Cleanup KydrogBoss
This commit is contained in:
@@ -1,13 +1,5 @@
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; =========================================================
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; =========================================================
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; Kydrog Boss
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; Kydrog Boss
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; =========================================================
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; RAM Addresses
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!ConsecutiveHits = $AC ;0x01
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!KydrogPhase = $7A ;0x01
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!WalkSpeed = 10 ;0x01
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; =========================================================
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; =========================================================
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!SPRID = Sprite_KydrogBoss
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!SPRID = Sprite_KydrogBoss
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@@ -40,24 +32,21 @@
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%Set_Sprite_Properties(Sprite_KydrogBoss_Prep, Sprite_KydrogBoss_Long)
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%Set_Sprite_Properties(Sprite_KydrogBoss_Prep, Sprite_KydrogBoss_Long)
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; =========================================================
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!ConsecutiveHits = $AC ; 0x01
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!KydrogPhase = $7A ; 0x01
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!WalkSpeed = 10 ; 0x01
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Sprite_KydrogBoss_Long:
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Sprite_KydrogBoss_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_KydrogBoss_Draw ; Call the draw code
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JSR Sprite_KydrogBoss_Draw ; Call the draw code
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JSR Sprite_CheckIfFrozen
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JSR Sprite_CheckIfFrozen
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JSL Sprite_CheckActive ; Check if game is not paused
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_KydrogBoss_CheckIfDead
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JSR Sprite_KydrogBoss_Main
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JSR Sprite_KydrogBoss_CheckIfDead ; Check if sprite is dead
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JSR Sprite_KydrogBoss_Main ; Call the main sprite code
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.SpriteIsNotActive
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.SpriteIsNotActive
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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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@@ -87,7 +76,6 @@ Sprite_KydrogBoss_CheckIfDead:
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Sprite_KydrogBoss_Prep:
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Sprite_KydrogBoss_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 #$00 : STA !KydrogPhase
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LDA #$00 : STA !KydrogPhase
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LDA.b #$A0 : STA $0E50, X ; health
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LDA.b #$A0 : STA $0E50, X ; health
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@@ -172,11 +160,9 @@ Sprite_KydrogBoss_Main:
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{
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{
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%StartOnFrame(15)
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%StartOnFrame(15)
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%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
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%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
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; JSR SetupMovieEffect
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; JSR SetupMovieEffect
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; JSR MovieEffect
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; JSR MovieEffect
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; LDX.b #$00
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; LDX.b #$00
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LDA.w SprTimerD, X : BNE +
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1) ; Goto KydrogBoss_WalkState
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%GotoAction(1) ; Goto KydrogBoss_WalkState
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+
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+
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@@ -209,15 +195,12 @@ Sprite_KydrogBoss_Main:
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LDA #$50 : STA $09, X
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LDA #$50 : STA $09, X
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JSL Sprite_DirectionToFacePlayer
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JSL Sprite_DirectionToFacePlayer
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TYA : CMP.b #$02 : BCC .WalkRight
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TYA : CMP.b #$02 : BCC .WalkRight
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.WalkForward
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.WalkForward
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%StopIfTooClose()
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%StopIfTooClose()
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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TYA : BNE .WalkBackwards ; If 1, go to KydrogBoss_WalkBackwards
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TYA : BNE .WalkBackwards ; If 1, go to KydrogBoss_WalkBackwards
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%GotoAction(2) ; Goto KydrogBoss_WalkForward
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%GotoAction(2) ; Goto KydrogBoss_WalkForward
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RTS
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RTS
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.WalkBackwards
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.WalkBackwards
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%GotoAction(5) ; Goto KydrogBoss_WalkBackwards
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%GotoAction(5) ; Goto KydrogBoss_WalkBackwards
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RTS
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RTS
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@@ -227,7 +210,6 @@ Sprite_KydrogBoss_Main:
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .WalkLeft
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .WalkLeft
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%GotoAction(4)
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%GotoAction(4)
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RTS
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RTS
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.WalkLeft
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.WalkLeft
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%GotoAction(3) ; Goto KydrogBoss_WalkLeft
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%GotoAction(3) ; Goto KydrogBoss_WalkLeft
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RTS
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RTS
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@@ -336,12 +318,9 @@ Sprite_KydrogBoss_Main:
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PLX
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PLX
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JSL Sprite_DamageFlash_Long
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JSL Sprite_DamageFlash_Long
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%RandomStalfosOffspring()
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%RandomStalfosOffspring()
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LDA.w SprTimerD, X : BNE +
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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%GotoAction(1)
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+
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+
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JSL GetRandomInt : AND.b #$1F : BNE ++
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JSL GetRandomInt : AND.b #$1F : BNE ++
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@@ -359,7 +338,6 @@ Sprite_KydrogBoss_Main:
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{
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{
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%StartOnFrame(15)
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%StartOnFrame(15)
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%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
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%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
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PHX
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PHX
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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%DoDamageToPlayerSameLayerOnContact()
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@@ -379,7 +357,6 @@ Sprite_KydrogBoss_Main:
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{
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{
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%StartOnFrame(17)
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%StartOnFrame(17)
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%PlayAnimation(17, 17, 10)
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%PlayAnimation(17, 17, 10)
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PHX
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PHX
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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%DoDamageToPlayerSameLayerOnContact()
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@@ -391,7 +368,6 @@ Sprite_KydrogBoss_Main:
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LDA.w SprTimerD, X : BNE +
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LDA.w SprTimerD, X : BNE +
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JSR Kydrog_ThrowBoneAtPlayer
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JSR Kydrog_ThrowBoneAtPlayer
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%GotoAction(1)
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%GotoAction(1)
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+
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+
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RTS
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RTS
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@@ -453,7 +429,6 @@ Sprite_KydrogBoss_Main:
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.not_off_screen
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.not_off_screen
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.wait_a_second
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.wait_a_second
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RTS
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RTS
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}
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}
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@@ -477,9 +452,7 @@ Sprite_KydrogBoss_Main:
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.not_done
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.not_done
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JSL Sprite_Move
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JSL Sprite_Move
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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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; =========================================================
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; =========================================================
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@@ -520,7 +493,6 @@ CheckForNextPhase:
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STA !KydrogPhase
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STA !KydrogPhase
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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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; =========================================================
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; =========================================================
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@@ -559,13 +531,10 @@ KydrogBoss_Set_Damage:
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LDX.b #$00
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LDX.b #$00
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.loop
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.loop
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LDA .damageProperties, X : STA $7F6CB0, X
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LDA .damageProperties, X : STA $7F6CB0, X
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INX : CPX.b #$10 : BNE .loop
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INX : CPX.b #$10 : BNE .loop
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PLX
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PLX
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RTS
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RTS
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.damageProperties
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.damageProperties
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@@ -598,9 +567,7 @@ Sprite_Offspring_Spawn:
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JSL Sprite_SpawnDynamically : BMI .return ;89
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JSL Sprite_SpawnDynamically : BMI .return ;89
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LDA.b #$02 : STA.w SprSubtype, Y
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LDA.b #$02 : STA.w SprSubtype, Y
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PHX
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PHX
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REP #$20
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REP #$20
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LDA $0FD8 : CLC : ADC.w #$000C
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LDA $0FD8 : CLC : ADC.w #$000C
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SEP #$20
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SEP #$20
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@@ -615,9 +582,7 @@ Sprite_Offspring_Spawn:
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STZ $0D60, X : STZ $0D70, X
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STZ $0D60, X : STZ $0D70, X
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LDA.b #$05 : STA.w SprBump, X
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LDA.b #$05 : STA.w SprBump, X
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PLX
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PLX
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.return
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.return
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RTS
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RTS
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@@ -626,40 +591,24 @@ Sprite_Offspring_Spawn:
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Kydrog_ThrowBoneAtPlayer:
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Kydrog_ThrowBoneAtPlayer:
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{
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{
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LDA.b #$A7 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
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LDA.b #$A7 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
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LDA.b #$01 : STA $0D90, Y ; Sprite state "falling into a pit"
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LDA.b #$01 : STA $0D90, Y ; Sprite state "falling into a pit"
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JSL Sprite_SetSpawnedCoords
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JSL Sprite_SetSpawnedCoords
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PHX
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PHX
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TYX
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TYX
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LDA.w SprX, X : CLC : ADC.b #$10 : STA.w SprX, X
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LDA.w SprX, X : CLC : ADC.b #$10 : STA.w SprX, X
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LDA.w SprY, X : SEC : SBC.b #$04 : STA.w SprY, X
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LDA.w SprY, X : SEC : SBC.b #$04 : STA.w SprY, X
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LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$21 : STA $0E40, X : STA $0BA0, X
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LDA.b #$21 : STA $0E40, X : STA $0BA0, X
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LDA $0E60, X : ORA.b #$40 : STA $0E60, X
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LDA $0E60, X : ORA.b #$40 : STA $0E60, X
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LDA.b #$48 : STA $0CAA, X
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LDA.b #$48 : STA $0CAA, X
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LDA.b #$10 : STA.w SprTimerC, X
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LDA.b #$10 : STA.w SprTimerC, X
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LDA.b #$14 : STA $0F60, X
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LDA.b #$14 : STA $0F60, X
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LDA.b #$07 : STA $0F50, X
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LDA.b #$07 : STA $0F50, X
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LDA.b #$20 : STA.w SprBump, X
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LDA.b #$20 : STA.w SprBump, X
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PLX
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PLX
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LDA.b #$02 : JSL Sound_SetSfx2PanLong
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LDA.b #$02 : JSL Sound_SetSfx2PanLong
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.spawn_failed
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.spawn_failed
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RTS
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RTS
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}
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}
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@@ -674,7 +623,6 @@ GetNumberSpawnStalfos:
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.x_loop
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.x_loop
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DEX
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DEX
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LDY.b #$04
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LDY.b #$04
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.y_loop
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.y_loop
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DEY
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DEY
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@@ -713,7 +661,6 @@ Sprite_KydrogBoss_Draw:
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LDA.w SprFlash, X : STA $08
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LDA.w SprFlash, X : STA $08
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PHX ; Store Sprite ID
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PHX ; Store Sprite ID
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REP #$20
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REP #$20
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LDA .nbr_of_tiles, Y ;amount of tiles -1 ; doesn't need to be 16 bit ;Y = 00, 02, 04, 06
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LDA .nbr_of_tiles, Y ;amount of tiles -1 ; doesn't need to be 16 bit ;Y = 00, 02, 04, 06
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REP #$30
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REP #$30
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@@ -755,13 +702,10 @@ Sprite_KydrogBoss_Draw:
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REP #$30
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REP #$30
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PHY
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PHY
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TYA : LSR #2 : TAY ; divide Y by 4
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TYA : LSR #2 : TAY ; divide Y by 4
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SEP #$20 ;set A back to 8bit but not X and Y
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SEP #$20 ;set A back to 8bit but not X and Y
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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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PLX : DEX : BPL .nextTile
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PLX : DEX : BPL .nextTile
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SEP #$30
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SEP #$30
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