diff --git a/Sprites/Bosses/twinrova.asm b/Sprites/Bosses/twinrova.asm index 1703752..6c120b6 100644 --- a/Sprites/Bosses/twinrova.asm +++ b/Sprites/Bosses/twinrova.asm @@ -90,7 +90,14 @@ Sprite_Twinrova_Prep: LDA #$10 : STA $08 LDA #$10 : STA $09 - STZ $0D80, X + LDA #$0A : STA $0D80, X + + LDA.b #$60 : STA.w $0E10, X + LDA.b #$01 : STA.w $0DB0, X + LDA.b #$02 : STA.w $0DE0, X + LDA.b #$04 : STA.w $0EB0, X + LDA.b #$07 : STA.w $0DC0, X + STZ.w $0B69 PLB RTL @@ -166,8 +173,6 @@ Sprite_Twinrova_Main: ; 0x00 Twinrova_Init: { - ; %Twinrova_Front() - JSR ApplyTwinrovaGraphics %GotoAction(01) RTS } @@ -698,7 +703,7 @@ ApplyTwinrovaGraphics: PLX - RTS + RTL TwinrovaGraphics: incbin twinrova.bin @@ -721,8 +726,8 @@ Follower_BasicMover: ; Check if we are in room 0xAC REP #$20 LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform - ; Check room flag 0x65 - LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform + ; ; Check room flag 0x65 + ; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform SEP #$20 JSL Follower_CheckBlindTrigger : BCC .no_blind_transform .blind_transform @@ -750,6 +755,8 @@ Follower_BasicMover: LDA.b #$15 : STA.w $012C RTS + + org $09A23A .no_blind_transform } @@ -804,6 +811,9 @@ Follower_CheckBlindTrigger: org $1DA03C Blind_SpawnFromMaiden: { + ; Load the Twinrova graphics + JSL ApplyTwinrovaGraphics + LDX.b #$00 ; Load the boss into sprite index 0 ; Set the sprite to alive and active @@ -823,7 +833,7 @@ Blind_SpawnFromMaiden: LDA.b #$C0 : STA.w $0E10,X ; Set SprGfx - LDA.b #$15 : STA.w $0DC0,X + ; LDA.b #$15 : STA.w $0DC0,X ; Set SprMiscC and bulletproof properties LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X @@ -839,11 +849,14 @@ Blind_SpawnFromMaiden: ; ========================================================= +; We are using space from this function to insert the +; Twinrova graphics above, since the prep is now handled +; in the custom sprite code. SpritePrep_Blind_PrepareBattle: { - #_1DA081: LDA.l $7EF3CC - #_1DA085: CMP.b #$06 ; FOLLOWER 06 - #_1DA087: BEQ .despawn + ; #_1DA081: LDA.l $7EF3CC + ; #_1DA085: CMP.b #$06 ; FOLLOWER 06 + ; #_1DA087: BEQ .despawn #_1DA089: LDA.w $0403 #_1DA08C: AND.b #$20 @@ -873,8 +886,10 @@ SpritePrep_Blind_PrepareBattle: #_1DA0B0: RTL } -; ========================================================= +warnpc $1DA0B1 + +; ========================================================= BlindLaser_SpawnTrailGarnish: {