Files
oracle-of-secrets/Sprites/Enemies/anti_kirby.asm
2024-12-10 19:01:58 -05:00

444 lines
10 KiB
NASM

; =========================================================
; Anti Kirby
!SPRID = Sprite_AntiKirby
!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
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_AntiKirby_Main
.SpriteIsNotActive
PLB
RTL
}
; =========================================================
Sprite_AntiKirby_Prep:
{
PHB : PHK : PLB
STZ.w SprDefl, X
STZ.w SprTileDie, X
STZ.w SprMiscB, X
LDA.l SWORD : DEC : TAY
LDA .bump_damage, Y : STA.w SprBump, X
LDA .health, Y : STA.w SprHealth, X
LDA .prize_pack, Y : STA.w SprPrize, X
PLB
RTL
.bump_damage
db $81, $88, $88, $88
.health
db 06, 10, 20, 20
.prize_pack
db 6, 3, 3, 3
}
!RecoilTime = $30
Sprite_AntiKirby_Main:
{
JSL Sprite_IsToRightOfPlayer
TYA : CMP #$01 : BNE .WalkRight
.WalkLeft
LDA.b #$40 : STA.w SprMiscC, X
JMP +
.WalkRight
STZ.w SprMiscC, X
+
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckIfRecoiling
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw AntiKirby_Main
dw AntiKirby_Hurt
dw AntiKirby_BeginSuck
dw AntiKirby_Sucking
dw AntiKirby_Full
dw AntiKirby_Hatted
dw AntiKirby_HattedHurt
dw AntiKirby_Death
AntiKirby_Main:
{
; Check health
LDA.w SprHealth, X : CMP.b #$01 : BCS .NotDead
%GotoAction(4)
RTS
.NotDead
; Randomly Suck
JSL GetRandomInt : AND #$3F : BNE .not_done
LDA #$04 : STA.w SprTimerA, X
%GotoAction(2)
RTS
.not_done
%PlayAnimation(0, 2, 10) ; Start
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #!RecoilTime : STA.w SprTimerA, X
%GotoAction(1) ; Hurt
RTS
.NoDamage
%DoDamageToPlayerSameLayerOnContact()
%MoveTowardPlayer(8)
JSL Sprite_BounceFromTileCollision
RTS
}
AntiKirby_Hurt:
{
%PlayAnimation(3, 3, 10) ; Hurt
LDA.w SprTimerA, X : BNE .NotDone
%GotoAction(0)
.NotDone
RTS
}
AntiKirby_BeginSuck:
{
%PlayAnimation(4, 5, 10) ; Suck
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #!RecoilTime : STA.w SprTimerA, X
%GotoAction(1) ; Hurt
RTS
.NoDamage
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 SprAction, X
LDA.b #$5F : STA.w SprTimerA, X
LDA.b #$1F : JSL Sprite_ProjectSpeedTowardsPlayer
JSL Sprite_ConvertVelocityToAngle : LSR A : STA.w SprMiscD,X
RTS
.dont_tongue_link
LDA.w SprTimerA, X : BNE +
STZ.w SprAction, X
+
RTS
}
AntiKirby_Sucking:
{
%PlayAnimation(5, 5, 10) ; Sucking
; Get the direction of link relative to the anti kirby
; Invert the direction and store it in A, call DragPlayer
; when Link is close enough
JSL Sprite_DirectionToFacePlayer
LDA.b $0E : CLC : ADC.b #$30 : CMP.b #$50 : BCS .dont_tongue_link
LDA.b $0F : CLC : ADC.b #$30 : CMP.b #$50 : BCS .dont_tongue_link
LDA.w SprMiscC, X
JSL DragPlayer
.dont_tongue_link
JSL Sprite_DirectionToFacePlayer
LDA.b $0E : CMP.b #$10 : BCS .NotDone
LDA.b $0F : CMP.b #$10 : BCS .NotDone
LDA.w POSX : STA.w SprMiscB, X
LDA.w POSY : STA.w SprMiscA, X
LDA.b #$0C : STA.b $4B
%SetTimerA($80)
LDA.b #$0A : STA.w SprFrame, X
INC.w SprAction, X
RTS
.NotDone
LDA.w SprTimerA, X : BNE +
%GotoAction(0)
+
RTS
}
AntiKirby_Full:
{
%PlayAnimation(10, 10, 10)
LDA.w SprMiscA, X : STA.b POSY
LDA.w SprMiscB, X : STA.b POSX
LDA.w SprTimerA, X : BNE +
INC.w SprAction, X
%SetTimerA($60)
STZ.w SprMiscG, X
STZ.b $4B
RTS
+
RTS
}
AntiKirby_Hatted:
{
%PlayAnimation(6, 8, 10) ; Hatted
%DoDamageToPlayerSameLayerOnContact()
%MoveTowardPlayer(8)
JSL Sprite_BounceFromTileCollision
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
LDA #!RecoilTime : STA.w SprTimerA, X
%GotoAction(6) ; Hurt
.NoDamage
RTS
}
AntiKirby_HattedHurt:
{
%PlayAnimation(9, 9, 10)
LDA.w SprTimerA, X : BNE .NotDone
%GotoAction(5)
.NotDone
RTS
}
AntiKirby_Death:
{
%PlayAnimation(3, 3, 10) ; Death
LDA.b #$06 : STA.w SprState, X
LDA.b #$09 : JSL SpriteSFX_QueueSFX3WithPan
RTS
}
}
AntiKirby_StealItem:
{
REP #$20
LDA.w SprCachedX
CLC : ADC.b $04 : SEC : SBC.b $22
CLC : ADC.w #$000C : CMP.w #$0018 : BCS .exit
LDA.w SprCachedY
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 GetRandomInt
AND.b #$03
INC A
STA.w SprMiscG, X
STA.w SprMiscE, 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 SprMiscG,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 SprSubtype, X : BEQ .dont_steal_anything
CMP.b #$03 : BEQ .dont_steal_anything
LDA.b #$00
STA.l $7EF35A
RTS
}
; 7-9: Walking with hat
; 10: Hurt with hat
Sprite_AntiKirby_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08
LDA.w SprMiscC, X : STA $09
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 $09 : AND.w #$00FF : CMP.w #$0040 : BNE +
LDA $00 : CLC : ADC .x_offsets_2, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
BRA ++
+
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 $08 : AND.b #$FF : ORA $09 : 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
; Anti-Kirby V3 draw
.start_index
db $00, $01, $02, $03, $04, $05, $06, $08, $0A, $0C, $0E, $10
.nbr_of_tiles
db 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1
.x_offsets
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0, -4
dw 0, -4
dw 0, -4
dw 0, -4
dw -4, 4
dw 4, -4
.y_offsets
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -6
dw 0, 0
dw 0, 0
.chr
db $00
db $02
db $04
db $20
db $07
db $27
db $00, $25
db $02, $25
db $04, $25
db $20, $25
db $22, $23
db $22, $23
.properties
; Normal Kirby
db $0B
db $0B
db $0B
db $0B
db $0B
db $0B
; Link hat kirby
db $0B, $0B
db $0B, $0B
db $0B, $0B
db $0B, $0B
db $0B, $0B
db $4B, $4B
.sizes
db $02
db $02
db $02
db $02
db $02
db $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
.x_offsets_2
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0, 4
dw 0, 4
dw 0, 4
dw 0, 4
dw 4, -4
dw -4, 4
}