Update poltergeist enemies
This commit is contained in:
@@ -1,7 +1,5 @@
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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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!SPRID = $A4; 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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@@ -28,29 +26,28 @@
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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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%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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.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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@@ -64,37 +61,48 @@ Sprite_Poltergeist_Long:
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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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@@ -102,27 +110,24 @@ Sprite_Poltergeist_Prep:
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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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@@ -155,54 +160,60 @@ Sprite_Poltergeist_Main:
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dw Chair
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dw Axe
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dw SpawnerTester
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}
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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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@@ -213,13 +224,17 @@ Sprite_Poltergeist_Main:
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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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@@ -236,15 +251,17 @@ Sprite_Poltergeist_Main:
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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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.optionalTimer
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RTS
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+
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CMP #$03 : BNE +
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@@ -293,10 +310,13 @@ Sprite_Poltergeist_Main:
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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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@@ -314,72 +334,90 @@ Sprite_Poltergeist_Main:
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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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.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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LDA.w SprSubtype, X : 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 #$20
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JSL Sprite_ApplySpeedTowardsPlayer
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RTS
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}
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PlayAxe:
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{
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%PlayAnimation(7, 14, 6)
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RTS
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}
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PlayFork:
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{
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%PlayAnimation(37, 44, 6)
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RTS
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}
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PlayKnife:
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{
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%PlayAnimation(15, 22, 6)
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RTS
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}
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SpawnerTester:
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{
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LDA.w SprTimerA, X : BEQ +
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RTS
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+
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LDA #$FF : STA.w SprTimerA, X
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LDA #$00
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JSL Sprite_SpawnDynamically
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@@ -394,37 +432,50 @@ Sprite_Poltergeist_Main:
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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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@@ -432,16 +483,10 @@ Sprite_Poltergeist_Main:
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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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{
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LDA.w SprAction, X : CMP #$03 : BNE +
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RTS
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+
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@@ -453,10 +498,10 @@ 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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@@ -475,10 +520,11 @@ 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 #$20
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BCC .on_screen_y
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BCC .on_screen_y
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LDA.b #$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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@@ -494,7 +540,6 @@ TYA : LSR #2 : TAY
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LDA .sizes, X : 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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@@ -502,17 +547,20 @@ LDA.w SprMiscA, X : BEQ .noshadow
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JSL Sprite_DrawShadow
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.noshadow
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RTS
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}
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;==================================================================================================
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; Sprite Draw Generated Data
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; --------------------------------------------------------------------------------------------------
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; This is where the generated Data for the sprite go
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;==================================================================================================
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.start_index
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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
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.nbr_of_tiles
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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
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.x_offsets
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dw -8, 8
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dw -8, 8
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@@ -559,6 +607,7 @@ dw 4, 4
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dw 0
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dw 0, 8
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dw 0
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.y_offsets
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dw 0, 0
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dw 0, 0
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@@ -605,6 +654,7 @@ dw 0, 8
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dw 0
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dw 4, 4
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dw 0
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.chr
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db $02, $02
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db $00, $00
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@@ -651,6 +701,7 @@ db $07, $17
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db $28
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db $3E, $3F
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db $28
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.properties
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db $3D, $7D
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db $3D, $7D
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@@ -697,6 +748,7 @@ db $39, $39
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db $39
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db $39, $39
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db $B9
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.sizes
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db $02, $02
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db $02, $02
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