Add Kydreeok and Kydreeok Head sprite

This commit is contained in:
scawful
2024-02-22 23:24:18 -05:00
parent a0ebc07bb2
commit ff5b06dc21
3 changed files with 1348 additions and 0 deletions

668
Sprites/Bosses/kydreeok.asm Normal file
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; =========================================================
; 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

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@@ -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
}

View File

@@ -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"