random cleanup
This commit is contained in:
@@ -119,7 +119,7 @@ LinkState_UsingZoraMask:
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LDA !ZoraDiving : BEQ .dive
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LDA !ZoraDiving : BEQ .dive
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STZ $55 ; Reset cape flag
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STZ $55 ; Reset cape flag
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STZ !ZoraDiving ; Reset underwater flag
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STZ !ZoraDiving ; Reset underwater flag
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STZ $0351 ; Reset ripple flag
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STZ $0351 ; Reset ripple flag
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STZ $037B ; Reset invincibility flag
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STZ $037B ; Reset invincibility flag
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LDA #$04 : STA $5D ; Put Link in Swimming State
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LDA #$04 : STA $5D ; Put Link in Swimming State
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@@ -5,14 +5,14 @@
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!NbrTiles = 02 ; Number of tiles used in a frame
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!NbrTiles = 02 ; 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 = 20 ; Number of Health the sprite have
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!Health = $08 ; Number of Health the sprite have
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!Damage = 04 ; (08 is a whole heart), 04 is half heart
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!Damage = 04 ; (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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!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 = 00 ; 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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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -28,6 +28,7 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_AntiKirby_Prep, Sprite_AntiKirby_Long);
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%Set_Sprite_Properties(Sprite_AntiKirby_Prep, Sprite_AntiKirby_Long);
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@@ -47,15 +48,34 @@ Sprite_AntiKirby_Long:
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RTL ; Go back to original code
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RTL ; Go back to original code
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}
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}
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; ==============================================================================
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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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; Add more code here to initialize data
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LDA #$00 : STA $0CAA, X
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LDA #$00 : STA $0B6B, X
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LDY $0FFF
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LDA .bump_damage, Y : STA $0CD2, X
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LDA .hp, Y : STA $0E50, X
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LDA .prize_pack, Y : STA $0BE0, 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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.bump_damage
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db $81, $88
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.hp
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db 4, 8
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.prize_pack
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db 6, 2
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}
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}
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!RecoilTime = $30
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!RecoilTime = $30
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@@ -98,43 +118,50 @@ Sprite_AntiKirby_Main:
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AntiKirby_Start:
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AntiKirby_Start:
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{
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{
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; %PlayAnimation(0, 0, 10) ; Idle
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%PlayAnimation(0, 0, 10) ; Idle
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JSL Sprite_DirectionToFacePlayer
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TYA : CMP.b #$02 : BCC .WalkRight
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.WalkLeft
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; JSL Sprite_IsBelowPlayer : BCS .WalkRight
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%GotoAction(2)
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; Check health
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RTS
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LDA SprHealth, X : CMP.b #$01 : BCS .NotDead
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.WalkRight
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%GotoAction(6)
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JSL Sprite_IsBelowPlayer : BCS .WalkLeft
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RTS
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.NotDead
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%GotoAction(1)
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JSL Sprite_DirectionToFacePlayer
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RTS
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TYA : CMP.b #$02 : BCC .WalkRight
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.WalkLeft
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%GotoAction(2)
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RTS
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.WalkRight
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JSL Sprite_IsBelowPlayer : BCS .WalkLeft
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%GotoAction(1)
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RTS
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}
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}
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AntiKirby_WalkRight:
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AntiKirby_WalkRight:
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{
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{
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%PlayAnimation(0, 3, 10) ; Walk Right
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%PlayAnimation(0, 3, 10) ; Walk Right
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; JSL Sprite_CheckTileCollision : BEQ .Collision
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PHX
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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PHX
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LDA #!RecoilTime : STA SprTimerA, X
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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%GotoAction(3) ; Hurt
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PLX
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RTS
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LDA #!RecoilTime : STA SprTimerA, X
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.NoDamage
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%GotoAction(3) ; Hurt
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%DoDamageToPlayerSameLayerOnContact()
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PLX : RTS
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PLX
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.NoDamage
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%MoveTowardPlayer(10)
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_BounceFromTileCollision
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PLX
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JSL Sprite_PlayerCantPassThrough
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%MoveTowardPlayer(10)
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.Collision
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.Collision
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%GotoAction(0)
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RTS
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%GotoAction(0)
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RTS
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}
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}
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AntiKirby_WalkLeft:
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AntiKirby_WalkLeft:
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@@ -142,6 +169,7 @@ Sprite_AntiKirby_Main:
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%PlayAnimation(4, 7, 10) ; Walk Left
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%PlayAnimation(4, 7, 10) ; Walk Left
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PHX
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PHX
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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LDA #!RecoilTime : STA SprTimerA, X
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LDA #!RecoilTime : STA SprTimerA, X
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%GotoAction(3) ; Hurt
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%GotoAction(3) ; Hurt
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@@ -151,7 +179,8 @@ Sprite_AntiKirby_Main:
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PLX
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PLX
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%MoveTowardPlayer(10)
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%MoveTowardPlayer(10)
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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%GotoAction(0)
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%GotoAction(0)
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RTS
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RTS
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@@ -159,20 +188,11 @@ Sprite_AntiKirby_Main:
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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(8, 8, 10) ; Hurt
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%PlayAnimation(8, 8, 10) ; Hurt
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LDA SprTimerA, X : BNE .NotDone
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; Check health
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%GotoAction(0)
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LDA SprHealth, X : BNE .NotDead
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.NotDone
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%GotoAction(6)
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RTS
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RTS
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.NotDead
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LDA SprTimerA, X : BNE .NotDone
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%GotoAction(0)
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.NotDone
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RTS
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}
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}
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AntiKirby_Suck:
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AntiKirby_Suck:
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@@ -217,6 +237,7 @@ Sprite_AntiKirby_Draw:
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA .start_index, Y : STA $06
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LDA $0DA0, X : STA $08
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PHX
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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@@ -249,7 +270,7 @@ Sprite_AntiKirby_Draw:
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INY
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INY
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LDA .chr, X : STA ($90), Y
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LDA .chr, X : STA ($90), Y
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INY
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INY
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LDA .properties, X : STA ($90), Y
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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PHY
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