Cleanup Kydreeok and Kydreeok Head
This commit is contained in:
@@ -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 = $07 ; 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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@@ -29,27 +29,23 @@
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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 = 01 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Kydreeok_Prep, Sprite_Kydreeok_Long);
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; =========================================================
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%Set_Sprite_Properties(Sprite_Kydreeok_Prep, Sprite_Kydreeok_Long)
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Sprite_Kydreeok_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Kydreeok_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Kydreeok_Main
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JSR Sprite_Kydreeok_CheckIfDead
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JSR MaybeRespawnHead
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.SpriteIsNotActive
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LDA.w SprState, X : BNE .not_inactive
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JSR ApplyEndPalette
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.not_inactive
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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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PHB : PHK : PLB
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JSR Sprite_Kydreeok_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Kydreeok_Main
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JSR Sprite_Kydreeok_CheckIfDead
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JSR MaybeRespawnHead
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.SpriteIsNotActive
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LDA.w SprState, X : BNE .not_inactive
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JSR ApplyEndPalette
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.not_inactive
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PLB
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RTL
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}
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; =========================================================
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@@ -57,17 +53,16 @@ Sprite_Kydreeok_Long:
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Sprite_Kydreeok_Prep:
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{
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PHB : PHK : PLB
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LDA #$40 : STA.w SprTimerA, X
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LDA.b #$08 : 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 #$09 : STA.w SprBump, X ; bump damage type
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; Cache the origin position of the sprite.
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LDA.w SprX, X : STA.w SprMiscA, X
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LDA.w SprX, X : STA.w SprMiscA, X
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LDA.w SprY, X : STA.w SprMiscB, X
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JSR SpawnLeftHead
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JSR SpawnLeftHead
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; JSR SpawnCenterHead
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JSR SpawnRightHead
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@@ -77,7 +72,7 @@ Sprite_Kydreeok_Prep:
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JSR ApplyPalette
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; Final Boss theme 1F
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; Final Boss theme 1F
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LDA #$1F : STA $012C
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PLB
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@@ -99,7 +94,7 @@ Sprite_Kydreeok_CheckIfDead:
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LDA.w SprMiscD, X : CMP.b #$02 : BEQ .dead
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LDA.b #$02 : STA.w SprMiscD, X
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LDY.b #$01 : JSR ApplyKydreeokGraphics
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JSR SpawnLeftHead
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JSR SpawnLeftHead
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JSR SpawnRightHead
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RTS
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.dead
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@@ -110,10 +105,10 @@ Sprite_Kydreeok_CheckIfDead:
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RTS
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}
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; Head may respawn if the other isn't killed in time
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; Head may respawn if the other isn't killed in time
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MaybeRespawnHead:
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{
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LDA.w Offspring1_Id : TAY
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LDA.w Offspring1_Id : TAY
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LDA.w SprState, Y : BNE .offspring1_alive
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JSL GetRandomInt : AND.b #$7F : BNE .offspring1_alive
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JSR SpawnLeftHead
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@@ -240,14 +235,14 @@ Sprite_Kydreeok_Main:
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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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%GotoAction(2) ; Kydreeok_MoveXandY
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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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%GotoAction(2) ; Kydreeok_MoveXandY
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@@ -274,41 +269,31 @@ Sprite_Kydreeok_Main:
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Kydreeok_Dead:
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{
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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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; Spawn the explosion
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LDA.b #$00 ; SPRITE 00
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JSL Sprite_SpawnDynamically
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BMI .no_space
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LDA.b #$0B : STA.w $0AAA
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LDA.b #$04 : STA.w $0DD0,Y
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LDA.b #$03 : STA.w $0E40,Y
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LDA.b #$0C : STA.w $0F50,Y
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LDA.w $0FD8 : STA.w SprX,Y
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LDA.w $0FD9 : STA.w SprXH,Y
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LDA.w $0FDA : STA.w SprY,Y
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LDA.w $0FDB : STA.w SprYH,Y
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LDA.b #$1F
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STA.w $0DF0,Y
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STA.w $0D90,Y
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LDA.b #$02 : STA.w $0F20,Y
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LDA.b #$00
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JSL Sprite_SpawnDynamically : BMI .no_space
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LDA.b #$0B : STA.w $0AAA
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LDA.b #$04 : STA.w $0DD0,Y
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LDA.b #$03 : STA.w $0E40,Y
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LDA.b #$0C : STA.w $0F50,Y
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LDA.w $0FD8 : STA.w SprX,Y
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LDA.w $0FD9 : STA.w SprXH,Y
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LDA.w $0FDA : STA.w SprY,Y
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LDA.w $0FDB : STA.w SprYH,Y
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LDA.b #$1F : STA.w $0DF0,Y : STA.w $0D90,Y
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LDA.b #$02 : STA.w $0F20,Y
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.no_space
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LDA.w SprTimerA, X : BNE .continue
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STZ.w $0422
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STZ.w $0424
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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STZ.w $0DD0, X ; GG
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.continue
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RTS
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}
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@@ -333,7 +318,6 @@ Sprite_Kydreeok_Main:
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%GotoAction(2)
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.continue
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RTS
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}
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}
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@@ -367,12 +351,10 @@ Offspring3_Neck3_Y = $1A7D
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SpawnLeftHead:
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{
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LDA #$CF
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA.w Offspring1_Id
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;store the sub-type
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LDA.b #$00 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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@@ -395,7 +377,6 @@ SpawnLeftHead:
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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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@@ -513,10 +494,10 @@ MoveBody:
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LDA.w SprY, X : SEC : SBC.b #$0C : STA.w $0DB0, X
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LDA.w $0B08 : SEC : SBC.w SprX, X
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CLC : ADC.b #$02
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CLC : ADC.b #$02
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CMP.b #$04 : BCS .not_at_target
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LDA.w $0B09 : SEC : SBC.w SprY, X
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LDA.w $0B09 : SEC : SBC.w SprY, X
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CLC : ADC.b #$02
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CMP.b #$04 : BCS .not_at_target
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@@ -588,17 +569,17 @@ StopIfOutOfBounds:
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LDA.w SprCachedY : CMP.w #$00D0 : BCC .not_out_of_bounds_Down
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SEP #$20
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LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down
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LDA.b #-10 : STA.w SprYSpeed : STA.w SprYRound ; Reverse the direction
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LDA.b #-10 : STA.w SprYSpeed : STA.w SprYRound ; Reverse the direction
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; Modify the neck position
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; Makes them move away from each other a bit
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LDA $19EA : SEC : SBC #$04 : STA $19EA
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LDA $19EC : SEC : SBC #$04 : STA $19EC
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LDA $19EE : SEC : SBC #$04 : STA $19EE
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; Modify the neck position
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; Makes them move away from each other a bit
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LDA $19EA : SEC : SBC #$04 : STA $19EA
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LDA $19EC : SEC : SBC #$04 : STA $19EC
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LDA $19EE : SEC : SBC #$04 : STA $19EE
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LDA $19F0 : CLC : ADC #$04 : STA $19F0
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LDA $19F2 : CLC : ADC #$04 : STA $19F2
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LDA $19F4 : CLC : ADC #$04 : STA $19F4
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LDA $19F0 : CLC : ADC #$04 : STA $19F0
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LDA $19F2 : CLC : ADC #$04 : STA $19F2
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LDA $19F4 : CLC : ADC #$04 : STA $19F4
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.not_out_of_bounds_Down
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SEP #$20
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@@ -612,7 +593,7 @@ ApplyPalette:
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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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@@ -623,11 +604,11 @@ ApplyPalette:
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LDA #$7E56 : STA $7EC5EC
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LDA #$65CA : STA $7EC5EE
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; LDA #$14A5 : STA $7EC5F0
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; LDA #$7E56 : STA $7EC5F2
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; LDA #$7E56 : STA $7EC5F2
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; LDA #$65CA : STA $7EC5F4
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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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@@ -637,7 +618,7 @@ ApplyEndPalette:
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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 #$1084 : STA $7EC5E2 ;BG2
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@@ -648,11 +629,11 @@ ApplyEndPalette:
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LDA #$7E56 : STA $7EC5EC
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LDA #$65CA : STA $7EC5EE
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; LDA #$14A5 : STA $7EC5F0
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; LDA #$7E56 : STA $7EC5F2
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; LDA #$7E56 : STA $7EC5F2
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; LDA #$65CA : STA $7EC5F4
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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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@@ -662,60 +643,55 @@ ApplyEndPalette:
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Sprite_Kydreeok_Draw:
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{
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JSL Sprite_PrepOamCoord
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; JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.b #$08
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JSL OAM_AllocateFromRegionE
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JSL Sprite_PrepOamCoord
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; JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.b #$08
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JSL OAM_AllocateFromRegionE
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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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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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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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.next_tile
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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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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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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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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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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 .next_tile
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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 .next_tile
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PLX
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PLX
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RTS
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RTS
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.start_index
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db $00, $08, $10
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@@ -741,27 +717,27 @@ Sprite_Kydreeok_Draw:
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ApplyKydreeokGraphics:
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{
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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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; "001 => 2 registers write once (2 bytes: p, p+1)"
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CPY #$01 : BEQ .phase2
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LDA.w #KydreeokGraphics : STA $4302
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LDX.b #KydreeokGraphics>>16 : STX $4304
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JMP .continue
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.phase2
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LDA.w #KydreeokPhase2Graphics : STA $4302
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LDX.b #KydreeokPhase2Graphics>>16 : STX $4304
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.continue
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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 #$0F : STX $2100 ; Turn the screen back on
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SEP #$30
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PLX
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RTS
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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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; "001 => 2 registers write once (2 bytes: p, p+1)"
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CPY #$01 : BEQ .phase2
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LDA.w #KydreeokGraphics : STA $4302
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LDX.b #KydreeokGraphics>>16 : STX $4304
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JMP .continue
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.phase2
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LDA.w #KydreeokPhase2Graphics : STA $4302
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LDX.b #KydreeokPhase2Graphics>>16 : STX $4304
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.continue
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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 #$0F : STX $2100 ; Turn the screen back on
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SEP #$30
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PLX
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RTS
|
||||
|
||||
KydreeokGraphics:
|
||||
incbin kydreeok.bin
|
||||
|
||||
Reference in New Issue
Block a user