Add custom fire/ice keese and vampire bat mini boss sprite
This commit is contained in:
183
Sprites/Bosses/vampire_bat.asm
Normal file
183
Sprites/Bosses/vampire_bat.asm
Normal file
@@ -0,0 +1,183 @@
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; Vampire Bat Mini boss
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; Sprite 0x11 Custom Keese Subtype 02
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Sprite_VampireBat_Main:
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{
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceFromTileCollision
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw VampireBat_Idle
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dw VampireBat_Ascend
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dw VampireBat_FlyAround
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dw VampireBat_Descend
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VampireBat_Idle:
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{
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STZ.w SprFrame, X
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JSL GetDistance8bit_Long : CMP.b #$20 : BCS +
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INC.w SprAction, X
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LDA.b #$40 : STA.w SprTimerA, X
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+
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RTS
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}
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VampireBat_Ascend:
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{
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%PlayAnimation(1,4,5)
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LDA.w SprTimerA, X : AND.b #$02 : BNE +
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LDA.w SprHeight, X : CMP.b #$50 : BEQ +
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INC.w SprHeight, X
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+
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LDA.w SprTimerA, X : BNE +
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INC.w SprAction, X
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LDA.b #$40 : STA.w SprTimerC, X
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JSL GetRandomInt : AND.b #$7F : BNE +
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JSR Sprite_SpawnFireKeese
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+
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RTS
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}
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VampireBat_FlyAround:
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{
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%PlayAnimation(1,4,10)
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JSL Sprite_ProjectSpeedTowardsPlayer
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JSL GetRandomInt : AND.b #$1F : BNE +
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JSL Sprite_SelectNewDirection
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+
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JSL Sprite_Move
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LDA.w SprTimerC, X : BNE +
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INC.w SprAction, X
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LDA.b #$40 : STA.w SprTimerC, X
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+
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RTS
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}
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VampireBat_Descend:
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{
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%PlayAnimation(1,4,5)
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LDA.w SprHeight, X : BEQ +
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DEC.w SprHeight, X
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+
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JSL Sprite_ProjectSpeedTowardsPlayer
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JSL Sprite_Move
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JSL GetRandomInt : AND.b #$0F : BNE +
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JSL Sprite_Twinrova_FireAttack
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+
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LDA.w SprTimerC, X : BNE +
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STZ.w SprAction, X
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+
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RTS
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}
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}
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Sprite_SpawnFireKeese:
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{
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LDA.b #$11
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JSL Sprite_SpawnDynamically : BMI .spawn_failed
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LDA.b #$01 : STA.w SprSubtype, Y ; Fire Keese
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JSL Sprite_SetSpawnedCoords
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.spawn_failed
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RTS
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}
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Sprite_VampireBat_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.w SprFrame, X : TAY ;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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db $00, $04, $0A, $12, $1A
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.nbr_of_tiles
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db 3, 5, 7, 7, 9
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.x_offsets
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dw -8, -8, 8, 8
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dw -8, -8, -24, 8, 8, 24
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dw -8, -8, -24, 8, 8, 24, 0, 8
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dw -8, -8, -24, -24, 8, 8, 24, 24
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dw -8, -8, -24, -24, 8, 8, 24, 24, 0, 8
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.y_offsets
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dw -16, 0, -16, 0
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dw -16, 0, 0, -16, 0, 0
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dw -16, 0, 0, -16, 0, 0, 0, 0
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dw -16, 0, -16, 0, -16, 0, -16, 0
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dw -16, 0, -16, 0, -16, 0, -16, 0, 0, 0
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.chr
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db $8E, $AE, $8E, $AE
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db $88, $A8, $A6, $88, $A8, $A6
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db $88, $A8, $A6, $88, $A8, $A6, $87, $87
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db $8C, $AC, $8A, $AA, $8C, $AC, $8A, $AA
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db $8C, $AC, $8A, $AA, $8C, $AC, $8A, $AA, $87, $87
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.properties
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db $33, $33, $73, $73
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db $33, $33, $33, $73, $73, $73
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db $33, $33, $33, $73, $73, $73, $33, $73
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db $33, $33, $33, $33, $73, $73, $73, $73
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db $33, $33, $33, $33, $73, $73, $73, $73, $33, $73
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.sizes
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db $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $00, $00
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db $02, $02, $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $02, $02, $00, $00
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}
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220
Sprites/Enemies/keese.asm
Normal file
220
Sprites/Enemies/keese.asm
Normal file
@@ -0,0 +1,220 @@
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; Keese and Vampire Bat Sprite
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; Subtype:
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; 00 - Ice
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; 01 - Fire
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; 02 - Vampire Bat
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!SPRID = $11 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 10 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Keese_Prep, Sprite_Keese_Long)
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Sprite_Keese_Long:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : CMP.b #$02 : BEQ +
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JSR Sprite_Keese_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Keese_Main
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.SpriteIsNotActive
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JMP ++
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+
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JSR Sprite_VampireBat_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC ++
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JSR Sprite_VampireBat_Main
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++
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PLB
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RTL
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}
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Sprite_Keese_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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LDA.w SprSubtype, X : CMP.b #$02 : BNE +
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LDA.b #$60 : STA.w SprHealth, X
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BRA ++
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+
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LDA.b #$02 : STA.w SprNbrOAM, X
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++
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PLB
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RTL
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}
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Sprite_Keese_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Keese_Idle
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dw Keese_FlyAround
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Keese_Idle:
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{
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STZ.w SprFrame, X
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; Wait til the player is nearby then fly around
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JSL GetDistance8bit_Long : CMP.b #$20 : BCS +
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INC.w SprAction, X
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JSL GetRandomInt
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STA.w SprTimerA, X
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+
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RTS
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}
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Keese_FlyAround:
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{
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%PlayAnimation(0,5,10)
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceFromTileCollision
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|
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JSL GetRandomInt : AND.b #$1F : BNE +
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LDA.w SprSubtype, X : BEQ ++
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JSL Sprite_Twinrova_FireAttack
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JMP +
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++
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; Ice Attack
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+
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|
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LDA.w SprTimerA, X : AND.b #$10 : BNE +
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JSL Sprite_ProjectSpeedTowardsPlayer
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|
+
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|
|
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JSL Sprite_SelectNewDirection
|
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JSL Sprite_Move
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|
|
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LDA.w SprTimerA, X : BNE +
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STZ.w SprAction, X
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||||||
|
+
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|
RTS
|
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|
}
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|
}
|
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|
|
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Sprite_Keese_Draw:
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{
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JSL Sprite_PrepOamCoord
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|
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||||
|
|
||||||
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LDA.w SprFrame, X : TAY ;Animation Frame
|
||||||
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LDA .start_index, Y : STA $06
|
||||||
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LDA.w SprFlash, X : STA $08
|
||||||
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LDA.w SprSubtype, X : CMP.b #$01 : BNE +
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LDA.b #$0A : EOR $08 : STA $08
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||||||
|
+
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||||||
|
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||||||
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PHX
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|
LDX .nbr_of_tiles, Y ;amount of tiles -1
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|
LDY.b #$00
|
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|
.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
|
||||||
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LDA .properties, X : ORA $08 : STA ($90), Y
|
||||||
|
|
||||||
|
PHY
|
||||||
|
|
||||||
|
TYA : LSR #2 : TAY
|
||||||
|
|
||||||
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||||
|
|
||||||
|
PLY : INY
|
||||||
|
|
||||||
|
PLX : DEX : BPL .nextTile
|
||||||
|
|
||||||
|
PLX
|
||||||
|
|
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|
RTS
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|
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.start_index
|
||||||
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db $00, $01, $03, $04, $06, $08
|
||||||
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.nbr_of_tiles
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||||||
|
db 0, 1, 0, 1, 1, 0
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||||||
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.x_offsets
|
||||||
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dw 0
|
||||||
|
dw -4, 4
|
||||||
|
dw 0
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||||||
|
dw -4, 4
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||||||
|
dw -4, 4
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||||||
|
dw 0
|
||||||
|
.y_offsets
|
||||||
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dw 0
|
||||||
|
dw 0, 0
|
||||||
|
dw 0
|
||||||
|
dw 0, 0
|
||||||
|
dw 0, 0
|
||||||
|
dw 0
|
||||||
|
.chr
|
||||||
|
db $80
|
||||||
|
db $A2, $A2
|
||||||
|
db $82
|
||||||
|
db $84, $84
|
||||||
|
db $A4, $A4
|
||||||
|
db $A0
|
||||||
|
.properties
|
||||||
|
db $35
|
||||||
|
db $35, $75
|
||||||
|
db $35
|
||||||
|
db $35, $75
|
||||||
|
db $35, $75
|
||||||
|
db $35
|
||||||
|
.sizes
|
||||||
|
db $02
|
||||||
|
db $02, $02
|
||||||
|
db $02
|
||||||
|
db $02, $02
|
||||||
|
db $02, $02
|
||||||
|
db $02
|
||||||
|
}
|
||||||
@@ -67,6 +67,11 @@ Sprite_Vasu = $D7
|
|||||||
incsrc "Sprites/NPCs/vasu.asm"
|
incsrc "Sprites/NPCs/vasu.asm"
|
||||||
print "End of vasu.asm ", pc
|
print "End of vasu.asm ", pc
|
||||||
|
|
||||||
|
incsrc "Sprites/Enemies/keese.asm"
|
||||||
|
print "End of keese.asm ", pc
|
||||||
|
incsrc "Sprites/Bosses/vampire_bat.asm"
|
||||||
|
print "End of vampire_bat.asm ", pc
|
||||||
|
|
||||||
incsrc "Sprites/NPCs/bottle_vendor.asm"
|
incsrc "Sprites/NPCs/bottle_vendor.asm"
|
||||||
print "End of bottle_vendor.asm ", pc
|
print "End of bottle_vendor.asm ", pc
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user