From f25ae499d71263f27eb9802bf25083b09816ba0e Mon Sep 17 00:00:00 2001 From: scawful Date: Thu, 21 Nov 2024 20:59:16 -0500 Subject: [PATCH] Make BusinessScrub enemy sprite persist off screen --- Sprites/Enemies/business_scrub.asm | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) diff --git a/Sprites/Enemies/business_scrub.asm b/Sprites/Enemies/business_scrub.asm index 9218933..44bc6b0 100644 --- a/Sprites/Enemies/business_scrub.asm +++ b/Sprites/Enemies/business_scrub.asm @@ -13,7 +13,7 @@ !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) !Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool -!Persist = 00 ; 01 = your sprite continue to live offscreen +!Persist = 01 ; 01 = your sprite continue to live offscreen !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !CollisionLayer = 00 ; 01 = will check both layer for collision !CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall @@ -34,14 +34,12 @@ Sprite_BusinessScrub_Long: { PHB : PHK : PLB - LDA.w WORLDFLAG : BNE .draw_eon JSR Sprite_BusinessScrub_Draw JMP + .draw_eon JSR Sprite_EonScrub_Draw + - LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub JSL Sprite_DrawShadow .normal_scrub @@ -61,7 +59,6 @@ Sprite_BusinessScrub_Long: Sprite_BusinessScrub_Prep: { PHB : PHK : PLB - LDA.w SprSubtype, X : CMP.b #$01 : BEQ .pea_shot CMP.b #$02 : BEQ .cutscene_scrub JMP + @@ -72,7 +69,6 @@ Sprite_BusinessScrub_Prep: .cutscene_scrub LDA.b #$08 : STA.w SprAction, X + - PLB RTL } @@ -362,11 +358,10 @@ Sprite_BusinessScrub_Draw: LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA .start_index, Y : STA $06 - PHX LDX .nbr_of_tiles, Y ;amount of tiles -1 LDY.b #$00 - .nextTile + .nextTile PHX ; Save current Tile Index? TXA : CLC : ADC $06 ; Add Animation Index Offset @@ -387,7 +382,7 @@ Sprite_BusinessScrub_Draw: LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way STA $0E - .on_screen_y + .on_screen_y PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) INY