include booki and thunder ghost in game
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@@ -2,8 +2,8 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $00; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!SPRID = $CC ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; 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 = 00 ; Number of Health the sprite have
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@@ -29,7 +29,9 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Booki_Prep, Sprite_Booki_Long);
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%Set_Sprite_Properties(Sprite_Booki_Prep, Sprite_Booki_Long)
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; =========================================================
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Sprite_Booki_Long:
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@@ -53,7 +55,7 @@ Sprite_Booki_Prep:
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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LDA.b #$80 : STA.w SprDefl, X
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PLB
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RTL
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@@ -65,13 +67,53 @@ Sprite_Booki_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Action00
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dw StalkPlayer
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dw HideFromPlayer
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dw HiddenFromPlayer
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dw ApproachPlayer
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Action00:
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StalkPlayer:
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{
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%PlayAnimation(0,1,16)
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RTS
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}
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RTS
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HideFromPlayer:
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{
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%PlayAnimation(0,5,16)
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RTS
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}
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HiddenFromPlayer:
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{
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%PlayAnimation(5,5,16)
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RTS
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}
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ApproachPlayer:
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{
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%PlayAnimation(6,10,16)
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}
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}
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Sprite_Booki_Move:
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{
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JSL Sprite_Move
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprMiscB, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw SlowFloat
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SlowFloat:
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{
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RTS
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}
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}
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@@ -2,8 +2,8 @@
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; Sprite Properties
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; =========================================================
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!SPRID = $00; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!SPRID = $CD ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; 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 = 00 ; Number of Health the sprite have
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@@ -34,6 +34,7 @@
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; =========================================================
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Sprite_ThunderGhost_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_ThunderGhost_Draw ; Call the draw code
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@@ -45,35 +46,40 @@ Sprite_ThunderGhost_Long:
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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Sprite_ThunderGhost_Prep:
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Sprite_ThunderGhost_Prep:
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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PLB
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RTL
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}
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; =========================================================
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Sprite_ThunderGhost_Main:
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw Action00
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw ThunderGhostHandler
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Action00:
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ThunderGhostHandler:
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{
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%PlayAnimation(0, 7, 16)
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RTS
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RTS
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}
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}
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; =========================================================
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Sprite_ThunderGhost_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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@@ -179,3 +185,4 @@ Sprite_ThunderGhost_Draw:
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db $02, $00, $00
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db $02, $00, $00
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db $02, $00, $00
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}
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@@ -100,6 +100,10 @@ print "End of sea_urchin.asm ", pc
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incsrc "Sprites/Enemies/helmet_chuchu.asm"
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print "End of helmet_chuchu.asm ", pc
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incsrc "Sprites/Enemies/booki.asm"
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incsrc "Sprites/Enemies/thunder_ghost.asm"
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incsrc "Sprites/Objects/switch_track.asm"
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print "End of switch_track.asm ", pc
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