Intro Cutscene Sequence and Sprite Movement
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@@ -34,27 +34,30 @@
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;==============================================================================
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Sprite_Kydrog_Long:
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PHB : PHK : PLB
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{
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PHB : PHK : PLB
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JSR Sprite_Kydrog_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Kydrog_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Kydrog_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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JSR Sprite_Kydrog_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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;==============================================================================
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Sprite_Kydrog_Prep:
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PHB : PHK : PLB
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; Add more code here to initialize data
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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PLB
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RTL
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PLB
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RTL
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}
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;==============================================================================
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@@ -92,7 +95,7 @@ Sprite_Kydrog_Main:
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{
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LDA.w SprTimerA, X : BNE +
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%ShowUnconditionalMessage($21)
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LDA.b #$00 : STA.b $49 ; Stop Link's auto-movement
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LDA.b #$02 : STA.b $B6 ; Update story flag for Farore
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%GotoAction(2)
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+
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RTS
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@@ -100,18 +103,30 @@ Sprite_Kydrog_Main:
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Kydrog_SpawnOffspring:
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{
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STZ.b $49 ; Stop Link from moving
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%GotoAction(3)
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RTS
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}
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Kydrog_TurnPlayerToDeku:
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{
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; LDA.b #$03 : STA.b $B6
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; JSL AddTransformationCloud
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; LDA.b #$14 : JSR Player_DoSfx2
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; JSL Palette_ArmorAndGloves
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LDA #$35 : STA $BC
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%GotoAction(4)
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RTS
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}
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Kydrog_WarpPlayerAway:
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{
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LDA #$29
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JSL $02B40F
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RTS
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}
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}
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@@ -190,4 +205,7 @@ Sprite_Kydrog_Draw:
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db $3B, $3B, $3B, $3B, $3B, $3B
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.sizes
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db $02, $02, $02, $02, $02, $02
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}
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}
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org $02ECF8
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dw $0029
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