Sprites housekeeping
This commit is contained in:
@@ -11,7 +11,7 @@
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!DeathAnimation = 01 ; 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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!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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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -50,7 +50,7 @@ Sprite_Manhandla_Long:
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Manhandla_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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@@ -70,7 +70,7 @@ pullpc
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Sprite_Manhandla_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$04 : STA $36 ; Stores initial movement speeds
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LDA.b #$06 : STA $0428 ; Allows BG1 to move
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LDA.b #$80 : STA.w SprDefl, X
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@@ -103,12 +103,12 @@ Sprite_Manhandla_CheckForNextPhaseOrDeath:
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JMP .not_dead
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.offspring3_dead
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LDA.b #$07 : STA.w $36
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LDA.w SprMiscD, X : BNE .phase2
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$40 : STA.w SprHealth, X ; Refill the health
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LDA.b #$08 : STA.w SprNbrOAM, X ; Give more OAM
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LDA.b #$08 : STA.w SprNbrOAM, X ; Give more OAM
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LDA.b #$07 : STA.w SprAction, X ; Chuchu Emerge
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LDA.b #$0A : STA.w $36
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.not_dead
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@@ -116,14 +116,14 @@ Sprite_Manhandla_CheckForNextPhaseOrDeath:
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.phase2
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LDA.w SprMiscD, X : CMP.b #$03 : BEQ +
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LDA.w SprHealth, X : CMP.b #$04 : BCS .phase2_not_dead
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LDA.b #$50 : STA.w SprTimerA, X
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LDA.b #$50 : STA.w SprTimerA, X
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LDA.b #$09 : STA.w SprAction, X
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LDA.b #$13 : STA $012C
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LDA.b #$04 : STA.w SprMiscD, X
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LDA.b #$0A : STA.w $36
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.phase2_not_dead
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+
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RTS
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}
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@@ -139,7 +139,7 @@ macro SetLeftHeadPos()
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LDA.w SprCachedY : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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endmacro
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endmacro
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macro SetRightHeadPos()
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REP #$20
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@@ -153,14 +153,14 @@ macro SetRightHeadPos()
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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endmacro
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macro SetCenterHeadPos()
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macro SetCenterHeadPos()
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REP #$20
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LDA.w SprCachedX
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA.w SprCachedY
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LDA.w SprCachedY
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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endmacro
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@@ -174,7 +174,7 @@ Sprite_Manhandla_Main:
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dw Manhandla_FrontHead ; 0x01
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dw Manhandla_LeftHead ; 0x02
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dw Manhandla_RightHead ; 0x03
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dw BigChuchu_Main ; 0x04
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dw BigChuchu_Main ; 0x04
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dw Flower_Flicker ; 0x05
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dw Manhandla_Body ; 0x06
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dw BigChuchu_Emerge ; 0x07
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@@ -189,11 +189,11 @@ Sprite_Manhandla_Main:
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JSR SpawnLeftManhandlaHead
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JSR SpawnRightManhandlaHead
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JSR SpawnCenterMandhandlaHead
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LDA.b #$06 : STA.w SprFrame, X
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LDA.b #$06 : STA.w SprFrame, X
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%GotoAction(6) ; Manhandla_Body
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RTS
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.not_main
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LDA.w SprSubtype, X : STA.w SprAction, X
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RTS
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}
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@@ -221,7 +221,7 @@ Sprite_Manhandla_Main:
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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RTS
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}
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@@ -237,7 +237,7 @@ Sprite_Manhandla_Main:
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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RTS
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}
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@@ -276,7 +276,7 @@ Sprite_Manhandla_Main:
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{
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%PlayAnimation(11, 12, 10)
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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; Flicker the body every other frame using the timer
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; Flicker the body every other frame using the timer
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LDA.w SprTimerA, X : AND.b #$01 : BEQ .flicker
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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.flicker
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@@ -288,8 +288,8 @@ Sprite_Manhandla_Main:
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%GotoAction($04)
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LDA.b #$10 : STA.w SprTimerC, X
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LDA.b #$8D : STA.w SprHitbox, X
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LDA.b #$8D : STA.w SprHitbox, X
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LDA #$88
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA.w Offspring3_Id
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@@ -310,7 +310,7 @@ Sprite_Manhandla_Main:
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STZ.w SprYRound, X
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STZ.w SprXRound, X
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PLX
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.return
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@@ -326,14 +326,14 @@ Sprite_Manhandla_Main:
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JSR Sprite_Manhandla_Move
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JSL Sprite_DamageFlash_Long
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JSL GetRandomInt : AND.b #$7F : BNE +
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JSL GetRandomInt : AND.b #$7F : BNE +
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JSL GetRandomInt : AND.b #$04 : BNE +
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JSR Mothula_SpawnBeams
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+
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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LDY.w Offspring1_Id
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LDA.w SprType, Y : CMP.b #$88 : BNE .not_head
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LDA.w SprState, Y : BEQ .offspring1_dead
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@@ -354,7 +354,7 @@ Sprite_Manhandla_Main:
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.offspring3_dead
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.not_head3
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PLX
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PLX
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RTS
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}
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@@ -365,9 +365,9 @@ Sprite_Manhandla_Main:
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JSL Sprite_DamageFlash_Long
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LDA.w SprTimerA, X : BNE +
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LDA.b #$02 : STA.w SprMiscD, X ; Set phase flag
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LDA.b #$20 : STA.w SprTimerA, X
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LDA.w SprTimerA, X : BNE +
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LDA.b #$02 : STA.w SprMiscD, X ; Set phase flag
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LDA.b #$20 : STA.w SprTimerA, X
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%GotoAction($05)
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+
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@@ -389,9 +389,9 @@ Sprite_Manhandla_Main:
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BigChuchu_Dead:
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{
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#_068517: LDA.b #$FF
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#_068519: STA.w $0BC0, X
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LDA.b #$04 : STA.w SprState, X
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LDA.b #$FF
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STA.w $0BC0, X
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LDA.b #$04 : STA.w SprState, X
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STZ.w SprHealth, X
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RTS
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}
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@@ -410,7 +410,7 @@ Sprite_Manhandla_Main:
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Sprite_Manhandla_Move:
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{
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LDA.w SprMiscC, X
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LDA.w SprMiscC, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw StageControl
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@@ -456,15 +456,15 @@ Sprite_Manhandla_Move:
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PHX
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REP #$20
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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LDA $20 : SBC.w SprCachedY : CMP.w #$FFFB : BCC .notEqualY
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SEP #$20
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LDA.b #$02 : STA.w SprMiscC, X
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BRA .notEqualX
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.notEqualY
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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LDA $22 : SBC.w SprCachedX : CMP.w #$FFFB : BCC .notEqualX
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SEP #$20
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LDA.b #$02 : STA.w SprMiscC, X
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@@ -546,17 +546,17 @@ Sprite_Manhandla_Draw:
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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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@@ -573,14 +573,14 @@ Sprite_Manhandla_Draw:
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INY
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LDA .properties, X : ORA $08 : 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 .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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@@ -686,17 +686,17 @@ Sprite_BigChuchu_Draw:
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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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@@ -713,14 +713,14 @@ Sprite_BigChuchu_Draw:
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INY
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LDA .properties, X : ORA $08 : 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 .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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@@ -769,7 +769,7 @@ Chuchu_SpawnBlast:
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PHX
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LDA.b #$88
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JSL Sprite_SpawnDynamically : BMI .return
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LDA.b #$0A : STA.w SprSubtype, Y
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STA.w SprAction, Y
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@@ -783,12 +783,12 @@ Chuchu_SpawnBlast:
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LDA.b #$02 : STA.w SprMiscD, Y
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LDA.b #$00 : STA.w SprTileDie, Y
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LDA.b #$40 : STA.w SprProps, Y
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LDA.b #$04 : STA.w SprFrame, Y
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LDA.b #$04 : STA.w SprFrame, Y
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LDA.b #$10 : STA.w SprTimerB, Y
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LDA.b #$00 : STA.w SprNbrOAM, Y
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LDA.b #$03 : STA.w SprHitbox, Y
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.return
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.return
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PLX
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RTS
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@@ -869,7 +869,7 @@ SpawnLeftManhandlaHead:
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STZ.w SprYRound, X
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STZ.w SprXRound, X
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PLX
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.return
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RTS
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}
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@@ -925,7 +925,7 @@ ApplyManhandlaPalette:
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{
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REP #$20 ;Set A in 16bit mode
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;note, this uses adresses like 7EC300 and not 7EC500 because the game
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;note, this uses adresses like 7EC300 and not 7EC500 because the game
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;will fade the colors into 7EC500 based on the colors found in 7EC300
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LDA #$7FFF : STA $7EC5E2 ;BG2
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@@ -937,7 +937,7 @@ ApplyManhandlaPalette:
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LDA #$19DF : STA $7EC5EE
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INC $15
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SEP #$20 ;Set A in 8bit mode
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RTS
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@@ -945,19 +945,19 @@ ApplyManhandlaPalette:
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ApplyManhandlaGraphics:
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{
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PHX
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PHX
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REP #$20 ; A = 16, XY = 8
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LDX #$80 : STX $2100 ; turn the screen off (required)
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LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
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LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
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LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
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LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
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; "001 => 2 registers write once (2 bytes: p, p+1)"
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LDA.w #ManhandlaGraphics : STA $4302
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LDX.b #ManhandlaGraphics>>16 : STX $4304
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LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
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LDX #$01 : STX $420B ; Do the DMA
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LDX #$01 : STX $420B ; Do the DMA
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LDX #$0F : STX $2100 ; Turn the screen back on
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SEP #$30
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PLX
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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 = 00 ; 00 = don't draw shadow, 01 = draw a 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 = $0D ; 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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@@ -76,7 +76,6 @@ Sprite_DekuLeaf_Main:
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JSL UseImplicitRegIndexedLocalJumpTable
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dw WaitForPlayer
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dw Whirlpool_Main
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WaitForPlayer:
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@@ -92,7 +91,6 @@ Sprite_DekuLeaf_Main:
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RTS
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}
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Whirlpool_Main:
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{
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%PlayAnimation(0, 2, 10)
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@@ -100,9 +98,9 @@ Sprite_DekuLeaf_Main:
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LDA $0AAB : BEQ .not_on
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STZ $55 ; Reset cape flag
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STZ $0AAB ; Reset underwater flag
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STZ $0351 ; Reset ripple flag
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STZ $55 ; Reset cape flag
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STZ $0AAB ; Reset underwater flag
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STZ $0351 ; Reset ripple flag
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STZ $037B ; Reset invincibility flag
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STZ $02B2
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@@ -151,7 +149,6 @@ Sprite_DekuLeaf_Main:
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.exit
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RTS
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}
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}
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; =========================================================
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@@ -173,17 +170,17 @@ Sprite_DekuLeaf_Draw:
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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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@@ -200,14 +197,14 @@ Sprite_DekuLeaf_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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||||
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PLY : INY
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||||
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||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
@@ -246,17 +243,17 @@ Sprite_Whirlpool_Draw:
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
@@ -273,14 +270,14 @@ Sprite_Whirlpool_Draw:
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
|
||||
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
|
||||
PLY : INY
|
||||
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
@@ -309,4 +306,4 @@ Sprite_Whirlpool_Draw:
|
||||
db $29, $29, $29, $29
|
||||
db $69, $69, $69, $69
|
||||
db $A9, $A9, $A9, $A9
|
||||
}
|
||||
}
|
||||
|
||||
@@ -105,7 +105,7 @@ Sprite_IceBlock_Main:
|
||||
; matches the push direction (cached) and then initiate
|
||||
; the speed changes if they agree
|
||||
|
||||
JSL Sprite_CheckDamageToPlayerSameLayer : BCC NotInContact
|
||||
JSL Sprite_CheckDamageToPlayerSameLayer : BCC .NotInContact
|
||||
LDA.w SprMiscA, X : BNE .push_cached
|
||||
LDA.b $26 : STA.w SprMiscA, X
|
||||
JSR ApplyPush
|
||||
|
||||
Reference in New Issue
Block a user