add far left and far right head anims to kydreeok head
This commit is contained in:
@@ -14,7 +14,7 @@
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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 = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 09 ; 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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@@ -38,7 +38,7 @@ Sprite_KydreeokHead_Long:
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{
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PHB : PHK : PLB
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LDA SprAction, X : CMP #$03 : BEQ .no_head
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LDA SprAction, X : CMP #$05 : BEQ .no_head
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JSR Sprite_KydreeokHead_Draw
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.no_head
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@@ -58,6 +58,7 @@ Sprite_KydreeokHead_Prep:
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LDA.b #$C0 : STA.w SprHealth, X
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LDA.b #$09 : STA.w SprBump, X ; bump damage type
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STZ.w SprMiscE, X
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PLB
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RTL
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@@ -77,7 +78,9 @@ Sprite_KydreeokHead_Main:
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dw KydreeokHead_ForwardAnim ; 0x00
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dw KydreeokHead_RightAnim ; 0x01
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dw KydreeokHead_LeftAnim ; 0x02
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dw KydreeokHead_SummonFire ; 0x03
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dw KydreeokHead_FarRight ; 0x03
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dw KydreeokHead_FarLeft ; 0x04
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dw KydreeokHead_SummonFire ; 0x05
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; -------------------------------------------------------
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; 0x00
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@@ -91,28 +94,24 @@ Sprite_KydreeokHead_Main:
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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LDA.w SprTimerA, X : BNE .no_speed_change
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprXSpeed, X
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprYSpeed, X
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.no_speed_change
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JSL Sprite_Move
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; JSR AdjustMovementSpeed
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JSR KydreeokHead_NeckControl
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JSR MoveWithBody
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JSR RotateHeadUsingSpeedValues
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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LDA.b #$20 : STA.w SprTimerA, X
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
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JSR GetDistance8bit : CMP #$0B : BCC .not_far
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%GotoAction(3)
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RTS
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.not_far
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%GotoAction(1)
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RTS
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.not_right
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LDA.b #$40 : STA.w SprTimerA, X
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%GotoAction(2)
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.not_right
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JSR GetDistance8bit : CMP #$0B : BCC .not_far2
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%GotoAction(4)
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RTS
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.not_far2
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%GotoAction(2)
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RTS
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}
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@@ -128,24 +127,13 @@ Sprite_KydreeokHead_Main:
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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LDA.w SprTimerA, X : BNE .no_speed_change
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprXSpeed, X
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprYSpeed, X
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.no_speed_change
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JSL Sprite_Move
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; JSR AdjustMovementSpeed
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JSR KydreeokHead_NeckControl
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JSR MoveWithBody
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JSR KydreeokHead_RotationMove
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JSR RotateHeadUsingSpeedValues
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JSR RandomlyAttack
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
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RTS
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.not_right
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.not_right
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%GotoAction(0)
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RTS
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}
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@@ -160,8 +148,7 @@ Sprite_KydreeokHead_Main:
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_NeckControl
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JSR MoveWithBody
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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@@ -173,6 +160,41 @@ Sprite_KydreeokHead_Main:
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; -------------------------------------------------------
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; 0x03
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KydreeokHead_FarRight:
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{
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%PlayAnimation(9,11,10)
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%MoveTowardPlayer(15)
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_RotationMove
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LDA SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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KydreeokHead_FarLeft:
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{
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%PlayAnimation(12,14,10)
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%MoveTowardPlayer(15)
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_RotationMove
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LDA SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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RTS
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}
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KydreeokHead_SummonFire:
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{
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%MoveTowardPlayer(15)
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@@ -185,12 +207,31 @@ Sprite_KydreeokHead_Main:
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LDA SprTimerA, X : BNE .not_done
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LDA #$00 : STA $0DD0, X
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.not_done
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.not_done
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RTS
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}
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}
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KydreeokHead_RotationMove:
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{
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprYSpeed, X : STA $01
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; JSL Sprite_Move
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JSR KydreeokHead_NeckControl
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JSR MoveWithBody
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JSR RotateHeadUsingSpeedValues
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RTS
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}
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; =========================================================
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CoordinateBasedRotation:
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@@ -236,7 +277,7 @@ RotateHeadUsingSpeedValues:
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INY : CPY #$3F : BNE .not_full
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LDY.b #$00
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.not_full
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.not_full
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STY.w Neck_Index
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JSL Sprite_MoveLong
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@@ -277,7 +318,7 @@ RandomlyAttack:
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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 #$03 : STA.w SprAction, Y
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LDA.b #$05 : STA.w SprAction, Y
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LDA #$20 : STA.w SprTimerA, Y
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.no_attack
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RTS
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@@ -288,28 +329,30 @@ RandomlyAttack:
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MoveWithBody:
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{
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LDA Kydreeok_Id : TAY
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CPX.w Offspring2_Id : BEQ .DoMove
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CPX.w Offspring3_Id : BEQ .MoveNeck3
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; The first neck
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CPX.w Offspring2_Id : BEQ .neck2_move
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LDA.w SprX, Y : SEC : SBC #$0F
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STA.w SprMiscA, X
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STA.w $19EA
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; STA.w $19EC : STA.w $19EE : STA.w SprX, X
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STA.w $19EA : DEC
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STA.w $19EC : DEC
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STA.w $19EE
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; STA.w SprX, X
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LDA.w SprY, Y : SEC : SBC #$0F
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STA.w SprMiscB, X
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STA.w $19EB
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; STA.w $19ED : STA.w $19EF : STA.w SprY, X
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JMP .return
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.DoMove
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; The other neck
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; STA.w $19ED
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; STA.w $19EF
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; STA.w SprY, X
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RTS
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.neck2_move
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LDA.w SprX, Y : CLC : ADC #$0C
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STA.w SprMiscA, X
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STA.w $19F0
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; STA.w $19F2 : STA.w $19F4 : STA.w SprX, X
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STA.w $19F0 : INC
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STA.w $19F2 : INC
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STA.w $19F4
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; STA.w SprX, X
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LDA.w SprY, Y : SEC : SBC #$0F
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@@ -318,47 +361,19 @@ MoveWithBody:
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STA.w $19F1
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; STA.w $19F3
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; STA.w $19F5
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.return
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RTS
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.return
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RTS
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.MoveNeck3
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; The third neck
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LDA.w SprX, Y : SEC : SBC #$0F
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; STA.w SprX, X
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STA.w SprMiscA, X
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STA.w $1A78
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; STA.w $1A7A
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; STA.w $1A7C
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JMP .return
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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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LDA.w SprX, X : SEC : SBC #$16 ; X-32
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CMP.w SprMiscA, X : BCC .biggerthanorigin
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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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; CPX.w Offspring3_Id : BEQ .MoveNeck3
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; .MoveNeck3
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; ; The third neck
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; LDA.w SprX, Y : SEC : SBC #$0F
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; ; STA.w SprX, X
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; STA.w SprMiscA, X
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; STA.w $1A78
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; ; STA.w $1A7A
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; ; STA.w $1A7C
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; JMP .return
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}
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; =========================================================
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@@ -773,8 +788,6 @@ Sprite_KydreeokHead_DrawNeck:
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Sprite_KydreeokHead_Draw:
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{
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JSL Sprite_PrepOamCoord
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; LDA.b #$03
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; JSL OAM_AllocateFromRegionC
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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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@@ -822,9 +835,9 @@ Sprite_KydreeokHead_Draw:
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JMP Sprite_KydreeokHead_DrawNeck
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.start_index
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db $00, $02, $04, $06, $0A, $0E, $12, $16, $1A, $1E
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db $00, $02, $04, $06, $0A, $0E, $12, $16, $1A, $1E, $22, $26, $2A, $2E, $32, $36
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.nbr_of_tiles
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db 1, 1, 1, 3, 3, 3, 3, 3, 3
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db 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3
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.x_offsets
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dw 0, 0
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dw 0, 0
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@@ -833,8 +846,15 @@ Sprite_KydreeokHead_Draw:
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dw 8, -8, -8, 8
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dw 8, -8, -8, 8
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dw -8, 8, -8, 8
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dw 8, -8, -8, 8
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dw -8, 8, 8, -8
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dw 8, -8, -8, 8
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dw -8, 8, 8, -8
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dw -8, 8, -8, 8
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dw -8, 8, -8, 8
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dw -8, 8, -8, 8
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dw 8, -8, 8, -8
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dw 8, -8, 8, -8
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dw 8, -8, 8, -8
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.y_offsets
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dw -8, 8
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dw -8, 8
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@@ -843,8 +863,15 @@ dw -8, 8, 8, -8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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.chr
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db $40, $60
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db $42, $62
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@@ -853,8 +880,15 @@ dw -8, -8, 8, 8
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db $0A, $08, $28, $2A
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db $4C, $4A, $6A, $6C
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db $48, $46, $68, $66
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db $08, $0A, $2A, $28
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db $4C, $4A, $6A, $6C
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db $08, $0A, $2A, $28
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db $4C, $4A, $6A, $6C
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db $80, $82, $A0, $A2
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db $84, $86, $A4, $A6
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db $88, $8A, $A8, $AA
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db $80, $82, $A0, $A2
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db $84, $86, $A4, $A6
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db $88, $8A, $A8, $AA
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.properties
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db $39, $39
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db $39, $39
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@@ -863,8 +897,15 @@ db $4C, $4A, $6A, $6C
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db $39, $39, $39, $39
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db $39, $39, $39, $39
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db $79, $79, $79, $79
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db $79, $79, $79, $79
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db $79, $79, $79, $79
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db $79, $79, $79, $79
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db $79, $79, $79, $79
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db $39, $39, $39, $39
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db $39, $39, $39, $39
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db $39, $39, $39, $39
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db $79, $79, $79, $79
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db $79, $79, $79, $79
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db $79, $79, $79, $79
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.sizes
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db $02, $02
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db $02, $02
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@@ -873,8 +914,15 @@ db $79, $79, $79, $79
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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}
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GetDistance8bit:
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