Compare commits
1 Commits
kydreeok-b
...
JaredDev1
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
479b8f1f10 |
21
.gitignore
vendored
21
.gitignore
vendored
@@ -1,12 +1,9 @@
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asar.exe
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*.exe
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oos111.sfc
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*.bst
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oos111x-1.bst
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*.bp
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oos111x-2.bst
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*.cht
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oos111x-3.bst
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*.cpu.sym
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oos111x.bp
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*.sfc
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oos111x.cht
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*.smp.sym
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oos111x.cpu.sym
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*.srm
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oos111x.sfc
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*.sym
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oos111x.smp.sym
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oos111x.srm
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oos111x.sym
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@@ -516,7 +516,7 @@ org $0DF811
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; =========================================================
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; =========================================================
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; $6FE77-$6FFC0
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; $6FE77-$6FFC0
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org $0DFE77
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org $0DFE77
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HUD_Tilemap:
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HUD_Tilemap:
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incbin tilemaps/hud.tilemap
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incbin tilemaps/hud.tilemap
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@@ -528,7 +528,7 @@ incbin tilemaps/hud.tilemap
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; ==========================================================
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; ==========================================================
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; $57CE0 DATA
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; $57CE0 DATA
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org $0AFCE0
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org $0AFCE0
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FloorIndicatorNumberHigh:
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FloorIndicatorNumberHigh:
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{
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{
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dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D
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dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D
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@@ -242,46 +242,75 @@ GotoNextItem_Local:
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; Load our currently equipped item, and move to the next one
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; Load our currently equipped item, and move to the next one
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; If we reach our limit (21), set it back to the bow and arrow slot.
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; If we reach our limit (21), set it back to the bow and arrow slot.
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LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
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LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
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LDA.b #$01
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LDA.b #$01
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.dont_reset
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.dont_reset
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; Otherwise try to equip the item in the next slot
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; Otherwise try to equip the item in the next slot
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STA $0202
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STA $0202
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RTS
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RTS
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}
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}
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DoWeHaveThisItem_OverrideLong:
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{
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PHB : PHK : PLB
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JSR DoWeHaveThisItem_Override
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PLB
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RTL
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}
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DoWeHaveThisItem_Override:
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DoWeHaveThisItem_Override:
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{
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{
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LDY $0202 : LDX.w Menu_AddressLong, Y
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LDY $0202 : LDX.w Menu_AddressLong-1, Y
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LDA.l $7EF33F, X : BNE .have_this_item
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LDA.l $7EF300, X : BNE .have_this_item
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CLC
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CLC
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RTL
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RTS
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.have_this_item
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.have_this_item
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SEC
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SEC
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RTL
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RTS
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}
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}
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TryEquipNextItem_Override:
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TryEquipNextItem_Override:
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{
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{
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.keep_looking
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.keep_looking
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JSR GotoNextItem_Local
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JSR GotoNextItem_Local
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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JSR DoWeHaveThisItem_Override : BCC .keep_looking
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RTS
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RTS
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}
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}
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SearchForEquippedItem_OverrideLong:
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{
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PHB : PHK : PLB
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JSR SearchForEquippedItem_Override
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PLB
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RTL
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}
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SearchForEquippedItem_Override:
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SearchForEquippedItem_Override:
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{
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{
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SEP #$30
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SEP #$30
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LDY $0202 : LDX.w Menu_AddressLong-1, Y
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LDA.b #$00
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LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
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LDY.b #$18
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.itemCheck
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LDX Menu_AddressLong-1, Y
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ORA $7EF300, X
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DEY : CPY.b #$00 : BNE .itemCheck
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CMP.b #$00 : BNE .equippableItemAvailable
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; In this case we have no equippable items
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; In this case we have no equippable items
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STZ $0202 : STZ $0203 : STZ $0204
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STZ $0202 : STZ $0203 : STZ $0204
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.weHaveThatItem
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RTS
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.equippableItemAvailable
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.we_have_that_item
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RTL
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.item_available
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; Is there an item currently equipped (in the HUD slot)?
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; Is there an item currently equipped (in the HUD slot)?
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LDA $0202 : BNE .alreadyEquipped
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LDA $0202 : BNE .alreadyEquipped
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; If not, set the equipped item to the Bow and Arrow
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; If not, set the equipped item to the Bow and Arrow
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@@ -290,12 +319,9 @@ SearchForEquippedItem_Override:
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.alreadyEquipped
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.alreadyEquipped
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; Checks to see if we actually have that item
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; Checks to see if we actually have that item
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; We're done if we have that item
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; We're done if we have that item
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.keep_looking
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JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem
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JSR GotoNextItem_Local
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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BCS .we_have_that_item
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JMP TryEquipNextItem_Override
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JMP TryEquipNextItem_Override
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}
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}
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@@ -305,16 +331,14 @@ pushpc
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org $0DDEB0
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org $0DDEB0
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DoWeHaveThisItem:
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DoWeHaveThisItem:
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{
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{
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JSL DoWeHaveThisItem_Override
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JSL DoWeHaveThisItem_OverrideLong
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RTS
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RTS
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}
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}
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org $0DE399
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org $0DE399
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SearchForEquippedItem:
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SearchForEquippedItem:
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{
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{
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PHB : PHK : PLB
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JSL SearchForEquippedItem_OverrideLong
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JSL SearchForEquippedItem_Override
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PLB
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RTS
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RTS
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}
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}
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warnpc $0DE3C7
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warnpc $0DE3C7
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@@ -1,7 +1,6 @@
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; =========================================================
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; =========================================================
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; Sprite Properties
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; Sprite Properties
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; =========================================================
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; =========================================================
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!SPRID = $7A ; The sprite ID you are overwriting (HEX)
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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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!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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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -35,42 +34,47 @@
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Sprite_Kydreeok_Long:
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Sprite_Kydreeok_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_Kydreeok_Draw
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JSR Sprite_Kydreeok_Draw ; Call the draw code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSL Sprite_CheckActive ; Check if game is not paused
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JSR Sprite_Kydreeok_Main
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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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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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RTL ; Go back to original code
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}
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}
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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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Sprite_Kydreeok_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA #$40 : STA SprTimerA, X
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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 #$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 #$06 : STA $0428 ;allows BG1 to move
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; Cache the origin position of the sprite.
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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 SprX, X : STA SprMiscA, X
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LDA SprY, X : STA SprMiscB, X
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LDA SprY, X : STA SprMiscB, X
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JSR SpawnLeftHead : JSR SpawnRightHead
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JSR SpawnLeftHead
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JSR SpawnRightHead
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STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
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STZ.w Neck1_OffsetX
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STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
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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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PLB
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PLB
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RTL
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RTL
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}
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}
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|
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; =========================================================
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; =============================================================================
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Sprite_Kydreeok_Main:
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Sprite_Kydreeok_Main:
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{
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{
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@@ -83,102 +87,98 @@ Sprite_Kydreeok_Main:
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dw Kydreeok_MoveXorY ; 03
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dw Kydreeok_MoveXorY ; 03
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dw Kydreeok_KeepWalking ; 04
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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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Kydreeok_Start:
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{
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{
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%StartOnFrame(0)
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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%PlayAnimation(0, 2, 10)
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|
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JSR ApplyPalette
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JSR ApplyPalette
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JSL Sprite_PlayerCantPassThrough
|
JSL Sprite_PlayerCantPassThrough
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||||||
|
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LDA SprTimerA, X : BNE .continue
|
LDA SprTimerA, X : BNE .continue
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TXA : STA Kydreeok_Id
|
TXA : STA Kydreeok_Id
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LDA #$40 : STA SprTimerA, X
|
LDA #$40 : STA SprTimerA, X
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%GotoAction(1)
|
%GotoAction(1)
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.continue
|
.continue
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||||||
|
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RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
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; -------------------------------------------------------
|
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; 0x01
|
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Kydreeok_StageControl:
|
Kydreeok_StageControl:
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{
|
{
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%StartOnFrame(0)
|
%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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%PlayAnimation(0, 2, 10)
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||||||
|
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PHX
|
PHX
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||||||
|
|
||||||
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 ;
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||||||
JSR StopIfOutOfBounds
|
JSR StopIfOutOfBounds
|
||||||
|
|
||||||
LDA SprTimerA, X : BNE .continue
|
LDA SprTimerA, X : BNE .continue
|
||||||
%GotoAction(2)
|
%GotoAction(2)
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.continue
|
.continue
|
||||||
|
|
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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
|
||||||
}
|
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
Reference in New Issue
Block a user