5 Commits

Author SHA1 Message Date
scawful
436da5736e Add todo for whether to use blind laser garnish 2024-03-30 11:05:45 -04:00
scawful
c4e4564749 Add todo for boss disappearring from blind maiden bug 2024-03-30 11:05:26 -04:00
scawful
622b7d950b Update fire/ice attack garnish formatting and comments 2024-03-30 11:04:38 -04:00
scawful
cc753b9d47 Add todo to create parent sprite for Trinexx garnish attacks 2024-03-30 11:04:04 -04:00
scawful
6cd013e6d6 Reformat sprite actions 2024-03-30 11:03:43 -04:00
4 changed files with 144 additions and 175 deletions

21
.gitignore vendored
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@@ -1,9 +1,12 @@
*.exe asar.exe
*.bst oos111.sfc
*.bp oos111x-1.bst
*.cht oos111x-2.bst
*.cpu.sym oos111x-3.bst
*.sfc oos111x.bp
*.smp.sym oos111x.cht
*.srm oos111x.cpu.sym
*.sym oos111x.sfc
oos111x.smp.sym
oos111x.srm
oos111x.sym

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@@ -516,7 +516,7 @@ org $0DF811
; ========================================================= ; =========================================================
; $6FE77-$6FFC0 ; $6FE77-$6FFC0
org $0DFE77 org $0DFE77
HUD_Tilemap: HUD_Tilemap:
incbin tilemaps/hud.tilemap incbin tilemaps/hud.tilemap
@@ -528,7 +528,7 @@ incbin tilemaps/hud.tilemap
; ========================================================== ; ==========================================================
; $57CE0 DATA ; $57CE0 DATA
org $0AFCE0 org $0AFCE0
FloorIndicatorNumberHigh: FloorIndicatorNumberHigh:
{ {
dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D

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@@ -242,75 +242,46 @@ GotoNextItem_Local:
; Load our currently equipped item, and move to the next one ; Load our currently equipped item, and move to the next one
; If we reach our limit (21), set it back to the bow and arrow slot. ; If we reach our limit (21), set it back to the bow and arrow slot.
LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
LDA.b #$01 LDA.b #$01
.dont_reset .dont_reset
; Otherwise try to equip the item in the next slot ; Otherwise try to equip the item in the next slot
STA $0202 STA $0202
RTS RTS
} }
DoWeHaveThisItem_OverrideLong:
{
PHB : PHK : PLB
JSR DoWeHaveThisItem_Override
PLB
RTL
}
DoWeHaveThisItem_Override: DoWeHaveThisItem_Override:
{ {
LDY $0202 : LDX.w Menu_AddressLong-1, Y LDY $0202 : LDX.w Menu_AddressLong, Y
LDA.l $7EF300, X : BNE .have_this_item LDA.l $7EF33F, X : BNE .have_this_item
CLC CLC
RTS RTL
.have_this_item .have_this_item
SEC SEC
RTS RTL
} }
TryEquipNextItem_Override: TryEquipNextItem_Override:
{ {
.keep_looking .keep_looking
JSR GotoNextItem_Local JSR GotoNextItem_Local
JSR DoWeHaveThisItem_Override : BCC .keep_looking JSL DoWeHaveThisItem_Override : BCC .keep_looking
RTS RTS
} }
SearchForEquippedItem_OverrideLong:
{
PHB : PHK : PLB
JSR SearchForEquippedItem_Override
PLB
RTL
}
SearchForEquippedItem_Override: SearchForEquippedItem_Override:
{ {
SEP #$30 SEP #$30
LDA.b #$00 LDY $0202 : LDX.w Menu_AddressLong-1, Y
LDY.b #$18 LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
.itemCheck
LDX Menu_AddressLong-1, Y
ORA $7EF300, X
DEY : CPY.b #$00 : BNE .itemCheck
CMP.b #$00 : BNE .equippableItemAvailable
; In this case we have no equippable items ; In this case we have no equippable items
STZ $0202 : STZ $0203 : STZ $0204 STZ $0202 : STZ $0203 : STZ $0204
.weHaveThatItem
RTS
.equippableItemAvailable
.we_have_that_item
RTL
.item_available
; Is there an item currently equipped (in the HUD slot)? ; Is there an item currently equipped (in the HUD slot)?
LDA $0202 : BNE .alreadyEquipped LDA $0202 : BNE .alreadyEquipped
; If not, set the equipped item to the Bow and Arrow ; If not, set the equipped item to the Bow and Arrow
@@ -319,9 +290,12 @@ SearchForEquippedItem_Override:
.alreadyEquipped .alreadyEquipped
; Checks to see if we actually have that item ; Checks to see if we actually have that item
; We're done if we have that item ; We're done if we have that item
JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem .keep_looking
JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking
BCS .we_have_that_item
JMP TryEquipNextItem_Override JMP TryEquipNextItem_Override
} }
@@ -331,14 +305,16 @@ pushpc
org $0DDEB0 org $0DDEB0
DoWeHaveThisItem: DoWeHaveThisItem:
{ {
JSL DoWeHaveThisItem_OverrideLong JSL DoWeHaveThisItem_Override
RTS RTS
} }
org $0DE399 org $0DE399
SearchForEquippedItem: SearchForEquippedItem:
{ {
JSL SearchForEquippedItem_OverrideLong PHB : PHK : PLB
JSL SearchForEquippedItem_Override
PLB
RTS RTS
} }
warnpc $0DE3C7 warnpc $0DE3C7

View File

@@ -4,7 +4,6 @@
; Overrides Blind and the Blind Maiden to create a new ; Overrides Blind and the Blind Maiden to create a new
; boss sequence. ; boss sequence.
; ;
;
; ========================================================= ; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX) !SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -59,21 +58,17 @@ Sprite_Twinrova_Long:
Sprite_Twinrova_CheckIfDead: Sprite_Twinrova_CheckIfDead:
{ {
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero
LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA SprHealth, X
; If health is negative, set back to zero .health_not_negative
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative LDA SprHealth, X : BNE .not_dead
LDA.b #$00 : STA $0E50, X PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
.health_not_negative LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
PLX
LDA $0E50, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
PLX
.not_dead .not_dead
RTS RTS
} }
@@ -84,9 +79,8 @@ Sprite_Twinrova_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA $0E50, X ; Health LDA.b #$40 : STA SprHealth, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic) LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15) %SetSpriteSpeedX(15)
@@ -174,59 +168,62 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09 dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A dw Twinrova_Dead ; 0x0A
; 0x00 ; -------------------------------------------------------
; 0x00
; TODO: Separate MoveState phases into action 0 and 1
Twinrova_Init: Twinrova_Init:
{ {
%GotoAction(01) %GotoAction(01)
RTS RTS
} }
; -------------------------------------------------------
; 0x01 ; 0x01
Twinrova_MoveState: Twinrova_MoveState:
{ {
LDA $0E50, X : CMP.b #$20 : BCS .phase_1 LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; ------------------------------------------- ; -------------------------------------------
; Phase 2 ; Phase 2
LDA SprTimerE, X : BNE .kotake LDA SprTimerE, X : BNE .kotake
LDA #$70 : STA SprTimerD, X LDA #$70 : STA SprTimerD, X
%GotoAction(8) ; Koume Mode %GotoAction(8) ; Koume Mode
RTS RTS
.kotake .kotake
LDA #$70 : STA SprTimerD, X LDA #$70 : STA SprTimerD, X
%GotoAction(9) ; Kotake Mode %GotoAction(9) ; Kotake Mode
RTS RTS
; --------------------------------------------- ; ---------------------------------------------
.phase_1 .phase_1
LDA $0DA0 : BEQ .not_flashing LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(7) ; Goto Twinrova_Hurt %GotoAction(7) ; Goto Twinrova_Hurt
RTS RTS
.not_flashing .not_flashing
JSL GetRandomInt : AND.b #$3F : BNE + JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
STZ $AC STZ $AC ; Set the fire attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
+ +
JSL GetRandomInt : AND.b #$3F : BNE ++ JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC LDA #$01 : STA $AC ; Set the ice attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
++ ++
JSL Sprite_IsBelowPlayer ; Check if sprite is below player JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
TYA : BNE .MoveBackwards ; If 1, %GotoAction(2) ; MoveForwards
%GotoAction(2)
RTS RTS
.MoveBackwards .MoveBackwards
%GotoAction(3) %GotoAction(3) ; MoveBackwards
RTS RTS
} }
; -------------------------------------------------------
; 0x02 - TODO: Implement Twinrova_MoveForwards ; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards: Twinrova_MoveForwards:
{ {
@@ -244,6 +241,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x03 - TODO: Implement Twinrova_MoveBackwards ; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards: Twinrova_MoveBackwards:
{ {
@@ -261,6 +259,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x04 ; 0x04
Twinrova_PrepareAttack: Twinrova_PrepareAttack:
{ {
@@ -285,6 +284,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x05 ; 0x05
Twinrova_FireAttack: Twinrova_FireAttack:
{ {
@@ -299,6 +299,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x06 ; 0x06
Twinrova_IceAttack: Twinrova_IceAttack:
{ {
@@ -313,6 +314,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x07 ; 0x07
Twinrova_Hurt: Twinrova_Hurt:
{ {
@@ -332,6 +334,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x08 ; 0x08
Twinrova_KoumeMode: Twinrova_KoumeMode:
{ {
@@ -352,6 +355,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x09 ; 0x09
Twinrova_KotakeMode: Twinrova_KotakeMode:
{ {
@@ -372,6 +376,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x0A ; 0x0A
Twinrova_Dead: Twinrova_Dead:
{ {
@@ -382,6 +387,9 @@ Sprite_Twinrova_Main:
} }
; ========================================================= ; =========================================================
; TODO: Create a new parent sprite for the Twinrova attacks
; so that the velocity and movement aren't applied to the
; parent sprite itself.
; Reused function from TrinexxBreath. ; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry: TrinexxBreath_AltEntry:
@@ -393,7 +401,7 @@ TrinexxBreath_AltEntry:
.no_shake .no_shake
JSL Sprite_CheckTileCollision : BEQ .exit JSL Sprite_CheckTileCollision : BEQ .exit
JSL Sprite_BounceTowardPlayer JSL Sprite_BounceTowardPlayer
.exit .exit
RTS RTS
@@ -405,7 +413,7 @@ TrinexxBreath_AltEntry:
Sprite_Twinrova_FireAttack: Sprite_Twinrova_FireAttack:
{ {
JSL Sprite_CheckTileCollision : BNE .no_collision JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move JSL Sprite_Move
.no_collision .no_collision
JSR AddFireGarnish JSR AddFireGarnish
JMP TrinexxBreath_AltEntry JMP TrinexxBreath_AltEntry
@@ -414,68 +422,32 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish ; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish: AddFireGarnish:
{ {
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00 LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot .next_slot
LDA $7FF800, X : BEQ .free_slot LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8 LDA $00 : STA $0FF8
.use_search_index
.use_search_index LDX $0FF8
LDX $0FF8
.free_slot .free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4 ; Set garnish ID, set garnish handled flag, set garnish parent sprite
TYA : STA $7FF92C, X LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprX, Y : STA $7FF83C, X LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprXH, Y : STA $7FF878, X LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
LDA.b #$7F : STA $7FF90E, X
STX $00
PLX PLX
.return .return
RTS RTS
} }
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish ; =========================================================
AddIceGarnishV2:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X
LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X : STX $00
PLX
.return
RTS
}
Sprite_Twinrova_IceAttack: Sprite_Twinrova_IceAttack:
{ {
@@ -486,8 +458,35 @@ Sprite_Twinrova_IceAttack:
JMP TrinexxBreath_AltEntry JMP TrinexxBreath_AltEntry
} }
; ========================================================= ; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
PLX
.return
RTS
}
; =========================================================
; Overwrite vanilla Trinexx ice garnish ; Overwrite vanilla Trinexx ice garnish
; Plays like a simple ice cloud animation now. ; Plays like a simple ice cloud animation now.
@@ -505,19 +504,17 @@ org $09B459
org $09B5D6 org $09B5D6
Garnish_SetOamPropsAndSmallSize: Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F org $09B33F
TrinexxIce_Pool: TrinexxIce_Pool:
{ {
.chr .chr
db $2E db $2E, $2E, $2C, $2C
db $2E
db $2C
db $2C
.properties .properties
db $35 db $35, $35, $35, $35
db $35
db $35
db $35
} }
org $09B34F org $09B34F
@@ -539,10 +536,6 @@ Garnish_TrinexxIce:
} }
warnpc $09B3B8 warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc pullpc
; ========================================================= ; =========================================================
@@ -610,8 +603,6 @@ Sprite_Twinrova_Draw:
RTS RTS
; =========================================================
.start_index .start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles .nbr_of_tiles
@@ -688,25 +679,19 @@ Sprite_Twinrova_Draw:
ApplyTwinrovaGraphics: ApplyTwinrovaGraphics:
{ {
PHX PHX
REP #$20 ; A = 16, XY = 8
REP #$20 ; A = 16, XY = 8 LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1 LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2 LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
; "001 => 2 registers write once (2 bytes: p, p+1)" ; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
LDX.b #TwinrovaGraphics>>16 : STX $4304 LDX.b #TwinrovaGraphics>>16 : STX $4304
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
LDX #$01 : STX $420B ; Do the DMA LDX #$01 : STX $420B ; Do the DMA
LDX #$0F : STX $2100 ; Turn the screen back on
LDX #$0F : STX $2100 ;turn the screen back on
SEP #$30 SEP #$30
PLX PLX
RTL RTL
TwinrovaGraphics: TwinrovaGraphics:
@@ -811,13 +796,16 @@ Follower_CheckBlindTrigger:
} }
; ========================================================= ; =========================================================
; Called during the BlindMaiden section of Follower_BasicMover ; Called during Blind Maiden section of Follower_BasicMover
; to spawn Twinrova in the room. ; to spawn Twinrova from the Blind Maiden.
; TODO: Figure out why the sprite disappears after graphics
; are transferred in. It seems to be unrelated to the
; graphics code, but rather related to the BlindMaiden
; spawn code.
org $1DA03C org $1DA03C
Blind_SpawnFromMaiden: Blind_SpawnFromMaiden:
{ {
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0 LDX.b #$00 ; Load the boss into sprite index 0
@@ -897,11 +885,13 @@ SpritePrep_Blind_PrepareBattle:
warnpc $1DA0B1 warnpc $1DA0B1
; ========================================================= ; =========================================================
; TODO: Decide if we want to use this garnish in the fight.
; Currently unused.
org $1DA0B1 org $1DA0B1
BlindLaser_SpawnTrailGarnish: BlindLaser_SpawnTrailGarnish:
{ {
#_1DA0B1: LDA.w $0E80,X #_1DA0B1: LDA.w SprDelay,X
#_1DA0B4: AND.b #$00 #_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit #_1DA0B6: BNE .exit