add more explicit length suffices
This commit is contained in:
@@ -108,7 +108,7 @@ Sprite_AntiKirby_Main:
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AntiKirby_Main:
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{
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; Check health
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LDA SprHealth, X : CMP.b #$01 : BCS .NotDead
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LDA.w SprHealth, X : CMP.b #$01 : BCS .NotDead
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%GotoAction(4)
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RTS
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.NotDead
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@@ -141,7 +141,7 @@ Sprite_AntiKirby_Main:
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{
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%PlayAnimation(3, 3, 10) ; Hurt
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LDA SprTimerA, X : BNE .NotDone
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LDA.w SprTimerA, X : BNE .NotDone
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%GotoAction(0)
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.NotDone
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@@ -245,7 +245,7 @@ Sprite_AntiKirby_Main:
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AntiKirby_HattedHurt:
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{
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%PlayAnimation(9, 9, 10)
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LDA SprTimerA, X : BNE .NotDone
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LDA.w SprTimerA, X : BNE .NotDone
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%GotoAction(5)
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.NotDone
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RTS
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@@ -333,7 +333,7 @@ Sprite_AntiKirby_Draw:
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
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LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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@@ -191,7 +191,7 @@ Sprite_Booki_Draw:
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
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LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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@@ -55,7 +55,7 @@ Sprite_DekuScrubEnemy_Prep:
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{
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PHB : PHK : PLB
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LDA SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
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LDA.w SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
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CMP.b #$02 : BEQ .cutscene_scrub
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JMP +
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.pea_shot
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@@ -109,8 +109,8 @@ Sprite_DekuScrubEnemy_Main:
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; Check if the player is too close
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LDA $22 : STA $02
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LDA $20 : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
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; The player is below the scrub, so it should pop up
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LDA #$20 : STA.w SprTimerA, X
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@@ -129,16 +129,16 @@ Sprite_DekuScrubEnemy_Main:
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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JSR SpawnPeaShot
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LDA #$F0 : STA.w SprTimerA, X
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INC.w SprAction, X
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.not_done
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LDA POSX : STA $02
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LDA POSY : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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LDA.w POSX : STA $02
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LDA.w POSY : STA $03
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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@@ -170,7 +170,7 @@ Sprite_DekuScrubEnemy_Main:
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JSL Sprite_PlayerCantPassThrough
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; Play the spinning animation for a bit before proceeding
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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LDA #$40 : STA.w SprTimerA, X
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INC.w SprAction, X
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.not_done
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@@ -186,7 +186,7 @@ Sprite_DekuScrubEnemy_Main:
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JSL Sprite_PlayerCantPassThrough
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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%SetHarmless(1)
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INC.w SprAction, X
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.not_done
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@@ -306,7 +306,7 @@ KillPeaShot:
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{
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; Kill the pea shot
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PHX
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LDA Offspring1_Id : TAX
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LDA.w Offspring1_Id : TAX
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STZ.w $0DD0, X
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PLX
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RTS
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@@ -57,7 +57,7 @@ Sprite_EonScrub_Prep:
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{
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PHB : PHK : PLB
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LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
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LDA.b #$20 : STA.b SprPrize, X
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.normal_scrub
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@@ -101,8 +101,8 @@ Sprite_EonScrub_Main:
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; Check if the player is too close
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LDA $22 : STA $02
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LDA $20 : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
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; The player is below the scrub, so it should pop up
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LDA #$20 : STA.w SprTimerA, X
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@@ -120,16 +120,16 @@ Sprite_EonScrub_Main:
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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JSR EonScrub_SpawnPeaShot
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LDA #$F0 : STA.w SprTimerA, X
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INC.w SprAction, X
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.not_done
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LDA POSX : STA $02
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LDA POSY : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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LDA.w POSX : STA $02
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LDA.w POSY : STA $03
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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@@ -156,7 +156,7 @@ Sprite_EonScrub_Main:
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JSL Sprite_PlayerCantPassThrough
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; Play the spinning animation for a bit before proceeding
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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LDA #$40 : STA.w SprTimerA, X
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INC.w SprAction, X
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.not_done
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@@ -170,7 +170,7 @@ Sprite_EonScrub_Main:
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JSL Sprite_PlayerCantPassThrough
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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%SetHarmless(1)
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INC.w SprAction, X
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.not_done
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@@ -387,7 +387,7 @@ Sprite_Boomerang_Draw:
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
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LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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@@ -279,10 +279,10 @@ Sprite_Chuchu_Move:
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RecoilFromPlayer:
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{
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JSL GetRandomInt : AND.b #$02 : STA $09 ; Speed
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LDA SprX, X : CLC : ADC $09 : STA $04
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LDA SprY, X : SEC : SBC $09 : STA $06
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LDA SprXH, X : ADC #$00 : STA $05
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LDA SprYH, X : ADC #$00 : STA $07
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LDA.w SprX, X : CLC : ADC $09 : STA $04
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LDA.w SprY, X : SEC : SBC $09 : STA $06
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LDA.w SprXH, X : ADC #$00 : STA $05
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LDA.w SprYH, X : ADC #$00 : STA $07
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LDA $09 : STA $00 : STA $01
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JSL Sprite_ProjectSpeedTowardsEntityLong
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@@ -302,7 +302,7 @@ Sprite_HelmetChuchu_Draw:
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA SprGfx, X : CLC : ADC SprFrame, X : TAY;Animation Frame
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LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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@@ -125,7 +125,7 @@ Sprite_PolsVoice_Main:
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%DoDamageToPlayerSameLayerOnContact()
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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