shithub: cstory

Download patch

ref: c83a879570f542e756ff7e0444d51a3f49800cc8
parent: be3056c8bb07f629a7427a98db558370beb33506
parent: 9988a8060b24bedb1e02d15c12536c77ce559a07
author: Cucky <44537737+cuckydev@users.noreply.github.com>
date: Thu Jan 31 07:10:54 EST 2019

Merge pull request #33 from Clownacy/master

More NPCs, added Flash.cpp and BossLife.cpp

--- a/Makefile
+++ b/Makefile
@@ -41,6 +41,7 @@
 SOURCES = \
 	ArmsItem \
 	Back \
+	BossLife \
 	BulHit \
 	Bullet \
 	Caret \
@@ -50,6 +51,7 @@
 	Escape \
 	Fade \
 	Flags \
+	Flash \
 	Font \
 	Frame \
 	Game \
--- /dev/null
+++ b/src/BossLife.cpp
@@ -1,0 +1,84 @@
+#include "BossLife.h"
+
+#include "Draw.h"
+#include "NpChar.h"
+#include "WindowsWrapper.h"
+
+static struct
+{
+	bool flag;
+	int *pLife;
+	int max;
+	int br;
+	int count;
+} gBL;
+
+void InitBossLife(void)
+{
+	gBL.flag = false;
+}
+
+bool StartBossLife(int code_event)
+{
+	for (int i = 0; i < 0x200; ++i)
+	{
+		if (gNPC[i].code_event == code_event)
+		{
+			gBL.flag = true;
+			gBL.max = gNPC[i].life;
+			gBL.br = gNPC[i].life;
+			gBL.pLife = &gNPC[i].life;
+			return true;
+		}
+	}
+
+	return false;
+}
+
+bool StartBossLife2(void)
+{
+	// TODO uncomment me when Boss.cpp is done!
+//	gBL.flag = true;
+//	gBL.max = gBoss[0].life;
+//	gBL.br = gBoss[0].life;
+//	gBL.pLife = &gBoss[0].life;
+	return true;
+}
+
+void PutBossLife(void)
+{
+	RECT rcText = {0, 48, 32, 56};
+	RECT rcBox1 = {0, 0, 244, 8};
+	RECT rcBox2 = {0, 16, 244, 24};
+	RECT rcLife = {0, 24, 0, 32};
+	RECT rcBr = {0, 32, 232, 40};
+
+	if (gBL.flag)
+	{
+		if (*gBL.pLife >= 1)
+		{
+			rcLife.right = 198 * *gBL.pLife / gBL.max;
+	
+			if (gBL.br <= *gBL.pLife)
+			{
+				gBL.count = 0;
+			}
+			else if (++gBL.count > 30)
+			{
+				--gBL.br;
+			}
+	
+			rcBr.right = 198 * gBL.br / gBL.max;
+
+			PutBitmap3(&grcGame, 32, 220, &rcBox1, SURFACE_ID_TEXT_BOX);
+			PutBitmap3(&grcGame, 32, 228, &rcBox2, SURFACE_ID_TEXT_BOX);
+			PutBitmap3(&grcGame, 72, 224, &rcBr, SURFACE_ID_TEXT_BOX);
+			PutBitmap3(&grcGame, 72, 224, &rcLife, SURFACE_ID_TEXT_BOX);
+			PutBitmap3(&grcGame, 40, 224, &rcText, SURFACE_ID_TEXT_BOX);
+		}
+		else
+		{
+			gBL.flag = false;
+		}
+	}
+}
--- /dev/null
+++ b/src/BossLife.h
@@ -1,0 +1,6 @@
+#pragma once
+
+void InitBossLife(void);
+bool StartBossLife(int code_event);
+bool StartBossLife2(void);
+void PutBossLife(void);
--- /dev/null
+++ b/src/Flash.cpp
@@ -1,0 +1,153 @@
+#include "Flash.h"
+
+#include "Draw.h"
+#include "WindowsWrapper.h"
+
+static struct
+{
+	int mode;
+	int act_no;
+	bool flag;
+	int cnt;
+	int width;
+	int x;
+	int y;
+	RECT rect1;
+	RECT rect2;
+} flash;
+
+static unsigned long gFlashColor;
+
+void InitFlash(void)
+{
+	gFlashColor = 0xFEFFFF;
+}
+
+void SetFlash(int x, int y, int mode)
+{
+	flash.act_no = 0;
+	flash.flag = true;
+	flash.x = x;
+	flash.y = y;
+	flash.mode = mode;
+	flash.cnt = 0;
+	flash.width = 0;
+}
+
+void ActFlash_Explosion(int flx, int fly)
+{
+	if (flash.act_no == 0)
+	{
+		flash.cnt += 0x200;
+		flash.width += flash.cnt;
+
+		int right = (flash.x - flx - flash.width) / 0x200;
+		int left = (flash.y - fly - flash.width) / 0x200;
+		int top = (flash.width + flash.x - flx) / 0x200;
+		int bottom = (flash.width + flash.y - fly) / 0x200;
+
+		if (right < 0)
+			right = 0;
+		if (left < 0)
+			left = 0;
+		if (top > 320)
+			top = 320;
+		if (bottom > 240)
+			bottom = 240;
+
+		flash.rect1.left = right;
+		flash.rect1.right = top;
+		flash.rect1.top = 0;
+		flash.rect1.bottom = 240;
+
+		flash.rect2.left = 0;
+		flash.rect2.right = 320;
+		flash.rect2.top = left;
+		flash.rect2.bottom = bottom;
+
+		if (flash.width > 0xA0000)
+		{
+			flash.act_no = 1;
+			flash.cnt = 0;
+			flash.width = 0x1E000;
+		}
+	}
+	else if (flash.act_no == 1)
+	{
+		flash.width -= flash.width / 8;
+
+		if ((flash.width / 0x100) == 0)
+			flash.flag = false;
+
+		int top = (flash.y - fly - flash.width) / 0x200;
+		if (top < 0)
+			top = 0;
+
+		int bottom = (flash.width + flash.y - fly) / 0x200;
+		if (bottom > 240)
+			bottom = 240;
+
+		flash.rect1.left = 0;
+		flash.rect1.right = 0;
+		flash.rect1.top = 0;
+		flash.rect1.bottom = 0;
+
+		flash.rect2.top = top;
+		flash.rect2.bottom = bottom;
+		flash.rect2.left = 0;
+		flash.rect2.right = 320;
+	}
+}
+
+void ActFlash_Flash(void)
+{
+	++flash.cnt;
+
+	flash.rect1.left = 0;
+	flash.rect1.right = 0;
+	flash.rect1.top = 0;
+	flash.rect1.bottom = 0;
+
+	if (flash.cnt / 2 % 2)
+	{
+		flash.rect2.top = 0;
+		flash.rect2.bottom = 240;
+		flash.rect2.left = 0;
+		flash.rect2.right = 320;
+	}
+	else
+	{
+		flash.rect2.left = 0;
+		flash.rect2.right = 0;
+		flash.rect2.top = 0;
+		flash.rect2.bottom = 0;
+	}
+
+	if (flash.cnt > 20)
+		flash.flag = false;
+}
+
+void ActFlash(int flx, int fly)
+{
+	if (flash.flag)
+	{
+		if (flash.mode == 1)
+			ActFlash_Explosion(flx, fly);
+		else if (flash.mode == 2)
+			ActFlash_Flash();
+	}
+}
+
+void PutFlash(void)
+{
+	if (flash.flag)
+	{
+		CortBox(&flash.rect1, gFlashColor);
+		CortBox(&flash.rect2, gFlashColor);
+	}
+}
+
+void ResetFlash(void)
+{
+	flash.flag = false;
+}
--- /dev/null
+++ b/src/Flash.h
@@ -1,0 +1,9 @@
+#pragma once
+
+void InitFlash(void);
+void SetFlash(int x, int y, int mode);
+void ActFlash_Explosion(int flx, int fly);
+void ActFlash_Flash(void);
+void ActFlash(int flx, int fly);
+void PutFlash(void);
+void ResetFlash(void);
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -36,6 +36,8 @@
 #include "ValueView.h"
 #include "Draw.h"
 #include "Ending.h"
+#include "Flash.h"
+#include "BossLife.h"
 
 int g_GameFlags;
 int gCounter;
@@ -101,8 +103,8 @@
 	InitCaret();
 	//InitStar();
 	InitFade();
-	//InitFlash();
-	//InitBossLife();
+	InitFlash();
+	InitBossLife();
 	ChangeMusic(0);
 	TransferStage(72, 100, 3, 3);
 	SetFrameTargetMyChar(16);
@@ -434,13 +436,13 @@
 	InitCaret();
 	//InitStar();
 	InitFade();
-	//InitFlash();
+	InitFlash();
 	ClearArmsData();
 	ClearItemData();
 	//ClearPermitStage();
 	//StartMapping();
 	InitFlags();
-	//InitBossLife();
+	InitBossLife();
 	
 	if ((bContinue && LoadProfile(NULL)) || InitializeGame())
 	{
@@ -485,7 +487,7 @@
 				ActBullet();
 				ActCaret();
 				MoveFrame3();
-				//ActFlash(frame_x, frame_y);
+				ActFlash(frame_x, frame_y);
 				
 				if (g_GameFlags & 2)
 					AnimationMyChar(true);
@@ -513,10 +515,10 @@
 			PutMapDataVector(frame_x, frame_y);
 			PutStage_Front(frame_x, frame_y);
 			PutFront(frame_x, frame_y);
-			//PutFlash();
+			PutFlash();
 			PutCaret(frame_x, frame_y);
 			PutValueView(frame_x, frame_y);
-			//PutBossLife();
+			PutBossLife();
 			PutFade();
 			
 			if (!(g_GameFlags & 4))
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -38,6 +38,7 @@
 void ActNpc038(NPCHAR *npc);
 void ActNpc039(NPCHAR *npc);
 
+void ActNpc041(NPCHAR *npc);
 void ActNpc042(NPCHAR *npc);
 void ActNpc043(NPCHAR *npc);
 
@@ -51,7 +52,9 @@
 void ActNpc063(NPCHAR *npc);
 void ActNpc064(NPCHAR *npc);
 void ActNpc065(NPCHAR *npc);
-
+void ActNpc066(NPCHAR *npc);
+void ActNpc067(NPCHAR *npc);
+void ActNpc068(NPCHAR *npc);
 void ActNpc069(NPCHAR *npc);
 void ActNpc070(NPCHAR *npc);
 void ActNpc071(NPCHAR *npc);
@@ -90,5 +93,7 @@
 void ActNpc298(NPCHAR *npc);
 void ActNpc299(NPCHAR *npc);
 void ActNpc300(NPCHAR *npc);
+
+void ActNpc355(NPCHAR *npc);
 
 void ActNpc359(NPCHAR *npc);
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -10,6 +10,8 @@
 #include "Frame.h"
 #include "Back.h"
 #include "Triangle.h"
+#include "Frame.h"
+#include "Map.h"
 
 //Null
 void ActNpc000(NPCHAR *npc)
@@ -807,19 +809,20 @@
 //Balrog (cutscene)
 void ActNpc012(NPCHAR *npc)
 {
-	int x, y;
 	switch (npc->act_no)
 	{
 		case 0:
 			if (npc->direct == 4)
 			{
-				if (npc->x <= gMC.x)
-					npc->direct = 2;
-				else
+				if (gMC.x < npc->x)
 					npc->direct = 0;
+				else
+					npc->direct = 2;
 			}
+
 			npc->act_no = 1;
 			npc->ani_no = 0;
+			// Fallthrough
 		case 1:
 			if (Random(0, 100) == 0)
 			{
@@ -827,7 +830,9 @@
 				npc->act_wait = 0;
 				npc->ani_no = 1;
 			}
+
 			break;
+
 		case 2:
 			if (++npc->act_wait > 16)
 			{
@@ -834,32 +839,39 @@
 				npc->act_no = 1;
 				npc->ani_no = 0;
 			}
+
 			break;
+
 		case 10:
 			if (npc->direct == 4)
 			{
-				if (npc->x <= gMC.x)
-					npc->direct = 2;
-				else
+				if (gMC.x < npc->x)
 					npc->direct = 0;
+				else
+					npc->direct = 2;
 			}
+
 			npc->act_no = 11;
 			npc->ani_no = 2;
 			npc->act_wait = 0;
 			npc->tgt_x = 0;
+			// Fallthrough
 		case 11:
-			if ( ++npc->act_wait > 30 )
+			if (++npc->act_wait > 30)
 			{
 				npc->act_no = 12;
 				npc->act_wait = 0;
 				npc->ani_no = 3;
 				npc->ym = -0x800;
-				npc->bits |= npc_ignoreSolid;
+				npc->bits |= 8;
 			}
+
 			break;
+
 		case 12:
 			if (npc->flag & 5)
 				npc->xm = 0;
+
 			if (npc->y < 0)
 			{
 				npc->code_char = 0;
@@ -866,30 +878,39 @@
 				PlaySoundObject(26, 1);
 				SetQuake(30);
 			}
+
 			break;
+
 		case 20:
 			if (npc->direct == 4)
 			{
-				if (npc->x <= gMC.x)
-					npc->direct = 2;
-				else
+				if (gMC.x < npc->x)
 					npc->direct = 0;
+				else
+					npc->direct = 2;
 			}
+
 			npc->act_no = 21;
 			npc->ani_no = 5;
 			npc->act_wait = 0;
 			npc->count1 = 0;
-			for (int i = 0; i < 4; i++)
-				SetNpChar(4, npc->x + (Random(-12, 12) << 9), npc->y + (Random(-12, 12) << 9), Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
+
+			for (int i = 0; i < 4; ++i)
+				SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
 			PlaySoundObject(72, 1);
+			// Fallthrough
 		case 21:
 			npc->tgt_x = 1;
+
 			if (npc->flag & 8)
 				++npc->act_wait;
-			if (++npc->count1 / 2 & 1)
+
+			if (++npc->count1 / 2 % 2)
 				npc->x += 0x200;
 			else
 				npc->x -= 0x200;
+
 			if (npc->act_wait > 100)
 			{
 				npc->act_no = 11;
@@ -896,99 +917,128 @@
 				npc->act_wait = 0;
 				npc->ani_no = 2;
 			}
+
 			npc->ym += 0x20;
 			if (npc->ym > 0x5FF)
 				npc->ym = 0x5FF;
+
 			break;
+
 		case 30:
 			npc->ani_no = 4;
+
 			if (++npc->act_wait > 100)
 			{
 				npc->act_no = 0;
 				npc->ani_no = 0;
 			}
+
 			break;
+
 		case 40:
 			if (npc->direct == 4)
 			{
-				if (npc->x <= gMC.x)
-					npc->direct = 2;
-				else
+				if (gMC.x < npc->x)
 					npc->direct = 0;
+				else
+					npc->direct = 2;
 			}
+
 			npc->act_no = 41;
 			npc->act_wait = 0;
 			npc->ani_no = 5;
+			// Fallthrough
 		case 41:
-			if (++npc->ani_wait / 2 & 1)
+			if (++npc->ani_wait / 2 % 2)
 				npc->ani_no = 5;
 			else
 				npc->ani_no = 6;
+
 			break;
+
 		case 42:
 			if (npc->direct == 4)
 			{
-				if (npc->x <= gMC.x)
-					npc->direct = 2;
-				else
+				if (gMC.x < npc->x)
 					npc->direct = 0;
+				else
+					npc->direct = 2;
 			}
+
 			npc->act_no = 43;
 			npc->act_wait = 0;
 			npc->ani_no = 6;
+			// Fallthrough
 		case 43:
-			if (++npc->ani_wait / 2 & 1)
+			if (++npc->ani_wait / 2 % 2)
 				npc->ani_no = 7;
 			else
 				npc->ani_no = 6;
+
 			break;
+
 		case 50:
 			npc->ani_no = 8;
 			npc->xm = 0;
 			break;
+
 		case 60:
 			npc->act_no = 61;
 			npc->ani_no = 9;
 			npc->ani_wait = 0;
+			// Fallthrough
 		case 61:
 			if (++npc->ani_wait > 3)
 			{
 				npc->ani_wait = 0;
+
 				if (++npc->ani_no == 10 || npc->ani_no == 11)
 					PlaySoundObject(23, 1);
 			}
+
 			if (npc->ani_no > 12)
 				npc->ani_no = 9;
-			if (npc->direct)
-				npc->xm = 0x200;
-			else
+
+			if (npc->direct == 0)
 				npc->xm = -0x200;
+			else
+				npc->xm = 0x200;
+
 			break;
+
 		case 70:
 			npc->act_no = 71;
 			npc->act_wait = 64;
 			PlaySoundObject(29, 1);
 			npc->ani_no = 13;
+			// Fallthrough
 		case 71:
-			if (!--npc->act_wait)
+			if (--npc->act_wait == 0)
 				npc->cond = 0;
+
 			break;
+
 		case 80:
 			npc->count1 = 0;
 			npc->act_no = 81;
+			// Fallthrough
 		case 81:
-			if (++npc->count1 / 2 & 1)
+			if (++npc->count1 / 2 % 2)
 				npc->x += 0x200;
 			else
 				npc->x -= 0x200;
+
 			npc->ani_no = 5;
 			npc->xm = 0;
-			npc->ym += 32;
+			npc->ym += 0x20;
+
 			break;
+
 		case 100:
 			npc->act_no = 101;
 			npc->act_wait = 0;
 			npc->ani_no = 2;
+			// Fallthrough
 		case 101:
 			if (++npc->act_wait > 20)
 			{
@@ -996,17 +1046,21 @@
 				npc->act_wait = 0;
 				npc->ani_no = 3;
 				npc->ym = -0x800;
-				npc->bits |= npc_ignoreSolid;
+				npc->bits |= 8;
 				DeleteNpCharCode(150, 0);
 				DeleteNpCharCode(117, 0);
 				SetNpChar(355, 0, 0, 0, 0, 0, npc, 0x100);
 				SetNpChar(355, 0, 0, 0, 0, 1, npc, 0x100);
 			}
+
 			break;
+
 		case 102:
-			x = npc->x / 0x2000;
-			y = npc->y / 0x2000;
-			if (y >= 0 && y <= 34 && ChangeMapParts(x, y, 0))
+		{
+			int x = npc->x / 0x200 / 0x10;
+			int y = npc->y / 0x200 / 0x10;
+
+			if (y >= 0 && y < 35 && ChangeMapParts(x, y, 0))
 			{
 				ChangeMapParts(x - 1, y, 0);
 				ChangeMapParts(x + 1, y, 0);
@@ -1013,27 +1067,29 @@
 				PlaySoundObject(44, 1);
 				SetQuake2(10);
 			}
+
 			if (npc->y < -0x4000)
 			{
 				npc->code_char = 0;
 				SetQuake(30);
 			}
+
 			break;
-		default:
-			break;
+		}
 	}
-	
-	if (npc->tgt_x && !Random(0, 10))
-		SetNpChar(4, npc->x + (Random(-12, 12) << 9), npc->y + (Random(-12, 12) << 9), Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
-	
+
+	if (npc->tgt_x && Random(0, 10) == 0)
+		SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
 	if (npc->ym > 0x5FF)
 		npc->ym = 0x5FF;
+
 	npc->x += npc->xm;
 	npc->y += npc->ym;
-	
+
 	RECT rect_left[14];
 	RECT rect_right[14];
-	
+
 	rect_left[0] = {0, 0, 40, 24};
 	rect_left[1] = {160, 0, 200, 24};
 	rect_left[2] = {80, 0, 120, 24};
@@ -1048,7 +1104,7 @@
 	rect_left[11] = {40, 48, 80, 72};
 	rect_left[12] = {0, 0, 40, 24};
 	rect_left[13] = {280, 0, 320, 24};
-	
+
 	rect_right[0] = {0, 24, 40, 48};
 	rect_right[1] = {160, 24, 200, 48};
 	rect_right[2] = {80, 24, 120, 48};
@@ -1063,16 +1119,17 @@
 	rect_right[11] = {40, 72, 80, 96};
 	rect_right[12] = {0, 24, 40, 48};
 	rect_right[13] = {280, 24, 320, 48};
-	
-	if (npc->direct)
-		npc->rect = rect_right[npc->ani_no];
-	else
+
+	if (npc->direct == 0)
 		npc->rect = rect_left[npc->ani_no];
-	
+	else
+		npc->rect = rect_right[npc->ani_no];
+
 	if (npc->act_no == 71)
 	{
-		npc->rect.bottom = npc->act_wait / 2 + npc->rect.top;
-		if (npc->act_wait & 1)
+		npc->rect.bottom = npc->rect.top + npc->act_wait / 2;
+
+		if (npc->act_wait % 2)
 			++npc->rect.left;
 	}
 }
@@ -1296,14 +1353,15 @@
 	}
 }
 
-//Balrog (burst)
+// Balrog (burst)
 void ActNpc019(NPCHAR *npc)
 {
-	switch ( npc->act_no )
+	switch (npc->act_no)
 	{
 		case 0:
-			for (int i = 0; i < 16; i++)
-				SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+			for (int i = 0; i < 0x10; ++i)
+				SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
 			npc->y += 0x1400;
 			npc->act_no = 1;
 			npc->ani_no = 3;
@@ -1311,8 +1369,10 @@
 			PlaySoundObject(12, 1);
 			PlaySoundObject(26, 1);
 			SetQuake(30);
+			// Fallthrough
 		case 1:
 			npc->ym += 0x10;
+
 			if (npc->ym > 0 && npc->flag & 8)
 			{
 				npc->act_no = 2;
@@ -1321,15 +1381,19 @@
 				PlaySoundObject(26, 1);
 				SetQuake(30);
 			}
+
 			break;
+
 		case 2:
-			if (++npc->act_wait > 16)
+			if (++npc->act_wait > 0x10)
 			{
 				npc->act_no = 3;
 				npc->ani_no = 0;
 				npc->ani_wait = 0;
 			}
+
 			break;
+
 		case 3:
 			if (Random(0, 100) == 0)
 			{
@@ -1337,38 +1401,42 @@
 				npc->act_wait = 0;
 				npc->ani_no = 1;
 			}
+
 			break;
+
 		case 4:
-			if (++npc->act_wait > 16)
+			if (++npc->act_wait > 0x10)
 			{
 				npc->act_no = 3;
 				npc->ani_no = 0;
 			}
+
 			break;
-		default:
-			break;
 	}
-	
+
 	if (npc->ym > 0x5FF)
 		npc->ym = 0x5FF;
 	if (npc->ym < -0x5FF)
 		npc->ym = -0x5FF;
+
 	npc->x += npc->xm;
 	npc->y += npc->ym;
-	
+
 	RECT rect_left[4];
 	RECT rect_right[4];
+
 	rect_left[0] = {0, 0, 40, 24};
 	rect_left[1] = {160, 0, 200, 24};
 	rect_left[2] = {80, 0, 120, 24};
 	rect_left[3] = {120, 0, 160, 24};
+
 	rect_right[0] = {0, 24, 40, 48};
 	rect_right[1] = {160, 24, 200, 48};
 	rect_right[2] = {80, 24, 120, 48};
 	rect_right[3] = {120, 24, 160, 48};
-	
-	if (npc->direct)
-		npc->rect = rect_right[npc->ani_no];
-	else
+
+	if (npc->direct == 0)
 		npc->rect = rect_left[npc->ani_no];
+	else
+		npc->rect = rect_right[npc->ani_no];
 }
--- a/src/NpcAct040.cpp
+++ b/src/NpcAct040.cpp
@@ -9,7 +9,23 @@
 #include "Back.h"
 #include "Triangle.h"
 
-// Sue
+//Busted Door
+void ActNpc041(NPCHAR *npc)
+{
+	RECT rect[1];
+
+	rect[0] = {0, 80, 48, 112};
+
+	if (npc->act_no == 0)
+	{
+		++npc->act_no;
+		npc->y -= 0x2000;	// Move a tile up
+	}
+
+	npc->rect = rect[0];
+}
+
+//Sue
 void ActNpc042(NPCHAR *npc)
 {
 	RECT rcLeft[13];
--- a/src/NpcAct060.cpp
+++ b/src/NpcAct060.cpp
@@ -10,6 +10,9 @@
 #include "Triangle.h"
 #include "Map.h"
 #include "CommonDefines.h"
+#include "Frame.h"
+#include "MycParam.h"
+#include "Flash.h"
 
 //Toroko
 void ActNpc060(NPCHAR *npc)
@@ -484,8 +487,8 @@
 //Toroko with stick
 void ActNpc063(NPCHAR *npc)
 {
+	RECT rcLeft[8];
 	RECT rcRight[6];
-	RECT rcLeft[6];
 
 	rcLeft[0] = {64, 64, 80, 80};
 	rcLeft[1] = {80, 64, 96, 80};
@@ -492,8 +495,8 @@
 	rcLeft[2] = {64, 64, 80, 80};
 	rcLeft[3] = {96, 64, 112, 80};
 	rcLeft[4] = {112, 64, 128, 80};
-	rcLeft[5] = {128, 64, 144, 80};	
-	
+	rcLeft[5] = {128, 64, 144, 80};
+
 	rcRight[0] = {64, 80, 80, 96};
 	rcRight[1] = {80, 80, 96, 96};
 	rcRight[2] = {64, 80, 80, 96};
@@ -500,41 +503,44 @@
 	rcRight[3] = {96, 80, 112, 96};
 	rcRight[4] = {112, 80, 128, 96};
 	rcRight[5] = {128, 80, 144, 96};
-	
-	switch ( npc->act_no )
+
+	switch (npc->act_no)
 	{
 		case 0:
 			npc->act_no = 1;
 			npc->act_wait = 0;
 			npc->ani_wait = 0;
-			npc->ym = -1024;
+			npc->ym = -0x400;
+			// Fallthrough
 		case 1:
 			if (npc->ym > 0)
-				npc->bits &= ~npc_ignoreSolid;
-			
+				npc->bits &= ~8;
+
 			if (++npc->ani_wait > 2)
 			{
 				npc->ani_wait = 0;
 				++npc->ani_no;
 			}
-			
+
 			if (npc->ani_no > 3)
 				npc->ani_no = 0;
-			
-			if (npc->direct)
-				npc->xm = 0x100;
-			else
+
+			if (npc->direct == 0)
 				npc->xm = -0x100;
-			
-			if (npc->act_wait != 0 && npc->flag & 8)
+			else
+				npc->xm = 0x100;
+
+			if (npc->act_wait++ && npc->flag & 8)
 				npc->act_no = 2;
-			npc->act_wait++;
+
 			break;
+
 		case 2:
 			npc->act_no = 3;
 			npc->act_wait = 0;
 			npc->ani_no = 0;
 			npc->ani_wait = 0;
+			// Fallthrough
 		case 3:
 			if (++npc->ani_wait > 2)
 			{
@@ -541,74 +547,77 @@
 				npc->ani_wait = 0;
 				++npc->ani_no;
 			}
-			
+
 			if (npc->ani_no > 3)
 				npc->ani_no = 0;
-			
+
 			if (++npc->act_wait > 50)
 			{
 				npc->act_wait = 40;
 				npc->xm = -npc->xm;
-				if (npc->direct)
-					npc->direct = 0;
-				else
+
+				if (npc->direct == 0)
 					npc->direct = 2;
+				else
+					npc->direct = 0;
 			}
-			
+
 			if (npc->act_wait > 35)
-				npc->bits |= npc_shootable;
-			
-			if (npc->direct)
-				npc->xm += 0x40;
-			else
+				npc->bits |= 0x20;
+
+			if (npc->direct == 0)
 				npc->xm -= 0x40;
-			
+			else
+				npc->xm += 0x40;
+
 			if (npc->shock)
 			{
 				npc->act_no = 4;
 				npc->ani_no = 4;
 				npc->ym = -0x400;
-				npc->bits &= ~npc_shootable;
+				npc->bits &= ~0x20;
 				npc->damage = 0;
 			}
+
 			break;
+
 		case 4:
-			if (npc->direct)
-				npc->xm = 0x100;
-			else
+			if (npc->direct == 0)
 				npc->xm = -0x100;
-			
-			if (npc->act_wait != 0 && npc->flag & 8)
+			else
+				npc->xm = 0x100;
+
+			if (npc->act_wait++ && npc->flag & 8)
 			{
 				npc->act_no = 5;
-				npc->bits |= npc_interact;
+				npc->bits |= 0x2000;
 			}
-			npc->act_wait++;
+
 			break;
+
 		case 5:
 			npc->xm = 0;
 			npc->ani_no = 5;
 			break;
-		default:
-			break;
 	}
-	
+
 	npc->ym += 0x40;
-	
+
 	if (npc->xm > 0x400)
 		npc->xm = 0x400;
 	if (npc->xm < -0x400)
 		npc->xm = -0x400;
+
 	if (npc->ym > 0x5FF)
 		npc->ym = 0x5FF;
-	
+
 	npc->x += npc->xm;
 	npc->y += npc->ym;
-	
-	if (npc->direct)
-		npc->rect = rcRight[npc->ani_no];
-	else
+
+	if (npc->direct == 0)
 		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
 }
 
 //First Cave Critter
@@ -783,6 +792,475 @@
 
 	if (npc->ani_no > 2)
 		npc->ani_no = 0;
+
+	if (npc->direct == 0)
+		npc->rect = rect_left[npc->ani_no];
+	else
+		npc->rect = rect_right[npc->ani_no];
+}
+
+//Misery bubble
+void ActNpc066(NPCHAR *npc)
+{
+	RECT rect[4];
+
+	rect[0] = {32, 192, 56, 216};
+	rect[1] = {56, 192, 80, 216};
+	rect[2] = {32, 216, 56, 240};
+	rect[3] = {56, 216, 80, 240};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			for (int a = 0; a < 0x200; ++a)
+			{
+				if (gNPC[a].code_event == 1000)
+				{
+					npc->tgt_x = gNPC[a].x;
+					npc->tgt_y = gNPC[a].y;
+					npc->count1 = a;
+					unsigned char deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
+					npc->xm = 2 * GetCos(deg);
+					npc->ym = 2 * GetSin(deg);
+					npc->act_no = 1;
+					break;
+				}
+			}
+			// Fallthrough
+		case 1:
+			if (++npc->ani_wait > 1)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			if (npc->tgt_x > npc->x - 0x600 && npc->tgt_x < npc->x + 0x600 && npc->tgt_y > npc->y - 0x600 && npc->tgt_y < npc->y + 0x600)
+			{
+				npc->act_no = 2;
+				npc->ani_no = 2;
+				gNPC[npc->count1].cond = 0;
+				PlaySoundObject(21, 1);
+			}
+
+			break;
+
+		case 2:
+			npc->xm -= 0x20;
+			npc->ym -= 0x20;
+
+			if (npc->xm < -0x5FF)
+				npc->xm = -0x5FF;
+			if (npc->ym < -0x5FF)
+				npc->ym = -0x5FF;
+
+			if (npc->y < -0x1000)
+				npc->cond = 0;
+
+			if (++npc->ani_wait > 3)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+				npc->ani_no = 2;
+
+			break;
+	}
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rect[npc->ani_no];
+}
+
+//Misery (floating)
+void ActNpc067(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->tgt_x = npc->x;
+			npc->tgt_y = npc->y;
+			npc->ani_no = 0;
+			PlaySoundObject(29, 1);
+			// Fallthrough
+		case 1:
+			npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
+
+			if (++npc->act_wait == 0x20)
+				npc->act_no = 10;
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->act_wait = 0;
+			npc->ani_no = 0;
+			npc->ym = 0x200;
+			// Fallthrough
+
+		case 11:
+			if (npc->tgt_y < npc->y)
+				npc->ym -= 0x10;
+			if (npc->tgt_y > npc->y)
+				npc->ym += 0x10;
+
+			if (npc->ym > 0x100)
+				npc->ym = 0x100;
+			if (npc->ym < -0x100)
+				npc->ym = -0x100;
+
+			break;
+
+		case 13:
+			npc->ani_no = 1;
+
+			npc->ym += 0x40;
+			if (npc->ym > 0x5FF)
+				npc->ym = 0x5FF;
+
+			if (npc->flag & 8)
+			{
+				PlaySoundObject(23, 1);
+				npc->ym = 0;
+				npc->act_no = 14;
+				npc->bits |= 8;
+				npc->ani_no = 2;
+			}
+
+			break;
+
+		case 15:
+			npc->act_no = 16;
+			npc->act_wait = 0;
+			npc->ani_no = 4;
+			// Fallthrough
+		case 16:
+			if (++npc->act_wait == 30)
+			{
+				PlaySoundObject(21, 1);
+				SetNpChar(66, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0);
+			}
+
+			if (npc->act_wait == 50)
+				npc->act_no = 14;
+
+			break;
+
+		case 20:
+			npc->act_no = 21;
+			npc->ani_no = 0;
+			npc->ym = 0;
+			npc->bits |= 8;
+			// Fallthrough
+		case 21:
+			npc->ym -= 0x20;
+
+			if (npc->y < -0x1000)
+				npc->cond = 0;
+
+			break;
+
+		case 25:
+			npc->act_no = 26;
+			npc->act_wait = 0;
+			npc->ani_no = 5;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 26:
+			if (++npc->ani_no > 7)
+				npc->ani_no = 5;
+
+			if (++npc->act_wait == 30)
+			{
+				PlaySoundObject(101, 1);
+				SetFlash(0, 0, 2);
+				npc->act_no = 27;
+				npc->ani_no = 7;
+			}
+
+			break;
+
+		case 27:
+			if (++npc->act_wait == 50)
+				npc->act_no = 14;
+
+			break;
+	}
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	RECT rcLeft[8];
+	RECT rcRight[8];
+
+	rcLeft[0] = {80, 0, 96, 16};
+	rcLeft[1] = {96, 0, 112, 16};
+	rcLeft[2] = {112, 0, 128, 16};
+	rcLeft[3] = {128, 0, 144, 16};
+	rcLeft[4] = {144, 0, 160, 16};
+	rcLeft[5] = {160, 0, 176, 16};
+	rcLeft[6] = {176, 0, 192, 16};
+	rcLeft[7] = {144, 0, 160, 16};
+
+	rcRight[0] = {80, 16, 96, 32};
+	rcRight[1] = {96, 16, 112, 32};
+	rcRight[2] = {112, 16, 128, 32};
+	rcRight[3] = {128, 16, 144, 32};
+	rcRight[4] = {144, 16, 160, 32};
+	rcRight[5] = {160, 16, 176, 32};
+	rcRight[6] = {176, 16, 192, 32};
+	rcRight[7] = {144, 16, 160, 32};
+
+	if (npc->act_no == 11)
+	{
+		if (npc->ani_wait)
+		{
+			--npc->ani_wait;
+			npc->ani_no = 1;
+		}
+		else
+		{
+			if (Random(0, 100) == 1)
+				npc->ani_wait = 30;
+
+			npc->ani_no = 0;
+		}
+	}
+
+	if (npc->act_no == 14)
+	{
+		if (npc->ani_wait)
+		{
+			--npc->ani_wait;
+			npc->ani_no = 3;
+		}
+		else
+		{
+			if (Random(0, 100) == 1)
+				npc->ani_wait = 30;
+
+			npc->ani_no = 2;
+		}
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+
+	if (npc->act_no == 1 && npc->ani_wait < 32)
+		npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16;
+}
+
+//Balrog (running)
+void ActNpc068(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->act_wait = 30;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+			// Fallthrough
+		case 1:
+			if (--npc->act_wait == 0)
+			{
+				npc->act_no = 2;
+				++npc->count1;
+			}
+
+			break;
+
+		case 2:
+			npc->act_no = 3;
+			npc->act_wait = 0;
+			npc->ani_no = 1;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 3:
+			if (++npc->ani_wait > 3)
+			{
+				npc->ani_wait = 0;
+
+				if (++npc->ani_no == 2 || npc->ani_no == 4)
+					PlaySoundObject(23, 1);
+			}
+
+			if (npc->ani_no > 4)
+				npc->ani_no = 1;
+
+			if (npc->direct == 0)
+				npc->xm -= 0x10;
+			else
+				npc->xm += 0x10;
+
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
+			{
+				npc->act_no = 10;
+				npc->ani_no = 5;
+				gMC.cond |= 2;
+				DamageMyChar(2);
+			}
+			else
+			{
+				++npc->act_wait;
+
+				if (npc->flag & 5 || npc->act_wait > 75)
+				{
+					npc->act_no = 9;
+					npc->ani_no = 0;
+				}
+				else if ((npc->count1 % 3) == 0 && npc->act_wait > 25)
+				{
+					npc->act_no = 4;
+					npc->ani_no = 7;
+					npc->ym = -0x400;
+				}
+			}
+
+			break;
+
+		case 4:
+			if (npc->flag & 8)
+			{
+				npc->act_no = 9;
+				npc->ani_no = 8;
+				SetQuake(30);
+				PlaySoundObject(26, 1);
+			}
+
+			if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
+			{
+				npc->act_no = 10;
+				npc->ani_no = 5;
+				gMC.cond |= 2;
+				DamageMyChar(2);
+			}
+
+			break;
+
+		case 9:
+			npc->xm = 4 * npc->xm / 5;
+
+			if (npc->xm == 0)
+				npc->act_no = 0;
+
+			break;
+
+		case 10:
+			gMC.x = npc->x;
+			gMC.y = npc->y;
+
+			npc->xm = 4 * npc->xm / 5;
+
+			if (npc->xm == 0)
+			{
+				npc->act_no = 11;
+				npc->act_wait = 0;
+				npc->ani_no = 5;
+				npc->ani_wait = 0;
+			}
+
+			break;
+
+		case 11:
+			gMC.x = npc->x;
+			gMC.y = npc->y;
+
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 6)
+				npc->ani_no = 5;
+
+			if (++npc->act_wait > 100)
+				npc->act_no = 20;
+
+			break;
+
+		case 20:
+			PlaySoundObject(25, 1);
+			gMC.cond &= ~2;
+
+			if (npc->direct == 0)
+			{
+				gMC.x += 0x800;
+				gMC.y -= 0x1000;
+				gMC.xm = 0x5FF;
+				gMC.ym = -0x200u;
+				gMC.direct = 2;
+				npc->direct = 2;
+			}
+			else
+			{
+				gMC.x -= 0x800;
+				gMC.y -= 0x1000;
+				gMC.xm = -0x5FFu;
+				gMC.ym = -0x200u;
+				gMC.direct = 0;
+				npc->direct = 0;
+			}
+
+			npc->act_no = 21;
+			npc->act_wait = 0;
+			npc->ani_no = 7;
+			// Fallthrough
+		case 21:
+			if (++npc->act_wait >= 50)
+				npc->act_no = 0;
+
+			break;
+	}
+
+	npc->ym += 0x20;
+
+	if (npc->xm < -0x400)
+		npc->xm = -0x400;
+	if (npc->xm > 0x400)
+		npc->xm = 0x400;
+
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	RECT rect_left[9];
+	RECT rect_right[9];
+
+	rect_left[0] = {0, 0, 40, 24};
+	rect_left[1] = {0, 48, 40, 72};
+	rect_left[2] = {0, 0, 40, 24};
+	rect_left[3] = {40, 48, 80, 72};
+	rect_left[4] = {0, 0, 40, 24};
+	rect_left[5] = {80, 48, 120, 72};
+	rect_left[6] = {120, 48, 160, 72};
+	rect_left[7] = {120, 0, 160, 24};
+	rect_left[8] = {80, 0, 120, 24};
+
+	rect_right[0] = {0, 24, 40, 48};
+	rect_right[1] = {0, 72, 40, 96};
+	rect_right[2] = {0, 24, 40, 48};
+	rect_right[3] = {40, 72, 80, 96};
+	rect_right[4] = {0, 24, 40, 48};
+	rect_right[5] = {80, 72, 120, 96};
+	rect_right[6] = {120, 72, 160, 96};
+	rect_right[7] = {120, 24, 160, 48};
+	rect_right[8] = {80, 24, 120, 48};
 
 	if (npc->direct == 0)
 		npc->rect = rect_left[npc->ani_no];
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -10,6 +10,53 @@
 #include "Back.h"
 #include "Triangle.h"
 
+//Quote and Curly on Balrog's back
+void ActNpc355(NPCHAR *npc)
+{
+	RECT rc[4];
+
+	rc[0] = {80, 16, 96, 32};
+	rc[1] = {80, 96, 96, 112};
+	rc[2] = {128, 16, 144, 32};
+	rc[3] = {208, 96, 224, 112};
+
+	if (npc->act_no == 0)
+	{
+		switch (npc->direct)
+		{
+			case 0:
+				npc->surf = 16;
+				npc->ani_no = 0;
+				npc->x = npc->pNpc->x - 0x1C00;
+				npc->y = npc->pNpc->y + 0x1400;
+				break;
+
+			case 1:
+				npc->surf = 23;
+				npc->ani_no = 1;
+				npc->x = npc->pNpc->x + 0x1C00;
+				npc->y = npc->pNpc->y + 0x1400;
+				break;
+
+			case 2:
+				npc->surf = 16;
+				npc->ani_no = 2;
+				npc->x = npc->pNpc->x - 0xE00;
+				npc->y = npc->pNpc->y - 0x2600;
+				break;
+
+			case 3:
+				npc->surf = 23;
+				npc->ani_no = 3;
+				npc->x = npc->pNpc->x + 0x800;
+				npc->y = npc->pNpc->y - 0x2600;
+				break;
+		}
+	}
+
+	npc->rect = rc[npc->ani_no];
+}
+
 //Water droplet generator
 void ActNpc359(NPCHAR *npc)
 {
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -97,7 +97,7 @@
 	ActNpc038,
 	ActNpc039,
 	nullptr,
-	nullptr,
+	ActNpc041,
 	ActNpc042,
 	ActNpc043,
 	nullptr,
@@ -122,9 +122,9 @@
 	ActNpc063,
 	ActNpc064,
 	ActNpc065,
-	nullptr,
-	nullptr,
-	nullptr,
+	ActNpc066,
+	ActNpc067,
+	ActNpc068,
 	ActNpc069,
 	ActNpc070,
 	ActNpc071,
@@ -411,7 +411,7 @@
 	nullptr,
 	nullptr,
 	nullptr,
-	nullptr,
+	ActNpc355,
 	nullptr,
 	nullptr,
 	nullptr,
--- a/src/Profile.cpp
+++ b/src/Profile.cpp
@@ -14,6 +14,7 @@
 #include "ValueView.h"
 #include "Stage.h"
 #include "Game.h"
+#include "BossLife.h"
 
 const char *gDefaultName = "Profile.dat";
 const char *gProfileCode = "Do041220";
@@ -130,7 +131,7 @@
 	ClearFade();
 	SetFrameMyChar();
 	SetFrameTargetMyChar(16);
-	//InitBossLife();
+	InitBossLife();
 	CutNoise();
 	//InitStar();
 	ClearValueView();
@@ -154,7 +155,7 @@
 	ClearFade();
 	SetFrameMyChar();
 	SetFrameTargetMyChar(16);
-	//InitBossLife();
+	InitBossLife();
 	CutNoise();
 	ClearValueView();
 	//gCurlyShoot_wait = 0;
--- a/src/Stage.cpp
+++ b/src/Stage.cpp
@@ -18,6 +18,7 @@
 #include "ValueView.h"
 #include "Back.h"
 #include "Stage.h"
+#include "Flash.h"
 
 #ifdef JAPANESE
 #define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_jp}
@@ -195,7 +196,7 @@
 		ClearValueView();
 		ResetQuake();
 		//InitBossChar(gTMT[no].boss_no);
-		//ResetFlash();
+		ResetFlash();
 		gStageNo = no;
 		return true;
 	}
--- a/src/TextScr.cpp
+++ b/src/TextScr.cpp
@@ -22,6 +22,8 @@
 #include "Sound.h"
 #include "Organya.h"
 #include "Game.h"
+#include "Map.h"
+#include "BossLife.h"
 
 #define IS_COMMAND(c1, c2, c3) gTS.data[gTS.p_read + 1] == c1 && gTS.data[gTS.p_read + 2] == c2 && gTS.data[gTS.p_read + 3] == c3
 
@@ -847,6 +849,16 @@
 						else
 							gTS.p_read += 13;
 					}
+					else if (IS_COMMAND('I','T','J'))
+					{
+						x = GetTextScriptNo(gTS.p_read + 4);
+						z = GetTextScriptNo(gTS.p_read + 9);
+
+						if (CheckItem(x))
+							JumpTextScript(z);
+						else
+							gTS.p_read += 13;
+					}
 					else if (IS_COMMAND('S','S','S'))
 					{
 						x = GetTextScriptNo(gTS.p_read + 4);
@@ -998,6 +1010,17 @@
 						z = GetTextScriptNo(gTS.p_read + 14);
 						ChangeMapParts(x, y, z);
 						gTS.p_read += 18;
+					}
+					else if (IS_COMMAND('B','S','L'))
+					{
+						z = GetTextScriptNo(gTS.p_read + 4);
+
+						if (z)
+							StartBossLife(z);
+						else
+							StartBossLife2();
+
+						gTS.p_read += 8;
 					}
 					else if (IS_COMMAND('M','Y','D'))
 					{
--