Add Poltergeist sprites
This commit is contained in:
745
Sprites/poltergeist.asm
Normal file
745
Sprites/poltergeist.asm
Normal file
@@ -0,0 +1,745 @@
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;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $B6; The sprite ID you are overwriting (HEX)
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!NbrTiles = 4 ; 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 = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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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_Poltergeist_Prep, Sprite_Poltergeist_Long);
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;==================================================================================================
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; Sprite Long Hook for that sprite
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; --------------------------------------------------------------------------------------------------
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; This code can be left unchanged
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; handle the draw code and if the sprite is active and should move or not
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;==================================================================================================
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Sprite_Poltergeist_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Poltergeist_Draw ; Call the draw code
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LDA $E0 : CMP #$F0 : BNE .onscreen
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LDA.w SprMiscA, X : BEQ .SpriteIsNotActive
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STZ.w SprState, X ; kill the sprite if offscreen and activated
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.onscreen
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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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JSR Sprite_Poltergeist_Main ; Call the main sprite code
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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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;==================================================================================================
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; Sprite initialization
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; --------------------------------------------------------------------------------------------------
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; this code only get called once perfect to initialize sprites substate or timers
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; this code as soon as the room transitions/ overworld transition occurs
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;==================================================================================================
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Sprite_Poltergeist_Prep:
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{
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PHB : PHK : PLB
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; LDA #$00 : STA $0F60, X ; Persist
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LDA #$02 : STA $0E40, X ;1 tile by default
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LDA #$01 : STA.w SprAction, X ; by default it's a chair
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LDA.w SprSubtype, X : CMP #$10 : BNE .notPictureFrame
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STZ.w SprMiscA, X
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STZ.w SprAction, X
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JMP .done
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.notPictureFrame
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CMP #$11 : BNE .notAxe
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LDA #$07 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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LDA #$04 : STA $0E40, X
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BRA .done
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.notAxe
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CMP #$12 : BNE .notKnife
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LDA #15 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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.notKnife
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CMP #$13 : BNE .notFork
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LDA #37 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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.notFork
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CMP #$14 : BNE .notBed
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LDA #5 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$06 : STA $0E40, X
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BRA .done
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.notBed
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CMP #$15 : BNE .notDoor
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LDA #36 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$04 : STA $0E40, X
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LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
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LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
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BRA .done
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.notDoor
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LDA.w SprSubtype, X : AND #$08 : BNE .secondset ;2nd set
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LDA.w SprSubtype, X : CLC : ADC #23 : STA.w SprFrame, X
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BRA .done
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.secondset
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LDA.w SprSubtype, X : AND #$07 : CLC : ADC #30 : STA.w SprFrame, X
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LDA.w SprSubtype, X
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.done
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PLB
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RTL
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}
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;==================================================================================================
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; Sprite Main routines code
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; --------------------------------------------------------------------------------------------------
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; This is the main local code of your sprite
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; This contains all the Subroutines of your sprites you can add more below
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;==================================================================================================
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; Subtype:
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; 00:chair
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; 01:lantern
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; 02:(peg switch looks ugly i got colors wrong i think)
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; 03:pot
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; 04:alt chair1
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; 05:alt chair2
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; 06:plate
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; 07 ---- DO NOT USE WILL TURN SPRITE INTO OVERLORD
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; 08:block
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; 09:pillar
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; 10:barrel
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; 11:small vase from shelf
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; 12:right wall window
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; 13:left wall window
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; 14:UNUSED
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; 15 ---- DO NOT USE WILL TURN SPRITE INTO OVERLORD
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; 16:PictureFrame
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; 17:Axe
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; 18:Knife
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; 19:Fork
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; 20:bed
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; 21:Shutter door
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Sprite_Poltergeist_Main:
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{
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LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
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dw PictureFrame
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dw Chair
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dw Axe
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dw SpawnerTester
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PictureFrame:
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{
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JSL Sprite_CheckDamageToPlayer
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REP #$20
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JSR GetLinkDistance16bit : CMP #$0050 : BCS .notcloseenough
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SEP #$20
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LDA #$01 : STA.w SprMiscA, X
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LDA #$02 : STA.w SprHeight, X
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.notcloseenough
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SEP #$20
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LDA.w SprMiscA, X : BNE .chase
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RTS
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.chase
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%PlayAnimation(0, 3, 6)
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LDA #$0A
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_MoveLong
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+
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JSL Sprite_CheckDamageFromPlayer : BCC .noShatter
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JMP Shatter
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.noShatter
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RTS
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}
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GetLinkDistance16bit:
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{
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LDA $0FD8 ; Sprite X
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SEC : SBC $22 ; - Player X
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BPL +
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EOR #$FFFF : INC
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+
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STA $00 ; Distance X (ABS)
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LDA $0FDA ; Sprite Y
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SEC : SBC $20 ; - Player Y
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BPL +
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EOR #$FFFF : INC
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+
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; Add it back to X Distance
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CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
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RTS
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}
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Chair:
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{
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JSL Sprite_CheckDamageToPlayer
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REP #$20
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JSR GetLinkDistance16bit : CMP #$0050 : BCS .notcloseenough
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SEP #$20
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LDA.w SprMiscA, X : BNE +
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LDA #$01 : STA.w SprMiscA, X
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+
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.notcloseenough
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SEP #$20
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LDA.w SprMiscA, X : CMP #$01 : BNE +
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; Prepare to raise in the air
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LDA.b #$20 : STA.w SprTimerA, X
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INC.w SprMiscA, X
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RTS
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+
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CMP #$02 : BNE +
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; Prepare to raise in the air
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LDA.w SprTimerA, X : BNE .stillrising
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LDA.b #$10 : STA.w SprTimerA, X
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INC.w SprMiscA, X
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RTS
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.stillrising
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; OPTIONAL DELAY THE INCREASING SPRHEIGHT WITH TIMER
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LDA.w SprTimerC, X : BNE .optionalTimer
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LDA #$02 : STA.w SprTimerC, X
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INC.w SprHeight, X
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.optionalTimer
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RTS
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+
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CMP #$03 : BNE +
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LDA.w SprTimerA, X : BNE .waitingdelay
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JSL Sprite_MoveLong
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JSL Sprite_CheckDamageToPlayer : BCS Shatter
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JSL Sprite_CheckDamageFromPlayer : BCS Shatter
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;JSL Sprite_CheckTileCollision : BNE Shatter
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RTS
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+
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RTS
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.waitingdelay
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LDA #$28
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JSL Sprite_ApplySpeedTowardsPlayer
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RTS
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}
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Shatter:
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{
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LDA.b #$A6 : STA $0E40, X
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LDA.b #$1F : JSL Sound_SetSfx2PanLong
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STZ $0DC0, X
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LDA.b #$04 : STA $0DB0, X
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LDA.b #$06 : STA $0DD0, X
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LDA.b #$1F : STA $0DF0, X
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LDA.b #$EC : STA $0E20, X
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LDA $0E40, X : CLC : ADC #$04 : STA $0E40, X
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STZ $0EF0, X
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LDA.b #$80 : STA $0DB0, X
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RTS
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}
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Axe:
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{
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JSL Sprite_CheckDamageToPlayer
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REP #$20
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JSR GetLinkDistance16bit : CMP #$0050 : BCS .notcloseenough
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SEP #$20
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LDA.w SprMiscA, X : BNE +
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LDA #$01 : STA.w SprMiscA, X
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+
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.notcloseenough
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SEP #$20
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LDA.w SprMiscA, X : CMP #$01 : BNE +
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; Prepare to raise in the air
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LDA.b #$20 : STA.w SprTimerA, X
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INC.w SprMiscA, X
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RTS
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+
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CMP #$02 : BNE +
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; Prepare to raise in the air
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LDA.w SprTimerA, X : BNE .stillrising
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LDA.b #$10 : STA.w SprTimerA, X
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INC.w SprMiscA, X
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RTS
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.stillrising
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; OPTIONAL DELAY THE INCREASING SPRHEIGHT WITH TIMER
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LDA.w SprTimerC, X : BNE .optionalTimer
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LDA #$02 : STA.w SprTimerC, X
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INC.w SprHeight, X
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.optionalTimer
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RTS
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+
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CMP #$03 : BNE +
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LDA.w SprSubtype, X
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CMP #$11 : BNE .notAxe
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JSR PlayAxe
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BRA .done
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.notAxe
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CMP #$12 : BNE .notKnife
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JSR PlayKnife
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BRA .done
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.notKnife
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JSR PlayFork
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.notFork
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.done
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LDA.w SprTimerA, X : BNE .waitingdelay
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JSL Sprite_MoveLong
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JSL Sprite_CheckDamageToPlayer : BCC .noShatter
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JMP Shatter
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JSL Sprite_CheckDamageFromPlayer : BCC .noShatter
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JMP Shatter
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JSL Sprite_CheckTileCollision : BEQ .noShatter
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JMP Shatter
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.noShatter
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RTS
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+
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RTS
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.waitingdelay
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LDA #$20
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JSL Sprite_ApplySpeedTowardsPlayer
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RTS
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}
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PlayAxe:
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%PlayAnimation(7, 14, 6)
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RTS
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PlayFork:
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%PlayAnimation(37, 44, 6)
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RTS
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PlayKnife:
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%PlayAnimation(15, 22, 6)
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RTS
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SpawnerTester:
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{
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LDA.w SprTimerA, X : BEQ +
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RTS
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+
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LDA #$FF : STA.w SprTimerA, X
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LDA #$00
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoords
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LDA.w SprMiscD, X : STA.w SprSubtype, Y
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INC.w SprMiscD, X
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;LDA #$28 : STA.w SprY, X
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LDA #$01 : STA.w SprAction, Y ; by default it's a chair
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LDA.w SprSubtype, Y : CMP #$10 : BNE .notPictureFrame
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LDA #$00
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STA.w SprMiscA, Y
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STA.w SprAction, Y
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BRA .done
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.notPictureFrame
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CMP #$11 : BNE .notAxe
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LDA #$07 : STA.w SprFrame, Y
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LDA #$02 : STA.w SprAction, Y
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BRA .done
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.notAxe
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CMP #$12 : BNE .notKnife
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LDA #15 : STA.w SprFrame, Y
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LDA #$02 : STA.w SprAction, Y
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BRA .done
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.notKnife
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CMP #$13 : BNE .notFork
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LDA #37 : STA.w SprFrame, Y
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LDA #$02 : STA.w SprAction, Y
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BRA .done
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.notFork
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CMP #$14 : BNE .notBed
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LDA #5 : STA.w SprFrame, Y
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LDA #$01 : STA.w SprAction, Y
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BRA .done
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.notBed
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CMP #$14 : BNE .notDoor
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LDA #36 : STA.w SprFrame, Y
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LDA #$01 : STA.w SprAction, Y
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BRA .done
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.notDoor
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LDA.w SprSubtype, Y : AND #$08 : BNE .secondset ;2nd set
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LDA.w SprSubtype, Y : CLC : ADC #23 : STA.w SprFrame, Y
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BRA .done
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.secondset
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LDA.w SprSubtype, Y : AND #$07 : CLC : ADC #30 : STA.w SprFrame, Y
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LDA.w SprSubtype, Y
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.done
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RTS
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}
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}
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;==================================================================================================
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; Sprite Draw code
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; --------------------------------------------------------------------------------------------------
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; Draw the tiles on screen with the data provided by the sprite maker editor
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;==================================================================================================
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Sprite_Poltergeist_Draw:
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LDA.w SprAction, X : CMP #$03 : BNE +
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RTS
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+
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JSL Sprite_PrepOamCoord
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LDA #$08
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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 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : 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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|
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TYA : LSR #2 : TAY
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||||
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
LDA.w SprMiscA, X : BEQ .noshadow
|
||||
JSL Sprite_DrawShadow
|
||||
.noshadow
|
||||
RTS
|
||||
|
||||
|
||||
;==================================================================================================
|
||||
; Sprite Draw Generated Data
|
||||
; --------------------------------------------------------------------------------------------------
|
||||
; This is where the generated Data for the sprite go
|
||||
;==================================================================================================
|
||||
.start_index
|
||||
db $00, $02, $04, $06, $08, $09, $0F, $15, $16, $17, $18, $19, $1A, $1B, $1C, $1D, $1F, $20, $22, $23, $25, $26, $28, $29, $2A, $2B, $2C, $2D, $2E, $2F, $30, $31, $33, $35, $37, $39, $3B, $3F, $41, $42, $44, $45, $47, $48, $4A
|
||||
.nbr_of_tiles
|
||||
db 1, 1, 1, 1, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 3, 1, 0, 1, 0, 1, 0, 1, 0
|
||||
.x_offsets
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw -8, 8
|
||||
dw 0
|
||||
dw -8, 8, -8, 8, -8, 8
|
||||
dw -4, 12, -4, 20, 4, 12
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 4, 4
|
||||
dw 0
|
||||
dw 0, 8
|
||||
dw 0
|
||||
dw 4, 4
|
||||
dw 0
|
||||
dw 8, 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 4, 4
|
||||
dw -4, -4
|
||||
dw 4, 4
|
||||
dw -8, 8, -8, 8
|
||||
dw 4, 4
|
||||
dw 0
|
||||
dw 0, 8
|
||||
dw 0
|
||||
dw 4, 4
|
||||
dw 0
|
||||
dw 0, 8
|
||||
dw 0
|
||||
.y_offsets
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 0
|
||||
dw -12, -12, 4, 4, 12, 12
|
||||
dw -4, -4, 12, 12, 12, 12
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0, 8
|
||||
dw 0
|
||||
dw 4, 4
|
||||
dw 0
|
||||
dw 8, 0
|
||||
dw 0
|
||||
dw 4, 4
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0
|
||||
dw 0, -16
|
||||
dw 8, -8
|
||||
dw 0, 8
|
||||
dw -12, 4
|
||||
dw -12, 4
|
||||
dw -4, -4, 12, 12
|
||||
dw 8, 0
|
||||
dw 0
|
||||
dw 4, 4
|
||||
dw 0
|
||||
dw 0, 8
|
||||
dw 0
|
||||
dw 4, 4
|
||||
dw 0
|
||||
.chr
|
||||
db $02, $02
|
||||
db $00, $00
|
||||
db $02, $02
|
||||
db $04, $04
|
||||
db $2C
|
||||
db $0C, $0C, $0E, $0E, $1E, $1E
|
||||
db $0A, $0A, $2A, $2A, $2B, $2B
|
||||
db $20
|
||||
db $24
|
||||
db $22
|
||||
db $26
|
||||
db $20
|
||||
db $24
|
||||
db $22
|
||||
db $26
|
||||
db $06, $16
|
||||
db $08
|
||||
db $3A, $3B
|
||||
db $08
|
||||
db $06, $16
|
||||
db $08
|
||||
db $3A, $3B
|
||||
db $08
|
||||
db $42
|
||||
db $40
|
||||
db $44
|
||||
db $46
|
||||
db $60
|
||||
db $62
|
||||
db $64
|
||||
db $66
|
||||
db $6A, $4A
|
||||
db $6C, $4C
|
||||
db $6F, $7F
|
||||
db $4E, $4E
|
||||
db $4E, $4E
|
||||
db $48, $48, $68, $68
|
||||
db $07, $17
|
||||
db $28
|
||||
db $3F, $3E
|
||||
db $28
|
||||
db $07, $17
|
||||
db $28
|
||||
db $3E, $3F
|
||||
db $28
|
||||
.properties
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D, $7D
|
||||
db $3D
|
||||
db $3D, $7D, $3D, $7D, $3D, $7D
|
||||
db $3D, $7D, $3D, $7D, $3D, $7D
|
||||
db $39
|
||||
db $39
|
||||
db $39
|
||||
db $39
|
||||
db $F9
|
||||
db $F9
|
||||
db $F9
|
||||
db $F9
|
||||
db $39, $39
|
||||
db $39
|
||||
db $39, $39
|
||||
db $B9
|
||||
db $B9, $B9
|
||||
db $F9
|
||||
db $79, $79
|
||||
db $79
|
||||
db $3D
|
||||
db $3D
|
||||
db $39
|
||||
db $3D
|
||||
db $3D
|
||||
db $3D
|
||||
db $39
|
||||
db $3D
|
||||
db $3D, $3D
|
||||
db $3D, $3D
|
||||
db $3D, $3D
|
||||
db $3D, $BD
|
||||
db $7D, $FD
|
||||
db $3D, $7D, $3D, $7D
|
||||
db $B9, $B9
|
||||
db $F9
|
||||
db $79, $79
|
||||
db $79
|
||||
db $39, $39
|
||||
db $39
|
||||
db $39, $39
|
||||
db $B9
|
||||
.sizes
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02
|
||||
db $02, $02, $02, $02, $02, $02
|
||||
db $02, $02, $00, $00, $00, $00
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $00, $00
|
||||
db $02
|
||||
db $00, $00
|
||||
db $02
|
||||
db $00, $00
|
||||
db $02
|
||||
db $00, $00
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $00, $00
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $00, $00
|
||||
db $02
|
||||
db $00, $00
|
||||
db $02
|
||||
db $00, $00
|
||||
db $02
|
||||
db $00, $00
|
||||
db $02
|
||||
Reference in New Issue
Block a user