add more explicit length suffices
This commit is contained in:
@@ -64,8 +64,8 @@ Sprite_Kydreeok_Prep:
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LDA.b #$09 : STA.w SprBump, X ; bump damage type
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; Cache the origin position of the sprite.
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LDA SprX, X : STA.w SprMiscA, X
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LDA SprY, X : STA.w SprMiscB, X
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LDA.w SprX, X : STA.w SprMiscA, X
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LDA.w SprY, X : STA.w SprMiscB, X
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JSR SpawnLeftHead
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; JSR SpawnCenterHead
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@@ -86,12 +86,12 @@ Sprite_Kydreeok_Prep:
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Sprite_Kydreeok_CheckIfDead:
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{
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LDA Offspring1_Id : TAY
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LDA.w Offspring1_Id : TAY
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LDA.w SprState, Y : BEQ .offspring1_dead
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JMP .not_dead
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.offspring1_dead
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LDA Offspring2_Id : TAY
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LDA.w Offspring2_Id : TAY
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LDA.w SprState, Y : BEQ .offspring2_dead
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JMP .not_dead
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.offspring2_dead
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@@ -149,7 +149,7 @@ Sprite_Kydreeok_Main:
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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LDA SprMiscD, X : BNE .go
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LDA.w SprMiscD, X : BNE .go
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LDY #$00
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JSR ApplyKydreeokGraphics
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JSR ApplyPalette
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@@ -158,8 +158,8 @@ Sprite_Kydreeok_Main:
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JSL Sprite_PlayerCantPassThrough
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LDA SprTimerA, X : BNE .continue
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TXA : STA Kydreeok_Id
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LDA.w SprTimerA, X : BNE .continue
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TXA : STA.w Kydreeok_Id
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LDA #$40 : STA.w SprTimerA, X
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%GotoAction(1)
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.continue
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@@ -178,7 +178,7 @@ Sprite_Kydreeok_Main:
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JSL MoveBody
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JSR StopIfOutOfBounds
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LDA SprTimerA, X : BNE .continue
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LDA.w SprTimerA, X : BNE .continue
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%GotoAction(2)
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.continue
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@@ -241,14 +241,14 @@ Sprite_Kydreeok_Main:
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REP #$20
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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LDA $20 : SBC SprCachedY : CMP.w #$FFFB : BCC .notEqualY
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LDA $20 : SBC.w SprCachedY : CMP.w #$FFFB : BCC .notEqualY
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SEP #$20
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%GotoAction(2) ; Kydreeok_MoveXandY
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BRA .notEqualX
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.notEqualY
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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LDA $22 : SBC SprCachedX : CMP.w #$FFFB : BCC .notEqualX
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LDA $22 : SBC.w SprCachedX : CMP.w #$FFFB : BCC .notEqualX
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SEP #$20
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%GotoAction(2) ; Kydreeok_MoveXandY
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.notEqualX
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@@ -277,7 +277,7 @@ Sprite_Kydreeok_Main:
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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; Flicker the body every other frame using the timer
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LDA SprTimerA, X : AND.b #$01 : BEQ .flicker
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LDA.w SprTimerA, X : AND.b #$01 : BEQ .flicker
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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.flicker
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@@ -303,7 +303,7 @@ Sprite_Kydreeok_Main:
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.no_space
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LDA SprTimerA, X : BNE .continue
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LDA.w SprTimerA, X : BNE .continue
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STZ.w $0422
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STZ.w $0424
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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@@ -369,19 +369,19 @@ SpawnLeftHead:
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LDA #$CF
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA Offspring1_Id
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TYA : STA.w Offspring1_Id
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;store the sub-type
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LDA.b #$00 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA SprCachedX : SEC : SBC.w #$0010
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LDA.w SprCachedX : SEC : SBC.w #$0010
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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 SprCachedY : SEC : SBC.w #$000F
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LDA.w SprCachedY : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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@@ -407,7 +407,7 @@ SpawnLeftHead:
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; LDA #$CF
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; JSL Sprite_SpawnDynamically : BMI .return
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; TYA : STA Offspring3_Id
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; TYA : STA.w Offspring3_Id
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; ;store the sub-type
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; LDA.b #$02 : STA $0E30, Y
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@@ -415,12 +415,12 @@ SpawnLeftHead:
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; PHX
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; ; code that controls where to spawn the offspring.
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; REP #$20
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; LDA SprCachedX : CLC : ADC.w #$0004
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; LDA.w SprCachedX : CLC : ADC.w #$0004
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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 SprCachedY : SEC : SBC.w #$000F
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; LDA.w SprCachedY : SEC : SBC.w #$000F
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; SEP #$20
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; STA.w SprY, Y : XBA : STA.w SprYH, Y
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@@ -445,19 +445,19 @@ SpawnRightHead:
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{
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LDA #$CF
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA Offspring2_Id
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TYA : STA.w Offspring2_Id
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;store the sub-type
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LDA.b #$01 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA SprCachedX : CLC : ADC.w #$000D
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LDA.w SprCachedX : CLC : ADC.w #$000D
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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 SprCachedY : SEC : SBC.w #$000F
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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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@@ -540,7 +540,7 @@ StopIfOutOfBounds:
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{
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; Set A to 00 if outside of certain bounds
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REP #$20
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LDA SprCachedX : CMP.w #$0118 : BCS .not_out_of_bounds_Left
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LDA.w SprCachedX : CMP.w #$0118 : BCS .not_out_of_bounds_Left
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SEP #$20
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LDA.w SprXSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Left
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LDA.b #-10 : STA.w SprXSpeed : STA.w SprXRound
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@@ -556,7 +556,7 @@ StopIfOutOfBounds:
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SEP #$20
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REP #$20
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LDA SprCachedX : CMP.w #$01D8 : BCC .not_out_of_bounds_Right
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LDA.w SprCachedX : CMP.w #$01D8 : BCC .not_out_of_bounds_Right
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SEP #$20
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LDA.w SprXSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Right
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LDA.b #$00 : STA.w SprXSpeed : STA.w SprXRound
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@@ -573,7 +573,7 @@ StopIfOutOfBounds:
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; Upper bound
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REP #$20
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LDA SprCachedY : CMP.w #$0020 : BCS .not_out_of_bounds_Up
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LDA.w SprCachedY : CMP.w #$0020 : BCS .not_out_of_bounds_Up
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SEP #$20
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LDA.w SprYSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Up
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LDA.b #$00 : STA.w SprYSpeed : STA.w SprYRound
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@@ -585,7 +585,7 @@ StopIfOutOfBounds:
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SEP #$20
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REP #$20
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LDA SprCachedY : CMP.w #$00D0 : BCC .not_out_of_bounds_Down
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LDA.w SprCachedY : CMP.w #$00D0 : BCC .not_out_of_bounds_Down
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SEP #$20
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LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down
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LDA.b #-10 : STA.w SprYSpeed : STA.w SprYRound ; Reverse the direction
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