3 Commits

Author SHA1 Message Date
scawful
34334bc30c Prevent Link from taking spike floor damage while jumping 2024-03-30 16:47:46 -04:00
scawful
1cde67578a Rename NewBookCode to LinkItem_JumpFeather and format
Additionally, changes the jump state to use the ledge hop mode rather than the recoil animation
2024-03-30 16:47:18 -04:00
scawful
6480fdbb9e Reformat JumpFeather hook in LinkItem_BugCatchingNet 2024-03-30 16:46:30 -04:00
3 changed files with 434 additions and 379 deletions

View File

@@ -1,66 +1,95 @@
; =============================================================================
; =========================================================
; Zarby Feather
org $07AFF8 ; LinkItem_BugCatchingNet
{
BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL NewBookCode
.return
RTS
BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL LinkItem_JumpFeather
.return
RTS
}
; =============================================================================
; =========================================================
; Prevent Link from taking damage while jumping spikes
; The game originally differentiates between your armor
; for the damage take, however the table has all the same
; values, so it's effectively useless.
; TileDetect_MainHandler_no_moon_pearl
; org $07D23D
org $07D242
JSL CheckIfJumpingForSpikeDamage
NOP #2
warnpc $07D248
; =========================================================
org $2B8000
NewBookCode:
LinkItem_JumpFeather:
{
JSL $07983A ; Reset swim state
LDA $46 : BNE .cantuseit
LDA #$02 : STA $5D ; state recoil
LDA #$01 : STA $4D ; state recoil 2
LDA #$02 : STA $5D ; set link state recoil
LDA #$02 : STA $4D ; set jumping state (ledge hop)
; Length of the jump
LDA #$20
; Length of the jump
LDA #$20 : STA $46
STA $46
; Height of the jump
LDA #$24
; Height of the jump
LDA #$24
; Set vertical resistance
STA $29
STA $02C7
; Set vertical resistance
STA $29
STA $02C7
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets
STZ $31
STZ $30
; Reset Link movement offsets
STZ $31 : STZ $30
LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up
STA $27 ; Vertical recoil
.noUp
LDA $F4 : AND #$04 : BEQ .noDown
LDA #8 ; Change that -8 if you want higher speed moving down
STA $27
.noDown
LDA $F4 : AND #$02 : BEQ .noLeft
LDA #-8 ; Change that -8 if you want higher speed moving left
STA $28 ; Horizontal recoil
.noLeft
LDA $F4 : AND #$01 : BEQ .noRight
LDA #8 ; Change that 8 if you want higher speed moving right
STA $28
.noRight
LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up
STA $27 ; Vertical recoil
.noUp
LDA $F4 : AND #$04 : BEQ .noDown
LDA #8 ; Change that -8 if you want higher speed moving down
STA $27
.noDown
LDA $F4 : AND #$02 : BEQ .noLeft
LDA #-8 ; Change that -8 if you want higher speed moving left
STA $28 ; Horizontal recoil
.noLeft
LDA $F4 : AND #$01 : BEQ .noRight
LDA #8 ; Change that 8 if you want higher speed moving right
STA $28
.noRight
.cantuseit
RTL
RTL
}
; =========================================================
; Y contains our armor value
; Currently requires a very close jump and will still
; damage the player midair if you jump from too far away.
CheckIfJumpingForSpikeDamage:
{
PHB : PHK : PLB
LDA $29 : BNE .airborne
LDA.w .spike_floor_damage, Y : STA.w $0373
.airborne
PLB
RTL
.spike_floor_damage
db $08 ; green
db $08 ; blue
db $04 ; red
}
print "End of Items/jump_feather.asm ", pc

View File

@@ -1,7 +1,6 @@
; =========================================================
; 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
@@ -35,42 +34,47 @@
Sprite_Kydreeok_Long:
{
PHB : PHK : PLB
PHB : PHK : PLB
JSR Sprite_Kydreeok_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Kydreeok_Main
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
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
; 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:
{
@@ -83,102 +87,98 @@ Sprite_Kydreeok_Main:
dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04
; -------------------------------------------------------
; 0x00
Kydreeok_Start:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
JSR ApplyPalette
JSL Sprite_PlayerCantPassThrough
JSR ApplyPalette
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .continue
TXA : STA Kydreeok_Id
LDA #$40 : STA SprTimerA, X
%GotoAction(1)
LDA SprTimerA, X : BNE .continue
TXA : STA Kydreeok_Id
LDA #$40 : STA SprTimerA, X
%GotoAction(1)
.continue
RTS
RTS
}
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX
PHX
STZ $0D40 : STZ $0D50 ;set velocitys to 0
JSR MoveBody
STZ $0D40 : STZ $0D50 ;set velocitys to 0
JSR MoveBody
JSL Sprite_BounceFromTileCollision ;
JSR StopIfOutOfBounds
JSL Sprite_BounceFromTileCollision ;
JSR StopIfOutOfBounds
LDA SprTimerA, X : BNE .continue
%GotoAction(2)
LDA SprTimerA, X : BNE .continue
%GotoAction(2)
.continue
PLX
PLX
RTS
RTS
}
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX ;saves X so we can use it later
PHX ;saves X so we can use it later
LDA $36
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
LDA $36
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
PLX ;restores X
%GotoAction(4)
%GotoAction(4)
RTS
RTS
}
; -------------------------------------------------------
; 0x03
Kydreeok_MoveXorY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX
LDA $36 : STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
PHX ;saves X so we can use it later
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
LDA $36
STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
%GotoAction(4)
RTS
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
%GotoAction(4)
RTS
}
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX
REP #$20
@@ -220,8 +220,6 @@ Sprite_Kydreeok_Main:
}
; =========================================================
SpawnLeftHead:
{
LDA #$CF
@@ -232,16 +230,19 @@ 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
@@ -252,14 +253,14 @@ SpawnLeftHead:
STZ $0D60, X
STZ $0D70, X
PLX
.return
RTS
}
; =========================================================
SpawnRightHead:
{
LDA #$CF
@@ -271,16 +272,19 @@ 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
@@ -291,62 +295,95 @@ SpawnRightHead:
STZ $0D60, X
STZ $0D70, X
PLX
.return
RTS
}
; =========================================================
; Originally from Trinexx_MoveBody $1DB2E5
; ==============================================================================
MoveBody:
{
; Handle the shell bg movement
; Trinexx_MoveBody
LDA.w $0D10, X : PHA
LDA.w $0D00, X : PHA
#_1DB2E5: LDA.w $0D10, X
#_1DB2E8: PHA
JSL Sprite_Move
#_1DB2E9: LDA.w $0D00, X
#_1DB2EC: PHA
PLA
LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
BPL .pos_y_low
DEY
#_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
.pos_y_low
STY.w $0311
#_1DB2FD: STY.w $0311
; -----------------------------------------------------
PLA
LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312
BPL .pos_x_low
#_1DB300: PLA
#_1DB301: LDY.b #$00
DEY
#_1DB303: SEC
#_1DB304: SBC.w $0D10, X
#_1DB307: STA.w $0312
#_1DB30A: BPL .pos_x_low
#_1DB30C: DEY
.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
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
#_1DB318: LDA.w $0D00, X
#_1DB31B: SEC
#_1DB31C: SBC.b #$0C
#_1DB31E: STA.w $0DB0, X
LDA.w $0B09 : SEC : SBC.w $0D00, 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
.adjust_phase ; Unused?
STZ.w $0D80, X
LDA.b #$30 : STA.w $0DF0, X
#_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
.not_at_target
; JSR AdjustChildrenPos
; LayerEffect_Trinexx $0AFEF0
REP #$20
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
@@ -354,10 +391,11 @@ MoveBody:
STZ.w $0312 : STZ.w $0310
SEP #$20
RTS
}
; =========================================================
; ==============================================================================
StopIfOutOfBounds:
{
@@ -432,7 +470,6 @@ StopIfOutOfBounds:
RTS
}
; =========================================================
Sprite_ApplySpeedTowardsPlayerXOrY:
{
@@ -527,8 +564,6 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
RTS
}
; =========================================================
ApplyPalette:
{
REP #$20 ;Set A in 16bit mode
@@ -554,86 +589,85 @@ ApplyPalette:
RTS
}
; =========================================================
; =============================================================================
Sprite_Kydreeok_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
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
.next_tile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
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
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
REP #$20
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .next_tile
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
PLX
RTS
RTS
.start_index
db $00, $0A, $14
db $00, $0A, $14
.nbr_of_tiles
db 9, 9, 9
db 9, 9, 9
.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
dw 8, -8, 8, -36, -36, 8, -8, 8, -36, -36
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, -8, 8, -36, -36
dw 8, -5, 11, -38, -38, 8, -8, 8, -39, -38
dw 8, -8, 8, -36, -36, 8, -5, 11, -36, -36
.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
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
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)
!NbrTiles = 06 ; Number of tiles used in a frame
@@ -36,17 +33,18 @@
Sprite_KydreeokHead_Long:
{
PHB : PHK : PLB
LDA SprAction, X : CMP #$02 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw
PHB : PHK : PLB
.no_head
JSL Sprite_CheckActive : BCC .not_active
JSR Sprite_KydreeokHead_Main
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
.not_active
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
@@ -55,8 +53,8 @@ Sprite_KydreeokHead_Prep:
{
PHB : PHK : PLB
; TODO: Set sprite properties for damage and health
; TODO: Handle head death in conjunction with Kydreeok
; Add more code here to initialize data
PLB
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:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw KydreeokHead_ForwardAnim ; 0x00
dw KydreeokHead_SideAnim ; 0x01
dw KydreeokHead_SummonFire ; 0x02
dw KydreeokHead_ForwardAnim
dw KydreeokHead_SideAnim
dw KydreeokHead_SummonFire
; -------------------------------------------------------
; 0x00
KydreeokHead_ForwardAnim:
{
%StartOnFrame(0)
@@ -91,9 +85,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange
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
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
@@ -123,13 +117,12 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
%GotoAction(1)
%GotoAction(1)
.not_right
RTS
}
; -------------------------------------------------------
; 0x01
KydreeokHead_SideAnim:
{
%StartOnFrame(3)
@@ -142,9 +135,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange
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
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
JSL Sprite_Move
@@ -157,14 +150,12 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
RTS
RTS
.not_right
%GotoAction(0)
RTS
}
; -------------------------------------------------------
; 0x02
KydreeokHead_SummonFire:
{
; %StartOnFrame(5)
@@ -175,21 +166,21 @@ Sprite_KydreeokHead_Main:
%DoDamageToPlayerSameLayerOnContact()
JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move
LDA SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X
LDA #$00 : STA $0DD0, X
.not_done
RTS
}
}
; =========================================================
CoordinateBasedRotation:
{
LDA Neck_Index : TAY
LDA Neck_Index : TAY
; JSL GetRandomInt : AND #$04 : TAY
; LDA X_Coords, Y : STA Neck1_OffsetX
; JSL GetRandomInt : AND #$04 : TAY
@@ -199,25 +190,21 @@ CoordinateBasedRotation:
; JSL GetRandomInt : AND #$04 : TAY
LDA Y_Coords, Y : STA Neck2_OffsetY
JSL GetRandomInt : AND #$3F : BNE .dont_increment
INC.w Neck_Index
INC.w Neck_Index
.dont_increment
CPY #15 : BNE .not_full
LDA #0 : STA Neck_Index
LDA #0 : STA Neck_Index
.not_full
RTS
}
; Table for X coordinates (based on a radius of 8)
X_Coords:
db 8, 11, 8, 3, -4, -9, -12, -9
db -4, 3, 8, 11, 8, 3, -4, -9
db 8, 11, 8, 3, -4, -9, -12, -9, -4, 3, 8, 11, 8, 3, -4, -9 ; X values
; Table for Y coordinates (based on a radius of 8)
Y_Coords:
db 0, -3, -8, -11, -15, -15, -11, -8
db -3, 0, 3, 8, 11, 15, 15, 11
; =========================================================
db 0, -3, -8, -11, -15, -15, -11, -8, -3, 0, 3, 8, 11, 15, 15, 11 ; Y values
RotateHeadUsingSpeedValues:
{
@@ -227,7 +214,7 @@ RotateHeadUsingSpeedValues:
LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
INY : CPY #$3F : BNE .not_full
LDY.b #$00
LDY.b #$00
.not_full
STY.w Neck_Index
JSL Sprite_MoveLong
@@ -236,47 +223,39 @@ RotateHeadUsingSpeedValues:
}
XSpeedSin:
{
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32
}
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32
YSpeedSin:
{
db 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
}
; =========================================================
db 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
db -12, -9, -6, -3
RandomlyAttack:
{
JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack
LDA #$CF
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
;JSL $09B020 ; Fireball_SpawnTrailGarnish
LDA.b #$02 : STA.w SprAction, Y
LDA #$10 : STA.w SprTimerA, Y
CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack
LDA #$CF
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
;JSL $09B020
LDA.b #$02 : STA $0D80, Y
LDA #$10 : STA.w SprTimerA, Y
.no_attack
RTS
}
; =========================================================
Offspring1_Neck1_X = $19EA
Offspring1_Neck2_X = $19EC
Offspring1_Neck3_X = $19EE
@@ -335,10 +314,6 @@ 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:
{
@@ -347,25 +322,30 @@ 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
}
; =========================================================
; Based on Zarby Gleeok code
tableSpeed:
db $00, $02, $04, $06, $07, $01, $06, $03
db 0, -2, -4, -6, -7, -1, -6, -3
KydreeokHead_NeckControl:
{
@@ -559,93 +539,29 @@ 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_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:
{
; 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
.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
}
; =========================================================
@@ -697,7 +613,83 @@ Sprite_KydreeokHead_Draw:
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
db $00, $02, $04, $06, $0A, $0E