; ========================================================= ; Eon Abyss Business Scrub ; Frame Data ; 0 - Looking left ; 1 - Looking right ; 2 - Idle forward ; 3-6 Pea Shooting Mouth ; 7-10 - Getting Stunned ; 11-12 - Dazed Sprite_EonScrub_Main: { LDA.w SprAction, X JSL JumpTableLocal dw EonScrub_Stalking dw EonScrub_Attack dw EonScrub_PostAttack dw EonScrub_Recoil dw EonScrub_Dazed dw EonScrub_Subdued dw EonScrub_PeaShot dw EonScrub_Defeated EonScrub_Stalking: { %PlayAnimation(0,1,16) JSL Sprite_PlayerCantPassThrough JSL Sprite_IsBelowPlayer : TYA CMP #$00 : BNE .is_below_player ; Check if the player is too close LDA $22 : STA $02 LDA $20 : STA $03 LDA.w SprX, X : STA $04 LDA.w SprY, X : STA $05 JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close ; The player is below the scrub, so it should pop up LDA #$20 : STA.w SprTimerA, X %GotoAction(1) .too_close .is_below_player RTS } EonScrub_Attack: { %PlayAnimation(2,6,16) JSL Sprite_PlayerCantPassThrough JSR CheckForPeaShotRedirect LDA.w SprTimerA, X : BNE .not_done JSR EonScrub_SpawnPeaShot LDA #$F0 : STA.w SprTimerA, X INC.w SprAction, X .not_done LDA.w POSX : STA $02 LDA.w POSY : STA $03 LDA.w SprX, X : STA $04 LDA.w SprY, X : STA $05 JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close %GotoAction(0) .not_too_close RTS } EonScrub_PostAttack: { %PlayAnimation(2,2,16) JSL Sprite_PlayerCantPassThrough JSR CheckForPeaShotRedirect LDA.w SprTimerA, X : BNE + %GotoAction(0) + RTS } EonScrub_Recoil: { %PlayAnimation(7,10,16) JSL Sprite_PlayerCantPassThrough ; Play the spinning animation for a bit before proceeding LDA.w SprTimerA, X : BNE .not_done LDA #$40 : STA.w SprTimerA, X INC.w SprAction, X .not_done RTS } EonScrub_Dazed: { %PlayAnimation(11,12,16) JSL Sprite_PlayerCantPassThrough LDA.w SprTimerA, X : BNE .not_done %SetHarmless(1) INC.w SprAction, X .not_done RTS } EonScrub_Subdued: { %PlayAnimation(2,2,16) JSL Sprite_PlayerCantPassThrough LDA.w SprMiscD, X : BNE .no_talk %ShowSolicitedMessage($12D) : BCC .no_talk JSR DekuScrub_GiveRandomPrize LDA.b #$01 : STA.w SprMiscD, X %GotoAction(7) .no_talk RTS } EonScrub_PeaShot: { %StartOnFrame(13) %PlayAnimation(13,13,3) %DoDamageToPlayerSameLayerOnContact() JSL Sprite_MoveVert JSL Sprite_CheckTileCollision LDA.w SprCollision, X : BEQ .no_collision STZ.w SprState, X .no_collision JSL Sprite_CheckDamageFromPlayer : BCC .no_damage ; Apply force in the opposite direction LDA #-16 : STA.w SprYSpeed, X .no_damage RTS } EonScrub_Defeated: { %PlayAnimation(0,1,16) JSL Sprite_CheckIfLifted JSL ThrownSprite_TileAndSpriteInteraction_long RTS } } EonScrub_SpawnPeaShot: { LDA.b #Sprite_BusinessScrub JSL Sprite_SpawnDynamically : BMI .return ;89 JSR SpawnPeaShot_AltEntry .return LDA.w Offspring1_Id, X : TAY RTS } ; ========================================================= Sprite_EonScrub_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA.w SprFrame, 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 ; Save current Tile Index? TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? ASL A : TAX 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 #$20 BCC .on_screen_y LDA.b #$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 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 RTS ; ========================================================= .start_index db $00, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18, $1A .nbr_of_tiles db 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 .x_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0 .y_offsets dw 0, -8 dw 0, -8 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -12 dw 0, -8 dw 0, -4 dw 0, -16 dw 0, -16 dw 0 .chr db $20, $0A db $20, $0A db $24, $0A db $22, $0A db $00, $0A db $02, $0A db $04, $0A db $08, $0A db $06, $0A db $28, $0A db $26, $0A db $2C, $0C db $2C, $0C db $2A .properties db $33, $33 db $73, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $73, $73 db $33 .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02 }