Eon Sea Urchin impervious to sword, better prize pack
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@@ -1,6 +1,6 @@
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; =========================================================
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; =========================================================
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; Sprite Properties
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; =========================================================
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; =========================================================
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!SPRID = Sprite_SeaUrchin
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!NbrTiles = 04 ; Number of tiles used in a frame
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@@ -11,7 +11,7 @@
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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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 01 ; 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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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -35,25 +35,24 @@
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Sprite_SeaUrchin_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_SeaUrchin_Draw ; Call the draw code
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JSR Sprite_SeaUrchin_Draw
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JSL Sprite_DrawShadow
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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_SeaUrchin_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_SeaUrchin_Main
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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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PLB
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RTL
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}
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Sprite_SeaUrchin_Prep:
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{
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PHB : PHK : PLB
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LDA #$03 : STA.w SprPrize, X
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LDA #$01 : STA.w SprPrize, X
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LDA WORLDFLAG : BEQ +
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; Eon Sea Urchin impervious to sword
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LDA.b #%10000100 : STA.w SprDefl, X
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LDA.b #$07 : STA.w SprPrize, X
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+
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PLB
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RTL
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}
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@@ -70,35 +69,24 @@ Sprite_SeaUrchin_Main:
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{
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%PlayAnimation(0,3,8)
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%PlayerCantPassThrough()
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageFromPlayer
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BCC .NoDamage
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%GotoAction(1)
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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%GotoAction(1)
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.NoDamage
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RTS
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}
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Death:
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{
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LDA.b #$06
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STA.w $0DD0,X
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LDA.b #$0A
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STA.w $0DF0,X
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LDA.b #$06 : STA.w SprState, X
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LDA.b #$0A : STA.w SprTimerA, X
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STZ.w $0BE0,X
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LDA.b #$09 ; SFX2.1E
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JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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RTS
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}
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}
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@@ -110,24 +98,22 @@ Sprite_SeaUrchin_Draw:
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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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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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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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@@ -144,14 +130,10 @@ Sprite_SeaUrchin_Draw:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$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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