Cleanup KydrogBoss

This commit is contained in:
scawful
2024-10-06 23:38:22 -04:00
parent c73c496579
commit 80828790c9

View File

@@ -1,13 +1,5 @@
; =========================================================
; Kydrog Boss
; =========================================================
; RAM Addresses
!ConsecutiveHits = $AC ;0x01
!KydrogPhase = $7A ;0x01
!WalkSpeed = 10 ;0x01
; =========================================================
!SPRID = Sprite_KydrogBoss
@@ -19,7 +11,7 @@
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this KydrogBoss (can be 0 to 7)
!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
@@ -40,24 +32,21 @@
%Set_Sprite_Properties(Sprite_KydrogBoss_Prep, Sprite_KydrogBoss_Long)
; =========================================================
!ConsecutiveHits = $AC ; 0x01
!KydrogPhase = $7A ; 0x01
!WalkSpeed = 10 ; 0x01
Sprite_KydrogBoss_Long:
{
PHB : PHK : PLB
JSR Sprite_KydrogBoss_Draw ; Call the draw code
JSR Sprite_CheckIfFrozen
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_KydrogBoss_CheckIfDead ; Check if sprite is dead
JSR Sprite_KydrogBoss_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_KydrogBoss_CheckIfDead
JSR Sprite_KydrogBoss_Main
.SpriteIsNotActive
PLB
RTL
}
; =========================================================
@@ -71,7 +60,7 @@ Sprite_KydrogBoss_CheckIfDead:
.health_not_negative
LDA $0E50, X : BNE .not_dead
PHX
PHX
LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
LDA.b #$09 : STA.w SprAction, X ;go to KydrogBoss_Death stage
STZ.w $0D90,X
@@ -85,17 +74,16 @@ Sprite_KydrogBoss_CheckIfDead:
; =========================================================
Sprite_KydrogBoss_Prep:
{
{
PHB : PHK : PLB
LDA #$00 : STA !KydrogPhase
LDA.b #$A0 : STA $0E50, X ; health
LDA.b #$80 : STA $0CAA, X
LDA.b #$03 : STA $0F60, X ; hitbox settings
LDA.b #$07 : STA.w SprBump, X ; bump damage type
LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
LDA.b #$03 : STA $0F60, X ; hitbox settings
LDA.b #$07 : STA.w SprBump, X ; bump damage type
LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
JSR KydrogBoss_Set_Damage ; Set the damage table
@@ -137,7 +125,7 @@ macro RandomStalfosOffspring()
PHX : JSR Sprite_Offspring_SpawnHead : PLX
++
.too_many_stalfos
endmacro
endmacro
macro BounceBasedOnPhase()
LDA !KydrogPhase : CMP #$00 : BEQ .phase_one
@@ -171,33 +159,31 @@ Sprite_KydrogBoss_Main:
KydrogBoss_Init:
{
%StartOnFrame(15)
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
; JSR SetupMovieEffect
; JSR MovieEffect
; LDX.b #$00
LDA.w SprTimerD, X : BNE +
%GotoAction(1) ; Goto KydrogBoss_WalkState
+
%GotoAction(1) ; Goto KydrogBoss_WalkState
+
RTS
}
; -------------------------------------------------------
KydrogBoss_WalkState:
{
JSR CheckForNextPhase
LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(6) ; Goto KydrogBoss_TakeDamage
RTS
{
JSR CheckForNextPhase
LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(6) ; Goto KydrogBoss_TakeDamage
RTS
.not_flashing
JSL GetRandomInt : AND.b #$0F : BNE .not_taunting
LDA.b #$10 : STA.w SprTimerD, X
%GotoAction(8) ; Goto KydrogBoss_TauntPlayer
RTS
JSL GetRandomInt : AND.b #$0F : BNE .not_taunting
LDA.b #$10 : STA.w SprTimerD, X
%GotoAction(8) ; Goto KydrogBoss_TauntPlayer
RTS
.not_taunting
; JSL GetRandomInt : AND.b #$0F : BNE .not_absconding
@@ -206,28 +192,24 @@ Sprite_KydrogBoss_Main:
; RTS
; .not_absconding
LDA #$50 : STA $09, X
JSL Sprite_DirectionToFacePlayer
TYA : CMP.b #$02 : BCC .WalkRight
LDA #$50 : STA $09, X
JSL Sprite_DirectionToFacePlayer
TYA : CMP.b #$02 : BCC .WalkRight
.WalkForward
%StopIfTooClose()
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
TYA : BNE .WalkBackwards ; If 1, go to KydrogBoss_WalkBackwards
%GotoAction(2) ; Goto KydrogBoss_WalkForward
RTS
.WalkBackwards
%GotoAction(5) ; Goto KydrogBoss_WalkBackwards
RTS
.WalkRight
%StopIfTooClose()
JSL Sprite_IsToRightOfPlayer : TYA : BNE .WalkLeft
JSL Sprite_IsToRightOfPlayer : TYA : BNE .WalkLeft
%GotoAction(4)
RTS
.WalkLeft
%GotoAction(3) ; Goto KydrogBoss_WalkLeft
RTS
@@ -239,10 +221,10 @@ Sprite_KydrogBoss_Main:
{
%PlayAnimation(0, 2, 8)
PHX
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
@@ -259,10 +241,10 @@ Sprite_KydrogBoss_Main:
{
%PlayAnimation(3, 5, 8)
PHX
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
@@ -279,10 +261,10 @@ Sprite_KydrogBoss_Main:
{
%PlayAnimation(6, 8, 8)
PHX
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
@@ -299,10 +281,10 @@ Sprite_KydrogBoss_Main:
{
%PlayAnimation(9, 11, 8)
PHX
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
@@ -333,15 +315,12 @@ Sprite_KydrogBoss_Main:
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
PLX
JSL Sprite_DamageFlash_Long
%RandomStalfosOffspring()
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
%GotoAction(1)
+
JSL GetRandomInt : AND.b #$1F : BNE ++
@@ -355,21 +334,20 @@ Sprite_KydrogBoss_Main:
; -------------------------------------------------------
KydrogBoss_TauntPlayer: ;0x07
KydrogBoss_TauntPlayer: ;0x07
{
%StartOnFrame(15)
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
PLX
JSL Sprite_DamageFlash_Long
LDA.w SprTimerD, X : BNE .continue_timer
LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
%GotoAction(8)
.continue_timer
LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
%GotoAction(8)
.continue_timer
RTS
}
@@ -379,21 +357,19 @@ Sprite_KydrogBoss_Main:
{
%StartOnFrame(17)
%PlayAnimation(17, 17, 10)
PHX
JSL Sprite_CheckDamageFromPlayer
%DoDamageToPlayerSameLayerOnContact()
PLX
PLX
JSL Sprite_DamageFlash_Long
%RandomStalfosOffspring()
LDA.w SprTimerD, X : BNE +
JSR Kydrog_ThrowBoneAtPlayer
%GotoAction(1)
+
JSR Kydrog_ThrowBoneAtPlayer
%GotoAction(1)
+
RTS
}
@@ -420,8 +396,8 @@ Sprite_KydrogBoss_Main:
%RandomStalfosOffspring()
; Increase the Z for a bit until he is off screen
LDA.w SprHeight, X : CLC : ADC.b #$04
; Increase the Z for a bit until he is off screen
LDA.w SprHeight, X : CLC : ADC.b #$04
STA.w SprHeight, X : CMP.b #$B0 : BCC .not_off_screen
LDA #$40 : STA.w SprTimerD, X
%GotoAction($0B)
@@ -432,29 +408,28 @@ Sprite_KydrogBoss_Main:
KydrogBoss_Descend:
{
%StartOnFrame(17)
%PlayAnimation(17, 17, 10)
%StartOnFrame(17)
%PlayAnimation(17, 17, 10)
%RandomStalfosOffspring()
%RandomStalfosOffspring()
LDA.w SprTimerD, X : BEQ .no_track_player
LDA.w SprTimerD, X : BEQ .no_track_player
LDA $20 : STA.w SprY, X
LDA $22 : STA.w SprX, X
; PHX : JSL $01F3EC : PLX ; Light Torch
LDA $20 : STA.w SprY, X
LDA $22 : STA.w SprX, X
; PHX : JSL $01F3EC : PLX ; Light Torch
LDA.w SprTimerD, X : BNE .wait_a_second
LDA.w SprTimerD, X : BNE .wait_a_second
.no_track_player
; Decrease the Z for a bit until he is at level with Link
LDA.w SprHeight, X : SEC : SBC.b #$04 : STA.w SprHeight, X
CMP.b #$04 : BCS .not_off_screen
%GotoAction(1)
; Decrease the Z for a bit until he is at level with Link
LDA.w SprHeight, X : SEC : SBC.b #$04 : STA.w SprHeight, X
CMP.b #$04 : BCS .not_off_screen
%GotoAction(1)
.not_off_screen
.wait_a_second
RTS
RTS
}
KydrogBoss_Abscond: ; 0x0C
@@ -463,23 +438,21 @@ Sprite_KydrogBoss_Main:
%PlayAnimation(13, 13, 10)
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b $0D50 : CLC : ADC.b #$08 : STA $0D50
LDA.b $0D70 : CLC : ADC.b #$02 : STA $0D70
LDA.w SprTimerD, X : BNE .not_done
%GotoAction(1)
RTS
+
LDA.b $0D50 : CLC : ADC.b #$08 : STA $0D50
LDA.b $0D70 : CLC : ADC.b #$02 : STA $0D70
LDA.w SprTimerD, X : BNE .not_done
%GotoAction(1)
RTS
+
LDA.b $0D40 : CLC : ADC.b #$08 : STA $0D40
LDA.b $0D60 : CLC : ADC.b #$02 : STA $0D60
LDA.w SprTimerD, X : BNE .not_done
%GotoAction(1)
.not_done
.not_done
JSL Sprite_Move
RTS
}
}
; =========================================================
@@ -487,10 +460,10 @@ Sprite_KydrogBoss_Main:
CheckForNextPhase:
{
LDA !KydrogPhase : CMP.b #$00 : BEQ .phase_one
CMP.b #$01 : BEQ .phase_two
CMP.b #$02 : BEQ .phase_three
CMP.b #$03 : BEQ .phase_four
RTS
CMP.b #$01 : BEQ .phase_two
CMP.b #$02 : BEQ .phase_three
CMP.b #$03 : BEQ .phase_four
RTS
.phase_one
; Check for phase two
@@ -519,8 +492,7 @@ CheckForNextPhase:
LDA #$03 : STA.w SprAction, X
STA !KydrogPhase
.return
RTS
RTS
}
; =========================================================
@@ -558,17 +530,14 @@ KydrogBoss_Set_Damage:
PHX
LDX.b #$00
.loop
LDA .damageProperties, X : STA $7F6CB0, X
.loop
LDA .damageProperties, X : STA $7F6CB0, X
INX : CPX.b #$10 : BNE .loop
PLX
RTS
.damageProperties
.damageProperties
db $00, $01, $01, $01, $01, $01, $01, $00, $04, $01, $00, $01, $03, $01, $00, $01
;BA D1 D2 D3 D4 D5 AR HS BM SA PD FR IR BB ET QU
}
@@ -580,7 +549,7 @@ Sprite_Offspring_SpawnHead:
JSL GetRandomInt : AND.b #$3F : BNE .normal_head
LDA.b #$02 : BRA .alt_entry
.normal_head
LDA.b #$7C
LDA.b #$7C
.alt_entry
BRA Sprite_Offspring_Spawn_alt_entry
RTS
@@ -593,14 +562,12 @@ Sprite_Offspring_Spawn:
LDA.b #$85 : BRA .alt_entry
.normal_stalfos
; Spawn the stalfos offspring
LDA.b #$A7
LDA.b #$A7
.alt_entry
JSL Sprite_SpawnDynamically : BMI .return ;89
LDA.b #$02 : STA.w SprSubtype, Y
PHX
REP #$20
LDA $0FD8 : CLC : ADC.w #$000C
SEP #$20
@@ -615,9 +582,7 @@ Sprite_Offspring_Spawn:
STZ $0D60, X : STZ $0D70, X
LDA.b #$05 : STA.w SprBump, X
PLX
.return
RTS
@@ -626,40 +591,24 @@ Sprite_Offspring_Spawn:
Kydrog_ThrowBoneAtPlayer:
{
LDA.b #$A7 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
LDA.b #$01 : STA $0D90, Y ; Sprite state "falling into a pit"
JSL Sprite_SetSpawnedCoords
PHX
TYX
LDA.w SprX, X : CLC : ADC.b #$10 : STA.w SprX, X
LDA.w SprY, X : SEC : SBC.b #$04 : STA.w SprY, X
LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
LDA.b #$21 : STA $0E40, X : STA $0BA0, X
LDA $0E60, X : ORA.b #$40 : STA $0E60, X
LDA.b #$48 : STA $0CAA, X
LDA.b #$10 : STA.w SprTimerC, X
LDA.b #$14 : STA $0F60, X
LDA.b #$07 : STA $0F50, X
LDA.b #$20 : STA.w SprBump, X
PLX
LDA.b #$02 : JSL Sound_SetSfx2PanLong
.spawn_failed
LDA.b #$01 : STA $0D90, Y ; Sprite state "falling into a pit"
JSL Sprite_SetSpawnedCoords
PHX
TYX
LDA.w SprX, X : CLC : ADC.b #$10 : STA.w SprX, X
LDA.w SprY, X : SEC : SBC.b #$04 : STA.w SprY, X
LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
LDA.b #$21 : STA $0E40, X : STA $0BA0, X
LDA $0E60, X : ORA.b #$40 : STA $0E60, X
LDA.b #$48 : STA $0CAA, X
LDA.b #$10 : STA.w SprTimerC, X
LDA.b #$14 : STA $0F60, X
LDA.b #$07 : STA $0F50, X
LDA.b #$20 : STA.w SprBump, X
PLX
LDA.b #$02 : JSL Sound_SetSfx2PanLong
.spawn_failed
RTS
}
@@ -667,14 +616,13 @@ Kydrog_ThrowBoneAtPlayer:
; $00 = your stalfos skull count
GetNumberSpawnStalfos:
{
PHX
STZ.w $00
PHX
STZ.w $00
LDX.b #$10
LDX.b #$10
.x_loop
DEX
LDY.b #$04
.y_loop
DEY
@@ -700,12 +648,12 @@ GetNumberSpawnStalfos:
; =========================================================
Sprite_KydrogBoss_Draw:
{
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
; JSL OAM_AllocateFromRegionE
LDA $0DC0, X : CLC : ADC $0D90, X : ASL : TAY ; Animation Frame
LDA $0DC0, X : CLC : ADC $0D90, X : ASL : TAY ; Animation Frame
REP #$20
LDA .start_index, Y : STA $06 ; Needs to be 16 bit ; Y = 00, 02, 04, 06
SEP #$20
@@ -713,7 +661,6 @@ Sprite_KydrogBoss_Draw:
LDA.w SprFlash, X : STA $08
PHX ; Store Sprite ID
REP #$20
LDA .nbr_of_tiles, Y ;amount of tiles -1 ; doesn't need to be 16 bit ;Y = 00, 02, 04, 06
REP #$30
@@ -723,8 +670,8 @@ Sprite_KydrogBoss_Draw:
.nextTile
REP #$30
PHX ; Save current tile index
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHX ; Save current tile index
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset
@@ -732,8 +679,8 @@ Sprite_KydrogBoss_Draw:
REP #$30 ; X and Y position must be 16 bit
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
@@ -750,18 +697,15 @@ Sprite_KydrogBoss_Draw:
LDA .chr, X : STA ($90), Y
INY
; Set palette flash modifier
; Set palette flash modifier
LDA .properties, X : ORA $08 : STA ($90), Y
REP #$30
PHY
REP #$30
PHY
TYA : LSR #2 : TAY ; divide Y by 4
SEP #$20 ;set A back to 8bit but not X and Y
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
SEP #$30
@@ -770,103 +714,103 @@ Sprite_KydrogBoss_Draw:
RTS
.start_index
dw $00, $0B, $15, $1F, $27, $2D, $35, $3D, $43, $4C, $57, $66, $71, $7A, $87, $91, $99, $A1
.nbr_of_tiles
dw 10, 9, 9, 7, 5, 7, 7, 5, 8, 10, 14, 10, 8, 12, 9, 7, 7, 6
.x_offsets
dw -8, 8, 8, 0, 8, 0, -8, -8, 16, 16, -8
dw -8, 8, -8, 0, 16, 16, -8, 16, 0, 8
dw -8, 8, 0, 16, -8, -8, -8, 16, 0, 8
dw 0, 0, 16, 8, 0, 16, 16, 16
dw 16, 0, 0, 16, 16, 0
dw 0, 16, 8, 16, 0, 16, 12, 0
dw 4, -4, 12, 4, -4, -4, 4, -4
dw 4, -12, 4, -12, -4, 16
dw 4, -4, 4, -4, -4, 12, 12, -4, 12
dw 0, 8, 8, 0, 0, 8, -8, -8, -8, 16, 16
dw 0, 8, 8, 0, 8, 0, 0, 8, 8, -8, -8, -8, 16, 16, 16
dw 0, 8, 8, 0, 0, 8, 16, 16, 16, -8, -8
dw -8, -8, 8, 16, 8, 8, 16, 0, 8
dw 0, -8, 8, 8, -8, -8, 0, 8, 0, 8, 16, 16, 16
dw -8, 16, 8, 8, 16, 0, 16, -8, 0, 8
dw -8, 8, -8, -8, 8, 8, -8, 16
dw -8, 8, 0, 8, -8, 8, -8, 16
dw -12, 4, 12, -4, 0, 16, 8
.y_offsets
dw -20, -20, -4, 4, 4, 12, 4, 12, 4, 12, -4
dw -19, -19, 4, 4, 4, 12, -4, -4, -3, -3
dw -20, -20, 4, 4, 4, 12, -4, -4, -4, -4
dw -20, -4, -4, -4, 4, 4, 12, -20
dw -20, -4, 4, -4, 4, -20
dw -20, -20, -4, -4, 4, 4, 12, -4
dw -20, -20, -4, -4, -4, -12, 4, 4
dw -20, -20, -4, -4, 4, 0
dw -20, -20, -4, -4, 4, 0, 8, -12, -4
dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8
dw -20, -20, -12, -4, -4, 0, 8, 0, 8, 0, 8, -8, 0, 8, -8
dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8
dw -24, -8, -24, -8, -8, 0, 0, 8, 8
dw -8, -24, -24, -8, -8, 0, 8, 8, 0, 0, 0, 8, -8
dw -16, -16, -16, -8, -8, 0, 0, 0, -24, -24
dw 0, 0, -16, -24, -16, -24, -16, -16
dw 0, 0, -8, -8, -24, -24, -8, -8
dw -4, -4, -20, -20, 12, 12, 12
.chr
db $87, $87, $A7, $80, $81, $A4, $93, $A3, $96, $A6, $A7
db $87, $87, $B3, $80, $92, $A2, $83, $83, $A8, $A8
db $87, $87, $80, $B2, $A1, $B1, $83, $83, $A8, $A8
db $C9, $E9, $EB, $EA, $C0, $C2, $D2, $CB
db $CE, $EC, $C3, $EE, $C5, $CC
db $C9, $CB, $FA, $FB, $C6, $C8, $D8, $E9
db $C9, $CB, $E9, $EA, $EB, $DB, $E1, $E0
db $CC, $CE, $EC, $EE, $E3, $E5
db $C9, $CB, $FA, $FB, $E6, $E8, $F8, $DE, $E9
db $89, $89, $99, $8E, $A9, $A9, $82, $92, $A2, $B3, $83
db $89, $89, $99, $A9, $A9, $8D, $9D, $8D, $9D, $8C, $9C, $83, $A1, $B1, $82
db $89, $89, $99, $8E, $A9, $A9, $83, $93, $A3, $B2, $83
db $45, $65, $45, $65, $66, $77, $75, $BD, $BE
db $6F, $4E, $4E, $6F, $47, $57, $7C, $7D, $AA, $AB, $6E, $7E, $83
db $84, $84, $85, $95, $5D, $AA, $6D, $6D, $8A, $8A
db $AC, $AE, $50, $40, $50, $40, $52, $52
db $AC, $AE, $63, $63, $42, $42, $60, $60
db $68, $6A, $4B, $49, $70, $72, $71
.properties
db $39, $79, $79, $39, $39, $39, $39, $39, $39, $39, $39
db $39, $79, $39, $39, $39, $39, $39, $79, $39, $79
db $39, $79, $79, $39, $39, $39, $39, $79, $39, $79
db $39, $39, $39, $39, $39, $39, $39, $39
db $39, $39, $39, $39, $39, $39
db $39, $39, $39, $39, $39, $39, $39, $39
db $79, $79, $79, $79, $79, $79, $39, $39
db $79, $79, $79, $79, $39, $39
db $79, $79, $79, $79, $39, $39, $39, $79, $79
db $39, $79, $79, $39, $39, $79, $79, $79, $79, $79, $79
db $39, $79, $79, $39, $79, $39, $39, $79, $79, $39, $39, $39, $79, $79, $39
db $39, $79, $79, $79, $39, $79, $79, $79, $79, $79, $39
db $39, $39, $79, $79, $79, $39, $79, $39, $39
db $39, $39, $79, $79, $39, $39, $39, $39, $39, $39, $39, $39, $79
db $39, $79, $79, $79, $39, $39, $39, $79, $39, $79
db $39, $39, $39, $39, $79, $79, $39, $79
db $39, $39, $39, $79, $39, $79, $39, $79
db $39, $39, $39, $39, $39, $39, $39
.sizes
db $02, $02, $02, $00, $00, $02, $00, $00, $00, $00, $02
db $02, $02, $00, $02, $00, $00, $00, $00, $00, $00
db $02, $02, $02, $00, $00, $00, $00, $00, $00, $00
db $02, $00, $00, $00, $02, $00, $00, $00
db $02, $02, $02, $02, $00, $02
db $02, $00, $00, $00, $02, $00, $00, $00
db $02, $00, $00, $00, $00, $00, $02, $02
db $02, $02, $02, $02, $02, $00
db $02, $00, $00, $00, $02, $00, $00, $00, $00
db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00
db $02, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00
db $02, $02, $02, $00, $00, $00, $00, $00, $00
db $00, $02, $02, $00, $02, $02, $00, $00, $00, $00, $00, $00, $00
db $02, $00, $00, $00, $00, $02, $00, $00, $00, $00
db $02, $02, $02, $02, $02, $02, $00, $00
db $02, $02, $02, $00, $02, $02, $00, $00
db $02, $02, $02, $02, $00, $00, $00
.start_index
dw $00, $0B, $15, $1F, $27, $2D, $35, $3D, $43, $4C, $57, $66, $71, $7A, $87, $91, $99, $A1
.nbr_of_tiles
dw 10, 9, 9, 7, 5, 7, 7, 5, 8, 10, 14, 10, 8, 12, 9, 7, 7, 6
.x_offsets
dw -8, 8, 8, 0, 8, 0, -8, -8, 16, 16, -8
dw -8, 8, -8, 0, 16, 16, -8, 16, 0, 8
dw -8, 8, 0, 16, -8, -8, -8, 16, 0, 8
dw 0, 0, 16, 8, 0, 16, 16, 16
dw 16, 0, 0, 16, 16, 0
dw 0, 16, 8, 16, 0, 16, 12, 0
dw 4, -4, 12, 4, -4, -4, 4, -4
dw 4, -12, 4, -12, -4, 16
dw 4, -4, 4, -4, -4, 12, 12, -4, 12
dw 0, 8, 8, 0, 0, 8, -8, -8, -8, 16, 16
dw 0, 8, 8, 0, 8, 0, 0, 8, 8, -8, -8, -8, 16, 16, 16
dw 0, 8, 8, 0, 0, 8, 16, 16, 16, -8, -8
dw -8, -8, 8, 16, 8, 8, 16, 0, 8
dw 0, -8, 8, 8, -8, -8, 0, 8, 0, 8, 16, 16, 16
dw -8, 16, 8, 8, 16, 0, 16, -8, 0, 8
dw -8, 8, -8, -8, 8, 8, -8, 16
dw -8, 8, 0, 8, -8, 8, -8, 16
dw -12, 4, 12, -4, 0, 16, 8
.y_offsets
dw -20, -20, -4, 4, 4, 12, 4, 12, 4, 12, -4
dw -19, -19, 4, 4, 4, 12, -4, -4, -3, -3
dw -20, -20, 4, 4, 4, 12, -4, -4, -4, -4
dw -20, -4, -4, -4, 4, 4, 12, -20
dw -20, -4, 4, -4, 4, -20
dw -20, -20, -4, -4, 4, 4, 12, -4
dw -20, -20, -4, -4, -4, -12, 4, 4
dw -20, -20, -4, -4, 4, 0
dw -20, -20, -4, -4, 4, 0, 8, -12, -4
dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8
dw -20, -20, -12, -4, -4, 0, 8, 0, 8, 0, 8, -8, 0, 8, -8
dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8
dw -24, -8, -24, -8, -8, 0, 0, 8, 8
dw -8, -24, -24, -8, -8, 0, 8, 8, 0, 0, 0, 8, -8
dw -16, -16, -16, -8, -8, 0, 0, 0, -24, -24
dw 0, 0, -16, -24, -16, -24, -16, -16
dw 0, 0, -8, -8, -24, -24, -8, -8
dw -4, -4, -20, -20, 12, 12, 12
.chr
db $87, $87, $A7, $80, $81, $A4, $93, $A3, $96, $A6, $A7
db $87, $87, $B3, $80, $92, $A2, $83, $83, $A8, $A8
db $87, $87, $80, $B2, $A1, $B1, $83, $83, $A8, $A8
db $C9, $E9, $EB, $EA, $C0, $C2, $D2, $CB
db $CE, $EC, $C3, $EE, $C5, $CC
db $C9, $CB, $FA, $FB, $C6, $C8, $D8, $E9
db $C9, $CB, $E9, $EA, $EB, $DB, $E1, $E0
db $CC, $CE, $EC, $EE, $E3, $E5
db $C9, $CB, $FA, $FB, $E6, $E8, $F8, $DE, $E9
db $89, $89, $99, $8E, $A9, $A9, $82, $92, $A2, $B3, $83
db $89, $89, $99, $A9, $A9, $8D, $9D, $8D, $9D, $8C, $9C, $83, $A1, $B1, $82
db $89, $89, $99, $8E, $A9, $A9, $83, $93, $A3, $B2, $83
db $45, $65, $45, $65, $66, $77, $75, $BD, $BE
db $6F, $4E, $4E, $6F, $47, $57, $7C, $7D, $AA, $AB, $6E, $7E, $83
db $84, $84, $85, $95, $5D, $AA, $6D, $6D, $8A, $8A
db $AC, $AE, $50, $40, $50, $40, $52, $52
db $AC, $AE, $63, $63, $42, $42, $60, $60
db $68, $6A, $4B, $49, $70, $72, $71
.properties
db $39, $79, $79, $39, $39, $39, $39, $39, $39, $39, $39
db $39, $79, $39, $39, $39, $39, $39, $79, $39, $79
db $39, $79, $79, $39, $39, $39, $39, $79, $39, $79
db $39, $39, $39, $39, $39, $39, $39, $39
db $39, $39, $39, $39, $39, $39
db $39, $39, $39, $39, $39, $39, $39, $39
db $79, $79, $79, $79, $79, $79, $39, $39
db $79, $79, $79, $79, $39, $39
db $79, $79, $79, $79, $39, $39, $39, $79, $79
db $39, $79, $79, $39, $39, $79, $79, $79, $79, $79, $79
db $39, $79, $79, $39, $79, $39, $39, $79, $79, $39, $39, $39, $79, $79, $39
db $39, $79, $79, $79, $39, $79, $79, $79, $79, $79, $39
db $39, $39, $79, $79, $79, $39, $79, $39, $39
db $39, $39, $79, $79, $39, $39, $39, $39, $39, $39, $39, $39, $79
db $39, $79, $79, $79, $39, $39, $39, $79, $39, $79
db $39, $39, $39, $39, $79, $79, $39, $79
db $39, $39, $39, $79, $39, $79, $39, $79
db $39, $39, $39, $39, $39, $39, $39
.sizes
db $02, $02, $02, $00, $00, $02, $00, $00, $00, $00, $02
db $02, $02, $00, $02, $00, $00, $00, $00, $00, $00
db $02, $02, $02, $00, $00, $00, $00, $00, $00, $00
db $02, $00, $00, $00, $02, $00, $00, $00
db $02, $02, $02, $02, $00, $02
db $02, $00, $00, $00, $02, $00, $00, $00
db $02, $00, $00, $00, $00, $00, $02, $02
db $02, $02, $02, $02, $02, $00
db $02, $00, $00, $00, $02, $00, $00, $00, $00
db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00
db $02, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00
db $02, $02, $02, $00, $00, $00, $00, $00, $00
db $00, $02, $02, $00, $02, $02, $00, $00, $00, $00, $00, $00, $00
db $02, $00, $00, $00, $00, $02, $00, $00, $00, $00
db $02, $02, $02, $02, $02, $02, $00, $00
db $02, $02, $02, $00, $02, $02, $00, $00
db $02, $02, $02, $02, $00, $00, $00
}