Cleanup Kydreeok and Kydreeok Head
This commit is contained in:
@@ -29,27 +29,23 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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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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!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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!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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Sprite_Kydreeok_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_Kydreeok_Draw
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JSR Sprite_Kydreeok_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Kydreeok_Main
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JSR Sprite_Kydreeok_Main
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JSR Sprite_Kydreeok_CheckIfDead
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JSR Sprite_Kydreeok_CheckIfDead
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JSR MaybeRespawnHead
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JSR MaybeRespawnHead
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.SpriteIsNotActive
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.SpriteIsNotActive
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LDA.w SprState, X : BNE .not_inactive
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LDA.w SprState, X : BNE .not_inactive
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JSR ApplyEndPalette
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JSR ApplyEndPalette
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.not_inactive
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.not_inactive
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PLB
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PLB ; Get back the databank we stored previously
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RTL
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RTL ; Go back to original code
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}
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}
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; =========================================================
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; =========================================================
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@@ -57,7 +53,6 @@ Sprite_Kydreeok_Long:
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Sprite_Kydreeok_Prep:
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Sprite_Kydreeok_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA #$40 : STA.w SprTimerA, X
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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 #$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 #$06 : STA $0428 ; Allows BG1 to move
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@@ -274,7 +269,6 @@ Sprite_Kydreeok_Main:
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Kydreeok_Dead:
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Kydreeok_Dead:
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{
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{
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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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.w SprTimerA, X : AND.b #$01 : BEQ .flicker
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@@ -282,10 +276,8 @@ Sprite_Kydreeok_Main:
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.flicker
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.flicker
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; Spawn the explosion
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; Spawn the explosion
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LDA.b #$00 ; SPRITE 00
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LDA.b #$00
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JSL Sprite_SpawnDynamically
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JSL Sprite_SpawnDynamically : BMI .no_space
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BMI .no_space
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LDA.b #$0B : STA.w $0AAA
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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 #$04 : STA.w $0DD0,Y
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LDA.b #$03 : STA.w $0E40,Y
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LDA.b #$03 : STA.w $0E40,Y
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@@ -294,21 +286,14 @@ Sprite_Kydreeok_Main:
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LDA.w $0FD9 : STA.w SprXH,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 $0FDA : STA.w SprY,Y
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LDA.w $0FDB : STA.w SprYH,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 #$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 #$02 : STA.w $0F20,Y
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.no_space
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.no_space
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LDA.w SprTimerA, X : BNE .continue
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LDA.w SprTimerA, X : BNE .continue
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STZ.w $0422
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STZ.w $0422
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STZ.w $0424
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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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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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STZ.w $0DD0, X ; GG
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STZ.w $0DD0, X ; GG
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.continue
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.continue
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RTS
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RTS
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}
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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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%GotoAction(2)
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.continue
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.continue
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RTS
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RTS
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}
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}
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}
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}
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@@ -367,12 +351,10 @@ Offspring3_Neck3_Y = $1A7D
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SpawnLeftHead:
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SpawnLeftHead:
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{
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{
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LDA #$CF
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LDA #$CF
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JSL Sprite_SpawnDynamically : BMI .return
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA.w Offspring1_Id
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TYA : STA.w Offspring1_Id
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;store the sub-type
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;store the sub-type
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LDA.b #$00 : STA $0E30, Y
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LDA.b #$00 : STA $0E30, Y
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PHX
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PHX
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; code that controls where to spawn the offspring.
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; code that controls where to spawn the offspring.
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REP #$20
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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 SprYRound, X
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STZ.w SprXRound, X
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STZ.w SprXRound, X
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PLX
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PLX
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.return
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.return
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RTS
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RTS
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}
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}
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@@ -676,7 +657,6 @@ Sprite_Kydreeok_Draw:
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.next_tile
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.next_tile
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PHX ; Save current Tile Index?
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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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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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@@ -704,13 +684,9 @@ Sprite_Kydreeok_Draw:
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LDA .properties, X : STA ($90), Y
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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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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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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLY : INY
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PLX : DEX : BPL .next_tile
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PLX : DEX : BPL .next_tile
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PLX
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PLX
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@@ -30,9 +30,7 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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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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!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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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long);
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%Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long)
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; =========================================================
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Sprite_KydreeokHead_Long:
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Sprite_KydreeokHead_Long:
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{
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{
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@@ -241,7 +239,6 @@ KydreeokHead_RotationMove:
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; LDA.b #$01 : STA.w SprMiscE, X
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; LDA.b #$01 : STA.w SprMiscE, X
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; LDA.b #$10 : STA.w SprTimerE, X
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; LDA.b #$10 : STA.w SprTimerE, X
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; .no_independent
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; .no_independent
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RTS
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RTS
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}
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}
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@@ -251,7 +248,6 @@ Sprite_KydreeokHead_Damage_Flash:
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; Change the palette to the next in the cycle
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; Change the palette to the next in the cycle
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LDA.w $0EB0, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.w $0EB0, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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LDA.b #$00
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.dontReset
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.dontReset
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STA.w $0EB0, X
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STA.w $0EB0, X
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BRA .flash
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BRA .flash
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@@ -308,7 +304,6 @@ RotateHeadUsingSpeedValues:
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.not_full
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.not_full
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STY.w Neck_Index
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STY.w Neck_Index
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JSL Sprite_MoveLong
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JSL Sprite_MoveLong
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RTS
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RTS
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}
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}
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@@ -384,7 +379,6 @@ MoveWithBody:
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; STA.w SprX, X
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; STA.w SprX, X
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LDA.w SprY, Y : SEC : SBC #$0F
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LDA.w SprY, Y : SEC : SBC #$0F
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; STA.w SprY, X
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; STA.w SprY, X
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STA.w SprMiscB, X
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STA.w SprMiscB, X
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STA.w $19F1
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STA.w $19F1
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@@ -699,7 +693,6 @@ Sprite_KydreeokHead_Draw:
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.next_tile
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.next_tile
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PHX ; Save current Tile Index?
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PHX ; Save current Tile Index?
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; Add Animation Index Offset
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; Add Animation Index Offset
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TXA : CLC : ADC $06
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TXA : CLC : ADC $06
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@@ -724,7 +717,6 @@ Sprite_KydreeokHead_Draw:
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LDA .properties, X : ORA $08 : STA ($90), Y
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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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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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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLY : INY
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