Kydreeok final boss death bug fix
This commit is contained in:
@@ -53,7 +53,7 @@ Sprite_Kydreeok_Long:
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Sprite_Kydreeok_Prep:
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{
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PHB : PHK : PLB
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LDA #$40 : STA.w SprTimerA, X
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$08 : STA $36 ; Stores initial movement speeds
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LDA.b #$06 : STA $0428 ; Allows BG1 to move
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LDA.b #$09 : STA.w SprBump, X ; bump damage type
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@@ -193,7 +193,7 @@ Sprite_Kydreeok_Main:
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JSL MoveBody
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayer
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%GotoAction(4)
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@@ -213,7 +213,7 @@ Sprite_Kydreeok_Main:
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JSL MoveBody
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayer
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%GotoAction(4)
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RTS
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@@ -252,15 +252,15 @@ Sprite_Kydreeok_Main:
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JSR StopIfOutOfBounds
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;if both velocities are 0 go back to the Stalk_Player_XORY to re-set the course
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LDA.w SprYSpeed : BNE .notZero
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LDA.w SprXSpeed : BNE .notZero
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LDA.w SprYSpeed, X : BNE .notZero
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LDA.w SprXSpeed, X : BNE .notZero
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%GotoAction(3) ; Kydreeok_MoveXorY
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.notZero
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JSL MoveBody
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayer
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PLX ;restores X
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@@ -311,7 +311,7 @@ Sprite_Kydreeok_Main:
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LDA.b #$04 : STA.w SprHeight, X
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayer
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LDA.w SprTimerA, X : BNE .continue
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STZ.w SprHeight, X
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@@ -7,7 +7,7 @@
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!NbrTiles = 07 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = $C0 ; Number of Health the sprite have
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!Health = $C8 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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@@ -48,10 +48,11 @@ Sprite_KydreeokHead_Long:
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; =========================================================
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print "KydreeokHead_Prep: ", pc
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Sprite_KydreeokHead_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$C0 : STA.w SprHealth, X
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LDA.b #$FF : STA.w SprHealth, X
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LDA.b #$09 : STA.w SprBump, X ; bump damage type
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STZ.w SprMiscE, X
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PLB
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@@ -85,7 +86,7 @@ Sprite_KydreeokHead_Main:
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayer
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PLX
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JSR KydreeokHead_RotationMove
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@@ -117,7 +118,7 @@ Sprite_KydreeokHead_Main:
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayer
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PLX
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JSR KydreeokHead_RotationMove
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@@ -137,11 +138,12 @@ Sprite_KydreeokHead_Main:
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%StartOnFrame(6)
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%PlayAnimation(6,8,10)
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayer
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PLX
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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LDA.w SprTimerA, X : BNE .not_yet
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@@ -157,8 +159,10 @@ Sprite_KydreeokHead_Main:
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%PlayAnimation(9,11,10)
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%MoveTowardPlayer(15)
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayer
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PLX
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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@@ -177,7 +181,7 @@ Sprite_KydreeokHead_Main:
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayer
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PLX
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JSR KydreeokHead_RotationMove
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@@ -191,13 +195,10 @@ Sprite_KydreeokHead_Main:
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KydreeokHead_SummonFire:
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{
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%MoveTowardPlayer(15)
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%DoDamageToPlayerSameLayerOnContact()
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%MoveTowardPlayer(10)
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JSL Sprite_CheckDamageToPlayer
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JSR Sprite_Twinrova_FireAttack
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JSL Sprite_Move
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LDA.w SprTimerA, X : BNE .not_done
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LDA #$00 : STA.w SprState, X
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.not_done
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@@ -389,105 +390,96 @@ MoveWithBody:
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Neck1_Control:
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{
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; Set head pos
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LDA $19EE : STA.w SprX, X
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LDA $19EF : STA.w SprY, X
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; Set head pos
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LDA $19EE : STA.w SprX, X
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LDA $19EF : STA.w SprY, X
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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LDA.w SprXSpeed, X : STA $08
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LDA.w SprYSpeed, X : STA $09
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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LDA.w SprXSpeed, X : STA $08
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LDA.w SprYSpeed, X : STA $09
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LDA.w $19EA : STA $02 ; x
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LDA.w $19EB : STA $03 ; y
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LDA.w $19EA : STA $02 ; x
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LDA.w $19EB : STA $03 ; y
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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; load body position into sprite position
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LDA.w $19EA : STA.w SprX, X
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LDA.w $19EB : STA.w SprY, X
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; load body position into sprite position
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LDA.w $19EA : STA.w SprX, X
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LDA.w $19EB : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EA
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LDA.w SprY, X : STA.w $19EB
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.TooCloseToHead
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LDA.w SprX, X : STA.w $19EA
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LDA.w SprY, X : STA.w $19EB
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; Do body part 2
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.TooCloseToHead
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LDA.w $19EC : STA $02 ; x
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LDA.w $19ED : STA $03 ; y
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; Do body part 2
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LDA.w $19EA : STA $04
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LDA.w $19EB : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
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LDA.w $19EA : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19EB : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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LDA.w $19EC : STA $02 ; x
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LDA.w $19ED : STA $03 ; y
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;load body position into sprite position
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LDA.w $19EC : STA.w SprX, X
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LDA.w $19ED : STA.w SprY, X
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LDA.w $19EA : STA $04
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LDA.w $19EB : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w $19EA : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19EB : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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LDA.w SprX, X : STA.w $19EC
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LDA.w SprY, X : STA.w $19ED
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.TooCloseToBodyPart1
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;load body position into sprite position
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LDA.w $19EC : STA.w SprX, X
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LDA.w $19ED : STA.w SprY, X
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; Do body part 2
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LDA.w $19EE : STA $02 ; x
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LDA.w $19EF : STA $03 ; y
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w $19EC : STA $04
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LDA.w $19ED : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
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LDA.w $19EC : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19ED : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EE : STA.w SprX, X
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LDA.w $19EF : STA.w SprY, X
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LDA.w SprX, X : STA.w $19EC
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LDA.w SprY, X : STA.w $19ED
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.TooCloseToBodyPart1
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; Do body part 2
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LDA.w $19EE : STA $02 ; x
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LDA.w $19EF : STA $03 ; y
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LDA.w $19EC : STA $04
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LDA.w $19ED : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
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LDA.w $19EC : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19ED : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EE : STA.w SprX, X
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LDA.w $19EF : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EE
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LDA.w SprY, X : STA.w $19EF
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.TooCloseToBodyPart2
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LDA.w SprMiscC, X : STA.w SprX, X
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LDA.w SprMiscD, X : STA.w SprY, X
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LDA.b $08 : STA.w SprXSpeed, X
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LDA.b $09 : STA.w SprYSpeed, X
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RTS
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EE
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LDA.w SprY, X : STA.w $19EF
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.TooCloseToBodyPart2
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LDA.w SprMiscC, X : STA.w SprX, X
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LDA.w SprMiscD, X : STA.w SprY, X
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LDA.b $08 : STA.w SprXSpeed, X
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LDA.b $09 : STA.w SprYSpeed, X
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RTS
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}
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Neck2_Control:
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@@ -525,150 +517,145 @@ Neck2_Control:
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.TooCloseToHead2
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LDA.w $19F2 : STA $02 ; x
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LDA.w $19F3 : STA $03 ; y
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LDA.w $19F2 : STA $02 ; x
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LDA.w $19F3 : STA $03 ; y
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LDA.w $19F0 : STA $04
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LDA.w $19F1 : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
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LDA.w $19F0 : STA $04
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LDA.w $19F1 : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
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LDA.w $19F0 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19F1 : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19F2 : STA.w SprX, X
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LDA.w $19F3 : STA.w SprY, X
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LDA.w $19F0 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19F1 : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19F2 : STA.w SprX, X
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LDA.w $19F3 : STA.w SprY, X
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LDA #$04
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F2
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LDA.w SprY, X : STA.w $19F3
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LDA #$04
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F2
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LDA.w SprY, X : STA.w $19F3
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.TooCloseToBodyPart12
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.TooCloseToBodyPart12
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; Do body part 2
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LDA.w $19F4 : STA $02 ; x
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LDA.w $19F5 : STA $03 ; y
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; Do body part 2
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LDA.w $19F4 : STA $02 ; x
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LDA.w $19F5 : STA $03 ; y
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LDA.w $19F2 : STA $04
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LDA.w $19F3 : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
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LDA.w $19F2 : STA $04
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LDA.w $19F3 : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
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LDA.w $19F2 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19F3 : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19F4 : STA.w SprX, X
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LDA.w $19F5 : STA.w SprY, X
|
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|
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LDA.w $19F2 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19F3 : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
|
||||
;load body position into sprite position
|
||||
LDA.w $19F4 : STA.w SprX, X
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||||
LDA.w $19F5 : STA.w SprY, X
|
||||
LDA #$03
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
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||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
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||||
LDA.w SprX, X : STA.w $19F4
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||||
LDA.w SprY, X : STA.w $19F5
|
||||
.TooCloseToBodyPart22
|
||||
|
||||
LDA #$03
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $19F4
|
||||
LDA.w SprY, X : STA.w $19F5
|
||||
|
||||
.TooCloseToBodyPart22
|
||||
LDA.w SprMiscC, X : STA.w SprX, X
|
||||
LDA.w SprMiscD, X : STA.w SprY, X
|
||||
LDA.b $08 : STA.w SprXSpeed, X
|
||||
LDA.b $09 : STA.w SprYSpeed, X
|
||||
|
||||
RTS
|
||||
LDA.w SprMiscC, X : STA.w SprX, X
|
||||
LDA.w SprMiscD, X : STA.w SprY, X
|
||||
LDA.b $08 : STA.w SprXSpeed, X
|
||||
LDA.b $09 : STA.w SprYSpeed, X
|
||||
RTS
|
||||
}
|
||||
|
||||
KydreeokHead_NeckControl:
|
||||
{
|
||||
LDA.w SprSubtype, X : BEQ .DoNeck1
|
||||
JMP .DoNeck2
|
||||
JSR Neck2_Control
|
||||
RTS
|
||||
.DoNeck1
|
||||
JSR Neck1_Control
|
||||
RTS
|
||||
|
||||
.DoNeck2
|
||||
JSR Neck2_Control
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_DrawNeck:
|
||||
{
|
||||
; Dumb draw neck code
|
||||
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
|
||||
; Dumb draw neck code
|
||||
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
|
||||
LDA.w $19EE : STA.w SprCachedX
|
||||
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w $19EE : STA.w SprCachedX
|
||||
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
LDA.w $19EC : STA.w SprCachedX
|
||||
LDA.w $19ED : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w $19EC : STA.w SprCachedX
|
||||
LDA.w $19ED : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19EA : STA.w SprCachedX
|
||||
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
|
||||
BRA .skipNeck
|
||||
LDA.w $19EA : STA.w SprCachedX
|
||||
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
BRA .skipNeck
|
||||
.neck2
|
||||
|
||||
LDA.w $19F4 : STA.w SprCachedX
|
||||
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
LDA.w $19F4 : STA.w SprCachedX
|
||||
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w $19F2 : STA.w SprCachedX
|
||||
LDA.w $19F3 : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
LDA.w $19F2 : STA.w SprCachedX
|
||||
LDA.w $19F3 : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w $19F0 : STA.w SprCachedX
|
||||
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR .DrawNeckPart
|
||||
LDA.w $19F0 : STA.w SprCachedX
|
||||
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
|
||||
|
||||
.skipNeck
|
||||
LDA.b $08 : STA.w SprCachedX
|
||||
LDA.b $09 : STA.w SprCachedY
|
||||
.skipNeck2
|
||||
RTS
|
||||
.skipNeck
|
||||
LDA.b $08 : STA.w SprCachedX
|
||||
LDA.b $09 : STA.w SprCachedY
|
||||
.skipNeck2
|
||||
RTS
|
||||
}
|
||||
|
||||
DrawNeckPart:
|
||||
{
|
||||
PHY
|
||||
JSL Sprite_PrepOamCoord
|
||||
PLY
|
||||
|
||||
REP #$20
|
||||
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
|
||||
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y2
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y ; Set the Char
|
||||
INY
|
||||
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
|
||||
|
||||
.DrawNeckPart
|
||||
PHY
|
||||
JSL Sprite_PrepOamCoord
|
||||
PLY
|
||||
TYA : LSR #2 : TAY
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
PLY : INY
|
||||
|
||||
REP #$20
|
||||
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
|
||||
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y2
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y ; Set the Char
|
||||
INY
|
||||
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
|
||||
|
||||
PHY
|
||||
TYA : LSR #2 : TAY
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
PLY : INY
|
||||
|
||||
RTS
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
@@ -285,11 +285,7 @@ print "End of goron.asm ", pc
|
||||
|
||||
; Sprite Recoil and Death
|
||||
; TODO: Sprite_AttemptKillingOfKin
|
||||
|
||||
; Kydreeok Head die like Sidenexx
|
||||
org $06EFFF
|
||||
CMP.b #$CF
|
||||
|
||||
org $06F003
|
||||
CMP.b #$CF
|
||||
|
||||
|
||||
Reference in New Issue
Block a user