Difference between revisions of "Raven"
m |
|||
(3 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
− | {{ | + | {{subpage|Sprites}} |
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | }} | ||
− | == Description == | + | Sprite {{$|00}} is a shared sprite, sharing the raven and the dacto. Which sprite loads is dependent upon whether it loads in the light world or dark world. Raven is the light world version of the sprite and the dacto is the dark world version. |
+ | |||
+ | == Raven == | ||
+ | === Description === | ||
Small, relatively harmless bird. Follows the player for a while, then flies away. | Small, relatively harmless bird. Follows the player for a while, then flies away. | ||
− | == Combat Strategy == | + | === Combat Strategy === |
+ | Slash it once or twice, or run away. | ||
+ | |||
+ | == Dacto == | ||
+ | === Description === | ||
+ | Small, relatively harmful bird. Follows the player for a while, then flies away. | ||
+ | |||
+ | === Combat Strategy === | ||
Slash it once or twice, or run away. | Slash it once or twice, or run away. | ||
− | == | + | == Stats And Properties == |
+ | See [[Sprite Properties]] | ||
+ | |||
+ | The raven and dacto use the same property tables to define their default stats and properties, with a few hard-coded differences, as is common among shared sprites. | ||
+ | |||
+ | '''{{$|06B080}}''' | ||
+ | {|{{Prettytable}} | ||
+ | ! Bit(s) | ||
+ | ! Info | ||
+ | ! Value | ||
+ | |- | ||
+ | | {{Hex|7}} | ||
+ | | Harmless | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|6}} | ||
+ | | ? | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|5}} | ||
+ | | ? | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|4-0}} | ||
+ | | OAM Slots | ||
+ | | {{Hex|0001}} ({{$|01}}) | ||
+ | |} | ||
+ | |||
+ | '''{{$|06B173}}''' | ||
+ | {|{{Prettytable}} | ||
+ | ! Bit(s) | ||
+ | ! Info | ||
+ | ! Value | ||
+ | |- | ||
+ | | {{Hex|7-0 }} | ||
+ | | HP | ||
+ | | {{Hex|0000 1100}} ({{$|0C}}) | ||
+ | |} | ||
+ | This data is unused, instead HP is hard-coded in Sprite_Prep.asm as follows: | ||
+ | *Raven ({{$|030965}}): {{$|04}} | ||
+ | *Dacto ({{$|030966}}): {{$|08}} | ||
+ | |||
+ | '''{{$|06B266}}''' | ||
+ | {|{{Prettytable}} | ||
+ | ! Bit(s) | ||
+ | ! Info | ||
+ | ! Value | ||
+ | |- | ||
+ | | {{Hex|7-4}} | ||
+ | | ? | ||
+ | | {{Hex|1000}} ({{$|80}}) | ||
+ | |- | ||
+ | | {{Hex|3-0}} | ||
+ | | [[Damage Types|Damage Type]] | ||
+ | | {{Hex|0011}} ({{$|03}}) | ||
+ | |} | ||
+ | This data is unused, instead Damage is hard-coded in Sprite_Prep.asm as follows: | ||
+ | *Raven ({{$|030963}}): {{$|81}} | ||
+ | *Dacto ({{$|030964}}): {{$|88}} | ||
+ | |||
+ | '''{{$|06B359}}''' | ||
+ | {|{{Prettytable}} | ||
+ | ! Bit(s) | ||
+ | ! Info | ||
+ | ! Value | ||
+ | |- | ||
+ | | {{Hex|7}} | ||
+ | | No Death Animation | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|6}} | ||
+ | | Invincible | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|5}} | ||
+ | | Adjust Child coordinates | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|4}} | ||
+ | | Draw Shadow | ||
+ | | {{Hex|1}} | ||
+ | |- | ||
+ | | {{Hex|3-1}} | ||
+ | | Palette | ||
+ | | {{Hex|100}} ({{$|04}}) | ||
+ | |- | ||
+ | | {{Hex|0}} | ||
+ | | ? | ||
+ | | {{Hex|1}} | ||
+ | |} | ||
+ | |||
+ | '''{{$|06B44C}}''' | ||
+ | {|{{Prettytable}} | ||
+ | ! Bit(s) | ||
+ | ! Info | ||
+ | ! Value | ||
+ | |- | ||
+ | | {{Hex|7}} | ||
+ | | Ignore Collision Settings | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|6}} | ||
+ | | Statis | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|5}} | ||
+ | | Persist | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|4-0}} | ||
+ | | Hit Box Dimensions | ||
+ | | {{Hex|00000}} ({{$|00}}) | ||
+ | |} | ||
+ | |||
+ | '''{{$|06B53F}}''' | ||
+ | {|{{Prettytable}} | ||
+ | ! Bit(s) | ||
+ | ! Info | ||
+ | ! Value | ||
+ | |- | ||
+ | | {{Hex|7-4}} | ||
+ | | Tile Interaction Hit Box | ||
+ | | {{Hex|0000}} ({{$|00}}) | ||
+ | |- | ||
+ | | {{Hex|3}} | ||
+ | | ? | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|2}} | ||
+ | | ? | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|1}} | ||
+ | | Dies Like A Boss | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|0}} | ||
+ | | Falls In Holes | ||
+ | | {{Hex|0}} | ||
+ | |} | ||
+ | |||
+ | '''{{$|06B632}}''' | ||
+ | {|{{Prettytable}} | ||
+ | ! Bit(s) | ||
+ | ! Info | ||
+ | ! Value | ||
+ | |- | ||
+ | | {{Hex|7}} | ||
+ | | Disable Tile Interactions | ||
+ | | {{Hex|1}} | ||
+ | |- | ||
+ | | {{Hex|6}} | ||
+ | | ? | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|5}} | ||
+ | | Is shield Blockable | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|4}} | ||
+ | | Alternate Damage Sound | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|3-0}} | ||
+ | | Prize Pack | ||
+ | | {{Hex|0011}} ({{$|03}}) | ||
+ | |} | ||
+ | This data is unused, instead it is hard-coded in Sprite_Prep.asm as follows: | ||
+ | *Raven ({{$|030967}}): {{$|06}} | ||
+ | *Dacto ({{$|030968}}): {{$|02}} | ||
+ | |||
+ | '''{{$|06B725}}''' | ||
+ | {|{{Prettytable}} | ||
+ | ! Bit(s) | ||
+ | ! Info | ||
+ | ! Value | ||
+ | |- | ||
+ | | {{Hex|7}} | ||
+ | | ? | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|6}} | ||
+ | | ? | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|5}} | ||
+ | | Is Interactive | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|4}} | ||
+ | | Deflect Projectiles | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|3}} | ||
+ | | Collide With Less Tiles | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|2}} | ||
+ | | Impervious To Sword/Hammer | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|1}} | ||
+ | | Impervious To Arrows? | ||
+ | | {{Hex|0}} | ||
+ | |- | ||
+ | | {{Hex|0}} | ||
+ | | ? | ||
+ | | {{Hex|0}} | ||
+ | |} | ||
+ | |||
+ | == Code == | ||
+ | <Code> | ||
+ | ; *$EDD7B-$EDD82 LONG | ||
+ | Sprite_RavenLong: | ||
+ | { | ||
+ | PHB : PHK : PLB | ||
+ | |||
+ | JSR SpritePrep_Raven | ||
+ | |||
+ | PLB | ||
+ | |||
+ | RTL | ||
+ | } | ||
+ | |||
+ | ; ============================================================================== | ||
+ | |||
+ | ; *$EDD83-$EDD84 DATA | ||
+ | pool Sprite_SetHflip: | ||
+ | { | ||
+ | |||
+ | .h_flip | ||
+ | db $00, $40 | ||
+ | } | ||
+ | |||
+ | ; ============================================================================== | ||
+ | |||
+ | ; *$EDD85-$EDDAB LOCAL | ||
+ | Sprite_Raven: | ||
+ | { | ||
+ | LDA $0B89, X : ORA.b #$30 : STA $0B89, X | ||
+ | |||
+ | JSL Sprite_PrepAndDrawSingleLargeLong | ||
+ | JSR Sprite4_CheckIfActive | ||
+ | JSR Sprite4_CheckIfRecoiling | ||
+ | JSR Sprite4_CheckDamage | ||
+ | JSR Sprite4_Move | ||
+ | |||
+ | LDA $0D80, X | ||
+ | |||
+ | JSL UseImplicitRegIndexedLocalJumpTable | ||
+ | |||
+ | dw Raven_InWait | ||
+ | dw Raven_Ascend | ||
+ | dw Raven_Attack | ||
+ | dw Raven_FleePlayer | ||
+ | } | ||
+ | |||
+ | ; ============================================================================== | ||
+ | |||
+ | ; $EDDAC-$EDDAD DATA | ||
+ | pool Raven_Ascend: | ||
+ | { | ||
+ | |||
+ | ; \task Name this routine / pool. | ||
+ | .timers | ||
+ | db $10, $F8 | ||
+ | } | ||
+ | |||
+ | ; ============================================================================== | ||
+ | |||
+ | ; *$EDDAE-$EDDE4 JUMP LOCATION | ||
+ | Raven_InWait: | ||
+ | { | ||
+ | JSR Sprite4_IsToRightOfPlayer | ||
+ | JSR Raven_SetHflip | ||
+ | |||
+ | REP #$20 | ||
+ | |||
+ | LDA $22 : SUB $0FD8 : ADC.w #$0050 : CMP.w #$00A0 : BCS .player_too_far | ||
+ | |||
+ | LDA $20 : SUB $0FDA : ADC.w #$0058 : CMP.w #$00A0 : BCS .player_too_far | ||
+ | |||
+ | SEP #$20 | ||
+ | |||
+ | INC $0D80, X | ||
+ | |||
+ | LDA.b #$18 : STA $0DF0, X | ||
+ | |||
+ | LDA.b #$1E : JSL Sound_SetSfx3PanLong | ||
+ | |||
+ | .player_too_far | ||
+ | |||
+ | SEP #$20 | ||
+ | |||
+ | RTS | ||
+ | } | ||
+ | |||
+ | ; ============================================================================== | ||
+ | |||
+ | ; *$EDDE5-$EDE08 JUMP LOCATION | ||
+ | Raven_Ascend: | ||
+ | { | ||
+ | LDA $0DF0, X : BNE .delay | ||
+ | |||
+ | INC $0D80, X | ||
+ | |||
+ | LDY $0D90, X | ||
+ | |||
+ | LDA .timers, Y : STA $0DF0, X | ||
+ | |||
+ | LDA.b #$20 | ||
+ | |||
+ | JSL Sprite_ApplySpeedTowardsPlayerLong | ||
+ | |||
+ | .delay | ||
+ | |||
+ | INC $0F70, X | ||
+ | |||
+ | LDA $1A : LSR A : AND.b #$01 : INC A : STA $0DC0, X | ||
+ | |||
+ | RTS | ||
+ | } | ||
+ | |||
+ | ; ============================================================================== | ||
+ | |||
+ | ; *$EDE09-$EDE65 JUMP LOCATION | ||
+ | Raven_Attack: | ||
+ | { | ||
+ | LDA $0DF0, X : BNE .delay_fleeing | ||
+ | |||
+ | LDA $0FFF : BEQ .always_flee_in_light_world | ||
+ | |||
+ | ; Afaik, all Dark World 'ravens' are fearless. They look like mini- | ||
+ | ; pterodactyls. | ||
+ | LDA $0D90, X : BNE .is_fearless | ||
+ | |||
+ | .always_flee_in_light_world | ||
+ | |||
+ | INC $0D80, X | ||
+ | |||
+ | .is_fearless | ||
+ | .delay_fleeing | ||
+ | |||
+ | TXA : EOR $1A : LSR A : BCS .delay_speed_analysis | ||
+ | |||
+ | LDA #$20 : JSL Sprite_ProjectSpeedTowardsPlayerLong | ||
+ | |||
+ | ; *$EDE27 ALTERNATE ENTRY POINT | ||
+ | Raven_AccelerateToTargetSpeed: | ||
+ | |||
+ | LDA $0D40, X : CMP $00 : BEQ .y_speed_at_target | ||
+ | BPL .y_speed_above_target | ||
+ | |||
+ | INC $0D40, X | ||
+ | |||
+ | BRA .check_x_speed | ||
+ | |||
+ | .y_speed_above_target | ||
+ | |||
+ | DEC $0D40, X | ||
+ | |||
+ | .y_speed_at_target | ||
+ | .check_x_speed | ||
+ | |||
+ | LDA $0D50, X : CMP $01 : BEQ .x_speed_at_target | ||
+ | BPL .x_speed_above_target | ||
+ | |||
+ | INC $0D50, X | ||
+ | |||
+ | BRA .animate | ||
+ | |||
+ | .x_speed_above_target | ||
+ | |||
+ | DEC $0D50, X | ||
+ | |||
+ | .x_speed_at_target | ||
+ | .delay_speed_analysis | ||
+ | .animate | ||
+ | |||
+ | ; *$EDE49 ALTERNATE ENTRY POINT | ||
+ | shared Raven_Animate: | ||
+ | |||
+ | LDA $1A : LSR A : AND.b #$01 : INC A : STA $0DC0, X | ||
+ | |||
+ | LDA $0D50, X : ASL A : ROL A : AND.b #$01 : TAY | ||
+ | |||
+ | ; *$EDE5A ALTERNATE ENTRY POINT | ||
+ | shared Raven_SetHflip: | ||
+ | |||
+ | LDA $0F50, X : AND.b #$BF : ORA $DD83, Y : STA $0F50, X | ||
+ | |||
+ | RTS | ||
+ | } | ||
+ | |||
+ | ; ============================================================================== | ||
− | + | ; *$EDE66-$EDE81 JUMP LOCATION | |
+ | Raven_FleePlayer: | ||
+ | { | ||
+ | TXA : EOR $1A : LSR A : BCS Raven_Animate | ||
+ | |||
+ | LDA.b #$30 : JSL Sprite_ProjectSpeedTowardsPlayerLong | ||
+ | |||
+ | LDA $00 : EOR.b #$FF : INC A : STA $00 | ||
+ | |||
+ | LDA $01 : EOR.b #$FF : INC A : STA $01 | ||
+ | |||
+ | BRA Raven_AccelerateToTargetSpeed | ||
+ | } | ||
+ | </Code> |
Latest revision as of 08:55, 19 December 2016
This is a subpage of Sprites
Sprite $00 is a shared sprite, sharing the raven and the dacto. Which sprite loads is dependent upon whether it loads in the light world or dark world. Raven is the light world version of the sprite and the dacto is the dark world version.
Contents
Raven
Description
Small, relatively harmless bird. Follows the player for a while, then flies away.
Combat Strategy
Slash it once or twice, or run away.
Dacto
Description
Small, relatively harmful bird. Follows the player for a while, then flies away.
Combat Strategy
Slash it once or twice, or run away.
Stats And Properties
The raven and dacto use the same property tables to define their default stats and properties, with a few hard-coded differences, as is common among shared sprites.
$06B080
Bit(s) | Info | Value |
---|---|---|
7 | Harmless | 0 |
6 | ? | 0 |
5 | ? | 0 |
4-0 | OAM Slots | 0001 ($01) |
$06B173
Bit(s) | Info | Value |
---|---|---|
7-0 | HP | 0000 1100 ($0C) |
This data is unused, instead HP is hard-coded in Sprite_Prep.asm as follows:
- Raven ($030965): $04
- Dacto ($030966): $08
$06B266
Bit(s) | Info | Value |
---|---|---|
7-4 | ? | 1000 ($80) |
3-0 | Damage Type | 0011 ($03) |
This data is unused, instead Damage is hard-coded in Sprite_Prep.asm as follows:
- Raven ($030963): $81
- Dacto ($030964): $88
$06B359
Bit(s) | Info | Value |
---|---|---|
7 | No Death Animation | 0 |
6 | Invincible | 0 |
5 | Adjust Child coordinates | 0 |
4 | Draw Shadow | 1 |
3-1 | Palette | 100 ($04) |
0 | ? | 1 |
$06B44C
Bit(s) | Info | Value |
---|---|---|
7 | Ignore Collision Settings | 0 |
6 | Statis | 0 |
5 | Persist | 0 |
4-0 | Hit Box Dimensions | 00000 ($00) |
$06B53F
Bit(s) | Info | Value |
---|---|---|
7-4 | Tile Interaction Hit Box | 0000 ($00) |
3 | ? | 0 |
2 | ? | 0 |
1 | Dies Like A Boss | 0 |
0 | Falls In Holes | 0 |
$06B632
Bit(s) | Info | Value |
---|---|---|
7 | Disable Tile Interactions | 1 |
6 | ? | 0 |
5 | Is shield Blockable | 0 |
4 | Alternate Damage Sound | 0 |
3-0 | Prize Pack | 0011 ($03) |
This data is unused, instead it is hard-coded in Sprite_Prep.asm as follows:
- Raven ($030967): $06
- Dacto ($030968): $02
$06B725
Bit(s) | Info | Value |
---|---|---|
7 | ? | 0 |
6 | ? | 0 |
5 | Is Interactive | 0 |
4 | Deflect Projectiles | 0 |
3 | Collide With Less Tiles | 0 |
2 | Impervious To Sword/Hammer | 0 |
1 | Impervious To Arrows? | 0 |
0 | ? | 0 |
Code
; *$EDD7B-$EDD82 LONG Sprite_RavenLong: { PHB : PHK : PLB JSR SpritePrep_Raven PLB RTL }
- ==============================================================================
; *$EDD83-$EDD84 DATA pool Sprite_SetHflip: { .h_flip db $00, $40 }
- ==============================================================================
; *$EDD85-$EDDAB LOCAL Sprite_Raven: { LDA $0B89, X : ORA.b #$30 : STA $0B89, X JSL Sprite_PrepAndDrawSingleLargeLong JSR Sprite4_CheckIfActive JSR Sprite4_CheckIfRecoiling JSR Sprite4_CheckDamage JSR Sprite4_Move LDA $0D80, X JSL UseImplicitRegIndexedLocalJumpTable dw Raven_InWait dw Raven_Ascend dw Raven_Attack dw Raven_FleePlayer }
- ==============================================================================
; $EDDAC-$EDDAD DATA pool Raven_Ascend: { ; \task Name this routine / pool. .timers db $10, $F8 }
- ==============================================================================
; *$EDDAE-$EDDE4 JUMP LOCATION Raven_InWait: { JSR Sprite4_IsToRightOfPlayer JSR Raven_SetHflip REP #$20 LDA $22 : SUB $0FD8 : ADC.w #$0050 : CMP.w #$00A0 : BCS .player_too_far LDA $20 : SUB $0FDA : ADC.w #$0058 : CMP.w #$00A0 : BCS .player_too_far SEP #$20 INC $0D80, X LDA.b #$18 : STA $0DF0, X LDA.b #$1E : JSL Sound_SetSfx3PanLong .player_too_far SEP #$20 RTS }
- ==============================================================================
; *$EDDE5-$EDE08 JUMP LOCATION Raven_Ascend: { LDA $0DF0, X : BNE .delay INC $0D80, X LDY $0D90, X LDA .timers, Y : STA $0DF0, X LDA.b #$20 JSL Sprite_ApplySpeedTowardsPlayerLong .delay INC $0F70, X LDA $1A : LSR A : AND.b #$01 : INC A : STA $0DC0, X RTS }
- ==============================================================================
; *$EDE09-$EDE65 JUMP LOCATION Raven_Attack: { LDA $0DF0, X : BNE .delay_fleeing LDA $0FFF : BEQ .always_flee_in_light_world ; Afaik, all Dark World 'ravens' are fearless. They look like mini- ; pterodactyls. LDA $0D90, X : BNE .is_fearless .always_flee_in_light_world INC $0D80, X .is_fearless .delay_fleeing TXA : EOR $1A : LSR A : BCS .delay_speed_analysis LDA #$20 : JSL Sprite_ProjectSpeedTowardsPlayerLong ; *$EDE27 ALTERNATE ENTRY POINT Raven_AccelerateToTargetSpeed: LDA $0D40, X : CMP $00 : BEQ .y_speed_at_target BPL .y_speed_above_target INC $0D40, X BRA .check_x_speed .y_speed_above_target DEC $0D40, X .y_speed_at_target .check_x_speed LDA $0D50, X : CMP $01 : BEQ .x_speed_at_target BPL .x_speed_above_target INC $0D50, X BRA .animate .x_speed_above_target DEC $0D50, X .x_speed_at_target .delay_speed_analysis .animate ; *$EDE49 ALTERNATE ENTRY POINT shared Raven_Animate: LDA $1A : LSR A : AND.b #$01 : INC A : STA $0DC0, X LDA $0D50, X : ASL A : ROL A : AND.b #$01 : TAY ; *$EDE5A ALTERNATE ENTRY POINT shared Raven_SetHflip: LDA $0F50, X : AND.b #$BF : ORA $DD83, Y : STA $0F50, X RTS }
- ==============================================================================
; *$EDE66-$EDE81 JUMP LOCATION Raven_FleePlayer: { TXA : EOR $1A : LSR A : BCS Raven_Animate LDA.b #$30 : JSL Sprite_ProjectSpeedTowardsPlayerLong LDA $00 : EOR.b #$FF : INC A : STA $00 LDA $01 : EOR.b #$FF : INC A : STA $01 BRA Raven_AccelerateToTargetSpeed }