mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-01-02 12:29:26 +00:00
1e4c13d4e2
it was left a mess by March Vince, and just wasn't salvagable to re-use the pure animation ending, had to split off the sprites and do the laser gun manually a huge pain, did save some disk space though
301 lines
7.0 KiB
PHP
301 lines
7.0 KiB
PHP
;=========================
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;=========================
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; Beast
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;=========================
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;=========================
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; FIXME: add tripping+falling sprites
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; FIXME: add background beast for first cavern room
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; FIXME: better running sprites
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;=============================
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; big beast sprites
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;=============================
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beast_standing:
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.byte $9,$6
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.byte $aa,$0a,$00,$00,$0a,$aa,$aa,$aa,$aa
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.byte $aa,$00,$00,$00,$00,$00,$00,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $aa,$aa,$00,$a0,$aa,$a0,$00,$00,$aa
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.byte $aa,$aa,$00,$aa,$aa,$aa,$00,$aa,$00
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beast_run_progression:
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.word beast_running1
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.word beast_running2
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.word beast_running3
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.word beast_running4
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.word beast_running5
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.word beast_running6
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.word beast_running7
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.word beast_running8
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.word beast_standing
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beast_running1: ; piskel2
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.byte $9,$6
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.byte $aa,$0a,$00,$00,$0a,$aa,$aa,$aa,$aa
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.byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $a0,$a0,$00,$00,$00,$00,$00,$00,$aa
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.byte $aa,$0a,$00,$aa,$aa,$a0,$00,$00,$00
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.byte $a0,$a0,$aa,$aa,$aa,$aa,$a0,$0a,$00
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beast_running2: ; piskel3
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.byte $9,$6
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.byte $aa,$0a,$00,$00,$0a,$aa,$aa,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$0a,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $aa,$aa,$00,$00,$00,$00,$00,$00,$aa
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.byte $a0,$a0,$a0,$aa,$aa,$a0,$00,$00,$0a
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$00,$00
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beast_running3: ; piskel4
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.byte $9,$6
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.byte $aa,$aa,$0a,$0a,$0a,$aa,$aa,$aa,$aa
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.byte $0a,$00,$00,$00,$00,$00,$0a,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $a0,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $aa,$0a,$00,$aa,$aa,$a0,$a0,$00,$00
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.byte $a0,$a0,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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beast_running4: ; piskel5
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.byte $9,$6
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.byte $aa,$aa,$0a,$0a,$0a,$aa,$aa,$aa,$aa
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.byte $aa,$00,$00,$00,$00,$00,$00,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $aa,$0a,$00,$aa,$aa,$a0,$a0,$00,$0a
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.byte $aa,$00,$aa,$aa,$aa,$aa,$aa,$a0,$a0
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beast_running5: ; piskel6
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.byte $9,$6
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.byte $aa,$aa,$0a,$0a,$aa,$aa,$aa,$aa,$aa
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.byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $aa,$aa,$00,$aa,$aa,$a0,$00,$00,$aa
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.byte $aa,$aa,$00,$aa,$aa,$aa,$00,$a0,$00
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beast_running6: ; piskel7
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.byte $9,$6
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.byte $aa,$aa,$0a,$0a,$aa,$aa,$aa,$aa,$aa
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.byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $a0,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $aa,$aa,$00,$0a,$aa,$00,$00,$00,$aa
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.byte $aa,$aa,$aa,$00,$aa,$00,$a0,$aa,$aa
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beast_running7: ; piskel8
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.byte $9,$6
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.byte $aa,$aa,$0a,$0a,$aa,$aa,$aa,$aa,$aa
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.byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $aa,$a0,$a0,$00,$aa,$00,$00,$a0,$aa
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.byte $aa,$aa,$aa,$00,$00,$00,$aa,$aa,$aa
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beast_running8: ; piskel9
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.byte $9,$6
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.byte $aa,$aa,$0a,$0a,$aa,$aa,$aa,$aa,$aa
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.byte $0a,$00,$00,$00,$00,$0a,$0a,$aa,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$aa
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.byte $aa,$a0,$00,$aa,$aa,$aa,$00,$a0,$aa
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.byte $aa,$aa,$00,$a0,$aa,$aa,$00,$aa,$aa
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beast_dead_sprite:
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.byte 8,3
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.byte $AA,$0A,$00,$0a,$00,$00,$0a,$AA
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.byte $AA,$00,$00,$00,$00,$00,$00,$00
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.byte $00,$A0,$00,$00,$00,$00,$00,$00
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; the right way to do this would be to have the pounce sprites
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; then have the zap sprites
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; start the pounce/zapping with the beast at the YPOS
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; adjust, etc.
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; then draw the laser manually
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; don't really have time/inclination to fix this properly
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beast_blast_sprite0:
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.byte 6,7
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.byte $AA,$0A,$00,$00,$00,$0A
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.byte $AA,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$00,$00
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.byte $00,$00,$11,$00,$00,$AA
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.byte $00,$00,$A1,$00,$AA,$AA
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.byte $00,$00,$AA,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$AA
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beast_blast_sprite1:
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.byte 6,8
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.byte $AA,$AA,$AA,$0A,$AA,$AA
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.byte $AA,$AA,$00,$00,$00,$0A
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.byte $AA,$0A,$00,$00,$00,$00
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.byte $AA,$00,$00,$13,$00,$1A
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.byte $00,$00,$00,$11,$00,$AA
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.byte $A0,$00,$00,$AA,$A0,$A0
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.byte $AA,$A0,$00,$AA,$AA,$AA
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.byte $AA,$AA,$A0,$AA,$AA,$AA
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beast_blast_sprite2:
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.byte 6,8
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.byte $AA,$0A,$00,$00,$00,$AA
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.byte $00,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$00,$A0
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.byte $00,$00,$00,$33,$11,$00
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.byte $00,$00,$00,$33,$11,$10
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.byte $00,$00,$00,$11,$01,$AA
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.byte $A0,$00,$0A,$AA,$AA,$AA
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.byte $AA,$AA,$00,$AA,$AA,$AA
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beast_blast_sprite3:
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.byte 7,7
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.byte $AA,$AA,$AA,$AA,$0A,$AA,$AA
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.byte $AA,$AA,$AA,$00,$00,$00,$AA
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.byte $AA,$AA,$0A,$00,$00,$00,$00
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.byte $AA,$00,$00,$00,$00,$A0,$A0
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.byte $00,$00,$00,$13,$00,$1A,$1A
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.byte $00,$00,$03,$A1,$A0,$AA,$AA
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.byte $AA,$A0,$00,$0A,$AA,$AA,$AA
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beast_blast_sprite4:
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.byte 8,5
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.byte $0A,$0A,$0A,$AA,$0A,$0A,$0A,$AA
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.byte $00,$00,$00,$00,$00,$00,$00,$0A
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.byte $AA,$00,$00,$00,$00,$00,$00,$00
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.byte $1A,$00,$1A,$1A,$10,$1A,$00,$1A
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.byte $AA,$A0,$AA,$AA,$A0,$0A,$A0,$AA
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beast_blast_sprite5:
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.byte 10,6
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.byte $AA,$AA,$00,$0A,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$00,$00,$00,$00,$0a,$0A,$0A,$AA,$AA
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.byte $10,$10,$1A,$10,$10,$00,$00,$00,$11,$1A
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.byte $AA,$AA,$AA,$AA,$AA,$00,$00,$A0,$A1,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$A0,$AA,$AA,$AA,$AA
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;========================
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;========================
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; Beast in background
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;========================
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;========================
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beast_incoming:
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.word beast_bg2 ; 2
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.byte 38,0
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.word beast_bg3 ; 4
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.byte 38,0
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.word beast_bg4 ; 6
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.byte 36,0
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.word beast_bg5 ; 8
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.byte 36,0
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.word beast_bg6 ; 10
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.byte 35,0
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.word beast_bg7 ; 12
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.byte 34,0
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.word beast_bg7 ; 14
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.byte 33,0
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beast_outgoing:
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.word beast_bg8 ; F4
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.byte 33,0
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.word beast_bg9 ; F6
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.byte 34,0
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.word beast_bg10 ; F8
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.byte 34,0
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.word beast_bg11 ; FA
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.byte 35,0
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.word beast_bg12 ; FC
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.byte 36,0
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.word beast_bg13 ; FE
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.byte 38,0
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beast_bg2:
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.byte 5,3
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA
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.byte $AA,$A0,$AA,$AA,$AA
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beast_bg3:
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.byte 5,3
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA
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.byte $A0,$A0,$AA,$AA,$AA
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beast_bg4:
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.byte 5,3
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.byte $AA,$AA,$0A,$AA,$AA
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.byte $AA,$00,$00,$00,$0A
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.byte $0A,$A0,$A0,$AA,$AA
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beast_bg5:
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.byte 5,3
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.byte $AA,$0A,$0A,$AA,$AA
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.byte $00,$00,$00,$00,$AA
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.byte $00,$A0,$A0,$A0,$0A
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beast_bg6:
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.byte 5,3
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.byte $AA,$0A,$0A,$AA,$AA
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.byte $00,$00,$00,$00,$0A
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.byte $AA,$00,$A0,$A0,$00
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beast_bg7: ; old bg beast
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.byte $5,$3
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.byte $1a,$00,$0a,$aa,$aa
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.byte $00,$00,$00,$00,$aa
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.byte $aa,$00,$a0,$a0,$0a
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beast_bg8: ; looking
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.byte 5,3
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.byte $1A,$10,$0A,$AA,$AA
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.byte $00,$00,$00,$00,$AA
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.byte $AA,$00,$A0,$A0,$0A
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beast_bg9: ; turning
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.byte 5,3
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.byte $0A,$00,$0A,$AA,$AA
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.byte $00,$00,$00,$AA,$AA
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.byte $AA,$00,$00,$AA,$AA
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beast_bg10: ; turning
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.byte 5,3
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.byte $0A,$00,$0A,$AA,$AA
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.byte $00,$00,$00,$AA,$AA
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.byte $00,$00,$AA,$AA,$AA
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beast_bg11: ; going left
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.byte 5,3
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.byte $AA,$0A,$0A,$00,$0A
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.byte $00,$00,$00,$00,$A0
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.byte $00,$AA,$AA,$AA,$A0
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beast_bg12: ; going left
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.byte 5,3
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.byte $AA,$0A,$0A,$0A,$AA
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.byte $0A,$00,$00,$00,$AA
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.byte $AA,$AA,$AA,$A0,$A0
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beast_bg13: ; going left
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.byte 5,3
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.byte $AA,$0A,$0A,$0A,$AA
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.byte $00,$00,$00,$00,$AA
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.byte $AA,$A0,$AA,$A0,$A0
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