Files
oracle-of-secrets/Sprites/Enemies/anti_kirby.asm
2024-05-12 19:25:50 -04:00

545 lines
11 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $A8 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; 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 = $08 ; Number of Health the sprite have
!Damage = 04 ; (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 AntiKirby (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 = 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 = 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 = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_AntiKirby_Prep, Sprite_AntiKirby_Long);
Sprite_AntiKirby_Long:
{
PHB : PHK : PLB
JSR Sprite_AntiKirby_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_AntiKirby_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_AntiKirby_Prep:
{
PHB : PHK : PLB
LDA #$00 : STA $0CAA, X
LDA #$00 : STA $0B6B, X
LDY $0FFF
LDA .bump_damage, Y : STA $0CD2, X
LDA .hp, Y : STA $0E50, X
LDA .prize_pack, Y : STA $0BE0, X
PLB
RTL
.bump_damage
db $81, $88
.hp
db 8, 16
.prize_pack
db 6, 2
}
!RecoilTime = $30
Sprite_AntiKirby_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw AntiKirby_Start
dw AntiKirby_WalkRight
dw AntiKirby_WalkLeft
dw AntiKirby_Hurt
dw AntiKirby_Suck
dw AntiKirby_Full
dw AntiKirby_Death
AntiKirby_Start:
{
; Check health
LDA SprHealth, X : CMP.b #$01 : BCS .NotDead
%GotoAction(6)
RTS
.NotDead
; Randomly Suck
JSL GetRandomInt : AND #$3F : BNE .not_done
LDA #$04 : STA SprTimerA, X
%GotoAction(4)
RTS
.not_done
JSL Sprite_IsToRightOfPlayer
TYA : CMP #$01 : BNE .WalkRight
.WalkLeft
%GotoAction(2)
RTS
.WalkRight
%GotoAction(1)
RTS
}
AntiKirby_WalkRight:
{
%PlayAnimation(0, 2, 10) ; Walk Right
PHX
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
LDA #!RecoilTime : STA SprTimerA, X
%GotoAction(3) ; Hurt
PLX
RTS
.NoDamage
%DoDamageToPlayerSameLayerOnContact()
PLX
%MoveTowardPlayer(10)
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
%GotoAction(0)
RTS
}
AntiKirby_WalkLeft:
{
%PlayAnimation(3, 6, 10) ; Walk Left
PHX
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
LDA #!RecoilTime : STA SprTimerA, X
%GotoAction(3) ; Hurt
PLX
RTS
.NoDamage
%DoDamageToPlayerSameLayerOnContact()
PLX
%MoveTowardPlayer(10)
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
%GotoAction(0)
RTS
}
AntiKirby_Hurt:
{
%PlayAnimation(8, 8, 10) ; Hurt
LDA SprTimerA, X : BNE .NotDone
%GotoAction(0)
.NotDone
RTS
}
AntiKirby_Suck:
{
%PlayAnimation(9, 10, 10) ; Suck
LDA.b $0E : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link
LDA.b $0F : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link
INC.w $0D80,X
LDA.b #$1F
JSL Sprite_ProjectSpeedTowardsPlayer
JSL Sprite_ConvertVelocityToAngle
LSR A
STA.w $0DE0,X
LDA.b #$5F
STA.w SprTimerA, X
RTS
; ---------------------------------------------------------
.dont_tongue_link
STZ.w $0D80,X
LDA.b #$10
STA.w SprTimerA, X
RTS
}
AntiKirby_Full:
{
%PlayAnimation(11, 11, 10) ; Full
LDA.w SprTimerA, X : BNE .lickylicky
STZ.w $0D80,X
LDA.b #$10
STA.w SprTimerA, X
STZ.w $0D90,X
STZ.w $0DA0,X
STZ.w $0ED0,X
RTS
.lickylicky
LSR A
LSR A
PHA
TAY
LDA.w .anim,Y : STA.w $0DC0,X
TYA
LDY.w $0DE0,X
PHY
CLC : ADC.w .index_offset_x,Y
TAY
LDA.w .pos,Y : STA.w $0D90,X
STA.b $04
STZ.b $05
BPL .positive_x
DEC.b $05
.positive_x
PLY
PLA
CLC : ADC.w .index_offset_y,Y
TAY
LDA.w .pos,Y : STA.w $0DA0,X
STA.b $06
STZ.b $07
STZ.b $07
BPL .positive_y
DEC.b $07
.positive_y
LDA.w $0ED0,X : BNE .exit
REP #$20
LDA.w $0FD8
CLC : ADC.b $04
SEC : SBC.b $22
CLC : ADC.w #$000C
CMP.w #$0018 : BCS .exit
LDA.w $0FDA : CLC : ADC.b $06
SEC : SBC.b $20
CLC : ADC.w #$000C
CMP.w #$0020 : BCS .exit
; ---------------------------------------------------------
SEP #$20
LDA.w SprTimerA, X : CMP.b #$2E : BCS .exit
; JSL Link_CalculateSFXPan
; ORA.b #$26 ; SFX2.26
; STA.w $012E
JSL GetRandomInt
AND.b #$03
INC A
STA.w $0ED0,X
STA.w $0E90,X
CMP.b #$01 : BNE .dont_steal_bomb
LDA.l $7EF343 : BEQ .dont_steal_anything
DEC A
STA.l $7EF343
RTS
.dont_steal_anything
SEP #$20
STZ.w $0ED0,X
RTS
; ---------------------------------------------------------
.dont_steal_bomb
CMP.b #$02 : BNE .dont_steal_arrow
LDA.l $7EF377 : BEQ .dont_steal_anything
DEC A
STA.l $7EF377
RTS
; ---------------------------------------------------------
.dont_steal_arrow
CMP.b #$03 : BNE .dont_steal_rupee
REP #$20
LDA.l $7EF360 : BEQ .dont_steal_anything
DEC A
STA.l $7EF360
.exit
SEP #$20
RTS
; ---------------------------------------------------------
.dont_steal_rupee
LDA.l $7EF35A
STA.w $0E30,X
BEQ .dont_steal_anything
CMP.b #$03
BEQ .dont_steal_anything
LDA.b #$00
STA.l $7EF35A
RTS
.anim
db $09, $09, $09, $09, $0A, $0A, $0A, $0A
db $0A, $0A, $0A, $0A, $0A, $0A, $0A, $0A
db $0A, $0A, $0A, $0A, $09, $09, $09, $09
.pos
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db 12, 16, 24, 32, 32, 24, 16, 12
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db -12, -16, -24, -32, -32, -24, -16, -12
db 0, 0, 0, 0, 0, 0, 0, 0
.index_offset_x
db $18, $18, $00, $30, $30, $30, $00, $18
.index_offset_y
db $00, $18, $18, $18, $00, $30, $30, $30
}
AntiKirby_Death:
{
%PlayAnimation(12, 12, 10) ; Death
LDA.b #$06
STA.w $0DD0,X
LDA.b #$0A
STA.w SprTimerA, X
STZ.w $0BE0,X
LDA.b #$09 ; SFX2.1E
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
RTS
}
}
Sprite_AntiKirby_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 $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
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, $01, $02, $03, $05, $06, $07, $08, $0A, $0B, $0D, $0F, $11
.nbr_of_tiles
db 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1
.x_offsets
dw 0
dw 1
dw 0
dw 0, 16
dw 0
dw -1
dw 0
dw 0, -16
dw 0
dw 0, 16
dw 0, 16
dw -4, 12
dw -4, 12
.y_offsets
dw 0
dw 0
dw 0
dw 0, 0
dw 0
dw 0
dw 0
dw 0, 0
dw 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
.chr
db $00
db $02
db $00
db $04, $06
db $00
db $02
db $00
db $04, $06
db $20
db $08, $0A
db $28, $2A
db $22, $24
db $22, $24
.properties
db $37
db $37
db $37
db $37, $37
db $77
db $77
db $77
db $77, $77
db $37
db $37, $37
db $37, $37
db $37, $37
db $37, $37
.sizes
db $02
db $02
db $02
db $02, $02
db $02
db $02
db $02
db $02, $02
db $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}