Boss housekeeping
This commit is contained in:
@@ -198,7 +198,6 @@ 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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@@ -213,9 +212,7 @@ Sprite_DarkLink_Main:
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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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@@ -231,21 +228,16 @@ Sprite_DarkLink_Main:
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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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.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 #$03 : BEQ .toofardodge ; 50/50 chances of dodging
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BRA .dodge
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@@ -258,16 +250,13 @@ Sprite_DarkLink_Main:
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LDA.w SprXSpeed, X : EOR #$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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@@ -298,7 +287,6 @@ 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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@@ -421,7 +409,6 @@ Sprite_DarkLink_Main:
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;dw Walk ;06
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Bomb:
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{
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TYX ; get back sprite index
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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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.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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@@ -292,26 +255,20 @@ Y_Coords:
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RotateHeadUsingSpeedValues:
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{
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LDY.w Neck_Index
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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
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JSL Sprite_DamageFlash_Long
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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:
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LDA.w SprX, Y : SEC : SBC #$0F
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STA.w SprMiscA, X
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STA.w $19EA : DEC
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STA.w $19EC : DEC
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STA.w $19EE
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STA.w LeftNeck1_X : DEC
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STA.w LeftNeck2_X : DEC
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STA.w LeftNeck3_X
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; STA.w SprX, X
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LDA.w SprY, Y : SEC : SBC #$0F
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STA.w SprMiscB, X
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STA.w $19EB
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; STA.w $19ED
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; STA.w $19EF
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STA.w LeftNeck1_Y
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; STA.w LeftNeck2_Y
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; STA.w LeftNeck3_Y
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; STA.w SprY, X
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RTS
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@@ -390,20 +347,21 @@ MoveWithBody:
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Neck1_Control:
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{
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; Set head pos
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LDA $19EE : STA.w SprX, X
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LDA $19EF : STA.w SprY, X
|
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LDA.w LeftNeck3_X : STA.w SprX, X
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LDA.w LeftNeck3_Y : STA.w SprY, X
|
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
|
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|
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LDA.w SprXSpeed, X : STA $08
|
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LDA.w SprYSpeed, X : STA $09
|
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|
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LDA.w $19EA : STA $02 ; x
|
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LDA.w $19EB : STA $03 ; y
|
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LDA.w LeftNeck1_X : STA $02 ; x
|
||||
LDA.w LeftNeck1_Y : STA $03 ; y
|
||||
|
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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?
|
||||
LDA.w SprX, X : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
@@ -411,8 +369,8 @@ Neck1_Control:
|
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LDA.w SprYH, X : STA $07 ; dest YH
|
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; load body position into sprite position
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||||
LDA.w $19EA : STA.w SprX, X
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LDA.w $19EB : STA.w SprY, X
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LDA.w LeftNeck1_X : STA.w SprX, X
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LDA.w LeftNeck1_Y : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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||||
@@ -420,26 +378,28 @@ Neck1_Control:
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EA
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LDA.w SprY, X : STA.w $19EB
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LDA.w SprX, X : STA.w LeftNeck1_X
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LDA.w SprY, X : STA.w LeftNeck1_Y
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.TooCloseToHead
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; Do body part 2
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||||
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LDA.w $19EC : STA $02 ; x
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LDA.w $19ED : STA $03 ; y
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LDA.w LeftNeck2_X : STA $02 ; x
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LDA.w LeftNeck2_Y : STA $03 ; y
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LDA.w $19EA : STA $04
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LDA.w $19EB : STA $05
|
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
|
||||
LDA.w $19EA : STA $04 ; dest X
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||||
LDA.w LeftNeck1_X : STA $04
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||||
LDA.w LeftNeck1_Y : STA $05
|
||||
|
||||
; is body1 too close to the head?
|
||||
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1
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LDA.w LeftNeck1_X : STA $04 ; dest X
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||||
LDA.w SprXH, X : STA $05 ; dest XH
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||||
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
|
||||
; 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 $19ED : STA $06 ; dest Y
|
||||
LDA.w LeftNeck2_Y : 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
|
||||
; 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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -633,28 +598,24 @@ 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
|
||||
|
||||
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
|
||||
|
||||
@@ -27,7 +27,6 @@ Sprite_Octoboss_Long:
|
||||
; example if player left without the item, item will be on the ground still
|
||||
; when he'll came back on that screen
|
||||
PHX
|
||||
|
||||
LDX.b $8A
|
||||
LDA.l $7EF280, X : AND.b #$40 : BEQ .notKiledYet
|
||||
PLX ; get back SPR index
|
||||
@@ -37,21 +36,15 @@ Sprite_Octoboss_Long:
|
||||
STZ.w SprState, X
|
||||
JSR SpawnMedallionAlt ; spawn standing medallion
|
||||
BRA .SpriteIsNotActive
|
||||
|
||||
.weHaveMedallion
|
||||
; Do nothing just kill this sprite
|
||||
|
||||
STZ.w SprState, X
|
||||
BRA .SpriteIsNotActive
|
||||
|
||||
.notKiledYet
|
||||
|
||||
PLX
|
||||
|
||||
|
||||
;LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X
|
||||
;LDA.w SprProps, X : AND.b #$BF : STA.w SprProps, X
|
||||
|
||||
LDA.b #15 : STA.w SprFrame, X
|
||||
LDA.b #$87 : STA.l $7EC664 : STA.l $7EC684
|
||||
LDA.b #$55 : STA.l $7EC665 : STA.l $7EC685
|
||||
@@ -61,29 +54,23 @@ Sprite_Octoboss_Long:
|
||||
+
|
||||
|
||||
LDA.w SprMiscF, X : BNE +
|
||||
JSR Sprite_Octoboss_Draw ; Call the draw code
|
||||
JSR Sprite_Octoboss_Draw
|
||||
BRA ++
|
||||
+
|
||||
JSR Sprite_Octoboss_Draw2 ; Call the draw code
|
||||
JSR Sprite_Octoboss_Draw2
|
||||
++
|
||||
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
|
||||
|
||||
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
||||
LDA.w SprMiscF, X : BNE +
|
||||
|
||||
JSR Sprite_Octoboss_Main ; Call the main sprite code
|
||||
JSR Sprite_Octoboss_Main
|
||||
BRA .SpriteIsNotActive
|
||||
+
|
||||
JSR Sprite_Octoboss_Secondary ; Call the Secondary sprite code
|
||||
|
||||
JSR Sprite_Octoboss_Secondary
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
Sprite_Octoboss_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
@@ -122,8 +109,8 @@ Sprite_Octoboss_Secondary:
|
||||
dw IdleWait ; 06
|
||||
dw SubmergeForeverKill ; 07
|
||||
|
||||
|
||||
WaitForPlayerToApproach:
|
||||
{
|
||||
REP #$20
|
||||
LDA.b $20 : CMP #$08C8
|
||||
SEP #$20
|
||||
@@ -133,11 +120,10 @@ Sprite_Octoboss_Secondary:
|
||||
JSR SpawnSplash
|
||||
.TooFar
|
||||
RTS
|
||||
|
||||
; 08B8
|
||||
|
||||
}
|
||||
|
||||
Emerge:
|
||||
{
|
||||
INC.w $02E4 ; prevent link from moving
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #8 : BCC .noframereset
|
||||
@@ -146,20 +132,20 @@ Sprite_Octoboss_Secondary:
|
||||
LDA.b #2 : STA.w SprTimerB, X
|
||||
+
|
||||
RTS
|
||||
|
||||
}
|
||||
|
||||
EmergedShowMessage:
|
||||
LDA.b #$48
|
||||
LDY.b #$00
|
||||
JSL Sprite_ShowMessageUnconditional
|
||||
{
|
||||
%ShowUnconditionalMessage($0048)
|
||||
INC.w SprAction, X
|
||||
RTS
|
||||
}
|
||||
|
||||
WaitDialog:
|
||||
RTS
|
||||
|
||||
|
||||
SpawnAndAwakeHisBrother:
|
||||
{
|
||||
LDA.b #$40 : STA.w SprTimerC, X ; Will need to adjust
|
||||
LDA.b #$3C
|
||||
JSL Sprite_SpawnDynamically
|
||||
@@ -167,21 +153,17 @@ Sprite_Octoboss_Secondary:
|
||||
STA.w BrotherSpr, X ; keep the brother id
|
||||
LDA.b #$D0 : STA.w SprY, Y
|
||||
LDA.b #$08 : STA.w SprYH, Y
|
||||
|
||||
LDA.b #$20 : STA.w SprX, Y
|
||||
LDA.b #$09 : STA.w SprXH, Y
|
||||
|
||||
|
||||
LDA.b #$01 : STA.w SprMiscF, Y
|
||||
LDA.b #$00 : STA.w SprFrame, Y
|
||||
; Do the spawning code
|
||||
INC.w SprAction, X
|
||||
|
||||
|
||||
RTS
|
||||
|
||||
}
|
||||
|
||||
WaitForBrotherEmerge:
|
||||
{
|
||||
LDA.w SprTimerC, X : BNE +
|
||||
LDA.b #$49
|
||||
LDY.b #$00
|
||||
@@ -190,8 +172,10 @@ Sprite_Octoboss_Secondary:
|
||||
INC.w SprAction, X
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
SpawnPirateHats:
|
||||
{
|
||||
LDA.w SprTimerC, X : CMP #$14 : BNE +
|
||||
PHX
|
||||
JSR SpawnBossPoof
|
||||
@@ -226,49 +210,39 @@ Sprite_Octoboss_Secondary:
|
||||
; you can use a sprite/item to get location from ZS
|
||||
; and use the macro GetTilePos($x,$y)
|
||||
|
||||
;-------------------------------------------------------------
|
||||
PHX
|
||||
REP #$30
|
||||
%mode16()
|
||||
|
||||
%GetTilePos($0F, $07)
|
||||
LDA.w #$068F
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
LDA.w #$068F : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($10, $07)
|
||||
LDA.w #$068F
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
LDA.w #$068F : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($11, $07)
|
||||
LDA.w #$068F
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
|
||||
LDA.w #$068F : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($0F, $08)
|
||||
LDA.w #$06A4
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
LDA.w #$06A4 : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($10, $08)
|
||||
LDA.w #$06A4
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
LDA.w #$06A4 : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($11, $08)
|
||||
LDA.w #$06A4
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
SEP #$30
|
||||
LDA.w #$06A4 : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%mode8()
|
||||
PLX
|
||||
LDA.b #$01
|
||||
STA.b $14
|
||||
;-------------------------------------------------------------
|
||||
LDA.b #$01 : STA.b $14
|
||||
+
|
||||
RTS
|
||||
|
||||
|
||||
}
|
||||
|
||||
IdlePhase:
|
||||
{
|
||||
LDA.w SprTimerC, X : CMP.b #$08 : BNE +
|
||||
JSL Sprite_SpawnFireball
|
||||
+
|
||||
|
||||
|
||||
LDA.w SprTimerC, X : BNE +
|
||||
INC.w SprAction, X
|
||||
+
|
||||
@@ -280,36 +254,32 @@ Sprite_Octoboss_Secondary:
|
||||
.noframereset
|
||||
LDA.b #18 : STA.w SprTimerB, X
|
||||
+
|
||||
|
||||
LDA.w SprMiscF, X : BNE + ; is it the red octopus? (blue doesn't need to run that)
|
||||
JSR ReturnTotalHealth ; return the health total of both sprite
|
||||
CMP.b #$30 : BCS .tooMuchHealth
|
||||
JSR ReturnTotalHealth : CMP.b #$30 : BCS .tooMuchHealth
|
||||
LDA.b #$09 : STA.w SprAction, X ; go to wait message action
|
||||
.tooMuchHealth
|
||||
+
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayer
|
||||
RTS
|
||||
}
|
||||
|
||||
PickDirection:
|
||||
{
|
||||
JSL GetRandomInt : AND.b #$1F : SEC : SBC #$10 : STA.w SprXSpeed, X
|
||||
JSL GetRandomInt : AND.b #$1F : SEC : SBC #$10 : STA.w SprYSpeed, X
|
||||
INC.w SprAction, X
|
||||
|
||||
JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X
|
||||
|
||||
|
||||
RTS
|
||||
|
||||
}
|
||||
|
||||
Moving:
|
||||
{
|
||||
LDA.w SprTimerC, X : BNE +
|
||||
DEC.w SprAction, X
|
||||
DEC.w SprAction, X
|
||||
JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X
|
||||
+
|
||||
|
||||
|
||||
JSL Sprite_Move
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
LDA.b #$01 : STA.w SprHeight, X
|
||||
@@ -320,50 +290,42 @@ Sprite_Octoboss_Secondary:
|
||||
LDA.b #10 : STA.w SprTimerB, X
|
||||
+
|
||||
|
||||
|
||||
LDA.w SprX, X : CMP.b #$E2 : BCC .notTooFarRight
|
||||
LDA.w SprXSpeed, X : BMI .notTooFarRight
|
||||
EOR.b #$FF : STA.w SprXSpeed, X
|
||||
.notTooFarRight
|
||||
|
||||
|
||||
LDA.w SprX, X : CMP.b #$80 : BCS .notTooFarLeft
|
||||
LDA.w SprXSpeed, X : BPL .notTooFarLeft
|
||||
EOR.b #$FF : STA.w SprXSpeed, X
|
||||
.notTooFarLeft
|
||||
|
||||
|
||||
|
||||
LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown
|
||||
LDA.w SprYSpeed, X : BMI .notTooFarDown
|
||||
EOR.b #$FF : STA.w SprYSpeed, X
|
||||
.notTooFarDown
|
||||
|
||||
|
||||
LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp
|
||||
LDA.w SprYSpeed, X : BPL .notTooFarUp
|
||||
EOR.b #$FF : STA.w SprYSpeed, X
|
||||
.notTooFarUp
|
||||
|
||||
JSR HandleMovingSplash
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayer
|
||||
|
||||
JSR ReturnTotalHealth ; return the health total of both sprite
|
||||
CMP.b #$30 : BCS .tooMuchHealth
|
||||
JSR ReturnTotalHealth : CMP.b #$30 : BCS .tooMuchHealth
|
||||
LDA.b #$09 : STA.w SprAction, X ; go to wait message action
|
||||
.tooMuchHealth
|
||||
RTS
|
||||
|
||||
}
|
||||
|
||||
Moving2:
|
||||
{
|
||||
LDA.w SprTimerC, X : BNE +
|
||||
DEC.w SprAction, X
|
||||
DEC.w SprAction, X
|
||||
JSL GetRandomInt : AND.b #$4F : CLC : ADC.b #$1F : STA.w SprTimerC, X
|
||||
+
|
||||
|
||||
|
||||
JSL Sprite_Move
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
LDA.b #$01 : STA.w SprHeight, X
|
||||
@@ -374,51 +336,44 @@ Sprite_Octoboss_Secondary:
|
||||
LDA.b #10 : STA.w SprTimerB, X
|
||||
+
|
||||
|
||||
|
||||
LDA.w SprX, X : CMP.b #$78 : BCC .notTooFarRight
|
||||
LDA.w SprXSpeed, X : BMI .notTooFarRight
|
||||
EOR.b #$FF : STA.w SprXSpeed, X
|
||||
.notTooFarRight
|
||||
|
||||
|
||||
LDA.w SprX, X : CMP.b #$10 : BCS .notTooFarLeft
|
||||
LDA.w SprXSpeed, X : BPL .notTooFarLeft
|
||||
EOR.b #$FF : STA.w SprXSpeed, X
|
||||
.notTooFarLeft
|
||||
|
||||
|
||||
|
||||
LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown
|
||||
LDA.w SprYSpeed, X : BMI .notTooFarDown
|
||||
EOR.b #$FF : STA.w SprYSpeed, X
|
||||
.notTooFarDown
|
||||
|
||||
|
||||
LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp
|
||||
LDA.w SprYSpeed, X : BPL .notTooFarUp
|
||||
EOR.b #$FF : STA.w SprYSpeed, X
|
||||
.notTooFarUp
|
||||
|
||||
JSR HandleMovingSplash
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayer
|
||||
|
||||
RTS
|
||||
|
||||
}
|
||||
|
||||
WaitMessageBeforeSurrender:
|
||||
{
|
||||
; display message 4A ; Wait! WAIT! please!
|
||||
LDY.w BrotherSpr, X
|
||||
LDA.b #$06 : STA.w SprAction, Y ; set brother to action 6
|
||||
LDA.b #$50 : STA.w SprTimerC, X ; set timer to remove hat, surrender
|
||||
LDA.b #$4A
|
||||
LDY.b #$00
|
||||
JSL Sprite_ShowMessageUnconditional
|
||||
%SetTimerC($50) ; set timer to remove hat, surrender
|
||||
%ShowUnconditionalMessage($004A)
|
||||
INC.w SprAction, X ; go to remove hat routine
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
RemoveHat:
|
||||
{
|
||||
INC.w $02E4
|
||||
STZ.b $5D ; kill link action
|
||||
; Use timer to remove hat like when it's spawning
|
||||
@@ -446,9 +401,10 @@ Sprite_Octoboss_Secondary:
|
||||
INC.w SprAction, X ; surrender message
|
||||
+
|
||||
RTS
|
||||
|
||||
}
|
||||
|
||||
Submerge:
|
||||
{
|
||||
; display message 4B ; Surrender message
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #01 : BCS .noframereset
|
||||
@@ -462,12 +418,12 @@ Sprite_Octoboss_Secondary:
|
||||
.noframereset
|
||||
LDA.b #2 : STA.w SprTimerB, X
|
||||
+
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
SubmergeWaitWall:
|
||||
{
|
||||
; go under water to get the item - move back to original position
|
||||
|
||||
LDA.w SprTimerC, X : BNE +
|
||||
STZ.w SprFrame, X
|
||||
INC.w SprAction, X
|
||||
@@ -475,44 +431,37 @@ Sprite_Octoboss_Secondary:
|
||||
+
|
||||
|
||||
LDA.w SprTimerC, X : CMP.b #$40 : BNE +
|
||||
;-------------------------------------------------------------
|
||||
PHX
|
||||
REP #$30
|
||||
%mode16()
|
||||
|
||||
%GetTilePos($0F, $07)
|
||||
LDA.w #$0034
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($10, $07)
|
||||
LDA.w #$0034
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($11, $07)
|
||||
LDA.w #$0034
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
|
||||
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($0F, $08)
|
||||
LDA.w #$0034
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($10, $08)
|
||||
LDA.w #$0034
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%GetTilePos($11, $08)
|
||||
LDA.w #$0034
|
||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||
SEP #$30
|
||||
LDA.w #$0034 : JSL Overworld_DrawMap16_Persist
|
||||
|
||||
%mode8()
|
||||
PLX
|
||||
LDA.b #$01
|
||||
STA.b $14
|
||||
;-------------------------------------------------------------
|
||||
LDA.b #$01 : STA.b $14
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
EmergeWaitGiveItem:
|
||||
{
|
||||
; Emerge back wait few frames, throw item in the middle moat, despawn wall
|
||||
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #9 : BCC .noframereset
|
||||
LDA.b #$09 : STA.w SprFrame, X
|
||||
@@ -520,30 +469,24 @@ Sprite_Octoboss_Secondary:
|
||||
LDA.b #2 : STA.w SprTimerB, X
|
||||
+
|
||||
|
||||
|
||||
|
||||
LDA.w SprTimerC, X : BNE .noItemYet
|
||||
INC.w SprAction, X
|
||||
|
||||
JSR SpawnMedallion
|
||||
|
||||
LDY.w BrotherSpr, X
|
||||
LDA.b #$07 : STA.w SprAction, Y
|
||||
; Throw item here
|
||||
|
||||
PHX
|
||||
LDX.b $8A
|
||||
LDA.l $7EF280, X : ORA.b #$40 : STA.l $7EF280, X ; save in HP sram
|
||||
PLX
|
||||
|
||||
.noItemYet
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
SubmergeForeverKill:
|
||||
{
|
||||
; Set overworld sram flag for object collected on that screen
|
||||
STZ.w $02E4 ; allow link to move
|
||||
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #01 : BCS .noframereset
|
||||
JSR SpawnSplash
|
||||
@@ -552,32 +495,26 @@ Sprite_Octoboss_Secondary:
|
||||
LDA.b #2 : STA.w SprTimerB, X
|
||||
+
|
||||
RTS
|
||||
|
||||
|
||||
}
|
||||
|
||||
IdleWait:
|
||||
RTS
|
||||
|
||||
|
||||
|
||||
|
||||
ReturnTotalHealth:
|
||||
{
|
||||
LDY.w BrotherSpr, X
|
||||
LDA.w SprHealth, Y : STA.b $00
|
||||
|
||||
LDA.w SprHealth, X : CLC : ADC.b $00
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Octoboss_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA $0DC0, X : CLC : ADC SprFrame, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
|
||||
@@ -725,14 +662,12 @@ Sprite_Octoboss_Draw:
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Octoboss_Draw2:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA $0DC0, X : CLC : ADC SprFrame, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
|
||||
@@ -877,165 +812,97 @@ Sprite_Octoboss_Draw2:
|
||||
}
|
||||
|
||||
SpawnSplash:
|
||||
{
|
||||
LDA.b #$EC ; SPRITE EC
|
||||
JSL Sprite_SpawnDynamically
|
||||
BMI .exit
|
||||
|
||||
JSL Sprite_SpawnDynamically : BMI .exit
|
||||
JSL Sprite_SetSpawnedCoords
|
||||
|
||||
LDA.b #$03
|
||||
STA.w SprState,Y
|
||||
|
||||
LDA.b #$0F
|
||||
STA.w SprTimerA,Y
|
||||
|
||||
LDA.b #$00
|
||||
STA.w $0D80,Y
|
||||
|
||||
LDA.b #$03
|
||||
STA.w SprNbrOAM,Y
|
||||
|
||||
LDA.b #$28 ; SFX2.28
|
||||
JSL Sound_SetSfx2PanLong
|
||||
|
||||
LDA.b #$03 : STA.w SprState, Y
|
||||
LDA.b #$0F : STA.w SprTimerA, Y
|
||||
LDA.b #$00 : STA.w $0D80, Y
|
||||
LDA.b #$03 : STA.w SprNbrOAM,Y
|
||||
LDA.b #$28 : JSL Sound_SetSfx2PanLong
|
||||
.exit
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
}
|
||||
|
||||
SpawnBossPoof:
|
||||
LDA.b #$0C ; SFX2.0C
|
||||
{
|
||||
LDA.b #$0C
|
||||
STA.w $012E
|
||||
|
||||
LDA.b #$CE ; SPRITE CE
|
||||
LDA.b #$CE
|
||||
JSL Sprite_SpawnDynamically
|
||||
|
||||
LDA.b $00
|
||||
CLC
|
||||
ADC.b #$10
|
||||
STA.w SprX,Y
|
||||
|
||||
LDA.b $01
|
||||
ADC.b #$00
|
||||
STA.w SprXH,Y
|
||||
|
||||
LDA.b $02
|
||||
CLC
|
||||
ADC.b #$08
|
||||
STA.w SprY,Y
|
||||
|
||||
LDA.b $03
|
||||
ADC.b #$00
|
||||
STA.w SprYH,Y
|
||||
|
||||
LDA.b #$0F
|
||||
STA.w $0DC0,Y
|
||||
|
||||
LDA.b #$01
|
||||
STA.w $0D90,Y
|
||||
|
||||
LDA.b #$2F
|
||||
STA.w SprTimerA,Y
|
||||
LDA.b $00 : CLC : ADC.b #$10 : STA.w SprX,Y
|
||||
LDA.b $01 : ADC.b #$00 : STA.w SprXH,Y
|
||||
LDA.b $02 : CLC : ADC.b #$08 : STA.w SprY,Y
|
||||
LDA.b $03 : ADC.b #$00 : STA.w SprYH,Y
|
||||
LDA.b #$0F : STA.w $0DC0,Y
|
||||
LDA.b #$01 : STA.w SprFrame,Y
|
||||
LDA.b #$2F : STA.w SprTimerA,Y
|
||||
|
||||
LDA.b #$09
|
||||
STA.w SprNbrOAM,Y
|
||||
STA.w SprBulletproof,Y
|
||||
|
||||
RTS
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
HandleMovingSplash:
|
||||
LDA.b $1A
|
||||
AND.b #$0F
|
||||
BNE .exit
|
||||
|
||||
LDA.b #$28 ; SFX2.28
|
||||
JSL Sound_SetSfx2PanLong
|
||||
|
||||
{
|
||||
LDA.b $1A : AND.b #$0F : BNE .exit
|
||||
LDA.b #$28 : JSL Sound_SetSfx2PanLong
|
||||
PHX
|
||||
|
||||
TXY
|
||||
LDX.b #$1D
|
||||
|
||||
LDA.w SprYSpeed,Y
|
||||
BMI .next_slot
|
||||
|
||||
LDA.w SprYSpeed, Y : BMI .next_slot
|
||||
LDX.b #$0E
|
||||
|
||||
.next_slot
|
||||
LDA.l $7FF800,X
|
||||
BNE .slot_occupied
|
||||
LDA.l $7FF800,X : BNE .slot_occupied
|
||||
|
||||
LDA.b #$15 ; GARNISH 15
|
||||
STA.l $7FF800,X
|
||||
STA.w $0FB4
|
||||
|
||||
LDA.w SprX,Y
|
||||
STA.l $7FF83C,X
|
||||
|
||||
LDA.w SprXH,Y
|
||||
STA.l $7FF878,X
|
||||
|
||||
LDA.w SprY,Y
|
||||
CLC
|
||||
ADC.b #$18
|
||||
STA.l $7FF81E,X
|
||||
|
||||
LDA.w SprYH,Y
|
||||
STA.l $7FF85A,X
|
||||
|
||||
LDA.b #$0F
|
||||
STA.l $7FF90E,X
|
||||
LDA.w SprX,Y : STA.l $7FF83C,X
|
||||
LDA.w SprXH,Y : STA.l $7FF878,X
|
||||
CLC : ADC.b #$18 : STA.l $7FF81E,X
|
||||
LDA.w SprYH,Y : STA.l $7FF85A,X
|
||||
LDA.b #$0F : STA.l $7FF90E,X
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
|
||||
; ---------------------------------------------------------
|
||||
|
||||
.slot_occupied
|
||||
DEX
|
||||
BPL .next_slot
|
||||
|
||||
PLX
|
||||
|
||||
.exit
|
||||
RTS
|
||||
|
||||
}
|
||||
|
||||
SpawnMedallion:
|
||||
{
|
||||
LDA.b #$C0 ; SPRITE C0
|
||||
JSL Sprite_SpawnDynamically
|
||||
BMI .exit
|
||||
JSL Sprite_SpawnDynamically : BMI .exit
|
||||
|
||||
JSL $09AE64 ; Sprite_SetSpawnedCoordinates
|
||||
|
||||
PHX
|
||||
TYX
|
||||
|
||||
LDA.b #$10
|
||||
STA.w SprXSpeed, X
|
||||
LDA.b #$10 : STA.w SprXSpeed, X
|
||||
|
||||
LDA.b #$30
|
||||
STA.w $0F80, X
|
||||
|
||||
LDA.b #$11 ; ITEMGET 11
|
||||
STA.w $0D90, X
|
||||
LDA.b #$30 : STA.w $0F80, X
|
||||
LDA.b #$11 : STA.w SprFrame, X ; ITEMGET 11
|
||||
|
||||
LDA.b #$20 ; SFX2.20
|
||||
JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan
|
||||
|
||||
LDA.b #$83
|
||||
STA.w SprNbrOAM,X
|
||||
|
||||
LDA.b #$58
|
||||
STA.w SprGfxProps,X
|
||||
|
||||
AND.b #$0F
|
||||
STA.w SprProps,X
|
||||
LDA.b #$83 : STA.w SprNbrOAM,X
|
||||
LDA.b #$58 : STA.w SprGfxProps,X
|
||||
AND.b #$0F : STA.w SprProps,X
|
||||
|
||||
PLX
|
||||
|
||||
@@ -1050,41 +917,28 @@ SpawnMedallion:
|
||||
|
||||
.exit
|
||||
RTS
|
||||
|
||||
}
|
||||
|
||||
SpawnMedallionAlt:
|
||||
{
|
||||
LDA.b #$C0 ; SPRITE C0
|
||||
JSL Sprite_SpawnDynamically
|
||||
BMI .exit
|
||||
|
||||
JSL Sprite_SpawnDynamically : BMI .exit
|
||||
PHX
|
||||
TYX
|
||||
|
||||
LDA.b #$11 ; ITEMGET 11
|
||||
STA.w $0D90, X
|
||||
|
||||
LDA.b #$83
|
||||
STA.w SprNbrOAM,X
|
||||
|
||||
LDA.b #$58
|
||||
STA.w SprGfxProps,X
|
||||
|
||||
AND.b #$0F
|
||||
STA.w SprProps,X
|
||||
|
||||
STA.w SprFrame, X
|
||||
LDA.b #$83 : STA.w SprNbrOAM,X
|
||||
LDA.b #$58 : STA.w SprGfxProps,X
|
||||
AND.b #$0F : STA.w SprProps,X
|
||||
LDA.b #$DC : STA.w SprY, X
|
||||
LDA.b #$F7 : STA.w SprX, X
|
||||
LDA.b #$08 : STA.w SprYH, X : STA.w SprXH, X
|
||||
PLX
|
||||
|
||||
PHX
|
||||
PHY
|
||||
|
||||
LDA.b #$1C
|
||||
JSL $00D4ED ; WriteTo4BPPBuffer_item_gfx
|
||||
|
||||
LDA.b #$1C : JSL $00D4ED ; WriteTo4BPPBuffer_item_gfx
|
||||
PLY
|
||||
PLX
|
||||
|
||||
.exit
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -59,7 +59,6 @@ Sprite_Twinrova_CheckIfDead:
|
||||
; If health is negative, set back to zero
|
||||
LDA.w SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
|
||||
LDA.b #$00 : STA.w SprHealth, X
|
||||
|
||||
.health_not_negative
|
||||
LDA.w SprHealth, X : BNE .not_dead
|
||||
PHX
|
||||
@@ -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