diff --git a/Sprites/Bosses/kydreeok_head.asm b/Sprites/Bosses/kydreeok_head.asm index 0ef5c73..065a20f 100644 --- a/Sprites/Bosses/kydreeok_head.asm +++ b/Sprites/Bosses/kydreeok_head.asm @@ -70,12 +70,12 @@ Sprite_KydreeokHead_Main: LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable - dw KydreeokHead_ForwardAnim - dw KydreeokHead_SideAnim - - dw KydreeokHead_SummonFire - + dw KydreeokHead_ForwardAnim ; 0x00 + dw KydreeokHead_SideAnim ; 0x01 + dw KydreeokHead_SummonFire ; 0x02 + ; ------------------------------------------------------- + ; 0x00 KydreeokHead_ForwardAnim: { %StartOnFrame(0) @@ -88,9 +88,9 @@ Sprite_KydreeokHead_Main: LDA.w SprTimerA, X : BNE .noSpeedChange JSL GetRandomInt : AND #$0F : TAY - LDA.w tableSpeed, Y : STA.w SprXSpeed, X + LDA.w SpeedTable, Y : STA.w SprXSpeed, X JSL GetRandomInt : AND #$0F : TAY - LDA.w tableSpeed, Y : STA.w SprYSpeed, X + LDA.w SpeedTable, Y : STA.w SprYSpeed, X ; LDA #$40 : STA.w SprTimerA, X .noSpeedChange @@ -120,12 +120,13 @@ Sprite_KydreeokHead_Main: JSR RandomlyAttack JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right - %GotoAction(1) + %GotoAction(1) .not_right - RTS } + ; ------------------------------------------------------- + ; 0x01 KydreeokHead_SideAnim: { %StartOnFrame(3) @@ -138,9 +139,9 @@ Sprite_KydreeokHead_Main: LDA.w SprTimerA, X : BNE .noSpeedChange JSL GetRandomInt : AND #$0F : TAY - LDA.w tableSpeed, Y : STA.w SprXSpeed, X + LDA.w SpeedTable, Y : STA.w SprXSpeed, X JSL GetRandomInt : AND #$0F : TAY - LDA.w tableSpeed, Y : STA.w SprYSpeed, X + LDA.w SpeedTable, Y : STA.w SprYSpeed, X ; LDA #$40 : STA.w SprTimerA, X .noSpeedChange JSL Sprite_Move @@ -153,12 +154,14 @@ Sprite_KydreeokHead_Main: JSR RandomlyAttack JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right - RTS + RTS .not_right %GotoAction(0) RTS } + ; ------------------------------------------------------- + ; 0x02 KydreeokHead_SummonFire: { ; %StartOnFrame(5) @@ -169,18 +172,18 @@ Sprite_KydreeokHead_Main: %DoDamageToPlayerSameLayerOnContact() JSR Sprite_Twinrova_FireAttack - JSL Sprite_Move LDA SprTimerA, X : BNE .not_done - LDA #$00 : STA $0DD0, X - + LDA #$00 : STA $0DD0, X .not_done RTS } } +; ========================================================= + CoordinateBasedRotation: { LDA Neck_Index : TAY