dos33fsprogs/games/ootw/sprites/beast.inc

301 lines
7.0 KiB
PHP

;=========================
;=========================
; 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