Files
oracle-of-secrets/Sprites/Enemies/eon_scrub.asm
2024-07-28 16:12:44 -04:00

374 lines
8.1 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = Sprite_EonScrub
!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 = 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 = 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 = 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_EonScrub_Prep, Sprite_EonScrub_Long)
; =========================================================
Sprite_EonScrub_Long:
{
PHB : PHK : PLB
JSR Sprite_EonScrub_Draw ; Call the draw code
LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
JSL Sprite_DrawShadow
.normal_scrub
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_EonScrub_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_EonScrub_Prep:
{
PHB : PHK : PLB
LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
LDA.b #$20 : STA.b SprPrize, X
.normal_scrub
PLB
RTL
}
; =========================================================
; Frame Data
; 0 - Looking left
; 1 - Looking right
; 2 - Idle forward
; 3-6 Pea Shooting Mouth
; 7-10 - Getting Stunned
; 11-12 - Dazed
Sprite_EonScrub_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw EonScrub_Stalking
dw EonScrub_Attack
dw EonScrub_PostAttack
dw EonScrub_Recoil
dw EonScrub_Dazed
dw EonScrub_Subdued
dw EonScrub_PeaShot
EonScrub_Stalking:
{
%PlayAnimation(0,1,16)
JSL Sprite_PlayerCantPassThrough
JSL Sprite_IsBelowPlayer : TYA
CMP #$00 : BNE .is_below_player
; Check if the player is too close
LDA $22 : STA $02
LDA $20 : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
; The player is below the scrub, so it should pop up
LDA #$20 : STA.w SprTimerA, X
%GotoAction(1)
.too_close
.is_below_player
RTS
}
EonScrub_Attack:
{
%PlayAnimation(2,6,16)
JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect
LDA SprTimerA, X : BNE .not_done
JSR EonScrub_SpawnPeaShot
LDA #$F0 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
LDA POSX : STA $02
LDA POSY : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
%GotoAction(0)
.not_too_close
RTS
}
EonScrub_PostAttack:
{
%PlayAnimation(2,2,16)
JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect
LDA.w SprTimerA, X : BNE +
%GotoAction(0)
+
RTS
}
EonScrub_Recoil:
{
%PlayAnimation(7,10,16)
JSL Sprite_PlayerCantPassThrough
; Kill the pea shot
PHX
LDA Offspring1_Id : TAX
STZ.w $0DD0, X
PLX
; Play the spinning animation for a bit before proceeding
LDA SprTimerA, X : BNE .not_done
LDA #$40 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
RTS
}
EonScrub_Dazed:
{
%PlayAnimation(11,12,16)
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .not_done
%SetHarmless(1)
INC.w SprAction, X
.not_done
RTS
}
EonScrub_Subdued:
{
%PlayAnimation(2,2,16)
JSL Sprite_PlayerCantPassThrough
LDA.w SprMiscD, X : BNE .no_talk
.no_talk
RTS
}
EonScrub_PeaShot:
{
%StartOnFrame(13)
%PlayAnimation(13,13,3)
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_MoveVert
JSL Sprite_CheckTileCollision
LDA.w SprCollision, X : BEQ .no_collision
STZ.w SprState, X
.no_collision
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
; Apply force in the opposite direction
LDA #-16 : STA.w SprYSpeed, X
.no_damage
RTS
RTS
}
}
EonScrub_SpawnPeaShot:
{
LDA.b #Sprite_EonScrub
JSL Sprite_SpawnDynamically : BMI .return ;89
JSR SpawnPeaShot_AltEntry
.return
LDA.w Offspring1_Id, X : TAY
RTS
}
; =========================================================
Sprite_EonScrub_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
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 : 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, $0E, $10, $12, $14, $16, $18, $1A
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0
.y_offsets
dw 0, -8
dw 0, -8
dw 0, -12
dw 0, -12
dw 0, -12
dw 0, -12
dw 0, -12
dw 0, -12
dw 0, -12
dw 0, -8
dw 0, -4
dw 0, -16
dw 0, -16
dw 0
.chr
db $20, $0A
db $20, $0A
db $24, $0A
db $22, $0A
db $00, $0A
db $02, $0A
db $04, $0A
db $08, $0A
db $06, $0A
db $28, $0A
db $26, $0A
db $2C, $0C
db $2C, $0C
db $2A
.properties
db $33, $33
db $73, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $73, $73
db $33
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02
}