Boss housekeeping
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@@ -8,11 +8,8 @@ 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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INC $0D80, X
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JSL AdvancedArrghus : NOP
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.delay
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}
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@@ -28,26 +28,22 @@ 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
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@@ -35,7 +35,6 @@
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Sprite_KydreeokHead_Long:
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{
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PHB : PHK : PLB
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LDA.w SprAction, X : CMP #$05 : BEQ .no_head
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JSR Sprite_KydreeokHead_Draw
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.no_head
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@@ -43,9 +42,8 @@ Sprite_KydreeokHead_Long:
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JSL Sprite_CheckActive : BCC .not_active
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JSR Sprite_KydreeokHead_Main
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.not_active
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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; =========================================================
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@@ -53,11 +51,9 @@ Sprite_KydreeokHead_Long:
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Sprite_KydreeokHead_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$C0 : STA.w SprHealth, X
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LDA.b #$09 : STA.w SprBump, X ; bump damage type
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STZ.w SprMiscE, X
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PLB
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RTL
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}
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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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