cleanup DarkLink
This commit is contained in:
@@ -1,6 +1,6 @@
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;==============================================================================
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; =========================================================
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; Sprite Properties
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; Dark Link Boss
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;==============================================================================
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!SPRID = $C1 ; The sprite ID you are overwriting (HEX)
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!SPRID = $C1 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 4 ; Number of tiles used in a frame
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!NbrTiles = 4 ; 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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@@ -30,12 +30,8 @@
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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_DarkLink_Prep, Sprite_DarkLink_Long);
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%Set_Sprite_Properties(Sprite_DarkLink_Prep, Sprite_DarkLink_Long);
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;==============================================================================
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; =========================================================
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; Sprite Long Hook for that sprite
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; -----------------------------------------------------------------------------
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; This code can be left unchanged
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; handle the draw code and if the sprite is active and should move or not
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;==============================================================================
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Sprite_DarkLink_Long:
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Sprite_DarkLink_Long:
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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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@@ -91,15 +87,10 @@ Sprite_DarkLink_Long:
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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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PLB ; Get back the databank we stored previously
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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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; =========================================================
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; Sprite initialization
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; -----------------------------------------------------------------------------
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; this code only get called once perfect to initialize sprites substate or timers
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; this code as soon as the room transitions/ overworld transition occurs
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;==============================================================================
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Sprite_DarkLink_Prep:
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Sprite_DarkLink_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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@@ -135,12 +126,8 @@ Sprite_DarkLink_Prep:
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dlinkPal:
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dlinkPal:
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dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$3DEF, #$6FF4
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dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$3DEF, #$6FF4
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;==================================================================================================
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; =========================================================
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; Sprite Main routines code
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; --------------------------------------------------------------------------------------------------
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; This is the main local code of your sprite
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; This contains all the Subroutines of your sprites you can add more below
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;==================================================================================================
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Sprite_DarkLink_Main:
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Sprite_DarkLink_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; Load the SprAction
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@@ -560,6 +547,7 @@ Sprite_DarkLink_Main:
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}
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}
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SwordSlash:
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SwordSlash:
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{
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JSL Sprite_CheckDamageFromPlayer : BCC .nodamage
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JSL Sprite_CheckDamageFromPlayer : BCC .nodamage
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LDA.w SprTimerA, X : BNE .alreadytakingdamage
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LDA.w SprTimerA, X : BNE .alreadytakingdamage
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LDA.w $02B2 : CMP #$03 : BNE .notmoredamage
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LDA.w $02B2 : CMP #$03 : BNE .notmoredamage
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@@ -643,11 +631,11 @@ Sprite_DarkLink_Main:
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%GotoAction(00)
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%GotoAction(00)
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+
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+
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RTS
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RTS
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}
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JumpBack:
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JumpBack:
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{
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JSL Sprite_MoveXyz
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JSL Sprite_MoveXyz
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DEC.w $0F80,X : DEC.w $0F80,X
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DEC.w $0F80,X : DEC.w $0F80,X
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@@ -663,8 +651,10 @@ Sprite_DarkLink_Main:
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RTS
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RTS
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}
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JumpAttackUp:
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JumpAttackUp:
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{
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JSL Sprite_MoveXyz
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JSL Sprite_MoveXyz
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LDA.w $0F80,X : BEQ +
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LDA.w $0F80,X : BEQ +
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DEC.w $0F80,X
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DEC.w $0F80,X
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@@ -712,17 +702,13 @@ Sprite_DarkLink_Main:
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.toofar
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.toofar
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SEP #$20
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SEP #$20
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RTS
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RTS
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}
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JumpAttackDown:
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JumpAttackDown:
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{
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LDA.w SprTimerA, X : BNE .wait
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LDA.w SprTimerA, X : BNE .wait
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JSL Sprite_MoveXyz
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JSL Sprite_MoveXyz
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_CheckDamageToPlayer
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@@ -746,8 +732,10 @@ Sprite_DarkLink_Main:
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.wait
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.wait
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RTS
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RTS
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}
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JumpAttackPrep:
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JumpAttackPrep:
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{
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LDA #35 : STA.w SprFrame, X
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LDA #35 : STA.w SprFrame, X
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LDA.w SprTimerA, X : BNE +
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LDA.w SprTimerA, X : BNE +
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@@ -755,8 +743,10 @@ Sprite_DarkLink_Main:
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+
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+
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RTS
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RTS
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}
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JumpAttackShake:
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JumpAttackShake:
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{
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PHX
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PHX
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_CheckDamageToPlayer
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@@ -803,10 +793,8 @@ Sprite_DarkLink_Main:
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+
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+
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RTS
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RTS
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}
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CrumbleSpr:
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CrumbleSpr:
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db $0C, $0D, $0E, $0F
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db $0C, $0D, $0E, $0F
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@@ -818,7 +806,7 @@ Sprite_DarkLink_Main:
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db $28, $28, $D8, $D8
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db $28, $28, $D8, $D8
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WalkAction:
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WalkAction:
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{
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JSL Sprite_CheckDamageFromPlayer : BCC .nodamage
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JSL Sprite_CheckDamageFromPlayer : BCC .nodamage
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LDA.w SprTimerA, X : BNE .alreadytakingdamage
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LDA.w SprTimerA, X : BNE .alreadytakingdamage
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LDA.w $02B2 : CMP #$03 : BNE .notmoredamage
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LDA.w $02B2 : CMP #$03 : BNE .notmoredamage
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@@ -866,17 +854,17 @@ Sprite_DarkLink_Main:
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JMP Handler_DoWalk
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JMP Handler_DoWalk
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RTS
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RTS
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}
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; right
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; right
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speedTableX:
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speedTableX:
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db 16, -16, 00, 00
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db 16, -16, 00, 00
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speedTableY:
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speedTableY:
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db 00, 00, 16, -16
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db 00, 00, 16, -16
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Damaged:
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Damaged:
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{
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JSL Sprite_MoveXyz
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JSL Sprite_MoveXyz
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LDA.w SprYSpeed, X : BPL +
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LDA.w SprYSpeed, X : BPL +
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@@ -918,8 +906,10 @@ Sprite_DarkLink_Main:
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RTS
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RTS
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}
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RecoilSword:
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RecoilSword:
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{
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JSL Sprite_MoveLong
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JSL Sprite_MoveLong
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LDA.w SprTimerC, X : BNE +
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LDA.w SprTimerC, X : BNE +
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%SetTimerC(20)
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%SetTimerC(20)
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@@ -929,10 +919,10 @@ Sprite_DarkLink_Main:
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JSL Sprite_CheckTileCollision
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JSL Sprite_CheckTileCollision
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RTS
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RTS
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}
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SwordSubtype:
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SwordSubtype:
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{
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LDA.w SprTimerA, X : BNE +
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LDA.w SprTimerA, X : BNE +
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STZ.w SprState, X ; kill the sprite
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STZ.w SprState, X ; kill the sprite
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+
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+
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@@ -942,8 +932,10 @@ Sprite_DarkLink_Main:
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RTS
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RTS
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}
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DyingSpin:
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DyingSpin:
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{
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STZ.w SprHeight, X
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STZ.w SprHeight, X
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LDA.w SprTimerB, X : BNE ++
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LDA.w SprTimerB, X : BNE ++
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@@ -957,8 +949,6 @@ Sprite_DarkLink_Main:
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++
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++
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LDA.w SprTimerA, X : BNE +
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LDA.w SprTimerA, X : BNE +
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LDA.b #$60 : STA.w SprTimerA, X
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LDA.b #$60 : STA.w SprTimerA, X
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LDA.b #$12 : STA.w SprTimerB, X
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LDA.b #$12 : STA.w SprTimerB, X
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@@ -966,6 +956,7 @@ Sprite_DarkLink_Main:
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%GotoAction(12)
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%GotoAction(12)
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+
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+
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RTS
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RTS
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}
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dyingframes:
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dyingframes:
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db $00, $02, $01, $03
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db $00, $02, $01, $03
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@@ -1031,11 +1022,9 @@ Sprite_DarkLink_Main:
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dlinkPalRed:
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dlinkPalRed:
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dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$001D, #$6FF4
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dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$001D, #$6FF4
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}
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}
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;==================================================================================================
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; Sprite Draw code
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; =========================================================
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; --------------------------------------------------------------------------------------------------
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; Draw the tiles on screen with the data provided by the sprite maker editor
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;==================================================================================================
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Sprite_DarkLink_Draw:
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Sprite_DarkLink_Draw:
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{
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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@@ -1292,12 +1281,8 @@ Sprite_DarkLink_Draw:
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db $02, $02, $02
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db $02, $02, $02
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db $02, $02
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db $02, $02
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; =========================================================
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;==================================================================================================
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; Sprite Draw Generated Data
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; --------------------------------------------------------------------------------------------------
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; This is where the generated Data for the sprite go
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;==================================================================================================
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.start_index
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18, $1A, $1C, $1E, $20, $22, $24, $26, $28, $2A, $2C, $2E, $30, $32, $34, $36, $38, $3A, $3C, $3E, $40, $42, $44, $45, $48, $4B, $4E, $50, $52, $54, $56, $58, $5A, $5C
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db $00, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18, $1A, $1C, $1E, $20, $22, $24, $26, $28, $2A, $2C, $2E, $30, $32, $34, $36, $38, $3A, $3C, $3E, $40, $42, $44, $45, $48, $4B, $4E, $50, $52, $54, $56, $58, $5A, $5C
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.nbr_of_tiles
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.nbr_of_tiles
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@@ -1539,14 +1524,12 @@ Sprite_DarkLink_Draw:
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db $02, $02
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db $02, $02
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}
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}
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; =========================================================
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GanonInit:
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GanonInit:
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{
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{
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LDA #$C1
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LDA #$C1
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JSL Sprite_SpawnDynamically
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JSL Sprite_SpawnDynamically
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LDA #$05 : STA.w SprSubtype, Y
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LDA #$05 : STA.w SprSubtype, Y
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LDA $00 : STA $0D10, Y
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LDA $00 : STA $0D10, Y
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LDA $01 : STA.w $0D30, Y
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LDA $01 : STA.w $0D30, Y
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@@ -1556,128 +1539,155 @@ JSL Sprite_SpawnDynamically
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LDA.b #$30 : STA.w SprTimerA, Y
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LDA.b #$30 : STA.w SprTimerA, Y
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LDA #$1E : STA.w $012C
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LDA #$1E : STA.w $012C
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RTL
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RTL
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}
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}
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; =========================================================
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Sprite_Ganon_Main:
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Sprite_Ganon_Main:
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LDA.w SprAction, X; Load the SprAction
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{
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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LDA.w SprAction, X; Load the SprAction
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dw Wait
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw ShowMessage
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dw Wait
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dw Fall
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dw ShowMessage
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dw FellWait
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dw Fall
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dw FadingAwait
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dw FellWait
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dw FadingAwait
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Wait:
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Wait:
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LDA.w SprTimerA, X : BNE .wait
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LDA.w SprTimerA, X : BNE .wait
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LDA.b #$30 : STA.w SprTimerA, X
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LDA.b #$30 : STA.w SprTimerA, X
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%ShowUnconditionalMessage($46)
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%ShowUnconditionalMessage($46)
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%GotoAction(1)
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%GotoAction(1)
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.wait
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.wait
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RTS
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RTS
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ShowMessage:
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ShowMessage:
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LDA.w SprTimerA, X : BNE .wait
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LDA.w SprTimerA, X : BNE .wait
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LDA.b #$90 : STA.w SprTimerA, X
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LDA.b #$90 : STA.w SprTimerA, X
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%GotoAction(2)
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%GotoAction(2)
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.wait
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.wait
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RTS
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RTS
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||||||
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Fall:
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Fall:
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LDA.w SprTimerA, X : BNE .wait
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LDA.w SprTimerA, X : BNE .wait
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||||||
LDA.b #$50 : STA.w SprTimerA, X
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LDA.b #$50 : STA.w SprTimerA, X
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||||||
LDA #$01 : STA.w SprFrame, X
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LDA #$01 : STA.w SprFrame, X
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INC.w SprMiscA, X
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INC.w SprMiscA, X
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%GotoAction(3)
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%GotoAction(3)
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.wait
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.wait
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RTS
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RTS
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FellWait:
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FellWait:
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LDA.w SprTimerA, X : BNE .wait
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LDA.w SprTimerA, X : BNE .wait
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LDA.b #$30 : STA.w SprTimerA, X
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LDA.b #$30 : STA.w SprTimerA, X
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%GotoAction(4)
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%GotoAction(4)
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.wait
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.wait
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||||||
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||||||
RTS
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RTS
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||||||
|
|
||||||
FadingAwait:
|
FadingAwait:
|
||||||
LDA.w SprTimerA, X : BNE .wait
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LDA.w SprTimerA, X : BNE .wait
|
||||||
STZ.w SprState, X
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STZ.w SprState, X
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||||||
.wait
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.wait
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||||||
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||||||
RTS
|
RTS
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||||||
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}
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||||||
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||||||
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; =========================================================
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||||||
|
|
||||||
Sprite_Ganon_Draw:
|
Sprite_Ganon_Draw:
|
||||||
LDA.w SprAction, X : CMP #$04 : BNE +
|
{
|
||||||
LDA.w SprTimerA, X : AND #$04 : BEQ +
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LDA.w SprAction, X : CMP #$04 : BNE +
|
||||||
RTS
|
LDA.w SprTimerA, X : AND #$04 : BEQ +
|
||||||
|
RTS
|
||||||
|
|
||||||
+
|
+
|
||||||
JSL Sprite_PrepOamCoord
|
JSL Sprite_PrepOamCoord
|
||||||
LDA #$18
|
LDA #$18
|
||||||
JSL OAM_AllocateFromRegionB
|
JSL OAM_AllocateFromRegionB
|
||||||
|
|
||||||
|
|
||||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||||
LDA .start_index, Y : STA $06
|
LDA .start_index, Y : STA $06
|
||||||
|
|
||||||
|
|
||||||
PHX
|
PHX
|
||||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||||
LDY.b #$00
|
LDY.b #$00
|
||||||
.nextTile
|
.nextTile
|
||||||
|
|
||||||
PHX ; Save current Tile Index?
|
PHX ; Save current Tile Index?
|
||||||
|
|
||||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||||
|
|
||||||
PHA ; Keep the value with animation index offset?
|
PHA ; Keep the value with animation index offset?
|
||||||
|
|
||||||
ASL A : TAX
|
ASL A : TAX
|
||||||
|
|
||||||
REP #$20
|
REP #$20
|
||||||
|
|
||||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||||
AND.w #$0100 : STA $0E
|
AND.w #$0100 : STA $0E
|
||||||
INY
|
INY
|
||||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||||
CLC : ADC #$0010 : CMP.w #$0100
|
CLC : ADC #$0010 : CMP.w #$0100
|
||||||
SEP #$20
|
SEP #$20
|
||||||
BCC .on_screen_y
|
BCC .on_screen_y
|
||||||
|
|
||||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||||
STA $0E
|
STA $0E
|
||||||
.on_screen_y
|
.on_screen_y
|
||||||
|
|
||||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||||
INY
|
INY
|
||||||
LDA .chr, X : STA ($90), Y
|
LDA .chr, X : STA ($90), Y
|
||||||
INY
|
INY
|
||||||
LDA .properties, X : STA ($90), Y
|
LDA .properties, X : STA ($90), Y
|
||||||
|
|
||||||
PHY
|
PHY
|
||||||
|
|
||||||
TYA : LSR #2 : TAY
|
TYA : LSR #2 : TAY
|
||||||
|
|
||||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||||
|
|
||||||
PLY : INY
|
PLY : INY
|
||||||
|
|
||||||
PLX : DEX : BPL .nextTile
|
PLX : DEX : BPL .nextTile
|
||||||
|
|
||||||
PLX
|
PLX
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
|
||||||
|
.start_index
|
||||||
|
db $00, $0C
|
||||||
|
.nbr_of_tiles
|
||||||
|
db 11, 11
|
||||||
|
.x_offsets
|
||||||
|
dw 0, 16, 28, 28, 0, 0, 16, 16, 0, 16, -12, -12
|
||||||
|
dw 22, 22, -5, -5, -3, 18, 0, 16, 0, 16, 0, 16
|
||||||
|
.y_offsets
|
||||||
|
dw 7, 7, -9, 7, -16, 0, 0, -16, -19, -19, -9, 7
|
||||||
|
dw 10, 26, 11, 27, -21, -21, -11, -11, 5, 5, 10, 10
|
||||||
|
.chr
|
||||||
|
db $E0, $E0, $C4, $E4, $C2, $E2, $E2, $C2, $C0, $C0, $C4, $E4
|
||||||
|
db $C4, $E4, $C4, $E4, $E6, $E6, $C8, $C8, $E8, $E8, $C6, $C6
|
||||||
|
.properties
|
||||||
|
db $3D, $7D, $7D, $7D, $3B, $3B, $7B, $7B, $3D, $7D, $3D, $3D
|
||||||
|
db $7D, $7D, $3D, $3D, $3D, $7D, $3B, $7B, $3B, $7B, $3D, $7D
|
||||||
|
.sizes
|
||||||
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
ApplyDarkLinkGraphics:
|
ApplyDarkLinkGraphics:
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user