Boss housekeeping
This commit is contained in:
@@ -198,24 +198,21 @@ Sprite_DarkLink_Main:
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SEP #$20
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LDA.w SprTimerC, X : BNE ++
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; attempt a slash if we can
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LDA.w SprMiscD, X : BNE +
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STZ.w SprFrame, X
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BRA .skipdirections
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STZ.w SprFrame, X
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BRA .skipdirections
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+
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LDA.w SprMiscD, X : CMP #$01 : BNE +
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LDA.b #06 : STA.w SprFrame, X
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BRA .skipdirections
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LDA.b #06 : STA.w SprFrame, X
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BRA .skipdirections
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+
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LDA.w SprMiscD, X : CMP #$02 : BNE +
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LDA.b #12 : STA.w SprFrame, X
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BRA .skipdirections
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LDA.b #12 : STA.w SprFrame, X
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BRA .skipdirections
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+
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LDA.b #18 : STA.w SprFrame, X
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+
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.skipdirections
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JSR SpawnSwordDamage
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%GotoAction(1)
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++
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@@ -228,46 +225,38 @@ Sprite_DarkLink_Main:
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LDA.w $0354 : CMP #$27 : BEQ .attemptToDodge
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CMP #$02 : BEQ .attemptToDodge
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CMP #$06 : BEQ .attemptToDodge
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CMP #$0F : BNE .toofardodge
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; only once per slash !
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CMP #$02 : BEQ .attemptToDodge
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CMP #$06 : BEQ .attemptToDodge
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CMP #$0F : BNE .toofardodge
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; only once per slash !
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.attemptToDodge
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;check if we are using spin attack
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LDA.b $3C : CMP #$90 : BNE .nospin
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; determine if player is going to dodge it or not
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LDA $1A : AND #$01 : BEQ .dodge
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; determine if player is going to dodge it or not
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LDA $1A : AND #$01 : BEQ .dodge
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.nospin
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LDA.w SprMiscB, X : CMP.w $0354 : BEQ .toofardodge
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LDA.w SprMiscC, X : BNE .enrageddodge
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LDA $1A : AND #$03 : BEQ .toofardodge ; 50/50 chances of dodging
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BRA .dodge
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.enrageddodge
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LDA $1A : AND #$07 : BEQ .toofardodge ; 50/50 chances of dodging
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LDA.w SprMiscC, X : BNE .enrageddodge
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LDA $1A : AND #$03 : BEQ .toofardodge ; 50/50 chances of dodging
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BRA .dodge
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.enrageddodge
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LDA $1A : AND #$07 : BEQ .toofardodge ; 50/50 chances of dodging
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.dodge
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LDA #$16
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JSL Sprite_ApplySpeedTowardsPlayer
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LDA.w SprXSpeed, X : EOR #$FF : STA.w SprXSpeed, X
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LDA.w SprYSpeed, X : EOR #$FF : STA.w SprYSpeed, X
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LDA.b #$1A : STA.w $0F80,X
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%GotoAction(2)
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RTS
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.dodge
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LDA #$16
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JSL Sprite_ApplySpeedTowardsPlayer
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LDA.w SprXSpeed, X : EOR #$FF : STA.w SprXSpeed, X
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LDA.w SprYSpeed, X : EOR #$FF : STA.w SprYSpeed, X
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LDA.b #$1A : STA.w $0F80,X
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%GotoAction(2)
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RTS
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.toofardodge
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SEP #$20
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.linknotattacking
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LDA.w $0354 : STA.w SprMiscB, X
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@@ -275,22 +264,22 @@ Sprite_DarkLink_Main:
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STZ $03 ; y direction
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LDA.w SprXSpeed, X : BPL .positiveX
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STA $02
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EOR #$FF
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STA $02
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EOR #$FF
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.positiveX
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STA $00 ; X speed (abs)
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LDA.w SprYSpeed, X : BPL .positiveY
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STA $03
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EOR #$FF
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STA $03
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EOR #$FF
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.positiveY
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STA $01 ; Y speed (abs)
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LDA.w SprXSpeed, X : CMP.b #$08 : BCC .zeroXSpeed
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BPL .positiveXspeed
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LDA #$F0 : STA.w SprXSpeed, X
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BRA .doYspeed
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BPL .positiveXspeed
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LDA #$F0 : STA.w SprXSpeed, X
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BRA .doYspeed
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.positiveXspeed
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LDA #$10 : STA.w SprXSpeed, X
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BRA .doYspeed
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@@ -298,10 +287,9 @@ Sprite_DarkLink_Main:
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STZ.w SprXSpeed, X
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.doYspeed
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LDA.w SprYSpeed, X : CMP.b #$08 : BCC .zeroYSpeed
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BPL .positiveYspeed
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LDA #$F0 : STA.w SprYSpeed, X
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BRA .ignorezerospeed
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LDA #$F0 : STA.w SprYSpeed, X
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BRA .ignorezerospeed
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.positiveYspeed
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LDA #$10 : STA.w SprYSpeed, X
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BRA .ignorezerospeed
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@@ -414,12 +402,11 @@ Sprite_DarkLink_Main:
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ActionJumpTable:
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dw JumpAttack ;00
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dw Cape ;02
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dw Bomb ;04
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dw BombThrow ;04
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;dw Walk ;06
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dw JumpAttack ;00
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dw Cape ;02
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dw Bomb ;04
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dw BombThrow ;04
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;dw Walk ;06
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Bomb:
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@@ -68,7 +68,7 @@ Sprite_Kydreeok_Prep:
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STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
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STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
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STZ.w Neck3_OffsetX : STZ.w Neck3_OffsetY
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; STZ.w Neck3_OffsetX : STZ.w Neck3_OffsetY
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JSR ApplyPalette
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@@ -121,21 +121,17 @@ MaybeRespawnHead:
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RTS
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}
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; =========================================================
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Sprite_Kydreeok_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Kydreeok_Start ; 00
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dw Kydreeok_StageControl ; 01
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dw Kydreeok_MoveXandY ; 02
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dw Kydreeok_MoveXorY ; 03
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dw Kydreeok_KeepWalking ; 04
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dw Kydreeok_Dead ; 05
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dw Kydreeok_Flying ; 06
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%SpriteJumpTable(Kydreeok_Start,
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Kydreeok_StageControl,
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Kydreeok_MoveXandY,
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Kydreeok_MoveXorY,
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Kydreeok_KeepWalking,
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Kydreeok_Dead,
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Kydreeok_Flying)
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; -------------------------------------------------------
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; 0x00
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@@ -324,21 +320,21 @@ Sprite_Kydreeok_Main:
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; =========================================================
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Offspring1_Neck1_X = $19EA
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Offspring1_Neck2_X = $19EC
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Offspring1_Neck3_X = $19EE
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LeftNeck1_X = $19EA
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LeftNeck2_X = $19EC
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LeftNeck3_X = $19EE
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Offspring1_Neck1_Y = $19EB
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Offspring1_Neck2_Y = $19ED
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Offspring1_Neck3_Y = $19EF
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LeftNeck1_Y = $19EB
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LeftNeck2_Y = $19ED
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LeftNeck3_Y = $19EF
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Offspring2_Neck1_X = $19F0
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Offspring2_Neck2_X = $19F2
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Offspring2_Neck3_X = $19F4
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RightNeck1_X = $19F0
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RightNeck2_X = $19F2
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RightNeck3_X = $19F4
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Offspring2_Neck1_Y = $19F1
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Offspring2_Neck2_Y = $19F3
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Offspring2_Neck3_Y = $19F5
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RightNeck1_Y = $19F1
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RightNeck2_Y = $19F3
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RightNeck3_Y = $19F5
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Offspring3_Neck1_X = $1A78
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Offspring3_Neck2_X = $1A7A
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@@ -353,27 +349,21 @@ SpawnLeftHead:
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LDA #$CF
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA.w Offspring1_Id
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;store the sub-type
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LDA.b #$00 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA.w SprCachedX : SEC : SBC.w #$0010
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA.w SprCachedY : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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LDA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
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LDA.w SprY, Y : STA.w $19EB : STA.w $19ED : STA.w $19EF : STA.w SprY, Y
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STA.w SprMiscB, Y
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TYX
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STZ.w SprYRound, X
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STZ.w SprXRound, X
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PLX
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@@ -382,44 +372,34 @@ SpawnLeftHead:
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}
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; =========================================================
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; SpawnCenterHead:
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; {
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; LDA #$CF
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; JSL Sprite_SpawnDynamically : BMI .return
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; TYA : STA.w Offspring3_Id
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; ;store the sub-type
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; LDA.b #$02 : STA $0E30, Y
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; PHX
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; ; code that controls where to spawn the offspring.
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; REP #$20
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; LDA.w SprCachedX : CLC : ADC.w #$0004
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; SEP #$20
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; STA.w SprX, Y : XBA : STA.w SprXH, Y
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; REP #$20
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; LDA.w SprCachedY : SEC : SBC.w #$000F
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; SEP #$20
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; STA.w SprY, Y : XBA : STA.w SprYH, Y
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; LDA.w SprX, Y : STA.w SprX, Y
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; STA.w SprMiscA, Y : STA.w $1A78 : STA.w $1A7A : STA.w $1A7C
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; LDA.w SprY, Y : STA.w $1A79 : STA.w $1A7B : STA.w $1A7D : STA.w SprY, Y
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; STA.w SprMiscB, Y
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; TYX
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; STZ.w SprYRound, X
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; STZ.w SprXRound, X
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; PLX
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; .return
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; RTS
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; }
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; =========================================================
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SpawnRightHead:
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@@ -427,28 +407,21 @@ SpawnRightHead:
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LDA #$CF
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA.w Offspring2_Id
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;store the sub-type
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LDA.b #$01 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA.w SprCachedX : CLC : ADC.w #$000D
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA.w SprCachedY : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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LDA.w SprX, Y : STA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
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LDA.w SprY, Y : STA.w $19F1 : STA.w $19F3 : STA.w $19F5 : STA.w SprY, Y
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STA.w SprMiscB, Y
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TYX
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STZ.w SprYRound, X
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STZ.w SprXRound, X
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PLX
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@@ -30,6 +30,7 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long)
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Sprite_KydreeokHead_Long:
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@@ -48,7 +49,6 @@ Sprite_KydreeokHead_Long:
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; =========================================================
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print "KydreeokHead_Prep: ", pc
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Sprite_KydreeokHead_Prep:
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{
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PHB : PHK : PLB
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@@ -192,7 +192,6 @@ Sprite_KydreeokHead_Main:
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RTS
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}
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KydreeokHead_SummonFire:
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{
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%MoveTowardPlayer(10)
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@@ -204,55 +203,19 @@ Sprite_KydreeokHead_Main:
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.not_done
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RTS
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}
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}
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KydreeokHead_RotationMove:
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{
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; ; Reset targetting mode
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; LDA.w SprTimerE, X : BNE +
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; STZ.w SprMiscE, X
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; +
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; LDA.w SprMiscE, X : BEQ .continue_move
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; LDA.b #$04
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; JSL Sprite_ApplySpeedTowardsPlayer
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; JSL Sprite_Move
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; JSR MoveWithBody
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; RTS
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; .continue_move
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprYSpeed, X : STA $01
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; JSL Sprite_Move
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JSR KydreeokHead_NeckControl
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JSR MoveWithBody
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JSR RotateHeadUsingSpeedValues
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; JSL GetRandomInt : AND #$7F : BNE .no_independent
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; LDA.b #$01 : STA.w SprMiscE, X
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; LDA.b #$10 : STA.w SprTimerE, X
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; .no_independent
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RTS
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}
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Sprite_KydreeokHead_Damage_Flash:
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{
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LDA.w SprMiscE, X : BEQ .dontFlash
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; Change the palette to the next in the cycle
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LDA.w SprMiscE, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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.dontReset
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STA.w SprMiscE, X
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BRA .flash
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||||
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||||
.dontFlash
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STZ.w SprMiscE, X
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.flash
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||||
RTS
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||||
}
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||||
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@@ -279,39 +242,33 @@ CoordinateBasedRotation:
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; Table for X coordinates (based on a radius of 8)
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X_Coords:
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db 8, 11, 8, 3, -4, -9, -12, -9
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db -4, 3, 8, 11, 8, 3, -4, -9
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db 8, 11, 8, 3, -4, -9, -12, -9
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db -4, 3, 8, 11, 8, 3, -4, -9
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; Table for Y coordinates (based on a radius of 8)
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Y_Coords:
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db 0, -3, -8, -11, -15, -15, -11, -8
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db -3, 0, 3, 8, 11, 15, 15, 11
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db 0, -3, -8, -11, -15, -15, -11, -8
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db -3, 0, 3, 8, 11, 15, 15, 11
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; =========================================================
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||||
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||||
RotateHeadUsingSpeedValues:
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||||
{
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||||
LDY.w Neck_Index
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||||
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LDA.w SprXSpeed, X : CLC : ADC.w XSpeedSin, Y : ASL : STA.w SprXSpeed, X
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LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
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INY : CPY #$3F : BNE .not_full
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LDY.b #$00
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.not_full
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||||
STY.w Neck_Index
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JSL Sprite_MoveLong
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RTS
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||||
}
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XSpeedSin:
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{
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#XSpeedSin:
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db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
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db 27, 28, 30, 31, 31, 32
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}
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YSpeedSin:
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{
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#YSpeedSin:
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db 32, 32, 31, 31
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db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
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db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
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||||
@@ -331,7 +288,7 @@ YSpeedSin:
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||||
|
||||
RandomlyAttack:
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||||
{
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||||
JSR Sprite_KydreeokHead_Damage_Flash
|
||||
JSL Sprite_DamageFlash_Long
|
||||
JSL GetRandomInt : AND #$7F : BNE .no_attack
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||||
CLC
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||||
JSL GetRandomInt : AND #$0F : BNE .no_attack
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||||
@@ -354,16 +311,16 @@ MoveWithBody:
|
||||
|
||||
LDA.w SprX, Y : SEC : SBC #$0F
|
||||
STA.w SprMiscA, X
|
||||
STA.w $19EA : DEC
|
||||
STA.w $19EC : DEC
|
||||
STA.w $19EE
|
||||
STA.w LeftNeck1_X : DEC
|
||||
STA.w LeftNeck2_X : DEC
|
||||
STA.w LeftNeck3_X
|
||||
; STA.w SprX, X
|
||||
|
||||
LDA.w SprY, Y : SEC : SBC #$0F
|
||||
STA.w SprMiscB, X
|
||||
STA.w $19EB
|
||||
; STA.w $19ED
|
||||
; STA.w $19EF
|
||||
STA.w LeftNeck1_Y
|
||||
; STA.w LeftNeck2_Y
|
||||
; STA.w LeftNeck3_Y
|
||||
; STA.w SprY, X
|
||||
RTS
|
||||
|
||||
@@ -390,29 +347,30 @@ MoveWithBody:
|
||||
|
||||
Neck1_Control:
|
||||
{
|
||||
; Set head pos
|
||||
LDA $19EE : STA.w SprX, X
|
||||
LDA $19EF : STA.w SprY, X
|
||||
LDA.w LeftNeck3_X : STA.w SprX, X
|
||||
LDA.w LeftNeck3_Y : STA.w SprY, X
|
||||
|
||||
LDA.w SprX, X : STA.w SprMiscC, X
|
||||
LDA.w SprY, X : STA.w SprMiscD, X
|
||||
|
||||
LDA.w SprXSpeed, X : STA $08
|
||||
LDA.w SprYSpeed, X : STA $09
|
||||
|
||||
LDA.w $19EA : STA $02 ; x
|
||||
LDA.w $19EB : STA $03 ; y
|
||||
LDA.w LeftNeck1_X : STA $02 ; x
|
||||
LDA.w LeftNeck1_Y : STA $03 ; y
|
||||
|
||||
LDA.w SprX, X : STA $04
|
||||
LDA.w SprY, X : STA $05
|
||||
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
|
||||
|
||||
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
|
||||
LDA.w SprX, X : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w SprY, X : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
|
||||
; load body position into sprite position
|
||||
LDA.w $19EA : STA.w SprX, X
|
||||
LDA.w $19EB : STA.w SprY, X
|
||||
LDA.w LeftNeck1_X : STA.w SprX, X
|
||||
LDA.w LeftNeck1_Y : STA.w SprY, X
|
||||
|
||||
LDA #$06
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
@@ -420,26 +378,28 @@ Neck1_Control:
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
|
||||
LDA.w SprX, X : STA.w $19EA
|
||||
LDA.w SprY, X : STA.w $19EB
|
||||
LDA.w SprX, X : STA.w LeftNeck1_X
|
||||
LDA.w SprY, X : STA.w LeftNeck1_Y
|
||||
.TooCloseToHead
|
||||
|
||||
; Do body part 2
|
||||
|
||||
LDA.w $19EC : STA $02 ; x
|
||||
LDA.w $19ED : STA $03 ; y
|
||||
LDA.w LeftNeck2_X : STA $02 ; x
|
||||
LDA.w LeftNeck2_Y : STA $03 ; y
|
||||
|
||||
LDA.w $19EA : STA $04
|
||||
LDA.w $19EB : STA $05
|
||||
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
|
||||
LDA.w $19EA : STA $04 ; dest X
|
||||
LDA.w LeftNeck1_X : STA $04
|
||||
LDA.w LeftNeck1_Y : STA $05
|
||||
|
||||
; is body1 too close to the head?
|
||||
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1
|
||||
LDA.w LeftNeck1_X : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $19EB : STA $06 ; dest Y
|
||||
LDA.w LeftNeck1_Y : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
|
||||
;load body position into sprite position
|
||||
LDA.w $19EC : STA.w SprX, X
|
||||
LDA.w $19ED : STA.w SprY, X
|
||||
LDA.w LeftNeck2_X : STA.w SprX, X
|
||||
LDA.w LeftNeck2_Y : STA.w SprY, X
|
||||
|
||||
LDA #$06
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
@@ -447,32 +407,33 @@ Neck1_Control:
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
|
||||
LDA.w SprX, X : STA.w $19EC
|
||||
LDA.w SprY, X : STA.w $19ED
|
||||
LDA.w SprX, X : STA.w LeftNeck2_X
|
||||
LDA.w SprY, X : STA.w LeftNeck2_Y
|
||||
.TooCloseToBodyPart1
|
||||
|
||||
; Do body part 2
|
||||
LDA.w $19EE : STA $02 ; x
|
||||
LDA.w $19EF : STA $03 ; y
|
||||
LDA.w LeftNeck3_X : STA $02 ; x
|
||||
LDA.w LeftNeck3_Y : STA $03 ; y
|
||||
LDA.w LeftNeck2_X : STA $04
|
||||
LDA.w LeftNeck2_Y : STA $05
|
||||
|
||||
LDA.w $19EC : STA $04
|
||||
LDA.w $19ED : STA $05
|
||||
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
|
||||
LDA.w $19EC : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $19ED : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
;load body position into sprite position
|
||||
LDA.w $19EE : STA.w SprX, X
|
||||
LDA.w $19EF : STA.w SprY, X
|
||||
; is body1 too close to the head?
|
||||
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2
|
||||
LDA.w LeftNeck2_X : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w LeftNeck2_Y : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
; load body position into sprite position
|
||||
LDA.w LeftNeck3_X : STA.w SprX, X
|
||||
LDA.w LeftNeck3_Y : STA.w SprY, X
|
||||
|
||||
LDA #$06
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $19EE
|
||||
LDA.w SprY, X : STA.w $19EF
|
||||
LDA.w SprX, X : STA.w LeftNeck3_X
|
||||
LDA.w SprY, X : STA.w LeftNeck3_Y
|
||||
.TooCloseToBodyPart2
|
||||
|
||||
LDA.w SprMiscC, X : STA.w SprX, X
|
||||
@@ -484,7 +445,6 @@ Neck1_Control:
|
||||
|
||||
Neck2_Control:
|
||||
{
|
||||
; Set head pos
|
||||
LDA $19F4 : STA.w SprX, X
|
||||
LDA $19F5 : STA.w SprY, X
|
||||
|
||||
@@ -498,7 +458,7 @@ Neck2_Control:
|
||||
|
||||
LDA.w SprX, X : STA $04
|
||||
LDA.w SprY, X : STA $05
|
||||
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
|
||||
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
|
||||
LDA.w SprX, X : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w SprY, X : STA $06 ; dest Y
|
||||
@@ -512,8 +472,8 @@ Neck2_Control:
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $19F0
|
||||
LDA.w SprY, X : STA.w $19F1
|
||||
LDA.w SprX, X : STA.w $19F0
|
||||
LDA.w SprY, X : STA.w $19F1
|
||||
|
||||
.TooCloseToHead2
|
||||
|
||||
@@ -522,7 +482,9 @@ Neck2_Control:
|
||||
|
||||
LDA.w $19F0 : STA $04
|
||||
LDA.w $19F1 : STA $05
|
||||
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
|
||||
|
||||
; is body1 too close to the head?
|
||||
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12
|
||||
|
||||
LDA.w $19F0 : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
@@ -587,40 +549,43 @@ KydreeokHead_NeckControl:
|
||||
|
||||
Sprite_KydreeokHead_DrawNeck:
|
||||
{
|
||||
; Dumb draw neck code
|
||||
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
|
||||
LDA.w $19EE : STA.w SprCachedX
|
||||
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
|
||||
LDA.w LeftNeck3_X : STA.w SprCachedX
|
||||
LDA.w LeftNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w $19EC : STA.w SprCachedX
|
||||
LDA.w $19ED : STA.w SprCachedY
|
||||
LDA.w LeftNeck2_X : STA.w SprCachedX
|
||||
LDA.w LeftNeck2_Y : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w $19EA : STA.w SprCachedX
|
||||
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
|
||||
LDA.w LeftNeck1_X : STA.w SprCachedX
|
||||
LDA.w LeftNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
BRA .skipNeck
|
||||
.neck2
|
||||
|
||||
LDA.w $19F4 : STA.w SprCachedX
|
||||
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
|
||||
LDA.w RightNeck3_X : STA.w SprCachedX
|
||||
LDA.w RightNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w $19F2 : STA.w SprCachedX
|
||||
LDA.w $19F3 : STA.w SprCachedY
|
||||
LDA.w RightNeck2_X : STA.w SprCachedX
|
||||
LDA.w RightNeck2_Y : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w $19F0 : STA.w SprCachedX
|
||||
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
|
||||
LDA.w RightNeck1_X : STA.w SprCachedX
|
||||
LDA.w RightNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
@@ -633,29 +598,25 @@ Sprite_KydreeokHead_DrawNeck:
|
||||
|
||||
DrawNeckPart:
|
||||
{
|
||||
PHY
|
||||
JSL Sprite_PrepOamCoord
|
||||
PLY
|
||||
|
||||
PHY : JSL Sprite_PrepOamCoord : PLY
|
||||
REP #$20
|
||||
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
|
||||
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
|
||||
STA $0E
|
||||
; Put the sprite out of the way
|
||||
LDA.b #$F0 : STA ($90), Y : STA $0E
|
||||
.on_screen_y2
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y ; Set the Char
|
||||
INY
|
||||
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
|
||||
|
||||
PHY
|
||||
TYA : LSR #2 : TAY
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
PLY : INY
|
||||
|
||||
RTS
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y ; Set the Char
|
||||
INY
|
||||
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
|
||||
PHY
|
||||
TYA : LSR #2 : TAY
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
PLY
|
||||
INY
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -667,8 +628,7 @@ Sprite_KydreeokHead_Draw:
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
LDA.w SprMiscE, X : STA $08
|
||||
LDA.w SprFlash, X : STA $08
|
||||
|
||||
PHX
|
||||
; amount of tiles - 1
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -59,8 +59,7 @@ Sprite_Twinrova_CheckIfDead:
|
||||
; If health is negative, set back to zero
|
||||
LDA.w SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
|
||||
LDA.b #$00 : STA.w SprHealth, X
|
||||
|
||||
.health_not_negative
|
||||
.health_not_negative
|
||||
LDA.w SprHealth, X : BNE .not_dead
|
||||
PHX
|
||||
LDA.b #$04 : STA.w SprState, X ; Kill sprite boss style
|
||||
@@ -76,7 +75,6 @@ Sprite_Twinrova_CheckIfDead:
|
||||
Sprite_Twinrova_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Kill the sprite if the Maiden is present
|
||||
LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
|
||||
STZ.w SprState, X
|
||||
|
||||
Reference in New Issue
Block a user