5 Commits

Author SHA1 Message Date
scawful
436da5736e Add todo for whether to use blind laser garnish 2024-03-30 11:05:45 -04:00
scawful
c4e4564749 Add todo for boss disappearring from blind maiden bug 2024-03-30 11:05:26 -04:00
scawful
622b7d950b Update fire/ice attack garnish formatting and comments 2024-03-30 11:04:38 -04:00
scawful
cc753b9d47 Add todo to create parent sprite for Trinexx garnish attacks 2024-03-30 11:04:04 -04:00
scawful
6cd013e6d6 Reformat sprite actions 2024-03-30 11:03:43 -04:00
3 changed files with 465 additions and 449 deletions

View File

@@ -1,7 +1,6 @@
; ========================================================= ; =========================================================
; Sprite Properties ; Sprite Properties
; ========================================================= ; =========================================================
!SPRID = $7A ; The sprite ID you are overwriting (HEX) !SPRID = $7A ; The sprite ID you are overwriting (HEX)
!NbrTiles = 10 ; Number of tiles used in a frame !NbrTiles = 10 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -37,9 +36,11 @@ Sprite_Kydreeok_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_Kydreeok_Draw JSR Sprite_Kydreeok_Draw ; Call the draw code
JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSL Sprite_CheckActive ; Check if game is not paused
JSR Sprite_Kydreeok_Main BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Kydreeok_Main ; Call the main sprite code
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB ; Get back the databank we stored previously
@@ -47,30 +48,33 @@ Sprite_Kydreeok_Long:
} }
; ========================================================= ; =========================================================
; TODO: Handle boss death based on left and right head health
Sprite_Kydreeok_Prep: Sprite_Kydreeok_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
LDA #$40 : STA SprTimerA, X LDA #$40 : STA SprTimerA, X
LDA.b #$08 : STA $36 ; Stores initial movement speeds LDA.b #$08 : STA $36 ;stores initial movement speeds
LDA.b #$06 : STA $0428 ; Allows BG1 to move LDA.b #$06 : STA $0428 ;allows BG1 to move
; Cache the origin position of the sprite. ; Cache the origin position of the sprite.
LDA SprX, X : STA SprMiscA, X LDA SprX, X : STA SprMiscA, X
LDA SprY, X : STA SprMiscB, X LDA SprY, X : STA SprMiscB, X
JSR SpawnLeftHead : JSR SpawnRightHead JSR SpawnLeftHead
JSR SpawnRightHead
STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY STZ.w Neck1_OffsetX
STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX
STZ.w Neck2_OffsetY
PLB PLB
RTL RTL
} }
; ========================================================= ; =============================================================================
Sprite_Kydreeok_Main: Sprite_Kydreeok_Main:
{ {
@@ -83,8 +87,7 @@ Sprite_Kydreeok_Main:
dw Kydreeok_MoveXorY ; 03 dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04 dw Kydreeok_KeepWalking ; 04
; -------------------------------------------------------
; 0x00
Kydreeok_Start: Kydreeok_Start:
{ {
%StartOnFrame(0) %StartOnFrame(0)
@@ -102,8 +105,6 @@ Sprite_Kydreeok_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl: Kydreeok_StageControl:
{ {
%StartOnFrame(0) %StartOnFrame(0)
@@ -126,8 +127,6 @@ Sprite_Kydreeok_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY: Kydreeok_MoveXandY:
{ {
%StartOnFrame(0) %StartOnFrame(0)
@@ -151,15 +150,16 @@ Sprite_Kydreeok_Main:
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
LDA $36
STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds JSR StopIfOutOfBounds
@@ -167,14 +167,14 @@ Sprite_Kydreeok_Main:
JSL Sprite_CheckDamageFromPlayerLong JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact() %DoDamageToPlayerSameLayerOnContact()
PLX
PLX ;restores X
%GotoAction(4) %GotoAction(4)
RTS RTS
} }
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking: Kydreeok_KeepWalking:
{ {
%StartOnFrame(0) %StartOnFrame(0)
@@ -220,8 +220,6 @@ Sprite_Kydreeok_Main:
} }
; =========================================================
SpawnLeftHead: SpawnLeftHead:
{ {
LDA #$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
@@ -554,20 +589,20 @@ 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 PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.next_tile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
@@ -605,7 +640,7 @@ Sprite_Kydreeok_Draw:
PLY : INY PLY : INY
PLX : DEX : BPL .next_tile PLX : DEX : BPL .nextTile
PLX PLX
@@ -636,4 +671,3 @@ Sprite_Kydreeok_Draw:
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
}

View File

@@ -1,7 +1,4 @@
; ========================================================= ; =========================================================
; Kydreeok Head sprite
; Child sprite of the Kydreeok boss
; =========================================================
!SPRID = $CF ; The sprite ID you are overwriting (HEX) !SPRID = $CF ; The sprite ID you are overwriting (HEX)
!NbrTiles = 06 ; Number of tiles used in a frame !NbrTiles = 06 ; Number of tiles used in a frame
@@ -37,14 +34,15 @@
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
@@ -125,11 +119,10 @@ Sprite_KydreeokHead_Main:
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
@@ -163,8 +156,6 @@ Sprite_KydreeokHead_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x02
KydreeokHead_SummonFire: KydreeokHead_SummonFire:
{ {
; %StartOnFrame(5) ; %StartOnFrame(5)
@@ -175,18 +166,18 @@ 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
@@ -209,15 +200,11 @@ CoordinateBasedRotation:
; 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:
{ {
@@ -236,29 +223,22 @@ 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:
{ {
@@ -268,15 +248,14 @@ RandomlyAttack:
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:
{ {
@@ -559,13 +539,14 @@ 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:
Sprite_KydreeokHead_DrawNeck:
{ {
.start_index .start_index
db $12 db $12
@@ -585,71 +566,6 @@ Sprite_KydreeokHead_DrawNeck_Data:
; ========================================================= ; =========================================================
Sprite_KydreeokHead_DrawNeck:
{
; Dumb draw neck code
LDA.w SprSubtype, X : BNE .neck2
LDA.w $19EA : STA.w $0FD8
LDA.w $19EB : STA.w $0FDA
JSR .DrawNeckPart
LDA.w $19EC : STA.w $0FD8
LDA.w $19ED : STA.w $0FDA
JSR .DrawNeckPart
LDA.w $19EE : STA.w $0FD8
LDA.w $19EF : STA.w $0FDA
JSR .DrawNeckPart
BRA .skipNeck
.neck2
; Dumb draw neck code
LDA.w $19F0 : STA.w $0FD8
LDA.w $19F1 : STA.w $0FDA
JSR .DrawNeckPart
LDA.w $19F2 : STA.w $0FD8
LDA.w $19F3 : STA.w $0FDA
JSR .DrawNeckPart
LDA.w $19F4 : STA.w $0FD8
LDA.w $19F5 : STA.w $0FDA
JSR .DrawNeckPart
.skipNeck
LDA.b $08 : STA.w $0FD8
LDA.b $09 : STA.w $0FDA
.skipNeck2
RTS
.DrawNeckPart
PHY
JSL Sprite_PrepOamCoord
PLY
REP #$20
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y2
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
STA $0E
.on_screen_y2
INY
LDA #$2E : STA ($90), Y
INY
LDA #$39 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
RTS
}
; =========================================================
Sprite_KydreeokHead_Draw: Sprite_KydreeokHead_Draw:
{ {
JSL Sprite_PrepOamCoord JSL Sprite_PrepOamCoord
@@ -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

View File

@@ -4,7 +4,6 @@
; Overrides Blind and the Blind Maiden to create a new ; Overrides Blind and the Blind Maiden to create a new
; boss sequence. ; boss sequence.
; ;
;
; ========================================================= ; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX) !SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -59,20 +58,16 @@ Sprite_Twinrova_Long:
Sprite_Twinrova_CheckIfDead: Sprite_Twinrova_CheckIfDead:
{ {
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero ; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X LDA.b #$00 : STA SprHealth, X
.health_not_negative .health_not_negative
LDA SprHealth, X : BNE .not_dead
LDA $0E50, X : BNE .not_dead
PHX PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
PLX PLX
.not_dead .not_dead
RTS RTS
@@ -84,9 +79,8 @@ Sprite_Twinrova_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA $0E50, X ; Health LDA.b #$40 : STA SprHealth, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic) LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15) %SetSpriteSpeedX(15)
@@ -174,17 +168,20 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09 dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A dw Twinrova_Dead ; 0x0A
; -------------------------------------------------------
; 0x00 ; 0x00
; TODO: Separate MoveState phases into action 0 and 1
Twinrova_Init: Twinrova_Init:
{ {
%GotoAction(01) %GotoAction(01)
RTS RTS
} }
; -------------------------------------------------------
; 0x01 ; 0x01
Twinrova_MoveState: Twinrova_MoveState:
{ {
LDA $0E50, X : CMP.b #$20 : BCS .phase_1 LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; ------------------------------------------- ; -------------------------------------------
; Phase 2 ; Phase 2
LDA SprTimerE, X : BNE .kotake LDA SprTimerE, X : BNE .kotake
@@ -206,27 +203,27 @@ Sprite_Twinrova_Main:
JSL GetRandomInt : AND.b #$3F : BNE + JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
STZ $AC STZ $AC ; Set the fire attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
+ +
JSL GetRandomInt : AND.b #$3F : BNE ++ JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC LDA #$01 : STA $AC ; Set the ice attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
++ ++
JSL Sprite_IsBelowPlayer ; Check if sprite is below player JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
TYA : BNE .MoveBackwards ; If 1, %GotoAction(2) ; MoveForwards
%GotoAction(2)
RTS RTS
.MoveBackwards .MoveBackwards
%GotoAction(3) %GotoAction(3) ; MoveBackwards
RTS RTS
} }
; -------------------------------------------------------
; 0x02 - TODO: Implement Twinrova_MoveForwards ; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards: Twinrova_MoveForwards:
{ {
@@ -244,6 +241,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x03 - TODO: Implement Twinrova_MoveBackwards ; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards: Twinrova_MoveBackwards:
{ {
@@ -261,6 +259,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x04 ; 0x04
Twinrova_PrepareAttack: Twinrova_PrepareAttack:
{ {
@@ -285,6 +284,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x05 ; 0x05
Twinrova_FireAttack: Twinrova_FireAttack:
{ {
@@ -299,6 +299,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x06 ; 0x06
Twinrova_IceAttack: Twinrova_IceAttack:
{ {
@@ -313,6 +314,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x07 ; 0x07
Twinrova_Hurt: Twinrova_Hurt:
{ {
@@ -332,6 +334,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x08 ; 0x08
Twinrova_KoumeMode: Twinrova_KoumeMode:
{ {
@@ -352,6 +355,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x09 ; 0x09
Twinrova_KotakeMode: Twinrova_KotakeMode:
{ {
@@ -372,6 +376,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x0A ; 0x0A
Twinrova_Dead: Twinrova_Dead:
{ {
@@ -382,6 +387,9 @@ Sprite_Twinrova_Main:
} }
; ========================================================= ; =========================================================
; TODO: Create a new parent sprite for the Twinrova attacks
; so that the velocity and movement aren't applied to the
; parent sprite itself.
; Reused function from TrinexxBreath. ; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry: TrinexxBreath_AltEntry:
@@ -414,68 +422,32 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish ; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish: AddFireGarnish:
{ {
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00 LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot .next_slot
LDA $7FF800, X : BEQ .free_slot LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8 LDA $00 : STA $0FF8
.use_search_index .use_search_index
LDX $0FF8 LDX $0FF8
.free_slot .free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4 ; Set garnish ID, set garnish handled flag, set garnish parent sprite
TYA : STA $7FF92C, X LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprX, Y : STA $7FF83C, X LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprXH, Y : STA $7FF878, X LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
LDA.b #$7F : STA $7FF90E, X
STX $00
PLX PLX
.return .return
RTS RTS
} }
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish ; =========================================================
AddIceGarnishV2:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X
LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X : STX $00
PLX
.return
RTS
}
Sprite_Twinrova_IceAttack: Sprite_Twinrova_IceAttack:
{ {
@@ -486,8 +458,35 @@ Sprite_Twinrova_IceAttack:
JMP TrinexxBreath_AltEntry JMP TrinexxBreath_AltEntry
} }
; ========================================================= ; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
PLX
.return
RTS
}
; =========================================================
; Overwrite vanilla Trinexx ice garnish ; Overwrite vanilla Trinexx ice garnish
; Plays like a simple ice cloud animation now. ; Plays like a simple ice cloud animation now.
@@ -505,19 +504,17 @@ org $09B459
org $09B5D6 org $09B5D6
Garnish_SetOamPropsAndSmallSize: Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F org $09B33F
TrinexxIce_Pool: TrinexxIce_Pool:
{ {
.chr .chr
db $2E db $2E, $2E, $2C, $2C
db $2E
db $2C
db $2C
.properties .properties
db $35 db $35, $35, $35, $35
db $35
db $35
db $35
} }
org $09B34F org $09B34F
@@ -539,10 +536,6 @@ Garnish_TrinexxIce:
} }
warnpc $09B3B8 warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc pullpc
; ========================================================= ; =========================================================
@@ -610,8 +603,6 @@ Sprite_Twinrova_Draw:
RTS RTS
; =========================================================
.start_index .start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles .nbr_of_tiles
@@ -688,25 +679,19 @@ Sprite_Twinrova_Draw:
ApplyTwinrovaGraphics: ApplyTwinrovaGraphics:
{ {
PHX PHX
REP #$20 ; A = 16, XY = 8 REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ; turn the screen off (required) LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1 LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2 LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
; "001 => 2 registers write once (2 bytes: p, p+1)" ; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
LDX.b #TwinrovaGraphics>>16 : STX $4304 LDX.b #TwinrovaGraphics>>16 : STX $4304
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
LDX #$01 : STX $420B ; Do the DMA LDX #$01 : STX $420B ; Do the DMA
LDX #$0F : STX $2100 ; Turn the screen back on
LDX #$0F : STX $2100 ;turn the screen back on
SEP #$30 SEP #$30
PLX PLX
RTL RTL
TwinrovaGraphics: TwinrovaGraphics:
@@ -811,13 +796,16 @@ Follower_CheckBlindTrigger:
} }
; ========================================================= ; =========================================================
; Called during the BlindMaiden section of Follower_BasicMover ; Called during Blind Maiden section of Follower_BasicMover
; to spawn Twinrova in the room. ; to spawn Twinrova from the Blind Maiden.
; TODO: Figure out why the sprite disappears after graphics
; are transferred in. It seems to be unrelated to the
; graphics code, but rather related to the BlindMaiden
; spawn code.
org $1DA03C org $1DA03C
Blind_SpawnFromMaiden: Blind_SpawnFromMaiden:
{ {
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0 LDX.b #$00 ; Load the boss into sprite index 0
@@ -897,11 +885,13 @@ SpritePrep_Blind_PrepareBattle:
warnpc $1DA0B1 warnpc $1DA0B1
; ========================================================= ; =========================================================
; TODO: Decide if we want to use this garnish in the fight.
; Currently unused.
org $1DA0B1 org $1DA0B1
BlindLaser_SpawnTrailGarnish: BlindLaser_SpawnTrailGarnish:
{ {
#_1DA0B1: LDA.w $0E80,X #_1DA0B1: LDA.w SprDelay,X
#_1DA0B4: AND.b #$00 #_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit #_1DA0B6: BNE .exit