Compare commits
31 Commits
JaredMenuF
...
kydreeok-b
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4fac78bbba |
@@ -95,6 +95,7 @@ LinkState_UsingQuake:
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db 5, 5, 5, 19
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; INC.w $0FC1 ; Keep sprites frozen
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JSR $F514 ; CacheCameraPropertiesIfOutdoors
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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@@ -175,9 +176,8 @@ LinkState_UsingQuake:
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.special
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DEC $5C
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; JSR $F514 ; CacheCameraPropertiesIfOutdoors
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JSL DekuLink_HoverBasedOnInput
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; JSR $E8F0
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JSR $E8F0 ; HandleIndoorCameraAndDoors
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RTS
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}
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@@ -199,6 +199,7 @@ Menu_DrawHeartPieces:
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; =========================================================
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; TODO: Attach SRAM values to these for progression
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Menu_DrawMusicNotes:
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{
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LDA.w #$02
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@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
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## Custom Menu
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## Custom Menu and HUD
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## Custom Sprites
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@@ -1,6 +1,7 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $7A ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 10 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -36,11 +37,9 @@ Sprite_Kydreeok_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Kydreeok_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Kydreeok_Main ; Call the main sprite code
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JSR Sprite_Kydreeok_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Kydreeok_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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@@ -48,33 +47,30 @@ Sprite_Kydreeok_Long:
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}
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; =========================================================
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; TODO: Handle boss death based on left and right head health
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Sprite_Kydreeok_Prep:
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{
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PHB : PHK : PLB
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LDA #$40 : STA SprTimerA, X
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LDA.b #$08 : STA $36 ;stores initial movement speeds
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LDA.b #$06 : STA $0428 ;allows BG1 to move
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LDA.b #$08 : STA $36 ; Stores initial movement speeds
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LDA.b #$06 : STA $0428 ; Allows BG1 to move
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; Cache the origin position of the sprite.
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LDA SprX, X : STA SprMiscA, X
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LDA SprY, X : STA SprMiscB, X
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JSR SpawnLeftHead
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JSR SpawnRightHead
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JSR SpawnLeftHead : JSR SpawnRightHead
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STZ.w Neck1_OffsetX
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STZ.w Neck1_OffsetY
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STZ.w Neck2_OffsetX
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STZ.w Neck2_OffsetY
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STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
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STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
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PLB
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RTL
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}
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; =============================================================================
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; =========================================================
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Sprite_Kydreeok_Main:
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{
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@@ -87,7 +83,8 @@ Sprite_Kydreeok_Main:
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dw Kydreeok_MoveXorY ; 03
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dw Kydreeok_KeepWalking ; 04
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; -------------------------------------------------------
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; 0x00
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Kydreeok_Start:
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{
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%StartOnFrame(0)
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@@ -105,6 +102,8 @@ Sprite_Kydreeok_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x01
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Kydreeok_StageControl:
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{
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%StartOnFrame(0)
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@@ -127,6 +126,8 @@ Sprite_Kydreeok_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x02
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Kydreeok_MoveXandY:
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{
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%StartOnFrame(0)
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@@ -150,16 +151,15 @@ Sprite_Kydreeok_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x03
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Kydreeok_MoveXorY:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX ;saves X so we can use it later
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LDA $36
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STA $00
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PHX
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LDA $36 : STA $00
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||||
JSR Sprite_ApplySpeedTowardsPlayerXOrY
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JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
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JSR StopIfOutOfBounds
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@@ -167,14 +167,14 @@ Sprite_Kydreeok_Main:
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX ;restores X
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PLX
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%GotoAction(4)
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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Kydreeok_KeepWalking:
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{
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%StartOnFrame(0)
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@@ -220,6 +220,8 @@ Sprite_Kydreeok_Main:
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}
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; =========================================================
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SpawnLeftHead:
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{
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LDA #$CF
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@@ -230,19 +232,16 @@ SpawnLeftHead:
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LDA.b #$00 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA $0FD8 : SEC : SBC.w #$000F
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SEP #$20
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STA $0D10, Y
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||||
XBA : STA $0D30, Y
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STA $0D10, Y : XBA : STA $0D30, Y
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||||
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REP #$20
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||||
LDA $0FDA : SEC : SBC.w #$000F
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SEP #$20
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STA $0D00, Y
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XBA : STA $0D20, Y
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STA $0D00, Y : XBA : STA $0D20, Y
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||||
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LDA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
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@@ -253,14 +252,14 @@ SpawnLeftHead:
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STZ $0D60, X
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STZ $0D70, X
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PLX
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.return
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RTS
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}
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; =========================================================
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SpawnRightHead:
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{
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LDA #$CF
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@@ -272,19 +271,16 @@ SpawnRightHead:
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LDA.b #$01 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA $0FD8 : CLC : ADC.w #$000C
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SEP #$20
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STA $0D10, Y
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XBA : STA $0D30, Y
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||||
STA $0D10, Y : XBA : STA $0D30, Y
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||||
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||||
REP #$20
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||||
LDA $0FDA : SEC : SBC.w #$000F
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||||
SEP #$20
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STA $0D00, Y
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XBA : STA $0D20, Y
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||||
STA $0D00, Y : XBA : STA $0D20, Y
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||||
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LDA.w SprX, Y : STA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
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||||
@@ -295,95 +291,62 @@ SpawnRightHead:
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||||
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STZ $0D60, X
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STZ $0D70, X
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||||
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PLX
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.return
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RTS
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}
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; =========================================================
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; Originally from Trinexx_MoveBody $1DB2E5
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; ==============================================================================
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MoveBody:
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{
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; Handle the shell bg movement
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; Trinexx_MoveBody
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#_1DB2E5: LDA.w $0D10, X
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#_1DB2E8: PHA
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LDA.w $0D10, X : PHA
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LDA.w $0D00, X : PHA
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#_1DB2E9: LDA.w $0D00, X
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#_1DB2EC: PHA
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JSL Sprite_Move
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#_1DB2ED: JSL Sprite_Move
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#_1DB2F0: PLA
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||||
#_1DB2F1: LDY.b #$00
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||||
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#_1DB2F3: SEC
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||||
#_1DB2F4: SBC.w $0D00, X
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#_1DB2F7: STA.w $0310
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#_1DB2FA: BPL .pos_y_low
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#_1DB2FC: DEY
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PLA
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LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
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BPL .pos_y_low
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DEY
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.pos_y_low
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#_1DB2FD: STY.w $0311
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STY.w $0311
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; -----------------------------------------------------
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||||
|
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#_1DB300: PLA
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#_1DB301: LDY.b #$00
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PLA
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LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312
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BPL .pos_x_low
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#_1DB303: SEC
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#_1DB304: SBC.w $0D10, X
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#_1DB307: STA.w $0312
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#_1DB30A: BPL .pos_x_low
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#_1DB30C: DEY
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DEY
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.pos_x_low
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#_1DB30D: STY.w $0313
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STY.w $0313
|
||||
|
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; -----------------------------------------------------
|
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#_1DB310: LDA.b #$01
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#_1DB312: STA.w $0428
|
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LDA.b #$01 : STA.w $0428
|
||||
|
||||
LDA.w $0D00, X : SEC : SBC.b #$0C : STA.w $0DB0, X
|
||||
|
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#_1DB318: LDA.w $0D00, X
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||||
#_1DB31B: SEC
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||||
#_1DB31C: SBC.b #$0C
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||||
#_1DB31E: STA.w $0DB0, X
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||||
LDA.w $0B08 : SEC : SBC.w $0D10, X
|
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CLC : ADC.b #$02
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CMP.b #$04 : BCS .not_at_target
|
||||
|
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#_1DB321: LDA.w $0B08
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||||
#_1DB324: SEC
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||||
#_1DB325: SBC.w $0D10, X
|
||||
#_1DB328: CLC
|
||||
#_1DB329: ADC.b #$02
|
||||
LDA.w $0B09 : SEC : SBC.w $0D00, X
|
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CLC : ADC.b #$02
|
||||
CMP.b #$04 : BCS .not_at_target
|
||||
|
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#_1DB32B: CMP.b #$04
|
||||
#_1DB32D: BCS .not_at_target
|
||||
|
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#_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
|
||||
@@ -589,20 +554,20 @@ ApplyPalette:
|
||||
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
|
||||
.next_tile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
@@ -640,7 +605,7 @@ Sprite_Kydreeok_Draw:
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
PLX : DEX : BPL .next_tile
|
||||
|
||||
PLX
|
||||
|
||||
@@ -671,3 +636,4 @@ Sprite_Kydreeok_Draw:
|
||||
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
|
||||
}
|
||||
|
||||
@@ -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
|
||||
@@ -34,15 +37,14 @@
|
||||
Sprite_KydreeokHead_Long:
|
||||
{
|
||||
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
|
||||
.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
|
||||
|
||||
@@ -119,10 +125,11 @@ Sprite_KydreeokHead_Main:
|
||||
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
|
||||
%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
|
||||
@@ -156,6 +163,8 @@ Sprite_KydreeokHead_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x02
|
||||
KydreeokHead_SummonFire:
|
||||
{
|
||||
; %StartOnFrame(5)
|
||||
@@ -166,18 +175,18 @@ Sprite_KydreeokHead_Main:
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
|
||||
JSR Sprite_Twinrova_FireAttack
|
||||
|
||||
JSL Sprite_Move
|
||||
|
||||
LDA SprTimerA, X : BNE .not_done
|
||||
LDA #$00 : STA $0DD0, X
|
||||
|
||||
.not_done
|
||||
RTS
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CoordinateBasedRotation:
|
||||
{
|
||||
LDA Neck_Index : TAY
|
||||
@@ -200,11 +209,15 @@ CoordinateBasedRotation:
|
||||
|
||||
; 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:
|
||||
{
|
||||
@@ -223,22 +236,29 @@ 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:
|
||||
{
|
||||
@@ -248,14 +268,15 @@ RandomlyAttack:
|
||||
LDA #$CF
|
||||
JSL Sprite_SpawnDynamically
|
||||
JSL Sprite_SetSpawnedCoords
|
||||
;JSL $09B020
|
||||
LDA.b #$02 : STA $0D80, Y
|
||||
;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:
|
||||
{
|
||||
@@ -539,14 +559,13 @@ 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:
|
||||
Sprite_KydreeokHead_DrawNeck_Data:
|
||||
{
|
||||
.start_index
|
||||
db $12
|
||||
@@ -566,6 +585,71 @@ Sprite_KydreeokHead_DrawNeck:
|
||||
|
||||
; =========================================================
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
@@ -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
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
; =========================================================
|
||||
; Twinrova Boss Sprite
|
||||
;
|
||||
; Overrides Blind and the Blind Maiden to create a new
|
||||
; boss sequence.
|
||||
;
|
||||
;
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
|
||||
@@ -37,18 +42,17 @@ Sprite_Twinrova_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Twinrova_Draw ; Call the draw code
|
||||
JSR Sprite_Twinrova_Draw
|
||||
JSL Sprite_DrawShadow
|
||||
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
||||
|
||||
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
|
||||
JSR Sprite_Twinrova_Main ; Call the main sprite code
|
||||
JSR Sprite_Twinrova_CheckIfDead
|
||||
JSR Sprite_Twinrova_Main
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
.SpriteIsNotActive
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -58,10 +62,10 @@ Sprite_Twinrova_CheckIfDead:
|
||||
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
|
||||
|
||||
; If health is negative, set back to zero
|
||||
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
|
||||
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
|
||||
LDA.b #$00 : STA $0E50, X
|
||||
|
||||
.healthNotNegative
|
||||
.health_not_negative
|
||||
|
||||
LDA $0E50, X : BNE .not_dead
|
||||
PHX
|
||||
@@ -70,7 +74,7 @@ Sprite_Twinrova_CheckIfDead:
|
||||
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
|
||||
|
||||
PLX
|
||||
.not_dead
|
||||
.not_dead
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -80,10 +84,9 @@ Sprite_Twinrova_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
STZ $0D80, X
|
||||
|
||||
; PrepareBattle
|
||||
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
|
||||
LDA.b #$40 : STA $0E50, X ; Health
|
||||
|
||||
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
||||
|
||||
%SetSpriteSpeedX(15)
|
||||
@@ -91,13 +94,25 @@ Sprite_Twinrova_Prep:
|
||||
|
||||
LDA #$10 : STA $08
|
||||
LDA #$10 : STA $09
|
||||
LDA #$0A : STA $0D80, X
|
||||
|
||||
LDA #$00 : STA $7EF3CC
|
||||
LDA.b #$60 : STA.w $0E10, X
|
||||
LDA.b #$01 : STA.w $0DB0, X
|
||||
LDA.b #$02 : STA.w $0DE0, X
|
||||
LDA.b #$04 : STA.w $0EB0, X
|
||||
LDA.b #$07 : STA.w $0DC0, X
|
||||
STZ.w $0B69
|
||||
|
||||
PLB
|
||||
RTL
|
||||
.despawn
|
||||
STZ.w $0DD0, X
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
!AnimSpeed = 8
|
||||
|
||||
macro Twinrova_Front()
|
||||
@@ -131,6 +146,8 @@ endmacro
|
||||
; =========================================================
|
||||
|
||||
; Phase 0: Blind Maiden turns into Twinrova.
|
||||
; Initially should be invisible, then
|
||||
; transfer in Twinrova gfx and run dialogue.
|
||||
;
|
||||
; Phase 1: Twinrova is one entity, moving around the room
|
||||
; and shooting fire and ice attacks at Link.
|
||||
@@ -157,14 +174,14 @@ Sprite_Twinrova_Main:
|
||||
dw Twinrova_KotakeMode ; 0x09
|
||||
dw Twinrova_Dead ; 0x0A
|
||||
|
||||
; 0x00
|
||||
Twinrova_Init:
|
||||
{
|
||||
; %Twinrova_Front()
|
||||
JSR ApplyTwinrovaGraphics
|
||||
%GotoAction(01)
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x01
|
||||
Twinrova_MoveState:
|
||||
{
|
||||
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
|
||||
@@ -210,6 +227,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x02 - TODO: Implement Twinrova_MoveForwards
|
||||
Twinrova_MoveForwards:
|
||||
{
|
||||
%Twinrova_Front()
|
||||
@@ -226,6 +244,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x03 - TODO: Implement Twinrova_MoveBackwards
|
||||
Twinrova_MoveBackwards:
|
||||
{
|
||||
%Twinrova_Back()
|
||||
@@ -242,6 +261,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x04
|
||||
Twinrova_PrepareAttack:
|
||||
{
|
||||
%StartOnFrame(7)
|
||||
@@ -293,6 +313,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x07
|
||||
Twinrova_Hurt:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
@@ -311,6 +332,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x08
|
||||
Twinrova_KoumeMode:
|
||||
{
|
||||
%StartOnFrame(8)
|
||||
@@ -330,6 +352,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x09
|
||||
Twinrova_KotakeMode:
|
||||
{
|
||||
%StartOnFrame(9)
|
||||
@@ -349,38 +372,33 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x0A
|
||||
Twinrova_Dead:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
%Twinrova_Hurt()
|
||||
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Untitled_Garnish:
|
||||
; Reused function from TrinexxBreath.
|
||||
TrinexxBreath_AltEntry:
|
||||
{
|
||||
LDA $1A : AND.b #$03 : BNE .no_shake
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer
|
||||
|
||||
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
||||
|
||||
CLC : ADC.w $8000, Y : STA $0D50, X
|
||||
|
||||
.no_shake:
|
||||
|
||||
.no_shake
|
||||
JSL Sprite_CheckTileCollision : BEQ .exit
|
||||
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
.exit
|
||||
|
||||
.exit
|
||||
RTS
|
||||
|
||||
.x_speed_targets
|
||||
.x_speed_targets
|
||||
db 8, -16
|
||||
}
|
||||
|
||||
@@ -388,117 +406,84 @@ Sprite_Twinrova_FireAttack:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
|
||||
JMP Untitled_Garnish
|
||||
.no_collision
|
||||
JSR AddFireGarnish
|
||||
JMP TrinexxBreath_AltEntry
|
||||
}
|
||||
|
||||
.AddFireGarnish
|
||||
; $1DBDD6 - TrinexxFire_AddFireGarnish
|
||||
AddFireGarnish:
|
||||
{
|
||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||
|
||||
LDA.b #$2A : JSL Sound_SetSfx2PanLong
|
||||
LDA.b #$1D : PHX : TXY : TAX : STA $00
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
.next_slot
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA $00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
.use_search_index
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
.free_slot
|
||||
LDA.b #$10 : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
|
||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, 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
|
||||
.return
|
||||
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
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
.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
|
||||
|
||||
.use_search_index
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
.free_slot
|
||||
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, 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 $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
LDA.b #$7F : STA $7FF90E, X : STX $00
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Twinrova_IceAttack:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR AddIceGarnishV2
|
||||
JSR Untitled_Garnish
|
||||
.return
|
||||
RTS
|
||||
JMP TrinexxBreath_AltEntry
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -539,20 +524,15 @@ org $09B34F
|
||||
Garnish_TrinexxIce:
|
||||
{
|
||||
; special animation 0x0C
|
||||
|
||||
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
||||
|
||||
LDA TrinexxIce_Pool_properties, Y : STA $04
|
||||
|
||||
JSR Garnish_PrepOamCoord
|
||||
|
||||
LDA $00 : STA ($90), Y
|
||||
LDA $02 : INY : STA ($90), Y
|
||||
|
||||
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
||||
|
||||
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
||||
|
||||
LDA.b #$35 : ORA $04 : PLX
|
||||
|
||||
JMP Garnish_SetOamPropsAndLargeSize
|
||||
@@ -581,7 +561,7 @@ Sprite_Twinrova_Draw:
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
@@ -603,7 +583,7 @@ Sprite_Twinrova_Draw:
|
||||
|
||||
LDA.b #$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)
|
||||
INY
|
||||
@@ -632,83 +612,85 @@ Sprite_Twinrova_Draw:
|
||||
|
||||
|
||||
; =========================================================
|
||||
.start_index
|
||||
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
||||
.nbr_of_tiles
|
||||
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
||||
.x_offsets
|
||||
dw -8, 8, 8, -8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -16, 0, 16, -16, 0, 16
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
.y_offsets
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -6, -6, 10, 10
|
||||
dw -8, -8, -8, 8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
.chr
|
||||
db $00, $02, $22, $24
|
||||
db $04, $06, $24, $26
|
||||
db $08, $0A, $28, $2A
|
||||
db $0C, $0E, $28, $2A
|
||||
db $44, $46, $64, $66
|
||||
db $48, $4A, $68, $6A
|
||||
db $4C, $4E, $6C, $6E
|
||||
db $88, $8A, $8C, $A8, $AA, $AC
|
||||
db $80, $82, $A0, $A2
|
||||
db $84, $86, $A4, $A6
|
||||
db $40, $42, $60, $62
|
||||
db $40, $42, $60, $62
|
||||
.properties
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
.sizes
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $00
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
.start_index
|
||||
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
||||
.nbr_of_tiles
|
||||
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
||||
.x_offsets
|
||||
dw -8, 8, 8, -8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -16, 0, 16, -16, 0, 16
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
.y_offsets
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -6, -6, 10, 10
|
||||
dw -8, -8, -8, 8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
.chr
|
||||
db $00, $02, $22, $24
|
||||
db $04, $06, $24, $26
|
||||
db $08, $0A, $28, $2A
|
||||
db $0C, $0E, $28, $2A
|
||||
db $44, $46, $64, $66
|
||||
db $48, $4A, $68, $6A
|
||||
db $4C, $4E, $6C, $6E
|
||||
db $88, $8A, $8C, $A8, $AA, $AC
|
||||
db $80, $82, $A0, $A2
|
||||
db $84, $86, $A4, $A6
|
||||
db $40, $42, $60, $62
|
||||
db $40, $42, $60, $62
|
||||
.properties
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
.sizes
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $00
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
ApplyTwinrovaGraphics:
|
||||
{
|
||||
PHX
|
||||
|
||||
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
|
||||
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
|
||||
@@ -725,8 +707,258 @@ ApplyTwinrovaGraphics:
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
RTL
|
||||
|
||||
TwinrovaGraphics:
|
||||
incbin twinrova.bin
|
||||
}
|
||||
|
||||
pushpc
|
||||
|
||||
; =========================================================
|
||||
; Blind Maiden spawn code
|
||||
|
||||
org $0DB818
|
||||
SpritePrep_LoadProperties:
|
||||
|
||||
; Follower_BasicMover.dont_scare_kiki
|
||||
org $09A1E4
|
||||
Follower_BasicMover:
|
||||
{
|
||||
; Check if the follower is the blind maiden
|
||||
LDA.l $7EF3CC : CMP.b #$06 : BNE .no_blind_transform
|
||||
; Check if we are in room 0xAC
|
||||
REP #$20
|
||||
LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform
|
||||
; ; Check room flag 0x65
|
||||
; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
|
||||
SEP #$20
|
||||
JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
|
||||
.blind_transform
|
||||
; Load follower animation step index from $02CF
|
||||
LDX.w $02CF
|
||||
LDA.w $1A28, X : STA.b $00 ; Follower XL
|
||||
LDA.w $1A3C, X : STA.b $01 ; Follower XH
|
||||
LDA.w $1A00, X : STA.b $02 ; Follower YL
|
||||
LDA.w $1A14, X : STA.b $03 ; Follower YH
|
||||
|
||||
; Dismiss the follower and spawn Twinrova
|
||||
LDA.b #$00 : STA.l $7EF3CC
|
||||
JSL Blind_SpawnFromMaiden
|
||||
|
||||
; Close the shutter door
|
||||
INC.w $0468
|
||||
|
||||
; Clear door tilemap position for some reason
|
||||
STZ.w $068E : STZ.w $0690
|
||||
|
||||
; TODO: Find out what submodule this is.
|
||||
LDA.b #$05 : STA.b $11
|
||||
|
||||
; SONG 15
|
||||
LDA.b #$15 : STA.w $012C
|
||||
|
||||
RTS
|
||||
|
||||
org $09A23A
|
||||
.no_blind_transform
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
org $099E90
|
||||
Follower_CheckBlindTrigger:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Cache the follower's position
|
||||
LDX.w $02CF
|
||||
LDA.w $1A00, X : STA.b $00
|
||||
LDA.w $1A14, X : STA.b $01
|
||||
LDA.w $1A28, X : STA.b $02
|
||||
LDA.w $1A3C, X : STA.b $03
|
||||
STZ.b $0B
|
||||
|
||||
; Check if the follower is within the trigger area
|
||||
LDA.w $1A50, X : STA.b $0A : BPL .positive_z
|
||||
LDA.b #$FF : STA.b $0B
|
||||
|
||||
.positive_z
|
||||
REP #$20
|
||||
|
||||
LDA.b $00 : CLC : ADC.b $0A : CLC : ADC.w #$000C : STA.b $00
|
||||
LDA.b $02 : CLC : ADC.w #$0008 : STA.b $02
|
||||
LDA.w #$1568 : SEC : SBC.b $00 : BPL .positive_x
|
||||
EOR.w #$FFFF : INC A
|
||||
.positive_x
|
||||
CMP.w #$0018 : BCS .fail
|
||||
LDA.w #$1980 : SEC : SBC.b $02 : BPL .positive_y
|
||||
EOR.w #$FFFF : INC A
|
||||
|
||||
.positive_y
|
||||
CMP.w #$0018
|
||||
BCS .fail
|
||||
|
||||
.success
|
||||
SEP #$20
|
||||
PLB : SEC
|
||||
RTL
|
||||
|
||||
.fail
|
||||
SEP #$20
|
||||
PLB : CLC
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Called during the BlindMaiden section of Follower_BasicMover
|
||||
; to spawn Twinrova in the room.
|
||||
|
||||
org $1DA03C
|
||||
Blind_SpawnFromMaiden:
|
||||
{
|
||||
; Load the Twinrova graphics
|
||||
JSL ApplyTwinrovaGraphics
|
||||
|
||||
LDX.b #$00 ; Load the boss into sprite index 0
|
||||
|
||||
; Set the sprite to alive and active
|
||||
LDA.b #$09 : STA.w $0DD0,X
|
||||
|
||||
; SPRITE CE
|
||||
LDA.b #$CE : STA.w $0E20,X
|
||||
|
||||
; Load the position cache from the maiden follower
|
||||
LDA.b $00 : STA.w $0D10,X
|
||||
LDA.b $01 : STA.w $0D30,X
|
||||
LDA.b $02 : SEC : SBC.b #$10 : STA.w $0D00,X
|
||||
LDA.b $03 : STA.w $0D20,X
|
||||
JSL SpritePrep_LoadProperties
|
||||
|
||||
; Set SprTimerC
|
||||
LDA.b #$C0 : STA.w $0E10,X
|
||||
|
||||
; Set SprGfx
|
||||
; LDA.b #$15 : STA.w $0DC0,X
|
||||
|
||||
; Set SprMiscC and bulletproof properties
|
||||
LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X
|
||||
|
||||
; Set the 2nd key / heart piece items taken room flag
|
||||
LDA.w $0403 : ORA.b #$20 : STA.w $0403
|
||||
|
||||
; Clear blinds head spin flag
|
||||
STZ.w $0B69
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; We are using space from this function to insert the
|
||||
; Twinrova graphics above, since the prep is now handled
|
||||
; in the custom sprite code.
|
||||
|
||||
org $1DA081
|
||||
SpritePrep_Blind_PrepareBattle:
|
||||
{
|
||||
; #_1DA081: LDA.l $7EF3CC
|
||||
; #_1DA085: CMP.b #$06 ; FOLLOWER 06
|
||||
; #_1DA087: BEQ .despawn
|
||||
|
||||
#_1DA089: LDA.w $0403
|
||||
#_1DA08C: AND.b #$20
|
||||
#_1DA08E: BEQ .despawn
|
||||
|
||||
#_1DA090: LDA.b #$60
|
||||
#_1DA092: STA.w $0E10,X
|
||||
|
||||
#_1DA095: LDA.b #$01
|
||||
#_1DA097: STA.w $0DB0,X
|
||||
|
||||
#_1DA09A: LDA.b #$02
|
||||
#_1DA09C: STA.w $0DE0,X
|
||||
|
||||
#_1DA09F: LDA.b #$04
|
||||
#_1DA0A1: STA.w $0EB0,X
|
||||
|
||||
#_1DA0A4: LDA.b #$07
|
||||
#_1DA0A6: STA.w $0DC0,X
|
||||
|
||||
#_1DA0A9: STZ.w $0B69
|
||||
|
||||
#_1DA0AC: RTL
|
||||
|
||||
.despawn
|
||||
#_1DA0AD: STZ.w $0DD0,X
|
||||
|
||||
#_1DA0B0: RTL
|
||||
}
|
||||
|
||||
warnpc $1DA0B1
|
||||
|
||||
; =========================================================
|
||||
|
||||
org $1DA0B1
|
||||
BlindLaser_SpawnTrailGarnish:
|
||||
{
|
||||
#_1DA0B1: LDA.w $0E80,X
|
||||
#_1DA0B4: AND.b #$00
|
||||
#_1DA0B6: BNE .exit
|
||||
|
||||
#_1DA0B8: PHX
|
||||
#_1DA0B9: TXY
|
||||
|
||||
#_1DA0BA: LDX.b #$1D
|
||||
|
||||
.next_slot
|
||||
#_1DA0BC: LDA.l $7FF800,X
|
||||
#_1DA0C0: BEQ .free_slot
|
||||
|
||||
#_1DA0C2: DEX
|
||||
#_1DA0C3: BPL .next_slot
|
||||
|
||||
#_1DA0C5: DEC.w $0FF8
|
||||
#_1DA0C8: BPL .use_search_index
|
||||
|
||||
#_1DA0CA: LDA.b #$1D
|
||||
#_1DA0CC: STA.w $0FF8
|
||||
|
||||
.use_search_index
|
||||
#_1DA0CF: LDX.w $0FF8
|
||||
|
||||
.free_slot
|
||||
#_1DA0D2: LDA.b #$0F ; GARNISH 0F
|
||||
#_1DA0D4: STA.l $7FF800,X
|
||||
#_1DA0D8: STA.w $0FB4
|
||||
|
||||
#_1DA0DB: LDA.w $0DC0,Y
|
||||
#_1DA0DE: STA.l $7FF9FE,X
|
||||
|
||||
#_1DA0E2: TYA
|
||||
#_1DA0E3: STA.l $7FF92C,X
|
||||
|
||||
#_1DA0E7: LDA.w $0D10,Y
|
||||
#_1DA0EA: STA.l $7FF83C,X
|
||||
|
||||
#_1DA0EE: LDA.w $0D30,Y
|
||||
#_1DA0F1: STA.l $7FF878,X
|
||||
|
||||
#_1DA0F5: LDA.w $0D00,Y
|
||||
#_1DA0F8: CLC
|
||||
#_1DA0F9: ADC.b #$10
|
||||
#_1DA0FB: STA.l $7FF81E,X
|
||||
|
||||
#_1DA0FF: LDA.w $0D20,Y
|
||||
#_1DA102: ADC.b #$00
|
||||
#_1DA104: STA.l $7FF85A,X
|
||||
|
||||
#_1DA108: LDA.b #$0A
|
||||
#_1DA10A: STA.l $7FF90E,X
|
||||
|
||||
#_1DA10E: PLX
|
||||
|
||||
.exit
|
||||
#_1DA10F: RTS
|
||||
}
|
||||
|
||||
pullpc
|
||||
@@ -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
|
||||
@@ -31,7 +31,7 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Long:
|
||||
{
|
||||
@@ -47,31 +47,29 @@ Sprite_MakuTree_Long:
|
||||
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
|
||||
; 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
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
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:
|
||||
{
|
||||
@@ -95,7 +93,7 @@ Sprite_MakuTree_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
MakuTree_GiveBow:
|
||||
MakuTree_GiveMoonPearl:
|
||||
{
|
||||
; Give Link the Moon Pearl
|
||||
LDY #$1F : JSL Link_ReceiveItem
|
||||
@@ -105,7 +103,7 @@ Sprite_MakuTree_Main:
|
||||
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Draw:
|
||||
{
|
||||
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
|
||||
|
||||
RTS
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
.start_index
|
||||
.nbr_of_tiles
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user