cleanup pols voice, alloc more oam for shadow
This commit is contained in:
@@ -1,6 +1,6 @@
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!SPRID = $A4 ; The sprite ID you are overwriting (HEX)
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!SPRID = $A4 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; Number of tiles used in a frame
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!NbrTiles = 03 ; 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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!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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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 10 ; Number of Health the sprite have
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!Health = 10 ; Number of Health the sprite have
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@@ -51,9 +51,9 @@ Sprite_PolsVoice_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA #$80 : STA SprTimerA, X
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LDA.b #$80 : STA.w SprTimerA, X
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LDA #$00 : STA $0CAA, X
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LDA.b #$00 : STA.w SprDefl, X
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LDA #$00 : STA $0B6B, X
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LDA.b #$00 : STA.w SprTileDie, X
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PLB
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PLB
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RTL
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RTL
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@@ -62,12 +62,12 @@ Sprite_PolsVoice_Prep:
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; =========================================================
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; =========================================================
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Sprite_PolsVoice_Main:
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Sprite_PolsVoice_Main:
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{
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{
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LDA.w SprAction, X; Load the SprAction
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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JSL UseImplicitRegIndexedLocalJumpTable
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dw PolsVoice_MoveAround
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dw PolsVoice_MoveAround
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dw PolsVoice_HopAround
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dw PolsVoice_HopAround
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PolsVoice_MoveAround:
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PolsVoice_MoveAround:
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{
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{
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%StartOnFrame(0)
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%StartOnFrame(0)
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@@ -83,27 +83,24 @@ Sprite_PolsVoice_Main:
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%DoDamageToPlayerSameLayerOnContact()
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%DoDamageToPlayerSameLayerOnContact()
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JSL GetRandomInt : AND #$3F : BNE .not_done
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JSL GetRandomInt : AND #$3F : BNE .not_done
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LDA #$04 : STA SprTimerA, X
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LDA #$04 : STA SprTimerA, X
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%GotoAction(1)
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%GotoAction(1)
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.not_done
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.not_done
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
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BCC .no_damage
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; Get the direction to recoil from the player
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;Sprite_DirectionToFacePlayer LONG
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; \return $0E is low byte of player_y_pos - sprite_y_pos
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; \return $0F is low byte of player_x_pos - sprite_x_pos
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JSL Sprite_DirectionToFacePlayer
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JSL Sprite_DirectionToFacePlayer
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; Apply the speed positive or negative speed
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; Apply the speed positive or negative speed
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LDA $0E : BPL .not_up
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LDA $0E : BPL .not_up
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LDA #$20 : STA.w SprYSpeed, X : BRA .not_down
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LDA #$20 : STA.w SprYSpeed, X
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BRA .not_down
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.not_up
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.not_up
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LDA #$E0 : STA.w SprYSpeed, X
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LDA #$E0 : STA.w SprYSpeed, X
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.not_down
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.not_down
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LDA $0F : BPL .not_right
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LDA $0F : BPL .not_right
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LDA #$20 : STA.w SprXSpeed, X : BRA .not_left
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LDA #$20 : STA.w SprXSpeed, X
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BRA .not_left
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.not_right
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.not_right
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LDA #$E0 : STA SprXSpeed, X
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LDA #$E0 : STA SprXSpeed, X
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.not_left
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.not_left
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@@ -125,11 +122,9 @@ Sprite_PolsVoice_Main:
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%DoDamageToPlayerSameLayerOnContact()
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%DoDamageToPlayerSameLayerOnContact()
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LDA SprTimerA, X : BNE .not_done
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LDA SprTimerA, X : BNE .not_done
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%GotoAction(0)
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%GotoAction(0)
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.not_done
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.not_done
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
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BCC .no_damage
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.no_damage
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.no_damage
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RTS
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RTS
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@@ -198,7 +193,7 @@ Sprite_PolsVoice_Draw:
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RTS
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RTS
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; =========================================================
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; =======================================================
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.start_index
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.start_index
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db $00, $01, $02, $03, $04
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db $00, $01, $02, $03, $04
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