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
3 changed files with 695 additions and 781 deletions

View File

@@ -1,10 +1,8 @@
; =========================================================
; Goldstar ASM disassembly/restoration
; Originally from the all in patch by Conn
; Restored by scawful with help from Zarby
;
; $22XXXX - Denotes the source address from all in patch
; =========================================================
org $07D576
Hookshot_CheckTileCollision:
@@ -19,7 +17,8 @@ TransferGFXinRAM:
LDX #$80
--
LDA.l .morningstargfx, X : STA.l $7EA180, X
DEX : DEX : BPL --
DEX : DEX
BPL --
PLP
PLX
@@ -36,8 +35,7 @@ org $0085C4
pullpc
; =========================================================
; Zarby Code
; Handles the layout of OAM tile patterns for the hookshot
; Start Zarby
pushpc
org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets
@@ -53,12 +51,12 @@ org $008542
dw $A1C0, $A1C0, $A1E0, $A1E0
pullpc
HookMaskCheck:
{
LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask
LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask
; morning star graphics oam tile pattern id
LDA.w $0109 : AND #$FF00 : ORA.w #$004A
LDA.w $0109 : AND #$FF00 : ORA.w #$004A ; morning star graphics oam tile pattern id
RTL
.not_mask
; return hookshot graphics oam tile pattern id
@@ -67,6 +65,11 @@ HookMaskCheck:
RTL
}
; End Zarby
; =========================================================
; =========================================================
; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A
; Call this routine to start the gfx transfer of the handle
@@ -117,14 +120,11 @@ BallChain_ExtraCollisionLogic:
TXA
++ ; $22D4F3
CMP #$FF : BEQ +++
; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
JML $08BF10
JML $08BF10 ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
+++ ; $22D4FB
JML $08BF32 ; AncillaDraw_Hookshot_skip
}
; =========================================================
;; 22D520
LinkItem_BallChain_GfxTransfer:
{
@@ -174,10 +174,11 @@ LinkItem_BallChain_GfxTransfer:
}
; 22D5C0 ; Unreached
; LDA $8580,Y
; CMP #$02
; BEQ $22D5CA
; JMP $DA80
LDA $8580,Y
CMP #$02
BEQ $22D5CA
JMP $DA80
; Graphics data for transferring the handle oam slot
GoldstarHandleGfx:
@@ -239,9 +240,9 @@ pullpc
; Sets Link state to 0x00 and resets the hookshot timer
BallChain_ResetTimer:
{
LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
LDA GoldstarOrHookshot : CMP #$02 : BNE +
STZ $7A ; Clear the timer
.dont_clear_timer
+
STZ $5D ; Return to LinkState_Default
RTL
}
@@ -365,36 +366,29 @@ HookshotChain_AncillaDraw:
; Compare rotation progress
CLC : CMP #$FB : BNE +++
LDA #$06 : STA $2143
+++ ; 22D930
BCC ++++
JMP StartChainRotation ; $D960
++++ ; 22D935
; Compare rotation progress
CLC : CMP #$AB : BNE +++++
LDA #$06 : STA $2143
+++++ ;22D93F
; Compare rotation progress
CLC : CMP #$5B : BNE ++++++
LDA #$06 : STA $2143
++++++ ;22D949
CLC : CMP #$E6 : BCC +++++++
JMP Routine_22D9A0 ; $D9A0
+++++++ ; 22D951
CLC : CMP #$05 : BCC ++++++++
LDA $F8 : CMP.b #$40 : BEQ +
JMP Routine_22D9A0 ; $D9A0
JMP Routine_22D9A0 ; $D9A0
++++++++ ; 22D959
JMP Routine_22DBD0 ; $DBD0
}
; =========================================================
!RotationState = $7F5803
; 22D960
@@ -411,8 +405,6 @@ StartChainRotation:
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
}
; =========================================================
struct Ancilla_GetRadialProjection $0FFBC2
.multiplier_x : skip 64
.multiplier_y : skip 64
@@ -454,10 +446,10 @@ Routine_22D9A0:
JSL $08DA17 ; Sparkle_PrepOAMFromRadial
PLY : PLX
CPY #$04 : BNE ++ ; $22DA14
JSR Routine_22DA70 ; $DA70
NOP #7
JSR BallChain_SpinAncilla ; $22DB90
++ ;22DA14
NOP #3
LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F
@@ -468,9 +460,7 @@ Routine_22D9A0:
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
}
; =========================================================
; 22DA30
;; 22DA30
Goldstar_GetPlayerPosY:
{
ADC $20 : CLC : ADC #$000C
@@ -484,9 +474,7 @@ Goldstar_GetPlayerPosY:
RTS
}
; =========================================================
; 22DA50
Goldstar_GetPlayerPosX:
{
LDA $22 : CLC : ADC #$0008
@@ -500,9 +488,7 @@ Goldstar_GetPlayerPosX:
RTS
}
; =========================================================
; 22DA70
Routine_22DA70:
{
LDY #$00 : LDA $02 ; set sign of projected distance X
@@ -515,9 +501,7 @@ Routine_22DA70:
RTS
}
; =========================================================
; 22DA80 Possibly unused
Routine_22DA80:
{
LDA $7EF34A : CMP #$02
@@ -532,9 +516,7 @@ Routine_22DA80:
RTL
}
; =========================================================
; 22DAA0
Routine_22DAA0:
{
CPY #$04 : BNE .alpha
@@ -564,9 +546,7 @@ Routine_22DAA0:
RTS
}
; =========================================================
; 22DAD0
Routine_22DAD0:
{
CPX #$00 : BNE + ; $22DAD7
@@ -585,8 +565,6 @@ Routine_22DAD0:
RTS
}
; =========================================================
pushpc
org $08BF94
JML BallChain_TryAncillaDraw
@@ -599,15 +577,14 @@ pullpc
BallChain_TryAncillaDraw:
{
; Ball Chain timer should be $FF here on first run
LDA $7A : AND #$00FF :CMP #$0000 : BEQ +
LDA $7A : AND #$00FF
CMP #$0000 : BEQ +
CMP #$0001 : BEQ +
SEP #$20
JML HookshotChain_AncillaDraw ; $22D900
+ ; $22DB15
LDA Hookshot_box_size_y,X : BNE ++
JML $08BF99 ; AncillaDraw_HookshotChain
++ ; $22DB1F
JML $08BFA1 ; Resume AncillaDraw_HookshotChain
}
@@ -632,9 +609,7 @@ BallChain_CheckProximityToLink:
JML $08F820 ; Hookshot_CheckProximityToLink too_far
}
; =========================================================
; 22DB50
Routine_22DB50:
{
; Ball Chain Timer
@@ -651,13 +626,13 @@ Routine_22DB50:
RTS
}
; =========================================================
; $22DB90
; $22DB90
BallChain_SpinAncilla:
{
REP #$20
LDA $00 : CLC : ADC $E8 : CPX #$02 : BNE .alpha
LDA $00 : CLC : ADC $E8 : CPX #$02
BNE .alpha
CLC : ADC #$0010
.alpha
STA $04
@@ -670,8 +645,6 @@ BallChain_SpinAncilla:
RTS
}
; =========================================================
struct AncillaAdd_HookshotData $099AF8
.speed_y: skip 4
.speed_x: skip 4
@@ -738,9 +711,7 @@ HookshotOrBallChain_Extending_ignore_collision:
JML $08BEDC ; AncillaDraw_Hookshot
}
; =========================================================
; 22DC70
ClearAncillaVariables:
{
REP #$30
@@ -774,10 +745,8 @@ BallChain_SFX_Control:
RTL
}
; =========================================================
; 22DCA0
; SFX Pan flags?
Routine_22DCA0:
{
LDA $7A : CMP #$00 : BNE + ;$A2DCAB
@@ -788,10 +757,7 @@ Routine_22DCA0:
RTL
}
; =========================================================
; 22DD90
; TODO: Investigate the purpose of the $7A timer here
;; 22DD90
CheckAndClearAncillaId:
{
SEP #$30
@@ -819,12 +785,8 @@ CheckAndClearAncillaId:
RTS
}
; =========================================================
; 22E5A0
; Checks for the Somaria block before moving on
; TODO: Replace the JMP $E5DB with the proper code
; to handle the somaria block case.
Routine_22E5A0:
{
SEP #$30
@@ -833,22 +795,18 @@ Routine_22E5A0:
LDA $0C4C : CMP #$2C : BNE + ; $22E5B2
INC $0C4C
;JMP $E5DB
+ ; 22E5B2
LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF
INC $0C4D
;JMP $E5DB
++ ; 22E5BF
LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC
INC $0C4E
;JMP $E5DB
+++ ; 22E5CC
LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9
INC $0C4F
;JMP $E5DB
++++ ; 22E5D9
BRA +++++ ; $22E5E0
@@ -869,51 +827,40 @@ Routine_22E5F0:
JMP $E108
}
; =========================================================
;22EE80
; TODO: Handle the somaria blast case, these JMPs are invalid.
CheckForSomariaBlast:
{
LDA $0300 : BEQ + ; $22EE88
;JMP $E5DB
JMP $E5DB
+ ; 22EE88
LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92
;JMP $EEC0
JMP $EEC0
++ ; 22EE92
LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C
;JMP $EEC0
JMP $EEC0
+++ ; 22EE9C
LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6
;JMP $EEC0
JMP $EEC0
++++ ; 22EEA6
LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0
;JMP $EEC0
JMP $EEC0
+++++ ; 22EEB0
LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA
;JMP $EEC0
JMP $EEC0
++++++ ; 22EEBA
JMP Routine_22E5A0_22E5A5 ; $E5A5
}
; =========================================================
; 22EF00
; Hooked inside LinkItem_Hookshot @ 07AB5E
;; 22EF00
; Hooked inside LinkItem_Hookshot @ 07AB5E
BallChain_StartAnimationFlag:
{
; Restore vanilla code
LDA #$01 : STA $037B
LDA #$01 : STA $037B ; Restore vanilla code
; Check if we are rotating the goldstar
LDA $037A : CMP #$04 : BNE +
; Animation flag, prevent menu from opening
LDA #$01 : STA $0112
LDA #$01 : STA $0112 ; Animation flag, prevent menu from opening
+
RTL
}
@@ -937,10 +884,10 @@ BallChain_Finish:
RTL
}
; =========================================================
; 22EF30
; Hooked at $07AC98
Hookshot_Init:
{
; ResetAllAcceleration:
@@ -965,8 +912,6 @@ Hookshot_Init:
RTL
}
; =========================================================
Goldstar_Begin:
{
JSL CheckForBallChain
@@ -978,8 +923,6 @@ Goldstar_Begin:
RTL
}
; =========================================================
CheckForSwitchToGoldstar:
{
%CheckNewR_ButtonPress() : BEQ .continue
@@ -989,12 +932,11 @@ CheckForSwitchToGoldstar:
.set_hookshot:
LDA #$02 : STA GoldstarOrHookshot
.continue:
LDA.b $3A : AND.b #$40 ; Restore vanilla code
; Restore vanilla code
LDA.b $3A : AND.b #$40
RTL
}
; =========================================================
BeginGoldstarOrHookshot:
{
LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
@@ -1014,12 +956,13 @@ BeginGoldstarOrHookshot:
RTL
}
; =========================================================
MaybeUploadBirdGraphicsToOam:
{
LDY $037A : CPY #$0104 : BEQ .here
LDY #$40E0 : STY $2116
LDY $037A
CPY #$0104
BEQ .here
LDY #$40E0
STY $2116
JML $008B30
.here
JML $008B50
@@ -1027,9 +970,6 @@ MaybeUploadBirdGraphicsToOam:
pushpc
; =========================================================
; Main Hookshot/Goldstar hooks
org $07AB25
JSL CheckForSwitchToGoldstar

View File

@@ -1,6 +1,7 @@
; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $7A ; The sprite ID you are overwriting (HEX)
!NbrTiles = 10 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -36,11 +37,9 @@ Sprite_Kydreeok_Long:
{
PHB : PHK : PLB
JSR Sprite_Kydreeok_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Kydreeok_Main ; Call the main sprite code
JSR Sprite_Kydreeok_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Kydreeok_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
@@ -48,33 +47,30 @@ Sprite_Kydreeok_Long:
}
; =========================================================
; TODO: Handle boss death based on left and right head health
Sprite_Kydreeok_Prep:
{
PHB : PHK : PLB
LDA #$40 : STA SprTimerA, X
LDA.b #$08 : STA $36 ;stores initial movement speeds
LDA.b #$06 : STA $0428 ;allows BG1 to move
LDA.b #$08 : STA $36 ; Stores initial movement speeds
LDA.b #$06 : STA $0428 ; Allows BG1 to move
; Cache the origin position of the sprite.
LDA SprX, X : STA SprMiscA, X
LDA SprY, X : STA SprMiscB, X
JSR SpawnLeftHead
JSR SpawnRightHead
JSR SpawnLeftHead : JSR SpawnRightHead
STZ.w Neck1_OffsetX
STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX
STZ.w Neck2_OffsetY
STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
PLB
RTL
}
; =============================================================================
; =========================================================
Sprite_Kydreeok_Main:
{
@@ -87,7 +83,8 @@ Sprite_Kydreeok_Main:
dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04
; -------------------------------------------------------
; 0x00
Kydreeok_Start:
{
%StartOnFrame(0)
@@ -105,6 +102,8 @@ Sprite_Kydreeok_Main:
RTS
}
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl:
{
%StartOnFrame(0)
@@ -127,6 +126,8 @@ Sprite_Kydreeok_Main:
RTS
}
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY:
{
%StartOnFrame(0)
@@ -150,16 +151,15 @@ Sprite_Kydreeok_Main:
RTS
}
; -------------------------------------------------------
; 0x03
Kydreeok_MoveXorY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX ;saves X so we can use it later
LDA $36
STA $00
PHX
LDA $36 : STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
@@ -167,14 +167,14 @@ Sprite_Kydreeok_Main:
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
PLX
%GotoAction(4)
RTS
}
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking:
{
%StartOnFrame(0)
@@ -220,6 +220,8 @@ Sprite_Kydreeok_Main:
}
; =========================================================
SpawnLeftHead:
{
LDA #$CF
@@ -230,19 +232,16 @@ SpawnLeftHead:
LDA.b #$00 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA $0FD8 : SEC : SBC.w #$000F
SEP #$20
STA $0D10, Y
XBA : STA $0D30, Y
STA $0D10, Y : XBA : STA $0D30, Y
REP #$20
LDA $0FDA : SEC : SBC.w #$000F
SEP #$20
STA $0D00, Y
XBA : STA $0D20, Y
STA $0D00, Y : XBA : STA $0D20, Y
LDA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
@@ -253,14 +252,14 @@ SpawnLeftHead:
STZ $0D60, X
STZ $0D70, X
PLX
.return
RTS
}
; =========================================================
SpawnRightHead:
{
LDA #$CF
@@ -272,19 +271,16 @@ SpawnRightHead:
LDA.b #$01 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA $0FD8 : CLC : ADC.w #$000C
SEP #$20
STA $0D10, Y
XBA : STA $0D30, Y
STA $0D10, Y : XBA : STA $0D30, Y
REP #$20
LDA $0FDA : SEC : SBC.w #$000F
SEP #$20
STA $0D00, Y
XBA : STA $0D20, Y
STA $0D00, Y : XBA : STA $0D20, Y
LDA.w SprX, Y : STA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
@@ -295,95 +291,62 @@ SpawnRightHead:
STZ $0D60, X
STZ $0D70, X
PLX
.return
RTS
}
; =========================================================
; Originally from Trinexx_MoveBody $1DB2E5
; ==============================================================================
MoveBody:
{
; Handle the shell bg movement
; Trinexx_MoveBody
#_1DB2E5: LDA.w $0D10, X
#_1DB2E8: PHA
LDA.w $0D10, X : PHA
LDA.w $0D00, X : PHA
#_1DB2E9: LDA.w $0D00, X
#_1DB2EC: PHA
JSL Sprite_Move
#_1DB2ED: JSL Sprite_Move
#_1DB2F0: PLA
#_1DB2F1: LDY.b #$00
#_1DB2F3: SEC
#_1DB2F4: SBC.w $0D00, X
#_1DB2F7: STA.w $0310
#_1DB2FA: BPL .pos_y_low
#_1DB2FC: DEY
PLA
LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
BPL .pos_y_low
DEY
.pos_y_low
#_1DB2FD: STY.w $0311
STY.w $0311
; -----------------------------------------------------
#_1DB300: PLA
#_1DB301: LDY.b #$00
PLA
LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312
BPL .pos_x_low
#_1DB303: SEC
#_1DB304: SBC.w $0D10, X
#_1DB307: STA.w $0312
#_1DB30A: BPL .pos_x_low
#_1DB30C: DEY
DEY
.pos_x_low
#_1DB30D: STY.w $0313
STY.w $0313
; -----------------------------------------------------
#_1DB310: LDA.b #$01
#_1DB312: STA.w $0428
LDA.b #$01 : STA.w $0428
LDA.w $0D00, X : SEC : SBC.b #$0C : STA.w $0DB0, X
#_1DB318: LDA.w $0D00, X
#_1DB31B: SEC
#_1DB31C: SBC.b #$0C
#_1DB31E: STA.w $0DB0, X
LDA.w $0B08 : SEC : SBC.w $0D10, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
#_1DB321: LDA.w $0B08
#_1DB324: SEC
#_1DB325: SBC.w $0D10, X
#_1DB328: CLC
#_1DB329: ADC.b #$02
LDA.w $0B09 : SEC : SBC.w $0D00, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
#_1DB32B: CMP.b #$04
#_1DB32D: BCS .not_at_target
#_1DB32F: LDA.w $0B09
#_1DB332: SEC
#_1DB333: SBC.w $0D00, X
#_1DB336: CLC
#_1DB337: ADC.b #$02
#_1DB339: CMP.b #$04
#_1DB33B: BCS .not_at_target
.adjust_phase
#_1DB33D: STZ.w $0D80, X
#_1DB340: LDA.b #$30
#_1DB342: STA.w $0DF0, X
.adjust_phase ; Unused?
STZ.w $0D80, X
LDA.b #$30 : STA.w $0DF0, X
.not_at_target
; JSR AdjustChildrenPos
; LayerEffect_Trinexx $0AFEF0
REP #$20
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
@@ -391,11 +354,10 @@ MoveBody:
STZ.w $0312 : STZ.w $0310
SEP #$20
RTS
}
; ==============================================================================
; =========================================================
StopIfOutOfBounds:
{
@@ -470,6 +432,7 @@ StopIfOutOfBounds:
RTS
}
; =========================================================
Sprite_ApplySpeedTowardsPlayerXOrY:
{
@@ -564,6 +527,8 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
RTS
}
; =========================================================
ApplyPalette:
{
REP #$20 ;Set A in 16bit mode
@@ -589,20 +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
}

View File

@@ -1,4 +1,7 @@
; =========================================================
; Kydreeok Head sprite
; Child sprite of the Kydreeok boss
; =========================================================
!SPRID = $CF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 06 ; Number of tiles used in a frame
@@ -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
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 $0DD0, X
.not_done
RTS
}
}
; =========================================================
CoordinateBasedRotation:
{
LDA Neck_Index : TAY
@@ -200,11 +209,15 @@ CoordinateBasedRotation:
; Table for X coordinates (based on a radius of 8)
X_Coords:
db 8, 11, 8, 3, -4, -9, -12, -9, -4, 3, 8, 11, 8, 3, -4, -9 ; X values
db 8, 11, 8, 3, -4, -9, -12, -9
db -4, 3, 8, 11, 8, 3, -4, -9
; Table for Y coordinates (based on a radius of 8)
Y_Coords:
db 0, -3, -8, -11, -15, -15, -11, -8, -3, 0, 3, 8, 11, 15, 15, 11 ; Y values
db 0, -3, -8, -11, -15, -15, -11, -8
db -3, 0, 3, 8, 11, 15, 15, 11
; =========================================================
RotateHeadUsingSpeedValues:
{
@@ -223,9 +236,13 @@ RotateHeadUsingSpeedValues:
}
XSpeedSin:
{
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32
}
YSpeedSin:
{
db 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
@@ -239,6 +256,9 @@ db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
}
; =========================================================
RandomlyAttack:
{
@@ -248,14 +268,15 @@ RandomlyAttack:
LDA #$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