
|
||||
Twinrova_Hurt:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
%Twinrova_Hurt()
|
||||
%StartOnFrame(10)
|
||||
%Twinrova_Hurt()
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
; Check if hurt timer is zero, if not keep flashing hurt animation
|
||||
LDA.w SprTimerD, X : BNE .HurtAnimation
|
||||
|
||||
; Check if hurt timer is zero, if not keep flashing hurt animation
|
||||
LDA.w SprTimerD, X : BNE .HurtAnimation
|
||||
; Determine dodge or retaliate behavior
|
||||
JSL GetRandomInt
|
||||
AND.b #$07 ; 1 in 8 chance for dodge/retaliate
|
||||
BNE .DodgeOrRetaliate
|
||||
BRA .ResumeNormalState
|
||||
|
||||
; Determine dodge or retaliate behavior
|
||||
JSL GetRandomInt
|
||||
AND.b #$07 ; 1 in 8 chance for dodge/retaliate
|
||||
BNE .DodgeOrRetaliate
|
||||
BRA .ResumeNormalState
|
||||
.DodgeOrRetaliate
|
||||
; Determine whether to dodge or retaliate
|
||||
JSL GetRandomInt
|
||||
AND.b #$01
|
||||
BEQ .PerformDodge
|
||||
BRA .PerformRetaliate
|
||||
|
||||
.DodgeOrRetaliate
|
||||
; Determine whether to dodge or retaliate
|
||||
JSL GetRandomInt
|
||||
AND.b #$01
|
||||
BEQ .PerformDodge
|
||||
BRA .PerformRetaliate
|
||||
|
||||
.PerformDodge
|
||||
JSR DoRandomStrafe
|
||||
LDA.b #$20 : STA.w SprTimerA, X ; Set timer for dodge duration
|
||||
LDA.b #$02 : STA.w SprMiscA, X ; Set state to random strafe
|
||||
RTS
|
||||
|
||||
.PerformRetaliate
|
||||
; Immediate retaliation with fire or ice attack
|
||||
JSL GetRandomInt
|
||||
AND.b #$01
|
||||
BEQ .FireAttack
|
||||
BRA .IceAttack
|
||||
|
||||
.FireAttack
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
STZ $AC ; Set fire attack
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
|
||||
.IceAttack
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
LDA.b #$01 : STA $AC ; Set ice attack
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
|
||||
.ResumeNormalState
|
||||
%GotoAction(1) ; Resume normal movement state
|
||||
RTS
|
||||
|
||||
.HurtAnimation
|
||||
.PerformDodge
|
||||
JSR DoRandomStrafe
|
||||
LDA.b #$20 : STA.w SprTimerA, X ; Set timer for dodge duration
|
||||
LDA.b #$02 : STA.w SprMiscA, X ; Set state to random strafe
|
||||
RTS
|
||||
|
||||
.PerformRetaliate
|
||||
; Immediate retaliation with fire or ice attack
|
||||
JSL GetRandomInt
|
||||
AND.b #$01
|
||||
BEQ .FireAttack
|
||||
BRA .IceAttack
|
||||
|
||||
.FireAttack
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
STZ $AC ; Set fire attack
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
|
||||
.IceAttack
|
||||
LDA.b #$20 : STA.w SprTimerD, X
|
||||
LDA.b #$01 : STA $AC ; Set ice attack
|
||||
%GotoAction(4) ; Prepare Attack
|
||||
RTS
|
||||
|
||||
.ResumeNormalState
|
||||
%GotoAction(1) ; Resume normal movement state
|
||||
RTS
|
||||
|
||||
.HurtAnimation
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x08
|
||||
Twinrova_KoumeMode:
|
||||
{
|
||||
%StartOnFrame(8)
|
||||
%Show_Koume()
|
||||
%StartOnFrame(8)
|
||||
%Show_Koume()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
JSR AddPitHazard
|
||||
JSR Ganon_SpawnFallingTilesOverlord
|
||||
++
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
JSR AddPitHazard
|
||||
JSR Ganon_SpawnFallingTilesOverlord
|
||||
++
|
||||
|
||||
; Random chance to release fireball
|
||||
JSL GetRandomInt : AND.b #$3F : BNE +++
|
||||
JSL Sprite_SpawnFireball
|
||||
+++
|
||||
; Random chance to release fireball
|
||||
JSL GetRandomInt : AND.b #$3F : BNE +++
|
||||
JSL Sprite_SpawnFireball
|
||||
+++
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSR RageModeMove
|
||||
|
||||
LDA SprTimerD, X : BNE +
|
||||
LDA #$70 : STA.w SprTimerE, X
|
||||
%GotoAction(1)
|
||||
JSR RageModeMove
|
||||
|
||||
LDA SprTimerD, X : BNE +
|
||||
LDA #$70 : STA.w SprTimerE, X
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x09
|
||||
Twinrova_KotakeMode:
|
||||
{
|
||||
%StartOnFrame(9)
|
||||
%Show_Kotake()
|
||||
%StartOnFrame(9)
|
||||
%Show_Kotake()
|
||||
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
PHX
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
JSL Sprite_IsBelowPlayer
|
||||
CPY #$01 : BEQ .not_below
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
JSL $1DE612 ; Sprite_SpawnLightning
|
||||
LDA #$30
|
||||
JSL Sprite_ProjectSpeedTowardsPlayer
|
||||
++
|
||||
.not_below
|
||||
JSL Sprite_IsBelowPlayer
|
||||
CPY #$01 : BEQ .not_below
|
||||
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||
JSL $1DE612 ; Sprite_SpawnLightning
|
||||
LDA #$30
|
||||
JSL Sprite_ProjectSpeedTowardsPlayer
|
||||
++
|
||||
.not_below
|
||||
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSR RageModeMove
|
||||
JSR RageModeMove
|
||||
|
||||
JSL GetRandomInt : AND.b #$0F : BNE +++
|
||||
JSR RestoreFloorTile
|
||||
+++
|
||||
JSL GetRandomInt : AND.b #$0F : BNE +++
|
||||
JSR RestoreFloorTile
|
||||
+++
|
||||
|
||||
LDA SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
LDA SprTimerD, X : BNE +
|
||||
%GotoAction(1)
|
||||
+
|
||||
RTS
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x0A
|
||||
Twinrova_Dead:
|
||||
{
|
||||
%StartOnFrame(11)
|
||||
%Twinrova_Hurt()
|
||||
RTS
|
||||
%StartOnFrame(11)
|
||||
%Twinrova_Hurt()
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
@@ -488,118 +477,118 @@ Sprite_Twinrova_Main:
|
||||
|
||||
RageModeMove:
|
||||
{
|
||||
; If timer is zero, determine a new movement mode
|
||||
LDA SprTimerA, X : BEQ .DetermineMovementMode
|
||||
; If timer is zero, determine a new movement mode
|
||||
LDA SprTimerA, X : BEQ .DetermineMovementMode
|
||||
|
||||
; Execute current movement mode
|
||||
LDA SprMiscA, X
|
||||
CMP #$01 : BEQ .MoveTowardsPlayer
|
||||
CMP #$02 : BEQ .RandomStrafe
|
||||
CMP #$03 : BEQ .RandomDodge
|
||||
CMP #$04 : BEQ .StayInPlace
|
||||
; Execute current movement mode
|
||||
LDA SprMiscA, X
|
||||
CMP #$01 : BEQ .MoveTowardsPlayer
|
||||
CMP #$02 : BEQ .RandomStrafe
|
||||
CMP #$03 : BEQ .RandomDodge
|
||||
CMP #$04 : BEQ .StayInPlace
|
||||
|
||||
JMP .UpdatePosition
|
||||
JMP .UpdatePosition
|
||||
|
||||
.DetermineMovementMode
|
||||
; Determine random movement mode with weighted probabilities
|
||||
JSL GetRandomInt
|
||||
AND.b #$0F
|
||||
CMP.b #$05
|
||||
BCC .SetMoveTowardsPlayer ; 0-5 -> Predictive movement towards player
|
||||
CMP.b #$0A
|
||||
BCC .SetRandomStrafe ; 6-10 -> Random strafe
|
||||
CMP.b #$0E
|
||||
BCC .SetRandomDodge ; 11-14 -> Random dodge
|
||||
; 15 -> Stay in place
|
||||
LDA.b #$04 : STA.w SprMiscA, X
|
||||
LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
|
||||
RTS
|
||||
BRA .StayInPlace
|
||||
.DetermineMovementMode
|
||||
; Determine random movement mode with weighted probabilities
|
||||
JSL GetRandomInt
|
||||
AND.b #$0F
|
||||
CMP.b #$05
|
||||
BCC .SetMoveTowardsPlayer ; 0-5 -> Predictive movement towards player
|
||||
CMP.b #$0A
|
||||
BCC .SetRandomStrafe ; 6-10 -> Random strafe
|
||||
CMP.b #$0E
|
||||
BCC .SetRandomDodge ; 11-14 -> Random dodge
|
||||
; 15 -> Stay in place
|
||||
LDA.b #$04 : STA.w SprMiscA, X
|
||||
LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
|
||||
RTS
|
||||
BRA .StayInPlace
|
||||
|
||||
.SetMoveTowardsPlayer
|
||||
LDA.b #$01 : STA.w SprMiscA, X
|
||||
LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
|
||||
BRA .MoveTowardsPlayer
|
||||
.SetMoveTowardsPlayer
|
||||
LDA.b #$01 : STA.w SprMiscA, X
|
||||
LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
|
||||
BRA .MoveTowardsPlayer
|
||||
|
||||
.SetRandomStrafe
|
||||
LDA.b #$02 : STA.w SprMiscA, X
|
||||
LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
|
||||
BRA .RandomStrafe
|
||||
.SetRandomStrafe
|
||||
LDA.b #$02 : STA.w SprMiscA, X
|
||||
LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
|
||||
BRA .RandomStrafe
|
||||
|
||||
.SetRandomDodge
|
||||
LDA.b #$03 : STA.w SprMiscA, X
|
||||
LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
|
||||
BRA .RandomDodge
|
||||
.SetRandomDodge
|
||||
LDA.b #$03 : STA.w SprMiscA, X
|
||||
LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
|
||||
BRA .RandomDodge
|
||||
|
||||
.MoveTowardsPlayer
|
||||
; Predictive movement towards player with altitude increase
|
||||
JSL Sprite_DirectionToFacePlayer
|
||||
JSL Sprite_ApplySpeedTowardsPlayer
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
BRA .UpdatePosition
|
||||
.MoveTowardsPlayer
|
||||
; Predictive movement towards player with altitude increase
|
||||
JSL Sprite_DirectionToFacePlayer
|
||||
JSL Sprite_ApplySpeedTowardsPlayer
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
BRA .UpdatePosition
|
||||
|
||||
.RandomStrafe
|
||||
JSR DoRandomStrafe
|
||||
BRA .UpdatePosition
|
||||
.RandomStrafe
|
||||
JSR DoRandomStrafe
|
||||
BRA .UpdatePosition
|
||||
|
||||
.RandomDodge
|
||||
; Random dodge with controlled movement
|
||||
JSL GetRandomInt
|
||||
AND.b #$03
|
||||
TAY
|
||||
LDA VelocityOffsets+4, Y : STA.w SprXSpeed, X
|
||||
INY
|
||||
LDA VelocityOffsets, Y : STA.w SprYSpeed, X
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
BRA .UpdatePosition
|
||||
.RandomDodge
|
||||
; Random dodge with controlled movement
|
||||
JSL GetRandomInt
|
||||
AND.b #$03
|
||||
TAY
|
||||
LDA VelocityOffsets+4, Y : STA.w SprXSpeed, X
|
||||
INY
|
||||
LDA VelocityOffsets, Y : STA.w SprYSpeed, X
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
BRA .UpdatePosition
|
||||
|
||||
.StayInPlace
|
||||
; Stay in place to prepare for attack or other action
|
||||
STZ.w SprXSpeed, X
|
||||
STZ.w SprYSpeed, X
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
BRA .UpdatePosition
|
||||
.StayInPlace
|
||||
; Stay in place to prepare for attack or other action
|
||||
STZ.w SprXSpeed, X
|
||||
STZ.w SprYSpeed, X
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
BRA .UpdatePosition
|
||||
|
||||
.Evasive
|
||||
; Evasive action if too close to player
|
||||
JSL GetRandomInt
|
||||
AND.b #$03
|
||||
TAY
|
||||
LDA VelocityOffsets, Y : EOR #$FF : INC : STA.w SprXSpeed, X
|
||||
INY
|
||||
LDA VelocityOffsets+4, Y : EOR #$FF : INC : STA.w SprYSpeed, X
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
BRA .UpdatePosition
|
||||
.Evasive
|
||||
; Evasive action if too close to player
|
||||
JSL GetRandomInt
|
||||
AND.b #$03
|
||||
TAY
|
||||
LDA VelocityOffsets, Y : EOR #$FF : INC : STA.w SprXSpeed, X
|
||||
INY
|
||||
LDA VelocityOffsets+4, Y : EOR #$FF : INC : STA.w SprYSpeed, X
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
BRA .UpdatePosition
|
||||
|
||||
.UpdatePosition
|
||||
; Handle floaty movement with controlled altitude
|
||||
LDA.w SprHeight, X : CMP #$10 : BNE .CheckGrounded
|
||||
DEC.w SprHeight, X
|
||||
DEC.w $0F90, X
|
||||
.UpdatePosition
|
||||
; Handle floaty movement with controlled altitude
|
||||
LDA.w SprHeight, X : CMP #$10 : BNE .CheckGrounded
|
||||
DEC.w SprHeight, X
|
||||
DEC.w $0F90, X
|
||||
|
||||
.CheckGrounded
|
||||
; Move sprite
|
||||
JSL Sprite_Move
|
||||
.CheckGrounded
|
||||
; Move sprite
|
||||
JSL Sprite_Move
|
||||
|
||||
; Check for tile collision and bounce if necessary
|
||||
JSL Sprite_BounceFromTileCollision
|
||||
; Check for tile collision and bounce if necessary
|
||||
JSL Sprite_BounceFromTileCollision
|
||||
|
||||
; Reduce the state timer and reset state if necessary
|
||||
DEC.w SprTimerA, X
|
||||
RTS
|
||||
; Reduce the state timer and reset state if necessary
|
||||
DEC.w SprTimerA, X
|
||||
RTS
|
||||
}
|
||||
|
||||
DoRandomStrafe:
|
||||
{
|
||||
; Random strafe with controlled movement
|
||||
JSL GetRandomInt
|
||||
AND.b #$03
|
||||
TAY
|
||||
LDA VelocityOffsets, Y : STA.w SprXSpeed, X
|
||||
INY
|
||||
LDA VelocityOffsets+4, Y : STA.w SprYSpeed, X
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
RTS
|
||||
; Random strafe with controlled movement
|
||||
JSL GetRandomInt
|
||||
AND.b #$03
|
||||
TAY
|
||||
LDA VelocityOffsets, Y : STA.w SprXSpeed, X
|
||||
INY
|
||||
LDA VelocityOffsets+4, Y : STA.w SprYSpeed, X
|
||||
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
||||
RTS
|
||||
}
|
||||
|
||||
; Velocity offsets table
|
||||
@@ -617,31 +606,30 @@ TargetPositions:
|
||||
; Reused function from TrinexxBreath.
|
||||
TrinexxBreath_AltEntry:
|
||||
{
|
||||
LDA $1A : AND.b #$07 : BNE .no_adjustment
|
||||
LDA $1A : AND.b #$07 : BNE .no_adjustment
|
||||
JSL GetRandomInt
|
||||
AND.b #$03
|
||||
TAY
|
||||
LDA SpeedAdjustments, Y : CLC : ADC $0D50, X : STA $0D50, X
|
||||
LDA SpeedAdjustments+4, Y : CLC : ADC $0D40, X : STA $0D40, X
|
||||
|
||||
.no_adjustment
|
||||
.no_adjustment
|
||||
|
||||
JSL Sprite_BounceFromTileCollision
|
||||
LDA $1A : AND.b #$03 : BNE .no_shake
|
||||
JSL Sprite_IsToRightOfPlayer
|
||||
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
||||
CLC : ADC.w .shake_x, Y : STA $0D50, X
|
||||
LDA $1A : AND.b #$03 : BNE .no_shake
|
||||
JSL Sprite_IsToRightOfPlayer
|
||||
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
||||
CLC : ADC.w .shake_x, Y : STA $0D50, X
|
||||
|
||||
.no_shake
|
||||
JSL Sprite_IsBelowPlayer
|
||||
LDA $0D40, X : CMP .x_speed_targets, Y : BEQ .exit
|
||||
CLC : ADC.w .shake_y, Y : STA $0D40, X
|
||||
JSL Sprite_IsBelowPlayer
|
||||
LDA $0D40, X : CMP .x_speed_targets, Y : BEQ .exit
|
||||
CLC : ADC.w .shake_y, Y : STA $0D40, X
|
||||
|
||||
JSL Sprite_CheckTileCollision : BEQ .exit
|
||||
JSL Sprite_FloatTowardPlayer
|
||||
JSL Sprite_CheckTileCollision : BEQ .exit
|
||||
JSL Sprite_FloatTowardPlayer
|
||||
|
||||
.exit
|
||||
RTS
|
||||
RTS
|
||||
|
||||
.x_speed_targets
|
||||
db 16, -16
|
||||
@@ -652,18 +640,19 @@ TrinexxBreath_AltEntry:
|
||||
.shake_y
|
||||
db 0, -1
|
||||
|
||||
SpeedAdjustments:
|
||||
db $02, $FE, $04, $FC ; Adjustments for X speeds (small positive, small negative)
|
||||
db $01, $FF, $02, $FE ; Adjustments for Y speeds (small positive, small negative)
|
||||
; Adjustments for xy speeds (small positive, small negative)
|
||||
SpeedAdjustments:
|
||||
db $02, $FE, $04, $FC ; X
|
||||
db $01, $FF, $02, $FE ; Y
|
||||
}
|
||||
|
||||
Sprite_Twinrova_FireAttack:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR AddFireGarnish
|
||||
JMP TrinexxBreath_AltEntry
|
||||
JSR AddFireGarnish
|
||||
JMP TrinexxBreath_AltEntry
|
||||
}
|
||||
|
||||
; $1DBDD6 - TrinexxFire_AddFireGarnish
|
||||
@@ -698,11 +687,11 @@ AddFireGarnish:
|
||||
|
||||
Sprite_Twinrova_IceAttack:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR AddIceGarnishV2
|
||||
JMP TrinexxBreath_AltEntry
|
||||
JSR AddIceGarnishV2
|
||||
JMP TrinexxBreath_AltEntry
|
||||
}
|
||||
|
||||
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
|
||||
|
||||
Reference in New Issue
Block a user