Move Lanmolas to Sprites/Bosses
This commit is contained in:
353
Sprites/Bosses/lanmola_expanded.asm
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353
Sprites/Bosses/lanmola_expanded.asm
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@@ -0,0 +1,353 @@
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org $01C742
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JSL Ancilla_SpawnFallingPrize
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org $06FA34
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JSL Ancilla_SpawnFallingPrize
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org $098BC1
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AncillaAdd_FallingPrize:
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pullpc
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Ancilla_SpawnFallingPrize:
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PHX
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TAX
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LDY.b #$04
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LDA.b #$29 ; ANCILLA 29
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JSL AncillaAdd_FallingPrize
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PLX
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RTL
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; =========================================================
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Lanmola_DrawDirtLONG:
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{
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PHB : PHK : PLB
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JSR Lanmola_DrawDirt
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PLB
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RTL
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}
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; =========================================================
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Lanmola_DrawDirt:
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{
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LDA $0E00, X : BNE .timerNotDone
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RTS
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.timerNotDone
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; Determine weather the dirt should draw in front of or behind the body
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; based on its y velocity.
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LDA $0D40, X : ASL A : ROL A : ASL A : EOR $0D80, X : AND.b #$02 : BEQ .nu
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LDA.b #$08 : JSL OAM_AllocateFromRegionB
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BRA .xi
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.nu
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LDA.b #$08 : JSL OAM_AllocateFromRegionC
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.xi
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LDY.b #$00
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LDA $0E00, X : LSR #2 : AND.b #$03 : EOR.b #$03 : ASL A : STA $06
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LDA $0DC0, X : XBA
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LDA $0DE0, X
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REP #$20 : SEC : SBC $E2 : STA $00 : SEP #$20
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STZ $37
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BPL .notNegative3
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INC $37
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.notNegative3
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LDA $0EB0, X : XBA
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LDA $0E70, X
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REP #$20 : SEC : SBC $E8 : STA $02 : SEP #$20
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PHX
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LDX.b #$01
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.dirtLoop
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PHX
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TXA : CLC : ADC $06 : ASL : TAX
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REP #$20
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LDA $00 : CLC : ADC $7EEA64, X : STA ($90), Y ;dirt x ;.xDirt
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STZ $36
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BPL .notNegative4
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INC $36
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.notNegative4
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INY
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CLC : ADC.w #$0040 : CMP.w #$0140 : BCS .out_of_bounds3
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LDA $02 : CLC : ADC $7EEA74, X : STA ($90), Y ;dirt y ;.yDirt
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REP #$20
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CLC : ADC.w #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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.out_of_bounds3
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SEP #$20
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LDA.b #$F0 : STA ($90), Y
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.on_screen_y
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TXA : LSR : TAX
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LDA $7EEA84, X : INY : STA ($90), Y ;dirt chr ;.chrDirt
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LDA $7EEA8C, X : INY : STA ($90), Y ;dirt properties ;.propertiesDirt
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PHY
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TYA : LSR #2 : TAY
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LDA $7EEA94, X : ORA $37 : ORA $36 : STA ($92), Y ;.sizesDirt
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PLY : INY
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PLX : DEX : BPL .dirtLoop
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PLX
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RTS
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}
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; =========================================================
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Sprite_Lanmola_Init_DataLONG:
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{
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PHB : PHK : PLB
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JSR Sprite_Lanmola_Init_Data
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PLB
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RTL
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}
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; =========================================================
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Sprite_Lanmola_Init_Data:
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{
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PHX
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LDX.b #$00
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.loop
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LDA .sprite_regions, X : STA $7EEA00, X
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INX : CPX.b #$B8 : BCC .loop
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PLX
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RTS
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;$7EEA00
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.sprite_regions
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db $00, $40, $80, $C0
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;$7EEA04
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.data1
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db $00, $1C
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;$7EEA06
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.data2
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db $01, $F9
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;$7EEA08
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.chrHead
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db $C4, $E2, $C2, $E0, $C0, $E0, $C2, $E2, $C4, $E2, $C2, $E0, $C0, $E0, $C2, $E2
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;$7EEA18
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.chrTail
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db $CC, $E4, $CA, $E6, $C8, $E6, $CA, $E4, $CC, $E4, $CA, $E6, $C8, $E6, $CA, $E4
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;$7EEA28
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.propertiesBody
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db $F3, $F3, $F3, $F3, $B3, $B3, $B3, $B3, $33, $33, $33, $33, $73, $73, $73, $73
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;db $C0, $C0, $C0, $C0, $80, $80, $80, $80, $00, $00, $00, $00, $40, $40, $40, $40
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; 1 yellow, green, pink
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; 3 metroid colors
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; 5 ice blue
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; 7 red and yellow
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; 9 blue and red
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; B neon green and yellow
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; D silver and yellow
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; F yellow and red
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;$7EEA38
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.oamCoord90
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dw $0930, $08F0, $08B0, $0870
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;$7EEA40
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.oamCoord92
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dw $0A6C, $0A5C, $0A4C, $0A3C
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;$7EEA48
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.chrMound
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db $EE, $EE, $EC, $EC, $CE, $CE
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;db $EE, $EE, $EC, $EC, $CE, $CE
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;$7EEA4E
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.propertiesMound
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db $39, $79, $39, $79, $39, $79
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;db $31, $71, $31, $71, $31, $71
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;$7EEA54
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.frameMound
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db $04, $05, $04, $05, $04, $05, $04, $05
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db $04, $03, $02, $01, $01, $01, $00, $00
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;$7EEA64
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.xDirt
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dw $FFF8, $0008, $FFF6, $000A, $FFF0, $0010, $FFE8, $0020
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;db $F8, $08, $F6, $0A, $F0, $10, $E8, $20
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;$7EEA74
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.yDirt
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dw $0000, $0000, $FFFF, $FFFF, $FFFF, $FFFF, $0003, $0003
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;db $00, $00, $FF, $FF, $FF, $FF, $03, $03
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;$7EEA84
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.chrDirt
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db $E8, $E8, $E8, $E8, $EA, $EA, $EA, $EA
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;$7EEA8C
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.propertiesDirt
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db $39, $79, $39, $79, $39, $79, $39, $79
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;db $00, $40, $00, $40, $00, $40, $00, $40
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;$7EEA94
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.sizesDirt
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db $02, $02, $02, $02, $02, $02, $00, $00
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;$7EEA9C
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.y_speed_slope
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db 2, -2
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;$7EEA9E
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.y_speeds
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db $10, $F0
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;$7EEAA0
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.dataDeath
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db 0, 8, 16, 24, 32, 40, 48, 56
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;$7EEAA8
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.randXPos
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db $58, $50, $60, $70, $80, $90, $A0, $98
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;$7EEAB0
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.randYPos
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db $68, $60, $70, $80, $90, $A0, $A8, $B0
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;$7EEAB8
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.lanmoalKilledState
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;7EEACA
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}
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; =========================================================
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Lanmola_MoveSegment:
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{
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PHX
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TXA : ASL A : TAX
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REP #$20
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LDA $7EEA38, X : STA $90 ;.oamCoord90
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LDA $7EEA40, X : STA $92 ;.oamCoord92
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SEP #$20
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PLX
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LDA $0D40, X : SEC : SBC $0F80, X : STA $00
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LDA $0D50, X : STA $01
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JSL Sprite_ConvertVelocityToAngle : STA $0F
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LDA $7EEA00, X : STA $04 ;.sprite_regions
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PHX
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; Store the current position, angle, and hieght of the sprite
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; so that we can set the other segments to them later.
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LDA $0D30, X : PHA ;high x
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LDA $0D20, X : PHA ;high y
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LDA $0D10, X : PHA ;lower x
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LDA $0D00, X : PHA ;lower y
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LDA $0F70, X : PHA ;height
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LDA $0F : PHA ;angle
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LDA $0E80, X : STA $02 : STA $05
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CLC : ADC $04 : TAX
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PLA : STA $7FFF00, X ;angle
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PLA : STA $7FFE00, X ;height
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PLA : STA $7FFD00, X ;lower y
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PLA : STA $7FFC00, X ;lower x
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PLA : STA $7EE900, X ;high y
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PLA : STA $7EE800, X ;high x
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PLX
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LDA $0DD0, X : CMP.b #$09 : BNE .notActive
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LDA $11 : ORA $0FC1 : BNE .notActive
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LDA $10 : CMP #$0E : BEQ .notActive
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LDA $5D : CMP #$08 : BEQ .notActive ;in medallion cut scene
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CMP #$09 : BEQ .notActive ;in medallion cut scene
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CMP #$0A : BEQ .notActive ;in medallion cut scene
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LDA $05 : INC A : AND.b #$3F : STA $0E80, X
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.notActive
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RTL
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}
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; =========================================================
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SetShrapnelTimer:
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{
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LDA.b #$40 : STA $0DF0, Y
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JSL GetRandomInt ; replaced code
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RTL
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}
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; =========================================================
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CheckIfActive:
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{
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SEC
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;Check if sprite is active (pause menu, etc...)
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LDA $10 : CMP #$0E : BEQ .inMenu
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LDA $5D : CMP #$08 : BEQ .inMenu ;in medallion cut scene
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CMP #$09 : BEQ .inMenu ;in medallion cut scene
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CMP #$0A : BEQ .inMenu ;in medallion cut scene
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CLC
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.inMenu
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RTL
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}
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; =========================================================
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