Compare commits
3 Commits
twinrova-b
...
feather-it
| Author | SHA1 | Date | |
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34334bc30c | ||
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1cde67578a | ||
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6480fdbb9e |
@@ -1,34 +1,42 @@
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; =============================================================================
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; =========================================================
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; Zarby Feather
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; Zarby Feather
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org $07AFF8 ; LinkItem_BugCatchingNet
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org $07AFF8 ; LinkItem_BugCatchingNet
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{
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{
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BIT $3A : BVS .return ;if Y or B are already pressed
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BIT $3A : BVS .return ;if Y or B are already pressed
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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; Link_CheckNewY_ButtonPress
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; Link_CheckNewY_ButtonPress
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSL NewBookCode
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JSL LinkItem_JumpFeather
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.return
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.return
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RTS
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RTS
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}
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}
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; =============================================================================
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; =========================================================
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; Prevent Link from taking damage while jumping spikes
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; The game originally differentiates between your armor
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; for the damage take, however the table has all the same
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; values, so it's effectively useless.
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; TileDetect_MainHandler_no_moon_pearl
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; org $07D23D
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org $07D242
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JSL CheckIfJumpingForSpikeDamage
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NOP #2
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warnpc $07D248
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; =========================================================
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org $2B8000
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org $2B8000
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NewBookCode:
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LinkItem_JumpFeather:
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{
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{
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JSL $07983A ; Reset swim state
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JSL $07983A ; Reset swim state
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LDA $46 : BNE .cantuseit
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LDA $46 : BNE .cantuseit
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LDA #$02 : STA $5D ; state recoil
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LDA #$02 : STA $5D ; set link state recoil
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LDA #$01 : STA $4D ; state recoil 2
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LDA #$02 : STA $4D ; set jumping state (ledge hop)
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; Length of the jump
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; Length of the jump
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LDA #$20
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LDA #$20 : STA $46
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STA $46
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; Height of the jump
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; Height of the jump
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LDA #$24
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LDA #$24
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@@ -36,12 +44,12 @@ NewBookCode:
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; Set vertical resistance
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; Set vertical resistance
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STA $29
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STA $29
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STA $02C7
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STA $02C7
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; Set Links direction to right(?)
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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LDA #$08 : STA $0340 : STA $67
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; Reset Link movement offsets
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; Reset Link movement offsets
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STZ $31
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STZ $31 : STZ $30
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STZ $30
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA #-8 ; Change that -8 if you want higher speed moving up
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LDA #-8 ; Change that -8 if you want higher speed moving up
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@@ -59,9 +67,30 @@ NewBookCode:
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LDA #8 ; Change that 8 if you want higher speed moving right
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LDA #8 ; Change that 8 if you want higher speed moving right
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STA $28
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STA $28
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.noRight
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.noRight
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.cantuseit
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.cantuseit
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RTL
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RTL
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}
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}
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; =========================================================
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; Y contains our armor value
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; Currently requires a very close jump and will still
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; damage the player midair if you jump from too far away.
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CheckIfJumpingForSpikeDamage:
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{
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PHB : PHK : PLB
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LDA $29 : BNE .airborne
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LDA.w .spike_floor_damage, Y : STA.w $0373
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.airborne
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PLB
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RTL
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.spike_floor_damage
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db $08 ; green
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db $08 ; blue
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db $04 ; red
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}
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print "End of Items/jump_feather.asm ", pc
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print "End of Items/jump_feather.asm ", pc
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pushpc
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pushpc
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@@ -4,6 +4,7 @@
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; Overrides Blind and the Blind Maiden to create a new
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; Overrides Blind and the Blind Maiden to create a new
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; boss sequence.
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; boss sequence.
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;
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;
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;
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; =========================================================
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; =========================================================
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!SPRID = $CE ; The sprite ID you are overwriting (HEX)
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!SPRID = $CE ; The sprite ID you are overwriting (HEX)
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@@ -58,16 +59,20 @@ Sprite_Twinrova_Long:
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Sprite_Twinrova_CheckIfDead:
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Sprite_Twinrova_CheckIfDead:
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{
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{
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LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
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LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
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; If health is negative, set back to zero
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; If health is negative, set back to zero
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LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
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LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
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LDA.b #$00 : STA SprHealth, X
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LDA.b #$00 : STA $0E50, X
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.health_not_negative
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.health_not_negative
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LDA SprHealth, X : BNE .not_dead
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LDA $0E50, X : BNE .not_dead
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PHX
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PHX
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LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
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LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
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LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
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LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
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PLX
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PLX
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.not_dead
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.not_dead
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RTS
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RTS
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@@ -79,8 +84,9 @@ Sprite_Twinrova_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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; PrepareBattle
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LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
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LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
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LDA.b #$40 : STA SprHealth, X ; Health
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LDA.b #$40 : STA $0E50, X ; Health
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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%SetSpriteSpeedX(15)
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%SetSpriteSpeedX(15)
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@@ -168,20 +174,17 @@ Sprite_Twinrova_Main:
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dw Twinrova_KotakeMode ; 0x09
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dw Twinrova_KotakeMode ; 0x09
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dw Twinrova_Dead ; 0x0A
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dw Twinrova_Dead ; 0x0A
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; -------------------------------------------------------
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; 0x00
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; 0x00
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; TODO: Separate MoveState phases into action 0 and 1
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Twinrova_Init:
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Twinrova_Init:
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{
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{
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%GotoAction(01)
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%GotoAction(01)
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x01
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; 0x01
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Twinrova_MoveState:
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Twinrova_MoveState:
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{
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{
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LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
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LDA $0E50, X : CMP.b #$20 : BCS .phase_1
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; -------------------------------------------
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; -------------------------------------------
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; Phase 2
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; Phase 2
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LDA SprTimerE, X : BNE .kotake
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LDA SprTimerE, X : BNE .kotake
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@@ -203,27 +206,27 @@ Sprite_Twinrova_Main:
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JSL GetRandomInt : AND.b #$3F : BNE +
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JSL GetRandomInt : AND.b #$3F : BNE +
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LDA.b #$20 : STA.w SprTimerD, X
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LDA.b #$20 : STA.w SprTimerD, X
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STZ $AC ; Set the fire attack
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STZ $AC
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%GotoAction(4) ; Prepare Attack
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%GotoAction(4) ; Prepare Attack
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RTS
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RTS
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+
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+
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JSL GetRandomInt : AND.b #$3F : BNE ++
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JSL GetRandomInt : AND.b #$3F : BNE ++
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LDA.b #$20 : STA.w SprTimerD, X
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LDA.b #$20 : STA.w SprTimerD, X
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LDA #$01 : STA $AC ; Set the ice attack
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LDA #$01 : STA $AC
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%GotoAction(4) ; Prepare Attack
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%GotoAction(4) ; Prepare Attack
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RTS
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RTS
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++
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++
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JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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%GotoAction(2) ; MoveForwards
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TYA : BNE .MoveBackwards ; If 1,
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%GotoAction(2)
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RTS
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RTS
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.MoveBackwards
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.MoveBackwards
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%GotoAction(3) ; MoveBackwards
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%GotoAction(3)
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x02 - TODO: Implement Twinrova_MoveForwards
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; 0x02 - TODO: Implement Twinrova_MoveForwards
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Twinrova_MoveForwards:
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Twinrova_MoveForwards:
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{
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{
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@@ -241,7 +244,6 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x03 - TODO: Implement Twinrova_MoveBackwards
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; 0x03 - TODO: Implement Twinrova_MoveBackwards
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Twinrova_MoveBackwards:
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Twinrova_MoveBackwards:
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{
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{
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@@ -259,7 +261,6 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x04
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; 0x04
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Twinrova_PrepareAttack:
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Twinrova_PrepareAttack:
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{
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{
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@@ -284,7 +285,6 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x05
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; 0x05
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Twinrova_FireAttack:
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Twinrova_FireAttack:
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{
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{
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@@ -299,7 +299,6 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x06
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; 0x06
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Twinrova_IceAttack:
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Twinrova_IceAttack:
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{
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{
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@@ -314,7 +313,6 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x07
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; 0x07
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Twinrova_Hurt:
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Twinrova_Hurt:
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{
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{
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@@ -334,7 +332,6 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x08
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; 0x08
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Twinrova_KoumeMode:
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Twinrova_KoumeMode:
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{
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{
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@@ -355,7 +352,6 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x09
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; 0x09
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Twinrova_KotakeMode:
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Twinrova_KotakeMode:
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{
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{
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@@ -376,7 +372,6 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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}
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}
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; -------------------------------------------------------
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; 0x0A
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; 0x0A
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Twinrova_Dead:
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Twinrova_Dead:
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{
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{
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@@ -387,9 +382,6 @@ Sprite_Twinrova_Main:
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}
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}
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; =========================================================
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; =========================================================
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; TODO: Create a new parent sprite for the Twinrova attacks
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; so that the velocity and movement aren't applied to the
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; parent sprite itself.
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; Reused function from TrinexxBreath.
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; Reused function from TrinexxBreath.
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TrinexxBreath_AltEntry:
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TrinexxBreath_AltEntry:
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@@ -422,32 +414,68 @@ Sprite_Twinrova_FireAttack:
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; $1DBDD6 - TrinexxFire_AddFireGarnish
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; $1DBDD6 - TrinexxFire_AddFireGarnish
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AddFireGarnish:
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AddFireGarnish:
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{
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{
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INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
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INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
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LDA.b #$2A : JSL Sound_SetSfx2PanLong
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LDA.b #$2A : JSL Sound_SetSfx2PanLong
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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.next_slot
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.next_slot
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LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
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LDA $7FF800, X : BEQ .free_slot
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DEX : BPL .next_slot
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DEX : BPL .next_slot
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DEC $0FF8 : BPL .use_search_index
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DEC $0FF8 : BPL .use_search_index
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LDA $00 : STA $0FF8
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LDA $00 : STA $0FF8
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.use_search_index
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.use_search_index
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LDX $0FF8
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LDX $0FF8
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|
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.free_slot
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.free_slot
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; Set garnish ID, set garnish handled flag, set garnish parent sprite
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LDA.b #$10 : STA $7FF800, X : STA $0FB4
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||||||
LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
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TYA : STA $7FF92C, X
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LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
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|
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LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
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LDA.w SprX, Y : STA $7FF83C, X
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
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LDA.w SprXH, Y : STA $7FF878, X
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
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||||||
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
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||||||
|
|
||||||
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LDA.b #$7F : STA $7FF90E, X
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||||||
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STX $00
|
||||||
PLX
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PLX
|
||||||
|
|
||||||
.return
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.return
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RTS
|
RTS
|
||||||
}
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}
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||||||
|
|
||||||
; =========================================================
|
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
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||||||
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AddIceGarnishV2:
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||||||
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{
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||||||
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INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
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||||||
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LDA.b #$14 : JSL Sound_SetSfx3PanLong
|
||||||
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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||||||
|
|
||||||
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.next_slot
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||||||
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LDA $7FF800, X : BEQ .free_slot
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||||||
|
DEX : BPL .next_slot
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|
DEC $0FF8 : BPL .use_search_index
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||||||
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LDA.b #$00 : STA $0FF8
|
||||||
|
|
||||||
|
.use_search_index
|
||||||
|
LDX $0FF8
|
||||||
|
|
||||||
|
.free_slot
|
||||||
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LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||||
|
TYA : STA $7FF92C, X
|
||||||
|
|
||||||
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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:
|
||||||
{
|
{
|
||||||
@@ -458,35 +486,8 @@ 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.
|
||||||
|
|
||||||
@@ -504,17 +505,19 @@ 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, $2E, $2C, $2C
|
db $2E
|
||||||
|
db $2E
|
||||||
|
db $2C
|
||||||
|
db $2C
|
||||||
.properties
|
.properties
|
||||||
db $35, $35, $35, $35
|
db $35
|
||||||
|
db $35
|
||||||
|
db $35
|
||||||
|
db $35
|
||||||
}
|
}
|
||||||
|
|
||||||
org $09B34F
|
org $09B34F
|
||||||
@@ -536,6 +539,10 @@ Garnish_TrinexxIce:
|
|||||||
}
|
}
|
||||||
warnpc $09B3B8
|
warnpc $09B3B8
|
||||||
|
|
||||||
|
; Ice Garnish
|
||||||
|
org $0DB266+$CD
|
||||||
|
db $04
|
||||||
|
|
||||||
pullpc
|
pullpc
|
||||||
|
|
||||||
; =========================================================
|
; =========================================================
|
||||||
@@ -603,6 +610,8 @@ 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
|
||||||
@@ -679,19 +688,25 @@ 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:
|
||||||
@@ -796,16 +811,13 @@ Follower_CheckBlindTrigger:
|
|||||||
}
|
}
|
||||||
|
|
||||||
; =========================================================
|
; =========================================================
|
||||||
; Called during Blind Maiden section of Follower_BasicMover
|
; Called during the BlindMaiden section of Follower_BasicMover
|
||||||
; to spawn Twinrova from the Blind Maiden.
|
; to spawn Twinrova in the room.
|
||||||
|
|
||||||
; 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
|
||||||
@@ -885,13 +897,11 @@ 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 SprDelay,X
|
#_1DA0B1: LDA.w $0E80,X
|
||||||
#_1DA0B4: AND.b #$00
|
#_1DA0B4: AND.b #$00
|
||||||
#_1DA0B6: BNE .exit
|
#_1DA0B6: BNE .exit
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user