Files
oracle-of-secrets/Sprites/Bosses/wolfos.asm
2024-06-15 15:43:11 -04:00

490 lines
11 KiB
NASM

; =========================================================
; Wolfos Sprite Properties
; =========================================================
!SPRID = $A9 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 03 ; 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 = 90 ; 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 = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 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 = 01 ; 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_Wolfos_Prep, Sprite_Wolfos_Long)
; =========================================================
Sprite_Wolfos_Long:
{
PHB : PHK : PLB
JSR Sprite_Wolfos_Draw
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Wolfos_CheckIfDefeated
JSR Sprite_Wolfos_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Wolfos_Prep:
{
PHB : PHK : PLB
; Check if the wolfos has been defeated
LDA.l $7EF303 : CMP.b #$01 : BNE .spawn_wolfos
STZ.w SprState, X ; Don't spawn the sprite
PLB
RTL
.spawn_wolfos
LDA.b #$40 : STA.w SprTimerA, X
LDA.b #$00 : STA.w $0CAA, X ; Sprite persist
LDA.b #$08 : STA.w $0E40, X ; Nbr Oam Entries
LDA.b #$E0 : STA.w $0F60, X ; Persist
PLB
RTL
}
Sprite_Wolfos_CheckIfDefeated:
{
LDA.w SprHealth, X : CMP.b #$10 : BCS .not_defeated
LDA.b #$06 : STA SprAction, X ; Set to defeated
LDA.b #$09 : STA SprState, X
LDA.b #$40 : STA SprHealth, X ; Refill the health of the sprite
STZ.w SprMiscD, X
RTS
.not_defeated
RTS
}
; =========================================================
macro Wolfos_Move()
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageFromPlayerLong : BCC +
+
JSL Sprite_PlayerCantPassThrough
JSL Sprite_BounceFromTileCollision
JSL Sprite_Move
JSR Wolfos_DecideAction
endmacro
Wolfos_DecideAction:
{
LDA SprTimerA, X : BNE .decide_new_action
RTS
.decide_new_action
JSL Sprite_DirectionToFacePlayer
LDA $0E ; y distance from player
STA SprMiscC, X
LDA $0F ; x distance from player
STA SprMiscB, X
LDA SprMiscC, X
CMP #$10 ; Check if y distance is significant
BCS .adjust_y
LDA SprMiscB, X
CMP #$10 ; Check if x distance is significant
BCS .adjust_x
.adjust_y
JSL Sprite_IsBelowPlayer
TYA
BEQ .above_player
%GotoAction(1) ; Attack Back
RTS
.above_player
%GotoAction(0) ; Attack Forward
RTS
.adjust_x
JSL Sprite_IsToRightOfPlayer
TYA
BEQ .right
%GotoAction(3) ; Walk Left
RTS
.right
%GotoAction(2) ; Walk Right
RTS
}
!NormalSpeed = $08
!AttackSpeed = $0D
Sprite_Wolfos_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Wolfos_AttackForward ; 0x00
dw Wolfos_AttackBack ; 0x01
dw Wolfos_WalkRight ; 0x02
dw Wolfos_WalkLeft ; 0x03
dw Wolfos_AttackRight ; 0x04
dw Wolfos_AttackLeft ; 0x05
dw Wolfos_Subdued ; 0x06
dw Wolfos_GrantMask ; 0x07
dw Wolfos_Dismiss ; 0x08
Wolfos_AttackForward:
{
%PlayAnimation(0, 2, 10)
%Wolfos_Move()
LDA #!NormalSpeed
STA.w SprYSpeed, X
LDA #$30
STA SprTimerA, X
RTS
}
Wolfos_AttackBack:
{
%PlayAnimation(3, 5, 10)
%Wolfos_Move()
LDA #-!NormalSpeed
STA.w SprYSpeed, X
LDA #$30
STA SprTimerA, X
RTS
}
Wolfos_WalkRight:
{
%StartOnFrame(6)
%PlayAnimation(6, 8, 10)
%Wolfos_Move()
LDA #!NormalSpeed
STA.w SprXSpeed, X
STZ.w SprYSpeed, X
JSL GetRandomInt : AND.b #$3F : BNE +
%GotoAction(4)
+
LDA #$30
STA SprTimerA, X
RTS
}
Wolfos_WalkLeft:
{
%StartOnFrame(9)
%PlayAnimation(9, 11, 10)
%Wolfos_Move()
LDA #-!NormalSpeed
STA.w SprXSpeed, X
STZ.w SprYSpeed, X
JSL GetRandomInt : AND.b #$3F : BNE +
%GotoAction(5)
+
LDA #$30
STA SprTimerA, X
RTS
}
Wolfos_AttackRight:
{
%StartOnFrame(12)
%PlayAnimation(12, 13, 10)
JSL Sprite_PlayerCantPassThrough
JSL Sprite_BounceFromTileCollision
JSL Sprite_Move
LDA #!AttackSpeed
STA.w SprXSpeed, X
LDA SprTimerA, X : BNE +
%GotoAction(2)
+
RTS
}
Wolfos_AttackLeft:
{
%StartOnFrame(14)
%PlayAnimation(14, 15, 10)
JSL Sprite_PlayerCantPassThrough
JSL Sprite_BounceFromTileCollision
JSL Sprite_Move
LDA #-!AttackSpeed
STA.w SprXSpeed, X
LDA SprTimerA, X : BNE +
%GotoAction(3)
+
RTS
}
Wolfos_Subdued:
{
%PlayAnimation(0, 0, 10)
STZ.w SprXSpeed, X
STZ.w SprYSpeed, X
JSL Sprite_DamageFlash_Long
JSL Sprite_PlayerCantPassThrough
; Run the dialogue and wait for a song of healing flag to be set
LDA SprMiscD, X : BNE .wait
%ShowUnconditionalMessage($0F)
LDA.b #$01 : STA SprMiscD, X
.wait
LDA $FE : BEQ .ninguna_cancion
STZ $FE
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(7)
.ninguna_cancion
RTS
}
Wolfos_GrantMask:
{
%PlayAnimation(0, 0, 10)
LDA SprTimerD, X : BNE .wait
%ShowUnconditionalMessage($10F)
LDA.b #$01 : STA.l $7EF358
%GotoAction(8)
.wait
RTS
}
Wolfos_Dismiss:
{
%PlayAnimation(0, 0, 10)
STZ.w SprXSpeed, X
STZ.w SprYSpeed, X
JSL Sprite_PlayerCantPassThrough
LDA SprTimerD, X : BNE .dismiss
LDA.b #$00 : STA $0DD0, X ; kill sprite normal style
STZ.w SprAction, X
STZ.w SprHealth, X
RTS
.dismiss
RTS
}
}
Sprite_TimerAction:
{
LDA.w SprTimerA, X : BEQ .reset_timer
DEC.w SprTimerA, X
RTS
.reset_timer
LDA #$30 : STA SprTimerA, X
%GotoAction(0) ; Default to attack forward
RTS
}
; =========================================================
; Animation Frame
; 0-2 Attack Forward
; 3-5 Attack Back
; 6-8 Walk Right
; 9-11 Walk Left
; 12-13 Attack Right
; 14-15 Attack Left
Sprite_Wolfos_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
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, $02, $04, $06, $08, $0A, $0C, $10, $14, $18, $1C, $20, $24, $28, $2B, $2F
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 2, 3, 2
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
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 -8, 8, 8
dw 8, -8, -8, 8
dw 8, -8, -8
.y_offsets
dw 0, -16
dw 0, -16
dw 0, -16
dw 0, -16
dw 0, -16
dw 0, -16
dw 0, 0, -16, -16
dw 0, 0, -16, -16
dw -16, -16, 0, 0
dw 0, 0, -16, -16
dw 0, 0, -16, -16
dw -16, -16, 0, 0
dw 0, 0, -16, -16
dw 0, 0, -16
dw 0, 0, -16, -16
dw 0, 0, -16
.chr
db $E0, $C0
db $E4, $C4
db $E6, $C6
db $E2, $C2
db $E8, $C8
db $EA, $CA
db $A2, $A0, $80, $82
db $A4, $A6, $86, $84
db $88, $8A, $A8, $AA
db $A2, $A0, $80, $82
db $A4, $A6, $86, $84
db $88, $8A, $A8, $AA
db $AC, $AE, $8E, $8C
db $EC, $EE, $CE
db $AC, $AE, $8E, $8C
db $EC, $EE, $CE
.properties
db $39, $39
db $39, $39
db $39, $39
db $39, $39
db $39, $39
db $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $79, $79, $79, $79
db $79, $79, $79, $79
db $79, $79, $79, $79
db $39, $39, $39, $39
db $39, $39, $39
db $79, $79, $79, $79
db $79, $79, $79
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $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
db $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02
}