16 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
6 changed files with 425 additions and 542 deletions

View File

@@ -1,51 +1,29 @@
; =========================================================
; Dungeon Object Handler ; Dungeon Object Handler
org $018262 org $018262 ;object id 0x31
dw ExpandedObject ; Object ID 0x31 dw ExpandedObject
dw SecretObject ; Object ID 0x32
; #_018650: dw RoomDraw_WeirdUglyPot ID 230 ; #_018650: dw RoomDraw_WeirdUglyPot ID 230
org $018650 org $018650
dw HeavyPot dw HeavyPot
; Item ID 22B
; Heavy Pot grahics
; Currently modified to look like normal pot
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010
; Bank01 Free Space ; Bank01 Free Space
org $01B53C org $01B53C
ExpandedObject: ExpandedObject:
{
JSL NewObjectsCode JSL NewObjectsCode
RTS RTS
}
SecretObject:
{
JSL HandleSecretObjects
RTS
}
HeavyPot: HeavyPot:
{
LDA.w #$1010 LDA.w #$1010
PHX : LDX.w $042C PHX : LDX.w $042C
LDA.w #$1111 : STA $0500, X LDA.w #$1111 : STA $0500, X
; Store object's position in the object buffer to $0520, X ; Store this object's position in the object buffer to $0520, X
LDA $BA : STA $0520, X LDA $BA : STA $0520, X
; Store tilemap position. ; Store it's tilemap position.
TYA : STA $0540, X TYA : STA $0540, X
JMP $B350 JMP $B350
}
warnpc $01B560
; ========================================================= warnpc $01B560
org $2C8000 org $2C8000
NewObjectsCode: NewObjectsCode:
@@ -154,13 +132,16 @@ NewObjectsCode:
incbin Data/small_statue.bin incbin Data/small_statue.bin
} }
; May need to make this a table ; May need to make this a table
; This modifies object 0xOE to use the spritesheets for the object ; This modifies object 0xOE to use the spritesheets for the object
CustomDrawConfig: CustomDrawConfig:
{ {
PHA PHA
LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
TYA : LSR : AND #$00FF TYA : LSR : AND #$00FF
CMP #$000E : BNE .no_spriteset CMP #$000E : BNE .no_spriteset
LDA #$000E : STA $03 LDA #$000E : STA $03
.custom_config .custom_config
@@ -172,16 +153,11 @@ CustomDrawConfig:
RTS RTS
} }
; =========================================================
; Secret Object Handler
; Disappears if Link uses the Book of Secrets near them
HandleSecretObjects:
{
; TODO: Implement the Book of Secrets check
; TODO: Add object draw code
; TODO: Implement the object's disappearance
RTL
}
pushpc pushpc
; Item ID 22B
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010

View File

@@ -1,62 +1,22 @@
; ========================================================= ; =========================================================
; Book of Secrets (Reveal Secrets with Book of Mudora) ; Book of Secrets (Reveal Secrets with Book of Mudora)
; Interacts with SpecialObject ID 0x32
; Makes objects disappear when using the book
org $07A45E
EXIT_07A45E:
org $07AA6C
Link_PerformDesertPrayer:
; Restored vanilla book of mudora code
; TODO: Update to work with special object
org $07A471
LinkItem_Book:
{
BIT.b $3A : BVS .exit
LDA.b $6C : BNE EXIT_07A45E
JSR Link_CheckNewY_ButtonPress : BCC .exit
LDA.b $3A : AND.b #$BF : STA.b $3A
LDA.w $02ED : BNE .do_prayer
LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
BRA .exit
.do_prayer
BRL Link_PerformDesertPrayer
.exit
RTS
}
warnpc $07A494
; =========================================================
; Makes BG2 Disappear when holding L in a building ; Makes BG2 Disappear when holding L in a building
; Based on the Parallel Worlds feature ; Based on the Parallel Worlds feature
; ;
; Layer Flags: xxxsabcd ; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
; (i count BG from 1 to 4
; - MathOnNapkins RAM-Map counts from 0 to 3)
; s - Sprite layer enabled ; s - Sprite layer enabled
; a - BG4 enabled ; a - BG4 enabled
; b - BG3 enabled ; b - BG3 enabled
; c - BG2 enabled ; c - BG2 enabled
; d - (BG1 disabled) --> only works properly if the room ; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
; uses the feature "BG2 on Top"
; ;
; Originally by XaserLE, updated by scawful ; Originally by XaserLE, updated by scawful
; Note: No longer used as part of Book of Secrets globally
; Likely will be reused for specific events where we can
; ensure the BG2 will have something secret to show,
; rather than allowing the ability to be used anywhere.
; ========================================================= ; =========================================================
; long subroutine that is executed every frame ; long subroutine that is executed every frame
org $068365 org $068365
JSL LinkItem_SecretsBook ; hook JSL $099F91 JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
; ========================================================= ; =========================================================
@@ -68,7 +28,8 @@ LinkItem_SecretsBook:
LDA $1B : AND #$01 : BEQ .end LDA $1B : AND #$01 : BEQ .end
; ---------- ; ----------
; TODO: Add a new condition, such as a RoomTag check ; Check if we have the book of secrets
LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
; load unfiltered joypad 1 register (AXLR|????) ; load unfiltered joypad 1 register (AXLR|????)
; delete all bits except those for L ; delete all bits except those for L
@@ -85,7 +46,7 @@ LinkItem_SecretsBook:
; ---------- ; ----------
.end .end
JSL $099F91 ; restore original code JSL $099F91 ; at least execute original code
RTL RTL
} }

View File

@@ -1,42 +1,34 @@
; ========================================================= ; =============================================================================
; Zarby Feather ; Zarby Feather
org $07AFF8 ; LinkItem_BugCatchingNet org $07AFF8 ; LinkItem_BugCatchingNet
{ {
BIT $3A : BVS .return ;if Y or B are already pressed BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress ; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL LinkItem_JumpFeather JSL NewBookCode
.return .return
RTS RTS
} }
; ========================================================= ; =============================================================================
; Prevent Link from taking damage while jumping spikes
; The game originally differentiates between your armor
; for the damage take, however the table has all the same
; values, so it's effectively useless.
; TileDetect_MainHandler_no_moon_pearl
; org $07D23D
org $07D242
JSL CheckIfJumpingForSpikeDamage
NOP #2
warnpc $07D248
; =========================================================
org $2B8000 org $2B8000
LinkItem_JumpFeather: NewBookCode:
{ {
JSL $07983A ; Reset swim state JSL $07983A ; Reset swim state
LDA $46 : BNE .cantuseit LDA $46 : BNE .cantuseit
LDA #$02 : STA $5D ; set link state recoil LDA #$02 : STA $5D ; state recoil
LDA #$02 : STA $4D ; set jumping state (ledge hop) LDA #$01 : STA $4D ; state recoil 2
; Length of the jump ; Length of the jump
LDA #$20 : STA $46 LDA #$20
STA $46
; Height of the jump ; Height of the jump
LDA #$24 LDA #$24
@@ -44,12 +36,12 @@ LinkItem_JumpFeather:
; Set vertical resistance ; Set vertical resistance
STA $29 STA $29
STA $02C7 STA $02C7
; Set Links direction to right(?) ; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67 LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets ; Reset Link movement offsets
STZ $31 : STZ $30 STZ $31
STZ $30
LDA $F4 : AND #$08 : BEQ .noUp LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up LDA #-8 ; Change that -8 if you want higher speed moving up
@@ -67,30 +59,9 @@ LinkItem_JumpFeather:
LDA #8 ; Change that 8 if you want higher speed moving right LDA #8 ; Change that 8 if you want higher speed moving right
STA $28 STA $28
.noRight .noRight
.cantuseit .cantuseit
RTL RTL
} }
; =========================================================
; Y contains our armor value
; Currently requires a very close jump and will still
; damage the player midair if you jump from too far away.
CheckIfJumpingForSpikeDamage:
{
PHB : PHK : PLB
LDA $29 : BNE .airborne
LDA.w .spike_floor_damage, Y : STA.w $0373
.airborne
PLB
RTL
.spike_floor_damage
db $08 ; green
db $08 ; blue
db $04 ; red
}
print "End of Items/jump_feather.asm ", pc print "End of Items/jump_feather.asm ", pc
pushpc pushpc

View File

@@ -1,7 +1,11 @@
; portal_rod.asm by scawful org $07A471 ; Mudora
; TODO: Make the item an alternative to the FishingRod JSR LinkItem_PortalRod
RTS
; Replace LinkState_UsingEther
warnpc $07A493
; *$3A50F-$3A568
org $07A50F org $07A50F
RodAnimationTimer: RodAnimationTimer:
db $03, $03, $05 db $03, $03, $05
@@ -105,7 +109,6 @@ LinkItem_FirePortal:
STZ $0D60, X STZ $0D60, X
STZ $0D70, X STZ $0D70, X
LDA #$09 : STA $0DD0, X
PLX PLX
@@ -123,8 +126,6 @@ LinkItem_FirePortal:
} }
; =========================================================
pushpc pushpc
org $02FF6E org $02FF6E

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
@@ -36,11 +37,9 @@ 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
@@ -48,33 +47,30 @@ Sprite_Kydreeok_Long:
} }
; ========================================================= ; =========================================================
; 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:
{ {
@@ -87,7 +83,8 @@ 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)
@@ -105,6 +102,8 @@ Sprite_Kydreeok_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl: Kydreeok_StageControl:
{ {
%StartOnFrame(0) %StartOnFrame(0)
@@ -127,6 +126,8 @@ Sprite_Kydreeok_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY: Kydreeok_MoveXandY:
{ {
%StartOnFrame(0) %StartOnFrame(0)
@@ -150,16 +151,15 @@ Sprite_Kydreeok_Main:
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
LDA $36
STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds JSR StopIfOutOfBounds
@@ -167,14 +167,14 @@ Sprite_Kydreeok_Main:
JSL Sprite_CheckDamageFromPlayerLong JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
PLX
PLX ;restores X
%GotoAction(4) %GotoAction(4)
RTS RTS
} }
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking: Kydreeok_KeepWalking:
{ {
%StartOnFrame(0) %StartOnFrame(0)
@@ -220,6 +220,8 @@ Sprite_Kydreeok_Main:
} }
; =========================================================
SpawnLeftHead: SpawnLeftHead:
{ {
LDA #$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
@@ -589,20 +554,20 @@ ApplyPalette:
RTS RTS
} }
; ============================================================================= ; =========================================================
Sprite_Kydreeok_Draw: Sprite_Kydreeok_Draw:
{
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer 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 PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.nextTile .next_tile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
@@ -640,7 +605,7 @@ Sprite_Kydreeok_Draw:
PLY : INY PLY : INY
PLX : DEX : BPL .nextTile PLX : DEX : BPL .next_tile
PLX 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 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
@@ -34,15 +37,14 @@
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
JSR Sprite_KydreeokHead_Draw ; Call the draw code
.no_head .no_head
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive : BCC .not_active
BCC .SpriteIsNotActive JSR Sprite_KydreeokHead_Main
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
@@ -119,10 +125,11 @@ Sprite_KydreeokHead_Main:
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
@@ -156,6 +163,8 @@ Sprite_KydreeokHead_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x02
KydreeokHead_SummonFire: KydreeokHead_SummonFire:
{ {
; %StartOnFrame(5) ; %StartOnFrame(5)
@@ -166,18 +175,18 @@ 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 $0DD0, X
.not_done .not_done
RTS RTS
} }
} }
; =========================================================
CoordinateBasedRotation: CoordinateBasedRotation:
{ {
LDA Neck_Index : TAY LDA Neck_Index : TAY
@@ -200,11 +209,15 @@ CoordinateBasedRotation:
; Table for X coordinates (based on a radius of 8) ; Table for X coordinates (based on a radius of 8)
X_Coords: X_Coords:
db 8, 11, 8, 3, -4, -9, -12, -9, -4, 3, 8, 11, 8, 3, -4, -9 ; X values db 8, 11, 8, 3, -4, -9, -12, -9
db -4, 3, 8, 11, 8, 3, -4, -9
; Table for Y coordinates (based on a radius of 8) ; Table for Y coordinates (based on a radius of 8)
Y_Coords: Y_Coords:
db 0, -3, -8, -11, -15, -15, -11, -8, -3, 0, 3, 8, 11, 15, 15, 11 ; Y values db 0, -3, -8, -11, -15, -15, -11, -8
db -3, 0, 3, 8, 11, 15, 15, 11
; =========================================================
RotateHeadUsingSpeedValues: RotateHeadUsingSpeedValues:
{ {
@@ -223,9 +236,13 @@ RotateHeadUsingSpeedValues:
} }
XSpeedSin: XSpeedSin:
{
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25 db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32 db 27, 28, 30, 31, 31, 32
}
YSpeedSin: YSpeedSin:
{
db 32, 32, 31, 31 db 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9 db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20 db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
@@ -239,6 +256,9 @@ db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32 db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15 db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3 db -12, -9, -6, -3
}
; =========================================================
RandomlyAttack: RandomlyAttack:
{ {
@@ -248,14 +268,15 @@ RandomlyAttack:
LDA #$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:
{ {
@@ -539,14 +559,13 @@ 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:
Sprite_KydreeokHead_DrawNeck:
{ {
.start_index .start_index
db $12 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: Sprite_KydreeokHead_Draw:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
@@ -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