update kydreeok neck draw
This commit is contained in:
@@ -4,7 +4,7 @@
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; =========================================================
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!SPRID = $CF ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 05 ; Number of tiles used in a frame
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!NbrTiles = 07 ; 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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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = $C0 ; Number of Health the sprite have
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@@ -89,8 +89,10 @@ Sprite_KydreeokHead_Main:
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%StartOnFrame(0)
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%PlayAnimation(0,2,10)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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@@ -119,9 +121,11 @@ Sprite_KydreeokHead_Main:
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%StartOnFrame(3)
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%PlayAnimation(3,5,10)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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@@ -163,7 +167,7 @@ Sprite_KydreeokHead_Main:
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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LDA SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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@@ -177,11 +181,13 @@ Sprite_KydreeokHead_Main:
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%PlayAnimation(12,14,10)
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%MoveTowardPlayer(15)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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LDA SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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@@ -235,11 +241,28 @@ KydreeokHead_RotationMove:
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; LDA.b #$01 : STA.w SprMiscE, X
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; LDA.b #$10 : STA.w SprTimerE, X
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; .no_independent
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RTS
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}
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Sprite_KydreeokHead_Damage_Flash:
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{
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LDA.w $0EB0, X : BEQ .dontFlash
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; Change the palette to the next in the cycle
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LDA.w $0EB0, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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.dontReset
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STA.w $0EB0, X
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BRA .flash
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.dontFlash
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STZ.w $0EB0, X
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.flash
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RTS
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}
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; =========================================================
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CoordinateBasedRotation:
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@@ -316,6 +339,7 @@ YSpeedSin:
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RandomlyAttack:
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{
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JSR Sprite_KydreeokHead_Damage_Flash
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JSL GetRandomInt : AND #$7F : BNE .no_attack
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CLC
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JSL GetRandomInt : AND #$0F : BNE .no_attack
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@@ -588,55 +612,48 @@ Sprite_KydreeokHead_DrawNeck:
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{
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; Dumb draw neck code
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LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
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CMP.b #$02 : BEQ .neck3
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LDA.w $19EA : STA.w $0FD8
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LDA.w $19EB : STA.w $0FDA
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LDA.w $19EE : STA.w SprCachedX
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LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
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JSR .DrawNeckPart
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LDA.w $19EC : STA.w $0FD8
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LDA.w $19ED : STA.w $0FDA
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LDA.w $19EC : STA.w SprCachedX
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LDA.w $19ED : STA.w SprCachedY
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JSR .DrawNeckPart
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LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
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JSR .DrawNeckPart
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LDA.w $19EE : STA.w $0FD8
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LDA.w $19EF : STA.w $0FDA
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LDA.w $19EA : STA.w SprCachedX
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LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
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JSR .DrawNeckPart
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LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
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JSR .DrawNeckPart
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BRA .skipNeck
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BRA .skipNeck
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.neck2
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; Dumb draw neck code
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LDA.w $19F0 : STA.w $0FD8
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LDA.w $19F1 : STA.w $0FDA
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LDA.w $19F4 : STA.w SprCachedX
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LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
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JSR .DrawNeckPart
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LDA.w $19F2 : CLC : ADC.w Neck2_OffsetX : STA.w $0FD8
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LDA.w $19F3 : CLC : ADC.w Neck2_OffsetY : STA.w $0FDA
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LDA.w $19F2 : STA.w SprCachedX
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LDA.w $19F3 : STA.w SprCachedY
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JSR .DrawNeckPart
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LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
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JSR .DrawNeckPart
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LDA.w $19F4 : STA.w $0FD8
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LDA.w $19F5 : STA.w $0FDA
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LDA.w $19F0 : STA.w SprCachedX
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LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
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JSR .DrawNeckPart
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LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
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JSR .DrawNeckPart
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.skipNeck
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LDA.b $08 : STA.w $0FD8
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LDA.b $09 : STA.w $0FDA
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LDA.b $08 : STA.w SprCachedX
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LDA.b $09 : STA.w SprCachedY
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.skipNeck2
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RTS
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.neck3
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; Dumb draw neck code
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LDA.w $1A78 : STA.w $0FD8
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LDA.w $1A79 : STA.w $0FDA
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JSR .DrawNeckPart
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LDA.w $1A7A : STA.w $0FD8
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LDA.w $1A7B : STA.w $0FDA
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JSR .DrawNeckPart
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LDA.w $1A7C : STA.w $0FD8
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LDA.w $1A7D : STA.w $0FDA
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JSR .DrawNeckPart
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BRA .skipNeck2
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.DrawNeckPart
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PHY
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@@ -654,7 +671,7 @@ Sprite_KydreeokHead_DrawNeck:
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INY
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LDA #$2E : STA ($90), Y ; Set the Char
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INY
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LDA #$39 : STA ($90), Y ; Set the Properties
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LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
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PHY
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TYA : LSR #2 : TAY
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@@ -674,6 +691,8 @@ Sprite_KydreeokHead_Draw:
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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.w $0EB0, X : STA $08
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PHX
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; amount of tiles - 1
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LDX .nbr_of_tiles, Y : LDY.b #$00
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@@ -702,7 +721,7 @@ Sprite_KydreeokHead_Draw:
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY : LDA .chr, X : STA ($90), Y : 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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