Compare commits
11 Commits
kydreeok-b
...
minecart-r
| Author | SHA1 | Date | |
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7f87622f00 | ||
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716a681d6d | ||
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b0b3ca242b | ||
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58dd5aab1f | ||
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e0a20a98cd | ||
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0f241bfddd | ||
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12ef39ff79 | ||
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3324a13fb2 | ||
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53561eab31 | ||
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4c4f531929 | ||
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dad37bdee7 |
@@ -10,12 +10,10 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
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## Custom Menu and HUD
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## Custom Menu
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## Custom Sprites
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@@ -1,7 +1,6 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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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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!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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{
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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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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Kydreeok_Main
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JSR Sprite_Kydreeok_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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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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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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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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}
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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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{
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PHB : PHK : PLB
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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 #$06 : STA $0428 ; Allows BG1 to move
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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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; Cache the origin position of the sprite.
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LDA SprX, X : STA SprMiscA, 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 Neck2_OffsetX : STZ.w Neck2_OffsetY
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STZ.w Neck1_OffsetX
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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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RTL
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}
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; =========================================================
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; =============================================================================
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Sprite_Kydreeok_Main:
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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_KeepWalking ; 04
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; -------------------------------------------------------
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; 0x00
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Kydreeok_Start:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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JSR ApplyPalette
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JSL Sprite_PlayerCantPassThrough
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JSR ApplyPalette
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JSL Sprite_PlayerCantPassThrough
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LDA SprTimerA, X : BNE .continue
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TXA : STA Kydreeok_Id
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LDA #$40 : STA SprTimerA, X
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%GotoAction(1)
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LDA SprTimerA, X : BNE .continue
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TXA : STA Kydreeok_Id
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LDA #$40 : STA SprTimerA, X
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%GotoAction(1)
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.continue
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RTS
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RTS
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}
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; -------------------------------------------------------
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; 0x01
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Kydreeok_StageControl:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX
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PHX
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STZ $0D40 : STZ $0D50 ;set velocitys to 0
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JSR MoveBody
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STZ $0D40 : STZ $0D50 ;set velocitys to 0
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JSR MoveBody
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JSL Sprite_BounceFromTileCollision ;
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JSR StopIfOutOfBounds
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JSL Sprite_BounceFromTileCollision ;
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JSR StopIfOutOfBounds
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LDA SprTimerA, X : BNE .continue
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%GotoAction(2)
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LDA SprTimerA, X : BNE .continue
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%GotoAction(2)
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.continue
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PLX
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PLX
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RTS
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RTS
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}
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; -------------------------------------------------------
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; 0x02
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Kydreeok_MoveXandY:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX ;saves X so we can use it later
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PHX ;saves X so we can use it later
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LDA $36
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
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JSR StopIfOutOfBounds
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JSR MoveBody
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LDA $36
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
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JSR StopIfOutOfBounds
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JSR MoveBody
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX ;restores X
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PLX ;restores X
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%GotoAction(4)
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%GotoAction(4)
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RTS
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RTS
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}
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; -------------------------------------------------------
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; 0x03
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Kydreeok_MoveXorY:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX
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LDA $36 : STA $00
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JSR Sprite_ApplySpeedTowardsPlayerXOrY
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JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
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JSR StopIfOutOfBounds
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JSR MoveBody
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PHX ;saves X so we can use it later
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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LDA $36
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STA $00
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JSR Sprite_ApplySpeedTowardsPlayerXOrY
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JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
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JSR StopIfOutOfBounds
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JSR MoveBody
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%GotoAction(4)
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RTS
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX ;restores X
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%GotoAction(4)
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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Kydreeok_KeepWalking:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX
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REP #$20
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@@ -220,8 +220,6 @@ Sprite_Kydreeok_Main:
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}
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; =========================================================
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SpawnLeftHead:
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{
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LDA #$CF
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@@ -232,16 +230,19 @@ SpawnLeftHead:
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LDA.b #$00 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA $0FD8 : SEC : SBC.w #$000F
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SEP #$20
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STA $0D10, Y : XBA : STA $0D30, Y
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STA $0D10, Y
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XBA : STA $0D30, Y
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REP #$20
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LDA $0FDA : SEC : SBC.w #$000F
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SEP #$20
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STA $0D00, Y : XBA : STA $0D20, Y
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STA $0D00, Y
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XBA : STA $0D20, Y
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LDA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
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@@ -252,14 +253,14 @@ SpawnLeftHead:
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STZ $0D60, X
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STZ $0D70, X
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PLX
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.return
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RTS
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}
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; =========================================================
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SpawnRightHead:
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{
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LDA #$CF
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@@ -271,16 +272,19 @@ SpawnRightHead:
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LDA.b #$01 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA $0FD8 : CLC : ADC.w #$000C
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SEP #$20
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STA $0D10, Y : XBA : STA $0D30, Y
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STA $0D10, Y
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XBA : STA $0D30, Y
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REP #$20
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LDA $0FDA : SEC : SBC.w #$000F
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SEP #$20
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STA $0D00, Y : XBA : STA $0D20, Y
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STA $0D00, Y
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XBA : STA $0D20, Y
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LDA.w SprX, Y : STA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
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@@ -291,62 +295,95 @@ SpawnRightHead:
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STZ $0D60, X
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STZ $0D70, X
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PLX
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.return
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RTS
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}
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; =========================================================
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; Originally from Trinexx_MoveBody $1DB2E5
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; ==============================================================================
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MoveBody:
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{
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; Handle the shell bg movement
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; Trinexx_MoveBody
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LDA.w $0D10, X : PHA
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LDA.w $0D00, X : PHA
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#_1DB2E5: LDA.w $0D10, X
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#_1DB2E8: PHA
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JSL Sprite_Move
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#_1DB2E9: LDA.w $0D00, X
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#_1DB2EC: PHA
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PLA
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LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
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BPL .pos_y_low
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DEY
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#_1DB2ED: JSL Sprite_Move
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#_1DB2F0: PLA
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#_1DB2F1: LDY.b #$00
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#_1DB2F3: SEC
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#_1DB2F4: SBC.w $0D00, X
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#_1DB2F7: STA.w $0310
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#_1DB2FA: BPL .pos_y_low
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#_1DB2FC: DEY
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.pos_y_low
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STY.w $0311
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#_1DB2FD: STY.w $0311
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; -----------------------------------------------------
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PLA
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LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312
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BPL .pos_x_low
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#_1DB300: PLA
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#_1DB301: LDY.b #$00
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DEY
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#_1DB303: SEC
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#_1DB304: SBC.w $0D10, X
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#_1DB307: STA.w $0312
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#_1DB30A: BPL .pos_x_low
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#_1DB30C: DEY
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.pos_x_low
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STY.w $0313
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#_1DB30D: STY.w $0313
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; -----------------------------------------------------
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LDA.b #$01 : STA.w $0428
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#_1DB310: LDA.b #$01
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#_1DB312: STA.w $0428
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LDA.w $0D00, X : SEC : SBC.b #$0C : STA.w $0DB0, X
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LDA.w $0B08 : SEC : SBC.w $0D10, X
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CLC : ADC.b #$02
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CMP.b #$04 : BCS .not_at_target
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#_1DB318: LDA.w $0D00, X
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#_1DB31B: SEC
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#_1DB31C: SBC.b #$0C
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#_1DB31E: STA.w $0DB0, X
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LDA.w $0B09 : SEC : SBC.w $0D00, X
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CLC : ADC.b #$02
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CMP.b #$04 : BCS .not_at_target
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#_1DB321: LDA.w $0B08
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#_1DB324: SEC
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#_1DB325: SBC.w $0D10, X
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#_1DB328: CLC
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#_1DB329: ADC.b #$02
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.adjust_phase ; Unused?
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STZ.w $0D80, X
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LDA.b #$30 : STA.w $0DF0, X
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#_1DB32B: CMP.b #$04
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#_1DB32D: BCS .not_at_target
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||||
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#_1DB32F: LDA.w $0B09
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#_1DB332: SEC
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#_1DB333: SBC.w $0D00, X
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#_1DB336: CLC
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#_1DB337: ADC.b #$02
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||||
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#_1DB339: CMP.b #$04
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#_1DB33B: BCS .not_at_target
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.adjust_phase
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#_1DB33D: STZ.w $0D80, X
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#_1DB340: LDA.b #$30
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||||
#_1DB342: STA.w $0DF0, X
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||||
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.not_at_target
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; JSR AdjustChildrenPos
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; LayerEffect_Trinexx $0AFEF0
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REP #$20
|
||||
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
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||||
@@ -354,10 +391,11 @@ MoveBody:
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STZ.w $0312 : STZ.w $0310
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SEP #$20
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||||
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||||
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||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; ==============================================================================
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||||
|
||||
StopIfOutOfBounds:
|
||||
{
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||||
@@ -432,7 +470,6 @@ StopIfOutOfBounds:
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RTS
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||||
}
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||||
|
||||
; =========================================================
|
||||
|
||||
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
|
||||
|
||||
@@ -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
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,3 +1,6 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $AF ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 02 ; Number of tiles used in a frame
|
||||
@@ -29,6 +32,7 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Long:
|
||||
{
|
||||
@@ -45,6 +49,7 @@ Sprite_LeverSwitch_Long:
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Prep:
|
||||
{
|
||||
@@ -57,6 +62,7 @@ Sprite_LeverSwitch_Prep:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_Main:
|
||||
{
|
||||
@@ -140,82 +146,82 @@ Sprite_LeverSwitch_Main:
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_LeverSwitch_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
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
REP #$20
|
||||
|
||||
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 $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 $0E
|
||||
LDA.b #$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 .nextTile
|
||||
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, $01
|
||||
db $00, $01
|
||||
.nbr_of_tiles
|
||||
db 0, 0
|
||||
db 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $64
|
||||
db $66
|
||||
db $64
|
||||
db $66
|
||||
.properties
|
||||
db $37
|
||||
db $37
|
||||
db $37
|
||||
db $37
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
|
||||
db $02
|
||||
db $02
|
||||
}
|
||||
@@ -1,3 +1,7 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 04 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
@@ -28,6 +32,8 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
@@ -43,12 +49,7 @@ Sprite_RotatingTrack_Long:
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
; Modes
|
||||
; 0 = TopLeft -> TopRight
|
||||
; 1 = TopRight -> BottomRight
|
||||
; 2 = BottomRight -> BottomLeft
|
||||
; 3 = BottomLeft -> TopLeft
|
||||
; 4 = TopRight -> TopLeft
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_Prep:
|
||||
{
|
||||
@@ -61,18 +62,29 @@ Sprite_RotatingTrack_Prep:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Modes
|
||||
; 0 = TopLeft -> TopRight
|
||||
; 1 = TopRight -> BottomRight
|
||||
; 2 = BottomRight -> BottomLeft
|
||||
; 3 = BottomLeft -> TopLeft
|
||||
; 4 = TopRight -> TopLeft
|
||||
|
||||
SwitchRam = $37
|
||||
|
||||
Sprite_RotatingTrack_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw TopLeftToTopRight
|
||||
dw TopRightToBottomRight
|
||||
dw BottomRightToBottomLeft
|
||||
dw BottomLeftToTopLeft
|
||||
dw TopRightToTopLeft
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 00 = TopLeft -> TopRight
|
||||
TopLeftToTopRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2
|
||||
@@ -87,6 +99,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 01 = TopRight -> BottomRight
|
||||
TopRightToBottomRight:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_a
|
||||
@@ -101,6 +115,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 02 = BottomRight -> BottomLeft
|
||||
BottomRightToBottomLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_b
|
||||
@@ -115,6 +131,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 03 = BottomLeft -> TopLeft
|
||||
BottomLeftToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_c
|
||||
@@ -130,6 +148,8 @@ Sprite_RotatingTrack_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 04 = TopRight -> TopLeft
|
||||
TopRightToTopLeft:
|
||||
{
|
||||
LDA SwitchRam : BNE part2_d
|
||||
@@ -147,88 +167,92 @@ Sprite_RotatingTrack_Main:
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_RotatingTrack_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
|
||||
.nextTile
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
REP #$20
|
||||
|
||||
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 $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 $0E
|
||||
.on_screen_y
|
||||
LDA.b #$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 .nextTile
|
||||
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, $01, $02, $03
|
||||
.nbr_of_tiles
|
||||
db 0, 0, 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
.properties
|
||||
db $7D
|
||||
db $3D
|
||||
db $FD
|
||||
db $BD
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
.start_index
|
||||
db $00, $01, $02, $03
|
||||
.nbr_of_tiles
|
||||
db 0, 0, 0, 0
|
||||
.x_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
.chr
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
db $44
|
||||
.properties
|
||||
db $7D
|
||||
db $3D
|
||||
db $FD
|
||||
db $BD
|
||||
.sizes
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
}
|
||||
@@ -69,7 +69,7 @@ print "End of mineswitch.asm ", pc
|
||||
incsrc "Sprites/NPCs/village_dog.asm"
|
||||
print "End of village_dog.asm ", pc
|
||||
|
||||
incsrc "Sprites/minecart.asm"
|
||||
incsrc "Sprites/Objects/minecart.asm"
|
||||
print "End of minecart.asm ", pc
|
||||
|
||||
incsrc "Sprites/Bosses/twinrova.asm"
|
||||
|
||||
Reference in New Issue
Block a user