Files
oracle-of-secrets/Sprites/Bosses/kydreeok.asm

864 lines
22 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = $7A ; The sprite ID you are overwriting (HEX)
!NbrTiles = 08 ; 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 = $07 ; 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 = 01 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_Kydreeok_Prep, Sprite_Kydreeok_Long);
; =========================================================
Sprite_Kydreeok_Long:
{
PHB : PHK : PLB
JSR Sprite_Kydreeok_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Kydreeok_Main
JSR Sprite_Kydreeok_CheckIfDead
JSR MaybeRespawnHead
.SpriteIsNotActive
LDA.w SprState, X : BNE .not_inactive
JSR ApplyEndPalette
.not_inactive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Kydreeok_Prep:
{
PHB : PHK : PLB
LDA #$40 : STA.w SprTimerA, X
LDA.b #$08 : STA $36 ; Stores initial movement speeds
LDA.b #$06 : STA $0428 ; Allows BG1 to move
LDA.b #$09 : STA.w SprBump, X ; bump damage type
; Cache the origin position of the sprite.
LDA SprX, X : STA.w SprMiscA, X
LDA SprY, X : STA.w SprMiscB, X
JSR SpawnLeftHead
; JSR SpawnCenterHead
JSR SpawnRightHead
STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
STZ.w Neck3_OffsetX : STZ.w Neck3_OffsetY
JSR ApplyPalette
; Final Boss theme 1F
LDA #$1F : STA $012C
PLB
RTL
}
Sprite_Kydreeok_CheckIfDead:
{
LDA Offspring1_Id : TAY
LDA.w SprState, Y : BEQ .offspring1_dead
JMP .not_dead
.offspring1_dead
LDA Offspring2_Id : TAY
LDA.w SprState, Y : BEQ .offspring2_dead
JMP .not_dead
.offspring2_dead
LDA.w SprMiscD, X : CMP.b #$02 : BEQ .dead
LDA.b #$02 : STA.w SprMiscD, X
LDY.b #$01 : JSR ApplyKydreeokGraphics
JSR SpawnLeftHead
JSR SpawnRightHead
RTS
.dead
LDA.b #$60 : STA.w SprTimerA, X
LDA.b #$05 : STA SprAction, X
LDA.b #$13 : STA $012C
.not_dead
RTS
}
; Head may respawn if the other isn't killed in time
MaybeRespawnHead:
{
LDA.w Offspring1_Id : TAY
LDA.w SprState, Y : BNE .offspring1_alive
JSL GetRandomInt : AND.b #$7F : BNE .offspring1_alive
JSR SpawnLeftHead
.offspring1_alive
LDA.w Offspring2_Id : TAY
LDA.w SprState, Y : BNE .offspring2_alive
JSL GetRandomInt : AND.b #$7F : BNE .offspring2_alive
JSR SpawnRightHead
.offspring2_alive
RTS
}
; =========================================================
Sprite_Kydreeok_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Kydreeok_Start ; 00
dw Kydreeok_StageControl ; 01
dw Kydreeok_MoveXandY ; 02
dw Kydreeok_MoveXorY ; 03
dw Kydreeok_KeepWalking ; 04
dw Kydreeok_Dead ; 05
dw Kydreeok_Flying ; 06
; -------------------------------------------------------
; 0x00
Kydreeok_Start:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
LDA SprMiscD, X : BNE .go
LDY #$00
JSR ApplyKydreeokGraphics
JSR ApplyPalette
LDA.b #$01 : STA SprMiscD, X
.go
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .continue
TXA : STA Kydreeok_Id
LDA #$40 : STA.w SprTimerA, X
%GotoAction(1)
.continue
RTS
}
; -------------------------------------------------------
; 0x01
Kydreeok_StageControl:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
STZ.w SprYSpeed : STZ.w SprXSpeed ;set velocitys to 0
JSL MoveBody
JSR StopIfOutOfBounds
LDA SprTimerA, X : BNE .continue
%GotoAction(2)
.continue
RTS
}
; -------------------------------------------------------
; 0x02
Kydreeok_MoveXandY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
LDA $36
JSL Sprite_ApplySpeedTowardsPlayer
JSR StopIfOutOfBounds
JSL MoveBody
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
%GotoAction(4)
RTS
}
; -------------------------------------------------------
; 0x03
Kydreeok_MoveXorY:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
LDA $36 : STA $00
JSR Sprite_ApplySpeedTowardsPlayerXOrY
JSR StopIfOutOfBounds
JSL MoveBody
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
%GotoAction(4)
RTS
}
; -------------------------------------------------------
; 0x04
Kydreeok_KeepWalking:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 10)
JSL GetRandomInt : AND.b #$7F : BNE .dont_fly
LDA.b #$40 : STA.w SprTimerA, X
%GotoAction(6)
RTS
.dont_fly
PHX
REP #$20
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $20 : SBC SprCachedY : CMP.w #$FFFB : BCC .notEqualY
SEP #$20
%GotoAction(2) ; Kydreeok_MoveXandY
BRA .notEqualX
.notEqualY
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $22 : SBC SprCachedX : CMP.w #$FFFB : BCC .notEqualX
SEP #$20
%GotoAction(2) ; Kydreeok_MoveXandY
.notEqualX
SEP #$20
JSR StopIfOutOfBounds
;if both velocities are 0 go back to the Stalk_Player_XORY to re-set the course
LDA.w SprYSpeed : BNE .notZero
LDA.w SprXSpeed : BNE .notZero
%GotoAction(3) ; Kydreeok_MoveXorY
.notZero
JSL MoveBody
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX ;restores X
RTS
}
Kydreeok_Dead:
{
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
; Flicker the body every other frame using the timer
LDA SprTimerA, X : AND.b #$01 : BEQ .flicker
LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
.flicker
; Spawn the explosion
LDA.b #$00 ; SPRITE 00
JSL Sprite_SpawnDynamically
BMI .no_space
LDA.b #$0B : STA.w $0AAA
LDA.b #$04 : STA.w $0DD0,Y
LDA.b #$03 : STA.w $0E40,Y
LDA.b #$0C : STA.w $0F50,Y
LDA.w $0FD8 : STA.w $0D10,Y
LDA.w $0FD9 : STA.w $0D30,Y
LDA.w $0FDA : STA.w $0D00,Y
LDA.w $0FDB : STA.w $0D20,Y
LDA.b #$1F
STA.w $0DF0,Y
STA.w $0D90,Y
LDA.b #$02 : STA.w $0F20,Y
.no_space
LDA SprTimerA, X : BNE .continue
STZ.w $0422
STZ.w $0424
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
STZ.w $0DD0, X ; GG
.continue
RTS
}
Kydreeok_Flying:
{
%StartOnFrame(0)
%PlayAnimation(0, 2, 05)
LDA $36 : CLC : ADC.b #$02
JSL Sprite_ApplySpeedTowardsPlayer
JSR StopIfOutOfBounds
JSL MoveBody
LDA.b #$04 : STA.w SprHeight, X
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
LDA.w SprTimerA, X : BNE .continue
STZ.w SprHeight, X
%GotoAction(2)
.continue
RTS
}
}
; =========================================================
Offspring1_Neck1_X = $19EA
Offspring1_Neck2_X = $19EC
Offspring1_Neck3_X = $19EE
Offspring1_Neck1_Y = $19EB
Offspring1_Neck2_Y = $19ED
Offspring1_Neck3_Y = $19EF
Offspring2_Neck1_X = $19F0
Offspring2_Neck2_X = $19F2
Offspring2_Neck3_X = $19F4
Offspring2_Neck1_Y = $19F1
Offspring2_Neck2_Y = $19F3
Offspring2_Neck3_Y = $19F5
Offspring3_Neck1_X = $1A78
Offspring3_Neck2_X = $1A7A
Offspring3_Neck3_X = $1A7C
Offspring3_Neck1_Y = $1A79
Offspring3_Neck2_Y = $1A7B
Offspring3_Neck3_Y = $1A7D
SpawnLeftHead:
{
LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring1_Id
;store the sub-type
LDA.b #$00 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA SprCachedX : SEC : SBC.w #$0010
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
LDA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
LDA.w SprY, Y : STA.w $19EB : STA.w $19ED : STA.w $19EF : STA.w SprY, Y
STA.w SprMiscB, Y
TYX
STZ.w SprYRound, X
STZ.w SprXRound, X
PLX
.return
RTS
}
; =========================================================
; SpawnCenterHead:
; {
; LDA #$CF
; JSL Sprite_SpawnDynamically : BMI .return
; TYA : STA Offspring3_Id
; ;store the sub-type
; LDA.b #$02 : STA $0E30, Y
; PHX
; ; code that controls where to spawn the offspring.
; REP #$20
; LDA SprCachedX : CLC : ADC.w #$0004
; SEP #$20
; STA.w SprX, Y : XBA : STA.w SprXH, Y
; REP #$20
; LDA SprCachedY : SEC : SBC.w #$000F
; SEP #$20
; STA.w SprY, Y : XBA : STA.w SprYH, Y
; LDA.w SprX, Y : STA.w SprX, Y
; STA.w SprMiscA, Y : STA.w $1A78 : STA.w $1A7A : STA.w $1A7C
; LDA.w SprY, Y : STA.w $1A79 : STA.w $1A7B : STA.w $1A7D : STA.w SprY, Y
; STA.w SprMiscB, Y
; TYX
; STZ.w SprYRound, X
; STZ.w SprXRound, X
; PLX
; .return
; RTS
; }
; =========================================================
SpawnRightHead:
{
LDA #$CF
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring2_Id
;store the sub-type
LDA.b #$01 : STA $0E30, Y
PHX
; code that controls where to spawn the offspring.
REP #$20
LDA SprCachedX : CLC : ADC.w #$000D
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
LDA.w SprX, Y : STA.w SprX, Y
STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
LDA.w SprY, Y : STA.w $19F1 : STA.w $19F3 : STA.w $19F5 : STA.w SprY, Y
STA.w SprMiscB, Y
TYX
STZ.w SprYRound, X
STZ.w SprXRound, X
PLX
.return
RTS
}
; =========================================================
; Originally from Trinexx_MoveBody $1DB2E5
MoveBody:
{
; Handle the shell bg movement
; Trinexx_MoveBody
LDA.w SprX, X : PHA
LDA.w SprY, X : PHA
JSL Sprite_Move
PLA
LDY.b #$00 : SEC : SBC.w SprY, X : STA.w $0310
BPL .pos_y_low
DEY
.pos_y_low
STY.w $0311
; -----------------------------------------------------
PLA
LDY.b #$00 : SEC : SBC.w SprX, X : STA.w $0312
BPL .pos_x_low
DEY
.pos_x_low
STY.w $0313
; -----------------------------------------------------
LDA.b #$01 : STA.w $0428
LDA.w SprY, X : SEC : SBC.b #$0C : STA.w $0DB0, X
LDA.w $0B08 : SEC : SBC.w SprX, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
LDA.w $0B09 : SEC : SBC.w SprY, X
CLC : ADC.b #$02
CMP.b #$04 : BCS .not_at_target
.adjust_phase ; Unused?
STZ.w $0D80, X
LDA.b #$30 : STA.w $0DF0, X
.not_at_target
; LayerEffect_Trinexx $0AFEF0
REP #$20
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
LDA.w $0424 : CLC : ADC.w $0310 : STA.w $0424
STZ.w $0312 : STZ.w $0310
SEP #$20
RTL
}
; =========================================================
StopIfOutOfBounds:
{
; Set A to 00 if outside of certain bounds
REP #$20
LDA SprCachedX : CMP.w #$0118 : BCS .not_out_of_bounds_Left
SEP #$20
LDA.w SprXSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Left
LDA.b #-10 : STA.w SprXSpeed : STA SprXRound
LDA $19EA : SEC : SBC #$04 : STA $19EA
LDA $19EC : SEC : SBC #$04 : STA $19EC
LDA $19EE : SEC : SBC #$04 : STA $19EE
LDA $19F0 : SEC : SBC #$04 : STA $19F0
LDA $19F2 : SEC : SBC #$04 : STA $19F2
LDA $19F4 : SEC : SBC #$04 : STA $19F4
.not_out_of_bounds_Left
SEP #$20
REP #$20
LDA SprCachedX : CMP.w #$01D8 : BCC .not_out_of_bounds_Right
SEP #$20
LDA.w SprXSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Right
LDA.b #$00 : STA.w SprXSpeed : STA SprXRound
LDA $19EA : CLC : ADC #$04 : STA $19EA
LDA $19EC : CLC : ADC #$04 : STA $19EC
LDA $19EE : CLC : ADC #$04 : STA $19EE
LDA $19F0 : CLC : ADC #$04 : STA $19F0
LDA $19F2 : CLC : ADC #$04 : STA $19F2
LDA $19F4 : CLC : ADC #$04 : STA $19F4
.not_out_of_bounds_Right
SEP #$20
; Upper bound
REP #$20
LDA SprCachedY : CMP.w #$0020 : BCS .not_out_of_bounds_Up
SEP #$20
LDA.w SprYSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Up
LDA.b #$00 : STA.w SprYSpeed : STA SprYRound
LDA $19EA : SEC : SBC #$04 : STA $19EA
LDA $19EC : SEC : SBC #$04 : STA $19EC
LDA $19EE : SEC : SBC #$04 : STA $19EE
.not_out_of_bounds_Up
SEP #$20
REP #$20
LDA SprCachedY : CMP.w #$00D0 : BCC .not_out_of_bounds_Down
SEP #$20
LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down
LDA.b #-10 : STA.w SprYSpeed : STA SprYRound ; Reverse the direction
; Modify the neck position
; Makes them move away from each other a bit
LDA $19EA : SEC : SBC #$04 : STA $19EA
LDA $19EC : SEC : SBC #$04 : STA $19EC
LDA $19EE : SEC : SBC #$04 : STA $19EE
LDA $19F0 : CLC : ADC #$04 : STA $19F0
LDA $19F2 : CLC : ADC #$04 : STA $19F2
LDA $19F4 : CLC : ADC #$04 : STA $19F4
.not_out_of_bounds_Down
SEP #$20
RTS
}
; =========================================================
Sprite_ApplySpeedTowardsPlayerXOrY:
{
JSL Sprite_IsBelowPlayer : BEQ .player_below
;playerAbove
REP #$20
; if link.y is 6 above sprite.y it is considered below
LDA SprCachedY : SEC : SBC $20 : CLC : ADC.w #$0006 : STA $01 ;delta Y
SEP #$20
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right1
;player_to_the_Left
REP #$20
LDA SprCachedX : SEC : SBC $22 ; delta X
CMP $01 : BCS .XGreaterThanY1
;YGreaterThanX
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTS
.XGreaterThanY1
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTS
.player_to_the_Right1
REP #$20
LDA $22 : SEC : SBC SprCachedX ; delta X
CMP $01 : BCS .XGreaterThanY2
;YGreaterThanX
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTS
.XGreaterThanY2
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTS
.player_below
REP #$20
; if link.y is 6 above sprite.y it is considered below
LDA $20 : SEC : SBC SprCachedY : CLC : ADC.w #$0006 : STA $01 ; delta Y
SEP #$20
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right2
;player_to_the_Left
REP #$20
LDA SprCachedX : SEC : SBC $22 ; delta X
CMP $01 : BCS .XGreaterThanY3
;YGreaterThanX
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTS
.XGreaterThanY3
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTS
.player_to_the_Right2
REP #$20
LDA $22 : SEC : SBC SprCachedX ; delta X
CMP $01 : BCS .XGreaterThanY4
;YGreaterThanX
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTS
.XGreaterThanY4
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTS
}
; =========================================================
ApplyPalette:
{
REP #$20 ;Set A in 16bit mode
;note, this uses adresses like 7EC300 and not 7EC500 because the game
;will fade the colors into 7EC500 based on the colors found in 7EC300
LDA #$7FFF : STA $7EC5E2 ;BG2
LDA #$319B : STA $7EC5E4
LDA #$15B6 : STA $7EC5E6
LDA #$369E : STA $7EC5E8
LDA #$14A5 : STA $7EC5EA
LDA #$7E56 : STA $7EC5EC
LDA #$65CA : STA $7EC5EE
; LDA #$14A5 : STA $7EC5F0
; LDA #$7E56 : STA $7EC5F2
; LDA #$65CA : STA $7EC5F4
INC $15
SEP #$20 ;Set A in 8bit mode
RTS
}
ApplyEndPalette:
{
REP #$20 ;Set A in 16bit mode
;note, this uses adresses like 7EC300 and not 7EC500 because the game
;will fade the colors into 7EC500 based on the colors found in 7EC300
LDA #$1084 : STA $7EC5E2 ;BG2
LDA #$210D : STA $7EC5E4
LDA #$3191 : STA $7EC5E6
LDA #$4E78 : STA $7EC5E8
LDA #$14A5 : STA $7EC5EA
LDA #$7E56 : STA $7EC5EC
LDA #$65CA : STA $7EC5EE
; LDA #$14A5 : STA $7EC5F0
; LDA #$7E56 : STA $7EC5F2
; LDA #$65CA : STA $7EC5F4
INC $15
SEP #$20 ;Set A in 8bit mode
RTS
}
; =========================================================
Sprite_Kydreeok_Draw:
{
JSL Sprite_PrepOamCoord
; JSL Sprite_OAM_AllocateDeferToPlayer
LDA.b #$08
JSL OAM_AllocateFromRegionE
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
.next_tile
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.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .next_tile
PLX
RTS
.start_index
db $00, $08, $10
.nbr_of_tiles
db 7, 7, 7
.x_offsets
dw -20, -20, 20, 20, -16, -16, 16, 16
dw -20, -36, 20, 36, -16, -16, 16, 16
dw -20, -20, 20, 20, -16, -16, 16, 16
.y_offsets
dw -52, -36, -52, -36, -8, 8, -8, 8
dw -36, -36, -36, -36, -6, 10, -8, 8
dw -36, -20, -36, -20, -8, 8, -6, 10
.chr
db $CE, $EE, $CE, $EE, $00, $20, $00, $20
db $0E, $0C, $0E, $0C, $00, $20, $00, $20
db $CC, $EC, $CC, $EC, $00, $20, $00, $20
.properties
db $39, $39, $79, $79, $39, $39, $79, $79
db $39, $39, $79, $79, $39, $39, $79, $79
db $39, $39, $79, $79, $39, $39, $79, $79
}
ApplyKydreeokGraphics:
{
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)"
CPY #$01 : BEQ .phase2
LDA.w #KydreeokGraphics : STA $4302
LDX.b #KydreeokGraphics>>16 : STX $4304
JMP .continue
.phase2
LDA.w #KydreeokPhase2Graphics : STA $4302
LDX.b #KydreeokPhase2Graphics>>16 : STX $4304
.continue
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
RTS
KydreeokGraphics:
incbin kydreeok.bin
KydreeokPhase2Graphics:
incbin kydreeok_phase2.bin
}