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