diff options
author | Astatin <[email protected]> | 2025-02-18 19:03:42 +0900 |
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committer | Astatin <[email protected]> | 2025-02-18 19:03:42 +0900 |
commit | 18d7d064daf704193f8dff6b2ef3ae68b7fc3aac (patch) | |
tree | 9af417ec9a09294edec8ca0e5ffbd146a0081b4b /entity/cat.gbasm | |
parent | f4197f6117b7cc16873fca749c0dcb838577a7e5 (diff) |
Did a bunch of things I honestly don't remember everything but now basic attack is broken
Diffstat (limited to 'entity/cat.gbasm')
-rw-r--r-- | entity/cat.gbasm | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/entity/cat.gbasm b/entity/cat.gbasm new file mode 100644 index 0000000..35d0b0c --- /dev/null +++ b/entity/cat.gbasm @@ -0,0 +1,130 @@ +Cat_Turn: + LD A, $mem_map_loading_flags + BIT 3, A + RET Z + + PUSH HL + PUSH BC + PUSH DE + INC HL + LD A, (HL+) + LD B, A + LD A, (HL+) + LD C, A + LD A, (HL+) + LD D, A + + .Health_check: + LD A, L + AND $f0 + ADD $06 + LD L, A + + LD A, (HL) + CP $00 + JR NZ, =.Health_check.end + + LD A, L + AND $f0 + LD L, A + + LD (HL), $00 + LD A, $mem_enemies_alive_count + DEC A + LD $mem_enemies_alive_count, A + JP NZ, =.Skip_turn + .Health_check.end: + + .Freeze_shiver: + LD A, $mem_moving_animation_step + CP $00 + JP NZ, =.Freeze_shiver.end + LD A, L + AND $f0 + ADD $08 + LD L, A + LD A, $01 + CP (HL) + JR NZ, =.Freeze_shiver.end + LD A, D + AND $07 + LD D, A + CALL =RNG_Step + CP $55 + JP NC, =.Skip_turn + LD A, D + OR $40 + LD D, A + + CALL =RNG_Step + CP $55 + JP NC, =.Skip_turn + + LD A, $00 + LD (HL-), A + RES 1, (HL) + JP =.Skip_turn + .Freeze_shiver.end: + + .Should_turn_be_skipped: + LD A, L + AND $f0 + ADD $08 + LD L, A + + BIT 0, (HL) + JP NZ, =.Skip_turn + + .Start_action_or_movement: + LD A, $mem_moving_animation_step + CP $00 + JP NZ, =.Start_action_or_movement.end + + LD A, L + AND $f0 + OR $07 + LD L, A + RES 3, (HL) + + .Try_Basic_Attack: + CALL =Check_player_next_to + LD A, E + CP $00 + JR Z, =.Try_Walking + CALL =Basic_Enemy_Attack + + JR =.Start_action_or_movement.end + + .Try_Walking: + CALL =Walking + .Start_action_or_movement.end: + + .End_movement: + LD A, $mem_moving_animation_step + CP $0f + JP NZ, =.End_movement.end + + LD A, D + AND $07 + BIT 3, D + LD D, A + JR Z, =.End_movement.end + LD A, $01 + .ADD_A_TO_DIRECTION_BC + .End_movement.end: + + .Skip_Turn: + LD A, L + AND $f0 + LD L, A + INC HL + LD A, B + LD (HL+), A + LD A, C + LD (HL+), A + LD A, D + LD (HL+), A + POP DE + POP BC + POP HL + RET |