915 lines
21 KiB
NASM
915 lines
21 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $88 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 01 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Manhandla_Prep, Sprite_Manhandla_Long)
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; =========================================================
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Sprite_Manhandla_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Manhandla_CheckForNextPhaseOrDeath
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LDA.w SprMiscD, X : CMP.b #$02 : BCC .phase1
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JSR Sprite_BigChuchu_Draw
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JMP .continue
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.phase1
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JSR Sprite_Manhandla_Draw
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.continue
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Manhandla_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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Sprite_Manhandla_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$04 : STA $36 ; Stores initial movement speeds
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LDA.b #$06 : STA $0428 ; Allows BG1 to move
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$80 : STA.w SprHealth, X
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LDA.w SprSubtype, X : STA.w SprAction, X
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PLB
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RTL
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}
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; If both the heads are dead, it's okay for this sprite to "die"
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; Then we transition to the chuchu phase.
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Sprite_Manhandla_CheckForNextPhaseOrDeath:
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{
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; All three heads need to be dead before we become big chuchu
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LDA Offspring1_Id : TAY
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LDA.w SprState, Y : BEQ .offspring1_dead
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JMP .not_dead
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.offspring1_dead
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LDA.b #$05 : STA.w $36
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LDA Offspring2_Id : TAY
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LDA.w SprState, Y : BEQ .offspring2_dead
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JMP .not_dead
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.offspring2_dead
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LDA.b #$06 : STA.w $36
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LDA Offspring3_Id : TAY
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LDA.w SprState, Y : BEQ .offspring3_dead
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JMP .not_dead
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.offspring3_dead
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LDA.b #$07 : STA.w $36
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LDA.w SprMiscD, X : BNE .phase2
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$40 : STA.w SprHealth, X ; Refill the health
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LDA.b #$08 : STA.w SprNbrOAM, X ; Give more OAM
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LDA.b #$07 : STA.w SprAction, X ; Chuchu Emerge
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.not_dead
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RTS
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.phase2
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LDA.w SprMiscD, X : CMP.b #$03 : BEQ +
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LDA.w SprHealth, X : CMP.b #$04 : BCS .phase2_not_dead
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LDA.b #$50 : STA.w SprTimerA, X
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LDA.b #$09 : STA.w SprAction, X
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LDA.b #$13 : STA $012C
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LDA.b #$04 : STA.w SprMiscD, X
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.phase2_not_dead
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+
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RTS
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}
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; =========================================================
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macro SetLeftHeadPos()
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REP #$20
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LDA SprCachedX : SEC : SBC.w #$0016
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA SprCachedY : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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endmacro
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macro SetRightHeadPos()
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REP #$20
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LDA SprCachedX : CLC : ADC.w #$0016
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA SprCachedY : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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endmacro
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macro SetCenterHeadPos()
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REP #$20
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LDA SprCachedX
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA SprCachedY
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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endmacro
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Sprite_Manhandla_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Manhandla_Intro
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dw Manhandla_FrontHead ; 0x01
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dw Manhandla_LeftHead ; 0x02
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dw Manhandla_RightHead ; 0x03
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dw BigChuchu_Main ; 0x04
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dw Flower_Flicker ; 0x05
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dw Manhandla_Body ; 0x06
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dw BigChuchu_Emerge ; 0x07
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dw BigChuchu_Flower ; 0x08
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dw BigChuchu_Dead ; 0x09
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dw ChuchuBlast ; 0x0A
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Manhandla_Intro:
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{
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LDA.w SprSubtype, X : BNE .not_main
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LDA.w SprX, X : SEC : SBC.b #$04 : STA.w SprX, X
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JSR ApplyManhandlaGraphics
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JSR ApplyManhandlaPalette
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JSR SpawnLeftManhandlaHead
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JSR SpawnRightManhandlaHead
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JSR SpawnCenterMandhandlaHead
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LDA.b #$06 : STA.w SprFrame, X
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%GotoAction(6) ; Manhandla_Body
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RTS
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.not_main
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LDA.w SprSubtype, X : STA.w SprAction, X
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RTS
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}
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Manhandla_FrontHead:
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{
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%PlayAnimation(0,1,16)
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JSL Sprite_Move
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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RTS
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}
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Manhandla_LeftHead:
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{
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%StartOnFrame(2)
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%PlayAnimation(2,3,16)
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JSL Sprite_Move
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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RTS
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}
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Manhandla_RightHead:
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{
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%StartOnFrame(4)
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%PlayAnimation(4,5,16)
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PHX
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JSL Sprite_Move
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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RTS
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}
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BigChuchu_Main:
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{
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%PlayAnimation(0,2,16)
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LDA.w SprTimerC, X : BEQ +
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RTS
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+
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JSL GetRandomInt : AND.b #$3F : BNE ++
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JSR Chuchu_SpawnBlast
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; JSR Mothula_SpawnBeams
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++
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PHX
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JSR Sprite_Manhandla_Move
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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LDY.w Offspring3_Id
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LDA.w SprType, Y : CMP.b #$88 : BNE .not_head3
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LDA.w SprState, Y : BEQ .offspring3_dead
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%SetCenterHeadPos()
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.offspring3_dead
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.not_head3
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RTS
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}
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Flower_Flicker:
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{
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%PlayAnimation(11, 12, 10)
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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; Flicker the body every other frame using the timer
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LDA SprTimerA, X : AND.b #$01 : BEQ .flicker
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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.flicker
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LDA SprTimerA, X : BNE .continue
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STZ.w $0422
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STZ.w $0424
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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%GotoAction($04)
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LDA.b #$10 : STA.w SprTimerC, X
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LDA.b #$8D : STA.w SprHitbox, X
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LDA #$88
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA Offspring3_Id
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PHX
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%SetCenterHeadPos()
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LDA.b #$08 : STA.w SprSubtype, Y
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STA.w SprAction, Y
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LDA.b #$20 : STA.w SprHealth, Y
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LDA.b #$07 : STA.w SprNbrOAM, Y
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LDA.w SprY, Y : CLC : ADC.b #$20 : STA.w SprY, Y
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LDA.b #$10 : STA.w SprTimerC, Y
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TYX
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STZ.w SprYRound, X
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STZ.w SprXRound, X
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PLX
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.return
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.continue
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RTS
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}
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Manhandla_Body:
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{
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%PlayAnimation(6,8,16)
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PHX
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JSR Sprite_Manhandla_Move
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JSL Sprite_DamageFlash_Long
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JSL GetRandomInt : AND.b #$7F : BNE +
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JSL GetRandomInt : AND.b #$04 : BNE +
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JSR Mothula_SpawnBeams
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+
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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LDY.w Offspring1_Id
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LDA.w SprType, Y : CMP.b #$88 : BNE .not_head
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LDA.w SprState, Y : BEQ .offspring1_dead
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%SetLeftHeadPos()
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.offspring1_dead
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.not_head
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LDY.w Offspring2_Id
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LDA.w SprType, Y : CMP.b #$88 : BNE .not_head2
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LDA.w SprState, Y : BEQ .offspring2_dead
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%SetRightHeadPos()
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.offspring2_dead
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.not_head2
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LDY.w Offspring3_Id
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LDA.w SprType, Y : CMP.b #$88 : BNE .not_head3
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LDA.w SprState, Y : BEQ .offspring3_dead
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%SetCenterHeadPos()
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.offspring3_dead
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.not_head3
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PLX
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RTS
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}
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BigChuchu_Emerge:
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{
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%PlayAnimation(9, 12, 10)
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JSL Sprite_DamageFlash_Long
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LDA.w SprTimerA, X : BNE +
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LDA.b #$02 : STA.w SprMiscD, X ; Set phase flag
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LDA.b #$20 : STA.w SprTimerA, X
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%GotoAction($05)
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+
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RTS
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}
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BigChuchu_Flower:
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{
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%PlayAnimation(12, 12, 1)
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JSL Sprite_DamageFlash_Long
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LDA.w SprTimerC, X : BEQ +
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LDA.w SprY, X : DEC : STA.w SprY, X
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+
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RTS
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}
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BigChuchu_Dead:
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{
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#_068517: LDA.b #$FF
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#_068519: STA.w $0BC0, X
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LDA.b #$04 : STA.w SprState, X
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STZ.w SprHealth, X
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RTS
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}
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ChuchuBlast:
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{
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%PlayAnimation(3, 4, 4)
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JSL Sprite_Move
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%DoDamageToPlayerSameLayerOnContact()
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RTS
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}
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}
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Sprite_Manhandla_Move:
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{
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LDA.w SprMiscC, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw StageControl
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dw MoveXandY
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dw MoveXorY
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dw KeepWalking
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StageControl:
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{
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STZ.w SprYSpeed : STZ.w SprXSpeed ;set velocitys to 0
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JSL MoveBody
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JSR Manhandla_StopIfOutOfBounds
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LDA SprTimerA, X : BNE .continue
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INC.w SprMiscC, X
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.continue
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RTS
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}
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MoveXandY:
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{
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LDA $36
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JSL Sprite_ApplySpeedTowardsPlayer
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JSR Manhandla_StopIfOutOfBounds
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JSL MoveBody
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INC.w SprMiscC, X
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RTS
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}
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MoveXorY:
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{
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LDA $36 : STA $00
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JSL Sprite_ApplySpeedTowardsPlayerXOrY_Long
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JSR Manhandla_StopIfOutOfBounds
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JSL MoveBody
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INC.w SprMiscC, X
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RTS
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}
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KeepWalking:
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{
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PHX
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REP #$20
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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LDA $20 : SBC SprCachedY : CMP.w #$FFFB : BCC .notEqualY
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SEP #$20
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LDA.b #$02 : STA.w SprMiscC, X
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BRA .notEqualX
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.notEqualY
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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LDA $22 : SBC SprCachedX : CMP.w #$FFFB : BCC .notEqualX
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SEP #$20
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LDA.b #$02 : STA.w SprMiscC, X
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.notEqualX
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SEP #$20
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JSR Manhandla_StopIfOutOfBounds
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;if both velocities are 0 go back to the Stalk_Player_XORY to re-set the course
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LDA.w SprYSpeed : BNE .notZero
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LDA.w SprXSpeed : BNE .notZero
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LDA.b #$03 : STA.w SprMiscC, X
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.notZero
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JSL MoveBody
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PLX ;restores X
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RTS
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}
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}
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Manhandla_StopIfOutOfBounds:
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{
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; Set A to 00 if outside of certain bounds
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REP #$20
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LDA SprCachedX : CMP.w #$153A : BCS .not_out_of_bounds_Left
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SEP #$20
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LDA.w SprXSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Left
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LDA.b #-08 : STA.w SprXSpeed : STA SprXRound
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.not_out_of_bounds_Left
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SEP #$20
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REP #$20
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LDA SprCachedX : CMP.w #$15C8 : BCC .not_out_of_bounds_Right
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SEP #$20
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LDA.w SprXSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Right
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LDA.b #$08 : STA.w SprXSpeed : STA SprXRound
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.not_out_of_bounds_Right
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SEP #$20
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; Upper bound
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REP #$20
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LDA SprCachedY : CMP.w #$0B3A : BCS .not_out_of_bounds_Up
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SEP #$20
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LDA.w SprYSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Up
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LDA.b #$08 : STA.w SprYSpeed : STA SprYRound
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.not_out_of_bounds_Up
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SEP #$20
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REP #$20
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LDA SprCachedY : CMP.w #$0BA6 : BCC .not_out_of_bounds_Down
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SEP #$20
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LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down
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LDA.b #-08 : STA.w SprYSpeed : STA SprYRound ; Reverse the direction
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.not_out_of_bounds_Down
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SEP #$20
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RTS
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}
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; =========================================================
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Sprite_Manhandla_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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|
LDA .start_index, Y : STA $06
|
|
LDA.w SprMiscA, X : STA $08
|
|
|
|
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 : 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 .nextTile
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
|
|
; =========================================================
|
|
|
|
.start_index
|
|
db $00, $02, $04, $08, $0C, $10, $14, $17, $1A, $1D, $23, $29, $33
|
|
.nbr_of_tiles
|
|
db 1, 1, 3, 3, 3, 3, 2, 2, 2, 5, 5, 9, 7
|
|
.x_offsets
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 8, 8, 0
|
|
dw 0, 8, 0, 8
|
|
dw 0, -8, -8, 0
|
|
dw 0, -8, 0, -8
|
|
dw -12, -4, 12
|
|
dw -12, -4, 12
|
|
dw 12, 4, -12
|
|
|
|
dw -12, -4, -12, -4, 12, 12
|
|
dw -12, -4, -12, -4, 12, 12
|
|
dw -16, -8, -16, -8, 16, 8, 16, 8, -12, 12
|
|
dw -16, -8, -16, -8, 16, 8, 16, 8
|
|
.y_offsets
|
|
dw -8, 8
|
|
dw 0, 16
|
|
dw -4, -4, 12, 12
|
|
dw -4, -4, 12, 12
|
|
dw -4, -4, 12, 12
|
|
dw -4, -4, 12, 12
|
|
dw 0, 0, 0
|
|
dw 0, 0, 0
|
|
dw 0, 0, 0
|
|
|
|
dw -28, -28, -12, -12, -28, -12
|
|
dw -24, -24, -8, -8, -24, -8
|
|
dw -24, -24, -8, -8, -8, -8, -24, -24, -32, -32
|
|
dw -24, -24, -8, -8, -8, -8, -24, -24
|
|
.chr
|
|
db $00, $20
|
|
db $02, $22
|
|
db $04, $05, $25, $24
|
|
db $07, $08, $27, $28
|
|
db $04, $05, $25, $24
|
|
db $07, $08, $27, $28
|
|
db $40, $41, $40
|
|
db $43, $44, $46
|
|
db $43, $44, $46
|
|
|
|
db $4D, $4E, $6D, $6E, $4D, $6D
|
|
db $8D, $8E, $AD, $AE, $8D, $AD
|
|
db $CD, $CE, $ED, $EE, $ED, $EE, $CD, $CE, $AE, $AE
|
|
db $CD, $CE, $ED, $EE, $ED, $EE, $CD, $CE
|
|
.properties
|
|
db $33, $33
|
|
db $33, $33
|
|
db $33, $33, $33, $33
|
|
db $33, $33, $33, $33
|
|
db $73, $73, $73, $73
|
|
db $73, $73, $73, $73
|
|
db $33, $33, $73
|
|
db $33, $33, $73
|
|
db $73, $73, $33
|
|
|
|
db $33, $33, $33, $33, $73, $73
|
|
db $33, $33, $33, $33, $73, $73
|
|
db $33, $33, $33, $33, $73, $73, $73, $73, $32, $72
|
|
db $33, $33, $33, $33, $73, $73, $73, $73
|
|
.sizes
|
|
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
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
|
|
db $02, $02, $02, $02, $02, $02
|
|
db $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
|
|
}
|
|
|
|
Sprite_BigChuchu_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 SprMiscA, X : STA $08
|
|
|
|
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 : 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 .nextTile
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
; =======================================================
|
|
.start_index
|
|
db $00, $09, $12
|
|
.nbr_of_tiles
|
|
db 8, 8, 8
|
|
.x_offsets
|
|
dw -12, 4, 20, -12, 4, 12, -12, 4, 12
|
|
dw -12, 4, 20, -12, 4, 12, -12, 4, 12
|
|
dw -12, 4, 20, -12, 4, 12, -8, 8, 16
|
|
.y_offsets
|
|
dw 8, 8, 8, 16, 16, 16, 32, 32, 32
|
|
dw 8, 8, 8, 16, 16, 16, 32, 32, 32
|
|
dw 8, 8, 8, 16, 16, 16, 32, 32, 32
|
|
.chr
|
|
db $80, $82, $84, $90, $92, $93, $B0, $B2, $B3
|
|
db $80, $82, $84, $90, $92, $93, $D0, $D2, $D3
|
|
db $80, $82, $84, $90, $92, $93, $D6, $D8, $D9
|
|
.properties
|
|
db $33, $33, $33, $33, $33, $33, $33, $33, $33
|
|
db $33, $33, $33, $33, $33, $33, $33, $33, $33
|
|
db $33, $33, $33, $33, $33, $33, $33, $33, $33
|
|
.sizes
|
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02
|
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02
|
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02
|
|
}
|
|
|
|
|
|
Mothula_SpawnBeams:
|
|
{
|
|
LDA.b #$36 ; SFX3.36
|
|
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
|
|
|
|
LDA.b #$02
|
|
STA.w $0FB5
|
|
|
|
.next_spawn
|
|
LDA.b #$89 ; SPRITE 89
|
|
JSL Sprite_SpawnDynamically
|
|
BMI .no_space
|
|
|
|
JSL Sprite_SetSpawnedCoordinates
|
|
|
|
LDA.b $02 : SEC : SBC.b $04
|
|
|
|
CLC : ADC.b #$03 : STA.w $0D00,Y
|
|
|
|
LDA.b #$10 : STA.w $0DF0,Y : STA.w $0BA0,Y
|
|
|
|
PHX
|
|
|
|
LDX.w $0FB5
|
|
|
|
LDA.b $00 : CLC : ADC.w .speed_and_offset_x,X
|
|
STA.w $0D10,Y
|
|
|
|
LDA.w .speed_and_offset_x,X : STA.w $0D50,Y
|
|
|
|
LDA.w .speed_y,X
|
|
STA.w $0D40,Y
|
|
|
|
LDA.b #$00
|
|
STA.w $0F70,Y
|
|
|
|
PLX
|
|
|
|
.no_space
|
|
DEC.w $0FB5
|
|
BPL .next_spawn
|
|
|
|
RTS
|
|
.speed_and_offset_x
|
|
db -16, 0, 16
|
|
|
|
.speed_y
|
|
db 24, 32, 24
|
|
}
|
|
|
|
SpawnLeftManhandlaHead:
|
|
{
|
|
LDA #$88
|
|
JSL Sprite_SpawnDynamically : BMI .return
|
|
TYA : STA Offspring1_Id
|
|
|
|
PHX
|
|
%SetLeftHeadPos()
|
|
; store the sub-type
|
|
LDA.b #$03 : STA.w SprSubtype, Y
|
|
STA.w SprAction, Y
|
|
LDA.b #$10 : STA.w SprHealth, Y
|
|
LDA.b #$90 : STA.w SprTileDie, Y
|
|
LDA.w SprGfxProps : ORA.b #$80 : STA.w SprGfxProps, Y
|
|
TYX
|
|
|
|
STZ.w SprYRound, X
|
|
STZ.w SprXRound, X
|
|
PLX
|
|
|
|
.return
|
|
RTS
|
|
}
|
|
|
|
SpawnRightManhandlaHead:
|
|
{
|
|
LDA #$88
|
|
JSL Sprite_SpawnDynamically : BMI .return
|
|
TYA : STA Offspring2_Id
|
|
|
|
PHX
|
|
%SetRightHeadPos()
|
|
|
|
LDA.b #$02
|
|
STA.w SprSubtype, Y
|
|
LDA.b #$10 : STA.w SprHealth, Y
|
|
LDA.b #$90 : STA.w SprTileDie, Y
|
|
LDA.w SprGfxProps : AND.b #$80 : STA.w SprGfxProps, Y
|
|
TYX
|
|
|
|
STZ.w SprYRound, X
|
|
STZ.w SprXRound, X
|
|
PLX
|
|
.return
|
|
RTS
|
|
}
|
|
|
|
SpawnCenterMandhandlaHead:
|
|
{
|
|
LDA #$88
|
|
JSL Sprite_SpawnDynamically : BMI .return
|
|
TYA : STA Offspring3_Id
|
|
|
|
PHX
|
|
%SetCenterHeadPos()
|
|
|
|
LDA.b #$01
|
|
STA.w SprSubtype, Y
|
|
LDA.b #$10 : STA.w SprHealth, Y
|
|
LDA.b #$90 : STA.w SprTileDie, Y
|
|
LDA.w SprGfxProps : AND.b #$80 : STA.w SprGfxProps, Y
|
|
|
|
TYX
|
|
|
|
STZ.w SprYRound, X
|
|
STZ.w SprXRound, X
|
|
PLX
|
|
.return
|
|
RTS
|
|
}
|
|
|
|
ApplyManhandlaPalette:
|
|
{
|
|
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 #$08D9 : STA $7EC5E4
|
|
LDA #$1E07 : STA $7EC5E6
|
|
LDA #$4ACA : STA $7EC5E8
|
|
LDA #$14A5 : STA $7EC5EA
|
|
LDA #$133F : STA $7EC5EC
|
|
LDA #$19DF : STA $7EC5EE
|
|
|
|
INC $15
|
|
|
|
SEP #$20 ;Set A in 8bit mode
|
|
|
|
RTS
|
|
}
|
|
|
|
ApplyManhandlaGraphics:
|
|
{
|
|
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 #ManhandlaGraphics : STA $4302
|
|
LDX.b #ManhandlaGraphics>>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
|
|
|
|
ManhandlaGraphics:
|
|
incbin manhandla.bin
|
|
}
|