678 lines
17 KiB
NASM
678 lines
17 KiB
NASM
; =========================================================
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!SPRID = $CF ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 06 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 40 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long);
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; =========================================================
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Sprite_KydreeokHead_Long:
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{
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PHB : PHK : PLB
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LDA $0D80, X : CMP #$02 : BEQ .no_head
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JSR Sprite_KydreeokHead_Draw ; Call the draw code
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.no_head
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive
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JSR Sprite_KydreeokHead_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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Sprite_KydreeokHead_Prep:
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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PLB
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RTL
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}
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; =========================================================
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Sprite_KydreeokHead_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw KydreeokHead_ForwardAnim
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dw KydreeokHead_SideAnim
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dw KydreeokHead_SummonFire
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KydreeokHead_ForwardAnim:
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{
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%StartOnFrame(0)
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%PlayAnimation(0,2,10)
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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LDA.w SprTimerA, X : BNE .noSpeedChange
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w tableSpeed, Y : STA.w SprXSpeed, X
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w tableSpeed, Y : STA.w SprYSpeed, X
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; LDA #$40 : STA.w SprTimerA, X
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.noSpeedChange
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JSL Sprite_Move
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JSR AdjustMovementSpeed
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JSR KydreeokHead_NeckControl
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JSR MoveWithBody
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; JSL GetRandomInt : AND #$7F : BNE .no_attack
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; LDA #$CF
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; JSL Sprite_SpawnDynamically
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; JSL Sprite_SetSpawnedCoords
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; JSL $09B020
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; LDA.b #$02 : STA $0D80, Y
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; LDA #$40 : STA.w SprTimerA, Y
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; RTS
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; .no_attack
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JSR RandomlyAttack
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
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%GotoAction(1)
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.not_right
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RTS
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}
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KydreeokHead_SideAnim:
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{
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%StartOnFrame(3)
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%PlayAnimation(3,5,10)
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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LDA.w SprTimerA, X : BNE .noSpeedChange
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w tableSpeed, Y : STA.w SprXSpeed, X
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w tableSpeed, Y : STA.w SprYSpeed, X
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; LDA #$40 : STA.w SprTimerA, X
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.noSpeedChange
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JSL Sprite_Move
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JSR AdjustMovementSpeed
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JSR KydreeokHead_NeckControl
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JSR MoveWithBody
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JSR RandomlyAttack
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
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RTS
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.not_right
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%GotoAction(0)
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RTS
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}
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KydreeokHead_SummonFire:
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{
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; %StartOnFrame(5)
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; %PlayAnimation(5,5,10)
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%MoveTowardPlayer(24)
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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JSR Sprite_Twinrova_FireAttack
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JSL Sprite_Move
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LDA SprTimerA, X : BNE .not_done
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LDA #$00 : STA $0DD0, X
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.not_done
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RTS
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}
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}
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RandomlyAttack:
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{
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JSL GetRandomInt : AND #$7F : BNE .no_attack
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CLC
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JSL GetRandomInt : AND #$0F : BNE .no_attack
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LDA #$CF
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoords
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LDA.b #$02 : STA $0D80, Y
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LDA #$10 : STA.w SprTimerA, Y
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.no_attack
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RTS
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}
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Offspring1_Neck1_X = $19EA
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Offspring1_Neck2_X = $19EC
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Offspring1_Neck3_X = $19EE
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Offspring1_Neck1_Y = $19EB
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Offspring1_Neck2_Y = $19ED
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Offspring1_Neck3_Y = $19EF
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Offspring2_Neck1_X = $19F0
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Offspring2_Neck2_X = $19F2
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Offspring2_Neck3_X = $19F4
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Offspring2_Neck1_Y = $19F1
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Offspring2_Neck2_Y = $19F3
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Offspring2_Neck3_Y = $19F5
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MoveWithBody:
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{
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LDA Kydreeok_Id : TAY
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CPX.w Offspring2_Id : BEQ .DoMove
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; The first neck
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LDA.w SprX, Y : SEC : SBC #$0F
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; STA.w SprX, X
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STA.w SprMiscA, X
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STA.w $19EA
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; STA.w $19EC
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; STA.w $19EE
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LDA.w SprY, Y : SEC : SBC #$0F
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; STA.w SprY, X
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STA.w SprMiscB, X
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STA.w $19EB
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; STA.w $19ED
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; STA.w $19EF
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JMP .return
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.DoMove
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; The other neck
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LDA.w SprX, Y : CLC : ADC #$0C
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; STA.w SprX, X
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STA.w SprMiscA, X
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STA.w $19F0
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; STA.w $19F2
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; STA.w $19F4
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LDA.w SprY, Y : SEC : SBC #$0F
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; STA.w SprY, X
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STA.w SprMiscB, X
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STA.w $19F1
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; STA.w $19F3
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; STA.w $19F5
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.return
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JSR KydreeokHead_NeckControl
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RTS
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}
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AdjustMovementSpeed:
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{
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LDA.w SprX, X : SEC : SBC #$16 ; X-32
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CMP.w SprMiscA, X : BCC .biggerthanorigin
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LDA #-8 : STA.w SprXSpeed, X
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.biggerthanorigin
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LDA.w SprX, X : CLC : ADC #$16 ; X+32
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CMP.w SprMiscA, X : BCS .lowerthanorigin
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LDA #$08 : STA.w SprXSpeed, X
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.lowerthanorigin
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LDA.w SprY, X : SEC : SBC #$00 ; X-32
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CMP.w SprMiscB, X : BCC .biggerthanorigin2
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LDA #-8 : STA.w SprYSpeed, X
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.biggerthanorigin2
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LDA.w SprY, X : CLC : ADC #$20 ; X+32
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CMP.w SprMiscB, X : BCS .lowerthanorigin2
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LDA #$08 : STA.w SprYSpeed, X
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.lowerthanorigin2
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RTS
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}
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tableSpeed:
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db $00, $02, $04, $06, $07, $01, $06, $03
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db 0, -2, -4, -6, -7, -1, -6, -3
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KydreeokHead_NeckControl:
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{
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LDA.w SprSubtype, X : BEQ .DoNeck1
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JMP .DoNeck2
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.DoNeck1
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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LDA.w SprXSpeed, X : STA $08
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LDA.w SprYSpeed, X : STA $09
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LDA.w $19EA : STA $02 ; x
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LDA.w $19EB : STA $03 ; y
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EA : STA.w SprX, X
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LDA.w $19EB : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EA
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LDA.w SprY, X : STA.w $19EB
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.TooCloseToHead
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; Do body part 2
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LDA.w $19EC : STA $02 ; x
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LDA.w $19ED : STA $03 ; y
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LDA.w $19EA : STA $04
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LDA.w $19EB : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
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LDA.w $19EA : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19EB : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EC : STA.w SprX, X
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LDA.w $19ED : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EC
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LDA.w SprY, X : STA.w $19ED
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.TooCloseToBodyPart1
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; Do body part 2
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LDA.w $19EE : STA $02 ; x
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LDA.w $19EF : STA $03 ; y
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LDA.w $19EC : STA $04
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LDA.w $19ED : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
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LDA.w $19EC : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19ED : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EE : STA.w SprX, X
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LDA.w $19EF : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EE
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LDA.w SprY, X : STA.w $19EF
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.TooCloseToBodyPart2
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LDA.w SprMiscC, X : STA.w SprX, X
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LDA.w SprMiscD, X : STA.w SprY, X
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LDA.b $08 : STA.w SprXSpeed, X
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LDA.b $09 : STA.w SprYSpeed, X
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; Set head pos
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LDA $19EE : STA SprX, X
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LDA $19EF : CLC : SBC #$10 : STA SprY, X
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RTS
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; =========================================================
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.DoNeck2
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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LDA.w SprXSpeed, X : STA $08
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LDA.w SprYSpeed, X : STA $09
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LDA.w $19F0 : STA $02 ; x
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LDA.w $19F1 : STA $03 ; y
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19F0 : STA.w SprX, X
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LDA.w $19F1 : STA.w SprY, X
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LDA #$08
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F0
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LDA.w SprY, X : STA.w $19F1
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.TooCloseToHead2
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LDA.w $19F2 : STA $02 ; x
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LDA.w $19F3 : STA $03 ; y
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LDA.w $19F0 : STA $04
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LDA.w $19F1 : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
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LDA.w $19F0 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19F1 : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19F2 : STA.w SprX, X
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LDA.w $19F3 : STA.w SprY, X
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LDA #$04
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F2
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LDA.w SprY, X : STA.w $19F3
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.TooCloseToBodyPart12
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; Do body part 2
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LDA.w $19F4 : STA $02 ; x
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LDA.w $19F5 : STA $03 ; y
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LDA.w $19F2 : STA $04
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LDA.w $19F3 : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
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LDA.w $19F2 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19F3 : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19F4 : STA.w SprX, X
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LDA.w $19F5 : STA.w SprY, X
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LDA #$03
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F4
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LDA.w SprY, X : STA.w $19F5
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.TooCloseToBodyPart22
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LDA.w SprMiscC, X : STA.w SprX, X
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LDA.w SprMiscD, X : STA.w SprY, X
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LDA.b $08 : STA.w SprXSpeed, X
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LDA.b $09 : STA.w SprYSpeed, X
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; Set head pos
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LDA $19F4 : STA SprX, X
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LDA $19F5 : CLC : SBC #$10 : STA SprY, X
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RTS
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}
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Sprite_KydreeokHead_DrawNeck:
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{
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.start_index
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db $12
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.nbr_of_tiles
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db 0
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.x_offsets
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dw 0
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.y_offsets
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dw 0
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.chr
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db $2E
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.properties
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db $39
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.sizes
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db $02
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_KydreeokHead_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
|
|
; amount of tiles - 1
|
|
LDX .nbr_of_tiles, Y : LDY.b #$00
|
|
.next_tile
|
|
|
|
PHX ; Save current Tile Index?
|
|
|
|
; Add Animation Index Offset
|
|
TXA : CLC : ADC $06
|
|
|
|
; Keep the value with animation index offset?
|
|
PHA : 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 .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
PLY : INY
|
|
PLX : DEX : BPL .next_tile
|
|
|
|
PLX
|
|
|
|
{
|
|
; Dumb draw neck code
|
|
LDA.w SprSubtype, X : BNE .neck2
|
|
|
|
LDA.w $19EA : STA.w $0FD8
|
|
LDA.w $19EB : STA.w $0FDA
|
|
JSR .DrawNeckPart
|
|
|
|
|
|
LDA.w $19EC : STA.w $0FD8
|
|
LDA.w $19ED : STA.w $0FDA
|
|
JSR .DrawNeckPart
|
|
|
|
LDA.w $19EE : STA.w $0FD8
|
|
LDA.w $19EF : STA.w $0FDA
|
|
JSR .DrawNeckPart
|
|
|
|
BRA .skipNeck
|
|
.neck2
|
|
; Dumb draw neck code
|
|
LDA.w $19F0 : STA.w $0FD8
|
|
LDA.w $19F1 : STA.w $0FDA
|
|
JSR .DrawNeckPart
|
|
|
|
LDA.w $19F2 : STA.w $0FD8
|
|
LDA.w $19F3 : STA.w $0FDA
|
|
JSR .DrawNeckPart
|
|
|
|
LDA.w $19F4 : STA.w $0FD8
|
|
LDA.w $19F5 : STA.w $0FDA
|
|
JSR .DrawNeckPart
|
|
|
|
.skipNeck
|
|
|
|
LDA.b $08 : STA.w $0FD8
|
|
LDA.b $09 : STA.w $0FDA
|
|
.skipNeck2
|
|
RTS
|
|
|
|
|
|
|
|
.DrawNeckPart
|
|
PHY
|
|
JSL Sprite_PrepOamCoord
|
|
PLY
|
|
|
|
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 #$20
|
|
BCC .on_screen_y2
|
|
|
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
|
STA $0E
|
|
.on_screen_y2
|
|
|
|
INY
|
|
LDA #$2E : STA ($90), Y
|
|
INY
|
|
LDA #$39 : STA ($90), Y
|
|
|
|
PHY
|
|
|
|
TYA : LSR #2 : TAY
|
|
|
|
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
|
|
PLY : INY
|
|
|
|
RTS
|
|
}
|
|
|
|
RTS
|
|
|
|
.start_index
|
|
db $00, $02, $04, $06, $0A, $0E
|
|
.nbr_of_tiles
|
|
db 1, 1, 1, 3, 3, 3
|
|
.x_offsets
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 8, -8, -8, 8
|
|
dw 8, -8, -8, 8
|
|
dw 8, -8, -8, 8
|
|
.y_offsets
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw 4, 4, -12, -12
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
.chr
|
|
db $40, $60
|
|
db $42, $62
|
|
db $44, $64
|
|
db $68, $66, $46, $48
|
|
db $0A, $08, $28, $2A
|
|
db $4C, $4A, $6A, $6C
|
|
.properties
|
|
db $39, $39
|
|
db $39, $39
|
|
db $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
}
|
|
|
|
GetDistance8bit:
|
|
{
|
|
LDA $04 ; Sprite X
|
|
SEC : SBC $02 ; - Player X
|
|
BPL +
|
|
EOR.b #$FF : INC
|
|
+
|
|
STA $00 ; Distance X (ABS)
|
|
|
|
LDA $05 ; Sprite Y
|
|
SEC : SBC $03 ; - Player Y
|
|
BPL +
|
|
EOR.b #$FF : INC
|
|
+
|
|
; Add it back to X Distance
|
|
CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
|
|
RTS
|
|
}
|