494 lines
14 KiB
NASM
494 lines
14 KiB
NASM
;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $CB ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 10 ; 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 = 20 ; 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 = 00 ; 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 KydrogBoss (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_KydrogBoss_Prep, Sprite_KydrogBoss_Long)
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;==============================================================================
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Sprite_KydrogBoss_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_KydrogBoss_Draw ; Call the draw code
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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_KydrogBoss_CheckIfDead ; Check if sprite is dead
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JSR Sprite_KydrogBoss_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_KydrogBoss_CheckIfDead:
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{
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LDA $0D80, X : CMP.b #$09 : BEQ .not_dead
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LDA $0E50, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
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LDA.b #$09 : STA $0D80, X ;go to KydrogBoss_Death stage
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PLX
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.not_dead
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RTS
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}
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;==============================================================================
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Sprite_KydrogBoss_Prep:
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$10 : STA $0E50, X ; health
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LDA.b #$03 : STA $0F60, X ; hitbox settings
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LDA.b #$0F : STA $0CD2, X ; bump damage type (4 hearts, green tunic)
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; Make the sprite take damage from a sword
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LDA $0CAA, X : AND.b #$FB : STA $0CAA, X
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; Make the sprite not invincible
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LDA $0E60, X : AND.b #$BF : STA $0E60, X
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JSR KydrogBoss_Set_Damage ; Set the damage table
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%SetSpriteSpeedX(15)
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%SetSpriteSpeedX(15)
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%SetHarmless(00)
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PLB
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RTL
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}
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;==============================================================================
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Sprite_KydrogBoss_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw KydrogBoss_Init ; 00
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dw KydrogBoss_WalkState ; 01
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dw KydrogBoss_WalkForward ; 02
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dw KydrogBoss_WalkLeft ; 03
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dw KydrogBoss_WalkRight ; 04
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dw KydrogBoss_WalkBackward ; 05
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dw KydrogBoss_TakeDamage ; 06
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dw KydrogBoss_TauntPlayer ; 07
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dw KydrogBoss_SummonStalfos ; 08
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dw KydrogBoss_Death ; 09
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KydrogBoss_Init:
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{
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%PlayAnimation(0, 0, 16)
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LDA.b #$D0 : STA $0E10, X ;sets timer for start wait
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%GotoAction(1) ;Goto KydrogBoss_WalkForward
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RTS
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}
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KydrogBoss_WalkState:
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{
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.CheckVertical
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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TYA : CMP.b #$01 : BEQ .WalkBackwards ; If so, go to KydrogBoss_WalkBackwards
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%GotoAction(2) ; Goto KydrogBoss_WalkForward
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RTS
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.WalkBackwards
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%GotoAction(5) ; Goto KydrogBoss_WalkBackwards
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RTS
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; ---------------------------------------------------------------------------
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.CheckHorizontal
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JSL Sprite_IsToRightOfPlayer ; Check if sprite is to the right of player
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TYA : CMP.b #$01 : BEQ .WalkLeft ; If so, go to KydrogBoss_WalkLeft
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; JSR Sprite_DirectionToFacePlayer : TYA
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CLC
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%GotoAction(4)
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RTS
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.WalkLeft
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%GotoAction(3) ; Goto KydrogBoss_WalkLeft
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RTS
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}
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KydrogBoss_WalkForward:
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{
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%PlayAnimation(0, 2, 16)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_Damage_FlashLONG
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%MoveTowardPlayer(5)
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%GotoAction(1)
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RTS
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}
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KydrogBoss_WalkLeft:
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{
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%PlayAnimation(3, 5, 16)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_Damage_FlashLONG
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%MoveTowardPlayer(5)
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%GotoAction(1)
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RTS
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}
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KydrogBoss_WalkRight:
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{
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%PlayAnimation(6, 8, 16)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_Damage_FlashLONG
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%MoveTowardPlayer(5)
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%GotoAction(1)
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RTS
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}
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KydrogBoss_WalkBackward:
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{
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%PlayAnimation(9, 11, 16)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_Damage_FlashLONG
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%MoveTowardPlayer(5)
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%GotoAction(1)
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RTS
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}
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; ---------------------------------------------------------------------------
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KydrogBoss_TakeDamage:
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{
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%PlayAnimation(12, 14, 16)
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%DoDamageToPlayerSameLayerOnContact()
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RTS
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}
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KydrogBoss_TauntPlayer:
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{
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%PlayAnimation(15, 16, 16)
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%DoDamageToPlayerSameLayerOnContact()
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RTS
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}
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KydrogBoss_SummonStalfos:
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{
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%PlayAnimation(17, 17, 16)
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%DoDamageToPlayerSameLayerOnContact()
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RTS
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}
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KydrogBoss_Death: ;0x09
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{
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; Change the palette to the next in the cycle for the leg
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LDA $0E60, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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.dontReset
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STA $0E60, X
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RTS
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}
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RTS
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}
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;==============================================================================
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Sprite_KydrogBoss_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
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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;==============================================================================
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.start_index
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db $00, $0B, $15, $1F, $27, $2D, $35, $3D, $43, $4C, $57, $66, $71, $7A, $87, $91, $99, $A1
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.nbr_of_tiles
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db 10, 9, 9, 7, 5, 7, 7, 5, 8, 10, 14, 10, 8, 12, 9, 7, 7, 6
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.x_offsets
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dw -8, 8, 8, 0, 8, 0, -8, -8, 16, 16, -8
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dw -8, 8, -8, 0, 16, 16, -8, 16, 0, 8
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dw -8, 8, 0, 16, -8, -8, -8, 16, 0, 8
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dw 0, 0, 16, 8, 0, 16, 16, 16
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dw 16, 0, 0, 16, 16, 0
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dw 0, 16, 8, 16, 0, 16, 12, 0
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dw 4, -4, 12, 4, -4, -4, 4, -4
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dw 4, -12, 4, -12, -4, 16
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dw 4, -4, 4, -4, -4, 12, 12, -4, 12
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dw 0, 8, 8, 0, 0, 8, -8, -8, -8, 16, 16
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dw 0, 8, 8, 0, 8, 0, 0, 8, 8, -8, -8, -8, 16, 16, 16
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dw 0, 8, 8, 0, 0, 8, 16, 16, 16, -8, -8
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dw -8, -8, 8, 16, 8, 8, 16, 0, 8
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dw 0, -8, 8, 8, -8, -8, 0, 8, 0, 8, 16, 16, 16
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dw -8, 16, 8, 8, 16, 0, 16, -8, 0, 8
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dw -8, 8, -8, -8, 8, 8, -8, 16
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dw -8, 8, 0, 8, -8, 8, -8, 16
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dw -12, 4, 12, -4, 0, 16, 8
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.y_offsets
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dw -20, -20, -4, 4, 4, 12, 4, 12, 4, 12, -4
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dw -19, -19, 4, 4, 4, 12, -4, -4, -3, -3
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dw -20, -20, 4, 4, 4, 12, -4, -4, -4, -4
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dw -20, -4, -4, -4, 4, 4, 12, -20
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dw -20, -4, 4, -4, 4, -20
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dw -20, -20, -4, -4, 4, 4, 12, -4
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dw -20, -20, -4, -4, -4, -12, 4, 4
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dw -20, -20, -4, -4, 4, 0
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dw -20, -20, -4, -4, 4, 0, 8, -12, -4
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dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8
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dw -20, -20, -12, -4, -4, 0, 8, 0, 8, 0, 8, -8, 0, 8, -8
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dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8
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dw -24, -8, -24, -8, -8, 0, 0, 8, 8
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dw -8, -24, -24, -8, -8, 0, 8, 8, 0, 0, 0, 8, -8
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dw -16, -16, -16, -8, -8, 0, 0, 0, -24, -24
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dw 0, 0, -16, -24, -16, -24, -16, -16
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dw 0, 0, -8, -8, -24, -24, -8, -8
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dw -4, -4, -20, -20, 12, 12, 12
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.chr
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db $87, $87, $A7, $80, $81, $A4, $93, $A3, $96, $A6, $A7
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db $87, $87, $B3, $80, $92, $A2, $83, $83, $A8, $A8
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db $87, $87, $80, $B2, $A1, $B1, $83, $83, $A8, $A8
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db $C9, $E9, $EB, $EA, $C0, $C2, $D2, $CB
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db $CE, $EC, $C3, $EE, $C5, $CC
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db $C9, $CB, $FA, $FB, $C6, $C8, $D8, $E9
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db $C9, $CB, $E9, $EA, $EB, $DB, $E1, $E0
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db $CC, $CE, $EC, $EE, $E3, $E5
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db $C9, $CB, $FA, $FB, $E6, $E8, $F8, $DE, $E9
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db $89, $89, $99, $8E, $A9, $A9, $82, $92, $A2, $B3, $83
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db $89, $89, $99, $A9, $A9, $8D, $9D, $8D, $9D, $8C, $9C, $83, $A1, $B1, $82
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db $89, $89, $99, $8E, $A9, $A9, $83, $93, $A3, $B2, $83
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db $45, $65, $45, $65, $66, $77, $75, $BD, $BE
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db $6F, $4E, $4E, $6F, $47, $57, $7C, $7D, $AA, $AB, $6E, $7E, $83
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db $84, $84, $85, $95, $5D, $AA, $6D, $6D, $8A, $8A
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db $AC, $AE, $50, $40, $50, $40, $52, $52
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db $AC, $AE, $63, $63, $42, $42, $60, $60
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db $68, $6A, $4B, $49, $70, $72, $71
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.properties
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db $3B, $7B, $7B, $3B, $3B, $3B, $3B, $3B, $3B, $3B, $3B
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db $3B, $7B, $3B, $3B, $3B, $3B, $3B, $7B, $3B, $7B
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db $3B, $7B, $7B, $3B, $3B, $3B, $3B, $7B, $3B, $7B
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db $3B, $3B, $3B, $3B, $3B, $3B, $3B, $3B
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db $3B, $3B, $3B, $3B, $3B, $3B
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db $3B, $3B, $3B, $3B, $3B, $3B, $3B, $3B
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db $7B, $7B, $7B, $7B, $7B, $7B, $3B, $3B
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db $7B, $7B, $7B, $7B, $3B, $3B
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db $7B, $7B, $7B, $7B, $3B, $3B, $3B, $7B, $7B
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db $3B, $7B, $7B, $3B, $3B, $7B, $7B, $7B, $7B, $7B, $7B
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db $3B, $7B, $7B, $3B, $7B, $3B, $3B, $7B, $7B, $3B, $3B, $3B, $7B, $7B, $3B
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db $3B, $7B, $7B, $7B, $3B, $7B, $7B, $7B, $7B, $7B, $3B
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db $3B, $3B, $7B, $7B, $7B, $3B, $7B, $3B, $3B
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db $3B, $3B, $7B, $7B, $3B, $3B, $3B, $3B, $3B, $3B, $3B, $3B, $7B
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db $3B, $7B, $7B, $7B, $3B, $3B, $3B, $7B, $3B, $7B
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db $3B, $3B, $3B, $3B, $7B, $7B, $3B, $7B
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db $3B, $3B, $3B, $7B, $3B, $7B, $3B, $7B
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db $3B, $3B, $3B, $3B, $3B, $3B, $3B
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.sizes
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db $02, $02, $02, $00, $00, $02, $00, $00, $00, $00, $02
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db $02, $02, $00, $02, $00, $00, $00, $00, $00, $00
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db $02, $02, $02, $00, $00, $00, $00, $00, $00, $00
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db $02, $00, $00, $00, $02, $00, $00, $00
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db $02, $02, $02, $02, $00, $02
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db $02, $00, $00, $00, $02, $00, $00, $00
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db $02, $00, $00, $00, $00, $00, $02, $02
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db $02, $02, $02, $02, $02, $00
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db $02, $00, $00, $00, $02, $00, $00, $00, $00
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db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00
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db $02, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00
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db $02, $02, $02, $00, $00, $00, $00, $00, $00
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db $00, $02, $02, $00, $02, $02, $00, $00, $00, $00, $00, $00, $00
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db $02, $00, $00, $00, $00, $02, $00, $00, $00, $00
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db $02, $02, $02, $02, $02, $02, $00, $00
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db $02, $02, $02, $00, $02, $02, $00, $00
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db $02, $02, $02, $02, $00, $00, $00
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}
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|
|
|
;BA: Boomerang
|
|
;D1: Damage 1
|
|
;D2: Damage 2
|
|
;D3: Damage 3
|
|
;D4: Damage 4
|
|
;D5: Damage 5
|
|
;AR: Arrow Damage
|
|
;HS: Hookshot Damage
|
|
;BM: BombDamage
|
|
;SA: Silvers Damage
|
|
;PD: Powder Damage
|
|
;FR: Fire Rod Damage
|
|
;IR: Ice Rod Damage
|
|
;BB: Bombos Damage
|
|
;EF: Ether Damage
|
|
;QU: Quake Damage
|
|
|
|
KydrogBoss_Set_Damage:
|
|
{
|
|
PHX
|
|
LDX.b #$00
|
|
|
|
.loop
|
|
|
|
LDA .damageProperties, X : STA $7F6880, X
|
|
|
|
INX : CPX.b #$10 : BNE .loop
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
.damageProperties
|
|
db $00, $01, $01, $01, $01, $01, $01, $00, $01, $01, $00, $04, $01, $01, $00, $01
|
|
;BA D1 D2 D3 D4 D5 AR HS BM SA PD FR IR BB ET QU
|
|
}
|
|
|
|
; =============================================================================
|
|
|
|
Sprite_Damage_FlashLONG:
|
|
{
|
|
PHB : PHK : PLB
|
|
|
|
JSR Sprite_Damage_Flash
|
|
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
; =============================================================================
|
|
|
|
Sprite_Damage_Flash:
|
|
{
|
|
LDA $0EF0, X : BEQ .dontFlash
|
|
; Change the palette to the next in the cycle
|
|
LDA $0E60, X : INC : CMP.b #$08 : BNE .dontReset
|
|
LDA.b #$00
|
|
|
|
.dontReset
|
|
STA $0E60, X
|
|
|
|
BRA .flash
|
|
|
|
.dontFlash
|
|
|
|
STZ $0E60, X
|
|
|
|
.flash
|
|
|
|
RTS
|
|
} |