This tutorial will go over adding custom death animations to players and enemies in the brawler module.
The first step is to make a custom death animations for your enemy, and assign that animation to action06 using these settings:
Assign a new copy of hurtMonster_BralerBase with a different name like hurtMonster_BrawlerBase_deathAnim.asm. Give it the code below:
LDA gameHandler AND #%10000000 BEQ +canHurtPlayer JMP +skipHurt +canHurtPlayer: TXA STA temp GetActionStep temp ;;skip if already in either death or hurt state CMP #$06 ;; hurt state. BCC +notAlreadyInHurtState JMP +skipHurt +notAlreadyInHurtState LDA Object_health,x SEC SBC #$01 BEQ +healthBelowZero BMI +healthBelowZero STA Object_health,x ChangeActionStep temp, #$07 JMP +skipHurt +healthBelowZero ;;;; if this is set to a right edge ;;;; flip the bit so that scrolling can continue ;;;; if all bad guys are gone. CountObjects #%00001000 CMP #$02 BCC +notZeroCount LDA scrollByte ORA #%00000010 STA scrollByte ;;; if there are no more monsters left, we want to disable ;;; the edge check for scrolling. LDA ScreenFlags00 AND #%11101111 STA ScreenFlags00 ChangeActionStep temp, #$06 +notZeroCount: ChangeActionStep temp, #$06 +skipHurt
That'll make action06 the enemy death animation, which will delete the enemy once the death animation is over.