Files
oracle-of-secrets/Sprites/Enemies/goriya.asm
2024-06-27 09:06:55 -04:00

428 lines
9.4 KiB
NASM

; =========================================================
; Goriya Sprite Properties
; =========================================================
!SPRID = $2C ; 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 = 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_Goriya_Prep, Sprite_Goriya_Long)
; =========================================================
Sprite_Goriya_Long:
{
PHB : PHK : PLB
LDA.w SprSubtype, X : BEQ +
JSR Sprite_Boomerang_Draw
JMP ++
+
JSR Sprite_Goriya_Draw
JSL Sprite_DrawShadow
++
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Goriya_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Goriya_Prep:
{
PHB : PHK : PLB
LDA.b #$20 : STA.w SprHealth, X
PLB
RTL
}
; =========================================================
Sprite_Goriya_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Goriya_WalkingUp
dw Goriya_WalkingDown
dw Goriya_WalkingLeft
dw Goriya_WalkingRight
dw BoomerangAttack
Goriya_WalkingUp:
{
%PlayAnimation(0, 1, 10)
JSR Sprite_Goriya_Move
RTS
}
Goriya_WalkingDown:
{
%PlayAnimation(2, 3, 10)
JSR Sprite_Goriya_Move
RTS
}
Goriya_WalkingLeft:
{
%StartOnFrame(4)
%PlayAnimation(4, 5, 10)
JSR Sprite_Goriya_Move
RTS
}
Goriya_WalkingRight:
{
%StartOnFrame(6)
%PlayAnimation(6, 7, 10)
JSR Sprite_Goriya_Move
RTS
}
BoomerangAttack:
{
%PlayAnimation(0, 3, 6)
JSL Sprite_PlayerCantPassThrough
JSL Sprite_CheckDamageToPlayer : BCC .no_dano
; TODO: Project speed back towards origin entity.
STZ.w SprState, X
.no_dano
JSL Sprite_CheckDamageFromPlayer : BCC +
STZ.w SprState, X
+
LDA.b #$12
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_Move
JSL Sprite_SpawnSparkleGarnish
RTS
}
}
GoriyaMovementSpeed = 10
Goriya_HandleTileCollision:
{
JSL Sprite_CheckTileCollision
LDA.w SprCollision, X : CMP.b #$08 : BEQ .up
LDA.w SprCollision, X : CMP.b #$04 : BEQ .down
LDA.w SprCollision, X : CMP.b #$02 : BEQ .left
LDA.w SprCollision, X : CMP.b #$01 : BEQ .right
JMP +
.up
%GotoAction(0)
STA.w SprMiscE, X
%SetTimerC(60)
JMP +
.down
%GotoAction(1)
STA.w SprMiscE, X
%SetTimerC(60)
JMP +
.left
%GotoAction(2)
STA.w SprMiscE, X
%SetTimerC(60)
JMP +
.right
%GotoAction(3)
STA.w SprMiscE, X
%SetTimerC(60)
JMP +
+
RTS
}
Goriya_BoomerangAttack:
{
LDA.b #$2C
JSL Sprite_SpawnDynamically : BMI +
LDA.b #$01 : STA.w SprSubtype, Y
LDA.b #$04 : STA.w SprAction, Y
LDA.w SprX, X : STA.w SprX, Y
LDA.w SprY, X : STA.w SprY, Y
LDA.w SprXH, X : STA.w SprXH, Y
LDA.w SprYH, X : STA.w SprYH, Y
+
RTS
}
Sprite_Goriya_Move:
{
JSL Sprite_Move
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageToPlayer
JSL Sprite_CheckDamageFromPlayer
JSR Goriya_HandleTileCollision
JSL GetRandomInt : AND.b #$9F : BNE ++
JSR Goriya_BoomerangAttack
++
LDA.w SprTimerC, X : BNE +
JSL GetRandomInt : AND.b #$03
STA.w SprMiscB, X
%SetTimerC(60)
+
LDA.w SprMiscB, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Goriya_MoveUp
dw Goriya_MoveDown
dw Goriya_MoveLeft
dw Goriya_MoveRight
Goriya_MoveUp:
{
LDA.b #-GoriyaMovementSpeed : STA.w SprYSpeed, X
STZ.w SprXSpeed, X
%GotoAction(0)
LDA.b #$00 : STA.w SprMiscE, X
RTS
}
Goriya_MoveDown:
{
LDA.b #GoriyaMovementSpeed : STA.w SprYSpeed, X
STZ.w SprXSpeed, X
%GotoAction(1)
LDA.b #$01 : STA.w SprMiscE, X
RTS
}
Goriya_MoveLeft:
{
STZ.w SprYSpeed, X
LDA.b #-GoriyaMovementSpeed : STA.w SprXSpeed, X
%GotoAction(2)
LDA.b #$02 : STA.w SprMiscE, X
RTS
}
Goriya_MoveRight:
{
STZ.w SprYSpeed, X
LDA.b #GoriyaMovementSpeed : STA.w SprXSpeed, X
%GotoAction(3)
LDA.b #$03 : STA.w SprMiscE, X
RTS
}
}
; =========================================================
!BodyForward = $C6
!BodyLeft = $E2
!BodyBackward = $E4
!HeadLeft = $C4
!HeadForward = $C2
!HeadBackward = $C0
; 0-1 : Walking Down
; 2-3 : Walking Left
; 4-5 : Walking Up
Sprite_Goriya_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA.w .start_index, Y : STA $06
LDA.w SprMiscA, 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 #$20
BCC .on_screen_y
; Put the sprite out of the way
LDA.b #$F0 : STA ($90), Y : 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.b #$02 : 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
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 1, 1
.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
.y_offsets
dw 0, -9
dw 0, -9
dw 0, -10
dw 0, -10
dw 0, -10
dw 0, -9
dw 0, -9
dw -1, -10
.chr
; Body Head
db $E4, $C0
db $E4, $C0
db $C6, $C2
db $C6, $C2
db $E2, $C4
db $E0, $C4
db $E2, $C4
db $E0, $C4
.properties
db $3D, $3D
db $7D, $3D
db $3D, $3D
db $7D, $3D
db $3D, $3D
db $3D, $3D
db $7D, $7D
db $7D, $7D
}
Sprite_Boomerang_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, 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 : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : 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 #$02 : 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
.nbr_of_tiles
db 0, 0, 0, 0
.chr
db $26
db $26
db $26
db $26
.properties
db $32
db $B2
db $F2
db $72
}