Files
oracle-of-secrets/Sprites/Bosses/twinrova.asm
2024-03-17 01:07:53 -04:00

701 lines
16 KiB
NASM

; =========================================================
; Twinrova Boss Sprite
; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
!NbrTiles = 06 ; 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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this Twinrova (can be 0 to 7)
!Hitbox = 03 ; 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 = 01 ; 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_Twinrova_Prep, Sprite_Twinrova_Long)
; =========================================================
Sprite_Twinrova_Long:
{
PHB : PHK : PLB
JSR Sprite_Twinrova_Draw ; Call the draw code
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
JSR Sprite_Twinrova_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Twinrova_CheckIfDead:
{
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
LDA.b #$00 : STA $0E50, X
.healthNotNegative
LDA $0E50, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
PLX
.not_dead
RTS
}
; =========================================================
Sprite_Twinrova_Prep:
{
PHB : PHK : PLB
STZ $0D80, X
LDA.b #$40 : STA $0E50, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15)
%SetSpriteSpeedX(15)
LDA #$10 : STA $08
LDA #$10 : STA $09
; TODO: Setup the follower logic with a hook
; rather than dismissing the follower here.
LDA #$00 : STA $7EF3CC
PLB
RTL
}
; =========================================================
!AnimSpeed = 8
macro Twinrova_Front()
%PlayAnimation(0,1,!AnimSpeed)
endmacro
macro Twinrova_Back()
%PlayAnimation(2,3,!AnimSpeed)
endmacro
macro Twinrova_Ready()
%PlayAnimation(4,6,!AnimSpeed)
endmacro
macro Twinrova_Attack()
%PlayAnimation(7,7,!AnimSpeed)
endmacro
macro Show_Koume()
%PlayAnimation(8,8,!AnimSpeed)
endmacro
macro Show_Kotake()
%PlayAnimation(9,9,!AnimSpeed)
endmacro
macro Twinrova_Hurt()
%PlayAnimation(10,11,!AnimSpeed)
endmacro
; =========================================================
; Phase 0: Blind Maiden turns into Twinrova.
; Initially should be invisible, then
; transfer in Twinrova gfx and run dialogue.
;
; Phase 1: Twinrova is one entity, moving around the room
; and shooting fire and ice attacks at Link.
; Similar to the Trinexx attacks.
;
; Phase 2: Twinrova alternates between Koume (fire) and
; Kotake (ice) forms. Koume changes the arena
; to a fire arena. Similar to Ganon fight changes.
Sprite_Twinrova_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Twinrova_Init ; 0x00
dw Twinrova_MoveState ; 0x01
dw Twinrova_MoveForwards ; 0x02
dw Twinrova_MoveBackwards ; 0x03
dw Twinrova_PrepareAttack ; 0x04
dw Twinrova_FireAttack ; 0x05
dw Twinrova_IceAttack ; 0x06
dw Twinrova_Hurt ; 0x07
dw Twinrova_KoumeMode ; 0x08
dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A
; 0x00
Twinrova_Init:
{
; %Twinrova_Front()
JSR ApplyTwinrovaGraphics
%GotoAction(01)
RTS
}
; 0x01
Twinrova_MoveState:
{
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(8) ; Koume Mode
RTS
.kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(9) ; Kotake Mode
RTS
; ---------------------------------------------
.phase_1
LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(7) ; Goto Twinrova_Hurt
RTS
.not_flashing
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X
STZ $AC
%GotoAction(4) ; Prepare Attack
RTS
+
JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC
%GotoAction(4) ; Prepare Attack
RTS
++
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
TYA : BNE .MoveBackwards ; If 1,
%GotoAction(2)
RTS
.MoveBackwards
%GotoAction(3)
RTS
}
; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards:
{
%Twinrova_Front()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%GotoAction(1)
RTS
}
; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards:
{
%Twinrova_Back()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
%GotoAction(1)
RTS
}
; 0x04
Twinrova_PrepareAttack:
{
%StartOnFrame(7)
%Twinrova_Attack()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
LDA $0CAA : AND.b #$03 : STA $0CAA
LDA SprTimerD, X : BNE +
LDA $0CAA : ORA.b #$03 : STA $0CAA
LDA.b #$40 : STA.w SprTimerD, X
LDA $AC : BEQ .fire
%GotoAction(6) ; Ice Attack
RTS
.fire
%GotoAction(5)
+
RTS
}
; 0x05
Twinrova_FireAttack:
{
%StartOnFrame(4)
%Twinrova_Ready()
JSR Sprite_Twinrova_FireAttack
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; 0x06
Twinrova_IceAttack:
{
%StartOnFrame(4)
%Twinrova_Ready()
JSR Sprite_Twinrova_IceAttack
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; 0x07
Twinrova_Hurt:
{
%StartOnFrame(10)
%Twinrova_Hurt()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; 0x08
Twinrova_KoumeMode:
{
%StartOnFrame(8)
%Show_Koume()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
LDA SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; 0x09
Twinrova_KotakeMode:
{
%StartOnFrame(9)
%Show_Kotake()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
JSL Sprite_BounceTowardPlayer
LDA SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; 0x0A
Twinrova_Dead:
{
%StartOnFrame(10)
%Twinrova_Hurt()
RTS
}
}
; =========================================================
; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry:
{
LDA $1A : AND.b #$03 : BNE .no_shake
JSL Sprite_IsToRightOfPlayer
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
CLC : ADC.w $8000, Y : STA $0D50, X
.no_shake
JSL Sprite_CheckTileCollision : BEQ .exit
JSL Sprite_BounceTowardPlayer
.exit
RTS
.x_speed_targets
db 8, -16
}
Sprite_Twinrova_FireAttack:
{
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move
.no_collision
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
JMP TrinexxBreath_AltEntry
}
; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA SprX, Y : STA $7FF83C, X
LDA SprXH, Y : STA $7FF878, X
LDA SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X
STX $00
PLX
.return
RTS
}
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA SprX, Y : STA $7FF83C, X
LDA SprXH, Y : STA $7FF878, X
LDA SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X : STX $00
PLX
.return
RTS
}
Sprite_Twinrova_IceAttack:
{
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move
.no_collision
JSR AddIceGarnishV2
JMP TrinexxBreath_AltEntry
}
; =========================================================
; Overwrite vanilla Trinexx ice garnish
; Plays like a simple ice cloud animation now.
pushpc
org $09B5DE
Garnish_PrepOamCoord:
org $09B70C
Garnish_SetOamPropsAndLargeSize:
org $09B459
Garnish_CheckPlayerCollision:
org $09B5D6
Garnish_SetOamPropsAndSmallSize:
org $09B33F
TrinexxIce_Pool:
{
.chr
db $2E
db $2E
db $2C
db $2C
.properties
db $35
db $35
db $35
db $35
}
org $09B34F
Garnish_TrinexxIce:
{
; special animation 0x0C
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
LDA TrinexxIce_Pool_properties, Y : STA $04
JSR Garnish_PrepOamCoord
LDA $00 : STA ($90), Y
LDA $02 : INY : STA ($90), Y
LDA $7FF90E, X : LSR #5 : PHX : TAX
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
LDA.b #$35 : ORA $04 : PLX
JMP Garnish_SetOamPropsAndLargeSize
}
warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc
; =========================================================
Sprite_Twinrova_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
; Store Palette thing
LDA $0DA0, 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
; Set palette flash modifier
LDA .properties, X : ORA $08 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
SEP #$20 ;set A back to 8bit but not X and Y
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
SEP #$30
PLX
RTS
; =========================================================
.start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
.x_offsets
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 -16, 0, 16, -16, 0, 16
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, 8, 8
dw -7, -7, 9, 9
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -7, -7, 9, 9
dw -6, -6, 10, 10
dw -8, -8, -8, 8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -7, -7, 9, 9
.chr
db $00, $02, $22, $24
db $04, $06, $24, $26
db $08, $0A, $28, $2A
db $0C, $0E, $28, $2A
db $44, $46, $64, $66
db $48, $4A, $68, $6A
db $4C, $4E, $6C, $6E
db $88, $8A, $8C, $A8, $AA, $AC
db $80, $82, $A0, $A2
db $84, $86, $A4, $A6
db $40, $42, $60, $62
db $40, $42, $60, $62
.properties
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
.sizes
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, $02, $00
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
}
ApplyTwinrovaGraphics:
{
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 #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
LDX.b #TwinrovaGraphics>>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
TwinrovaGraphics:
incbin twinrova.bin
}