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

@@ -108,7 +108,7 @@ Sprite_AntiKirby_Main:
AntiKirby_Main:
{
; Check health
LDA SprHealth, X : CMP.b #$01 : BCS .NotDead
LDA.w SprHealth, X : CMP.b #$01 : BCS .NotDead
%GotoAction(4)
RTS
.NotDead
@@ -141,7 +141,7 @@ Sprite_AntiKirby_Main:
{
%PlayAnimation(3, 3, 10) ; Hurt
LDA SprTimerA, X : BNE .NotDone
LDA.w SprTimerA, X : BNE .NotDone
%GotoAction(0)
.NotDone
@@ -245,7 +245,7 @@ Sprite_AntiKirby_Main:
AntiKirby_HattedHurt:
{
%PlayAnimation(9, 9, 10)
LDA SprTimerA, X : BNE .NotDone
LDA.w SprTimerA, X : BNE .NotDone
%GotoAction(5)
.NotDone
RTS
@@ -333,7 +333,7 @@ Sprite_AntiKirby_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08

View File

@@ -191,7 +191,7 @@ Sprite_Booki_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08

View File

@@ -55,7 +55,7 @@ Sprite_DekuScrubEnemy_Prep:
{
PHB : PHK : PLB
LDA SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
CMP.b #$02 : BEQ .cutscene_scrub
JMP +
.pea_shot
@@ -109,8 +109,8 @@ Sprite_DekuScrubEnemy_Main:
; Check if the player is too close
LDA $22 : STA $02
LDA $20 : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
; The player is below the scrub, so it should pop up
LDA #$20 : STA.w SprTimerA, X
@@ -129,16 +129,16 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
JSR SpawnPeaShot
LDA #$F0 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
LDA POSX : STA $02
LDA POSY : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w POSX : STA $02
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
%GotoAction(0)
.not_too_close
@@ -170,7 +170,7 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_PlayerCantPassThrough
; Play the spinning animation for a bit before proceeding
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
LDA #$40 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
@@ -186,7 +186,7 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
%SetHarmless(1)
INC.w SprAction, X
.not_done
@@ -306,7 +306,7 @@ KillPeaShot:
{
; Kill the pea shot
PHX
LDA Offspring1_Id : TAX
LDA.w Offspring1_Id : TAX
STZ.w $0DD0, X
PLX
RTS

View File

@@ -57,7 +57,7 @@ Sprite_EonScrub_Prep:
{
PHB : PHK : PLB
LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
LDA.b #$20 : STA.b SprPrize, X
.normal_scrub
@@ -101,8 +101,8 @@ Sprite_EonScrub_Main:
; Check if the player is too close
LDA $22 : STA $02
LDA $20 : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
; The player is below the scrub, so it should pop up
LDA #$20 : STA.w SprTimerA, X
@@ -120,16 +120,16 @@ Sprite_EonScrub_Main:
JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
JSR EonScrub_SpawnPeaShot
LDA #$F0 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
LDA POSX : STA $02
LDA POSY : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
LDA.w POSX : STA $02
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
%GotoAction(0)
.not_too_close
@@ -156,7 +156,7 @@ Sprite_EonScrub_Main:
JSL Sprite_PlayerCantPassThrough
; Play the spinning animation for a bit before proceeding
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
LDA #$40 : STA.w SprTimerA, X
INC.w SprAction, X
.not_done
@@ -170,7 +170,7 @@ Sprite_EonScrub_Main:
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
%SetHarmless(1)
INC.w SprAction, X
.not_done

View File

@@ -387,7 +387,7 @@ Sprite_Boomerang_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08

View File

@@ -279,10 +279,10 @@ Sprite_Chuchu_Move:
RecoilFromPlayer:
{
JSL GetRandomInt : AND.b #$02 : STA $09 ; Speed
LDA SprX, X : CLC : ADC $09 : STA $04
LDA SprY, X : SEC : SBC $09 : STA $06
LDA SprXH, X : ADC #$00 : STA $05
LDA SprYH, X : ADC #$00 : STA $07
LDA.w SprX, X : CLC : ADC $09 : STA $04
LDA.w SprY, X : SEC : SBC $09 : STA $06
LDA.w SprXH, X : ADC #$00 : STA $05
LDA.w SprYH, X : ADC #$00 : STA $07
LDA $09 : STA $00 : STA $01
JSL Sprite_ProjectSpeedTowardsEntityLong
@@ -302,7 +302,7 @@ Sprite_HelmetChuchu_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08

View File

@@ -125,7 +125,7 @@ Sprite_PolsVoice_Main:
%DoDamageToPlayerSameLayerOnContact()
LDA SprTimerA, X : BNE .not_done
LDA.w SprTimerA, X : BNE .not_done
%GotoAction(0)
.not_done
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage