;========================= ;========================= ; Beast ;========================= ;========================= ; FIXME: add tripping+falling sprites ; FIXME: add background beast for first cavern room ; FIXME: better running sprites ;============================= ; big beast sprites ;============================= beast_standing: .byte $9,$6 .byte $aa,$0a,$00,$00,$0a,$aa,$aa,$aa,$aa .byte $aa,$00,$00,$00,$00,$00,$00,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $aa,$aa,$00,$a0,$aa,$a0,$00,$00,$aa .byte $aa,$aa,$00,$aa,$aa,$aa,$00,$aa,$00 beast_run_progression: .word beast_running1 .word beast_running2 .word beast_running3 .word beast_running4 .word beast_running5 .word beast_running6 .word beast_running7 .word beast_running8 .word beast_standing beast_running1: ; piskel2 .byte $9,$6 .byte $aa,$0a,$00,$00,$0a,$aa,$aa,$aa,$aa .byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $a0,$a0,$00,$00,$00,$00,$00,$00,$aa .byte $aa,$0a,$00,$aa,$aa,$a0,$00,$00,$00 .byte $a0,$a0,$aa,$aa,$aa,$aa,$a0,$0a,$00 beast_running2: ; piskel3 .byte $9,$6 .byte $aa,$0a,$00,$00,$0a,$aa,$aa,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$0a,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $aa,$aa,$00,$00,$00,$00,$00,$00,$aa .byte $a0,$a0,$a0,$aa,$aa,$a0,$00,$00,$0a .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$00,$00 beast_running3: ; piskel4 .byte $9,$6 .byte $aa,$aa,$0a,$0a,$0a,$aa,$aa,$aa,$aa .byte $0a,$00,$00,$00,$00,$00,$0a,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $a0,$00,$00,$00,$00,$00,$00,$00,$aa .byte $aa,$0a,$00,$aa,$aa,$a0,$a0,$00,$00 .byte $a0,$a0,$aa,$aa,$aa,$aa,$aa,$aa,$aa beast_running4: ; piskel5 .byte $9,$6 .byte $aa,$aa,$0a,$0a,$0a,$aa,$aa,$aa,$aa .byte $aa,$00,$00,$00,$00,$00,$00,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $aa,$0a,$00,$aa,$aa,$a0,$a0,$00,$0a .byte $aa,$00,$aa,$aa,$aa,$aa,$aa,$a0,$a0 beast_running5: ; piskel6 .byte $9,$6 .byte $aa,$aa,$0a,$0a,$aa,$aa,$aa,$aa,$aa .byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $aa,$aa,$00,$aa,$aa,$a0,$00,$00,$aa .byte $aa,$aa,$00,$aa,$aa,$aa,$00,$a0,$00 beast_running6: ; piskel7 .byte $9,$6 .byte $aa,$aa,$0a,$0a,$aa,$aa,$aa,$aa,$aa .byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $a0,$00,$00,$00,$00,$00,$00,$00,$aa .byte $aa,$aa,$00,$0a,$aa,$00,$00,$00,$aa .byte $aa,$aa,$aa,$00,$aa,$00,$a0,$aa,$aa beast_running7: ; piskel8 .byte $9,$6 .byte $aa,$aa,$0a,$0a,$aa,$aa,$aa,$aa,$aa .byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $aa,$a0,$a0,$00,$aa,$00,$00,$a0,$aa .byte $aa,$aa,$aa,$00,$00,$00,$aa,$aa,$aa beast_running8: ; piskel9 .byte $9,$6 .byte $aa,$aa,$0a,$0a,$aa,$aa,$aa,$aa,$aa .byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $00,$00,$00,$00,$00,$00,$00,$00,$aa .byte $aa,$a0,$00,$aa,$aa,$aa,$00,$a0,$aa .byte $aa,$aa,$00,$a0,$aa,$aa,$00,$aa,$aa beast_dead_sprite: .byte 8,3 .byte $AA,$0A,$00,$0a,$00,$00,$0a,$AA .byte $AA,$00,$00,$00,$00,$00,$00,$00 .byte $00,$A0,$00,$00,$00,$00,$00,$00 ; the right way to do this would be to have the pounce sprites ; then have the zap sprites ; start the pounce/zapping with the beast at the YPOS ; adjust, etc. ; then draw the laser manually ; don't really have time/inclination to fix this properly beast_blast_sprite0: .byte 6,7 .byte $AA,$0A,$00,$00,$00,$0A .byte $AA,$00,$00,$00,$00,$00 .byte $00,$00,$00,$00,$00,$00 .byte $00,$00,$11,$00,$00,$AA .byte $00,$00,$A1,$00,$AA,$AA .byte $00,$00,$AA,$AA,$AA,$AA .byte $AA,$00,$AA,$AA,$AA,$AA beast_blast_sprite1: .byte 6,8 .byte $AA,$AA,$AA,$0A,$AA,$AA .byte $AA,$AA,$00,$00,$00,$0A .byte $AA,$0A,$00,$00,$00,$00 .byte $AA,$00,$00,$13,$00,$1A .byte $00,$00,$00,$11,$00,$AA .byte $A0,$00,$00,$AA,$A0,$A0 .byte $AA,$A0,$00,$AA,$AA,$AA .byte $AA,$AA,$A0,$AA,$AA,$AA beast_blast_sprite2: .byte 6,8 .byte $AA,$0A,$00,$00,$00,$AA .byte $00,$00,$00,$00,$00,$00 .byte $00,$00,$00,$00,$00,$A0 .byte $00,$00,$00,$33,$11,$00 .byte $00,$00,$00,$33,$11,$10 .byte $00,$00,$00,$11,$01,$AA .byte $A0,$00,$0A,$AA,$AA,$AA .byte $AA,$AA,$00,$AA,$AA,$AA beast_blast_sprite3: .byte 7,7 .byte $AA,$AA,$AA,$AA,$0A,$AA,$AA .byte $AA,$AA,$AA,$00,$00,$00,$AA .byte $AA,$AA,$0A,$00,$00,$00,$00 .byte $AA,$00,$00,$00,$00,$A0,$A0 .byte $00,$00,$00,$13,$00,$1A,$1A .byte $00,$00,$03,$A1,$A0,$AA,$AA .byte $AA,$A0,$00,$0A,$AA,$AA,$AA beast_blast_sprite4: .byte 8,5 .byte $0A,$0A,$0A,$AA,$0A,$0A,$0A,$AA .byte $00,$00,$00,$00,$00,$00,$00,$0A .byte $AA,$00,$00,$00,$00,$00,$00,$00 .byte $1A,$00,$1A,$1A,$10,$1A,$00,$1A .byte $AA,$A0,$AA,$AA,$A0,$0A,$A0,$AA beast_blast_sprite5: .byte 10,6 .byte $AA,$AA,$00,$0A,$AA,$AA,$AA,$AA,$AA,$AA .byte $AA,$00,$00,$00,$00,$0a,$0A,$0A,$AA,$AA .byte $10,$10,$1A,$10,$10,$00,$00,$00,$11,$1A .byte $AA,$AA,$AA,$AA,$AA,$00,$00,$A0,$A1,$AA .byte $AA,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA,$AA .byte $AA,$AA,$AA,$AA,$AA,$A0,$AA,$AA,$AA,$AA ;======================== ;======================== ; Beast in background ;======================== ;======================== beast_incoming: .word beast_bg2 ; 2 .byte 38,0 .word beast_bg3 ; 4 .byte 38,0 .word beast_bg4 ; 6 .byte 36,0 .word beast_bg5 ; 8 .byte 36,0 .word beast_bg6 ; 10 .byte 35,0 .word beast_bg7 ; 12 .byte 34,0 .word beast_bg7 ; 14 .byte 33,0 beast_outgoing: .word beast_bg8 ; F4 .byte 33,0 .word beast_bg9 ; F6 .byte 34,0 .word beast_bg10 ; F8 .byte 34,0 .word beast_bg11 ; FA .byte 35,0 .word beast_bg12 ; FC .byte 36,0 .word beast_bg13 ; FE .byte 38,0 beast_bg2: .byte 5,3 .byte $AA,$AA,$AA,$AA,$AA .byte $AA,$00,$AA,$AA,$AA .byte $AA,$A0,$AA,$AA,$AA beast_bg3: .byte 5,3 .byte $AA,$AA,$AA,$AA,$AA .byte $AA,$00,$AA,$AA,$AA .byte $A0,$A0,$AA,$AA,$AA beast_bg4: .byte 5,3 .byte $AA,$AA,$0A,$AA,$AA .byte $AA,$00,$00,$00,$0A .byte $0A,$A0,$A0,$AA,$AA beast_bg5: .byte 5,3 .byte $AA,$0A,$0A,$AA,$AA .byte $00,$00,$00,$00,$AA .byte $00,$A0,$A0,$A0,$0A beast_bg6: .byte 5,3 .byte $AA,$0A,$0A,$AA,$AA .byte $00,$00,$00,$00,$0A .byte $AA,$00,$A0,$A0,$00 beast_bg7: ; old bg beast .byte $5,$3 .byte $1a,$00,$0a,$aa,$aa .byte $00,$00,$00,$00,$aa .byte $aa,$00,$a0,$a0,$0a beast_bg8: ; looking .byte 5,3 .byte $1A,$10,$0A,$AA,$AA .byte $00,$00,$00,$00,$AA .byte $AA,$00,$A0,$A0,$0A beast_bg9: ; turning .byte 5,3 .byte $0A,$00,$0A,$AA,$AA .byte $00,$00,$00,$AA,$AA .byte $AA,$00,$00,$AA,$AA beast_bg10: ; turning .byte 5,3 .byte $0A,$00,$0A,$AA,$AA .byte $00,$00,$00,$AA,$AA .byte $00,$00,$AA,$AA,$AA beast_bg11: ; going left .byte 5,3 .byte $AA,$0A,$0A,$00,$0A .byte $00,$00,$00,$00,$A0 .byte $00,$AA,$AA,$AA,$A0 beast_bg12: ; going left .byte 5,3 .byte $AA,$0A,$0A,$0A,$AA .byte $0A,$00,$00,$00,$AA .byte $AA,$AA,$AA,$A0,$A0 beast_bg13: ; going left .byte 5,3 .byte $AA,$0A,$0A,$0A,$AA .byte $00,$00,$00,$00,$AA .byte $AA,$A0,$AA,$A0,$A0