1 Commits

5 changed files with 420 additions and 373 deletions

21
.gitignore vendored
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@@ -1,12 +1,9 @@
asar.exe *.exe
oos111.sfc *.bst
oos111x-1.bst *.bp
oos111x-2.bst *.cht
oos111x-3.bst *.cpu.sym
oos111x.bp *.sfc
oos111x.cht *.smp.sym
oos111x.cpu.sym *.srm
oos111x.sfc *.sym
oos111x.smp.sym
oos111x.srm
oos111x.sym

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@@ -516,7 +516,7 @@ org $0DF811
; ========================================================= ; =========================================================
; $6FE77-$6FFC0 ; $6FE77-$6FFC0
org $0DFE77 org $0DFE77
HUD_Tilemap: HUD_Tilemap:
incbin tilemaps/hud.tilemap incbin tilemaps/hud.tilemap
@@ -528,7 +528,7 @@ incbin tilemaps/hud.tilemap
; ========================================================== ; ==========================================================
; $57CE0 DATA ; $57CE0 DATA
org $0AFCE0 org $0AFCE0
FloorIndicatorNumberHigh: FloorIndicatorNumberHigh:
{ {
dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D

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@@ -242,46 +242,75 @@ GotoNextItem_Local:
; Load our currently equipped item, and move to the next one ; Load our currently equipped item, and move to the next one
; If we reach our limit (21), set it back to the bow and arrow slot. ; If we reach our limit (21), set it back to the bow and arrow slot.
LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
LDA.b #$01 LDA.b #$01
.dont_reset .dont_reset
; Otherwise try to equip the item in the next slot ; Otherwise try to equip the item in the next slot
STA $0202 STA $0202
RTS RTS
} }
DoWeHaveThisItem_OverrideLong:
{
PHB : PHK : PLB
JSR DoWeHaveThisItem_Override
PLB
RTL
}
DoWeHaveThisItem_Override: DoWeHaveThisItem_Override:
{ {
LDY $0202 : LDX.w Menu_AddressLong, Y LDY $0202 : LDX.w Menu_AddressLong-1, Y
LDA.l $7EF33F, X : BNE .have_this_item LDA.l $7EF300, X : BNE .have_this_item
CLC CLC
RTL RTS
.have_this_item .have_this_item
SEC SEC
RTL RTS
} }
TryEquipNextItem_Override: TryEquipNextItem_Override:
{ {
.keep_looking .keep_looking
JSR GotoNextItem_Local JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking JSR DoWeHaveThisItem_Override : BCC .keep_looking
RTS RTS
} }
SearchForEquippedItem_OverrideLong:
{
PHB : PHK : PLB
JSR SearchForEquippedItem_Override
PLB
RTL
}
SearchForEquippedItem_Override: SearchForEquippedItem_Override:
{ {
SEP #$30 SEP #$30
LDY $0202 : LDX.w Menu_AddressLong-1, Y LDA.b #$00
LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available LDY.b #$18
.itemCheck
LDX Menu_AddressLong-1, Y
ORA $7EF300, X
DEY : CPY.b #$00 : BNE .itemCheck
CMP.b #$00 : BNE .equippableItemAvailable
; In this case we have no equippable items ; In this case we have no equippable items
STZ $0202 : STZ $0203 : STZ $0204 STZ $0202 : STZ $0203 : STZ $0204
.weHaveThatItem
RTS
.equippableItemAvailable
.we_have_that_item
RTL
.item_available
; Is there an item currently equipped (in the HUD slot)? ; Is there an item currently equipped (in the HUD slot)?
LDA $0202 : BNE .alreadyEquipped LDA $0202 : BNE .alreadyEquipped
; If not, set the equipped item to the Bow and Arrow ; If not, set the equipped item to the Bow and Arrow
@@ -290,12 +319,9 @@ SearchForEquippedItem_Override:
.alreadyEquipped .alreadyEquipped
; Checks to see if we actually have that item ; Checks to see if we actually have that item
; We're done if we have that item ; We're done if we have that item
.keep_looking JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem
JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking
BCS .we_have_that_item
JMP TryEquipNextItem_Override JMP TryEquipNextItem_Override
} }
@@ -305,16 +331,14 @@ pushpc
org $0DDEB0 org $0DDEB0
DoWeHaveThisItem: DoWeHaveThisItem:
{ {
JSL DoWeHaveThisItem_Override JSL DoWeHaveThisItem_OverrideLong
RTS RTS
} }
org $0DE399 org $0DE399
SearchForEquippedItem: SearchForEquippedItem:
{ {
PHB : PHK : PLB JSL SearchForEquippedItem_OverrideLong
JSL SearchForEquippedItem_Override
PLB
RTS RTS
} }
warnpc $0DE3C7 warnpc $0DE3C7

View File

@@ -1,7 +1,6 @@
; ========================================================= ; =========================================================
; 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
@@ -35,42 +34,47 @@
Sprite_Kydreeok_Long: Sprite_Kydreeok_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_Kydreeok_Draw JSR Sprite_Kydreeok_Draw ; Call the draw code
JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSL Sprite_CheckActive ; Check if game is not paused
JSR Sprite_Kydreeok_Main BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Kydreeok_Main ; Call the main sprite code
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB ; Get back the databank we stored previously
RTL ; Go back to original code RTL ; Go back to original code
} }
; ========================================================= ; =========================================================
; TODO: Handle boss death based on left and right head health
Sprite_Kydreeok_Prep: Sprite_Kydreeok_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA #$40 : STA SprTimerA, X LDA #$40 : STA SprTimerA, X
LDA.b #$08 : STA $36 ; Stores initial movement speeds LDA.b #$08 : STA $36 ;stores initial movement speeds
LDA.b #$06 : STA $0428 ; Allows BG1 to move LDA.b #$06 : STA $0428 ;allows BG1 to move
; Cache the origin position of the sprite. ; Cache the origin position of the sprite.
LDA SprX, X : STA SprMiscA, X LDA SprX, X : STA SprMiscA, X
LDA SprY, X : STA SprMiscB, X LDA SprY, X : STA SprMiscB, X
JSR SpawnLeftHead : JSR SpawnRightHead JSR SpawnLeftHead
JSR SpawnRightHead
STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY STZ.w Neck1_OffsetX
STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX
STZ.w Neck2_OffsetY
PLB PLB
RTL RTL
} }
; ========================================================= ; =============================================================================
Sprite_Kydreeok_Main: Sprite_Kydreeok_Main:
{ {
@@ -83,102 +87,98 @@ Sprite_Kydreeok_Main:
dw Kydreeok_MoveXorY ; 03 dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04 dw Kydreeok_KeepWalking ; 04
; -------------------------------------------------------
; 0x00
Kydreeok_Start: Kydreeok_Start:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %PlayAnimation(0, 2, 10)
JSR ApplyPalette JSR ApplyPalette
JSL Sprite_PlayerCantPassThrough JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .continue LDA SprTimerA, X : BNE .continue
TXA : STA Kydreeok_Id TXA : STA Kydreeok_Id
LDA #$40 : STA SprTimerA, X LDA #$40 : STA SprTimerA, X
%GotoAction(1) %GotoAction(1)
.continue .continue
RTS RTS
} }
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl: Kydreeok_StageControl:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %PlayAnimation(0, 2, 10)
PHX PHX
STZ $0D40 : STZ $0D50 ;set velocitys to 0 STZ $0D40 : STZ $0D50 ;set velocitys to 0
JSR MoveBody JSR MoveBody
JSL Sprite_BounceFromTileCollision ; JSL Sprite_BounceFromTileCollision ;
JSR StopIfOutOfBounds JSR StopIfOutOfBounds
LDA SprTimerA, X : BNE .continue LDA SprTimerA, X : BNE .continue
%GotoAction(2) %GotoAction(2)
.continue .continue
PLX PLX
RTS RTS
} }
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY: Kydreeok_MoveXandY:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %PlayAnimation(0, 2, 10)
PHX ;saves X so we can use it later PHX ;saves X so we can use it later
LDA $36 LDA $36
JSL Sprite_ApplySpeedTowardsPlayer JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds JSR StopIfOutOfBounds
JSR MoveBody JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
PLX ;restores X PLX ;restores X
%GotoAction(4) %GotoAction(4)
RTS RTS
} }
; -------------------------------------------------------
; 0x03
Kydreeok_MoveXorY: Kydreeok_MoveXorY:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %PlayAnimation(0, 2, 10)
PHX PHX ;saves X so we can use it later
LDA $36 : STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong LDA $36
%DoDamageToPlayerSameLayerOnContact() STA $00
PLX JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
%GotoAction(4) JSL Sprite_CheckDamageFromPlayerLong
RTS %DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
%GotoAction(4)
RTS
} }
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking: Kydreeok_KeepWalking:
{ {
%StartOnFrame(0) %StartOnFrame(0)
%PlayAnimation(0, 2, 10) %PlayAnimation(0, 2, 10)
PHX PHX
REP #$20 REP #$20
@@ -220,8 +220,6 @@ Sprite_Kydreeok_Main:
} }
; =========================================================
SpawnLeftHead: SpawnLeftHead:
{ {
LDA #$CF LDA #$CF
@@ -232,16 +230,19 @@ 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 : XBA : STA $0D30, Y STA $0D10, 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 : XBA : STA $0D20, Y STA $0D00, 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
@@ -252,14 +253,14 @@ 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
@@ -271,16 +272,19 @@ 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 : XBA : STA $0D30, Y STA $0D10, 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 : XBA : STA $0D20, Y STA $0D00, 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
@@ -291,62 +295,95 @@ 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
LDA.w $0D10, X : PHA #_1DB2E5: LDA.w $0D10, X
LDA.w $0D00, X : PHA #_1DB2E8: PHA
JSL Sprite_Move #_1DB2E9: LDA.w $0D00, X
#_1DB2EC: PHA
PLA #_1DB2ED: JSL Sprite_Move
LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
BPL .pos_y_low #_1DB2F0: PLA
DEY #_1DB2F1: LDY.b #$00
#_1DB2F3: SEC
#_1DB2F4: SBC.w $0D00, X
#_1DB2F7: STA.w $0310
#_1DB2FA: BPL .pos_y_low
#_1DB2FC: DEY
.pos_y_low .pos_y_low
STY.w $0311 #_1DB2FD: STY.w $0311
; ----------------------------------------------------- ; -----------------------------------------------------
PLA #_1DB300: PLA
LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312 #_1DB301: LDY.b #$00
BPL .pos_x_low
DEY #_1DB303: SEC
#_1DB304: SBC.w $0D10, X
#_1DB307: STA.w $0312
#_1DB30A: BPL .pos_x_low
#_1DB30C: DEY
.pos_x_low .pos_x_low
STY.w $0313 #_1DB30D: STY.w $0313
; ----------------------------------------------------- ; -----------------------------------------------------
LDA.b #$01 : STA.w $0428 #_1DB310: LDA.b #$01
#_1DB312: STA.w $0428
LDA.w $0D00, X : SEC : SBC.b #$0C : STA.w $0DB0, X
LDA.w $0B08 : SEC : SBC.w $0D10, X #_1DB318: LDA.w $0D00, X
CLC : ADC.b #$02 #_1DB31B: SEC
CMP.b #$04 : BCS .not_at_target #_1DB31C: SBC.b #$0C
#_1DB31E: STA.w $0DB0, X
LDA.w $0B09 : SEC : SBC.w $0D00, X #_1DB321: LDA.w $0B08
CLC : ADC.b #$02 #_1DB324: SEC
CMP.b #$04 : BCS .not_at_target #_1DB325: SBC.w $0D10, X
#_1DB328: CLC
#_1DB329: ADC.b #$02
.adjust_phase ; Unused? #_1DB32B: CMP.b #$04
STZ.w $0D80, X #_1DB32D: BCS .not_at_target
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
@@ -354,10 +391,11 @@ MoveBody:
STZ.w $0312 : STZ.w $0310 STZ.w $0312 : STZ.w $0310
SEP #$20 SEP #$20
RTS RTS
} }
; ========================================================= ; ==============================================================================
StopIfOutOfBounds: StopIfOutOfBounds:
{ {
@@ -432,7 +470,6 @@ StopIfOutOfBounds:
RTS RTS
} }
; =========================================================
Sprite_ApplySpeedTowardsPlayerXOrY: Sprite_ApplySpeedTowardsPlayerXOrY:
{ {
@@ -527,8 +564,6 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
RTS RTS
} }
; =========================================================
ApplyPalette: ApplyPalette:
{ {
REP #$20 ;Set A in 16bit mode REP #$20 ;Set A in 16bit mode
@@ -554,86 +589,85 @@ 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
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.next_tile
PHX ; Save current Tile Index? PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
TXA : CLC : ADC $06 ; Add Animation Index Offset LDY.b #$00
.nextTile
PHA ; Keep the value with animation index offset? PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
ASL A : TAX PHA ; Keep the value with animation index offset?
REP #$20 ASL A : TAX
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y REP #$20
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
STA $0E AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
LDA .chr, X : STA ($90), Y LDA .chr, X : STA ($90), Y
INY INY
LDA .properties, X : STA ($90), Y LDA .properties, X : STA ($90), Y
PHY PHY
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
PLX : DEX : BPL .next_tile PLX : DEX : BPL .nextTile
PLX PLX
RTS RTS
.start_index .start_index
db $00, $0A, $14 db $00, $0A, $14
.nbr_of_tiles .nbr_of_tiles
db 9, 9, 9 db 9, 9, 9
.x_offsets .x_offsets
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32 dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32 dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32 dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
.y_offsets .y_offsets
dw 8, -8, 8, -36, -36, 8, -8, 8, -36, -36 dw 8, -8, 8, -36, -36, 8, -8, 8, -36, -36
dw 8, -5, 11, -38, -38, 8, -8, 8, -39, -38 dw 8, -5, 11, -38, -38, 8, -8, 8, -39, -38
dw 8, -8, 8, -36, -36, 8, -5, 11, -36, -36 dw 8, -8, 8, -36, -36, 8, -5, 11, -36, -36
.chr .chr
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
.properties .properties
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79 db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79 db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79 db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
.sizes .sizes
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
}

View File

@@ -1,7 +1,4 @@
; ========================================================= ; =========================================================
; 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
@@ -36,17 +33,18 @@
Sprite_KydreeokHead_Long: Sprite_KydreeokHead_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA SprAction, X : CMP #$02 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw
.no_head LDA $0D80, X : CMP #$02 : BEQ .no_head
JSL Sprite_CheckActive : BCC .not_active JSR Sprite_KydreeokHead_Draw ; Call the draw code
JSR Sprite_KydreeokHead_Main .no_head
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive
JSR Sprite_KydreeokHead_Main ; Call the main sprite code
.not_active .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB ; Get back the databank we stored previously
RTL ; Go back to original code RTL ; Go back to original code
} }
; ========================================================= ; =========================================================
@@ -55,8 +53,8 @@ Sprite_KydreeokHead_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; TODO: Set sprite properties for damage and health ; Add more code here to initialize data
; TODO: Handle head death in conjunction with Kydreeok
PLB PLB
RTL RTL
@@ -64,21 +62,17 @@ 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 ; 0x00 dw KydreeokHead_ForwardAnim
dw KydreeokHead_SideAnim ; 0x01 dw KydreeokHead_SideAnim
dw KydreeokHead_SummonFire ; 0x02
dw KydreeokHead_SummonFire
; -------------------------------------------------------
; 0x00
KydreeokHead_ForwardAnim: KydreeokHead_ForwardAnim:
{ {
%StartOnFrame(0) %StartOnFrame(0)
@@ -91,9 +85,9 @@ 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 SpeedTable, Y : STA.w SprXSpeed, X LDA.w tableSpeed, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprYSpeed, X LDA.w tableSpeed, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X ; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange .noSpeedChange
@@ -123,13 +117,12 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
%GotoAction(1) %GotoAction(1)
.not_right .not_right
RTS RTS
} }
; -------------------------------------------------------
; 0x01
KydreeokHead_SideAnim: KydreeokHead_SideAnim:
{ {
%StartOnFrame(3) %StartOnFrame(3)
@@ -142,9 +135,9 @@ 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 SpeedTable, Y : STA.w SprXSpeed, X LDA.w tableSpeed, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprYSpeed, X LDA.w tableSpeed, 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
@@ -157,14 +150,12 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
RTS RTS
.not_right .not_right
%GotoAction(0) %GotoAction(0)
RTS RTS
} }
; -------------------------------------------------------
; 0x02
KydreeokHead_SummonFire: KydreeokHead_SummonFire:
{ {
; %StartOnFrame(5) ; %StartOnFrame(5)
@@ -175,21 +166,21 @@ Sprite_KydreeokHead_Main:
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
JSR Sprite_Twinrova_FireAttack JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move JSL Sprite_Move
LDA SprTimerA, X : BNE .not_done LDA SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X LDA #$00 : STA $0DD0, X
.not_done .not_done
RTS RTS
} }
} }
; =========================================================
CoordinateBasedRotation: CoordinateBasedRotation:
{ {
LDA Neck_Index : TAY LDA Neck_Index : TAY
; JSL GetRandomInt : AND #$04 : TAY ; JSL GetRandomInt : AND #$04 : TAY
; LDA X_Coords, Y : STA Neck1_OffsetX ; LDA X_Coords, Y : STA Neck1_OffsetX
; JSL GetRandomInt : AND #$04 : TAY ; JSL GetRandomInt : AND #$04 : TAY
@@ -199,25 +190,21 @@ CoordinateBasedRotation:
; JSL GetRandomInt : AND #$04 : TAY ; JSL GetRandomInt : AND #$04 : TAY
LDA Y_Coords, Y : STA Neck2_OffsetY LDA Y_Coords, Y : STA Neck2_OffsetY
JSL GetRandomInt : AND #$3F : BNE .dont_increment JSL GetRandomInt : AND #$3F : BNE .dont_increment
INC.w Neck_Index INC.w Neck_Index
.dont_increment .dont_increment
CPY #15 : BNE .not_full CPY #15 : BNE .not_full
LDA #0 : STA Neck_Index LDA #0 : STA Neck_Index
.not_full .not_full
RTS RTS
} }
; Table for X coordinates (based on a radius of 8) ; Table for X coordinates (based on a radius of 8)
X_Coords: X_Coords:
db 8, 11, 8, 3, -4, -9, -12, -9 db 8, 11, 8, 3, -4, -9, -12, -9, -4, 3, 8, 11, 8, 3, -4, -9 ; X values
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 db 0, -3, -8, -11, -15, -15, -11, -8, -3, 0, 3, 8, 11, 15, 15, 11 ; Y values
db -3, 0, 3, 8, 11, 15, 15, 11
; =========================================================
RotateHeadUsingSpeedValues: RotateHeadUsingSpeedValues:
{ {
@@ -227,7 +214,7 @@ RotateHeadUsingSpeedValues:
LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
INY : CPY #$3F : BNE .not_full INY : CPY #$3F : BNE .not_full
LDY.b #$00 LDY.b #$00
.not_full .not_full
STY.w Neck_Index STY.w Neck_Index
JSL Sprite_MoveLong JSL Sprite_MoveLong
@@ -236,47 +223,39 @@ 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 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 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, 32, 32, 31, 31
db 27, 28, 30, 31, 31, 32, 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 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:
{ {
JSL GetRandomInt : AND #$7F : BNE .no_attack JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack JSL GetRandomInt : AND #$0F : BNE .no_attack
LDA #$CF LDA #$CF
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords JSL Sprite_SetSpawnedCoords
;JSL $09B020 ; Fireball_SpawnTrailGarnish ;JSL $09B020
LDA.b #$02 : STA.w SprAction, Y LDA.b #$02 : STA $0D80, 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
@@ -335,10 +314,6 @@ 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:
{ {
@@ -347,25 +322,30 @@ 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:
; Based on Zarby Gleeok code db $00, $02, $04, $06, $07, $01, $06, $03
db 0, -2, -4, -6, -7, -1, -6, -3
KydreeokHead_NeckControl: KydreeokHead_NeckControl:
{ {
@@ -559,93 +539,29 @@ KydreeokHead_NeckControl:
LDA.b $08 : STA.w SprXSpeed, X LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X LDA.b $09 : STA.w SprYSpeed, X
RTS RTS
} }
; =========================================================
; This is here for reference.
Sprite_KydreeokHead_DrawNeck_Data:
{
.start_index
db $12
.nbr_of_tiles
db 0
.x_offsets
dw 0
.y_offsets
dw 0
.chr
db $2E
.properties
db $39
.sizes
db $02
}
; =========================================================
Sprite_KydreeokHead_DrawNeck: Sprite_KydreeokHead_DrawNeck:
{ {
; Dumb draw neck code .start_index
LDA.w SprSubtype, X : BNE .neck2 db $12
LDA.w $19EA : STA.w $0FD8 .nbr_of_tiles
LDA.w $19EB : STA.w $0FDA db 0
JSR .DrawNeckPart .x_offsets
dw 0
LDA.w $19EC : STA.w $0FD8 .y_offsets
LDA.w $19ED : STA.w $0FDA dw 0
JSR .DrawNeckPart .chr
db $2E
LDA.w $19EE : STA.w $0FD8 .properties
LDA.w $19EF : STA.w $0FDA db $39
JSR .DrawNeckPart .sizes
db $02
BRA .skipNeck
.neck2
; Dumb draw neck code
LDA.w $19F0 : STA.w $0FD8
LDA.w $19F1 : STA.w $0FDA
JSR .DrawNeckPart
LDA.w $19F2 : STA.w $0FD8
LDA.w $19F3 : STA.w $0FDA
JSR .DrawNeckPart
LDA.w $19F4 : STA.w $0FD8
LDA.w $19F5 : STA.w $0FDA
JSR .DrawNeckPart
.skipNeck
LDA.b $08 : STA.w $0FD8
LDA.b $09 : STA.w $0FDA
.skipNeck2
RTS
.DrawNeckPart
PHY
JSL Sprite_PrepOamCoord
PLY
REP #$20
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y2
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
STA $0E
.on_screen_y2
INY
LDA #$2E : STA ($90), Y
INY
LDA #$39 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
RTS
} }
; ========================================================= ; =========================================================
@@ -697,7 +613,83 @@ 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