add more explicit length suffices

This commit is contained in:
scawful
2024-09-18 18:43:47 -04:00
parent 25085330d1
commit 2b452cc04c
31 changed files with 250 additions and 250 deletions

View File

@@ -86,19 +86,19 @@ Sprite_Manhandla_Prep:
Sprite_Manhandla_CheckForNextPhaseOrDeath:
{
; All three heads need to be dead before we become big chuchu
LDA Offspring1_Id : TAY
LDA.w Offspring1_Id : TAY
LDA.w SprState, Y : BEQ .offspring1_dead
JMP .not_dead
.offspring1_dead
LDA.b #$05 : STA.w $36
LDA Offspring2_Id : TAY
LDA.w Offspring2_Id : TAY
LDA.w SprState, Y : BEQ .offspring2_dead
JMP .not_dead
.offspring2_dead
LDA.b #$06 : STA.w $36
LDA Offspring3_Id : TAY
LDA.w Offspring3_Id : TAY
LDA.w SprState, Y : BEQ .offspring3_dead
JMP .not_dead
.offspring3_dead
@@ -131,36 +131,36 @@ Sprite_Manhandla_CheckForNextPhaseOrDeath:
macro SetLeftHeadPos()
REP #$20
LDA SprCachedX : SEC : SBC.w #$0016
LDA.w SprCachedX : SEC : SBC.w #$0016
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
endmacro
macro SetRightHeadPos()
REP #$20
LDA SprCachedX : CLC : ADC.w #$0016
LDA.w SprCachedX : CLC : ADC.w #$0016
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY : SEC : SBC.w #$000F
LDA.w SprCachedY : SEC : SBC.w #$000F
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
endmacro
macro SetCenterHeadPos()
REP #$20
LDA SprCachedX
LDA.w SprCachedX
SEP #$20
STA.w SprX, Y : XBA : STA.w SprXH, Y
REP #$20
LDA SprCachedY
LDA.w SprCachedY
SEP #$20
STA.w SprY, Y : XBA : STA.w SprYH, Y
endmacro
@@ -277,11 +277,11 @@ Sprite_Manhandla_Main:
%PlayAnimation(11, 12, 10)
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
; Flicker the body every other frame using the timer
LDA SprTimerA, X : AND.b #$01 : BEQ .flicker
LDA.w SprTimerA, X : AND.b #$01 : BEQ .flicker
LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
.flicker
LDA SprTimerA, X : BNE .continue
LDA.w SprTimerA, X : BNE .continue
STZ.w $0422
STZ.w $0424
LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
@@ -292,7 +292,7 @@ Sprite_Manhandla_Main:
LDA #$88
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring3_Id
TYA : STA.w Offspring3_Id
PHX
%SetCenterHeadPos()
@@ -423,7 +423,7 @@ Sprite_Manhandla_Move:
STZ.w SprYSpeed : STZ.w SprXSpeed ;set velocitys to 0
JSL MoveBody
JSR Manhandla_StopIfOutOfBounds
LDA SprTimerA, X : BNE .continue
LDA.w SprTimerA, X : BNE .continue
INC.w SprMiscC, X
.continue
RTS
@@ -457,7 +457,7 @@ Sprite_Manhandla_Move:
REP #$20
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $20 : SBC SprCachedY : CMP.w #$FFFB : BCC .notEqualY
LDA $20 : SBC.w SprCachedY : CMP.w #$FFFB : BCC .notEqualY
SEP #$20
LDA.b #$02 : STA.w SprMiscC, X
@@ -465,7 +465,7 @@ Sprite_Manhandla_Move:
.notEqualY
; Use a range of + 0x05 because being exact equal didnt trigger consistently
LDA $22 : SBC SprCachedX : CMP.w #$FFFB : BCC .notEqualX
LDA $22 : SBC.w SprCachedX : CMP.w #$FFFB : BCC .notEqualX
SEP #$20
LDA.b #$02 : STA.w SprMiscC, X
.notEqualX
@@ -490,7 +490,7 @@ Manhandla_StopIfOutOfBounds:
{
; Set A to 00 if outside of certain bounds
REP #$20
LDA SprCachedX : CMP.w #$153A : BCS .not_out_of_bounds_Left
LDA.w SprCachedX : CMP.w #$153A : BCS .not_out_of_bounds_Left
SEP #$20
LDA.w SprXSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Left
LDA.b #-08 : STA.w SprXSpeed : STA.w SprXRound
@@ -499,7 +499,7 @@ Manhandla_StopIfOutOfBounds:
SEP #$20
REP #$20
LDA SprCachedX : CMP.w #$15C8 : BCC .not_out_of_bounds_Right
LDA.w SprCachedX : CMP.w #$15C8 : BCC .not_out_of_bounds_Right
SEP #$20
LDA.w SprXSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Right
LDA.b #$08 : STA.w SprXSpeed : STA.w SprXRound
@@ -509,7 +509,7 @@ Manhandla_StopIfOutOfBounds:
; Upper bound
REP #$20
LDA SprCachedY : CMP.w #$0B3A : BCS .not_out_of_bounds_Up
LDA.w SprCachedY : CMP.w #$0B3A : BCS .not_out_of_bounds_Up
SEP #$20
LDA.w SprYSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Up
LDA.b #$08 : STA.w SprYSpeed : STA.w SprYRound
@@ -518,7 +518,7 @@ Manhandla_StopIfOutOfBounds:
SEP #$20
REP #$20
LDA SprCachedY : CMP.w #$0BA6 : BCC .not_out_of_bounds_Down
LDA.w SprCachedY : CMP.w #$0BA6 : BCC .not_out_of_bounds_Down
SEP #$20
LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down
LDA.b #-08 : STA.w SprYSpeed : STA.w SprYRound ; Reverse the direction
@@ -854,7 +854,7 @@ SpawnLeftManhandlaHead:
{
LDA #$88
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring1_Id
TYA : STA.w Offspring1_Id
PHX
%SetLeftHeadPos()
@@ -878,7 +878,7 @@ SpawnRightManhandlaHead:
{
LDA #$88
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring2_Id
TYA : STA.w Offspring2_Id
PHX
%SetRightHeadPos()
@@ -901,7 +901,7 @@ SpawnCenterMandhandlaHead:
{
LDA #$88
JSL Sprite_SpawnDynamically : BMI .return
TYA : STA Offspring3_Id
TYA : STA.w Offspring3_Id
PHX
%SetCenterHeadPos()