Files
oracle-of-secrets/Sprites/Bosses/lanmola_expanded.asm
2024-05-24 08:42:10 -04:00

360 lines
7.8 KiB
NASM

org $01C742
JSL Ancilla_SpawnFallingPrize
org $06FA34
JSL Ancilla_SpawnFallingPrize
org $098BC1
AncillaAdd_FallingPrize:
pullpc
Ancilla_SpawnFallingPrize:
PHX
TAX
LDY.b #$04
LDA.b #$29 ; ANCILLA 29
JSL AncillaAdd_FallingPrize
PLX
RTL
; =========================================================
Lanmola_DrawDirtLONG:
{
PHB : PHK : PLB
JSR Lanmola_DrawDirt
PLB
RTL
}
; =========================================================
Lanmola_DrawDirt:
{
LDA $0E00, X : BNE .timerNotDone
RTS
.timerNotDone
; Determine weather the dirt should draw in front of or behind the body
; based on its y velocity.
LDA $0D40, X : ASL A : ROL A : ASL A : EOR $0D80, X : AND.b #$02 : BEQ .nu
LDA.b #$08 : JSL OAM_AllocateFromRegionB
BRA .xi
.nu
LDA.b #$08 : JSL OAM_AllocateFromRegionC
.xi
LDY.b #$00
LDA $0E00, X : LSR #2 : AND.b #$03 : EOR.b #$03 : ASL A : STA $06
LDA $0DC0, X : XBA
LDA $0DE0, X
REP #$20 : SEC : SBC $E2 : STA $00 : SEP #$20
STZ $37
BPL .notNegative3
INC $37
.notNegative3
LDA $0EB0, X : XBA
LDA $0E70, X
REP #$20 : SEC : SBC $E8 : STA $02 : SEP #$20
PHX
LDX.b #$01
.dirtLoop
PHX
TXA : CLC : ADC $06 : ASL : TAX
REP #$20
LDA $00 : CLC : ADC $7EEA64, X : STA ($90), Y ;dirt x ;.xDirt
STZ $36
BPL .notNegative4
INC $36
.notNegative4
INY
CLC : ADC.w #$0040 : CMP.w #$0140 : BCS .out_of_bounds3
LDA $02 : CLC : ADC $7EEA74, X : STA ($90), Y ;dirt y ;.yDirt
REP #$20
CLC : ADC.w #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
.out_of_bounds3
SEP #$20
LDA.b #$F0 : STA ($90), Y
.on_screen_y
TXA : LSR : TAX
LDA $7EEA84, X : INY : STA ($90), Y ;dirt chr ;.chrDirt
LDA $7EEA8C, X : INY : STA ($90), Y ;dirt properties ;.propertiesDirt
PHY
TYA : LSR #2 : TAY
LDA $7EEA94, X : ORA $37 : ORA $36 : STA ($92), Y ;.sizesDirt
PLY : INY
PLX : DEX : BPL .dirtLoop
PLX
RTS
}
; =========================================================
Sprite_Lanmola_Init_DataLONG:
{
PHB : PHK : PLB
JSR Sprite_Lanmola_Init_Data
PLB
RTL
}
; =========================================================
Sprite_Lanmola_Init_Data:
{
PHX
LDX.b #$00
.loop
LDA .sprite_regions, X : STA $7EEA00, X
INX : CPX.b #$B8 : BCC .loop
PLX
RTS
;$7EEA00
.sprite_regions
db $00, $40, $80, $C0
;$7EEA04
.data1
db $00, $1C
;$7EEA06
.data2
db $01, $F9
;$7EEA08
.chrHead
db $C4, $E2, $C2, $E0, $C0, $E0, $C2, $E2, $C4, $E2, $C2, $E0, $C0, $E0, $C2, $E2
;$7EEA18
.chrTail
db $CC, $E4, $CA, $E6, $C8, $E6, $CA, $E4, $CC, $E4, $CA, $E6, $C8, $E6, $CA, $E4
;$7EEA28
.propertiesBody
;db $F3, $F3, $F3, $F3, $B3, $B3, $B3, $B3, $33, $33, $33, $33, $73, $73, $73, $73
; 1 yellow, green, pink
;db $F1, $F1, $F1, $F1, $B1, $B1, $B1, $B1, $31, $31, $31, $31, $71, $71, $71, $71
; 3 metroid colors
; 5 ice blue
; db $F5, $F5, $F5, $F5, $B5, $B5, $B5, $B5, $35, $35, $35, $35, $75, $75, $75, $75
; 7 red and yellow
; db $F7, $F7, $F7, $F7, $B7, $B7, $B7, $B7, $37, $37, $37, $37, $77, $77, $77, $77
; 9 blue and red
; db $F9, $F9, $F9, $F9, $B9, $B9, $B9, $B9, $39, $39, $39, $39, $79, $79, $79, $79
; B neon green and yellow
; D silver and yellow
db $FD, $FD, $FD, $FD, $BD, $BD, $BD, $BD, $3D, $3D, $3D, $3D, $7D, $7D, $7D, $7D
; F yellow and red
; db $FF, $FF, $FF, $FF, $BF, $BF, $BF, $BF, $3F, $3F, $3F, $3F, $7F, $7F, $7F, $7F
;$7EEA38
.oamCoord90
dw $0930, $08F0, $08B0, $0870
;$7EEA40
.oamCoord92
dw $0A6C, $0A5C, $0A4C, $0A3C
;$7EEA48
.chrMound
db $EE, $EE, $EC, $EC, $CE, $CE
;db $EE, $EE, $EC, $EC, $CE, $CE
;$7EEA4E
.propertiesMound
; db $39, $79, $39, $79, $39, $79
db $3D, $7D, $3D, $7D, $3D, $7D
;db $31, $71, $31, $71, $31, $71
;$7EEA54
.frameMound
db $04, $05, $04, $05, $04, $05, $04, $05
db $04, $03, $02, $01, $01, $01, $00, $00
;$7EEA64
.xDirt
dw $FFF8, $0008, $FFF6, $000A, $FFF0, $0010, $FFE8, $0020
;db $F8, $08, $F6, $0A, $F0, $10, $E8, $20
;$7EEA74
.yDirt
dw $0000, $0000, $FFFF, $FFFF, $FFFF, $FFFF, $0003, $0003
;db $00, $00, $FF, $FF, $FF, $FF, $03, $03
;$7EEA84
.chrDirt
db $E8, $E8, $E8, $E8, $EA, $EA, $EA, $EA
;$7EEA8C
.propertiesDirt
db $39, $79, $39, $79, $39, $79, $39, $79
;db $00, $40, $00, $40, $00, $40, $00, $40
;$7EEA94
.sizesDirt
db $02, $02, $02, $02, $02, $02, $00, $00
;$7EEA9C
.y_speed_slope
db 2, -2
;$7EEA9E
.y_speeds
db $10, $F0
;$7EEAA0
.dataDeath
db 0, 8, 16, 24, 32, 40, 48, 56
;$7EEAA8
.randXPos
db $58, $50, $60, $70, $80, $90, $A0, $98
;$7EEAB0
.randYPos
db $68, $60, $70, $80, $90, $A0, $A8, $B0
;$7EEAB8
.lanmoalKilledState
;7EEACA
}
; =========================================================
Lanmola_MoveSegment:
{
PHX
TXA : ASL A : TAX
REP #$20
LDA $7EEA38, X : STA $90 ;.oamCoord90
LDA $7EEA40, X : STA $92 ;.oamCoord92
SEP #$20
PLX
LDA $0D40, X : SEC : SBC $0F80, X : STA $00
LDA $0D50, X : STA $01
JSL Sprite_ConvertVelocityToAngle : STA $0F
LDA $7EEA00, X : STA $04 ;.sprite_regions
PHX
; Store the current position, angle, and hieght of the sprite
; so that we can set the other segments to them later.
LDA $0D30, X : PHA ;high x
LDA $0D20, X : PHA ;high y
LDA $0D10, X : PHA ;lower x
LDA $0D00, X : PHA ;lower y
LDA $0F70, X : PHA ;height
LDA $0F : PHA ;angle
LDA $0E80, X : STA $02 : STA $05
CLC : ADC $04 : TAX
PLA : STA $7FFF00, X ;angle
PLA : STA $7FFE00, X ;height
PLA : STA $7FFD00, X ;lower y
PLA : STA $7FFC00, X ;lower x
PLA : STA $7EE900, X ;high y
PLA : STA $7EE800, X ;high x
PLX
LDA $0DD0, X : CMP.b #$09 : BNE .notActive
LDA $11 : ORA $0FC1 : BNE .notActive
LDA $10 : CMP #$0E : BEQ .notActive
LDA $5D : CMP #$08 : BEQ .notActive ;in medallion cut scene
CMP #$09 : BEQ .notActive ;in medallion cut scene
CMP #$0A : BEQ .notActive ;in medallion cut scene
LDA $05 : INC A : AND.b #$3F : STA $0E80, X
.notActive
RTL
}
; =========================================================
SetShrapnelTimer:
{
LDA.b #$40 : STA $0DF0, Y
JSL GetRandomInt ; replaced code
RTL
}
; =========================================================
CheckIfActive:
{
SEC
;Check if sprite is active (pause menu, etc...)
LDA $10 : CMP #$0E : BEQ .inMenu
LDA $5D : CMP #$08 : BEQ .inMenu ;in medallion cut scene
CMP #$09 : BEQ .inMenu ;in medallion cut scene
CMP #$0A : BEQ .inMenu ;in medallion cut scene
CLC
.inMenu
RTL
}
; =========================================================