Files
oracle-of-secrets/Sprites/Bosses/twinrova.asm
2024-06-14 21:04:38 -04:00

1460 lines
32 KiB
NASM

; =========================================================
; Twinrova Boss Sprite
;
; Overrides Blind and the Blind Maiden to create a new
; boss sequence.
;
; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
!NbrTiles = 06 ; 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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this Twinrova (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 = 01 ; 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 = 01 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_Twinrova_Prep, Sprite_Twinrova_Long)
; =========================================================
Sprite_Twinrova_Long:
{
PHB : PHK : PLB
JSR Sprite_Twinrova_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Twinrova_CheckIfDead
JSR Sprite_Twinrova_Main
.SpriteIsNotActive
PLB
RTL
}
; =========================================================
Sprite_Twinrova_CheckIfDead:
{
LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero
LDA SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
LDA.b #$00 : STA SprHealth, X
.health_not_negative
LDA SprHealth, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
LDA.b #$10 : STA.w $0D90, X
PLX
.not_dead
RTS
}
; =========================================================
Sprite_Twinrova_Prep:
{
PHB : PHK : PLB
; Kill the sprite if the Maiden is present
LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
STZ.w $0DD0, X
.prep_twinrova
LDA.b #$5A : STA SprHealth, X ; Health
LDA.b #$80 : STA $0CAA, X
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
%SetSpriteSpeedX(15)
%SetSpriteSpeedX(15)
; Blind Boss startup configuration
LDA #$10 : STA $08
LDA #$10 : STA $09
LDA.b #$60 : STA.w SprTimerC, X
LDA.b #$01 : STA.w SprMiscB, X
LDA.b #$02 : STA.w SprMiscC, X
LDA.b #$04 : STA.w SprMiscE, X
LDA.b #$07 : STA.w SprGfx, X
STZ.w $0B69
PLB
RTL
}
; =========================================================
!AnimSpeed = 8
macro Twinrova_Front()
%PlayAnimation(0,1,!AnimSpeed)
endmacro
macro Twinrova_Back()
%PlayAnimation(2,3,!AnimSpeed)
endmacro
macro Twinrova_Ready()
%PlayAnimation(4,6,!AnimSpeed)
endmacro
macro Twinrova_Attack()
%PlayAnimation(7,7,!AnimSpeed)
endmacro
macro Show_Koume()
%PlayAnimation(8,8,!AnimSpeed)
endmacro
macro Show_Kotake()
%PlayAnimation(9,9,!AnimSpeed)
endmacro
macro Twinrova_Hurt()
%PlayAnimation(10,11,!AnimSpeed)
endmacro
; =========================================================
; Phase 0: Blind Maiden turns into Twinrova.
; Initially should be invisible, then
; transfer in Twinrova gfx and run dialogue.
;
; Phase 1: Twinrova is one entity, moving around the room
; and shooting fire and ice attacks at Link.
; Similar to the Trinexx attacks.
;
; Phase 2: Twinrova alternates between Koume (fire) and
; Kotake (ice) forms. Koume changes the arena
; to a fire arena. Similar to Ganon fight changes.
Sprite_Twinrova_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Twinrova_Init ; 0x00
dw Twinrova_MoveState ; 0x01
dw Twinrova_MoveForwards ; 0x02
dw Twinrova_MoveBackwards ; 0x03
dw Twinrova_PrepareAttack ; 0x04
dw Twinrova_FireAttack ; 0x05
dw Twinrova_IceAttack ; 0x06
dw Twinrova_Hurt ; 0x07
dw Twinrova_KoumeMode ; 0x08
dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A
; -------------------------------------------------------
; 0x00
Twinrova_Init:
{
%ShowUnconditionalMessage($123)
LDA.w SprTimerD, X : BNE +
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(1)
+
RTS
}
; -------------------------------------------------------
; 0x01
Twinrova_MoveState:
{
STZ.w $0360
LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(8) ; Koume Mode
RTS
.kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(9) ; Kotake Mode
RTS
; ---------------------------------------------
.phase_1
LDA $0DA0 : BEQ .not_flashing
LDA.b #$30 : STA.w SprTimerD, X
%GotoAction(7) ; Goto Twinrova_Hurt
RTS
.not_flashing
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X
STZ $AC ; Set the fire attack
%GotoAction(4) ; Prepare Attack
RTS
+
JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC ; Set the ice attack
%GotoAction(4) ; Prepare Attack
RTS
++
JSL GetRandomInt : AND.b #$0F : BEQ .random_strafe
JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards
%GotoAction(2) ; Move Forwards
RTS
.random_strafe
JSL GetRandomInt : AND.b #$01 : BEQ .strafe_left
LDA #$10 : STA SprXSpeed, X
%GotoAction(2) ; Move Forwards with strafe
RTS
.strafe_left
LDA #$F0 : STA SprXSpeed, X
%GotoAction(2) ; Move Forwards with strafe
RTS
.MoveBackwards
%GotoAction(3) ; MoveBackwards
RTS
}
; -------------------------------------------------------
; 0x02 - Twinrova_MoveForwards
Twinrova_MoveForwards:
{
%Twinrova_Front()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
LDA #$10 ; Set speed
JSL Sprite_FloatTowardPlayer
JSL Sprite_CheckTileCollision
JSL Sprite_PlayerCantPassThrough
%GotoAction(1)
RTS
}
; -------------------------------------------------------
; 0x03 - Twinrova_MoveBackwards
Twinrova_MoveBackwards:
{
%Twinrova_Back()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
LDA #$20
JSL Sprite_FloatTowardPlayer
JSL Sprite_CheckTileCollision
JSL Sprite_PlayerCantPassThrough
%GotoAction(1)
RTS
}
; -------------------------------------------------------
; 0x04
Twinrova_PrepareAttack:
{
%StartOnFrame(7)
%Twinrova_Attack()
LDA #$01 : STA $0360
JSL Sprite_PlayerCantPassThrough
LDA $0CAA : AND.b #$03 : STA $0CAA
LDA SprTimerD, X : BNE +
LDA $0CAA : ORA.b #$03 : STA $0CAA
LDA.b #$40 : STA.w SprTimerD, X
LDA $AC : BEQ .fire
%GotoAction(6) ; Ice Attack
RTS
.fire
%GotoAction(5)
+
RTS
}
; -------------------------------------------------------
; 0x05
Twinrova_FireAttack:
{
%StartOnFrame(4)
%Twinrova_Ready()
JSR Sprite_Twinrova_FireAttack
JSL Sprite_PlayerCantPassThrough
; Random chance to release fireball
JSL GetRandomInt : AND.b #$3F : BNE ++
JSR ReleaseFireballs
++
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; -------------------------------------------------------
; 0x06
Twinrova_IceAttack:
{
%StartOnFrame(4)
%Twinrova_Ready()
JSR Sprite_Twinrova_IceAttack
JSL Sprite_PlayerCantPassThrough
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; -------------------------------------------------------
; 0x07
Twinrova_Hurt:
{
%StartOnFrame(10)
%Twinrova_Hurt()
JSL Sprite_DamageFlash_Long
JSL Sprite_PlayerCantPassThrough
; Check if hurt timer is zero, if not keep flashing hurt animation
LDA.w SprTimerD, X : BNE .HurtAnimation
; Determine dodge or retaliate behavior
JSL GetRandomInt
AND.b #$07 ; 1 in 8 chance for dodge/retaliate
BNE .DodgeOrRetaliate
BRA .ResumeNormalState
.DodgeOrRetaliate
; Determine whether to dodge or retaliate
JSL GetRandomInt
AND.b #$01
BEQ .PerformDodge
BRA .PerformRetaliate
.PerformDodge
JSR DoRandomStrafe
LDA.b #$20 : STA.w SprTimerA, X ; Set timer for dodge duration
LDA.b #$02 : STA SprMiscA, X ; Set state to random strafe
RTS
.PerformRetaliate
; Immediate retaliation with fire or ice attack
JSL GetRandomInt
AND.b #$01
BEQ .FireAttack
BRA .IceAttack
.FireAttack
LDA.b #$20 : STA.w SprTimerD, X
STZ $AC ; Set fire attack
%GotoAction(4) ; Prepare Attack
RTS
.IceAttack
LDA.b #$20 : STA.w SprTimerD, X
LDA.b #$01 : STA $AC ; Set ice attack
%GotoAction(4) ; Prepare Attack
RTS
.ResumeNormalState
%GotoAction(1) ; Resume normal movement state
RTS
.HurtAnimation
RTS
}
; -------------------------------------------------------
; 0x08
Twinrova_KoumeMode:
{
%StartOnFrame(8)
%Show_Koume()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL GetRandomInt : AND.b #$3F : BNE ++
JSR AddPitHazard
JSR Ganon_SpawnFallingTilesOverlord
++
; Random chance to release fireball
JSL GetRandomInt : AND.b #$3F : BNE +++
JSL Sprite_SpawnFireball
+++
JSL Sprite_DamageFlash_Long
JSR RageModeMove
LDA SprTimerD, X : BNE +
LDA #$70 : STA SprTimerE, X
%GotoAction(1)
+
RTS
}
; -------------------------------------------------------
; 0x09
Twinrova_KotakeMode:
{
%StartOnFrame(9)
%Show_Kotake()
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_IsBelowPlayer
CPY #$01 : BEQ .not_below
JSL GetRandomInt : AND.b #$3F : BNE ++
JSL $1DE612 ; Sprite_SpawnLightning
LDA #$30
JSL Sprite_ProjectSpeedTowardsPlayer
++
.not_below
JSL Sprite_DamageFlash_Long
JSR RageModeMove
JSL GetRandomInt : AND.b #$0F : BNE +++
JSR RestoreFloorTile
+++
LDA SprTimerD, X : BNE +
%GotoAction(1)
+
RTS
}
; -------------------------------------------------------
; 0x0A
Twinrova_Dead:
{
%StartOnFrame(11)
%Twinrova_Hurt()
RTS
}
}
; =========================================================
; Handles dynamic floaty movement for Twinrova
; =========================================================
RageModeMove:
{
; If timer is zero, determine a new movement mode
LDA SprTimerA, X : BEQ .DetermineMovementMode
; Execute current movement mode
LDA SprMiscA, X
CMP #$01 : BEQ .MoveTowardsPlayer
CMP #$02 : BEQ .RandomStrafe
CMP #$03 : BEQ .RandomDodge
CMP #$04 : BEQ .StayInPlace
JMP .UpdatePosition
.DetermineMovementMode
; Determine random movement mode with weighted probabilities
JSL GetRandomInt
AND.b #$0F
CMP.b #$05
BCC .SetMoveTowardsPlayer ; 0-5 -> Predictive movement towards player
CMP.b #$0A
BCC .SetRandomStrafe ; 6-10 -> Random strafe
CMP.b #$0E
BCC .SetRandomDodge ; 11-14 -> Random dodge
; 15 -> Stay in place
LDA.b #$04 : STA SprMiscA, X
LDA.b #$30 : STA SprTimerA, X ; Set timer for 48 frames
RTS
BRA .StayInPlace
.SetMoveTowardsPlayer
LDA.b #$01 : STA SprMiscA, X
LDA.b #$30 : STA SprTimerA, X ; Set timer for 48 frames
BRA .MoveTowardsPlayer
.SetRandomStrafe
LDA.b #$02 : STA SprMiscA, X
LDA.b #$30 : STA SprTimerA, X ; Set timer for 48 frames
BRA .RandomStrafe
.SetRandomDodge
LDA.b #$03 : STA SprMiscA, X
LDA.b #$30 : STA SprTimerA, X ; Set timer for 48 frames
BRA .RandomDodge
.MoveTowardsPlayer
; Predictive movement towards player with altitude increase
JSL Sprite_DirectionToFacePlayer
JSL Sprite_ApplySpeedTowardsPlayer
LDA.b #$10 : STA.w SprHeight, X ; Set height
BRA .UpdatePosition
.RandomStrafe
JSR DoRandomStrafe
BRA .UpdatePosition
.RandomDodge
; Random dodge with controlled movement
JSL GetRandomInt
AND.b #$03
TAY
LDA VelocityOffsets+4, Y : STA SprXSpeed, X
INY
LDA VelocityOffsets, Y : STA SprYSpeed, X
LDA.b #$10 : STA.w SprHeight, X ; Set height
BRA .UpdatePosition
.StayInPlace
; Stay in place to prepare for attack or other action
STZ.w SprXSpeed, X
STZ.w SprYSpeed, X
LDA.b #$10 : STA.w SprHeight, X ; Set height
BRA .UpdatePosition
.Evasive
; Evasive action if too close to player
JSL GetRandomInt
AND.b #$03
TAY
LDA VelocityOffsets, Y : EOR #$FF : INC : STA SprXSpeed, X
INY
LDA VelocityOffsets+4, Y : EOR #$FF : INC : STA SprYSpeed, X
LDA.b #$10 : STA.w SprHeight, X ; Set height
BRA .UpdatePosition
.UpdatePosition
; Handle floaty movement with controlled altitude
LDA.w SprHeight, X : CMP #$10 : BNE .CheckGrounded
DEC.w SprHeight, X
DEC.w $0F90, X
.CheckGrounded
; Move sprite
JSL Sprite_Move
; Check for tile collision and bounce if necessary
JSL Sprite_BounceFromTileCollision
; Reduce the state timer and reset state if necessary
DEC.w SprTimerA, X
RTS
}
DoRandomStrafe:
{
; Random strafe with controlled movement
JSL GetRandomInt
AND.b #$03
TAY
LDA VelocityOffsets, Y : STA SprXSpeed, X
INY
LDA VelocityOffsets+4, Y : STA SprYSpeed, X
LDA.b #$10 : STA.w SprHeight, X ; Set height
RTS
}
; Velocity offsets table
VelocityOffsets:
db $08, $F8, $08, $F8 ; X speeds (right, left, down, up)
db $04, $FC, $04, $FC ; Y speeds (down, up, right, left)
; Target positions table (relative to the player)
TargetPositions:
dw $0040, $FFC0 ; Right, Left
dw $0040, $FFC0 ; Down, Up
; =========================================================
; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry:
{
LDA $1A : AND.b #$07 : BNE .no_adjustment
JSL GetRandomInt
AND.b #$03
TAY
LDA SpeedAdjustments, Y : CLC : ADC $0D50, X : STA $0D50, X
LDA SpeedAdjustments+4, Y : CLC : ADC $0D40, X : STA $0D40, X
.no_adjustment
JSL Sprite_BounceFromTileCollision
LDA $1A : AND.b #$03 : BNE .no_shake
JSL Sprite_IsToRightOfPlayer
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
CLC : ADC.w .shake_x, Y : STA $0D50, X
.no_shake
JSL Sprite_IsBelowPlayer
LDA $0D40, X : CMP .x_speed_targets, Y : BEQ .exit
CLC : ADC.w .shake_y, Y : STA $0D40, X
JSL Sprite_CheckTileCollision : BEQ .exit
JSL Sprite_FloatTowardPlayer
.exit
RTS
.x_speed_targets
db 16, -16
.shake_x
db 1, -1
.shake_y
db 0, -1
SpeedAdjustments:
db $02, $FE, $04, $FC ; Adjustments for X speeds (small positive, small negative)
db $01, $FF, $02, $FE ; Adjustments for Y speeds (small positive, small negative)
}
Sprite_Twinrova_FireAttack:
{
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move
.no_collision
JSR AddFireGarnish
JMP TrinexxBreath_AltEntry
}
; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
PLX
.return
RTS
}
; =========================================================
Sprite_Twinrova_IceAttack:
{
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move
.no_collision
JSR AddIceGarnishV2
JMP TrinexxBreath_AltEntry
}
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
PLX
.return
RTS
}
; =========================================================
; Overwrite vanilla Trinexx ice garnish
; Plays like a simple ice cloud animation now.
pushpc
org $09B5DE
Garnish_PrepOamCoord:
org $09B70C
Garnish_SetOamPropsAndLargeSize:
org $09B459
Garnish_CheckPlayerCollision:
org $09B5D6
Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F
TrinexxIce_Pool:
{
.chr
db $2E, $2E, $2E, $2E
db $2C, $2C, $2C, $2C
db $2C, $2C, $2C, $2C
.properties
db $35, $35, $35, $35
}
pullpc
RestoreFloorTile:
{
PHA
LDA.l $7FF83C,X
STA.b $00
LDA.l $7FF83C,X
STA.b $00
LDA.l $7FF878,X
STA.b $01
LDA.l $7FF81E,X
SEC
SBC.b #$10
STA.b $02
LDA.l $7FF85A,X
SBC.b #$00
STA.b $03
LDY.b #$00
JSL $01E7A9 ; Underworld_UpdateTilemapWithCommonTile
PLA
RTS
}
AddPitHazard:
{
PHA
LDA.l $7FF83C,X
STA.b $00
LDA.l $7FF878,X
STA.b $01
LDA.l $7FF81E,X
SEC
SBC.b #$10
STA.b $02
LDA.l $7FF85A,X
SBC.b #$00
STA.b $03
LDY.b #$04
JSL $01E7A9 ; Underworld_UpdateTilemapWithCommonTile
PLA
RTS
}
Ganon_SpawnFallingTilesOverlord:
{
#_1D90D0: LDY.b #$07
.next_slot
#_1D90D2: LDA.w $0B00,Y
#_1D90D5: BEQ .free_slot
#_1D90D7: DEY
#_1D90D8: BPL .next_slot
#_1D90DA: RTS
;----------------------------------------------------------
.free_slot
#_1D90DB: LDA.w $0EC0,X
#_1D90DE: CMP.b #$04
#_1D90E0: BCS .dont_spawn
#_1D90E2: INC.w $0EC0,X
#_1D90E5: PHX
#_1D90E6: TAX
#_1D90E7: LDA.w .overlord_type,X
#_1D90EA: STA.w $0B00,Y
#_1D90ED: LDA.w .position_x,X
#_1D90F0: STA.w $0B08,Y
#_1D90F3: LDA.b $23
#_1D90F5: STA.w $0B10,Y
#_1D90F8: LDA.w .position_y,X
#_1D90FB: STA.w $0B18,Y
#_1D90FE: LDA.b $21
#_1D9100: STA.w $0B20,Y
#_1D9103: LDA.b #$00
#_1D9105: STA.w $0B28,Y
#_1D9108: STA.w $0B30,Y
#_1D910B: PLX
.dont_spawn
#_1D910C: RTS
.overlord_type
#_1D90C4: db $0C ; OVERLORD 0C
#_1D90C5: db $0D ; OVERLORD 0D
#_1D90C6: db $0E ; OVERLORD 0E
#_1D90C7: db $0F ; OVERLORD 0F
.position_x
#_1D90C8: db $18
#_1D90C9: db $D8
#_1D90CA: db $D8
#_1D90CB: db $18
.position_y
#_1D90CC: db $20
#_1D90CD: db $20
#_1D90CE: db $D0
#_1D90CF: db $D0
}
; =========================================================
Sprite_Twinrova_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
SEP #$20 ;set A back to 8bit but not X and Y
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
SEP #$30
PLX
RTS
.start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
.x_offsets
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 -16, 0, 16, -16, 0, 16
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
.y_offsets
dw -8, -8, 8, 8
dw -7, -7, 9, 9
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -7, -7, 9, 9
dw -6, -6, 10, 10
dw -8, -8, -8, 8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -7, -7, 9, 9
.chr
db $00, $02, $22, $24
db $04, $06, $24, $26
db $08, $0A, $28, $2A
db $0C, $0E, $28, $2A
db $44, $46, $64, $66
db $48, $4A, $68, $6A
db $4C, $4E, $6C, $6E
db $88, $8A, $8C, $A8, $AA, $AC
db $80, $82, $A0, $A2
db $84, $86, $A4, $A6
db $40, $42, $60, $62
db $40, $42, $60, $62
.properties
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
.sizes
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, $02, $02, $00
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
}
; =========================================================
ApplyTwinrovaGraphics:
{
PHX
REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
LDX.b #TwinrovaGraphics>>16 : STX $4304
LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
LDX #$01 : STX $420B ; Do the DMA
LDX #$0F : STX $2100 ; Turn the screen back on
SEP #$30
PLX
RTL
TwinrovaGraphics:
incbin twinrova.bin
}
; $1DC845
#Fireball_Configure:
{
LDA.w $0CAA,Y
ORA.b #$08
STA.w $0CAA,Y
LDA.b #$04
STA.w $0CD2,Y
.exit
RTS
}
; $1DC879
ReleaseFireballs:
{
JSL Sprite_SpawnFireball
BMI .exit_a
JSR Fireball_Configure
PHX
TYX
JSL Sprite_DirectionToFacePlayer
LDA.w .speed_x,Y
STA.w $0D50,X
LDA.w .speed_y,Y
STA.w $0D40,X
LDA.w $0D10,X
CLC
ADC.w .offset_x_low,Y
STA.w $0D10,X
LDA.w $0D30,X
ADC.w .offset_x_high,Y
STA.w $0D30,X
LDA.w $0D00,X
CLC
ADC.w .offset_y_low,Y
STA.w $0D00,X
LDA.w $0D20,X
ADC.w .offset_y_high,Y
STA.w $0D20,X
PLX
.exit_a
RTS
.offset_x_low
db 12, -12, 0, 0
.offset_x_high
db 0, -1, 0, 0
.offset_y_low
db 0, 0, 12, -12
.offset_y_high
db 0, 0, 0, -1
.speed_y ; bleeds into next
db 0, 0
.speed_x
db 40, -40, 0, 0
}
pushpc
; =========================================================
; Blind Maiden spawn code
org $0DB818
SpritePrep_LoadProperties:
; Follower_BasicMover.dont_scare_kiki
org $09A1E4
Follower_BasicMover:
{
; Check if the follower is the blind maiden
LDA.l $7EF3CC : CMP.b #$06 : BNE .no_blind_transform
; Check if we are in room 0xAC
REP #$20
LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform
; ; Check room flag 0x65
; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
SEP #$20
JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
.blind_transform
; Load follower animation step index from $02CF
LDX.w $02CF
LDA.w $1A28, X : STA.b $00 ; Follower XL
LDA.w $1A3C, X : STA.b $01 ; Follower XH
LDA.w $1A00, X : SEC : SBC.b #$10 : STA.b $02 ; Follower YL
LDA.w $1A14, X : STA.b $03 ; Follower YH
; Dismiss the follower and spawn Twinrova
LDA.b #$00 : STA.l $7EF3CC
JSL Blind_SpawnFromMaiden
; Close the shutter door
INC.w $0468
; Clear door tilemap position for some reason
STZ.w $068E : STZ.w $0690
; TODO: Find out what submodule this is.
LDA.b #$05 : STA.b $11
; SONG 15
LDA.b #$15 : STA.w $012C
RTS
org $09A23A
.no_blind_transform
}
; =========================================================
org $099E90
Follower_CheckBlindTrigger:
{
PHB : PHK : PLB
; Cache the follower's position
LDX.w $02CF
LDA.w $1A00, X : STA.b $00
LDA.w $1A14, X : STA.b $01
LDA.w $1A28, X : STA.b $02
LDA.w $1A3C, X : STA.b $03
STZ.b $0B
; Check if the follower is within the trigger area
LDA.w $1A50, X : STA.b $0A : BPL .positive_z
LDA.b #$FF : STA.b $0B
.positive_z
REP #$20
LDA.b $00 : CLC : ADC.b $0A : CLC : ADC.w #$000C : STA.b $00
LDA.b $02 : CLC : ADC.w #$0008 : STA.b $02
LDA.w #$1568 : SEC : SBC.b $00 : BPL .positive_x
EOR.w #$FFFF : INC A
.positive_x
CMP.w #$0018 : BCS .fail
LDA.w #$1980 : SEC : SBC.b $02 : BPL .positive_y
EOR.w #$FFFF : INC A
.positive_y
CMP.w #$0018
BCS .fail
.success
SEP #$20
PLB : SEC
RTL
.fail
SEP #$20
PLB : CLC
RTL
}
; =========================================================
; Called during Blind Maiden section of Follower_BasicMover
; to spawn Twinrova from the Blind Maiden.
org $1DA03C
Blind_SpawnFromMaiden:
{
JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0
; Set the sprite to alive and active
LDA.b #$09 : STA.w $0DD0,X
; SPRITE CE
LDA.b #$CE : STA.w $0E20,X
; Load the position cache from the maiden follower
LDA.b $00 : STA.w $0D10,X
LDA.b $01 : STA.w $0D30,X
LDA.b $02 : SEC : SBC.b #$10 : STA.w $0D00,X
LDA.b $03 : STA.w $0D20,X
; Removed because it was causing the sprite to disappear
; JSL SpritePrep_LoadProperties
; Set SprTimerC
LDA.b #$C0 : STA.w $0E10,X
; Set SprGfx
LDA.b #$00 : STA.w $0DC0,X
; Set SprMiscC and bulletproof properties
LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X
; Set the 2nd key / heart piece items taken room flag
LDA.w $0403 : ORA.b #$20 : STA.w $0403
; Clear blinds head spin flag
STZ.w $0B69
RTL
}
; =========================================================
; We are using space from this function to insert the
; Twinrova graphics above, since the prep is now handled
; in the custom sprite code.
org $1DA081
SpritePrep_Blind_PrepareBattle:
{
; LDA.l $7EF3CC
; CMP.b #$06 ; FOLLOWER 06
; BEQ .despawn
LDA.w $0403
AND.b #$20
BEQ .despawn
LDA.b #$60
STA.w $0E10,X
LDA.b #$01
STA.w $0DB0,X
LDA.b #$02
STA.w $0DE0,X
LDA.b #$04
STA.w $0EB0,X
LDA.b #$07
STA.w $0DC0,X
STZ.w $0B69
RTL
.despawn
STZ.w $0DD0,X
RTL
}
warnpc $1DA0B1
; Kydreeok Head die like Sidenexx
org $06EFFF
#_06EFFF: CMP.b #$CF ; SPRITE CF
org $01B3E1
RoomDraw_BombableFloor:
LDA.b $A0
CMP.w #$00AD
; =========================================================
; TODO: Decide if we want to use this garnish in the fight.
; Currently unused.
org $1DA0B1
BlindLaser_SpawnTrailGarnish:
{
LDA.w SprDelay,X
AND.b #$00
BNE .exit
PHX
TXY
LDX.b #$1D
.next_slot
LDA.l $7FF800,X
BEQ .free_slot
DEX
BPL .next_slot
DEC.w $0FF8
BPL .use_search_index
LDA.b #$1D
STA.w $0FF8
.use_search_index
LDX.w $0FF8
.free_slot
LDA.b #$0F ; GARNISH 0F
STA.l $7FF800,X
STA.w $0FB4
LDA.w $0DC0,Y
STA.l $7FF9FE,X
TYA
STA.l $7FF92C,X
LDA.w $0D10,Y
STA.l $7FF83C,X
LDA.w $0D30,Y
STA.l $7FF878,X
LDA.w $0D00,Y
CLC
ADC.b #$10
STA.l $7FF81E,X
LDA.w $0D20,Y
ADC.b #$00
STA.l $7FF85A,X
LDA.b #$0A
STA.l $7FF90E,X
PLX
.exit
RTL
}
pullpc
; ==============================================================================
; Mantle and Maiden
pushpc
org $068841
JSL NewMantlePrep
RTS
org $1AFC52
db $06 ; check for maiden instead of zelda
org $1AFCA7
; Tiles
db $0C, $0E, $0C, $2C, $2E, $2C
; Mantle Properties :
db $3D, $3D, $7D, $3D, $3D, $7D
pullpc
NewMantlePrep:
{
LDA $0D00, X : CLC : ADC.b #$07 : STA $0D00, X
LDA $0D10, X : CLC : ADC.b #$08 : STA $0D10, X
LDA $7EF0DA : AND #$0F : BEQ +
LDA $0D10, X : CLC : ADC.b #$28 : STA $0D10, X
+
RTL
}
pushpc
org $09A1EC
JSL CheckForMaidenInLibrary
; Prevent mantle from setting spawn point
org $1AFC6D
NOP #6
; LDA.b #$04
; STA.l $7EF3C8
pullpc
CheckForMaidenInLibrary:
{
LDA $A0 : CMP.b #$BD : BNE .notTheLibrary
LDA $11 : BNE .notTheLibrary
LDA $7FF9D2 : BNE .dialogue_played
LDA #$1D : LDY #$00
JSL Sprite_ShowMessageUnconditional
LDA #$01 : STA $7FF9D2
.dialogue_played
.notTheLibrary
; Check for blind room vanilla
REP #$20
LDA.b $A0
RTL
}
; ==============================================================================