Format movement and random attack code
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@@ -260,19 +260,20 @@ YSpeedSin:
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RandomlyAttack:
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{
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JSL GetRandomInt : AND #$7F : BNE .no_attack
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CLC
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JSL GetRandomInt : AND #$0F : BNE .no_attack
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LDA #$CF
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoords
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;JSL $09B020
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LDA.b #$02 : STA $0D80, Y
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LDA #$10 : STA.w SprTimerA, Y
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CLC
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JSL GetRandomInt : AND #$0F : BNE .no_attack
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LDA #$CF
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoords
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;JSL $09B020 ; Fireball_SpawnTrailGarnish
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LDA.b #$02 : STA.w SprAction, Y
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LDA #$10 : STA.w SprTimerA, Y
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.no_attack
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RTS
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}
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; =========================================================
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Offspring1_Neck1_X = $19EA
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Offspring1_Neck2_X = $19EC
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Offspring1_Neck3_X = $19EE
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@@ -331,6 +332,10 @@ MoveWithBody:
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RTS
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}
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; =========================================================
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; Adjusts the movement speed of the sprite based on its
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; position. This came from Zarby's Gleeok code and causes
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; some weird movement with the current implementation.
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AdjustMovementSpeed:
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{
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@@ -339,24 +344,20 @@ AdjustMovementSpeed:
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LDA #-8 : STA.w SprXSpeed, X
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.biggerthanorigin
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LDA.w SprX, X : CLC : ADC #$16 ; X+32
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CMP.w SprMiscA, X : BCS .lowerthanorigin
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LDA #$08 : STA.w SprXSpeed, X
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.lowerthanorigin
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LDA.w SprY, X : SEC : SBC #$00 ; X-32
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CMP.w SprMiscB, X : BCC .biggerthanorigin2
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LDA #-8 : STA.w SprYSpeed, X
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.biggerthanorigin2
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LDA.w SprY, X : CLC : ADC #$20 ; X+32
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CMP.w SprMiscB, X : BCS .lowerthanorigin2
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LDA #$08 : STA.w SprYSpeed, X
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.lowerthanorigin2
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RTS
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}
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