And finally, here's the big boss. Expect him to put up quite a fight once he is completed. Note that currently you cannot kill the last part.
First of all, the boss is not just simply there, it is entering with a few flashes. We reuse Dean's shot flash code for this. To mark the final boss entry we use a new bit in the level config byte:
The boss is compiled of several sprites which we create once the flashes are done. Also, the boss bit is removed to avoid restarting the boss intro.
Also, the boss is required to be killed in several steps. First the limbs, followed by torso and finally the head. This is done by setting states accordingly (remember, states >= 128 mark invincibility) increasing the killed body part count and making other parts vulnerable:
Since the boss object is controlled by the head but bigger with all parts attached the possible movement area needs to be limited (the boss body should not move outside the screen). Therefore a little check is added to all movement routines:
..and similar to the other three directions.
The bosses limbs are shooting beams horizontally and diagonally. These require a few changes to the existing collision check routines to allow for partial beams:
All the beams are controlled by the boss head. Attack states, firing and collision checks:
Firing the beams (and restoring background) is handled by new sub routines:
The behaviour of the boss parts is surprisingly simple, just react on being hit:
Have fun!
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First of all, the boss is not just simply there, it is entering with a few flashes. We reuse Dean's shot flash code for this. To mark the final boss entry we use a new bit in the level config byte:
;final boss intro lda LEVEL_CONFIG and #$08 beq ++ jsr HandleFinalBossIntro jmp .NotDoneYet ++
The boss is compiled of several sprites which we create once the flashes are done. Also, the boss bit is removed to avoid restarting the boss intro.
!zone HandleFinalBossIntro HandleFinalBossIntro inc FINAL_INTRO_TIMER_DELAY lda FINAL_INTRO_TIMER_DELAY and #$03 beq ++ rts ++ inc FINAL_INTRO_TIMER lda FINAL_INTRO_TIMER cmp #5 beq .Flash cmp #8 beq .Flash cmp #10 beq .Flash cmp #11 beq .SpawnBoss rts .Flash ;use dean's shot flash lda #5 sta PLAYER_RELOAD_FLASH_POS lda #1 sta VIC_BACKGROUND_COLOR rts .SpawnBoss ;disable intro flag lda LEVEL_CONFIG and #$f7 sta LEVEL_CONFIG ;spawn boss lda #0 sta BOSS_PARTS_KILLED lda #19 sta PARAM1 lda #6 sta PARAM2 lda #TYPE_BOSS7 sta PARAM3 jsr FindEmptySpriteSlot jsr SpawnObject stx PARAM10 ;torso lda #19 sta PARAM1 lda #10 sta PARAM2 lda #TYPE_BOSS5 sta PARAM3 jsr FindEmptySpriteSlot jsr SpawnObject lda #TYPE_BOSS_PART sta SPRITE_ACTIVE,x lda #128 sta SPRITE_STATE,x jsr MoveSpriteUp jsr MoveSpriteUp lda PARAM10 sta SPRITE_VALUE,x lda #2 sta VIC_SPRITE_COLOR,x ;left arm lda #17 sta PARAM1 lda #9 sta PARAM2 lda #TYPE_BOSS3 sta PARAM3 jsr FindEmptySpriteSlot jsr SpawnObject lda #TYPE_BOSS_PART sta SPRITE_ACTIVE,x lda #0 sta SPRITE_STATE,x lda PARAM10 sta SPRITE_VALUE,x lda #2 sta VIC_SPRITE_COLOR,x ;right arm lda #21 sta PARAM1 lda #9 sta PARAM2 lda #TYPE_BOSS4 sta PARAM3 jsr FindEmptySpriteSlot jsr SpawnObject lda #TYPE_BOSS_PART sta SPRITE_ACTIVE,x lda #0 sta SPRITE_STATE,x lda PARAM10 sta SPRITE_VALUE,x lda #2 sta VIC_SPRITE_COLOR,x ;left foot lda #18 sta PARAM1 lda #13 sta PARAM2 lda #TYPE_BOSS2 sta PARAM3 jsr FindEmptySpriteSlot jsr SpawnObject lda #TYPE_BOSS_PART sta SPRITE_ACTIVE,x lda #0 sta SPRITE_STATE,x lda PARAM10 sta SPRITE_VALUE,x lda #2 sta VIC_SPRITE_COLOR,x ;right foot lda #20 sta PARAM1 lda #13 sta PARAM2 lda #TYPE_BOSS sta PARAM3 jsr FindEmptySpriteSlot jsr SpawnObject lda #TYPE_BOSS_PART sta SPRITE_ACTIVE,x lda #0 sta SPRITE_STATE,x lda PARAM10 sta SPRITE_VALUE,x lda #2 sta VIC_SPRITE_COLOR,x jmp .Flash
Also, the boss is required to be killed in several steps. First the limbs, followed by torso and finally the head. This is done by setting states accordingly (remember, states >= 128 mark invincibility) increasing the killed body part count and making other parts vulnerable:
cpy #TYPE_BOSS_PART bne ++ inc BOSS_PARTS_KILLED lda BOSS_PARTS_KILLED cmp #5 beq .MakeBossHeadVulnerable cmp #4 bne ++ ;make boss torso vulnerable ldy #1 - lda SPRITE_ACTIVE,y cmp #TYPE_BOSS_PART beq + iny bne - + lda #0 sta SPRITE_STATE,y jmp ++ .MakeBossHeadVulnerable ldy #1 - lda SPRITE_ACTIVE,y cmp #TYPE_BOSS7 beq + iny bne - + lda #0 sta SPRITE_STATE,y ++
Since the boss object is controlled by the head but bigger with all parts attached the possible movement area needs to be limited (the boss body should not move outside the screen). Therefore a little check is added to all movement routines:
lda SPRITE_CHAR_POS_X,x cmp MOVE_BORDER_LEFT beq .BlockedLeft
..and similar to the other three directions.
The bosses limbs are shooting beams horizontally and diagonally. These require a few changes to the existing collision check routines to allow for partial beams:
;------------------------------------------------------------ ;check player vs. beam H ; YPos in PARAM3 ; player index in y ;------------------------------------------------------------ !zone CheckIsPlayerCollidingWithYPosH CheckIsPlayerCollidingWithYPosH lda SPRITE_ACTIVE,y bne .PlayerIsActive .PlayerNotActive rts .PlayerIsActive cmp #TYPE_PLAYER_DEAN beq + cmp #TYPE_PLAYER_SAM beq + rts + lda SPRITE_STATE,y cmp #128 bcs .PlayerNotActive lda SPRITE_CHAR_POS_X,y cmp PARAM1 bcc .PlayerNotActive cmp PARAM2 bcs .PlayerNotActive ;compare char positions in y lda PARAM3 cmp SPRITE_CHAR_POS_Y,y beq .PlayerHit clc adc #1 cmp SPRITE_CHAR_POS_Y,y beq .PlayerHit sec sbc #2 cmp SPRITE_CHAR_POS_Y,y beq .PlayerHit ;not hit rts .PlayerHit ;player killed jmp KillPlayer ;------------------------------------------------------------ ;check player vs. diagonal beam ; X start in PARAM1 ; Y start in PARAM2 ; player index in y ;------------------------------------------------------------ !zone CheckIsPlayerCollidingWithDiagonalLLUR CheckIsPlayerCollidingWithDiagonalLLUR lda SPRITE_ACTIVE,y bne .PlayerIsActive .PlayerNotActive rts .PlayerIsActive lda SPRITE_STATE,y cmp #128 bcs .PlayerNotActive ;compare char positions in x lda PARAM1 sec sbc SPRITE_CHAR_POS_X,y bpl .PositiveX ;player is to the right rts .PositiveX sta PARAM3 lda PARAM2 sec sbc SPRITE_CHAR_POS_Y,y bpl .PositiveY lda SPRITE_CHAR_POS_Y,y sec sbc PARAM2 .PositiveY sta PARAM4 lda PARAM3 cmp PARAM4 beq .PlayerHit lda PARAM3 sec sbc PARAM4 bpl .PositiveDelta lda PARAM4 sec sbc PARAM3 .PositiveDelta cmp #1 beq .PlayerHit ;not hit rts .PlayerHit ;player killed jmp KillPlayer ;------------------------------------------------------------ ;check player vs. diagonal beam ; X start in PARAM1 ; Y start in PARAM2 ; player index in y ;------------------------------------------------------------ !zone CheckIsPlayerCollidingWithDiagonalULLR CheckIsPlayerCollidingWithDiagonalULLR lda SPRITE_ACTIVE,y bne .PlayerIsActive .PlayerNotActive rts .PlayerIsActive lda SPRITE_STATE,y cmp #128 bcs .PlayerNotActive ;compare char positions in x lda PARAM1 sec sbc SPRITE_CHAR_POS_X,y bpl .PlayerNotActive ;player is to the right lda SPRITE_CHAR_POS_X,y sec sbc PARAM1 sta PARAM3 lda PARAM2 sec sbc SPRITE_CHAR_POS_Y,y bpl .PositiveY lda SPRITE_CHAR_POS_Y,y sec sbc PARAM2 .PositiveY sta PARAM4 lda PARAM3 cmp PARAM4 beq .PlayerHit lda PARAM3 sec sbc PARAM4 bpl .PositiveDelta lda PARAM4 sec sbc PARAM3 .PositiveDelta cmp #1 beq .PlayerHit ;not hit rts .PlayerHit ;player killed jmp KillPlayer
All the beams are controlled by the boss head. Attack states, firing and collision checks:
;------------------------------------------------------------ ;boss #7 ;state = 128 -> random movements ;state = 129 -> attack with beams ;------------------------------------------------------------ !zone BehaviourBoss7 BehaviourBoss7 BOSS_MOVE_SPEED = 1 lda SPRITE_STATE,x beq .RandomMovements cmp #129 bne + jmp .AttackWithBeams + .RandomMovements inc SPRITE_MODE_POS,x bne + ;attack mode lda #129 sta SPRITE_STATE,x rts + lda SPRITE_MOVE_POS,x bne .DoMove ;find new random dir lda #25 sta SPRITE_MOVE_POS,x jsr GenerateRandomNumber and #$01 sta SPRITE_DIRECTION,x jsr GenerateRandomNumber and #$01 sta SPRITE_DIRECTION_Y,x .DoMove dec SPRITE_MOVE_POS,x lda #12 sta MOVE_BORDER_LEFT lda #39 - 12 sta MOVE_BORDER_RIGHT lda #4 sta MOVE_BORDER_TOP lda #12 sta MOVE_BORDER_BOTTOM lda SPRITE_DIRECTION,x beq ++ jsr ObjectMoveLeftBlocking beq .DoMoveY ;move other parts lda #5 sta PARAM10 - inx jsr ObjectMoveLeft dec PARAM10 bne - jmp .DoMoveY ++ jsr ObjectMoveRightBlocking beq .DoMoveY ;move other parts lda #5 sta PARAM10 - inx jsr ObjectMoveRight dec PARAM10 bne - .DoMoveY ldx CURRENT_INDEX lda SPRITE_DIRECTION_Y,x beq ++ jsr ObjectMoveUpBlocking beq .DoMoveDone ;move other parts lda #5 sta PARAM10 - inx jsr ObjectMoveUp dec PARAM10 bne - jmp .DoMoveDone ++ jsr ObjectMoveDownBlocking beq .DoMoveDone ;move other parts lda #5 sta PARAM10 - inx jsr ObjectMoveDown dec PARAM10 bne - .DoMoveDone lda #0 sta MOVE_BORDER_LEFT sta MOVE_BORDER_TOP lda #39 sta MOVE_BORDER_RIGHT lda #23 sta MOVE_BORDER_BOTTOM rts .AttackWithBeams inc SPRITE_MOVE_POS,x lda SPRITE_MOVE_POS,x and #$03 beq + rts + inc SPRITE_MODE_POS,x lda SPRITE_MODE_POS,x cmp #5 bcs + jmp .BeamNotDangerous + cmp #12 bcc + jmp .BeamNotDangerous + ;does player hit beam? ;modify x to point to arm object ;TODO - only check left/right segment! lda SPRITE_ACTIVE + 2,x beq ++ ;left arm lda SPRITE_CHAR_POS_Y,x clc adc #3 sta PARAM3 lda #0 sta PARAM1 lda SPRITE_CHAR_POS_X,x sec sbc #2 sta PARAM2 ldy #0 jsr CheckIsPlayerCollidingWithYPosH ldy #1 jsr CheckIsPlayerCollidingWithYPosH ++ lda SPRITE_ACTIVE + 3,x beq ++ ;right arm lda SPRITE_CHAR_POS_Y,x clc adc #3 sta PARAM3 lda SPRITE_CHAR_POS_X,x clc adc #2 sta PARAM1 lda #39 sta PARAM2 ldy #0 jsr CheckIsPlayerCollidingWithYPosH ldy #1 jsr CheckIsPlayerCollidingWithYPosH ++ lda SPRITE_ACTIVE + 4,x beq ++ lda SPRITE_CHAR_POS_Y,x clc adc #8 sta PARAM2 lda SPRITE_CHAR_POS_X,x sec sbc #1 sta PARAM1 ldy #0 jsr CheckIsPlayerCollidingWithDiagonalLLUR ldy #1 jsr CheckIsPlayerCollidingWithDiagonalLLUR ++ lda SPRITE_ACTIVE + 5,x beq ++ lda SPRITE_CHAR_POS_X,x clc adc #2 sta PARAM1 lda SPRITE_CHAR_POS_Y,x clc adc #8 sta PARAM2 ldy #0 jsr CheckIsPlayerCollidingWithDiagonalULLR ldy #1 jsr CheckIsPlayerCollidingWithDiagonalULLR ++ .BeamNotDangerous lda SPRITE_MODE_POS,x cmp #5 beq .BeamStep1 cmp #6 beq .BeamStep2 cmp #7 beq .BeamStep3 cmp #8 beq .BeamStep4 cmp #9 beq .BeamStep3 cmp #10 beq .BeamStep4 cmp #11 beq .BeamStep3 cmp #12 bne + lda #128 sta SPRITE_STATE,x lda #0 sta SPRITE_MODE_POS,x ;remove beam lda #0 sta PARAM3 lda SPRITE_CHAR_POS_Y,x clc adc #3 sta PARAM4 lda #39 sta PARAM5 jsr RestoreBeamHSegment lda SPRITE_CHAR_POS_X,x sec sbc #1 sta PARAM3 lda SPRITE_CHAR_POS_Y,x clc adc #8 sta PARAM4 jsr RestoreBeamDiagonalLLUR lda SPRITE_CHAR_POS_X,x clc adc #2 sta PARAM3 lda SPRITE_CHAR_POS_Y,x clc adc #8 sta PARAM4 jsr RestoreBeamDiagonalULLR + rts .BeamStep1 ;beam ldy #BEAM_TYPE_DARK jmp .HandleBeam .BeamStep2 ;beam ldy #BEAM_TYPE_MEDIUM jmp .HandleBeam .BeamStep3 ;beam ldy #BEAM_TYPE_LIGHT jmp .HandleBeam .BeamStep4 ;beam ldy #BEAM_TYPE_LIGHT2 jmp .HandleBeam .HandleBeam ;PARAM1 = beam h char ;PARAM2 = beam color ;PARAM3 = x char pos ;PARAM4 = y char pos ;PARAM5 = x end pos tya pha lda BEAM_CHAR_H,y sta PARAM1 lda BEAM_COLOR,y sta PARAM2 ;left arm lda SPRITE_ACTIVE + 2,x beq ++ lda #0 sta PARAM3 lda SPRITE_CHAR_POS_Y,x clc adc #3 sta PARAM4 lda SPRITE_CHAR_POS_X,x sec sbc #2 sta PARAM5 jsr DrawBeamHSegment ++ lda SPRITE_ACTIVE + 3,x beq ++ lda SPRITE_CHAR_POS_X,x clc adc #3 sta PARAM3 lda SPRITE_CHAR_POS_Y,x clc adc #3 sta PARAM4 lda #39 sta PARAM5 jsr DrawBeamHSegment ++ ;diagonal left pla pha tay lda SPRITE_ACTIVE + 4,x beq ++ lda BEAM_CHAR_NESW,y sta PARAM1 lda SPRITE_CHAR_POS_X,x sec sbc #1 sta PARAM3 lda SPRITE_CHAR_POS_Y,x clc adc #8 sta PARAM4 jsr DrawBeamDiagonalLLUR ++ pla tay lda SPRITE_ACTIVE + 5,x beq ++ lda BEAM_CHAR_NWSE,y sta PARAM1 lda SPRITE_CHAR_POS_X,x clc adc #2 sta PARAM3 lda SPRITE_CHAR_POS_Y,x clc adc #8 sta PARAM4 jsr DrawBeamDiagonalULLR ++ rts
Firing the beams (and restoring background) is handled by new sub routines:
;PARAM1 = beam h char ;PARAM2 = beam color ;PARAM3 = x char pos ;PARAM4 = y char pos !zone DrawBeamDiagonalLLUR DrawBeamDiagonalLLUR .NextLine ldy PARAM4 lda SCREEN_LINE_OFFSET_TABLE_LO,y sta ZEROPAGE_POINTER_1 sta ZEROPAGE_POINTER_2 lda SCREEN_LINE_OFFSET_TABLE_HI,y sta ZEROPAGE_POINTER_1 + 1 clc adc #( ( SCREEN_COLOR - SCREEN_CHAR ) >> 8 ) sta ZEROPAGE_POINTER_2 + 1 ;left ldy PARAM3 lda PARAM1 sta (ZEROPAGE_POINTER_1),y lda PARAM2 sta (ZEROPAGE_POINTER_2),y inc PARAM4 lda PARAM4 cmp #22 beq .LowerPartDone ;left border reached? lda PARAM3 beq .LowerPartDone dec PARAM3 jmp .NextLine .LowerPartDone rts ;PARAM3 = x char pos ;PARAM4 = y char pos !zone RestoreBeamDiagonalLLUR RestoreBeamDiagonalLLUR .NextLine ldy PARAM4 lda SCREEN_LINE_OFFSET_TABLE_LO,y sta ZEROPAGE_POINTER_1 sta ZEROPAGE_POINTER_2 sta ZEROPAGE_POINTER_3 sta ZEROPAGE_POINTER_4 lda SCREEN_LINE_OFFSET_TABLE_HI,y sta ZEROPAGE_POINTER_1 + 1 clc adc #( ( SCREEN_COLOR - SCREEN_CHAR ) >> 8 ) sta ZEROPAGE_POINTER_2 + 1 sec sbc #( ( SCREEN_COLOR - SCREEN_BACK_CHAR ) >> 8 ) sta ZEROPAGE_POINTER_3 + 1 sec sbc #( ( SCREEN_BACK_CHAR - SCREEN_BACK_COLOR ) >> 8 ) sta ZEROPAGE_POINTER_4 + 1 ;left ldy PARAM3 lda (ZEROPAGE_POINTER_3),y sta (ZEROPAGE_POINTER_1),y lda (ZEROPAGE_POINTER_4),y sta (ZEROPAGE_POINTER_2),y inc PARAM4 lda PARAM4 cmp #22 beq .LowerPartDone ;left border reached? lda PARAM3 beq .LowerPartDone dec PARAM3 jmp .NextLine .LowerPartDone rts ;PARAM1 = beam h char ;PARAM2 = beam color ;PARAM3 = x char pos ;PARAM4 = y char pos !zone DrawBeamDiagonalULLR DrawBeamDiagonalULLR .NextLine ldy PARAM4 lda SCREEN_LINE_OFFSET_TABLE_LO,y sta ZEROPAGE_POINTER_1 sta ZEROPAGE_POINTER_2 lda SCREEN_LINE_OFFSET_TABLE_HI,y sta ZEROPAGE_POINTER_1 + 1 clc adc #( ( SCREEN_COLOR - SCREEN_CHAR ) >> 8 ) sta ZEROPAGE_POINTER_2 + 1 ldy PARAM3 lda PARAM1 sta (ZEROPAGE_POINTER_1),y lda PARAM2 sta (ZEROPAGE_POINTER_2),y inc PARAM4 lda PARAM4 cmp #22 beq .LowerPartDone ;left border reached? lda PARAM3 cmp #39 beq .LowerPartDone inc PARAM3 jmp .NextLine .LowerPartDone rts ;PARAM3 = x char pos ;PARAM4 = y char pos !zone RestoreBeamDiagonalULLR RestoreBeamDiagonalULLR .NextLine ldy PARAM4 lda SCREEN_LINE_OFFSET_TABLE_LO,y sta ZEROPAGE_POINTER_1 sta ZEROPAGE_POINTER_2 sta ZEROPAGE_POINTER_3 sta ZEROPAGE_POINTER_4 lda SCREEN_LINE_OFFSET_TABLE_HI,y sta ZEROPAGE_POINTER_1 + 1 clc adc #( ( SCREEN_COLOR - SCREEN_CHAR ) >> 8 ) sta ZEROPAGE_POINTER_2 + 1 sec sbc #( ( SCREEN_COLOR - SCREEN_BACK_CHAR ) >> 8 ) sta ZEROPAGE_POINTER_3 + 1 sec sbc #( ( SCREEN_BACK_CHAR - SCREEN_BACK_COLOR ) >> 8 ) sta ZEROPAGE_POINTER_4 + 1 ldy PARAM3 lda (ZEROPAGE_POINTER_3),y sta (ZEROPAGE_POINTER_1),y lda (ZEROPAGE_POINTER_4),y sta (ZEROPAGE_POINTER_2),y inc PARAM4 lda PARAM4 cmp #22 beq .LowerPartDone ;left border reached? lda PARAM3 cmp #39 beq .LowerPartDone inc PARAM3 jmp .NextLine .LowerPartDone rts
The behaviour of the boss parts is surprisingly simple, just react on being hit:
;------------------------------------------------------------ ;boss helper ;------------------------------------------------------------ !zone BehaviourBossHelper BehaviourBossHelper lda SPRITE_HITBACK,x beq .NoHitBack dec SPRITE_HITBACK,x ldy SPRITE_HITBACK,x lda BOSS_FLASH_TABLE,y sta VIC_SPRITE_COLOR,x cpy #0 bne .NoHitBack ;make vulnerable again lda #0 sta SPRITE_STATE,x lda #2 sta VIC_SPRITE_COLOR,x .NoHitBack rts
Have fun!
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