Add Kydreeok and Kydreeok Head sprite
This commit is contained in:
668
Sprites/Bosses/kydreeok.asm
Normal file
668
Sprites/Bosses/kydreeok.asm
Normal file
@@ -0,0 +1,668 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
!SPRID = $7A ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 10 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||
!Health = 00 ; Number of Health the sprite have
|
||||
!Damage = 00 ; (08 is a whole heart), 04 is half heart
|
||||
!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
|
||||
!Palette = 00 ; Unused in this template (can be 0 to 7)
|
||||
!Hitbox = $07 ; 00 to 31, can be viewed in sprite draw tool
|
||||
!Persist = 00 ; 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
|
||||
!DeflectArrow = 00 ; 01 = deflect arrows
|
||||
!WaterSprite = 00 ; 01 = can only walk shallow water
|
||||
!Blockable = 00 ; 01 = can be blocked by link's shield?
|
||||
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
|
||||
!Sound = 00 ; 01 = Play different sound when taking damage
|
||||
!Interaction = 00 ; ?? No documentation
|
||||
!Statue = 00 ; 01 = Sprite is statue
|
||||
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
|
||||
!ImperviousArrow = 00 ; 01 = Impervious to arrows
|
||||
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
||||
!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss
|
||||
%Set_Sprite_Properties(Sprite_Kydreeok_Prep, Sprite_Kydreeok_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Kydreeok_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Kydreeok_Draw ; Call the draw code
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
|
||||
JSR Sprite_Kydreeok_Main ; Call the main sprite code
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Kydreeok_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA #$40 : STA SprTimerA, X
|
||||
LDA.b #$08 : STA $36 ;stores initial movement speeds
|
||||
LDA.b #$06 : STA $0428 ;allows BG1 to move
|
||||
|
||||
; Cache the origin position of the sprite.
|
||||
LDA SprX, X : STA SprMiscA, X
|
||||
LDA SprY, X : STA SprMiscB, X
|
||||
|
||||
JSR SpawnLeftHead
|
||||
JSR SpawnRightHead
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
|
||||
Sprite_Kydreeok_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw Kydreeok_Start ; 00
|
||||
dw Kydreeok_StageControl ; 01
|
||||
dw Kydreeok_MoveXandY ; 02
|
||||
dw Kydreeok_MoveXorY ; 03
|
||||
dw Kydreeok_KeepWalking ; 04
|
||||
|
||||
|
||||
Kydreeok_Start:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0, 2, 10)
|
||||
|
||||
JSR ApplyPalette
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
|
||||
LDA SprTimerA, X : BNE .continue
|
||||
TXA : STA Kydreeok_Id
|
||||
LDA #$40 : STA SprTimerA, X
|
||||
%GotoAction(1)
|
||||
.continue
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
Kydreeok_StageControl:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0, 2, 10)
|
||||
|
||||
PHX
|
||||
|
||||
STZ $0D40 : STZ $0D50 ;set velocitys to 0
|
||||
JSR MoveBody
|
||||
|
||||
JSL Sprite_BounceFromTileCollision ;
|
||||
JSR StopIfOutOfBounds
|
||||
|
||||
LDA SprTimerA, X : BNE .continue
|
||||
%GotoAction(2)
|
||||
.continue
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
Kydreeok_MoveXandY:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0, 2, 10)
|
||||
|
||||
PHX ;saves X so we can use it later
|
||||
|
||||
LDA $36
|
||||
JSL Sprite_ApplySpeedTowardsPlayer
|
||||
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
|
||||
JSR StopIfOutOfBounds
|
||||
JSR MoveBody
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
|
||||
PLX ;restores X
|
||||
|
||||
%GotoAction(4)
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
Kydreeok_MoveXorY:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0, 2, 10)
|
||||
|
||||
PHX ;saves X so we can use it later
|
||||
|
||||
LDA $36
|
||||
STA $00
|
||||
JSR Sprite_ApplySpeedTowardsPlayerXOrY
|
||||
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
|
||||
JSR StopIfOutOfBounds
|
||||
JSR MoveBody
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
|
||||
PLX ;restores X
|
||||
|
||||
%GotoAction(4)
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
Kydreeok_KeepWalking:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0, 2, 10)
|
||||
|
||||
PHX
|
||||
REP #$20
|
||||
|
||||
; Use a range of + 0x05 because being exact equal didnt trigger consistently
|
||||
LDA $20 : SBC $0FDA : CMP.w #$FFFB : BCC .notEqualY
|
||||
|
||||
SEP #$20
|
||||
%GotoAction(2) ; Kydreeok_MoveXandY
|
||||
BRA .notEqualX
|
||||
|
||||
.notEqualY
|
||||
|
||||
; Use a range of + 0x05 because being exact equal didnt trigger consistently
|
||||
LDA $22 : SBC $0FD8 : CMP.w #$FFFB : BCC .notEqualX
|
||||
SEP #$20
|
||||
%GotoAction(2) ; Kydreeok_MoveXandY
|
||||
|
||||
.notEqualX
|
||||
SEP #$20
|
||||
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
|
||||
|
||||
;if both velocities are 0 go back to the Stalk_Player_XORY to re-set the course
|
||||
LDA $0D40 : BNE .notZero
|
||||
LDA $0D50 : BNE .notZero
|
||||
%GotoAction(3) ; Kydreeok_MoveXorY
|
||||
|
||||
.notZero
|
||||
|
||||
JSR MoveBody
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
|
||||
PLX ;restores X
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
SpawnLeftHead:
|
||||
{
|
||||
LDA #$CF
|
||||
|
||||
JSL Sprite_SpawnDynamically : BMI .return
|
||||
TYA : STA Offspring1_Id
|
||||
;store the sub-type
|
||||
LDA.b #$00 : STA $0E30, Y
|
||||
|
||||
PHX
|
||||
|
||||
; code that controls where to spawn the offspring.
|
||||
REP #$20
|
||||
LDA $0FD8 : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA $0D10, Y
|
||||
XBA : STA $0D30, Y
|
||||
|
||||
REP #$20
|
||||
LDA $0FDA : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA $0D00, Y
|
||||
XBA : STA $0D20, Y
|
||||
|
||||
LDA.w SprX, Y
|
||||
STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
|
||||
LDA.w SprY, Y : STA.w $19EB : STA.w $19ED : STA.w $19EF : STA.w SprY, Y
|
||||
STA.w SprMiscB, Y
|
||||
|
||||
TYX
|
||||
|
||||
STZ $0D60, X
|
||||
STZ $0D70, X
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
SpawnRightHead:
|
||||
{
|
||||
LDA #$CF
|
||||
|
||||
JSL Sprite_SpawnDynamically : BMI .return
|
||||
TYA : STA Offspring2_Id
|
||||
|
||||
;store the sub-type
|
||||
LDA.b #$01 : STA $0E30, Y
|
||||
|
||||
PHX
|
||||
|
||||
; code that controls where to spawn the offspring.
|
||||
REP #$20
|
||||
LDA $0FD8 : CLC : ADC.w #$000C
|
||||
SEP #$20
|
||||
STA $0D10, Y
|
||||
XBA : STA $0D30, Y
|
||||
|
||||
REP #$20
|
||||
LDA $0FDA : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA $0D00, Y
|
||||
XBA : STA $0D20, Y
|
||||
|
||||
LDA.w SprX, Y : STA.w SprX, Y
|
||||
STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
|
||||
LDA.w SprY, Y : STA.w $19F1 : STA.w $19F3 : STA.w $19F5 : STA.w SprY, Y
|
||||
STA.w SprMiscB, Y
|
||||
|
||||
TYX
|
||||
|
||||
STZ $0D60, X
|
||||
STZ $0D70, X
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
; ==============================================================================
|
||||
MoveBody:
|
||||
{
|
||||
; Handle the shell bg movement
|
||||
; Trinexx_MoveBody
|
||||
#_1DB2E5: LDA.w $0D10, X
|
||||
#_1DB2E8: PHA
|
||||
|
||||
#_1DB2E9: LDA.w $0D00, X
|
||||
#_1DB2EC: PHA
|
||||
|
||||
#_1DB2ED: JSL Sprite_Move
|
||||
|
||||
#_1DB2F0: PLA
|
||||
#_1DB2F1: LDY.b #$00
|
||||
|
||||
#_1DB2F3: SEC
|
||||
#_1DB2F4: SBC.w $0D00, X
|
||||
#_1DB2F7: STA.w $0310
|
||||
#_1DB2FA: BPL .pos_y_low
|
||||
|
||||
#_1DB2FC: DEY
|
||||
|
||||
.pos_y_low
|
||||
#_1DB2FD: STY.w $0311
|
||||
|
||||
; -----------------------------------------------------
|
||||
|
||||
#_1DB300: PLA
|
||||
#_1DB301: LDY.b #$00
|
||||
|
||||
#_1DB303: SEC
|
||||
#_1DB304: SBC.w $0D10, X
|
||||
#_1DB307: STA.w $0312
|
||||
#_1DB30A: BPL .pos_x_low
|
||||
|
||||
#_1DB30C: DEY
|
||||
|
||||
.pos_x_low
|
||||
#_1DB30D: STY.w $0313
|
||||
|
||||
; -----------------------------------------------------
|
||||
|
||||
#_1DB310: LDA.b #$01
|
||||
#_1DB312: STA.w $0428
|
||||
|
||||
|
||||
#_1DB318: LDA.w $0D00, X
|
||||
#_1DB31B: SEC
|
||||
#_1DB31C: SBC.b #$0C
|
||||
#_1DB31E: STA.w $0DB0, X
|
||||
|
||||
#_1DB321: LDA.w $0B08
|
||||
#_1DB324: SEC
|
||||
#_1DB325: SBC.w $0D10, X
|
||||
#_1DB328: CLC
|
||||
#_1DB329: ADC.b #$02
|
||||
|
||||
#_1DB32B: CMP.b #$04
|
||||
#_1DB32D: BCS .not_at_target
|
||||
|
||||
#_1DB32F: LDA.w $0B09
|
||||
#_1DB332: SEC
|
||||
#_1DB333: SBC.w $0D00, X
|
||||
#_1DB336: CLC
|
||||
#_1DB337: ADC.b #$02
|
||||
|
||||
#_1DB339: CMP.b #$04
|
||||
#_1DB33B: BCS .not_at_target
|
||||
|
||||
.adjust_phase
|
||||
#_1DB33D: STZ.w $0D80, X
|
||||
|
||||
#_1DB340: LDA.b #$30
|
||||
#_1DB342: STA.w $0DF0, X
|
||||
|
||||
.not_at_target
|
||||
|
||||
; JSR AdjustChildrenPos
|
||||
|
||||
; LayerEffect_Trinexx $0AFEF0
|
||||
REP #$20
|
||||
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
|
||||
LDA.w $0424 : CLC : ADC.w $0310 : STA.w $0424
|
||||
STZ.w $0312 : STZ.w $0310
|
||||
SEP #$20
|
||||
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; ==============================================================================
|
||||
|
||||
StopIfOutOfBounds:
|
||||
{
|
||||
; Set A to 00 if outside of certain bounds
|
||||
|
||||
REP #$20
|
||||
LDA $0FD8 : CMP.w #$0A22 : BCS .notOutOfBoundsLeft
|
||||
SEP #$20
|
||||
LDA $0D50 : CMP.b #$7F : BCC .notOutOfBoundsLeft
|
||||
LDA.b #-10 : STA $0D50 : STA $0D70
|
||||
LDA $19EA : SEC : SBC #$04 : STA $19EA
|
||||
LDA $19EC : SEC : SBC #$04 : STA $19EC
|
||||
LDA $19EE : SEC : SBC #$04 : STA $19EE
|
||||
|
||||
LDA $19F0 : SEC : SBC #$04 : STA $19F0
|
||||
LDA $19F2 : SEC : SBC #$04 : STA $19F2
|
||||
LDA $19F4 : SEC : SBC #$04 : STA $19F4
|
||||
|
||||
.notOutOfBoundsLeft
|
||||
SEP #$20
|
||||
|
||||
REP #$20
|
||||
LDA $0FD8 : CMP.w #$1B00 : BCC .notOutOfBoundsRight
|
||||
SEP #$20
|
||||
LDA $0D50 : CMP.b #$80 : BCS .notOutOfBoundsRight
|
||||
LDA.b #$00 : STA $0D50 : STA $0D70
|
||||
LDA $19EA : CLC : ADC #$04 : STA $19EA
|
||||
LDA $19EC : CLC : ADC #$04 : STA $19EC
|
||||
LDA $19EE : CLC : ADC #$04 : STA $19EE
|
||||
|
||||
LDA $19F0 : CLC : ADC #$04 : STA $19F0
|
||||
LDA $19F2 : CLC : ADC #$04 : STA $19F2
|
||||
LDA $19F4 : CLC : ADC #$04 : STA $19F4
|
||||
|
||||
.notOutOfBoundsRight
|
||||
SEP #$20
|
||||
|
||||
; Upper bound
|
||||
REP #$20
|
||||
LDA $0FDA : CMP.w #$0150 : BCS .notOutOfBoundsUp
|
||||
SEP #$20
|
||||
LDA $0D40 : CMP.b #$7F : BCC .notOutOfBoundsUp
|
||||
LDA.b #$00 : STA $0D40 : STA $0D60
|
||||
LDA $19EA : SEC : SBC #$04 : STA $19EA
|
||||
LDA $19EC : SEC : SBC #$04 : STA $19EC
|
||||
LDA $19EE : SEC : SBC #$04 : STA $19EE
|
||||
|
||||
.notOutOfBoundsUp
|
||||
SEP #$20
|
||||
|
||||
print "CHECK DOWNS", pc
|
||||
REP #$20
|
||||
LDA $0FDA : CMP.w #$01A0 : BCC .notOutOfBoundsDown
|
||||
SEP #$20
|
||||
LDA $0D40 : CMP.b #$80 : BCS .notOutOfBoundsDown
|
||||
LDA.b #-10 : STA $0D40 : STA $0D60 ; Reverse the direction
|
||||
|
||||
; Modify the neck position
|
||||
; Makes them move away from each other a bit
|
||||
LDA $19EA : SEC : SBC #$04 : STA $19EA
|
||||
LDA $19EC : SEC : SBC #$04 : STA $19EC
|
||||
LDA $19EE : SEC : SBC #$04 : STA $19EE
|
||||
|
||||
LDA $19F0 : CLC : ADC #$04 : STA $19F0
|
||||
LDA $19F2 : CLC : ADC #$04 : STA $19F2
|
||||
LDA $19F4 : CLC : ADC #$04 : STA $19F4
|
||||
|
||||
|
||||
.notOutOfBoundsDown
|
||||
SEP #$20
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
Sprite_ApplySpeedTowardsPlayerXOrY:
|
||||
{
|
||||
JSL Sprite_IsBelowPlayer : BEQ .playerBelow
|
||||
;playerAbove
|
||||
|
||||
REP #$20
|
||||
LDA $0FDA : SEC : SBC $20 : CLC : ADC.w #$0006 : STA $01 ;delta Y
|
||||
;added an extra 6 pixels because aparently if link.y is 6 above sprite.y it is concidered below ¯\_(ツ)_/¯
|
||||
SEP #$20
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer : BEQ .playerToTheRight1
|
||||
;playerToTheLeft
|
||||
|
||||
REP #$20
|
||||
LDA $0FD8 : SEC : SBC $22 ;delta X
|
||||
|
||||
|
||||
CMP $01 : BCS .XGreaterThanY1
|
||||
;YGreaterThanX
|
||||
SEP #$20
|
||||
LDA.b #$00 : SEC : SBC $00 : STA $0D40
|
||||
STZ $0D50
|
||||
RTS
|
||||
|
||||
.XGreaterThanY1
|
||||
SEP #$20
|
||||
LDA.b #$00 : SEC : SBC $00 : STA $0D50
|
||||
STZ $0D40
|
||||
RTS
|
||||
|
||||
|
||||
.playerToTheRight1
|
||||
REP #$20
|
||||
LDA $22 : SEC : SBC $0FD8 ;delta X
|
||||
|
||||
CMP $01 : BCS .XGreaterThanY2
|
||||
;YGreaterThanX
|
||||
SEP #$20
|
||||
LDA.b #$00 : SEC : SBC $00 : STA $0D40
|
||||
STZ $0D50
|
||||
RTS
|
||||
|
||||
.XGreaterThanY2
|
||||
SEP #$20
|
||||
LDA.b #$00 : CLC : ADC $00 : STA $0D50
|
||||
STZ $0D40
|
||||
RTS
|
||||
|
||||
|
||||
.playerBelow
|
||||
REP #$20
|
||||
LDA $20 : SEC : SBC $0FDA : CLC : ADC.w #$0006 : STA $01 ;delta Y
|
||||
;added an extra 6 pixels because aparently if link.y is 6 above sprite.y it is concidered below ¯\_(ツ)_/¯
|
||||
SEP #$20
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer : BEQ .playerToTheRight2
|
||||
;playerToTheLeft
|
||||
|
||||
REP #$20
|
||||
LDA $0FD8 : SEC : SBC $22 ;delta X
|
||||
|
||||
CMP $01 : BCS .XGreaterThanY3
|
||||
;YGreaterThanX
|
||||
SEP #$20
|
||||
LDA.b #$00 : CLC : ADC $00 : STA $0D40
|
||||
STZ $0D50
|
||||
RTS
|
||||
|
||||
.XGreaterThanY3
|
||||
SEP #$20
|
||||
LDA.b #$00 : SEC : SBC $00 : STA $0D50
|
||||
STZ $0D40
|
||||
RTS
|
||||
|
||||
|
||||
.playerToTheRight2
|
||||
REP #$20
|
||||
LDA $22 : SEC : SBC $0FD8 ;delta X
|
||||
|
||||
CMP $01 : BCS .XGreaterThanY4
|
||||
;YGreaterThanX
|
||||
SEP #$20
|
||||
LDA.b #$00 : CLC : ADC $00 : STA $0D40
|
||||
STZ $0D50
|
||||
RTS
|
||||
|
||||
.XGreaterThanY4
|
||||
SEP #$20
|
||||
LDA.b #$00 : CLC : ADC $00 : STA $0D50
|
||||
STZ $0D40
|
||||
RTS
|
||||
}
|
||||
|
||||
ApplyPalette:
|
||||
{
|
||||
REP #$20 ;Set A in 16bit mode
|
||||
|
||||
;note, this uses adresses like 7EC300 and not 7EC500 because the game
|
||||
;will fade the colors into 7EC500 based on the colors found in 7EC300
|
||||
|
||||
LDA #$7FFF : STA $7EC5E2 ;BG2
|
||||
LDA #$318C : STA $7EC5E4
|
||||
LDA #$4E73 : STA $7EC5E6
|
||||
LDA #$0C79 : STA $7EC5E8
|
||||
LDA #$14A5 : STA $7EC5EA
|
||||
LDA #$7E56 : STA $7EC5EC
|
||||
LDA #$65CA : STA $7EC5EE
|
||||
; LDA #$14A5 : STA $7EC5F0
|
||||
; LDA #$7E56 : STA $7EC5F2
|
||||
; LDA #$65CA : STA $7EC5F4
|
||||
|
||||
INC $15
|
||||
|
||||
SEP #$20 ;Set A in 8bit mode
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
Sprite_Kydreeok_Draw:
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
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
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
.start_index
|
||||
db $00, $0A, $14
|
||||
.nbr_of_tiles
|
||||
db 9, 9, 9
|
||||
.x_offsets
|
||||
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
|
||||
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
|
||||
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
|
||||
.y_offsets
|
||||
dw 8, -8, 8, -36, -36, 8, -8, 8, -36, -36
|
||||
dw 8, -5, 11, -38, -38, 8, -8, 8, -39, -38
|
||||
dw 8, -8, 8, -36, -36, 8, -5, 11, -36, -36
|
||||
.chr
|
||||
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
|
||||
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
|
||||
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
|
||||
.properties
|
||||
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
|
||||
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
|
||||
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
|
||||
.sizes
|
||||
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||
677
Sprites/Bosses/kydreeok_head.asm
Normal file
677
Sprites/Bosses/kydreeok_head.asm
Normal file
@@ -0,0 +1,677 @@
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $CF ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 06 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||
!Health = 40 ; Number of Health the sprite have
|
||||
!Damage = 00 ; (08 is a whole heart), 04 is half heart
|
||||
!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
|
||||
!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
|
||||
!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
|
||||
!DeflectArrow = 00 ; 01 = deflect arrows
|
||||
!WaterSprite = 00 ; 01 = can only walk shallow water
|
||||
!Blockable = 00 ; 01 = can be blocked by link's shield?
|
||||
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
|
||||
!Sound = 00 ; 01 = Play different sound when taking damage
|
||||
!Interaction = 00 ; ?? No documentation
|
||||
!Statue = 00 ; 01 = Sprite is statue
|
||||
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
|
||||
!ImperviousArrow = 00 ; 01 = Impervious to arrows
|
||||
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
||||
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
||||
%Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA $0D80, X : CMP #$02 : BEQ .no_head
|
||||
JSR Sprite_KydreeokHead_Draw ; Call the draw code
|
||||
.no_head
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive
|
||||
JSR Sprite_KydreeokHead_Main ; Call the main sprite code
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Add more code here to initialize data
|
||||
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw KydreeokHead_ForwardAnim
|
||||
dw KydreeokHead_SideAnim
|
||||
|
||||
dw KydreeokHead_SummonFire
|
||||
|
||||
|
||||
KydreeokHead_ForwardAnim:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0,2,10)
|
||||
|
||||
JSL Sprite_BounceFromTileCollision
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
|
||||
LDA.w SprTimerA, X : BNE .noSpeedChange
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
|
||||
; LDA #$40 : STA.w SprTimerA, X
|
||||
.noSpeedChange
|
||||
|
||||
JSL Sprite_Move
|
||||
JSR AdjustMovementSpeed
|
||||
JSR KydreeokHead_NeckControl
|
||||
JSR MoveWithBody
|
||||
|
||||
; JSL GetRandomInt : AND #$7F : BNE .no_attack
|
||||
; LDA #$CF
|
||||
; JSL Sprite_SpawnDynamically
|
||||
; JSL Sprite_SetSpawnedCoords
|
||||
; JSL $09B020
|
||||
; LDA.b #$02 : STA $0D80, Y
|
||||
; LDA #$40 : STA.w SprTimerA, Y
|
||||
; RTS
|
||||
; .no_attack
|
||||
|
||||
JSR RandomlyAttack
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
|
||||
%GotoAction(1)
|
||||
.not_right
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
KydreeokHead_SideAnim:
|
||||
{
|
||||
%StartOnFrame(3)
|
||||
%PlayAnimation(3,5,10)
|
||||
|
||||
JSL Sprite_BounceFromTileCollision
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
|
||||
LDA.w SprTimerA, X : BNE .noSpeedChange
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
|
||||
; LDA #$40 : STA.w SprTimerA, X
|
||||
.noSpeedChange
|
||||
|
||||
|
||||
JSL Sprite_Move
|
||||
JSR AdjustMovementSpeed
|
||||
JSR KydreeokHead_NeckControl
|
||||
JSR MoveWithBody
|
||||
|
||||
JSR RandomlyAttack
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
|
||||
RTS
|
||||
.not_right
|
||||
%GotoAction(0)
|
||||
RTS
|
||||
}
|
||||
|
||||
KydreeokHead_SummonFire:
|
||||
{
|
||||
; %StartOnFrame(5)
|
||||
; %PlayAnimation(5,5,10)
|
||||
%MoveTowardPlayer(24)
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
|
||||
JSR Sprite_Twinrova_FireAttack
|
||||
|
||||
JSL Sprite_Move
|
||||
|
||||
LDA SprTimerA, X : BNE .not_done
|
||||
LDA #$00 : STA $0DD0, X
|
||||
|
||||
.not_done
|
||||
RTS
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
RandomlyAttack:
|
||||
{
|
||||
JSL GetRandomInt : AND #$7F : BNE .no_attack
|
||||
CLC
|
||||
JSL GetRandomInt : AND #$0F : BNE .no_attack
|
||||
LDA #$CF
|
||||
JSL Sprite_SpawnDynamically
|
||||
JSL Sprite_SetSpawnedCoords
|
||||
LDA.b #$02 : STA $0D80, Y
|
||||
LDA #$10 : STA.w SprTimerA, Y
|
||||
.no_attack
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
Offspring1_Neck1_X = $19EA
|
||||
Offspring1_Neck2_X = $19EC
|
||||
Offspring1_Neck3_X = $19EE
|
||||
|
||||
Offspring1_Neck1_Y = $19EB
|
||||
Offspring1_Neck2_Y = $19ED
|
||||
Offspring1_Neck3_Y = $19EF
|
||||
|
||||
Offspring2_Neck1_X = $19F0
|
||||
Offspring2_Neck2_X = $19F2
|
||||
Offspring2_Neck3_X = $19F4
|
||||
|
||||
Offspring2_Neck1_Y = $19F1
|
||||
Offspring2_Neck2_Y = $19F3
|
||||
Offspring2_Neck3_Y = $19F5
|
||||
|
||||
MoveWithBody:
|
||||
{
|
||||
LDA Kydreeok_Id : TAY
|
||||
|
||||
CPX.w Offspring2_Id : BEQ .DoMove
|
||||
; The first neck
|
||||
LDA.w SprX, Y : SEC : SBC #$0F
|
||||
; STA.w SprX, X
|
||||
STA.w SprMiscA, X
|
||||
STA.w $19EA
|
||||
; STA.w $19EC
|
||||
; STA.w $19EE
|
||||
|
||||
LDA.w SprY, Y : SEC : SBC #$0F
|
||||
; STA.w SprY, X
|
||||
STA.w SprMiscB, X
|
||||
STA.w $19EB
|
||||
; STA.w $19ED
|
||||
; STA.w $19EF
|
||||
|
||||
JMP .return
|
||||
.DoMove
|
||||
; The other neck
|
||||
LDA.w SprX, Y : CLC : ADC #$0C
|
||||
; STA.w SprX, X
|
||||
STA.w SprMiscA, X
|
||||
STA.w $19F0
|
||||
; STA.w $19F2
|
||||
; STA.w $19F4
|
||||
|
||||
LDA.w SprY, Y : SEC : SBC #$0F
|
||||
; STA.w SprY, X
|
||||
STA.w SprMiscB, X
|
||||
STA.w $19F1
|
||||
; STA.w $19F3
|
||||
; STA.w $19F5
|
||||
.return
|
||||
JSR KydreeokHead_NeckControl
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
AdjustMovementSpeed:
|
||||
{
|
||||
LDA.w SprX, X : SEC : SBC #$16 ; X-32
|
||||
CMP.w SprMiscA, X : BCC .biggerthanorigin
|
||||
LDA #-8 : STA.w SprXSpeed, X
|
||||
.biggerthanorigin
|
||||
|
||||
|
||||
LDA.w SprX, X : CLC : ADC #$16 ; X+32
|
||||
CMP.w SprMiscA, X : BCS .lowerthanorigin
|
||||
LDA #$08 : STA.w SprXSpeed, X
|
||||
.lowerthanorigin
|
||||
|
||||
|
||||
LDA.w SprY, X : SEC : SBC #$00 ; X-32
|
||||
CMP.w SprMiscB, X : BCC .biggerthanorigin2
|
||||
LDA #-8 : STA.w SprYSpeed, X
|
||||
.biggerthanorigin2
|
||||
|
||||
|
||||
LDA.w SprY, X : CLC : ADC #$20 ; X+32
|
||||
CMP.w SprMiscB, X : BCS .lowerthanorigin2
|
||||
LDA #$08 : STA.w SprYSpeed, X
|
||||
.lowerthanorigin2
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
tableSpeed:
|
||||
db $00, $02, $04, $06, $07, $01, $06, $03
|
||||
db 0, -2, -4, -6, -7, -1, -6, -3
|
||||
|
||||
KydreeokHead_NeckControl:
|
||||
{
|
||||
LDA.w SprSubtype, X : BEQ .DoNeck1
|
||||
JMP .DoNeck2
|
||||
.DoNeck1
|
||||
LDA.w SprX, X : STA.w SprMiscC, X
|
||||
LDA.w SprY, X : STA.w SprMiscD, X
|
||||
LDA.w SprXSpeed, X : STA $08
|
||||
LDA.w SprYSpeed, X : STA $09
|
||||
|
||||
LDA.w $19EA : STA $02 ; x
|
||||
LDA.w $19EB : STA $03 ; y
|
||||
LDA.w SprX, X : STA $04
|
||||
LDA.w SprY, X : STA $05
|
||||
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
|
||||
|
||||
LDA.w SprX, X : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w SprY, X : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
|
||||
;load body position into sprite position
|
||||
LDA.w $19EA : STA.w SprX, X
|
||||
LDA.w $19EB : STA.w SprY, X
|
||||
|
||||
LDA #$06
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
|
||||
LDA.w SprX, X : STA.w $19EA
|
||||
LDA.w SprY, X : STA.w $19EB
|
||||
|
||||
.TooCloseToHead
|
||||
|
||||
; Do body part 2
|
||||
|
||||
LDA.w $19EC : STA $02 ; x
|
||||
LDA.w $19ED : STA $03 ; y
|
||||
LDA.w $19EA : STA $04
|
||||
LDA.w $19EB : STA $05
|
||||
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
|
||||
|
||||
LDA.w $19EA : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $19EB : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
|
||||
;load body position into sprite position
|
||||
LDA.w $19EC : STA.w SprX, X
|
||||
LDA.w $19ED : STA.w SprY, X
|
||||
|
||||
LDA #$06
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
|
||||
LDA.w SprX, X : STA.w $19EC
|
||||
LDA.w SprY, X : STA.w $19ED
|
||||
|
||||
.TooCloseToBodyPart1
|
||||
|
||||
; Do body part 2
|
||||
|
||||
LDA.w $19EE : STA $02 ; x
|
||||
LDA.w $19EF : STA $03 ; y
|
||||
LDA.w $19EC : STA $04
|
||||
LDA.w $19ED : STA $05
|
||||
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
|
||||
|
||||
LDA.w $19EC : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $19ED : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
;load body position into sprite position
|
||||
LDA.w $19EE : STA.w SprX, X
|
||||
LDA.w $19EF : STA.w SprY, X
|
||||
|
||||
LDA #$06
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $19EE
|
||||
LDA.w SprY, X : STA.w $19EF
|
||||
|
||||
.TooCloseToBodyPart2
|
||||
|
||||
LDA.w SprMiscC, X : STA.w SprX, X
|
||||
LDA.w SprMiscD, X : STA.w SprY, X
|
||||
LDA.b $08 : STA.w SprXSpeed, X
|
||||
LDA.b $09 : STA.w SprYSpeed, X
|
||||
|
||||
; Set head pos
|
||||
LDA $19EE : STA SprX, X
|
||||
LDA $19EF : CLC : SBC #$10 : STA SprY, X
|
||||
RTS
|
||||
|
||||
; =========================================================
|
||||
|
||||
.DoNeck2
|
||||
|
||||
LDA.w SprX, X : STA.w SprMiscC, X
|
||||
LDA.w SprY, X : STA.w SprMiscD, X
|
||||
LDA.w SprXSpeed, X : STA $08
|
||||
LDA.w SprYSpeed, X : STA $09
|
||||
|
||||
LDA.w $19F0 : STA $02 ; x
|
||||
LDA.w $19F1 : STA $03 ; y
|
||||
LDA.w SprX, X : STA $04
|
||||
LDA.w SprY, X : STA $05
|
||||
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
|
||||
|
||||
LDA.w SprX, X : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w SprY, X : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
;load body position into sprite position
|
||||
LDA.w $19F0 : STA.w SprX, X
|
||||
LDA.w $19F1 : STA.w SprY, X
|
||||
|
||||
LDA #$08
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $19F0
|
||||
LDA.w SprY, X : STA.w $19F1
|
||||
|
||||
.TooCloseToHead2
|
||||
LDA.w $19F2 : STA $02 ; x
|
||||
LDA.w $19F3 : STA $03 ; y
|
||||
LDA.w $19F0 : STA $04
|
||||
LDA.w $19F1 : STA $05
|
||||
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
|
||||
|
||||
LDA.w $19F0 : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $19F1 : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
;load body position into sprite position
|
||||
LDA.w $19F2 : STA.w SprX, X
|
||||
LDA.w $19F3 : STA.w SprY, X
|
||||
|
||||
LDA #$04
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $19F2
|
||||
LDA.w SprY, X : STA.w $19F3
|
||||
|
||||
.TooCloseToBodyPart12
|
||||
|
||||
; Do body part 2
|
||||
|
||||
LDA.w $19F4 : STA $02 ; x
|
||||
LDA.w $19F5 : STA $03 ; y
|
||||
LDA.w $19F2 : STA $04
|
||||
LDA.w $19F3 : STA $05
|
||||
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
|
||||
|
||||
LDA.w $19F2 : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $19F3 : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
;load body position into sprite position
|
||||
LDA.w $19F4 : STA.w SprX, X
|
||||
LDA.w $19F5 : STA.w SprY, X
|
||||
|
||||
LDA #$03
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $19F4
|
||||
LDA.w SprY, X : STA.w $19F5
|
||||
|
||||
.TooCloseToBodyPart22
|
||||
LDA.w SprMiscC, X : STA.w SprX, X
|
||||
LDA.w SprMiscD, X : STA.w SprY, X
|
||||
LDA.b $08 : STA.w SprXSpeed, X
|
||||
LDA.b $09 : STA.w SprYSpeed, X
|
||||
|
||||
; Set head pos
|
||||
LDA $19F4 : STA SprX, X
|
||||
LDA $19F5 : CLC : SBC #$10 : STA SprY, X
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
|
||||
Sprite_KydreeokHead_DrawNeck:
|
||||
{
|
||||
.start_index
|
||||
db $12
|
||||
.nbr_of_tiles
|
||||
db 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
.chr
|
||||
db $2E
|
||||
.properties
|
||||
db $39
|
||||
.sizes
|
||||
db $02
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
PHX
|
||||
; amount of tiles - 1
|
||||
LDX .nbr_of_tiles, Y : LDY.b #$00
|
||||
.next_tile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
; Add Animation Index Offset
|
||||
TXA : CLC : ADC $06
|
||||
|
||||
; Keep the value with animation index offset?
|
||||
PHA : 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
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
PLY : INY
|
||||
PLX : DEX : BPL .next_tile
|
||||
|
||||
PLX
|
||||
|
||||
{
|
||||
; Dumb draw neck code
|
||||
LDA.w SprSubtype, X : BNE .neck2
|
||||
|
||||
LDA.w $19EA : STA.w $0FD8
|
||||
LDA.w $19EB : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
|
||||
LDA.w $19EC : STA.w $0FD8
|
||||
LDA.w $19ED : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19EE : STA.w $0FD8
|
||||
LDA.w $19EF : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
BRA .skipNeck
|
||||
.neck2
|
||||
; Dumb draw neck code
|
||||
LDA.w $19F0 : STA.w $0FD8
|
||||
LDA.w $19F1 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F2 : STA.w $0FD8
|
||||
LDA.w $19F3 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F4 : STA.w $0FD8
|
||||
LDA.w $19F5 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
.skipNeck
|
||||
|
||||
LDA.b $08 : STA.w $0FD8
|
||||
LDA.b $09 : STA.w $0FDA
|
||||
.skipNeck2
|
||||
RTS
|
||||
|
||||
|
||||
|
||||
.DrawNeckPart
|
||||
PHY
|
||||
JSL Sprite_PrepOamCoord
|
||||
PLY
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y2
|
||||
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y
|
||||
INY
|
||||
LDA #$39 : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
RTS
|
||||
|
||||
.start_index
|
||||
db $00, $02, $04, $06, $0A, $0E
|
||||
.nbr_of_tiles
|
||||
db 1, 1, 1, 3, 3, 3
|
||||
.x_offsets
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 8, -8, -8, 8
|
||||
dw 8, -8, -8, 8
|
||||
dw 8, -8, -8, 8
|
||||
.y_offsets
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw 4, 4, -12, -12
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
.chr
|
||||
db $40, $60
|
||||
db $42, $62
|
||||
db $44, $64
|
||||
db $68, $66, $46, $48
|
||||
db $0A, $08, $28, $2A
|
||||
db $4C, $4A, $6A, $6C
|
||||
.properties
|
||||
db $39, $39
|
||||
db $39, $39
|
||||
db $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
.sizes
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
}
|
||||
|
||||
GetDistance8bit:
|
||||
{
|
||||
LDA $04 ; Sprite X
|
||||
SEC : SBC $02 ; - Player X
|
||||
BPL +
|
||||
EOR.b #$FF : INC
|
||||
+
|
||||
STA $00 ; Distance X (ABS)
|
||||
|
||||
LDA $05 ; Sprite Y
|
||||
SEC : SBC $03 ; - Player Y
|
||||
BPL +
|
||||
EOR.b #$FF : INC
|
||||
+
|
||||
; Add it back to X Distance
|
||||
CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
|
||||
RTS
|
||||
}
|
||||
@@ -75,6 +75,9 @@ print "End of minecart.asm ", pc
|
||||
incsrc "Sprites/Bosses/twinrova.asm"
|
||||
print "End of twinrova.asm ", pc
|
||||
|
||||
incsrc "Sprites/Bosses/kydreeok.asm"
|
||||
incsrc "Sprites/Bosses/kydreeok_head.asm"
|
||||
|
||||
incsrc "Sprites/deku_leaf.asm"
|
||||
|
||||
incsrc "Sprites/portal_sprite.asm"
|
||||
|
||||
Reference in New Issue
Block a user