ootw: hook up beast cutscene

This commit is contained in:
Vince Weaver 2019-01-24 21:41:01 -05:00
parent 0d292b20a2
commit e4ec339e95
5 changed files with 44 additions and 37 deletions

View File

@ -8,6 +8,9 @@ sprites_to_draw:
+ getting out of pool
+ beast
pool:
+ only have beast on rock if it's not out
cavern:
+ spread slugs out a bit more
+ slugs on ceiling

View File

@ -36,15 +36,15 @@ beast_loop:
ldx CUTFRAME
lda slug_frames,X
lda beast_frames,X
sta INL
lda slug_frames+1,X
lda beast_frames+1,X
sta INH
lda #15
sta XPOS
lda #18
lda #10
sta YPOS
jsr put_sprite
@ -64,7 +64,7 @@ beast_long_delay:
inx
stx CUTFRAME
cpx #12
cpx #28
beq beast_end
jmp beast_loop
@ -102,20 +102,20 @@ beast_background:
beast_frames:
.word beast_frame1
.word beast_frame2
.word beast_frame3
.word beast_frame4
.word beast_frame5
.word beast_frame6
.word beast_frame7
.word beast_frame8
.word beast_frame9
.word beast_frame10
.word beast_frame11
.word beast_frame12
.word beast_frame9
.word beast_frame9
.word beast_frame1 ; 0
.word beast_frame2 ; 1
.word beast_frame3 ; 2
.word beast_frame4 ; 3
.word beast_frame5 ; 4
.word beast_frame6 ; 5
.word beast_frame7 ; 6
.word beast_frame8 ; 7
.word beast_frame9 ; 8
.word beast_frame10 ; 9
.word beast_frame11 ; 10
.word beast_frame12 ; 11
.word beast_frame8 ; 12
.word beast_frame8 ; 13
beast_frame1: ; piskel2
@ -133,7 +133,7 @@ beast_frame2: ; piskel3
beast_frame3: ; piskel4
.byte 9,6
.byte 9,5
.byte $AA,$00,$01,$10,$00,$00,$10,$01,$00
.byte $AA,$00,$00,$00,$00,$00,$00,$00,$00
.byte $AA,$00,$00,$AA,$00,$00,$AA,$00,$00
@ -142,8 +142,8 @@ beast_frame3: ; piskel4
beast_frame4: ; piskel5
.byte 9,8
.byte $AA,$AA,$00,$00,$00,$00,$10,$01,$AA
.byte 9,7
.byte $AA,$AA,$00,$00,$00,$00,$00,$00,$AA
.byte $AA,$0A,$00,$00,$00,$00,$00,$00,$0A
.byte $AA,$00,$01,$10,$00,$00,$10,$01,$00
.byte $AA,$00,$00,$00,$00,$00,$00,$00,$00

View File

@ -17,6 +17,7 @@ ootw:
sta KICKING
sta CROUCHING
sta WHICH_CAVE
sta BEAST_OUT
lda #22
sta PHYSICIST_Y

View File

@ -100,9 +100,23 @@ mesa_frame_no_oflo:
;====================
; check if leaving room
mesa_check_right:
cmp #$2
bne mesa_check_left
cmp #$2
beq not_done_mesa ; we can't, dead end
lda BEAST_OUT ; trigger beast
bne not_done_mesa
lda #1
sta BEAST_OUT
jsr beast_cutscene
jmp not_done_mesa
mesa_check_left:
cmp #$1
bne not_done_mesa
; off screen to left
mesa_off_left:

View File

@ -133,8 +133,7 @@ LEFT_LIMIT = $E0
RIGHT_LIMIT = $E1
WHICH_SLUG = $E2
WHICH_CAVE = $E3
YY = $E4
HGR_COLOR = $E4
BEAST_OUT = $E4
GAME_OVER = $E5
EQUAKE_PROGRESS = $E6
EARTH_OFFSET = $E7
@ -143,19 +142,9 @@ BOULDER_Y = $E9
CROUCHING = $EA
KICKING = $EB
CUTFRAME = $EC
;SHIPY = $E4
;YADD = $E5
;LOOP = $E6
;MEMPTRL = $E7
;MEMPTRH = $E8
;NAMEL = $E9
;NAMEH = $EA
;NAMEX = $EB
;CHAR = $EC
STATE = $ED
DISP_PAGE = $ED
DRAW_PAGE = $EE
OFFSET = $EF
OFFSET = $EF
PHYSICIST_X = $F0
PHYSICIST_Y = $F1
@ -166,7 +155,7 @@ DIRECTION = $F5
GAIT = $F6
TENTACLE_X = $F7
TENTACLE_PROGRESS = $F8
SLUGDEATH_PROGRESS = $F8
SLUGDEATH_PROGRESS = $F8
TENTACLE_GRAB = $F9
SLUGDEATH = $F9
TEMP = $FA