193 lines
4.0 KiB
NASM
193 lines
4.0 KiB
NASM
; Vampire Bat Mini boss
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; Sprite 0x11 Custom Keese Subtype 02
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Sprite_VampireBat_Main:
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{
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceFromTileCollision
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw VampireBat_Idle
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dw VampireBat_Ascend
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dw VampireBat_FlyAround
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dw VampireBat_Descend
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VampireBat_Idle:
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{
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STZ.w SprFrame, X
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JSL GetDistance8bit_Long : CMP.b #$24 : BCS +
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INC.w SprAction, X
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LDA.b #$40 : STA.w SprTimerA, X
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+
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RTS
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}
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VampireBat_Ascend:
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{
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%PlayAnimation(1,2,5)
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LDA.w SprTimerA, X : AND.b #$02 : BNE +
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LDA.w SprHeight, X : CMP.b #$50 : BEQ +
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INC.w SprHeight, X
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+
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LDA.w SprTimerA, X : BNE +
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INC.w SprAction, X
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LDA.b #$50 : STA.w SprTimerC, X
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JSL GetRandomInt : AND.b #$3F : BNE +
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JSL Sprite_SpawnFireKeese
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+
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RTS
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}
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VampireBat_FlyAround:
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{
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%PlayAnimation(1,2,10)
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JSL Sprite_ProjectSpeedTowardsPlayer
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JSL GetRandomInt : AND.b #$1F : BNE +
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JSL Sprite_SelectNewDirection
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+
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JSL Sprite_Move
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LDA.w SprTimerC, X : BNE +
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INC.w SprAction, X
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LDA.b #$40 : STA.w SprTimerC, X
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+
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RTS
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}
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VampireBat_Descend:
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{
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%PlayAnimation(3,4,5)
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LDA.w SprHeight, X : BEQ +
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DEC.w SprHeight, X
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+
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JSL Sprite_ProjectSpeedTowardsPlayer
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JSL Sprite_Move
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JSL GetRandomInt : AND.b #$0F : BNE +
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JSL Sprite_Twinrova_FireAttack
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+
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LDA.w SprTimerC, X : BNE +
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STZ.w SprAction, X
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+
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RTS
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}
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}
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Sprite_SpawnFireKeese:
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{
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LDA.b #$11
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JSL Sprite_SpawnDynamically : BMI .spawn_failed
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LDA.b #$01 : STA.w SprSubtype, Y ; Fire Keese
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JSL Sprite_SetSpawnedCoords
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.spawn_failed
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RTL
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}
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Sprite_SpawnIceKeese:
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{
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LDA.b #$11
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JSL Sprite_SpawnDynamically : BMI +
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JSL Sprite_SetSpawnedCoords
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+
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RTL
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}
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Sprite_VampireBat_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.w SprFrame, X : TAY ;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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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 : ORA $08 : 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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.start_index
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db $00, $04, $0A, $12, $18
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.nbr_of_tiles
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db 3, 5, 7, 5, 7
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.x_offsets
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dw -8, -8, 8, 8
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dw -8, -8, -24, 8, 8, 24
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dw -8, -8, -24, -24, 8, 8, 24, 24
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dw -8, -8, -24, 8, 8, 24
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dw -8, -8, -24, 8, 8, 24, 0, 8
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.y_offsets
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dw -16, 0, -16, 0
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dw 0, -16, 0, 0, -16, 0
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dw -16, 0, 0, -16, -16, 0, 0, -16
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dw 0, -16, 0, 0, -16, 0
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dw 0, -16, 0, 0, -16, 0, 0, 0
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.chr
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db $8E, $AE, $8E, $AE
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db $A8, $88, $A6, $A8, $88, $A6
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db $8C, $AC, $AA, $8A, $8C, $AC, $AA, $8A
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db $A8, $88, $A6, $A8, $88, $A6
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db $A8, $88, $A6, $A8, $88, $A6, $87, $87
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.properties
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db $33, $33, $73, $73
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db $33, $33, $33, $73, $73, $73
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db $33, $33, $33, $33, $73, $73, $73, $73
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db $33, $33, $33, $73, $73, $73
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db $33, $33, $33, $73, $73, $73, $33, $73
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.sizes
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db $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $00, $00
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}
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