Adjusting Bonk Sprite landing position and water ripple

This commit is contained in:
codemann8
2023-03-15 05:44:18 -05:00
parent 6166151b33
commit a14ca50a71
3 changed files with 11 additions and 8 deletions

2
Rom.py
View File

@@ -38,7 +38,7 @@ from source.dungeon.RoomList import Room0127
JAP10HASH = '03a63945398191337e896e5771f77173' JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = 'baa1135c06e1e38d4005ba3c7acb977b' RANDOMIZERBASEHASH = '8e95ee70d7afec407016449e86439550'
class JsonRom(object): class JsonRom(object):

View File

@@ -436,7 +436,7 @@ OWBonkGoodBeeDrop:
JMP .spawn_item JMP .spawn_item
+ +
.determine_type ; S = Collected, FlagBitmask, X (row + 2) .determine_type ; S = Collected
LDA.l OWBonkPrizeTable[42].loot ; A = item id LDA.l OWBonkPrizeTable[42].loot ; A = item id
CMP.b #$B0 : BNE + CMP.b #$B0 : BNE +
LDA.b #$79 : JMP .sprite_transform ; transform to bees LDA.b #$79 : JMP .sprite_transform ; transform to bees
@@ -480,13 +480,13 @@ OWBonkGoodBeeDrop:
JSL.l OWBonkSpritePrep JSL.l OWBonkSpritePrep
.mark_collected ; S = Collected .mark_collected ; S = Collected
PLA : BNE .return PLA : BNE +
LDA.l RoomDataWRAM[$0120].high : ORA.b #$02 : STA.l RoomDataWRAM[$0120].high LDA.l RoomDataWRAM[$0120].high : ORA.b #$02 : STA.l RoomDataWRAM[$0120].high
REP #$20 REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
SEP #$20 SEP #$20
BRA .return + BRA .return
; spawn itemget item ; spawn itemget item
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected .spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected
@@ -498,15 +498,18 @@ OWBonkGoodBeeDrop:
LDA.b #$EB : STA.l $7FFE00 LDA.b #$EB : STA.l $7FFE00
JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
TYX : STZ.w $0F20,X ; layer the sprite is on
; affects the rate the item moves in the Y/X direction ; affects the rate the item moves in the Y/X direction
LDA.b #$00 : STA.w $0D40,Y STZ.w $0D40,X
LDA.b #$0A : STA.w $0D50,Y LDA.b #$0A : STA.w $0D50,Y
LDA.b #$20 : STA.w $0F80,Y ; amount of force (gives height to the arch) LDA.b #$1A : STA.w $0F80,Y ; amount of force (gives height to the arch)
LDA.b #$FF : STA.w $0B58,Y ; stun timer LDA.b #$FF : STA.w $0B58,Y ; stun timer
LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on ; sets the tile type that is underneath the sprite, water
LDA.b #$09 : STA.l $7FF9C2,X ; TODO: Figure out how to get the game to set this
; sets OW event bitmask flag, uses free RAM ; sets OW event bitmask flag, uses free RAM
LDA.l OWBonkPrizeTable[42].flag : STA.w $0ED0,Y LDA.l OWBonkPrizeTable[42].flag : STA.w $0ED0,Y
@@ -625,7 +628,7 @@ OWBonkDrops:
LDA.b #$00 : STA.w $0D40,Y LDA.b #$00 : STA.w $0D40,Y
LDA.b #$0A : STA.w $0D50,Y LDA.b #$0A : STA.w $0D50,Y
LDA.b #$20 : STA.w $0F80,Y ; amount of force (gives height to the arch) LDA.b #$1A : STA.w $0F80,Y ; amount of force (gives height to the arch)
LDA.b #$FF : STA.w $0B58,Y ; stun timer LDA.b #$FF : STA.w $0B58,Y ; stun timer
LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means

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