Boss housekeeping
This commit is contained in:
@@ -1,19 +1,16 @@
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pushpc
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org $1E7F21
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org $1E7F21
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Sprite3_Move:
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; *$F3593-$F35C7 JUMP LOCATION
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org $1EB593
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Arrghus_ApproachTargetSpeed:
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{
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LDA.w SprTimerA, X : BNE .delay
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LDA.w SprTimerA, X : BNE .delay
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INC $0D80, X
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JSL AdvancedArrghus : NOP
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.delay
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.delay
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}
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pullpc
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@@ -21,7 +18,7 @@ AdvancedArrghus:
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{
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LDA.w SprDefl, Y : ORA.b #$08 : STA.w SprDefl, Y
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LDA.b #$04 : STA.w SprBump, Y
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JSL Sprite_SpawnFireball
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LDA.b #$50 : STA.w SprTimerA, X
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RTL
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@@ -10,7 +10,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -33,12 +33,12 @@
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; =========================================================
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Sprite_DarkLink_Long:
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{
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{
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PHB : PHK : PLB
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; ADD GANON CODE if subtype == 05
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LDA.w SprSubtype, X : CMP #$05 : BNE .NotGanon
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; JSR Sprite_Ganon_Draw
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; JSR Sprite_Ganon_Draw
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JSL Sprite_CheckActive ; Check if game is not paused (Prevent timers from running if game is paused)
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BCC .SpriteIsNotActive2 ; Skip Main code is sprite is innactive
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JSR Sprite_Ganon_Main ; do ganon instead
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@@ -55,14 +55,14 @@ Sprite_DarkLink_Long:
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.normal_draw
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CMP.b #$09 : BEQ .sword_draw
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LDA.w SprSubtype, X : BNE .skipnormal_draw
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JSR Sprite_DarkLink_Draw
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JSR Sprite_DarkLink_Draw
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.skipnormal_draw
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LDA.w SprAction, X : CMP.b #11 : BCS .notdying
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LDA.w SprHealth, X : CMP.b #$20 : BCS .notdying
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LDA.w SprMiscC, X : BNE +
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; check if action is 00 otherwise wait
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LDA.w SprAction, X : BNE .notdying
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LDA.w SprAction, X : BNE .notdying
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%GotoAction(15) ; enraging instead
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BRA .SpriteIsNotActive
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+
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@@ -111,7 +111,7 @@ Sprite_DarkLink_Prep:
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LDA #$58 : STA.w SprY, X
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LDA #$00 : STA.w SprMiscE, X
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LDA #$00 : STA.w SprMiscC, X ; Enraging
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LDA #$00 : STA.w SprMiscC, X ; Enraging
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LDA #$C0 : STA.w SprHealth, X
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%GotoAction(4)
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@@ -145,7 +145,7 @@ Sprite_DarkLink_Main:
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dw Enraging
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Handler:
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{
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{
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LDA.w SprSubtype, X : CMP #$01 : BNE +
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%SetTimerA(16)
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%GotoAction(10)
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@@ -309,8 +309,8 @@ Sprite_DarkLink_Main:
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STZ.w SprYSpeed, X
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.ignorezerospeed
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LDA.w SprXSpeed, X : BEQ .nodiagonal
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LDA.w SprYSpeed, X : BEQ .nodiagonal
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LDA.w SprXSpeed, X : BEQ .nodiagonal
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LDA.w SprYSpeed, X : BEQ .nodiagonal
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BPL .diagoyspeedpositive
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LDA #$F5 : STA.w SprYSpeed, X
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BRA .dodiagox
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@@ -559,19 +559,19 @@ Sprite_DarkLink_Main:
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;restore life removed by the checkdamage
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STZ.w SprBump, X
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LDA #$20 : STA $29 : STA $C7
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STZ $24
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STZ $25
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LDA.w SprYSpeed, X : STA $27 : EOR #$FF : STA.w SprYSpeed, X
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LDA.w SprXSpeed, X : STA $28 : EOR #$FF : STA.w SprXSpeed, X
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LDA.b #$08 : STA.w $0F80, X
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LDA.b #$10 : STA $47 : STA $46
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%SetTimerC(16)
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%GotoAction(09)
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RTS
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.no_damage
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@@ -671,8 +671,8 @@ Sprite_DarkLink_Main:
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LDA #$20
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.movespeed
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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REP #$20
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@@ -694,8 +694,8 @@ Sprite_DarkLink_Main:
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CMP #$0008 : BCS .toofar
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SEP #$20
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STZ.w SprXSpeed, X
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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STZ.w SprYSpeed, X
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%GotoAction(4)
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.toofar
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SEP #$20
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@@ -930,7 +930,7 @@ Sprite_DarkLink_Main:
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LDA.w SprTimerB, X : BNE ++
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LDA.b #$08 : STA.w SprTimerB, X
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LDA.w SprMiscD, X : INC : STA.w SprMiscD, X : CMP #$04 : BNE +
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LDA.w SprMiscD, X : INC : STA.w SprMiscD, X : CMP #$04 : BNE +
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STZ.w SprMiscD, X
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LDA #$00
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+
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@@ -940,7 +940,7 @@ Sprite_DarkLink_Main:
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++
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LDA.w SprTimerA, X : BNE +
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LDA.b #$60 : STA.w SprTimerA, X
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LDA.b #$60 : STA.w SprTimerA, X
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LDA.b #$12 : STA.w SprTimerB, X
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LDA.b #44 : STA.w SprFrame, X
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%GotoAction(12)
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@@ -1036,17 +1036,17 @@ Sprite_DarkLink_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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@@ -1063,14 +1063,14 @@ Sprite_DarkLink_Draw:
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INY
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LDA .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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@@ -1102,17 +1102,17 @@ Sprite_DarkLink_Draw:
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.nextTile2
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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_offsets2, 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_offsets2, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -1129,14 +1129,14 @@ Sprite_DarkLink_Draw:
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INY
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LDA .properties2, 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 .sizes2, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile2
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PLX
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@@ -1526,11 +1526,11 @@ GanonInit:
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LDA #$05 : STA.w SprSubtype, Y
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LDA $00 : STA.w SprX, Y
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LDA $01 : STA.w SprXH, Y
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LDA $02 : STA.w SprY, Y
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LDA $03 : STA.w SprYH, Y
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LDA.b #$30 : STA.w SprTimerA, Y
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LDA.b #$30 : STA.w SprTimerA, Y
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LDA #$1C : STA.w $012C
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RTL
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}
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@@ -1620,17 +1620,17 @@ Sprite_Ganon_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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@@ -1647,14 +1647,14 @@ Sprite_Ganon_Draw:
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INY
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LDA .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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@@ -1686,17 +1686,17 @@ Sprite_Ganon_Draw:
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ApplyDarkLinkGraphics:
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{
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PHX
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PHX
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REP #$20 ; A = 16, XY = 8
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LDX #$80 : STX $2100 ; turn the screen off (required)
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LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
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LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
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LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
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LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
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; "001 => 2 registers write once (2 bytes: p, p+1)"
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LDA.w #DarkLinkGraphics : STA $4302 ; Source address where you want gfx from ROM
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LDX.b #DarkLinkGraphics>>16 : STX $4304
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LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
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LDX #$01 : STX $420B ; Do the DMA
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LDX #$01 : STX $420B ; Do the DMA
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LDX #$0F : STX $2100 ; Turn the screen back on
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SEP #$30
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PLX
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@@ -16,7 +16,7 @@ KingDodongo_NewHealthSystem:
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RTL
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.phase_table
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.phase_table
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db $03, $03, $03, $03, $03, $03, $03, $03
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db $03, $03, $03, $03, $02, $02, $02, $02
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db $02, $02, $01, $01, $01, $01, $01, $01
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@@ -28,29 +28,25 @@ pushpc
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; Adjust leg position to remove gap
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org $1E87F5
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.offset_x
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#_1E87F5: db -22, -22, 22, 22
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db -22, -22, 22, 22
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.offset_y
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#_1E87F9: db -28, 8, -28, 8
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db -28, 8, -28, 8
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.char
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#_1E87FD: db $A2, $A6, $A2, $A6
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db $A2, $A6, $A2, $A6
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.prop
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#_1E8801: db $0B, $0B, $4B, $4B
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db $0B, $0B, $4B, $4B
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org $1E8266
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AND.b #$15
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org $1E818C
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.speed_x
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#_1E818C: db -16, -16, -8, 0, 8, 16, 16, 0
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db -16, -16, -8, 0, 8, 16, 16, 0
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.speed_y
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#_1E8194: db 0, 8, 16, 16, 16, 8, 0, 16
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db 0, 8, 16, 16, 16, 8, 0, 16
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|
||||
org $1E811A
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JSL KingDodongo_NewHealthSystem
|
||||
NOP #5
|
||||
|
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pullpc
|
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pullpc
|
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|
||||
@@ -35,7 +35,6 @@
|
||||
Sprite_KydreeokHead_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA.w SprAction, X : CMP #$05 : BEQ .no_head
|
||||
JSR Sprite_KydreeokHead_Draw
|
||||
.no_head
|
||||
@@ -43,9 +42,8 @@ Sprite_KydreeokHead_Long:
|
||||
JSL Sprite_CheckActive : BCC .not_active
|
||||
JSR Sprite_KydreeokHead_Main
|
||||
.not_active
|
||||
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -53,11 +51,9 @@ Sprite_KydreeokHead_Long:
|
||||
Sprite_KydreeokHead_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA.b #$C0 : STA.w SprHealth, X
|
||||
LDA.b #$09 : STA.w SprBump, X ; bump damage type
|
||||
STZ.w SprMiscE, X
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
@@ -37,31 +37,25 @@
|
||||
Sprite_Manhandla_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Manhandla_CheckForNextPhaseOrDeath
|
||||
|
||||
LDA.w SprMiscD, X : CMP.b #$02 : BCC .phase1
|
||||
JSR Sprite_BigChuchu_Draw
|
||||
JMP .continue
|
||||
.phase1
|
||||
JSR Sprite_Manhandla_Draw
|
||||
.continue
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
|
||||
JSR Sprite_Manhandla_Main ; Call the main sprite code
|
||||
|
||||
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
||||
JSR Sprite_Manhandla_Main
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
pushpc
|
||||
|
||||
; Sprite_DoTheDeath#PrepareEnemyDrop.post_death_stuff
|
||||
org $06FA25
|
||||
#_06FA25: LDA.w $0E20,X
|
||||
#_06FA28: CMP.b #$88
|
||||
LDA.w $0E20, X : CMP.b #$88
|
||||
|
||||
pullpc
|
||||
|
||||
@@ -70,13 +64,11 @@ pullpc
|
||||
Sprite_Manhandla_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA.b #$04 : STA $36 ; Stores initial movement speeds
|
||||
LDA.b #$06 : STA $0428 ; Allows BG1 to move
|
||||
LDA.b #$80 : STA.w SprDefl, X
|
||||
LDA.b #$80 : STA.w SprHealth, X
|
||||
LDA.w SprSubtype, X : STA.w SprAction, X
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
@@ -130,39 +122,39 @@ Sprite_Manhandla_CheckForNextPhaseOrDeath:
|
||||
; =========================================================
|
||||
|
||||
macro SetLeftHeadPos()
|
||||
REP #$20
|
||||
LDA.w SprCachedX : SEC : SBC.w #$0016
|
||||
SEP #$20
|
||||
STA.w SprX, Y : XBA : STA.w SprXH, Y
|
||||
REP #$20
|
||||
LDA.w SprCachedX : SEC : SBC.w #$0016
|
||||
SEP #$20
|
||||
STA.w SprX, Y : XBA : STA.w SprXH, Y
|
||||
|
||||
REP #$20
|
||||
LDA.w SprCachedY : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA.w SprY, Y : XBA : STA.w SprYH, Y
|
||||
REP #$20
|
||||
LDA.w SprCachedY : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA.w SprY, Y : XBA : STA.w SprYH, Y
|
||||
endmacro
|
||||
|
||||
macro SetRightHeadPos()
|
||||
REP #$20
|
||||
LDA.w SprCachedX : CLC : ADC.w #$0016
|
||||
SEP #$20
|
||||
STA.w SprX, Y : XBA : STA.w SprXH, Y
|
||||
REP #$20
|
||||
LDA.w SprCachedX : CLC : ADC.w #$0016
|
||||
SEP #$20
|
||||
STA.w SprX, Y : XBA : STA.w SprXH, Y
|
||||
|
||||
REP #$20
|
||||
LDA.w SprCachedY : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA.w SprY, Y : XBA : STA.w SprYH, Y
|
||||
REP #$20
|
||||
LDA.w SprCachedY : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA.w SprY, Y : XBA : STA.w SprYH, Y
|
||||
endmacro
|
||||
|
||||
macro SetCenterHeadPos()
|
||||
REP #$20
|
||||
LDA.w SprCachedX
|
||||
SEP #$20
|
||||
STA.w SprX, Y : XBA : STA.w SprXH, Y
|
||||
REP #$20
|
||||
LDA.w SprCachedX
|
||||
SEP #$20
|
||||
STA.w SprX, Y : XBA : STA.w SprXH, Y
|
||||
|
||||
REP #$20
|
||||
LDA.w SprCachedY
|
||||
SEP #$20
|
||||
STA.w SprY, Y : XBA : STA.w SprYH, Y
|
||||
REP #$20
|
||||
LDA.w SprCachedY
|
||||
SEP #$20
|
||||
STA.w SprY, Y : XBA : STA.w SprYH, Y
|
||||
endmacro
|
||||
|
||||
Sprite_Manhandla_Main:
|
||||
|
||||
Reference in New Issue
Block a user