Files
oracle-of-secrets/Sprites/Bosses/kydrog.asm
2024-05-24 20:41:17 -04:00

232 lines
6.1 KiB
NASM

; =========================================================
; Cutscene Kydrog Sprite Properties
; =========================================================
!SPRID = $7B; The sprite ID you are overwriting (HEX)
!NbrTiles = 6 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (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 = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 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 = 0 ; 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_Kydrog_Prep, Sprite_Kydrog_Long)
; =========================================================
Sprite_Kydrog_Long:
{
PHB : PHK : PLB
JSR Sprite_Kydrog_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Kydrog_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Kydrog_Prep:
{
PHB : PHK : PLB
; Add more code here to initialize data
LDA.l $7EF300
BEQ .PlayIntro
STZ.w $0DD0, X ; Kill the sprite
.PlayIntro
PLB
RTL
}
; =========================================================
Sprite_Kydrog_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw Kydrog_StartCutscene
dw Kydrog_AttractPlayer
dw Kydrog_SpawnOffspring
dw Kydrog_WarpPlayerAway
Kydrog_StartCutscene:
{
LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
LDA.b #$08 : STA.b $49 ; Auto-movement north
LDA.b $20 ; Link's Y Position
CMP.b #72 ; Y = 6C
BCC .linkistoofar
LDA.b #$80
STA.w SprTimerA, X ; set timer A to 0x10
%GotoAction(1)
.linkistoofar
RTS
}
Kydrog_AttractPlayer:
{
LDA.w SprTimerA, X : BNE +
LDA #$00 : STA $7EF303
%ShowUnconditionalMessage($21)
%GotoAction(2)
+
RTS
}
Kydrog_SpawnOffspring:
{
LDA.b #$02 : STA.b $B6 ; Update story flag for Farore
STZ.b $49 ; Stop Link from moving
%GotoAction(3)
RTS
}
Kydrog_WarpPlayerAway:
{
; Set game state to part 03
; LDA.b #$03 : STA $7EF3C5
; Put us in the Dark World.
LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA
JSL $00FC41 ; Sprite_LoadGfxProperties
; JSL $00FC62 ; Sprite_LoadGfxProperties.justLightWorld
STZ $037B : STZ $3C : STZ $3A : STZ $03EF
; Link can't move
LDA.b #$01 : STA $02E4
; The module to return to is #$08 (preoverworld)
LDA.b #$08 : STA $010C
; Set the map I want
LDA.b #$20 : STA $A0 : STZ $A1
; Set us to the warp state
LDA.b #$15 : STA $10
; Clear submodules
STZ $11 : STZ $B0
; Remove Impa follower
LDA.b #$00 : STA $7EF3CC
; Set the flag to remove Farore and Kydrog from Maku area
LDA #$01 : STA.l $7EF300
; Set the progress flag for Impa (Zelda) in the sanctuary
LDA $7EF3C6 : ORA.b #$04 : STA $7EF3C6
RTS
}
}
; =========================================================
Sprite_Kydrog_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
.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
.nbr_of_tiles
db 5
.x_offsets
dw -8, 8, 8, -8, -8, 8
.y_offsets
dw -12, -12, 4, 4, 20, 20
.chr
db $CC, $CE, $EE, $EC, $E8, $EA
.properties
db $3B, $3B, $3B, $3B, $3B, $3B
.sizes
db $02, $02, $02, $02, $02, $02
}