Boss housekeeping
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@@ -37,31 +37,25 @@
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Sprite_Manhandla_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Manhandla_CheckForNextPhaseOrDeath
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LDA.w SprMiscD, X : CMP.b #$02 : BCC .phase1
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JSR Sprite_BigChuchu_Draw
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JMP .continue
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.phase1
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JSR Sprite_Manhandla_Draw
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.continue
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Manhandla_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Manhandla_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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pushpc
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; Sprite_DoTheDeath#PrepareEnemyDrop.post_death_stuff
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org $06FA25
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#_06FA25: LDA.w $0E20,X
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#_06FA28: CMP.b #$88
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LDA.w $0E20, X : CMP.b #$88
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pullpc
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@@ -70,13 +64,11 @@ pullpc
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Sprite_Manhandla_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$04 : STA $36 ; Stores initial movement speeds
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LDA.b #$06 : STA $0428 ; Allows BG1 to move
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$80 : STA.w SprHealth, X
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LDA.w SprSubtype, X : STA.w SprAction, X
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PLB
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RTL
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}
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@@ -130,39 +122,39 @@ Sprite_Manhandla_CheckForNextPhaseOrDeath:
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; =========================================================
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macro SetLeftHeadPos()
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REP #$20
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LDA.w SprCachedX : SEC : SBC.w #$0016
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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 SprCachedX : SEC : SBC.w #$0016
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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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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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endmacro
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macro SetRightHeadPos()
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REP #$20
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LDA.w SprCachedX : CLC : ADC.w #$0016
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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 SprCachedX : CLC : ADC.w #$0016
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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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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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endmacro
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macro SetCenterHeadPos()
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REP #$20
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LDA.w SprCachedX
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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 SprCachedX
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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
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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REP #$20
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LDA.w SprCachedY
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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endmacro
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Sprite_Manhandla_Main:
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