Wolfos: add macros, refactor movement
This commit is contained in:
@@ -45,36 +45,16 @@ Sprite_Wolfos_Long:
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RTL
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}
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; =========================================================
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Sprite_Wolfos_Prep:
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{
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PHB : PHK : PLB
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LDA.b $1B : BEQ .outdoors
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JMP .spawn_wolfos
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.outdoors
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; Check if the wolfos has been defeated
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LDA.l $7EF303 : CMP.b #$01 : BNE .spawn_wolfos
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STZ.w SprState, X ; Don't spawn the sprite
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PLB
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RTL
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.spawn_wolfos
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$82 : STA.w SprDefl, X ; persist, impervious to arrows
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LDA.b #$08 : STA.w SprNbrOAM, X ; Nbr Oam Entries
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PLB
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RTL
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}
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WolfosDialogue = SprMiscD
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Sprite_Wolfos_CheckIfDefeated:
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{
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LDA.b $1B : BNE .indoors
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LDA.w SprHealth, X : CMP.b #$04 : BCS .not_defeated
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LDA.b #$06 : STA.w SprAction, X ; Set to defeated
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LDA.b #$09 : STA.w SprState, X
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LDA.b #$06 : STA.w SprAction, X ; Set to defeated action
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LDA.b #$09 : STA.w SprState, X ; Set to normal state, avoid death
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LDA.b #$40 : STA.w SprHealth, X ; Refill the health of the sprite
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STZ.w SprMiscD, X
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RTS
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STZ.w WolfosDialogue, X
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.not_defeated
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.indoors
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RTS
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@@ -82,54 +62,62 @@ Sprite_Wolfos_CheckIfDefeated:
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; =========================================================
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Wolfos_Move:
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Sprite_Wolfos_Prep:
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{
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayer : BCC +
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LDA.b #$01 : STA.w SprMiscF, X
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+
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_CheckIfRecoiling
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JSL Sprite_Move
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JSR Wolfos_DecideAction
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RTS
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PHB : PHK : PLB
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LDA.b $1B : BNE .spawn_wolfos
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; Outdoors
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; Check if the wolfos has been defeated
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LDA.l $7EF303 : CMP.b #$01 : BNE .spawn_wolfos
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STZ.w SprState, X ; Don't spawn the sprite
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PLB
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RTL
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.spawn_wolfos
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$82 : STA.w SprDefl, X ; persist, impervious to arrows
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LDA.b #$08 : STA.w SprNbrOAM, X ; Nbr Oam Entries
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STZ.w SprMiscG, X
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PLB
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RTL
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}
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Wolfos_DecideAction:
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{
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LDA.w SprTimerA, X : BNE .decide_new_action
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RTS
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.decide_new_action
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; =========================================================
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JSL Sprite_DirectionToFacePlayer
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; y distance from player
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LDA $0E : STA.w SprMiscC, X
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; x distance from player
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LDA $0F : STA.w SprMiscB, X
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macro AttackForward()
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%GotoAction($00)
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endmacro
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; Check if y distance is significant
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LDA.w SprMiscC, X : CMP #$10 : BCS .adjust_y
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; Check if x distance is significant
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LDA.w SprMiscB, X : CMP #$10 : BCS .adjust_x
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RTS ; No adjustments
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macro AttackBack()
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%GotoAction($01)
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endmacro
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.adjust_y
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JSL Sprite_IsBelowPlayer : TYA : BEQ .above_player
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%GotoAction(1) ; Attack Back
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RTS
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.above_player
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%GotoAction(0) ; Attack Forward
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RTS
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macro WalkRight()
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%GotoAction($02)
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endmacro
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.adjust_x
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JSL Sprite_IsToRightOfPlayer : TYA : BEQ .right
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%GotoAction(3) ; Walk Left
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RTS
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.right
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%GotoAction(2) ; Walk Right
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RTS
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}
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macro WalkLeft()
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%GotoAction($03)
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endmacro
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macro AttackRight()
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%GotoAction($04)
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endmacro
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macro AttackLeft()
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%GotoAction($05)
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endmacro
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macro Subdued()
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%GotoAction($06)
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endmacro
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macro GrantMask()
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%GotoAction($07)
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endmacro
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macro Dismiss()
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%GotoAction($08)
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endmacro
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!NormalSpeed = $08
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!AttackSpeed = $0F
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@@ -153,10 +141,9 @@ Sprite_Wolfos_Main:
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{
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%PlayAnimation(0, 2, 10)
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JSR Wolfos_Move
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LDA #!NormalSpeed : STA.w SprYSpeed, X
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LDA #$30 : STA.w SprTimerA, X
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JSR Wolfos_DecideAction
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%SetSpriteSpeedY(!NormalSpeed)
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%SetTimerA($30)
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RTS
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}
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@@ -164,10 +151,8 @@ Sprite_Wolfos_Main:
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{
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%PlayAnimation(3, 5, 10)
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JSR Wolfos_Move
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LDA #-!NormalSpeed : STA.w SprYSpeed, X
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LDA #$30 : STA.w SprTimerA, X
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%SetSpriteSpeedY(-!NormalSpeed)
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%SetTimerA($30)
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RTS
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}
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@@ -180,11 +165,9 @@ Sprite_Wolfos_Main:
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STZ.w SprYSpeed, X
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JSL GetRandomInt : AND.b #$3F : BNE +
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%GotoAction(4)
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%AttackRight()
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+
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LDA #$30 : STA.w SprTimerA, X
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%SetTimerA($30)
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RTS
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}
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@@ -193,16 +176,13 @@ Sprite_Wolfos_Main:
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%StartOnFrame(9)
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%PlayAnimation(9, 11, 10)
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JSR Wolfos_Move
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LDA #-!NormalSpeed : STA.w SprXSpeed, X
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STZ.w SprYSpeed, X
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JSL GetRandomInt : AND.b #$3F : BNE +
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%GotoAction(5)
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%AttackLeft()
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+
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LDA #$30 : STA.w SprTimerA, X
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%SetTimerA($30)
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RTS
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}
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@@ -210,14 +190,13 @@ Sprite_Wolfos_Main:
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{
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%StartOnFrame(12)
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%PlayAnimation(12, 13, 10)
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LDA.w SprGfxProps, X : ORA.b #$40 : STA.w SprGfxProps, X
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JSL Sprite_Move
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LDA #!AttackSpeed : STA.w SprXSpeed, X
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LDA.w SprTimerA, X : BNE +
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%GotoAction(2)
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LDA.w SprGfxProps, X : AND.b #$40 : STA.w SprGfxProps, X
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%WalkRight()
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+
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RTS
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}
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@@ -225,14 +204,11 @@ Sprite_Wolfos_Main:
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{
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%StartOnFrame(14)
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%PlayAnimation(14, 15, 10)
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JSL Sprite_Move
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LDA #-!AttackSpeed : STA.w SprXSpeed, X
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LDA.w SprTimerA, X : BNE +
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%GotoAction(3)
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%WalkLeft()
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+
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RTS
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}
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@@ -243,9 +219,9 @@ Sprite_Wolfos_Main:
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STZ.w SprYSpeed, X
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; Run the Wolfos dialogue once.
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LDA.w SprMiscD, X : BNE .wait
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LDA.w WolfosDialogue, X : BNE .wait
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%ShowUnconditionalMessage($23)
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$01 : STA.w WolfosDialogue, X
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.wait
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; Wait for Song of Healing before granting the mask.
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@@ -256,7 +232,7 @@ Sprite_Wolfos_Main:
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LDA.w POSXH : STA.w SprXH, X
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LDA.w POSY : SEC : SBC.b #$08 : STA.w SprY, X
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LDA.w POSYH : STA.w SprYH, X
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%GotoAction(7)
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%GrantMask()
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.ninguna_cancion
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RTS
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}
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@@ -270,8 +246,8 @@ Sprite_Wolfos_Main:
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LDA.w SprTimerD, X : BNE .wait
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LDA.b #$01 : STA.w BRANDISH
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%ShowUnconditionalMessage($10F)
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LDA.b #$01 : STA.l $7EF358
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%GotoAction(8)
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LDA.b #$01 : STA.l WolfMask
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%Dismiss()
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.wait
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RTS
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}
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@@ -292,6 +268,96 @@ Sprite_Wolfos_Main:
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}
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}
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Wolfos_Move:
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{
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayer : BCC +
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LDA.b #$01 : STA.w SprMiscF, X
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+
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_CheckIfRecoiling
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JSL Sprite_Move
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JSR Wolfos_DecideAction
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RTS
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}
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Wolfos_DecideAction:
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{
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LDA.w SprTimerA, X : BNE .decide_new_action
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JSL GetRandomInt : AND #$02 : STA.w SprMiscG, X
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RTS
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.decide_new_action
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LDA.w SprMiscG, X
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JSL JumpTableLocal
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dw Wolfos_MoveAction_Basic
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dw Wolfos_MoveAction_CirclePlayer
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dw Wolfos_MoveAction_Dodge
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}
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Wolfos_MoveAction_Basic:
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{
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JSL Sprite_DirectionToFacePlayer
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; y distance from player
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LDA $0E : STA.w SprMiscC, X
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; x distance from player
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LDA $0F : STA.w SprMiscB, X
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; Check if y distance is significant
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LDA.w SprMiscC, X : CMP #$10 : BCS .adjust_y
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; Check if x distance is significant
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LDA.w SprMiscB, X : CMP #$10 : BCS .adjust_x
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RTS ; No adjustments
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.adjust_y
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JSL Sprite_IsBelowPlayer : TYA : BEQ .above_player
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%AttackBack()
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RTS
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.above_player
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%AttackForward()
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RTS
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.adjust_x
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JSL Sprite_IsToRightOfPlayer : TYA : BEQ .right
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%WalkLeft()
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RTS
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.right
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%WalkRight()
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RTS
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}
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Wolfos_MoveAction_CirclePlayer:
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{
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; Get the direction to the player
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JSL Sprite_DirectionToFacePlayer
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; Check if the player is close
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LDA.b $0E : CMP #$10 : BCS .too_far_y
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LDA.b $0F : CMP #$10 : BCS .too_far_x
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RTS
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.too_far_y
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; clockwise: X' = Y, Y' = -X
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LDA.w SprXSpeed, X : PHA
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LDA.w SprYSpeed, X : STA.w SprXSpeed, X
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PLA : EOR #$FF : INC : STA.w SprYSpeed, X
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RTS
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.too_far_x
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LDA.w SprXSpeed, X : EOR #$FF : INC : STA.w SprXSpeed, X
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RTS
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}
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Wolfos_MoveAction_Dodge:
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{
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_InvertSpeed_XY
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RTS
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}
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; =========================================================
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; Animation Frame
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; 0-2 Attack Forward
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