Files
oracle-of-secrets/Sprites/Bosses/kydreeok_head.asm
2025-01-11 21:10:30 -05:00

771 lines
20 KiB
NASM

; =========================================================
; Kydreeok Head sprite
; Child sprite of the Kydreeok boss
; =========================================================
!SPRID = Sprite_KydreeokHead
!NbrTiles = 07 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = $C8 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long)
Sprite_KydreeokHead_Long:
{
PHB : PHK : PLB
LDA.w SprAction, X : CMP #$05 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw
.no_head
JSL Sprite_CheckActive : BCC .not_active
JSR Sprite_KydreeokHead_Main
.not_active
PLB
RTL
}
Sprite_KydreeokHead_Prep:
{
PHB : PHK : PLB
LDA.b #$FF : STA.w SprHealth, X
LDA.b #$09 : STA.w SprBump, X ; bump damage type
STZ.w SprMiscE, X
PLB
RTL
}
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_RightAnim ; 0x01
dw KydreeokHead_LeftAnim ; 0x02
dw KydreeokHead_FarRight ; 0x03
dw KydreeokHead_FarLeft ; 0x04
dw KydreeokHead_SummonFire ; 0x05
; -------------------------------------------------------
; 0x00
KydreeokHead_ForwardAnim:
{
%StartOnFrame(0)
%PlayAnimation(0,2,10)
PHX
JSL Sprite_CheckDamageFromPlayer
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA.b #$20 : STA.w SprTimerA, X
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
JSR GetDistance8bit : CMP #$0B : BCC .not_far
%GotoAction(3)
RTS
.not_far
%GotoAction(1)
RTS
.not_right
JSR GetDistance8bit : CMP #$0B : BCC .not_far2
%GotoAction(4)
RTS
.not_far2
%GotoAction(2)
RTS
}
; -------------------------------------------------------
; 0x01
KydreeokHead_RightAnim:
{
%StartOnFrame(3)
%PlayAnimation(3,5,10)
PHX
JSL Sprite_CheckDamageFromPlayer
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
RTS
.not_right
%GotoAction(0)
RTS
}
; -------------------------------------------------------
; 0x02
KydreeokHead_LeftAnim:
{
%StartOnFrame(6)
%PlayAnimation(6,8,10)
PHX
JSL Sprite_CheckDamageFromPlayer
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA.w SprTimerA, X : BNE .not_yet
%GotoAction(0)
.not_yet
RTS
}
; -------------------------------------------------------
; 0x03
KydreeokHead_FarRight:
{
%PlayAnimation(9,11,10)
%MoveTowardPlayer(15)
PHX
JSL Sprite_CheckDamageFromPlayer
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA.w SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
RTS
}
; -------------------------------------------------------
; 0x04
KydreeokHead_FarLeft:
{
%PlayAnimation(12,14,10)
%MoveTowardPlayer(15)
PHX
JSL Sprite_CheckDamageFromPlayer
JSL Sprite_CheckDamageToPlayer
PLX
JSR KydreeokHead_RotationMove
JSR RandomlyAttack
LDA.w SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
RTS
}
KydreeokHead_SummonFire:
{
%MoveTowardPlayer(10)
JSL Sprite_CheckDamageToPlayer
JSL Sprite_Twinrova_FireAttack
LDA.w SprTimerA, X : BNE .not_done
LDA #$00 : STA.w SprState, X
.not_done
RTS
}
}
KydreeokHead_RotationMove:
{
JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00
JSL GetRandomInt : AND #$0F : TAY
LDA.w SpeedTable, Y : STA.w SprYSpeed, X : STA $01
JSR KydreeokHead_NeckControl
JSR MoveWithBody
JSR RotateHeadUsingSpeedValues
RTS
}
CoordinateBasedRotation:
{
LDA.w Neck_Index : TAY
; JSL GetRandomInt : AND #$04 : TAY
LDA.w X_Coords, Y : STA.w Neck1_OffsetX
LDA.w X_Coords, Y : STA.w Neck2_OffsetX
LDA.w X_Coords, Y : STA.w Neck3_OffsetX
LDA.w Y_Coords, Y : STA.w Neck1_OffsetY
LDA.w Y_Coords, Y : STA.w Neck2_OffsetY
LDA.w Y_Coords, Y : STA.w Neck3_OffsetY
JSL GetRandomInt : AND #$3F : BNE .dont_increment
INC.w Neck_Index
.dont_increment
CPY #15 : BNE .not_full
LDA #0 : STA.w 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
; 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
}
RotateHeadUsingSpeedValues:
{
LDY.w Neck_Index
LDA.w SprXSpeed, X : CLC : ADC.w XSpeedSin, Y : ASL : STA.w SprXSpeed, X
LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
INY : CPY #$3F : BNE .not_full
LDY.b #$00
.not_full
STY.w Neck_Index
JSL Sprite_MoveLong
RTS
#XSpeedSin:
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
}
RandomlyAttack:
{
JSL Sprite_DamageFlash_Long
JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack
LDA #$CF
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
JSL Fireball_SpawnTrailGarnish
LDA.b #$05 : STA.w SprAction, Y
LDA #$20 : STA.w SprTimerA, Y
.no_attack
RTS
}
; =========================================================
MoveWithBody:
{
LDA.w Kydreeok_Id : TAY
CPX.w Offspring2_Id : BEQ .neck2_move
LDA.w SprX, Y : SEC : SBC #$0F
STA.w SprMiscA, X
STA.w LeftNeck1_X : DEC
STA.w LeftNeck2_X : DEC
STA.w LeftNeck3_X
; STA.w SprX, X
LDA.w SprY, Y : SEC : SBC #$0F
STA.w SprMiscB, X
STA.w LeftNeck1_Y
; STA.w LeftNeck2_Y
; STA.w LeftNeck3_Y
; STA.w SprY, X
RTS
.neck2_move
LDA.w SprX, Y : CLC : ADC #$0C
STA.w SprMiscA, X
STA.w $19F0 : INC
STA.w $19F2 : INC
STA.w $19F4
; STA.w SprX, X
LDA.w SprY, Y : SEC : SBC #$0F
; STA.w SprY, X
STA.w SprMiscB, X
STA.w $19F1
; STA.w $19F3
; STA.w $19F5
.return
RTS
}
; =========================================================
; Based on Zarby Gleeok code
Neck1_Control:
{
LDA.w LeftNeck3_X : STA.w SprX, X
LDA.w LeftNeck3_Y : STA.w SprY, X
LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09
LDA.w LeftNeck1_X : STA $02 ; x
LDA.w LeftNeck1_Y : STA $03 ; y
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
; load body position into sprite position
LDA.w LeftNeck1_X : STA.w SprX, X
LDA.w LeftNeck1_Y : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w LeftNeck1_X
LDA.w SprY, X : STA.w LeftNeck1_Y
.TooCloseToHead
; Do body part 2
LDA.w LeftNeck2_X : STA $02 ; x
LDA.w LeftNeck2_Y : STA $03 ; y
LDA.w LeftNeck1_X : STA $04
LDA.w LeftNeck1_Y : STA $05
; is body1 too close to the head?
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1
LDA.w LeftNeck1_X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w LeftNeck1_Y : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w LeftNeck2_X : STA.w SprX, X
LDA.w LeftNeck2_Y : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w LeftNeck2_X
LDA.w SprY, X : STA.w LeftNeck2_Y
.TooCloseToBodyPart1
; Do body part 2
LDA.w LeftNeck3_X : STA $02 ; x
LDA.w LeftNeck3_Y : STA $03 ; y
LDA.w LeftNeck2_X : STA $04
LDA.w LeftNeck2_Y : STA $05
; is body1 too close to the head?
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2
LDA.w LeftNeck2_X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w LeftNeck2_Y : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
; load body position into sprite position
LDA.w LeftNeck3_X : STA.w SprX, X
LDA.w LeftNeck3_Y : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w LeftNeck3_X
LDA.w SprY, X : STA.w LeftNeck3_Y
.TooCloseToBodyPart2
LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X
RTS
}
Neck2_Control:
{
LDA $19F4 : STA.w SprX, X
LDA $19F5 : STA.w SprY, X
LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09
LDA.w $19F0 : STA $02 ; x
LDA.w $19F1 : STA $03 ; y
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
; load body position into sprite position
LDA.w $19F0 : STA.w SprX, X
LDA.w $19F1 : STA.w SprY, X
LDA #$08
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F0
LDA.w SprY, X : STA.w $19F1
.TooCloseToHead2
LDA.w $19F2 : STA $02 ; x
LDA.w $19F3 : STA $03 ; y
LDA.w $19F0 : STA $04
LDA.w $19F1 : STA $05
; is body1 too close to the head?
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12
LDA.w $19F0 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F1 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19F2 : STA.w SprX, X
LDA.w $19F3 : STA.w SprY, X
LDA #$04
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F2
LDA.w SprY, X : STA.w $19F3
.TooCloseToBodyPart12
; Do body part 2
LDA.w $19F4 : STA $02 ; x
LDA.w $19F5 : STA $03 ; y
LDA.w $19F2 : STA $04
LDA.w $19F3 : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
LDA.w $19F2 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F3 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19F4 : STA.w SprX, X
LDA.w $19F5 : STA.w SprY, X
LDA #$03
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F4
LDA.w SprY, X : STA.w $19F5
.TooCloseToBodyPart22
LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X
RTS
}
KydreeokHead_NeckControl:
{
LDA.w SprSubtype, X : BEQ .DoNeck1
JSR Neck2_Control
RTS
.DoNeck1
JSR Neck1_Control
RTS
}
; =========================================================
Sprite_KydreeokHead_DrawNeck:
{
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
LDA.w LeftNeck3_X : STA.w SprCachedX
LDA.w LeftNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w LeftNeck2_X : STA.w SprCachedX
LDA.w LeftNeck2_Y : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
LDA.w LeftNeck1_X : STA.w SprCachedX
LDA.w LeftNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
BRA .skipNeck
.neck2
LDA.w RightNeck3_X : STA.w SprCachedX
LDA.w RightNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w RightNeck2_X : STA.w SprCachedX
LDA.w RightNeck2_Y : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
LDA.w RightNeck1_X : STA.w SprCachedX
LDA.w RightNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
JSR DrawNeckPart
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
JSR DrawNeckPart
.skipNeck
LDA.b $08 : STA.w SprCachedX
LDA.b $09 : STA.w SprCachedY
.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 #$20
BCC .on_screen_y2
; Put the sprite out of the way
LDA.b #$F0 : STA ($90), Y : STA $0E
.on_screen_y2
INY
LDA #$2E : STA ($90), Y ; Set the Char
INY
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
PHY
TYA : LSR #2 : TAY
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY
INY
RTS
}
; =========================================================
Sprite_KydreeokHead_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08
PHX
; amount of tiles - 1
LDX .nbr_of_tiles, Y : LDY.b #$00
.next_tile
PHX ; Save current Tile Index?
; Add Animation Index Offset
TXA : CLC : ADC $06
; Keep the value with animation index offset?
PHA : 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 : ORA $08 : 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
PLX
JMP Sprite_KydreeokHead_DrawNeck
.start_index
db $00, $02, $04, $06, $0A, $0E, $12, $16, $1A, $1E, $22, $26, $2A, $2E, $32, $36
.nbr_of_tiles
db 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 8, -8, -8, 8
dw 8, -8, -8, 8
dw 8, -8, -8, 8
dw -8, 8, -8, 8
dw 8, -8, -8, 8
dw -8, 8, 8, -8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw 8, -8, 8, -8
dw 8, -8, 8, -8
dw 8, -8, 8, -8
.y_offsets
dw -8, 8
dw -8, 8
dw -8, 8
dw 4, 4, -12, -12
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
.chr
db $40, $60
db $42, $62
db $44, $64
db $68, $66, $46, $48
db $0A, $08, $28, $2A
db $4C, $4A, $6A, $6C
db $48, $46, $68, $66
db $08, $0A, $2A, $28
db $4C, $4A, $6A, $6C
db $80, $82, $A0, $A2
db $84, $86, $A4, $A6
db $88, $8A, $A8, $AA
db $80, $82, $A0, $A2
db $84, $86, $A4, $A6
db $88, $8A, $A8, $AA
.properties
db $39, $39
db $39, $39
db $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $79, $79, $79, $79
db $79, $79, $79, $79
db $79, $79, $79, $79
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $79, $79, $79, $79
db $79, $79, $79, $79
db $79, $79, $79, $79
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
}
GetDistance8bit:
{
LDA $04 ; Sprite X
SEC : SBC $02 ; - Player X
BPL +
EOR.b #$FF : INC
+
STA $00 ; Distance X (ABS)
LDA $05 ; Sprite Y
SEC : SBC $03 ; - Player Y
BPL +
EOR.b #$FF : INC
+
; Add it back to X Distance
CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
RTS
}