add more explicit length suffices
This commit is contained in:
@@ -86,19 +86,19 @@ Sprite_Manhandla_Prep:
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Sprite_Manhandla_CheckForNextPhaseOrDeath:
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{
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; All three heads need to be dead before we become big chuchu
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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.b #$05 : STA.w $36
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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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LDA.b #$06 : STA.w $36
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LDA Offspring3_Id : TAY
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LDA.w Offspring3_Id : TAY
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LDA.w SprState, Y : BEQ .offspring3_dead
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JMP .not_dead
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.offspring3_dead
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@@ -131,36 +131,36 @@ Sprite_Manhandla_CheckForNextPhaseOrDeath:
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macro SetLeftHeadPos()
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REP #$20
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LDA SprCachedX : SEC : SBC.w #$0016
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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 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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endmacro
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macro SetRightHeadPos()
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REP #$20
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LDA SprCachedX : CLC : ADC.w #$0016
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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 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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endmacro
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macro SetCenterHeadPos()
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REP #$20
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LDA SprCachedX
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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 SprCachedY
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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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@@ -277,11 +277,11 @@ Sprite_Manhandla_Main:
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%PlayAnimation(11, 12, 10)
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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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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 $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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@@ -292,7 +292,7 @@ Sprite_Manhandla_Main:
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LDA #$88
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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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PHX
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%SetCenterHeadPos()
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@@ -423,7 +423,7 @@ Sprite_Manhandla_Move:
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STZ.w SprYSpeed : STZ.w SprXSpeed ;set velocitys to 0
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JSL MoveBody
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JSR Manhandla_StopIfOutOfBounds
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LDA SprTimerA, X : BNE .continue
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LDA.w SprTimerA, X : BNE .continue
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INC.w SprMiscC, X
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.continue
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RTS
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@@ -457,7 +457,7 @@ Sprite_Manhandla_Move:
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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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LDA.b #$02 : STA.w SprMiscC, X
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@@ -465,7 +465,7 @@ Sprite_Manhandla_Move:
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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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LDA.b #$02 : STA.w SprMiscC, X
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.notEqualX
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@@ -490,7 +490,7 @@ Manhandla_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 #$153A : BCS .not_out_of_bounds_Left
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LDA.w SprCachedX : CMP.w #$153A : 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 #-08 : STA.w SprXSpeed : STA.w SprXRound
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@@ -499,7 +499,7 @@ Manhandla_StopIfOutOfBounds:
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SEP #$20
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REP #$20
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LDA SprCachedX : CMP.w #$15C8 : BCC .not_out_of_bounds_Right
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LDA.w SprCachedX : CMP.w #$15C8 : 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 #$08 : STA.w SprXSpeed : STA.w SprXRound
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@@ -509,7 +509,7 @@ Manhandla_StopIfOutOfBounds:
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; Upper bound
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REP #$20
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LDA SprCachedY : CMP.w #$0B3A : BCS .not_out_of_bounds_Up
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LDA.w SprCachedY : CMP.w #$0B3A : 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 #$08 : STA.w SprYSpeed : STA.w SprYRound
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@@ -518,7 +518,7 @@ Manhandla_StopIfOutOfBounds:
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SEP #$20
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REP #$20
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LDA SprCachedY : CMP.w #$0BA6 : BCC .not_out_of_bounds_Down
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LDA.w SprCachedY : CMP.w #$0BA6 : 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 #-08 : STA.w SprYSpeed : STA.w SprYRound ; Reverse the direction
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@@ -854,7 +854,7 @@ SpawnLeftManhandlaHead:
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{
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LDA #$88
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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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PHX
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%SetLeftHeadPos()
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@@ -878,7 +878,7 @@ SpawnRightManhandlaHead:
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{
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LDA #$88
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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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PHX
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%SetRightHeadPos()
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@@ -901,7 +901,7 @@ SpawnCenterMandhandlaHead:
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{
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LDA #$88
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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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PHX
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%SetCenterHeadPos()
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