boss housekeeping
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@@ -18,7 +18,7 @@ Sprite_Octoboss_Long:
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LDA.w SprMiscD, X : BNE + ; is the sprite already init
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LDA #$04 : STA.w SprNbrOAM, X
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;LDA.w SprHitbox, X : AND.b #$E0 : ORA.b #$23 : STA.w SprHitbox, X
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;LDA.w SprHitbox, X : AND.b #$E0 : ORA.b #$23 : STA.w SprHitbox, X
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;LDA.w SprDefl, X : AND #$7F : ORA.b #$81 : STA.w SprDefl, X
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;LDA.b #$20 : STA.w SprHealth, X
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STZ.w SprBulletproof, X
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@@ -125,7 +125,7 @@ Sprite_Octoboss_Secondary:
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WaitForPlayerToApproach:
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REP #$20
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LDA.b $20 : CMP #$08C8
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LDA.b $20 : CMP #$08C8
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SEP #$20
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BCS .TooFar
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INC.w SprAction, X
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@@ -213,7 +213,7 @@ Sprite_Octoboss_Secondary:
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LDA.w SprTimerC, X : BNE +
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LDA.w SprAction, Y : INC : STA.w SprAction, Y
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LDA.b #$40
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LDA.b #$40
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STA.w SprTimerC, Y
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STA.w SprTimerC, X
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@@ -222,7 +222,7 @@ Sprite_Octoboss_Secondary:
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INC.w SprAction, X
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; All the tiles spawned by the sprite
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; All the tiles spawned by the sprite
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; you can use a sprite/item to get location from ZS
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; and use the macro GetTilePos($x,$y)
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@@ -323,26 +323,26 @@ Sprite_Octoboss_Secondary:
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LDA.w SprX, X : CMP.b #$E2 : BCC .notTooFarRight
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LDA.w SprXSpeed, X : BMI .notTooFarRight
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EOR.b #$FF : STA.w SprXSpeed, X
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EOR.b #$FF : STA.w SprXSpeed, X
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.notTooFarRight
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LDA.w SprX, X : CMP.b #$80 : BCS .notTooFarLeft
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LDA.w SprXSpeed, X : BPL .notTooFarLeft
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EOR.b #$FF : STA.w SprXSpeed, X
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EOR.b #$FF : STA.w SprXSpeed, X
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.notTooFarLeft
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LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown
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LDA.w SprYSpeed, X : BMI .notTooFarDown
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EOR.b #$FF : STA.w SprYSpeed, X
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EOR.b #$FF : STA.w SprYSpeed, X
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.notTooFarDown
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LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp
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LDA.w SprYSpeed, X : BPL .notTooFarUp
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EOR.b #$FF : STA.w SprYSpeed, X
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EOR.b #$FF : STA.w SprYSpeed, X
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.notTooFarUp
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JSR HandleMovingSplash
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@@ -377,26 +377,26 @@ Sprite_Octoboss_Secondary:
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LDA.w SprX, X : CMP.b #$78 : BCC .notTooFarRight
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LDA.w SprXSpeed, X : BMI .notTooFarRight
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EOR.b #$FF : STA.w SprXSpeed, X
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EOR.b #$FF : STA.w SprXSpeed, X
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.notTooFarRight
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LDA.w SprX, X : CMP.b #$10 : BCS .notTooFarLeft
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LDA.w SprXSpeed, X : BPL .notTooFarLeft
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EOR.b #$FF : STA.w SprXSpeed, X
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EOR.b #$FF : STA.w SprXSpeed, X
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.notTooFarLeft
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LDA.w SprY, X : CMP.b #$FB : BCC .notTooFarDown
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LDA.w SprYSpeed, X : BMI .notTooFarDown
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EOR.b #$FF : STA.w SprYSpeed, X
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EOR.b #$FF : STA.w SprYSpeed, X
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.notTooFarDown
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LDA.w SprY, X : CMP.b #$B8 : BCS .notTooFarUp
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LDA.w SprYSpeed, X : BPL .notTooFarUp
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EOR.b #$FF : STA.w SprYSpeed, X
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EOR.b #$FF : STA.w SprYSpeed, X
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.notTooFarUp
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JSR HandleMovingSplash
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@@ -566,7 +566,7 @@ Sprite_Octoboss_Secondary:
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LDA.w SprHealth, Y : STA.b $00
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LDA.w SprHealth, X : CLC : ADC.b $00
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RTS
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RTS
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}
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@@ -587,17 +587,17 @@ Sprite_Octoboss_Draw:
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -614,14 +614,14 @@ Sprite_Octoboss_Draw:
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INY
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LDA.b $05 : ORA.w .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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@@ -742,17 +742,17 @@ Sprite_Octoboss_Draw2:
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -769,14 +769,14 @@ Sprite_Octoboss_Draw2:
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INY
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LDA.b $05 : ORA.w .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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