31 Commits

Author SHA1 Message Date
scawful
039be63412 Add todo to handle boss death based on kydreeok head health 2024-03-30 12:07:15 -04:00
scawful
33846cda98 More Sprite action formatting 2024-03-30 12:07:01 -04:00
scawful
23fb2d928b Update Sprite_Kydreeok_Draw formatting 2024-03-30 12:04:52 -04:00
scawful
761fbce7d8 Update MoveBody formatting 2024-03-30 12:04:34 -04:00
scawful
9d1cd684d7 Update SpawnLeftHead and SpawnRightHead formatting 2024-03-30 12:04:04 -04:00
scawful
1dcdfaffa0 Update Kydreeok sprite actions 2024-03-30 12:03:49 -04:00
scawful
55f7de64ca Update Sprite_Kydreeok_Prep formatting 2024-03-30 12:03:35 -04:00
scawful
0b173ce212 Update Sprite_Kydreeok_Long formatting 2024-03-30 12:03:21 -04:00
scawful
446ccf0d7f Update Kydreeok Head header comment 2024-03-30 11:53:31 -04:00
scawful
6842ac956c Add Sprite_KydreeokHead_DrawNeck for neck pieces draw 2024-03-30 11:52:57 -04:00
scawful
4b727b870d Format movement and random attack code 2024-03-30 11:52:20 -04:00
scawful
8c0dc13f1f Format head rotation code 2024-03-30 11:51:49 -04:00
scawful
2e5a5908c0 Reformat Kydreeok Head sprite actions 2024-03-30 11:51:32 -04:00
scawful
8f5d58560e Move and rename SpeedTable 2024-03-30 11:51:16 -04:00
scawful
425d84f5c2 Add TODO for Kydreeok Head properties 2024-03-30 11:50:26 -04:00
scawful
2312452d28 Update Sprite_KydreeokHead_Long 2024-03-30 11:50:12 -04:00
Justin Scofield
bbb3b85def Update README.md
Add updated screenshots for Menu and HUD
2024-03-29 00:34:42 -04:00
Justin Scofield
2c058e049e Merge pull request #50 from scawful/JaredMenuFixes 2024-03-25 19:56:06 -04:00
scawful
c6b9541977 Add additional orgs to blind maiden code to prevent breaking existing jumps 2024-03-24 11:59:02 -04:00
scawful
dd68a4929d Update Twinrova_Long and CheckIfDead formatting 2024-03-24 10:53:34 -04:00
scawful
ef7d3af09b cache and handle camera for hover deku link WIP 2024-03-22 12:00:29 -04:00
scawful
3ee5871f86 Setup Twinrova boss fight intro gfx transfer WIP 2024-03-22 11:59:53 -04:00
scawful
ef1540f3f6 Move deku leaf, mineswitch, switch track to Sprites/Objects 2024-03-18 19:24:57 -04:00
scawful
f4ae06bfd1 Format and comment Follower_CheckBlindTrigger 2024-03-17 16:34:31 -04:00
scawful
c3b40b21fb Format and comment Blind_SpawnFromMaiden 2024-03-17 16:26:37 -04:00
scawful
6f4392aa0e Add comments to Follower_BasicMover blind maiden section 2024-03-17 16:11:25 -04:00
scawful
0adc6f17bf Despawn Twinrova when maiden present 2024-03-17 16:10:47 -04:00
scawful
93b63032da Add vanilla blind maiden follower code 2024-03-17 15:47:55 -04:00
scawful
ea00780785 Move maku tree to NPCs, fix Twinrova errors 2024-03-17 14:04:41 -04:00
scawful
2e22114d8a Cleanup Twinrova boss sprite 2024-03-17 01:07:53 -04:00
scawful
4fac78bbba Add TODO for Ocarina Song SRAM values 2024-03-16 16:11:56 -04:00
11 changed files with 1041 additions and 833 deletions

View File

@@ -95,6 +95,7 @@ LinkState_UsingQuake:
db 5, 5, 5, 19
; INC.w $0FC1 ; Keep sprites frozen
JSR $F514 ; CacheCameraPropertiesIfOutdoors
STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
@@ -175,9 +176,8 @@ LinkState_UsingQuake:
.special
DEC $5C
; JSR $F514 ; CacheCameraPropertiesIfOutdoors
JSL DekuLink_HoverBasedOnInput
; JSR $E8F0
JSR $E8F0 ; HandleIndoorCameraAndDoors
RTS
}

View File

@@ -199,6 +199,7 @@ Menu_DrawHeartPieces:
; =========================================================
; TODO: Attach SRAM values to these for progression
Menu_DrawMusicNotes:
{
LDA.w #$02

View File

@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
![oos55001](https://user-images.githubusercontent.com/47263509/175397658-56358685-74fa-42cd-bca7-b03b2909ab9c.png)
![oos55002](https://user-images.githubusercontent.com/47263509/175397677-9199c207-1d8a-4de9-9040-63bf420de49f.png)
## Custom Menu
## Custom Menu and HUD
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/77e12478-127f-4dbd-b9c8-19da12b75ca2)
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/a02d8d78-b7ed-4085-809e-59d78319e576)
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/a6c7e247-f645-4a1c-954a-6c2d9c864d3e)
![oos69x_004](https://user-images.githubusercontent.com/47263509/175392740-69b44931-298c-4000-b22d-5a2ebf76e1ad.png)
![oos69x_005](https://user-images.githubusercontent.com/47263509/175392746-263801e4-5353-4fb8-b5cf-2d2e7f1c0282.png)
## Custom Sprites

View File

@@ -1,6 +1,7 @@
; =========================================================
; 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
@@ -34,47 +35,42 @@
Sprite_Kydreeok_Long:
{
PHB : PHK : PLB
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
JSR Sprite_Kydreeok_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Kydreeok_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
; TODO: Handle boss death based on left and right head health
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
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
JSR SpawnLeftHead : JSR SpawnRightHead
STZ.w Neck1_OffsetX
STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX
STZ.w Neck2_OffsetY
STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
PLB
RTL
}
; =============================================================================
; =========================================================
Sprite_Kydreeok_Main:
{
@@ -87,98 +83,102 @@ Sprite_Kydreeok_Main:
dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04
; -------------------------------------------------------
; 0x00
Kydreeok_Start:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
JSR ApplyPalette
JSL Sprite_PlayerCantPassThrough
JSR ApplyPalette
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .continue
TXA : STA Kydreeok_Id
LDA #$40 : STA SprTimerA, X
%GotoAction(1)
LDA SprTimerA, X : BNE .continue
TXA : STA Kydreeok_Id
LDA #$40 : STA SprTimerA, X
%GotoAction(1)
.continue
RTS
RTS
}
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX
PHX
STZ $0D40 : STZ $0D50 ;set velocitys to 0
JSR MoveBody
STZ $0D40 : STZ $0D50 ;set velocitys to 0
JSR MoveBody
JSL Sprite_BounceFromTileCollision ;
JSR StopIfOutOfBounds
JSL Sprite_BounceFromTileCollision ;
JSR StopIfOutOfBounds
LDA SprTimerA, X : BNE .continue
%GotoAction(2)
LDA SprTimerA, X : BNE .continue
%GotoAction(2)
.continue
PLX
PLX
RTS
RTS
}
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX ;saves X so we can use it later
PHX ;saves X so we can use it later
LDA $36
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
LDA $36
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
PLX ;restores X
%GotoAction(4)
%GotoAction(4)
RTS
RTS
}
; -------------------------------------------------------
; 0x03
Kydreeok_MoveXorY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX ;saves X so we can use it later
PHX
LDA $36 : STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
LDA $36
STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
%GotoAction(4)
RTS
%GotoAction(4)
RTS
}
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX
REP #$20
@@ -220,6 +220,8 @@ Sprite_Kydreeok_Main:
}
; =========================================================
SpawnLeftHead:
{
LDA #$CF
@@ -230,19 +232,16 @@ SpawnLeftHead:
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
STA $0D10, Y : XBA : STA $0D30, Y
REP #$20
LDA $0FDA : SEC : SBC.w #$000F
SEP #$20
STA $0D00, Y
XBA : STA $0D20, Y
STA $0D00, Y : XBA : STA $0D20, Y
LDA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
@@ -253,14 +252,14 @@ SpawnLeftHead:
STZ $0D60, X
STZ $0D70, X
PLX
.return
RTS
}
; =========================================================
SpawnRightHead:
{
LDA #$CF
@@ -272,19 +271,16 @@ SpawnRightHead:
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
STA $0D10, Y : XBA : STA $0D30, Y
REP #$20
LDA $0FDA : SEC : SBC.w #$000F
SEP #$20
STA $0D00, Y
XBA : STA $0D20, Y
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
@@ -295,95 +291,62 @@ SpawnRightHead:
STZ $0D60, X
STZ $0D70, X
PLX
.return
RTS
}
; =========================================================
; Originally from Trinexx_MoveBody $1DB2E5
; ==============================================================================
MoveBody:
{
; Handle the shell bg movement
; Trinexx_MoveBody
#_1DB2E5: LDA.w $0D10, X
#_1DB2E8: PHA
LDA.w $0D10, X : PHA
LDA.w $0D00, X : PHA
#_1DB2E9: LDA.w $0D00, X
#_1DB2EC: PHA
JSL Sprite_Move
#_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
PLA
LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
BPL .pos_y_low
DEY
.pos_y_low
#_1DB2FD: STY.w $0311
STY.w $0311
; -----------------------------------------------------
#_1DB300: PLA
#_1DB301: LDY.b #$00
PLA
LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312
BPL .pos_x_low
#_1DB303: SEC
#_1DB304: SBC.w $0D10, X
#_1DB307: STA.w $0312
#_1DB30A: BPL .pos_x_low
#_1DB30C: DEY
DEY
.pos_x_low
#_1DB30D: STY.w $0313
STY.w $0313
; -----------------------------------------------------
#_1DB310: LDA.b #$01
#_1DB312: STA.w $0428
LDA.b #$01 : STA.w $0428
LDA.w $0D00, X : SEC : SBC.b #$0C : STA.w $0DB0, X
#_1DB318: LDA.w $0D00, X
#_1DB31B: SEC
#_1DB31C: SBC.b #$0C
#_1DB31E: STA.w $0DB0, X
LDA.w $0B08 : SEC : SBC.w $0D10, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
#_1DB321: LDA.w $0B08
#_1DB324: SEC
#_1DB325: SBC.w $0D10, X
#_1DB328: CLC
#_1DB329: ADC.b #$02
LDA.w $0B09 : SEC : SBC.w $0D00, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
#_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
.adjust_phase ; Unused?
STZ.w $0D80, X
LDA.b #$30 : STA.w $0DF0, X
.not_at_target
; JSR AdjustChildrenPos
; LayerEffect_Trinexx $0AFEF0
REP #$20
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
@@ -391,11 +354,10 @@ MoveBody:
STZ.w $0312 : STZ.w $0310
SEP #$20
RTS
}
; ==============================================================================
; =========================================================
StopIfOutOfBounds:
{
@@ -470,6 +432,7 @@ StopIfOutOfBounds:
RTS
}
; =========================================================
Sprite_ApplySpeedTowardsPlayerXOrY:
{
@@ -564,6 +527,8 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
RTS
}
; =========================================================
ApplyPalette:
{
REP #$20 ;Set A in 16bit mode
@@ -589,85 +554,86 @@ ApplyPalette:
RTS
}
; =============================================================================
; =========================================================
Sprite_Kydreeok_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
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
.next_tile
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
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
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 $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 $0E
LDA.b #$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
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
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
PLX
RTS
RTS
.start_index
db $00, $0A, $14
db $00, $0A, $14
.nbr_of_tiles
db 9, 9, 9
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
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
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
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
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
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
}

View File

@@ -1,4 +1,7 @@
; =========================================================
; Kydreeok Head sprite
; Child sprite of the Kydreeok boss
; =========================================================
!SPRID = $CF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 06 ; Number of tiles used in a frame
@@ -33,18 +36,17 @@
Sprite_KydreeokHead_Long:
{
PHB : PHK : PLB
PHB : PHK : PLB
LDA SprAction, X : CMP #$02 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw
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
.no_head
JSL Sprite_CheckActive : BCC .not_active
JSR Sprite_KydreeokHead_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
.not_active
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
@@ -53,8 +55,8 @@ Sprite_KydreeokHead_Prep:
{
PHB : PHK : PLB
; Add more code here to initialize data
; TODO: Set sprite properties for damage and health
; TODO: Handle head death in conjunction with Kydreeok
PLB
RTL
@@ -62,17 +64,21 @@ Sprite_KydreeokHead_Prep:
; =========================================================
SpeedTable:
db $00, $02, $04, $06, $07, $01, $06, $03
db 0, -2, -4, -6, -7, -1, -6, -3
Sprite_KydreeokHead_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw KydreeokHead_ForwardAnim
dw KydreeokHead_SideAnim
dw KydreeokHead_SummonFire
dw KydreeokHead_ForwardAnim ; 0x00
dw KydreeokHead_SideAnim ; 0x01
dw KydreeokHead_SummonFire ; 0x02
; -------------------------------------------------------
; 0x00
KydreeokHead_ForwardAnim:
{
%StartOnFrame(0)
@@ -85,9 +91,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
@@ -117,12 +123,13 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
%GotoAction(1)
%GotoAction(1)
.not_right
RTS
}
; -------------------------------------------------------
; 0x01
KydreeokHead_SideAnim:
{
%StartOnFrame(3)
@@ -135,9 +142,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
JSL Sprite_Move
@@ -150,12 +157,14 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
RTS
RTS
.not_right
%GotoAction(0)
RTS
}
; -------------------------------------------------------
; 0x02
KydreeokHead_SummonFire:
{
; %StartOnFrame(5)
@@ -166,21 +175,21 @@ Sprite_KydreeokHead_Main:
%DoDamageToPlayerSameLayerOnContact()
JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move
LDA SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X
LDA #$00 : STA $0DD0, X
.not_done
RTS
}
}
; =========================================================
CoordinateBasedRotation:
{
LDA Neck_Index : TAY
LDA Neck_Index : TAY
; JSL GetRandomInt : AND #$04 : TAY
; LDA X_Coords, Y : STA Neck1_OffsetX
; JSL GetRandomInt : AND #$04 : TAY
@@ -190,21 +199,25 @@ CoordinateBasedRotation:
; JSL GetRandomInt : AND #$04 : TAY
LDA Y_Coords, Y : STA Neck2_OffsetY
JSL GetRandomInt : AND #$3F : BNE .dont_increment
INC.w Neck_Index
INC.w Neck_Index
.dont_increment
CPY #15 : BNE .not_full
LDA #0 : STA Neck_Index
LDA #0 : STA Neck_Index
.not_full
RTS
}
; Table for X coordinates (based on a radius of 8)
X_Coords:
db 8, 11, 8, 3, -4, -9, -12, -9, -4, 3, 8, 11, 8, 3, -4, -9 ; X values
db 8, 11, 8, 3, -4, -9, -12, -9
db -4, 3, 8, 11, 8, 3, -4, -9
; Table for Y coordinates (based on a radius of 8)
Y_Coords:
db 0, -3, -8, -11, -15, -15, -11, -8, -3, 0, 3, 8, 11, 15, 15, 11 ; Y values
db 0, -3, -8, -11, -15, -15, -11, -8
db -3, 0, 3, 8, 11, 15, 15, 11
; =========================================================
RotateHeadUsingSpeedValues:
{
@@ -214,7 +227,7 @@ RotateHeadUsingSpeedValues:
LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
INY : CPY #$3F : BNE .not_full
LDY.b #$00
LDY.b #$00
.not_full
STY.w Neck_Index
JSL Sprite_MoveLong
@@ -223,39 +236,47 @@ RotateHeadUsingSpeedValues:
}
XSpeedSin:
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32
{
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32
}
YSpeedSin:
db 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
{
db 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
}
; =========================================================
RandomlyAttack:
{
JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack
LDA #$CF
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
;JSL $09B020
LDA.b #$02 : STA $0D80, Y
LDA #$10 : STA.w SprTimerA, Y
CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack
LDA #$CF
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
;JSL $09B020 ; Fireball_SpawnTrailGarnish
LDA.b #$02 : STA.w SprAction, Y
LDA #$10 : STA.w SprTimerA, Y
.no_attack
RTS
}
; =========================================================
Offspring1_Neck1_X = $19EA
Offspring1_Neck2_X = $19EC
Offspring1_Neck3_X = $19EE
@@ -314,6 +335,10 @@ MoveWithBody:
RTS
}
; =========================================================
; Adjusts the movement speed of the sprite based on its
; position. This came from Zarby's Gleeok code and causes
; some weird movement with the current implementation.
AdjustMovementSpeed:
{
@@ -322,30 +347,25 @@ AdjustMovementSpeed:
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
; =========================================================
; Based on Zarby Gleeok code
KydreeokHead_NeckControl:
{
@@ -539,29 +559,93 @@ KydreeokHead_NeckControl:
LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X
RTS
}
; =========================================================
; This is here for reference.
Sprite_KydreeokHead_DrawNeck_Data:
{
.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_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
; 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
}
; =========================================================
@@ -613,83 +697,7 @@ Sprite_KydreeokHead_Draw:
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
JMP Sprite_KydreeokHead_DrawNeck
.start_index
db $00, $02, $04, $06, $0A, $0E

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,6 @@
;==============================================================================
; =========================================================
; Sprite Properties
;==============================================================================
; =========================================================
!SPRID = $9E ; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -31,81 +31,79 @@
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
;==============================================================================
; =========================================================
Sprite_MakuTree_Long:
{
PHB : PHK : PLB
PHB : PHK : PLB
JSR Sprite_MakuTree_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_MakuTree_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_MakuTree_Main ; Call the main sprite code
JSR Sprite_MakuTree_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
;==============================================================================
; =========================================================
Sprite_MakuTree_Prep:
{
PHB : PHK : PLB
LDA.l $7EF300
BNE .intro_is_done
PHB : PHK : PLB
; Check if the intro has executed already.
LDA.l $7EF300 : BNE .intro_is_done
STZ.w $0DD0, X ; Kill the sprite
.intro_is_done
PLB
RTL
PLB
RTL
}
;==============================================================================
; =========================================================
Sprite_MakuTree_Main:
{
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw MakuTree_Handler
dw MakuTree_MeetLink
dw MakuTree_GiveBow
dw MakuTree_GiveMoonPearl
MakuTree_Handler:
{
; Check the progress flags
LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
%GotoAction(1)
RTS
; Check the progress flags
LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
%GotoAction(1)
RTS
.has_met_link
%ShowSolicitedMessage($22)
RTS
.has_met_link
%ShowSolicitedMessage($22)
RTS
}
MakuTree_MeetLink:
{
%ShowSolicitedMessage($20) : BCC .no_talk
LDA #$01 : STA $7EF3D4
LDA #$06 : STA $7EF3C7
%GotoAction(2)
.no_talk
RTS
%ShowSolicitedMessage($20) : BCC .no_talk
LDA #$01 : STA $7EF3D4
LDA #$06 : STA $7EF3C7
%GotoAction(2)
.no_talk
RTS
}
MakuTree_GiveBow:
MakuTree_GiveMoonPearl:
{
; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem
%GotoAction(0)
RTS
; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem
%GotoAction(0)
RTS
}
}
;==============================================================================
; =========================================================
Sprite_MakuTree_Draw:
{
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
RTS
;==============================================================================
; =========================================================
.start_index
.nbr_of_tiles

View File

@@ -45,7 +45,7 @@ print "End of kydrog.asm ", pc
incsrc "Sprites/Bosses/kydrog_boss.asm"
print "End of kydrog_boss.asm ", pc
incsrc "Sprites/maku_tree.asm"
incsrc "Sprites/NPCs/maku_tree.asm"
print "End of maku_tree.asm ", pc
incsrc "Sprites/NPCs/mask_salesman.asm"
@@ -60,10 +60,10 @@ print "End of anti_kirby.asm ", pc
incsrc "Sprites/Enemies/sea_urchin.asm"
print "End of sea_urchin.asm ", pc
incsrc "Sprites/switch_track.asm"
incsrc "Sprites/Objects/switch_track.asm"
print "End of switch_track.asm ", pc
incsrc "Sprites/mineswitch.asm"
incsrc "Sprites/Objects/mineswitch.asm"
print "End of mineswitch.asm ", pc
incsrc "Sprites/NPCs/village_dog.asm"
@@ -78,7 +78,8 @@ print "End of twinrova.asm ", pc
incsrc "Sprites/Bosses/kydreeok.asm"
incsrc "Sprites/Bosses/kydreeok_head.asm"
incsrc "Sprites/deku_leaf.asm"
incsrc "Sprites/Objects/deku_leaf.asm"
print "End of deku_leaf.asm ", pc
incsrc "Sprites/portal_sprite.asm"
print "End of portal_sprite.asm ", pc