diff options
author | Astatin <[email protected]> | 2025-04-29 09:27:37 +0200 |
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committer | Astatin <[email protected]> | 2025-04-29 09:27:37 +0200 |
commit | fb689cdc68b8d1da3d988da43671bd0ddb063e88 (patch) | |
tree | 25a93ebea1809c814e3780bc9b3d8dd092522683 /entity/fimsh.gbasm | |
parent | a846ccc0cc20fe49b5ee07e252b370dc005b38cd (diff) |
add earcopter + freeze as learned items + fix collision after item pick up
Diffstat (limited to 'entity/fimsh.gbasm')
-rw-r--r-- | entity/fimsh.gbasm | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/entity/fimsh.gbasm b/entity/fimsh.gbasm new file mode 100644 index 0000000..9368c2b --- /dev/null +++ b/entity/fimsh.gbasm @@ -0,0 +1,162 @@ +Fimsh_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 + + PUSH DE + LD D, $6C + LD E, $05 + CALL =Spawn_object + POP DE + + JP =.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) + + LD A, $mem_bunny_status + CP $01 + JR Z, =.Run_away + CP $04 + JR Z, =.Run_away + + .Try_Freeze_Attack: + LD A, L + AND $f0 + ADD $09 + LD L, A + XOR A + CP (HL) + JR Z, =.Try_Walking + + CALL =Check_player_next_to + LD A, E + CP $00 + JR Z, =.Try_Walking + CALL =Freeze_Enemy_Attack + + LD A, L + AND $f0 + ADD $09 + LD L, A + + DEC (HL) + + JR =.Start_action_or_movement.end + + .Run_away: + CALL =Walking_Away + + 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 |