add goriya boomerang subtype w basic velocity and damage
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@@ -38,8 +38,13 @@ Sprite_Goriya_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Goriya_Draw ; Call the draw code
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LDA.w SprSubtype, X : BEQ +
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JSR Sprite_Boomerang_Draw
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JMP ++
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+
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JSR Sprite_Goriya_Draw
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JSL Sprite_DrawShadow
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++
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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@@ -73,6 +78,7 @@ Sprite_Goriya_Main:
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dw Goriya_WalkingDown
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dw Goriya_WalkingLeft
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dw Goriya_WalkingRight
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dw BoomerangAttack
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Goriya_WalkingUp:
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{
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@@ -101,6 +107,20 @@ Sprite_Goriya_Main:
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JSR Sprite_Goriya_Move
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RTS
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}
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BoomerangAttack:
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{
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%PlayAnimation(0, 3, 6)
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_CheckDamageToPlayer : BCC .no_dano
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; TODO: Project speed back towards origin entity.
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STZ.w SprState, X
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.no_dano
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LDA.b #$10
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_Move
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RTS
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}
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}
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GoriyaMovementSpeed = 10
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@@ -139,6 +159,16 @@ Goriya_HandleTileCollision:
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RTS
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}
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Goriya_BoomerangAttack:
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{
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LDA.b #$2C
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JSL Sprite_SpawnDynamically : BMI +
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LDA.b #$01 : STA.w SprSubtype, Y
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LDA.b #$04 : STA.w SprAction, Y
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+
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RTS
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}
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Sprite_Goriya_Move:
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{
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JSL Sprite_Move
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@@ -152,6 +182,10 @@ Sprite_Goriya_Move:
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JSR Goriya_HandleTileCollision
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JSL GetRandomInt : AND.b #$3F : BNE ++
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JSR Goriya_BoomerangAttack
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++
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LDA.w SprTimerC, X : BNE +
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JSL GetRandomInt : AND.b #$03
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STA.w SprMiscB, X
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@@ -306,13 +340,77 @@ Sprite_Goriya_Draw:
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db $3D, $3D
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db $7D, $7D
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db $7D, $7D
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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}
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Sprite_Boomerang_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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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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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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db $00, $01, $02, $03
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.nbr_of_tiles
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db 0, 0, 0, 0
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.chr
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db $26
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db $26
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db $26
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db $26
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.properties
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db $32
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db $B2
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db $F2
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db $72
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}
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