add third neck and head draw control to kydreeok head
This commit is contained in:
@@ -4,7 +4,7 @@
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; =========================================================
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!SPRID = $CF ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 06 ; Number of tiles used in a frame
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!NbrTiles = 05 ; 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 = 40 ; Number of Health the sprite have
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@@ -55,7 +55,6 @@ Sprite_KydreeokHead_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprHealth, X
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LDA.b #$09 : STA.w SprBump, X ; bump damage type
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@@ -105,22 +104,6 @@ Sprite_KydreeokHead_Main:
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JSR RotateHeadUsingSpeedValues
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; LDA Neck_Index : TAY
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; ; JSL GetRandomInt : AND #$04 : TAY
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; LDA X_Coords, Y : STA Neck1_OffsetX
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; ; JSL GetRandomInt : AND #$04 : TAY
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; ; LDA X_Coords, Y : STA Neck2_OffsetX
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; ; JSL GetRandomInt : AND #$0F : TAY
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; LDA Y_Coords, Y : STA Neck1_OffsetY
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; ; JSL GetRandomInt : AND #$04 : TAY
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; ; LDA Y_Coords, Y : STA Neck2_OffsetY
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; JSL GetRandomInt : AND #$3F : BNE .dont_increment
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; INC.w Neck_Index
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; .dont_increment
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; CPY #15 : BNE .not_full
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; LDA #0 : STA Neck_Index
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; .not_full
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JSR RandomlyAttack
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
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@@ -195,10 +178,12 @@ CoordinateBasedRotation:
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; LDA X_Coords, Y : STA Neck1_OffsetX
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; JSL GetRandomInt : AND #$04 : TAY
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LDA X_Coords, Y : STA Neck2_OffsetX
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LDA X_Coords, Y : STA Neck3_OffsetX
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; JSL GetRandomInt : AND #$0F : TAY
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; LDA Y_Coords, Y : STA Neck1_OffsetY
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; JSL GetRandomInt : AND #$04 : TAY
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LDA Y_Coords, Y : STA Neck2_OffsetY
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LDA Y_Coords, Y : STA Neck3_OffsetY
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JSL GetRandomInt : AND #$3F : BNE .dont_increment
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INC.w Neck_Index
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.dont_increment
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@@ -294,11 +279,19 @@ Offspring2_Neck1_Y = $19F1
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Offspring2_Neck2_Y = $19F3
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Offspring2_Neck3_Y = $19F5
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Offspring3_Neck1_X = $1A78
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Offspring3_Neck2_X = $1A7A
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Offspring3_Neck3_X = $1A7C
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Offspring3_Neck1_Y = $1A79
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Offspring3_Neck2_Y = $1A7B
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Offspring3_Neck3_Y = $1A7D
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MoveWithBody:
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{
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LDA Kydreeok_Id : TAY
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CPX.w Offspring2_Id : BEQ .DoMove
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CPX.w Offspring3_Id : BEQ .MoveNeck3
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; The first neck
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LDA.w SprX, Y : SEC : SBC #$0F
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; STA.w SprX, X
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@@ -334,6 +327,15 @@ MoveWithBody:
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JSR KydreeokHead_NeckControl
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RTS
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.MoveNeck3
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; The third neck
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LDA.w SprX, Y : SEC : SBC #$0F
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; STA.w SprX, X
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STA.w SprMiscA, X
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STA.w $1A78
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; STA.w $1A7A
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; STA.w $1A7C
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JMP .return
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}
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; =========================================================
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@@ -368,12 +370,8 @@ AdjustMovementSpeed:
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; =========================================================
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; Based on Zarby Gleeok code
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KydreeokHead_NeckControl:
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Neck1_Control:
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{
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LDA.w SprSubtype, X : BEQ .DoNeck1
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JMP .DoNeck2
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.DoNeck1
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; Set head pos
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LDA $19EE : CLC : ADC.w Neck1_OffsetX : STA SprX, X
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LDA $19EF : CLC : ADC.w Neck1_OffsetY : STA SprY, X
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@@ -470,10 +468,10 @@ KydreeokHead_NeckControl:
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RTS
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; =========================================================
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.DoNeck2
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}
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Neck2_Control:
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{
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; Set head pos
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LDA $19F4 : CLC : ADC.w Neck2_OffsetX : STA SprX, X
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LDA $19F5 : CLC : ADC.w Neck2_OffsetY : STA SprY, X
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@@ -563,6 +561,112 @@ KydreeokHead_NeckControl:
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RTS
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}
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KydreeokHead_NeckControl:
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{
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LDA.w SprSubtype, X : BEQ .DoNeck1
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CMP.b #$02 : BEQ .DoNeck3
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JMP .DoNeck2
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.DoNeck1
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JSR Neck1_Control
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RTS
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; =========================================================
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.DoNeck2
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JSR Neck2_Control
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RTS
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.DoNeck3
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; Set head pos
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LDA $1A7C : CLC : ADC.w Neck3_OffsetX : STA SprX, X
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LDA $1A7D : CLC : ADC.w Neck3_OffsetY : STA 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 $1A78 : STA $02 ; x
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LDA.w $1A79 : 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 .TooCloseToHead3 ; 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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;load body position into sprite position
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LDA.w $1A78 : STA.w SprX, X
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LDA.w $1A79 : STA.w SprY, X
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LDA #$08
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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 $1A78
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LDA.w SprY, X : STA.w $1A79
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.TooCloseToHead3
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LDA.w $1A7A : STA $02 ; x
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LDA.w $1A7B : STA $03 ; y
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LDA.w $1A78 : STA $04
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LDA.w $1A79 : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart13 ; is body1 too close to the head?
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LDA.w $1A78 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $1A79 : 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 $1A7A : STA.w SprX, X
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LDA.w $1A7B : 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 $1A7A
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LDA.w SprY, X : STA.w $1A7B
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.TooCloseToBodyPart13
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; Do body part 2
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LDA.w $1A7C : STA $02 ; x
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LDA.w $1A7D : STA $03 ; y
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LDA.w $1A7A : STA $04
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LDA.w $1A7B : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart23 ; is body1 too close to the head?
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LDA.w $1A7A : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $1A7B : 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 $1A7C : STA.w SprX, X
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LDA.w $1A7D : STA.w SprY, X
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LDA #$03
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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 $1A7C
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LDA.w SprY, X : STA.w $1A7D
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.TooCloseToBodyPart23
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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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; =========================================================
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; This is here for reference.
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@@ -589,7 +693,8 @@ Sprite_KydreeokHead_DrawNeck_Data:
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Sprite_KydreeokHead_DrawNeck:
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{
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; Dumb draw neck code
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LDA.w SprSubtype, X : BNE .neck2
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LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
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CMP.b #$02 : BEQ .neck3
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LDA.w $19EA : STA.w $0FD8
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LDA.w $19EB : STA.w $0FDA
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JSR .DrawNeckPart
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@@ -623,6 +728,22 @@ Sprite_KydreeokHead_DrawNeck:
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.skipNeck2
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RTS
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.neck3
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; Dumb draw neck code
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LDA.w $1A78 : STA.w $0FD8
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LDA.w $1A79 : STA.w $0FDA
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JSR .DrawNeckPart
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LDA.w $1A7A : STA.w $0FD8
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LDA.w $1A7B : STA.w $0FDA
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JSR .DrawNeckPart
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LDA.w $1A7C : STA.w $0FD8
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LDA.w $1A7D : STA.w $0FDA
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JSR .DrawNeckPart
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BRA .skipNeck2
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.DrawNeckPart
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PHY
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JSL Sprite_PrepOamCoord
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