replace sprite labels, more cleanup
This commit is contained in:
@@ -260,6 +260,15 @@ Sprite_AttemptDamageToPlayerPlusRecoil = $06F41F
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; makes all the sprites on screen shaking
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ApplyRumbleToSprites = $0680FA
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; =========================================================
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Sprite_MoveLong = $1D808C
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Sprite_ProjectSpeedTowardsPlayer = $06EA1A
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Sprite_Decelerate_X = $05E657
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Sprite_Decelerate_Y = $05E666
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; =========================================================
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; args:
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; pos1_low = $00
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@@ -290,6 +299,9 @@ Sprite_PrepAndDrawSingleSmall = $06DBF8
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; draw shadow (requires additional oam allocation)
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Sprite_DrawShadow = $06DC54
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Sprite_DrawWaterRipple = $059FFA
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Sprite_DrawRippleIfInWater = $1EFF8D
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; =========================================================
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; check if the sprite is colliding with a solid tile set $0E70, X
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; ----udlr , u = up, d = down, l = left, r = right
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@@ -381,7 +393,6 @@ Sprite_NullifyHookshotDrag = $0FF540
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; Y = high byte of message ID to use.
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Sprite_ShowMessageUnconditional = $05E219
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; =========================================================
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; show a message if we press A and face the sprite
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; A = low byte of message ID to use.
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@@ -422,35 +433,23 @@ Sprite_ProjectSpeedTowardsEntityLong = $06EA22
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Guard_ChaseLinkOnOneAxis = $05C542
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Guard_ParrySwordAttacks = $06EB5E
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Sprite_SpawnProbeAlways_long = $05C66E
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Probe_CheckTileSolidity = $0DC26E
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Sprite_SpawnProbeAlways_long = $05C66E
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Sprite_TrackBodyToHead = $05DCA2
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; =========================================================
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; Misc long functions
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GetRandomInt = $0DBA71
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Sprite_TrackBodyToHead = $05DCA2
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Sprite_Decelerate_X = $05E657
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Sprite_Decelerate_Y = $05E666
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Sprite_SpawnFireball = $0DDA06
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Sprite_MoveLong = $1D808C
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Sprite_DrawRippleIfInWater = $1EFF8D
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SpriteDraw_WaterRipple = $059FFA
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Sprite_SpawnSmallSplash = $1EA820
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Sprite_SpawnSparkleGarnish = $058008
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Sprite_ProjectSpeedTowardsPlayer = $06EA1A
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Sprite_CheckDamageFromPlayerLong = $06F2AA
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Sprite_CheckIfLifted = $06AA0C
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Sprite_TransmuteToBomb = $06AD50
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@@ -360,7 +360,7 @@ Sprite_Floater:
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{
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; Floater Draw, allocate 4 tiles to use for the hud
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LDA SprMiscG, X : BEQ +
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JSL SpriteDraw_WaterRipple
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JSL Sprite_DrawWaterRipple
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+
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JSR Sprite_Floater_Draw
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@@ -197,7 +197,7 @@ Sprite_Kydreeok_Main:
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JSR StopIfOutOfBounds
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JSL MoveBody
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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%GotoAction(4)
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@@ -217,7 +217,7 @@ Sprite_Kydreeok_Main:
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JSR StopIfOutOfBounds
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JSL MoveBody
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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%GotoAction(4)
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@@ -264,7 +264,7 @@ Sprite_Kydreeok_Main:
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JSL MoveBody
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX ;restores X
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@@ -325,7 +325,7 @@ Sprite_Kydreeok_Main:
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LDA.b #$04 : STA.w SprHeight, X
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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LDA.w SprTimerA, X : BNE .continue
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@@ -90,7 +90,7 @@ Sprite_KydreeokHead_Main:
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%PlayAnimation(0,2,10)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -122,7 +122,7 @@ Sprite_KydreeokHead_Main:
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%PlayAnimation(3,5,10)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -143,7 +143,7 @@ Sprite_KydreeokHead_Main:
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%StartOnFrame(6)
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%PlayAnimation(6,8,10)
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_RotationMove
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@@ -163,7 +163,7 @@ Sprite_KydreeokHead_Main:
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%PlayAnimation(9,11,10)
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%MoveTowardPlayer(15)
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_RotationMove
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@@ -182,7 +182,7 @@ Sprite_KydreeokHead_Main:
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%MoveTowardPlayer(15)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -240,7 +240,7 @@ Sprite_KydrogBoss_Main:
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%PlayAnimation(0, 2, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -260,7 +260,7 @@ Sprite_KydrogBoss_Main:
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%PlayAnimation(3, 5, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -280,7 +280,7 @@ Sprite_KydrogBoss_Main:
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%PlayAnimation(6, 8, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -300,7 +300,7 @@ Sprite_KydrogBoss_Main:
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%PlayAnimation(9, 11, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -331,7 +331,7 @@ Sprite_KydrogBoss_Main:
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.continue
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -361,7 +361,7 @@ Sprite_KydrogBoss_Main:
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%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -381,7 +381,7 @@ Sprite_KydrogBoss_Main:
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%PlayAnimation(17, 17, 10)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -205,7 +205,7 @@ Sprite_Manhandla_Main:
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JSL Sprite_Move
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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RTS
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@@ -219,7 +219,7 @@ Sprite_Manhandla_Main:
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JSL Sprite_Move
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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RTS
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@@ -234,7 +234,7 @@ Sprite_Manhandla_Main:
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JSL Sprite_Move
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -258,7 +258,7 @@ Sprite_Manhandla_Main:
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JSR Sprite_Manhandla_Move
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -331,7 +331,7 @@ Sprite_Manhandla_Main:
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JSR Mothula_SpawnBeams
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+
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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LDY.w Offspring1_Id
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@@ -251,7 +251,7 @@ Sprite_Twinrova_Main:
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%Twinrova_Front()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -271,7 +271,7 @@ Sprite_Twinrova_Main:
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%Twinrova_Back()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -404,7 +404,7 @@ Sprite_Twinrova_Main:
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%Show_Koume()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -436,7 +436,7 @@ Sprite_Twinrova_Main:
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%Show_Kotake()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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@@ -90,7 +90,7 @@ Sprite_Wolfos_CheckIfDefeated:
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macro Wolfos_Move()
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageFromPlayerLong : BCC +
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JSL Sprite_CheckDamageFromPlayer : BCC +
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+
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JSL Sprite_PlayerCantPassThrough
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@@ -122,7 +122,7 @@ Sprite_AntiKirby_Main:
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%PlayAnimation(0, 2, 10) ; Start
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA #!RecoilTime : STA.w SprTimerA, X
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%GotoAction(1) ; Hurt
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RTS
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@@ -152,7 +152,7 @@ Sprite_AntiKirby_Main:
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{
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%PlayAnimation(4, 5, 10) ; Suck
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA #!RecoilTime : STA.w SprTimerA, X
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%GotoAction(1) ; Hurt
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RTS
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@@ -234,7 +234,7 @@ Sprite_AntiKirby_Main:
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA #!RecoilTime : STA.w SprTimerA, X
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%GotoAction(6) ; Hurt
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.NoDamage
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@@ -221,7 +221,7 @@ Sprite_DekuScrubEnemy_Main:
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STZ.w SprState, X
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.no_collision
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JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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; Apply force in the opposite direction
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LDA #-16 : STA.w SprYSpeed, X
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.no_damage
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@@ -88,7 +88,7 @@ Sprite_PolsVoice_Main:
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%GotoAction(1)
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.not_done
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JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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JSL Sprite_DirectionToFacePlayer
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; Apply the speed positive or negative speed
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@@ -124,7 +124,7 @@ Sprite_PolsVoice_Main:
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LDA SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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JSL Sprite_InvertSpeed_XY
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.no_damage
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RTS
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@@ -69,7 +69,7 @@ Sprite_SeaUrchin_Main:
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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BCC .NoDamage
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%GotoAction(1)
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@@ -99,7 +99,7 @@ Sprite_IceBlock_Main:
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JSR Statue_BlockSprites
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JSL Sprite_CheckDamageFromPlayerLong
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JSL Sprite_CheckDamageFromPlayer
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BCC .no_damage
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LDA SprMiscD, X : STA.w SprX, X
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LDA SprMiscE, X : STA.w SprY, X
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@@ -82,7 +82,7 @@ Sprite_LeverSwitch_Main:
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{
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%PlayAnimation(0,0,4)
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LDA SprTimerA, X : BNE .NoDamage
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA #$25 : STA $012F
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STZ.w $37
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@@ -96,7 +96,7 @@ Sprite_LeverSwitch_Main:
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{
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%PlayAnimation(1,1,4)
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LDA SprTimerA, X : BNE .NoDamage
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA #$25 : STA $012F
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LDA #$01 : STA $37
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LDA #$10 : STA.w SprTimerA, X
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@@ -108,7 +108,7 @@ Sprite_LeverSwitch_Main:
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SpeedSwitchOff:
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{
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%PlayAnimation(0,0,4)
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA.b #$25 : STA $012F
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LDA.b #$01 : STA $36
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%GotoAction(3)
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@@ -119,7 +119,7 @@ Sprite_LeverSwitch_Main:
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SpeedSwitchOn:
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{
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%PlayAnimation(1,1,4)
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA #$25 : STA $012F
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STZ.w $36
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%GotoAction(2)
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