Files
oracle-of-secrets/Sprites/Bosses/kydreeok_head.asm
2024-02-22 23:24:18 -05:00

678 lines
17 KiB
NASM

; =========================================================
!SPRID = $CF ; 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 = 40 ; 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 = 00 ; 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_KydreeokHead_Prep, Sprite_KydreeokHead_Long);
; =========================================================
Sprite_KydreeokHead_Long:
{
PHB : PHK : PLB
LDA $0D80, X : CMP #$02 : BEQ .no_head
JSR Sprite_KydreeokHead_Draw ; Call the draw code
.no_head
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive
JSR Sprite_KydreeokHead_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_KydreeokHead_Prep:
{
PHB : PHK : PLB
; Add more code here to initialize data
PLB
RTL
}
; =========================================================
Sprite_KydreeokHead_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw KydreeokHead_ForwardAnim
dw KydreeokHead_SideAnim
dw KydreeokHead_SummonFire
KydreeokHead_ForwardAnim:
{
%StartOnFrame(0)
%PlayAnimation(0,2,10)
JSL Sprite_BounceFromTileCollision
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
JSL Sprite_Move
JSR AdjustMovementSpeed
JSR KydreeokHead_NeckControl
JSR MoveWithBody
; JSL GetRandomInt : AND #$7F : BNE .no_attack
; LDA #$CF
; JSL Sprite_SpawnDynamically
; JSL Sprite_SetSpawnedCoords
; JSL $09B020
; LDA.b #$02 : STA $0D80, Y
; LDA #$40 : STA.w SprTimerA, Y
; RTS
; .no_attack
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
%GotoAction(1)
.not_right
RTS
}
KydreeokHead_SideAnim:
{
%StartOnFrame(3)
%PlayAnimation(3,5,10)
JSL Sprite_BounceFromTileCollision
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
JSL Sprite_Move
JSR AdjustMovementSpeed
JSR KydreeokHead_NeckControl
JSR MoveWithBody
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
RTS
.not_right
%GotoAction(0)
RTS
}
KydreeokHead_SummonFire:
{
; %StartOnFrame(5)
; %PlayAnimation(5,5,10)
%MoveTowardPlayer(24)
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move
LDA SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X
.not_done
RTS
}
}
RandomlyAttack:
{
JSL GetRandomInt : AND #$7F : BNE .no_attack
CLC
JSL GetRandomInt : AND #$0F : BNE .no_attack
LDA #$CF
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoords
LDA.b #$02 : STA $0D80, Y
LDA #$10 : STA.w SprTimerA, Y
.no_attack
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
MoveWithBody:
{
LDA Kydreeok_Id : TAY
CPX.w Offspring2_Id : BEQ .DoMove
; The first neck
LDA.w SprX, Y : SEC : SBC #$0F
; STA.w SprX, X
STA.w SprMiscA, X
STA.w $19EA
; STA.w $19EC
; STA.w $19EE
LDA.w SprY, Y : SEC : SBC #$0F
; STA.w SprY, X
STA.w SprMiscB, X
STA.w $19EB
; STA.w $19ED
; STA.w $19EF
JMP .return
.DoMove
; The other neck
LDA.w SprX, Y : CLC : ADC #$0C
; STA.w SprX, X
STA.w SprMiscA, X
STA.w $19F0
; STA.w $19F2
; STA.w $19F4
LDA.w SprY, Y : SEC : SBC #$0F
; STA.w SprY, X
STA.w SprMiscB, X
STA.w $19F1
; STA.w $19F3
; STA.w $19F5
.return
JSR KydreeokHead_NeckControl
RTS
}
AdjustMovementSpeed:
{
LDA.w SprX, X : SEC : SBC #$16 ; X-32
CMP.w SprMiscA, X : BCC .biggerthanorigin
LDA #-8 : STA.w SprXSpeed, X
.biggerthanorigin
LDA.w SprX, X : CLC : ADC #$16 ; X+32
CMP.w SprMiscA, X : BCS .lowerthanorigin
LDA #$08 : STA.w SprXSpeed, X
.lowerthanorigin
LDA.w SprY, X : SEC : SBC #$00 ; X-32
CMP.w SprMiscB, X : BCC .biggerthanorigin2
LDA #-8 : STA.w SprYSpeed, X
.biggerthanorigin2
LDA.w SprY, X : CLC : ADC #$20 ; X+32
CMP.w SprMiscB, X : BCS .lowerthanorigin2
LDA #$08 : STA.w SprYSpeed, X
.lowerthanorigin2
RTS
}
tableSpeed:
db $00, $02, $04, $06, $07, $01, $06, $03
db 0, -2, -4, -6, -7, -1, -6, -3
KydreeokHead_NeckControl:
{
LDA.w SprSubtype, X : BEQ .DoNeck1
JMP .DoNeck2
.DoNeck1
LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09
LDA.w $19EA : STA $02 ; x
LDA.w $19EB : STA $03 ; y
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19EA : STA.w SprX, X
LDA.w $19EB : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EA
LDA.w SprY, X : STA.w $19EB
.TooCloseToHead
; Do body part 2
LDA.w $19EC : STA $02 ; x
LDA.w $19ED : STA $03 ; y
LDA.w $19EA : STA $04
LDA.w $19EB : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
LDA.w $19EA : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19EB : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19EC : STA.w SprX, X
LDA.w $19ED : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EC
LDA.w SprY, X : STA.w $19ED
.TooCloseToBodyPart1
; Do body part 2
LDA.w $19EE : STA $02 ; x
LDA.w $19EF : STA $03 ; y
LDA.w $19EC : STA $04
LDA.w $19ED : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
LDA.w $19EC : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19ED : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19EE : STA.w SprX, X
LDA.w $19EF : STA.w SprY, X
LDA #$06
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19EE
LDA.w SprY, X : STA.w $19EF
.TooCloseToBodyPart2
LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X
; Set head pos
LDA $19EE : STA SprX, X
LDA $19EF : CLC : SBC #$10 : STA SprY, X
RTS
; =========================================================
.DoNeck2
LDA.w SprX, X : STA.w SprMiscC, X
LDA.w SprY, X : STA.w SprMiscD, X
LDA.w SprXSpeed, X : STA $08
LDA.w SprYSpeed, X : STA $09
LDA.w $19F0 : STA $02 ; x
LDA.w $19F1 : STA $03 ; y
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
LDA.w SprX, X : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w SprY, X : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19F0 : STA.w SprX, X
LDA.w $19F1 : STA.w SprY, X
LDA #$08
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F0
LDA.w SprY, X : STA.w $19F1
.TooCloseToHead2
LDA.w $19F2 : STA $02 ; x
LDA.w $19F3 : STA $03 ; y
LDA.w $19F0 : STA $04
LDA.w $19F1 : STA $05
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
LDA.w $19F0 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F1 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19F2 : STA.w SprX, X
LDA.w $19F3 : STA.w SprY, X
LDA #$04
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F2
LDA.w SprY, X : STA.w $19F3
.TooCloseToBodyPart12
; Do body part 2
LDA.w $19F4 : STA $02 ; x
LDA.w $19F5 : STA $03 ; y
LDA.w $19F2 : STA $04
LDA.w $19F3 : STA $05
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
LDA.w $19F2 : STA $04 ; dest X
LDA.w SprXH, X : STA $05 ; dest XH
LDA.w $19F3 : STA $06 ; dest Y
LDA.w SprYH, X : STA $07 ; dest YH
;load body position into sprite position
LDA.w $19F4 : STA.w SprX, X
LDA.w $19F5 : STA.w SprY, X
LDA #$03
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA.b $01 : STA.w SprXSpeed, X
LDA.b $00 : STA.w SprYSpeed, X
JSL Sprite_MoveLong
LDA.w SprX, X : STA.w $19F4
LDA.w SprY, X : STA.w $19F5
.TooCloseToBodyPart22
LDA.w SprMiscC, X : STA.w SprX, X
LDA.w SprMiscD, X : STA.w SprY, X
LDA.b $08 : STA.w SprXSpeed, X
LDA.b $09 : STA.w SprYSpeed, X
; Set head pos
LDA $19F4 : STA SprX, X
LDA $19F5 : CLC : SBC #$10 : STA SprY, X
RTS
}
Sprite_KydreeokHead_DrawNeck:
{
.start_index
db $12
.nbr_of_tiles
db 0
.x_offsets
dw 0
.y_offsets
dw 0
.chr
db $2E
.properties
db $39
.sizes
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
}