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

View File

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

View File

@@ -1,6 +1,7 @@
; ========================================================= ; =========================================================
; Sprite Properties ; Sprite Properties
; ========================================================= ; =========================================================
!SPRID = $7A ; The sprite ID you are overwriting (HEX) !SPRID = $7A ; The sprite ID you are overwriting (HEX)
!NbrTiles = 10 ; Number of tiles used in a frame !NbrTiles = 10 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -34,47 +35,42 @@
Sprite_Kydreeok_Long: Sprite_Kydreeok_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_Kydreeok_Draw ; Call the draw code JSR Sprite_Kydreeok_Draw
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive : BCC .SpriteIsNotActive
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Kydreeok_Main
JSR Sprite_Kydreeok_Main ; Call the main sprite code
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB ; Get back the databank we stored previously
RTL ; Go back to original code RTL ; Go back to original code
} }
; ========================================================= ; =========================================================
; TODO: Handle boss death based on left and right head health
Sprite_Kydreeok_Prep: Sprite_Kydreeok_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA #$40 : STA SprTimerA, X LDA #$40 : STA SprTimerA, X
LDA.b #$08 : STA $36 ;stores initial movement speeds LDA.b #$08 : STA $36 ; Stores initial movement speeds
LDA.b #$06 : STA $0428 ;allows BG1 to move LDA.b #$06 : STA $0428 ; Allows BG1 to move
; Cache the origin position of the sprite. ; Cache the origin position of the sprite.
LDA SprX, X : STA SprMiscA, X LDA SprX, X : STA SprMiscA, X
LDA SprY, X : STA SprMiscB, X LDA SprY, X : STA SprMiscB, X
JSR SpawnLeftHead JSR SpawnLeftHead : JSR SpawnRightHead
JSR SpawnRightHead
STZ.w Neck1_OffsetX STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
STZ.w Neck1_OffsetY STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
STZ.w Neck2_OffsetX
STZ.w Neck2_OffsetY
PLB PLB
RTL RTL
} }
; ============================================================================= ; =========================================================
Sprite_Kydreeok_Main: Sprite_Kydreeok_Main:
{ {
@@ -87,98 +83,102 @@ Sprite_Kydreeok_Main:
dw Kydreeok_MoveXorY ; 03 dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04 dw Kydreeok_KeepWalking ; 04
; -------------------------------------------------------
; 0x00
Kydreeok_Start: Kydreeok_Start:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %PlayAnimation(0, 2, 10)
JSR ApplyPalette JSR ApplyPalette
JSL Sprite_PlayerCantPassThrough JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .continue LDA SprTimerA, X : BNE .continue
TXA : STA Kydreeok_Id TXA : STA Kydreeok_Id
LDA #$40 : STA SprTimerA, X LDA #$40 : STA SprTimerA, X
%GotoAction(1) %GotoAction(1)
.continue .continue
RTS RTS
} }
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl: Kydreeok_StageControl:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %PlayAnimation(0, 2, 10)
PHX PHX
STZ $0D40 : STZ $0D50 ;set velocitys to 0 STZ $0D40 : STZ $0D50 ;set velocitys to 0
JSR MoveBody JSR MoveBody
JSL Sprite_BounceFromTileCollision ; JSL Sprite_BounceFromTileCollision ;
JSR StopIfOutOfBounds JSR StopIfOutOfBounds
LDA SprTimerA, X : BNE .continue LDA SprTimerA, X : BNE .continue
%GotoAction(2) %GotoAction(2)
.continue .continue
PLX PLX
RTS RTS
} }
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY: Kydreeok_MoveXandY:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %PlayAnimation(0, 2, 10)
PHX ;saves X so we can use it later PHX ;saves X so we can use it later
LDA $36 LDA $36
JSL Sprite_ApplySpeedTowardsPlayer JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds JSR StopIfOutOfBounds
JSR MoveBody JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
PLX ;restores X PLX ;restores X
%GotoAction(4) %GotoAction(4)
RTS RTS
} }
; -------------------------------------------------------
; 0x03
Kydreeok_MoveXorY: Kydreeok_MoveXorY:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %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 JSL Sprite_CheckDamageFromPlayerLong
STA $00 %DoDamageToPlayerSameLayerOnContact()
JSR Sprite_ApplySpeedTowardsPlayerXOrY PLX
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong %GotoAction(4)
%DoDamageToPlayerSameLayerOnContact() RTS
PLX ;restores X
%GotoAction(4)
RTS
} }
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking: Kydreeok_KeepWalking:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %PlayAnimation(0, 2, 10)
PHX PHX
REP #$20 REP #$20
@@ -220,6 +220,8 @@ Sprite_Kydreeok_Main:
} }
; =========================================================
SpawnLeftHead: SpawnLeftHead:
{ {
LDA #$CF LDA #$CF
@@ -230,19 +232,16 @@ SpawnLeftHead:
LDA.b #$00 : STA $0E30, Y LDA.b #$00 : STA $0E30, Y
PHX PHX
; code that controls where to spawn the offspring. ; code that controls where to spawn the offspring.
REP #$20 REP #$20
LDA $0FD8 : SEC : SBC.w #$000F LDA $0FD8 : SEC : SBC.w #$000F
SEP #$20 SEP #$20
STA $0D10, Y STA $0D10, Y : XBA : STA $0D30, Y
XBA : STA $0D30, Y
REP #$20 REP #$20
LDA $0FDA : SEC : SBC.w #$000F LDA $0FDA : SEC : SBC.w #$000F
SEP #$20 SEP #$20
STA $0D00, Y STA $0D00, Y : XBA : STA $0D20, Y
XBA : STA $0D20, Y
LDA.w SprX, Y LDA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
@@ -253,14 +252,14 @@ SpawnLeftHead:
STZ $0D60, X STZ $0D60, X
STZ $0D70, X STZ $0D70, X
PLX PLX
.return .return
RTS RTS
} }
; =========================================================
SpawnRightHead: SpawnRightHead:
{ {
LDA #$CF LDA #$CF
@@ -272,19 +271,16 @@ SpawnRightHead:
LDA.b #$01 : STA $0E30, Y LDA.b #$01 : STA $0E30, Y
PHX PHX
; code that controls where to spawn the offspring. ; code that controls where to spawn the offspring.
REP #$20 REP #$20
LDA $0FD8 : CLC : ADC.w #$000C LDA $0FD8 : CLC : ADC.w #$000C
SEP #$20 SEP #$20
STA $0D10, Y STA $0D10, Y : XBA : STA $0D30, Y
XBA : STA $0D30, Y
REP #$20 REP #$20
LDA $0FDA : SEC : SBC.w #$000F LDA $0FDA : SEC : SBC.w #$000F
SEP #$20 SEP #$20
STA $0D00, Y STA $0D00, Y : XBA : STA $0D20, Y
XBA : STA $0D20, Y
LDA.w SprX, Y : STA.w SprX, Y LDA.w SprX, Y : STA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4 STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
@@ -295,95 +291,62 @@ SpawnRightHead:
STZ $0D60, X STZ $0D60, X
STZ $0D70, X STZ $0D70, X
PLX PLX
.return .return
RTS RTS
} }
; =========================================================
; Originally from Trinexx_MoveBody $1DB2E5
; ==============================================================================
MoveBody: MoveBody:
{ {
; Handle the shell bg movement ; Handle the shell bg movement
; Trinexx_MoveBody ; Trinexx_MoveBody
#_1DB2E5: LDA.w $0D10, X LDA.w $0D10, X : PHA
#_1DB2E8: PHA LDA.w $0D00, X : PHA
#_1DB2E9: LDA.w $0D00, X JSL Sprite_Move
#_1DB2EC: PHA
#_1DB2ED: JSL Sprite_Move PLA
LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
#_1DB2F0: PLA BPL .pos_y_low
#_1DB2F1: LDY.b #$00 DEY
#_1DB2F3: SEC
#_1DB2F4: SBC.w $0D00, X
#_1DB2F7: STA.w $0310
#_1DB2FA: BPL .pos_y_low
#_1DB2FC: DEY
.pos_y_low .pos_y_low
#_1DB2FD: STY.w $0311 STY.w $0311
; ----------------------------------------------------- ; -----------------------------------------------------
#_1DB300: PLA PLA
#_1DB301: LDY.b #$00 LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312
BPL .pos_x_low
#_1DB303: SEC DEY
#_1DB304: SBC.w $0D10, X
#_1DB307: STA.w $0312
#_1DB30A: BPL .pos_x_low
#_1DB30C: DEY
.pos_x_low .pos_x_low
#_1DB30D: STY.w $0313 STY.w $0313
; ----------------------------------------------------- ; -----------------------------------------------------
#_1DB310: LDA.b #$01 LDA.b #$01 : STA.w $0428
#_1DB312: STA.w $0428
LDA.w $0D00, X : SEC : SBC.b #$0C : STA.w $0DB0, X
#_1DB318: LDA.w $0D00, X LDA.w $0B08 : SEC : SBC.w $0D10, X
#_1DB31B: SEC CLC : ADC.b #$02
#_1DB31C: SBC.b #$0C CMP.b #$04 : BCS .not_at_target
#_1DB31E: STA.w $0DB0, X
#_1DB321: LDA.w $0B08 LDA.w $0B09 : SEC : SBC.w $0D00, X
#_1DB324: SEC CLC : ADC.b #$02
#_1DB325: SBC.w $0D10, X CMP.b #$04 : BCS .not_at_target
#_1DB328: CLC
#_1DB329: ADC.b #$02
#_1DB32B: CMP.b #$04 .adjust_phase ; Unused?
#_1DB32D: BCS .not_at_target STZ.w $0D80, X
LDA.b #$30 : STA.w $0DF0, X
#_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 .not_at_target
; JSR AdjustChildrenPos
; LayerEffect_Trinexx $0AFEF0 ; LayerEffect_Trinexx $0AFEF0
REP #$20 REP #$20
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422 LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
@@ -391,11 +354,10 @@ MoveBody:
STZ.w $0312 : STZ.w $0310 STZ.w $0312 : STZ.w $0310
SEP #$20 SEP #$20
RTS RTS
} }
; ============================================================================== ; =========================================================
StopIfOutOfBounds: StopIfOutOfBounds:
{ {
@@ -470,6 +432,7 @@ StopIfOutOfBounds:
RTS RTS
} }
; =========================================================
Sprite_ApplySpeedTowardsPlayerXOrY: Sprite_ApplySpeedTowardsPlayerXOrY:
{ {
@@ -564,6 +527,8 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
RTS RTS
} }
; =========================================================
ApplyPalette: ApplyPalette:
{ {
REP #$20 ;Set A in 16bit mode REP #$20 ;Set A in 16bit mode
@@ -589,85 +554,86 @@ ApplyPalette:
RTS RTS
} }
; ============================================================================= ; =========================================================
Sprite_Kydreeok_Draw: 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 $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06 LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.next_tile
PHX PHX ; Save current Tile Index?
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 TXA : CLC : ADC $06 ; Add Animation Index Offset
.nextTile
PHX ; Save current Tile Index? PHA ; Keep the value with animation index offset?
TXA : CLC : ADC $06 ; Add 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 ($90), Y LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
AND.w #$0100 : STA $0E 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 .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
LDA .chr, X : STA ($90), Y LDA .chr, X : STA ($90), Y
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .next_tile
PLX PLX
RTS RTS
.start_index .start_index
db $00, $0A, $14 db $00, $0A, $14
.nbr_of_tiles .nbr_of_tiles
db 9, 9, 9 db 9, 9, 9
.x_offsets .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 .y_offsets
dw 8, -8, 8, -36, -36, 8, -8, 8, -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, -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, -5, 11, -36, -36
.chr .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 .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 .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) !SPRID = $CF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 06 ; Number of tiles used in a frame !NbrTiles = 06 ; Number of tiles used in a frame
@@ -33,18 +36,17 @@
Sprite_KydreeokHead_Long: 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 .no_head
JSR Sprite_KydreeokHead_Draw ; Call the draw code JSL Sprite_CheckActive : BCC .not_active
.no_head JSR Sprite_KydreeokHead_Main
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive
JSR Sprite_KydreeokHead_Main ; Call the main sprite code
.SpriteIsNotActive .not_active
PLB ; Get back the databank we stored previously PLB ; Get back the databank we stored previously
RTL ; Go back to original code RTL ; Go back to original code
} }
; ========================================================= ; =========================================================
@@ -53,8 +55,8 @@ Sprite_KydreeokHead_Prep:
{ {
PHB : PHK : PLB 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 PLB
RTL 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: Sprite_KydreeokHead_Main:
{ {
LDA.w SprAction, X LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable JSL UseImplicitRegIndexedLocalJumpTable
dw KydreeokHead_ForwardAnim dw KydreeokHead_ForwardAnim ; 0x00
dw KydreeokHead_SideAnim dw KydreeokHead_SideAnim ; 0x01
dw KydreeokHead_SummonFire ; 0x02
dw KydreeokHead_SummonFire
; -------------------------------------------------------
; 0x00
KydreeokHead_ForwardAnim: KydreeokHead_ForwardAnim:
{ {
%StartOnFrame(0) %StartOnFrame(0)
@@ -85,9 +91,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY 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 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 ; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange .noSpeedChange
@@ -117,12 +123,13 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
%GotoAction(1) %GotoAction(1)
.not_right .not_right
RTS RTS
} }
; -------------------------------------------------------
; 0x01
KydreeokHead_SideAnim: KydreeokHead_SideAnim:
{ {
%StartOnFrame(3) %StartOnFrame(3)
@@ -135,9 +142,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY 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 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 ; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange .noSpeedChange
JSL Sprite_Move JSL Sprite_Move
@@ -150,12 +157,14 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
RTS RTS
.not_right .not_right
%GotoAction(0) %GotoAction(0)
RTS RTS
} }
; -------------------------------------------------------
; 0x02
KydreeokHead_SummonFire: KydreeokHead_SummonFire:
{ {
; %StartOnFrame(5) ; %StartOnFrame(5)
@@ -166,21 +175,21 @@ Sprite_KydreeokHead_Main:
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
JSR Sprite_Twinrova_FireAttack JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move JSL Sprite_Move
LDA SprTimerA, X : BNE .not_done LDA SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X LDA #$00 : STA $0DD0, X
.not_done .not_done
RTS RTS
} }
} }
; =========================================================
CoordinateBasedRotation: CoordinateBasedRotation:
{ {
LDA Neck_Index : TAY LDA Neck_Index : TAY
; JSL GetRandomInt : AND #$04 : TAY ; JSL GetRandomInt : AND #$04 : TAY
; LDA X_Coords, Y : STA Neck1_OffsetX ; LDA X_Coords, Y : STA Neck1_OffsetX
; JSL GetRandomInt : AND #$04 : TAY ; JSL GetRandomInt : AND #$04 : TAY
@@ -190,21 +199,25 @@ CoordinateBasedRotation:
; JSL GetRandomInt : AND #$04 : TAY ; JSL GetRandomInt : AND #$04 : TAY
LDA Y_Coords, Y : STA Neck2_OffsetY LDA Y_Coords, Y : STA Neck2_OffsetY
JSL GetRandomInt : AND #$3F : BNE .dont_increment JSL GetRandomInt : AND #$3F : BNE .dont_increment
INC.w Neck_Index INC.w Neck_Index
.dont_increment .dont_increment
CPY #15 : BNE .not_full CPY #15 : BNE .not_full
LDA #0 : STA Neck_Index LDA #0 : STA Neck_Index
.not_full .not_full
RTS RTS
} }
; Table for X coordinates (based on a radius of 8) ; Table for X coordinates (based on a radius of 8)
X_Coords: 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) ; Table for Y coordinates (based on a radius of 8)
Y_Coords: 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: RotateHeadUsingSpeedValues:
{ {
@@ -214,7 +227,7 @@ RotateHeadUsingSpeedValues:
LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
INY : CPY #$3F : BNE .not_full INY : CPY #$3F : BNE .not_full
LDY.b #$00 LDY.b #$00
.not_full .not_full
STY.w Neck_Index STY.w Neck_Index
JSL Sprite_MoveLong JSL Sprite_MoveLong
@@ -223,39 +236,47 @@ RotateHeadUsingSpeedValues:
} }
XSpeedSin: 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: YSpeedSin:
db 32, 32, 31, 31 {
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9 db 32, 32, 31, 31
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20 db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32 db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15 db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -12, -9, -6, -3 db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25 db -12, -9, -6, -3
db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31 db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9 db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20 db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32 db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15 db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -12, -9, -6, -3 db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
}
; =========================================================
RandomlyAttack: RandomlyAttack:
{ {
JSL GetRandomInt : AND #$7F : BNE .no_attack JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack JSL GetRandomInt : AND #$0F : BNE .no_attack
LDA #$CF LDA #$CF
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords JSL Sprite_SetSpawnedCoords
;JSL $09B020 ;JSL $09B020 ; Fireball_SpawnTrailGarnish
LDA.b #$02 : STA $0D80, Y LDA.b #$02 : STA.w SprAction, Y
LDA #$10 : STA.w SprTimerA, Y LDA #$10 : STA.w SprTimerA, Y
.no_attack .no_attack
RTS RTS
} }
; =========================================================
Offspring1_Neck1_X = $19EA Offspring1_Neck1_X = $19EA
Offspring1_Neck2_X = $19EC Offspring1_Neck2_X = $19EC
Offspring1_Neck3_X = $19EE Offspring1_Neck3_X = $19EE
@@ -314,6 +335,10 @@ MoveWithBody:
RTS 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: AdjustMovementSpeed:
{ {
@@ -322,30 +347,25 @@ AdjustMovementSpeed:
LDA #-8 : STA.w SprXSpeed, X LDA #-8 : STA.w SprXSpeed, X
.biggerthanorigin .biggerthanorigin
LDA.w SprX, X : CLC : ADC #$16 ; X+32 LDA.w SprX, X : CLC : ADC #$16 ; X+32
CMP.w SprMiscA, X : BCS .lowerthanorigin CMP.w SprMiscA, X : BCS .lowerthanorigin
LDA #$08 : STA.w SprXSpeed, X LDA #$08 : STA.w SprXSpeed, X
.lowerthanorigin .lowerthanorigin
LDA.w SprY, X : SEC : SBC #$00 ; X-32 LDA.w SprY, X : SEC : SBC #$00 ; X-32
CMP.w SprMiscB, X : BCC .biggerthanorigin2 CMP.w SprMiscB, X : BCC .biggerthanorigin2
LDA #-8 : STA.w SprYSpeed, X LDA #-8 : STA.w SprYSpeed, X
.biggerthanorigin2 .biggerthanorigin2
LDA.w SprY, X : CLC : ADC #$20 ; X+32 LDA.w SprY, X : CLC : ADC #$20 ; X+32
CMP.w SprMiscB, X : BCS .lowerthanorigin2 CMP.w SprMiscB, X : BCS .lowerthanorigin2
LDA #$08 : STA.w SprYSpeed, X LDA #$08 : STA.w SprYSpeed, X
.lowerthanorigin2 .lowerthanorigin2
RTS RTS
} }
tableSpeed: ; =========================================================
db $00, $02, $04, $06, $07, $01, $06, $03 ; Based on Zarby Gleeok code
db 0, -2, -4, -6, -7, -1, -6, -3
KydreeokHead_NeckControl: KydreeokHead_NeckControl:
{ {
@@ -539,29 +559,93 @@ KydreeokHead_NeckControl:
LDA.b $08 : STA.w SprXSpeed, X LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X LDA.b $09 : STA.w SprYSpeed, X
RTS 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: Sprite_KydreeokHead_DrawNeck:
{ {
.start_index ; Dumb draw neck code
db $12 LDA.w SprSubtype, X : BNE .neck2
.nbr_of_tiles LDA.w $19EA : STA.w $0FD8
db 0 LDA.w $19EB : STA.w $0FDA
.x_offsets JSR .DrawNeckPart
dw 0
.y_offsets LDA.w $19EC : STA.w $0FD8
dw 0 LDA.w $19ED : STA.w $0FDA
.chr JSR .DrawNeckPart
db $2E
.properties LDA.w $19EE : STA.w $0FD8
db $39 LDA.w $19EF : STA.w $0FDA
.sizes JSR .DrawNeckPart
db $02
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 PLX
{ JMP Sprite_KydreeokHead_DrawNeck
; 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 .start_index
db $00, $02, $04, $06, $0A, $0E 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 ; Sprite Properties
;============================================================================== ; =========================================================
!SPRID = $9E ; The sprite ID you are overwriting (HEX) !SPRID = $9E ; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame !NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -31,81 +31,79 @@
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long) %Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
;============================================================================== ; =========================================================
Sprite_MakuTree_Long: Sprite_MakuTree_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_MakuTree_Draw ; Call the draw code JSR Sprite_MakuTree_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive 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 .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB ; Get back the databank we stored previously
RTL ; Go back to original code RTL ; Go back to original code
} }
;============================================================================== ; =========================================================
Sprite_MakuTree_Prep: Sprite_MakuTree_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; Check if the intro has executed already.
LDA.l $7EF300 LDA.l $7EF300 : BNE .intro_is_done
BNE .intro_is_done
STZ.w $0DD0, X ; Kill the sprite STZ.w $0DD0, X ; Kill the sprite
.intro_is_done .intro_is_done
PLB
PLB RTL
RTL
} }
;============================================================================== ; =========================================================
Sprite_MakuTree_Main: Sprite_MakuTree_Main:
{ {
LDA.w SprAction, X ; Load the SprAction LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in JSL UseImplicitRegIndexedLocalJumpTable
dw MakuTree_Handler dw MakuTree_Handler
dw MakuTree_MeetLink dw MakuTree_MeetLink
dw MakuTree_GiveBow dw MakuTree_GiveMoonPearl
MakuTree_Handler: MakuTree_Handler:
{ {
; Check the progress flags ; Check the progress flags
LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
%GotoAction(1) %GotoAction(1)
RTS RTS
.has_met_link .has_met_link
%ShowSolicitedMessage($22) %ShowSolicitedMessage($22)
RTS RTS
} }
MakuTree_MeetLink: MakuTree_MeetLink:
{ {
%ShowSolicitedMessage($20) : BCC .no_talk %ShowSolicitedMessage($20) : BCC .no_talk
LDA #$01 : STA $7EF3D4 LDA #$01 : STA $7EF3D4
LDA #$06 : STA $7EF3C7 LDA #$06 : STA $7EF3C7
%GotoAction(2) %GotoAction(2)
.no_talk .no_talk
RTS RTS
} }
MakuTree_GiveBow: MakuTree_GiveMoonPearl:
{ {
; Give Link the Moon Pearl ; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem LDY #$1F : JSL Link_ReceiveItem
%GotoAction(0) %GotoAction(0)
RTS RTS
} }
} }
;============================================================================== ; =========================================================
Sprite_MakuTree_Draw: Sprite_MakuTree_Draw:
{ {
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
RTS RTS
;============================================================================== ; =========================================================
.start_index .start_index
.nbr_of_tiles .nbr_of_tiles

View File

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