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{{Infobox Monster|img=Werewolf.png|hp=11|points=300}}
|img=Werewolf.png
{{Infobox Entity|entity_pointer=$81:ABF5}}
|hp=11
The werewolf is a [[respawning monster]]. Werewolves will only spawn if the level has [[palette fade]] that has completed, though this condition can be bypassed by using $81:ABFB as the entity pointer instead.
|points=300
|special=Jumps over obstacles
|resists=-
|weak_to=[[File:Silverware HUD.png|frameless|link=silverware]]
}}
 
{{Infobox Entity
|entity_pointer=$81:ABF5
}}
 
The werewolf is a [[respawning monster]]. Werewolves attack via contact damage and by clawing at players and [[victim]]s. They can jump long distances and over walls and obstacles. They are vulnerable to [[silverware]], which kills them in one hit, and can be found in the [[grass]], [[castle]] and [[office/cave]] tilesets. They have 11 hit points and award 300 points to the player when killed. Werewolves will only spawn if the level has a [[palette fade]] that has completed, though this condition can be bypassed by using $81:ABFB as the entity pointer instead. Additionally, [[tourists]] present in a level after a palette fade has completed will transform into werewolves, though this can be prevented by changing byte [X] to FF in the level palette.
 
== Behavior ==
Line 20 ⟶ 31:
* '''Attacking:''' Perform a 27 frame attack animation. During the last 12 frames of this, there is an additional sprite hitbox created 25 pixels to the left or right of the werewolf. Once complete, go back to the walking state.
 
{{BPMN_embed|BPMN:Werewolf state diagram|377}}
 
== Weapon damageAnimation ==
 
WIP.
Werewolves take normal damage from all weapons except [[silverware]], which kills them in one hit.
 
== Bugs ==
Line 35 ⟶ 46:
* Werewolves only despawn if they are exactly 360 pixels away from the nearest targetable sprite. Since players move at 2 px/frame orthogonally, the distance can go directly from 359 to 361, causing the werewolf not to despawn.
* It's not clear if this is a bug or intended behavior, but werewolves will never jump straight up or down. This is because their target position would be exactly on top of the sprite they are trying to jump at, and since all target sprites are solid to monsters, the jump is not allowed.
 
== Trivia ==
 
* There are a total of 56 werewolf spawners in the game.
 
== RAM map ==
Line 42 ⟶ 57:
{| class="wikitable"
|-
! Address !! Length !! [[Data types|Type]] !! Name !! Description
|-
| $00 || 2 || int16 || x || X position
|-
| $02 || 2 || int16 || y || Y position
|}
 
Line 53 ⟶ 68:
{| class="wikitable"
|-
! Address !! Length !! [[Data types|Type]] !! Name !! Description
|-
| $08 || 2 || pointer16 || sprite || Pointer to sprite
|-
| $0A || 2 || pointer16 || state || Current state subroutine pointer
|-
| $0C || 2 || uint16 || animationFrame || Current animation frame (x2 during attack animation)
|-
| $0E || 2 || int16 0-based || framesUntilAnimUpdate || Number of frames until next animation frame
|-
| $10 || 2 || boolean || dead || Dead
|-
| $12 || 2 || int16 || x || X position
|-
| $14 || 2 || int16 || y || Y position
|-
| $16 || 2 || int16 || newX || New X position
|-
| $18 || 2 || int16 || newY || New Y position
|-
| $1A || 2 || direction || direction || Current direction
|-
| $1C || 2 || unused || || Unused
|-
| $1E || 2 || optional pointer16 || jumpTargetSprite || Pointer to sprite that is being jumped at (0xFFFF if empty)
|-
| $20 || 2 || int16 || jumpTargetX || Jump target X position
|-
| $22 || 2 || int16 || jumpTargetY || Jump target Y position
|-
| $24 || 2 || int16 x4 || zVelocity || Z velocity during jump
|-
| $26 || 2 || uint16 || jumpDuration || Duration of jump in frames
|-
| $28 || 2 || uint16 || xFraction || Fractional portion of X position during jump (full X position = $12 + ($28/$26))
|-
| $2A || 2 || uint16 || yFraction || Fractional portion of Y position during jump (full Y position = $14 + ($2A/$26))
|-
| $2C || 2 || uint16 || jumpXMagnitude || Jump distance X magnitude
|-
| $2E || 2 || uint16 || jumpYMagnitude || Jump distance Y magnitude
|-
| $30 || 2 || int16 || jumpXSign || Jump distance X sign (1 if jump is right, -1 if left)
|-
| $32 || 2 || int16 || jumpYSign || Jump distance Y sign (1 if jump is down, -1 if up)
|-
| $34 || 2 || direction || jumpDirection || Jump direction (only left or right due to a [[#Bugs|bug]])
|-
| $36 || 2 || uint16 || temp || Temporary storage
|-
| $38 || 2 || optional pointer16 || attackSprite || Extra attack hitbox sprite (0xFFFF if empty)
|-
| $3A || 2 || int16 0-based || prevHealth || Previous health
|-
| $3C || 2 || int16 0-based || health || Health
|-
| $3E || 2 || sprite type || collidedSpriteType || Type of weapon shot sprite collided with
|-
| $40 || 2 || unused || || Unused
|-
| $42 || 2 || pointer16 || targetSprite || Pointer to target sprite
|-
| $44 || 2 || uint16 || targetDistance || Distance to target sprite
|- class="breakrow"
| $7E || 2 || unusedint16 0-based || ValuefreezeTimer is|| setAmount butof nottime usedto stay [[Fire extinguisher|frozen]]
|}
 
{{Pseudocode header}}
init() { // $81:A643
{{ROM name|$81:8000}}()
this.x = args.x
this.y = args.y
this.sprite.tileData = $90:E9D8
this.sprite.alternatePalette = 6
this.sprite.visible = true
this.sprite.type = MONSTER
this.animationFrame = 0
this.framesUntilAnimUpdate = 0
this.attackSprite = -1
this.jumpTargetSprite = -1
this.freezeTimer = 0
this.collidedSpriteType = NONE
this.dead = false
{{ROM name|$80:8353}}(20)
this.health = 10
this.prevHealth = 10
setStateToWalking()
}
updateWalkingAnimation() { // $81:A694
if (this.direction == 0) {
return
}
this.sprite.tileData.bank = 0x90
this.sprite.tileData.lowBytes = walkingAnimations[this.direction - 1][this.animationFrame][1]
this.sprite.flipX = walkingAnimations[this.direction - 1][this.animationFrame][0]
}
walkingAnimations = { // $81:A6C1
{ { false, 0xEA3A }, { false, 0xEA6B }, { false, 0xEA9C }, { false, 0xEACD } },
{ { false, 0xE8B2 }, { false, 0xE8E3 }, { false, 0xE914 }, { false, 0xE945 } },
{ { false, 0xE8B2 }, { false, 0xE8E3 }, { false, 0xE914 }, { false, 0xE945 } },
{ { false, 0xE8B2 }, { false, 0xE8E3 }, { false, 0xE914 }, { false, 0xE945 } },
{ { false, 0xE976 }, { false, 0xE9A7 }, { false, 0xE9D8 }, { false, 0xEA09 } },
{ { true , 0xE8B2 }, { true , 0xE8E3 }, { true , 0xE914 }, { true , 0xE945 } },
{ { true , 0xE8B2 }, { true , 0xE8E3 }, { true , 0xE914 }, { true , 0xE945 } },
{ { true , 0xE8B2 }, { true , 0xE8E3 }, { true , 0xE914 }, { true , 0xE945 } }
}
walk() { // $81:A741
if ({{ROM name|$80:9D39}}() & 2 == 0) {
doWalk()
}
doWalk()
}
doWalk() { // $81:A74D
if (this.targetDistance == 360) {
this.dead = true
this.collidedSpriteType = NONE
return
}
{{ROM name|$80:B3F1}}(this.sprite, this.targetSprite)
this.direction = {{ROM name|$80:B22A}}(this.sprite, this.targetSprite)
if (this.direction == NONE) {
return
}
this.newX = this.sprite.x + moveAmount[this.direction][0]
this.newY = this.sprite.y + moveAmount[this.direction][1]
if (!{{ROM name|$80:AE97}}(this.newX, this.y) &&
!{{ROM name|$80:BF67}}(this.sprite, this.newX, this.y)) {
this.x = this.newX
}
if (!{{ROM name|$80:AE97}}(this.x, this.newY) &&
!{{ROM name|$80:BF67}}(this.sprite, this.x, this.newY)) {
this.y = this.newY
}
this.sprite.x = this.x
this.sprite.y = this.y
}
moveAmount = { // $81:A7C2
{ 0, 0 },
{ 0, -1 },
{ 1, -1 },
{ 1, 0 },
{ 1, 1 },
{ 0, 1 },
{ -1, 1 },
{ -1, 0 },
{ -1, -1 }
}
canJumpToTarget() { // $81:A7E6
// Note: the following function is bugged to only return LEFT, RIGHT, or NONE
this.jumpDirection = {{ROM name|$80:B1EC}}(this.sprite, this.jumpTargetX, this.jumpTargetY)
offset = this.jumpTargetX - this.x
this.jumpXMagnitude = abs(offset)
this.jumpXSign = offset < 0 ? -1 : 1
if (this.jumpXMagnitude == 19) {
return false
}
offset = this.jumpTargetY - this.y
this.jumpYMagnitude = abs(offset)
this.jumpYSign = offset < 0 ? -1 : 1
greaterMagnitude = max(this.jumpXMagnitude, this.jumpYMagnitude)
this.jumpDuration = greaterMagnitude / 4
this.zVelocity = greaterMagnitude / 8
if (!{{ROM name|$80:AF66}}(this.jumpTargetX, this.jumpTargetY) &&
!{{ROM name|$80:BF67}}(this.sprite, this.jumpTargetX, this.jumpTargetY) &&
!{{ROM name|$80:B422}}(this.jumpTargetX, this.jumpTargetY))
this.xFraction = 0
this.yFraction = 0
return true, this.zVelocity, this.jumpDirection
}
return false
}
updateJumpZ() { // $81:A85A
this.sprite.z += this.zVelocity / 4
this.zVelocity -= 1
}
updateJumpPosition() { // $81:A874
f = this.xFraction + this.jumpXMagnitude
while (f >= this.jumpDuration) {
this.x += this.jumpXSign
f -= this.jumpDuration
}
this.xFraction = f
f = this.yFraction + this.jumpYMagnitude
while (f >= this.jumpDuration) {
this.y += this.jumpYSign
f -= this.jumpDuration
}
this.yFraction = f
}
checkIfShouldJump() { // $81:A8A7
if (health != prevHealth) {
this.temp = {{ROM name|$80:9D39}}()
this.jumpTargetX = ({{ROM name|$80:9D39}}() % 32) + 20 // Random value 20-51
this.jumpTargetY = ({{ROM name|$80:9D39}}() % 32) + 15 // Random value 15-46
if (this.temp & 1 != 0) {
this.jumpTargetX = -this.jumpTargetX
}
if (this.temp & 2 != 0) {
this.jumpTargetY = -this.jumpTargetY
}
this.jumpTargetX += this.x
this.jumpTargetY += this.y
this.prevHealth = this.health
this.jumpTargetSprite = -1
} else {
if ({{ROM name|$80:9D39}}() >= 15 || this.targetDistance >= 325) {
return
}
this.jumpTargetSprite = this.targetSprite
this.jumpTargetX = this.jumpTargetSprite.x
this.jumpTargetY = this.jumpTargetSprite.y
if (abs(this.jumpTargetX - this.x) + abs(this.jumpTargetY - this.y) < 70) {
return
}
this.jumpTargetX += jumpXSpacing[this.direction]
if (this.jumpTargetSprite.type != VICTIM) {
this.jumpTargetX += nonVictimJumpAdditionalXSpacing[this.direction]
}
}
canJump, zVelocity, jumpDirection = canJumpToTarget()
if (canJump) {
this.zVelocity = zVelocity
this.direction = jumpDirection
setStateToPreJump()
}
}
nonVictimJumpAdditionalXSpacing = { 0, 0, 96, 96, 96, 0, -96, -96, -96 } // $81:A96A
jumpXSpacing = { 0, 0, 28, 28, 28, 0, -28, -28, -28 } // $81:A97C
setStateToPreJump() { // $81:A98E
this.state = preJumpState
}
preJumpState() { // $81:A994
this.sprite.flipX = preJumpFlipPerDirection[this.direction]
{{ROM name|$81:832C}}(preJumpAnimation)
setStateToJumping()
}
preJumpAnimation = { { 0xEAFE, 7 }, { 0xEB27, 5 }, { 0xEB58, 5 }, { 0, 0 } } // $81:A9B3
preJumpFlipPerDirection = { false, false, false, false, false, false, true, true, true } // $81:A9C3
setStateToJumping() { // $81:A9D5
this.state = jumpingState
this.sprite.tileData.lowBytes = 0xEB89
this.sprite.visible = true
this.sprite.bgPriority = true
this.sprite.type = NONE
}
jumpingState() { // $81:A9F0
updateJumpZ()
updateJumpPosition()
this.sprite.x = this.x
this.sprite.y = this.y
if (this.sprite.z == 0) {
if (this.jumpTargetSprite >= 0 && abs(this.jumpTargetSprite.x - this.jumpTargetX) < 9) {
this.jumpTargetX += jumpLandingOffsets[this.direction * 2]
this.jumpTargetY += jumpLandingOffsets[this.direction * 2 + 1]
}
this.x = this.jumpTargetX
this.sprite.x = this.jumpTargetX
this.y = this.jumpTargetY
this.sprite.y = this.jumpTargetY
setStateToPostJump()
}
}
jumpLandingOffsets = { // $81:AA49
0,
15, -9,
15, -9,
15, 0,
15, 8,
15, 8,
-15, -9,
-15, 0,
-15, -9
}
setStateToPostJump() { // $81:AA6B
this.state = postJumpState
}
postJumpState() { // $81:AA71
this.sprite.bgPriority = false
this.sprite.type = MONSTER
{{ROM name|$81:832C}}(postJumpAnimation)
if (canAttack()) {
setStateToAttacking()
} else {
{{ROM name|$80:8353}}(({{ROM name|$80:9D39}} % 16) + 1)
setStateToWalking()
}
}
postJumpAnimation = { { 0xEBC2, 5 }, { 0xEBFB, 5 }, { 0xEC24, 5 }, { 0, 0 } } // $81:AA9E
setStateToAttacking() { // $81:AAAE
this.state = attackingState
this.attackSprite = createAttackSprite()
this.framesUntilAnimUpdate = 0
this.animationFrame = 0
this.sprite.flipX = attackFlipPerDirection[this.direction]
}
attackingState() { // $81:AACF
this.framesUntilAnimUpdate -= 1
if (this.framesUntilAnimUpdate < 0) {
this.framesUntilAnimUpdate = 2
this.animationFrame += 1
tileData = attackAnimation[this.animationFrame]
if (tileData != 0) {
this.sprite.tileData.lowBytes = tileData
if (this.animationFrame >= 6) {
this.attackSprite.visible = true
}
} else {
{{ROM name|$80:BE41}}(this.attackSprite)
this.attackSprite = -1
setStateToWalking()
}
}
}
attackAnimation = { // $81:AB0A
0, 0xEC55, 0xEC7E, 0xECAF, 0xECF8, 0xED29, 0xED52, 0xED8B
0xEDBC, 0xEDF5, 0
}
attackFlipPerDirection = { false, false, false, false, false, false, true, true, true } // $81:AB20
createAttackSprite() { // $81:AB32
sprite = {{ROM name|$80:BE0C}}()
sprite.x = this.sprite.x + attackSpriteXOffsetPerDirection[this.direction]
sprite.z = 0
sprite.y = this.sprite.y
sprite.type = MONSTER
sprite.entity = {{RAM name|$7E:0008}}
sprite.tileData = null
return sprite
}
attackSpriteXOffsetPerDirection = { 0, 0, -25, -25, -25, 0, 25, 25, 25 } // $81:AB6B
canAttack() { // $81:AB7D
if (this.targetDistance >= 325) {
return false
}
if (abs(this.targetSprite.y - this.y) >= 4) {
return false
}
xOffset = this.targetSprite.x - this.x
if (abs(xOffset) >= 29) {
return false
}
this.direction = xOffset >= 0 ? LEFT : RIGHT // Note: this is backwards
return true
}
setStateToWalking() { // $81:ABB6
{{ROM name|$80:8475}}(collisionHandler)
this.state = walkingState
}
walkingState() { // $81:ABC6
this.targetDistance, this.targetSprite = {{ROM name|$80:B123}}(this.x, this.y)
walk()
this.framesUntilAnimUpdate -= 1
if (framesUntilAnimUpdate < 0) {
this.framesUntilAnimUpdate = 3
this.animationFrame = (this.animationFrame + 1) % 4
updateWalkingAnimation()
}
checkIfShouldJump()
if (canAttack()) {
setStateToAttacking()
}
}
main() { // $81:ABF5
if (!{{RAM name|$7E:1F94}}) {
return
}
{{RAM name|$7E:00DE}} += 0x1C
if ({{RAM name|$7E:1F52}} == 1) {
{{ROM name|$80:CC3B}}(0x2B)
}
init()
while (!this.dead) {
{{ROM name|$80:8353}}(1)
this.state()
}
{{ROM name|$80:8475}}(null)
if (this.attackSprite != -1) {
{{ROM name|$80:BE41}}(this.attackSprite)
}
if (this.collidedSpriteType != NONE) {
{{ROM name|$80:C7D9}}(this.collidedSpriteType & 0x8000, 300)
{{RAM name|$7E:1F80}} += 1
this.sprite.type = NONE
this.sprite.tileData.bank = 0x8F
{{ROM name|$80:CC3B}}(0x2D)
{{ROM name|$81:832C}}(deathAnimation)
}
{{RAM name|$7E:00DE}} -= 0x1C
while ({{RAM name|$7E:00DE}} < 0) { }
{{ROM name|$80:BE41}}(this.sprite)
}
deathAnimation = { // $81:AC7A
{ 0xDA43, 12 }, { 0xDA7C, 12 }, { 0xDACD, 12 }, { 0xDB26, 12 },
{ 0xDB6F, 12 }, { 0, 0 }
}
collisionHandler(spriteType) { // $81:AC92
if (spriteType < SQUIRT_GUN) {
return false
}
this.collidedSpriteType = spriteType
weaponType = spriteType & 0x7FFF
if (weaponType == MARTIAN_BUBBLE_GUN) {
return {{ROM name|$81:83C6}}()
} else if (weaponType == FIRE_EXTINGUISHER) {
return {{ROM name|$81:847E}}()
} else if (weaponType == SILVERWARE) {
return killed(weaponType)
} else {
newHealth = this.health - {{ROM name|$81:8561}}[weaponType - SQUIRT_GUN]
if (newHealth < 0) {
return killed(newHealth)
} else if (newHealth != this.health) {
this.health = newHealth
return {{ROM name|$81:8506}}()
}
return false
}
}
killed(newHealth) { // $81:ACC6 (this is in the middle of code that is part of the above subroutine)
this.dead = true
this.health = newHealth
this.freezeTimer = 0
return true
}
{{Pseudocode footer}}
 
[[Category:Respawning monster]]
[[Category:MonsterBug]]
[[Category:Entity]]