add Sprite_SpawnProbeAlways
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@@ -820,6 +820,7 @@ Sprite_ApplySpeedTowardsPlayerXOrY_Long:
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RTL
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}
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; =========================================================
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GetDistance8bit_Long:
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{
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@@ -839,108 +840,3 @@ GetDistance8bit_Long:
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CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
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RTL
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}
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; ---------------------------------------------------------
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EXIT_06DF5D:
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RTS
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CarriedSprite_CheckForThrow:
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#_06DF6D: LDA.w $0010
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#_06DF70: CMP.b #$0E
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#_06DF72: BEQ EXIT_06DF5D
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#_06DF74: LDA.b $5B
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#_06DF76: CMP.b #$02
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#_06DF78: BEQ .forced_throw
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#_06DF7A: LDA.b $4D
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#_06DF7C: AND.b #$01
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#_06DF7E: LDY.w $037B
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#_06DF81: BNE .link_not_hittable
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#_06DF83: ORA.w $0046
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.link_not_hittable
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#_06DF86: ORA.w $0345
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#_06DF89: ORA.w $02E0
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#_06DF8C: ORA.w $02DA
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#_06DF8F: BNE .forced_throw
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#_06DF91: LDA.l $7FFA1C,X
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#_06DF95: CMP.b #$03
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#_06DF97: BNE .no_throw
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#_06DF99: LDA.b $F4
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#_06DF9B: ORA.b $F6
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#_06DF9D: BPL .no_throw
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#_06DF9F: ASL.b $F6
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#_06DFA1: LSR.b $F6
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; ---------------------------------------------------------
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.forced_throw
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; #_06DFA3: LDA.b #$13 ; SFX3.13
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; #_06DFA5: JSL SpriteSFX_QueueSFX3WithPan
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#_06DFA9: LDA.b #$02
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#_06DFAB: STA.w $0309
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#_06DFAE: LDA.l $7FFA2C,X
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#_06DFB2: STA.w $0DD0,X
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#_06DFB5: STZ.w $0F80,X
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#_06DFB8: LDA.b #$00
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#_06DFBA: STA.l $7FFA1C,X
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; ---------------------------------------------------------
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#_06DFBE: PHX
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#_06DFBF: LDA.w $0E20,X
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#_06DFC2: TAX
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#_06DFC3: LDA.l SpriteData_OAMProp,X
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#_06DFC7: PLX
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#_06DFC8: AND.b #$10
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#_06DFCA: STA.b $00
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#_06DFCC: LDA.w $0E60,X
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#_06DFCF: AND.b #$EF
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#_06DFD1: ORA.b $00
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#_06DFD3: STA.w $0E60,X
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#_06DFD6: LDA.b $2F
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#_06DFD8: LSR A
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#_06DFD9: TAY
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#_06DFDA: LDA.w .throw_speed_x,Y
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#_06DFDD: STA.w $0D50,X
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#_06DFE0: LDA.w .throw_speed_y,Y
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#_06DFE3: STA.w $0D40,X
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#_06DFE6: LDA.w .throw_speed_z,Y
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#_06DFE9: STA.w $0F80,X
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#_06DFEC: LDA.b #$00
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#_06DFEE: STA.w $0F10,X
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.no_throw
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#_06DFF1: RTL
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.throw_speed_x
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#_06DF61: db 0, 0, -62, 63
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.throw_speed_y
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#_06DF65: db -62, 63, 0, 0
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.throw_speed_z
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#_06DF69: db 4, 4, 4, 4
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@@ -425,6 +425,8 @@ Sprite_ProjectSpeedTowardsEntityLong = $06EA22
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GetRandomInt = $0DBA71
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Sprite_SpawnProbeAlways_long = $05C66E
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Sprite_SpawnFireball = $0DDA06
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Sprite_MoveLong = $1D808C
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@@ -451,6 +453,8 @@ ThrownSprite_TileAndSpriteInteraction_long = $06DFF2
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Sprite_RepelDash = $079291
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Probe_CheckTileSolidity = $0DC26E
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; =========================================================
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; Local functions which may be useful for sprites
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; Sprite_AttemptZapDamage - 06EC02
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@@ -502,6 +506,20 @@ PressPad1H = $F6
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ButtonAFlag = $3B ; bit7: Button A is down (A-------)
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; Timer for B button
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; ssss tttt
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; s - spin attack in action; set to 0x9
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; t - sword swing timer
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; 0x00 - No swing
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; —0x08 - Sword swing
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; 0x09 - Sword primed
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; —0x0C - Poking wall
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;
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; Also used as a 16-bit countdown for various cutscenes:
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; Ether tablet: 0x00C0
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; Bombos tablet: 0x00E0
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; Desert tablet: 0x0001
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BFLAG = $3C
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; =========================================================
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; Link RAM and Functions
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@@ -206,6 +206,7 @@ Graphics_Transfer:
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org $02BE5E
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JSL Graphics_Transfer
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; Whirlpool
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org $1EEEE4
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JSL DontTeleportWithoutFlippers
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@@ -220,8 +221,13 @@ org $06D814
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; =========================================================
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print ""
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print "Bank 31 Sprites"
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print ""
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org $318000
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incsrc ZSpriteLib/sprite_functions.asm
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print "End of sprite_functions.asm ", pc
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incsrc "Sprites/Bosses/kydrog_boss.asm"
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print "End of kydrog_boss.asm ", pc
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@@ -314,6 +320,10 @@ warnpc $328000
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; =========================================================
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print ""
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print "Bank 32 Sprites"
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print ""
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org $328000
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incsrc "Sprites/Bosses/twinrova.asm"
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