Adjust AntiKirby damage based on player sword level
This commit is contained in:
@@ -11,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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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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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this AntiKirby (can be 0 to 7)
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!Palette = 00 ; Unused in this AntiKirby (can be 0 to 7)
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!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -54,12 +54,12 @@ Sprite_AntiKirby_Long:
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Sprite_AntiKirby_Prep:
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Sprite_AntiKirby_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 #$00 : STA.w SprDefl, X
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LDA #$00 : STA.w SprDefl, X
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LDA #$00 : STA.w SprTileDie, X
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LDA #$00 : STA.w SprTileDie, X
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STZ.w SprMiscB, X
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STZ.w SprMiscB, X
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LDY $0FFF
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LDA.l SWORD : DEC : TAY
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LDA .bump_damage, Y : STA.w SprBump, X
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LDA .bump_damage, Y : STA.w SprBump, X
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LDA .health, Y : STA.w SprHealth, X
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LDA .health, Y : STA.w SprHealth, X
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LDA .prize_pack, Y : STA.w SprPrize, X
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LDA .prize_pack, Y : STA.w SprPrize, X
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@@ -68,20 +68,20 @@ Sprite_AntiKirby_Prep:
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RTL
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RTL
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.bump_damage
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.bump_damage
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db $81, $88
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db $81, $88, $88, $88
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.health
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.health
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db 10, 20
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db 10, 20, 20, 20
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.prize_pack
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.prize_pack
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db 6, 3
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db 6, 3, 3, 3
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}
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}
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!RecoilTime = $30
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!RecoilTime = $30
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Sprite_AntiKirby_Main:
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Sprite_AntiKirby_Main:
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{
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{
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JSL Sprite_IsToRightOfPlayer
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JSL Sprite_IsToRightOfPlayer
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TYA : CMP #$01 : BNE .WalkRight
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TYA : CMP #$01 : BNE .WalkRight
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.WalkLeft
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.WalkLeft
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LDA.b #$40 : STA.w SprMiscC, X
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LDA.b #$40 : STA.w SprMiscC, X
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@@ -107,7 +107,7 @@ Sprite_AntiKirby_Main:
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AntiKirby_Main:
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AntiKirby_Main:
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{
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{
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; Check health
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; Check health
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LDA.w 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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%GotoAction(4)
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RTS
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RTS
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@@ -121,7 +121,7 @@ Sprite_AntiKirby_Main:
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.not_done
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.not_done
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%PlayAnimation(0, 2, 10) ; Start
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%PlayAnimation(0, 2, 10) ; Start
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA #!RecoilTime : STA.w SprTimerA, X
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LDA #!RecoilTime : STA.w SprTimerA, X
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%GotoAction(1) ; Hurt
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%GotoAction(1) ; Hurt
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@@ -132,15 +132,13 @@ Sprite_AntiKirby_Main:
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%MoveTowardPlayer(8)
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%MoveTowardPlayer(8)
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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RTS
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RTS
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}
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}
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AntiKirby_Hurt:
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AntiKirby_Hurt:
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{
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{
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%PlayAnimation(3, 3, 10) ; Hurt
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%PlayAnimation(3, 3, 10) ; Hurt
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LDA.w SprTimerA, X : BNE .NotDone
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LDA.w SprTimerA, X : BNE .NotDone
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%GotoAction(0)
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%GotoAction(0)
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.NotDone
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.NotDone
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@@ -157,7 +155,7 @@ Sprite_AntiKirby_Main:
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%GotoAction(1) ; Hurt
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%GotoAction(1) ; Hurt
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RTS
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RTS
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.NoDamage
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.NoDamage
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LDA.b $0E : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link
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LDA.b $0E : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link
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LDA.b $0F : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link
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LDA.b $0F : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link
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INC.w SprAction, X
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INC.w SprAction, X
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@@ -177,7 +175,7 @@ Sprite_AntiKirby_Main:
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.dont_tongue_link
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.dont_tongue_link
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LDA.w SprTimerA, X : BNE +
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LDA.w SprTimerA, X : BNE +
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STZ.w SprAction, X
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STZ.w SprAction, X
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+
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+
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@@ -187,7 +185,7 @@ Sprite_AntiKirby_Main:
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AntiKirby_Sucking:
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AntiKirby_Sucking:
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{
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{
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%PlayAnimation(5, 5, 10) ; Sucking
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%PlayAnimation(5, 5, 10) ; Sucking
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; Get the direction of link relative to the anti kirby
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; Get the direction of link relative to the anti kirby
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; Invert the direction and store it in A, call DragPlayer
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; Invert the direction and store it in A, call DragPlayer
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; when Link is close enough
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; when Link is close enough
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@@ -202,8 +200,8 @@ Sprite_AntiKirby_Main:
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LDA.b $0E : CMP.b #$10 : BCS .NotDone
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LDA.b $0E : CMP.b #$10 : BCS .NotDone
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LDA.b $0F : CMP.b #$10 : BCS .NotDone
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LDA.b $0F : CMP.b #$10 : BCS .NotDone
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%SetTimerA($80)
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%SetTimerA($80)
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LDA.b #$0A : STA.w SprFrame, X
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LDA.b #$0A : STA.w SprFrame, X
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INC.w SprAction, X
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INC.w SprAction, X
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RTS
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RTS
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.NotDone
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.NotDone
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LDA.w SprTimerA, X : BNE +
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LDA.w SprTimerA, X : BNE +
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@@ -244,7 +242,7 @@ Sprite_AntiKirby_Main:
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AntiKirby_HattedHurt:
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AntiKirby_HattedHurt:
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{
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{
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%PlayAnimation(9, 9, 10)
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%PlayAnimation(9, 9, 10)
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LDA.w SprTimerA, X : BNE .NotDone
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LDA.w SprTimerA, X : BNE .NotDone
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%GotoAction(5)
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%GotoAction(5)
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.NotDone
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.NotDone
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@@ -271,7 +269,7 @@ AntiKirby_StealItem:
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SEC : SBC.b $22
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SEC : SBC.b $22
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CLC : ADC.w #$000C : CMP.w #$0018 : BCS .exit
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CLC : ADC.w #$000C : CMP.w #$0018 : BCS .exit
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LDA.w $0FDA
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LDA.w $0FDA
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CLC : ADC.b $06
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CLC : ADC.b $06
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SEC : SBC.b $20
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SEC : SBC.b $20
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CLC : ADC.w #$000C : CMP.w #$0020 : BCS .exit
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CLC : ADC.w #$000C : CMP.w #$0020 : BCS .exit
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@@ -345,22 +343,22 @@ Sprite_AntiKirby_Draw:
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.nextTile
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.nextTile
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PHX ; Save current Tile Index?
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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REP #$20
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LDA $09 : AND.w #$00FF : CMP.w #$0040 : BNE +
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LDA $09 : AND.w #$00FF : CMP.w #$0040 : BNE +
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LDA $00 : CLC : ADC .x_offsets_2, X : STA ($90), Y
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LDA $00 : CLC : ADC .x_offsets_2, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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INY
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BRA ++
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BRA ++
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+
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+
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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INY
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++
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++
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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@@ -378,14 +376,10 @@ Sprite_AntiKirby_Draw:
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INY
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INY
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LDA .properties, X : ORA $08 : AND.b #$FF : ORA $09 : STA ($90), Y
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LDA .properties, X : ORA $08 : AND.b #$FF : ORA $09 : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX : DEX : BPL .nextTile
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PLX
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PLX
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