Files
oracle-of-secrets/Sprites/Bosses/kydreeok.asm
2024-06-07 00:55:09 -04:00

709 lines
19 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $7A ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; 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 = 00 ; 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 = $07 ; 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 = 01 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_Kydreeok_Prep, Sprite_Kydreeok_Long);
; =========================================================
Sprite_Kydreeok_Long:
{
PHB : PHK : PLB
JSR Sprite_Kydreeok_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Kydreeok_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
; TODO: Handle boss death based on left and right head health
Sprite_Kydreeok_Prep:
{
PHB : PHK : PLB
LDA #$40 : STA.w SprTimerA, X
LDA.b #$08 : STA $36 ; Stores initial movement speeds
LDA.b #$06 : STA $0428 ; Allows BG1 to move
; Cache the origin position of the sprite.
LDA SprX, X : STA.w SprMiscA, X
LDA SprY, X : STA.w SprMiscB, X
JSR SpawnLeftHead
JSR SpawnCenterHead
JSR SpawnRightHead
STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
STZ.w Neck3_OffsetX : STZ.w Neck3_OffsetY
JSR ApplyPalette
; Final Boss theme 1F
LDA #$1F : STA $012C
PLB
RTL
}
; =========================================================
Sprite_Kydreeok_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Kydreeok_Start ; 00
dw Kydreeok_StageControl ; 01
dw Kydreeok_MoveXandY ; 02
dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04
; -------------------------------------------------------
; 0x00
Kydreeok_Start:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
JSR ApplyPalette
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .continue
TXA : STA Kydreeok_Id
LDA #$40 : STA.w SprTimerA, X
%GotoAction(1)
.continue
RTS
}
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX
STZ.w SprYSpeed : STZ.w SprXSpeed ;set velocitys to 0
JSR MoveBody
JSL Sprite_BounceFromTileCollision ;
JSR StopIfOutOfBounds
LDA SprTimerA, X : BNE .continue
%GotoAction(2)
.continue
PLX
RTS
}
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX ;saves X so we can use it later
LDA $36
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
%GotoAction(4)
RTS
}
; -------------------------------------------------------
; 0x03
Kydreeok_MoveXorY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX
LDA $36 : STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
JSR StopIfOutOfBounds
JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
%GotoAction(4)
RTS
}
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
PHX
REP #$20
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $20 : SBC SprCachedY : CMP.w #$FFFB : BCC .notEqualY
SEP #$20
%GotoAction(2) ; Kydreeok_MoveXandY
BRA .notEqualX
.notEqualY
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $22 : SBC SprCachedX : CMP.w #$FFFB : BCC .notEqualX
SEP #$20
%GotoAction(2) ; Kydreeok_MoveXandY
.notEqualX
SEP #$20
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
;if both velocities are 0 go back to the Stalk_Player_XORY to re-set the course
LDA.w SprYSpeed : BNE .notZero
LDA.w SprXSpeed : BNE .notZero
%GotoAction(3) ; Kydreeok_MoveXorY
.notZero
JSR MoveBody
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
RTS
}
}
; =========================================================
SpawnLeftHead:
{
LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring1_Id
;store the sub-type
LDA.b #$00 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA SprCachedX : SEC : SBC.w #$000F
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
LDA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
LDA.w SprY, Y : STA.w $19EB : STA.w $19ED : STA.w $19EF : STA.w SprY, Y
STA.w SprMiscB, Y
TYX
STZ.w SprYRound, X
STZ.w SprXRound, X
PLX
.return
RTS
}
; =========================================================
SpawnCenterHead:
{
LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring3_Id
;store the sub-type
LDA.b #$02 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA SprCachedX : CLC : ADC.w #$0006
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
LDA.w SprX, Y : STA.w SprX, Y
STA.w SprMiscA, Y : STA.w $1A78 : STA.w $1A7A : STA.w $1A7C
LDA.w SprY, Y : STA.w $1A79 : STA.w $1A7B : STA.w $1A7D : STA.w SprY, Y
STA.w SprMiscB, Y
TYX
STZ.w SprYRound, X
STZ.w SprXRound, X
PLX
.return
RTS
}
; =========================================================
SpawnRightHead:
{
LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring2_Id
;store the sub-type
LDA.b #$01 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA SprCachedX : CLC : ADC.w #$000C
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
LDA.w SprX, Y : STA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
LDA.w SprY, Y : STA.w $19F1 : STA.w $19F3 : STA.w $19F5 : STA.w SprY, Y
STA.w SprMiscB, Y
TYX
STZ.w SprYRound, X
STZ.w SprXRound, X
PLX
.return
RTS
}
; =========================================================
; Originally from Trinexx_MoveBody $1DB2E5
MoveBody:
{
; Handle the shell bg movement
; Trinexx_MoveBody
LDA.w SprX, X : PHA
LDA.w SprY, X : PHA
JSL Sprite_Move
PLA
LDY.b #$00 : SEC : SBC.w SprY, X : STA.w $0310
BPL .pos_y_low
DEY
.pos_y_low
STY.w $0311
; -----------------------------------------------------
PLA
LDY.b #$00 : SEC : SBC.w SprX, X : STA.w $0312
BPL .pos_x_low
DEY
.pos_x_low
STY.w $0313
; -----------------------------------------------------
LDA.b #$01 : STA.w $0428
LDA.w SprY, X : SEC : SBC.b #$0C : STA.w $0DB0, X
LDA.w $0B08 : SEC : SBC.w SprX, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
LDA.w $0B09 : SEC : SBC.w SprY, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
.adjust_phase ; Unused?
STZ.w $0D80, X
LDA.b #$30 : STA.w $0DF0, X
.not_at_target
; LayerEffect_Trinexx $0AFEF0
REP #$20
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
LDA.w $0424 : CLC : ADC.w $0310 : STA.w $0424
STZ.w $0312 : STZ.w $0310
SEP #$20
RTS
}
; =========================================================
StopIfOutOfBounds:
{
; Set A to 00 if outside of certain bounds
REP #$20
LDA SprCachedX : CMP.w #$0A22 : BCS .notOutOfBoundsLeft
SEP #$20
LDA.w SprXSpeed : CMP.b #$7F : BCC .notOutOfBoundsLeft
LDA.b #-10 : STA.w SprXSpeed : STA SprXRound
LDA $19EA : SEC : SBC #$04 : STA $19EA
LDA $19EC : SEC : SBC #$04 : STA $19EC
LDA $19EE : SEC : SBC #$04 : STA $19EE
LDA $19F0 : SEC : SBC #$04 : STA $19F0
LDA $19F2 : SEC : SBC #$04 : STA $19F2
LDA $19F4 : SEC : SBC #$04 : STA $19F4
.notOutOfBoundsLeft
SEP #$20
REP #$20
LDA SprCachedX : CMP.w #$1B00 : BCC .notOutOfBoundsRight
SEP #$20
LDA.w SprXSpeed : CMP.b #$80 : BCS .notOutOfBoundsRight
LDA.b #$00 : STA.w SprXSpeed : STA SprXRound
LDA $19EA : CLC : ADC #$04 : STA $19EA
LDA $19EC : CLC : ADC #$04 : STA $19EC
LDA $19EE : CLC : ADC #$04 : STA $19EE
LDA $19F0 : CLC : ADC #$04 : STA $19F0
LDA $19F2 : CLC : ADC #$04 : STA $19F2
LDA $19F4 : CLC : ADC #$04 : STA $19F4
.notOutOfBoundsRight
SEP #$20
; Upper bound
REP #$20
LDA SprCachedY : CMP.w #$0150 : BCS .notOutOfBoundsUp
SEP #$20
LDA.w SprYSpeed : CMP.b #$7F : BCC .notOutOfBoundsUp
LDA.b #$00 : STA.w SprYSpeed : STA SprYRound
LDA $19EA : SEC : SBC #$04 : STA $19EA
LDA $19EC : SEC : SBC #$04 : STA $19EC
LDA $19EE : SEC : SBC #$04 : STA $19EE
.notOutOfBoundsUp
SEP #$20
REP #$20
LDA SprCachedY : CMP.w #$01A0 : BCC .notOutOfBoundsDown
SEP #$20
LDA.w SprYSpeed : CMP.b #$80 : BCS .notOutOfBoundsDown
LDA.b #-10 : STA.w SprYSpeed : STA SprYRound ; Reverse the direction
; Modify the neck position
; Makes them move away from each other a bit
LDA $19EA : SEC : SBC #$04 : STA $19EA
LDA $19EC : SEC : SBC #$04 : STA $19EC
LDA $19EE : SEC : SBC #$04 : STA $19EE
LDA $19F0 : CLC : ADC #$04 : STA $19F0
LDA $19F2 : CLC : ADC #$04 : STA $19F2
LDA $19F4 : CLC : ADC #$04 : STA $19F4
.notOutOfBoundsDown
SEP #$20
RTS
}
; =========================================================
Sprite_ApplySpeedTowardsPlayerXOrY:
{
JSL Sprite_IsBelowPlayer : BEQ .playerBelow
;playerAbove
REP #$20
LDA SprCachedY : SEC : SBC $20 : CLC : ADC.w #$0006 : STA $01 ;delta Y
;added an extra 6 pixels because aparently if link.y is 6 above sprite.y it is concidered below ¯\_(ツ)_/¯
SEP #$20
JSL Sprite_IsToRightOfPlayer : BEQ .playerToTheRight1
;playerToTheLeft
REP #$20
LDA SprCachedX : SEC : SBC $22 ;delta X
CMP $01 : BCS .XGreaterThanY1
;YGreaterThanX
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTS
.XGreaterThanY1
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTS
.playerToTheRight1
REP #$20
LDA $22 : SEC : SBC SprCachedX ;delta X
CMP $01 : BCS .XGreaterThanY2
;YGreaterThanX
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTS
.XGreaterThanY2
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTS
.playerBelow
REP #$20
LDA $20 : SEC : SBC SprCachedY : CLC : ADC.w #$0006 : STA $01 ;delta Y
;added an extra 6 pixels because aparently if link.y is 6 above sprite.y it is concidered below ¯\_(ツ)_/¯
SEP #$20
JSL Sprite_IsToRightOfPlayer : BEQ .playerToTheRight2
;playerToTheLeft
REP #$20
LDA SprCachedX : SEC : SBC $22 ;delta X
CMP $01 : BCS .XGreaterThanY3
;YGreaterThanX
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTS
.XGreaterThanY3
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTS
.playerToTheRight2
REP #$20
LDA $22 : SEC : SBC SprCachedX ;delta X
CMP $01 : BCS .XGreaterThanY4
;YGreaterThanX
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTS
.XGreaterThanY4
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTS
}
; =========================================================
ApplyPalette:
{
REP #$20 ;Set A in 16bit mode
;note, this uses adresses like 7EC300 and not 7EC500 because the game
;will fade the colors into 7EC500 based on the colors found in 7EC300
LDA #$7FFF : STA $7EC5E2 ;BG2
LDA #$318C : STA $7EC5E4
LDA #$4E73 : STA $7EC5E6
LDA #$0C79 : STA $7EC5E8
LDA #$14A5 : STA $7EC5EA
LDA #$7E56 : STA $7EC5EC
LDA #$65CA : STA $7EC5EE
; LDA #$14A5 : STA $7EC5F0
; LDA #$7E56 : STA $7EC5F2
; LDA #$65CA : STA $7EC5F4
INC $15
SEP #$20 ;Set A in 8bit mode
RTS
}
; =========================================================
Sprite_Kydreeok_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.next_tile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
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 .next_tile
PLX
RTS
.start_index
db $00, $0A, $14
.nbr_of_tiles
db 9, 9, 9
.x_offsets
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
.y_offsets
dw 8, -8, 8, -36, -36, 8, -8, 8, -36, -36
dw 8, -5, 11, -38, -38, 8, -8, 8, -39, -38
dw 8, -8, 8, -36, -36, 8, -5, 11, -36, -36
.chr
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
.properties
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
.sizes
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
}
ApplyKydreeokGraphics:
{
PHX
REP #$20 ; A = 16, XY = 8
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
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
; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #KydreeokGraphics : STA $4302 ; Source address where you want gfx from ROM
LDX.b #KydreeokGraphics>>16 : STX $4304
LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
LDX #$01 : STX $420B ; Do the DMA
LDX #$0F : STX $2100 ; Turn the screen back on
SEP #$30
PLX
RTS
KydreeokGraphics:
incbin kydreeok.bin
}