Replace more common sprite ram with symbols
This commit is contained in:
@@ -19,8 +19,8 @@ Arrghus_ApproachTargetSpeed:
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pullpc
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AdvancedArrghus:
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{
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LDA $0CAA, Y : ORA.b #$08 : STA $0CAA, Y
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LDA.b #$04 : STA $0CD2, Y
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LDA.w SprDefl, Y : ORA.b #$08 : STA.w SprDefl, Y
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LDA.b #$04 : STA.w SprBump, Y
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JSL Sprite_SpawnFireball
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LDA.b #$50 : STA.w SprTimerA, X
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@@ -557,7 +557,7 @@ Sprite_DarkLink_Main:
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LDA #$20
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JSL Sprite_ApplySpeedTowardsPlayer
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;restore life removed by the checkdamage
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STZ.w $0CE2, X
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STZ.w SprBump, X
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LDA #$20 : STA $29 : STA $C7
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@@ -638,9 +638,9 @@ Sprite_DarkLink_Main:
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DEC.w $0F80,X : DEC.w $0F80,X
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LDA.w $0F70,X : BPL .aloft
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LDA.w SprHeight,X : BPL .aloft
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STZ.w $0F70,X
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STZ.w SprHeight,X
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%GotoAction(0)
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.aloft
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@@ -714,10 +714,10 @@ Sprite_DarkLink_Main:
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DEC.w $0F80,X : DEC.w $0F80,X : DEC.w $0F80,X : DEC.w $0F80,X
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LDA.w $0F70,X : BPL .aloft
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LDA.w SprHeight,X : BPL .aloft
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STZ.w $0F70,X
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STZ.w SprHeight,X
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LDA.b #$90 : STA.w SprTimerC, X
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LDA.b #$10 : STA.w SprTimerA, X
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@@ -878,12 +878,12 @@ Sprite_DarkLink_Main:
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DEC.w $0F80,X : DEC.w $0F80,X
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LDA.w $0F70,X : BPL .aloft
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LDA.w SprHeight,X : BPL .aloft
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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STZ.w $0F70,X
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STZ.w SprHeight,X
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.aloft
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@@ -977,7 +977,7 @@ Sprite_DarkLink_Main:
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INC.w SprMiscF, X
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;LDA #$1A : STA.b $11 ; ganon open door routine
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; handled by the room tag?
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LDA #$04 : STZ.w $0DD0, X
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LDA #$04 : STZ.w SprState, X
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LDA.b #$80 : STA $0403
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%GotoAction(14)
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@@ -5,7 +5,7 @@
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KingDodongo_NewHealthSystem:
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{
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PHB : PHK : PLB
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LDA.w $0E50,X
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LDA.w SprHealth,X
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LSR A
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LSR A
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TAY
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@@ -279,9 +279,9 @@ Sprite_Kydreeok_Main:
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LDA.b #$00
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JSL Sprite_SpawnDynamically : BMI .no_space
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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 #$03 : STA.w $0E40,Y
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LDA.b #$0C : STA.w $0F50,Y
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LDA.b #$04 : STA.w SprState,Y
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LDA.b #$03 : STA.w SprNbrOAM,Y
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LDA.b #$0C : STA.w SprProps,Y
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LDA.w SprCachedX : STA.w SprX,Y
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LDA.w $0FD9 : STA.w SprXH,Y
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LDA.w SprCachedY : STA.w SprY,Y
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@@ -293,7 +293,7 @@ Sprite_Kydreeok_Main:
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STZ.w $0422
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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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STZ.w $0DD0, X ; GG
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STZ.w SprState, X ; GG
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.continue
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RTS
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}
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@@ -203,7 +203,7 @@ Sprite_KydreeokHead_Main:
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JSL Sprite_Move
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LDA.w SprTimerA, X : BNE .not_done
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LDA #$00 : STA $0DD0, X
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LDA #$00 : STA.w SprState, X
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.not_done
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RTS
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}
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@@ -49,7 +49,7 @@ Sprite_Kydrog_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF300 : BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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STZ.w SprState, X ; Kill the sprite
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.PlayIntro
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PLB
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RTL
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@@ -61,7 +61,7 @@ Sprite_KydrogBoss_CheckIfDead:
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LDA.w SprHealth, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
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LDA.b #$04 : STA.w SprState, X ;kill sprite boss style
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LDA.b #$09 : STA.w SprAction, X ;go to KydrogBoss_Death stage
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STZ.w $0D90,X
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@@ -79,11 +79,11 @@ Sprite_KydrogBoss_Prep:
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LDA #$00 : STA !KydrogPhase
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LDA.b #$A0 : STA.w SprHealth, X ; health
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$03 : STA $0F60, X ; hitbox settings
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LDA.b #$03 : STA.w SprHitbox, X ; hitbox settings
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LDA.b #$07 : STA.w SprBump, X ; bump damage type
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LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
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LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X ; Not invincible
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JSR KydrogBoss_Set_Damage ; Set the damage table
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@@ -466,10 +466,10 @@ CheckForNextPhase:
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; TODO: Use a timer to unfreeze the sprite
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Sprite_CheckIfFrozen:
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{
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LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen
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LDA.w SprState, X : CMP.b #$0B : BNE .not_frozen
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LDA.w SprTimerC, X : BNE .not_frozen
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LDA.b #$00 : STA.l $7FFA3C,X
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LDA.b #$09 : STA.w $0DD0, X
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LDA.b #$09 : STA.w SprState, X
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.not_frozen
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RTS
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}
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@@ -564,12 +564,12 @@ Kydrog_ThrowBoneAtPlayer:
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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.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
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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.b #$48 : STA $0CAA, X
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LDA.b #$21 : STA.w SprNbrOAM, X : STA.w SprBulletproof, X
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LDA.w SprGfxProps, X : ORA.b #$40 : STA.w SprGfxProps, X
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LDA.b #$48 : STA.w SprDefl, 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 #$07 : STA $0F50, X
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LDA.b #$14 : STA.w SprHitbox, X
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LDA.b #$07 : STA.w SprProps, X
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LDA.b #$20 : STA.w SprBump, X
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PLX
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LDA.b #$02 : JSL Sound_SetSfx2PanLong
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@@ -595,7 +595,7 @@ GetNumberSpawnStalfos:
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BRA .not_a_skull
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.increment_count
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LDA $0DD0, X : CMP.b #$00 : BEQ .not_a_skull
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LDA.w SprState, X : CMP.b #$00 : BEQ .not_a_skull
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INC $00
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.not_a_skull
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@@ -48,7 +48,7 @@ Lanmola_FinishInitialization:
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LDA.l .starting_delay, X : STA.w SprTimerA, X
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LDA.b #$FF : STA $0F70, X
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LDA.b #$FF : STA.w SprHeight, X
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PHX
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@@ -247,7 +247,7 @@ Lanmola_Dive: ;0x03
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.alpha
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; If we are under the ground go to the reset stage
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LDA $0F70, X : BPL .notUnderGroundYet
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LDA.w SprHeight, X : BPL .notUnderGroundYet
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INC $0D80, X
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LDA.b #$80 : STA.w SprTimerA, X
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@@ -290,7 +290,7 @@ Lanmola_Death: ;0x05
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JSR Lanmola_Draw
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LDA.w SprTimerA, X : BNE .timerNotDone
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STZ $0DD0, X
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STZ.w SprState, X
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; Y is the index where we write in RAM
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PHX ; keep X
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@@ -303,7 +303,7 @@ Lanmola_Death: ;0x05
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.next_sprite
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LDA $0E20, X : CMP.b #$54 : BNE .notLanmola
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LDA $0DD0, X : BNE .oneIsntDead
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LDA.w SprState, X : BNE .oneIsntDead
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.notLanmola
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@@ -344,7 +344,7 @@ Lanmola_Death: ;0x05
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LDA.b #$00 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
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LDA.b #$0B : STA $0AAA
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LDA.b #$04 : STA $0DD0, Y
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LDA.b #$04 : STA.w SprState, Y
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LDA.b #$1F : STA.w SprTimerA, Y : STA $0D90, Y
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@@ -353,9 +353,9 @@ Lanmola_Death: ;0x05
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LDA $0C : STA.w SprY, Y
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LDA $0D : STA.w SprYH, Y
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LDA.b #$03 : STA $0E40, Y
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LDA.b #$03 : STA.w SprNbrOAM, Y
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LDA.b #$0C : STA $0F50, Y
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LDA.b #$0C : STA.w SprProps, Y
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LDA.b #$0C : JSL Sound_SetSfx2PanLong
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@@ -594,7 +594,7 @@ Sprite_Shrapnel:
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.active
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LDA $1A : ASL #2 : AND.b #$C0 : STA $0F50, X ; : ORA.b #$00
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LDA $1A : ASL #2 : AND.b #$C0 : STA.w SprProps, X ; : ORA.b #$00
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JSR $E948 ;Sprite4_MoveXyz
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@@ -618,12 +618,12 @@ Sprite_Shrapnel:
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SEP #$20
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;JSR $8094 : BEQ .noTileCollision ;Sprite4_CheckTileCollision
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;STZ $0DD0, X
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;STZ.w SprState, X
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.noTileCollision
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LDA.w SprTimerA, X : BNE .timerNotDone
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STZ $0DD0, X
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STZ.w SprState, X
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.timerNotDone
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@@ -296,7 +296,7 @@ Lanmola_MoveSegment:
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LDA.w SprX, X : PHA ;lower x
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LDA.w SprY, X : PHA ;lower y
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LDA $0F70, X : PHA ;height
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LDA.w SprHeight, X : PHA ;height
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LDA $0F : PHA ;angle
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LDA $0E80, X : STA $02 : STA $05
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@@ -313,8 +313,8 @@ Lanmola_MoveSegment:
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PLX
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LDA $0DD0, X : CMP.b #$09 : BNE .notActive
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LDA $11 : ORA $0FC1 : BNE .notActive
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LDA.w SprState, X : CMP.b #$09 : BNE .notActive
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LDA $11 : ORA.w SprFreeze : BNE .notActive
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LDA $10 : CMP #$0E : BEQ .notActive
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LDA $5D : CMP #$08 : BEQ .notActive ;in medallion cut scene
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CMP #$09 : BEQ .notActive ;in medallion cut scene
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@@ -819,7 +819,7 @@ Mothula_SpawnBeams:
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CLC : ADC.b #$03 : STA.w SprY,Y
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LDA.b #$10 : STA.w SprTimerA,Y : STA.w $0BA0,Y
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LDA.b #$10 : STA.w SprTimerA,Y : STA.w SprBulletproof,Y
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PHX
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@@ -834,7 +834,7 @@ Mothula_SpawnBeams:
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STA.w SprYSpeed,Y
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LDA.b #$00
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STA.w $0F70,Y
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STA.w SprHeight,Y
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PLX
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@@ -17,11 +17,11 @@ Sprite_Octoboss_Long:
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PHB : PHK : PLB
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LDA.w SprMiscD, X : BNE + ; is the sprite already init
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LDA #$04 : STA.w $0E40, X
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LDA #$04 : STA.w SprNbrOAM, X
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;LDA.w SprHitbox, X : AND.b #$E0 : ORA.b #$23 : STA.w SprHitbox, X
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;LDA.w $0CAA, X : AND #$7F : ORA.b #$81 : STA.w $0CAA, X
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;LDA.w SprDefl, X : AND #$7F : ORA.b #$81 : STA.w SprDefl, X
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;LDA.b #$20 : STA.w SprHealth, X
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STZ.w $0BA0, X
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STZ.w SprBulletproof, X
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; TODO: Add a safety check to prevent player from leaving without the item
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; example if player left without the item, item will be on the ground still
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@@ -34,14 +34,14 @@ Sprite_Octoboss_Long:
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; Is is killed? do we have the quake medallion tho ?
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LDA.l $7EF349 : BNE .weHaveMedallion
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; Spawn the medallion
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STZ.w $0DD0, X
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STZ.w SprState, X
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JSR SpawnMedallionAlt ; spawn standing medallion
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BRA .SpriteIsNotActive
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.weHaveMedallion
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; Do nothing just kill this sprite
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STZ.w $0DD0, X
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STZ.w SprState, X
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BRA .SpriteIsNotActive
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.notKiledYet
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@@ -49,8 +49,8 @@ Sprite_Octoboss_Long:
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PLX
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;LDA.w $0E60, X : AND.b #$BF : STA.w $0E60, X
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;LDA.w $0F50, X : AND.b #$BF : STA.w $0F50, X
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;LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X
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;LDA.w SprProps, X : AND.b #$BF : STA.w SprProps, X
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LDA.b #15 : STA.w SprFrame, X
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LDA.b #$87 : STA.l $7EC664 : STA.l $7EC684
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@@ -547,7 +547,7 @@ Sprite_Octoboss_Secondary:
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : DEC : STA.w SprFrame, X : CMP.b #01 : BCS .noframereset
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JSR SpawnSplash
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STZ.w $0DD0, X
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STZ.w SprState, X
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.noframereset
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LDA.b #2 : STA.w SprTimerB, X
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+
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@@ -884,7 +884,7 @@ SpawnSplash:
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JSL Sprite_SetSpawnedCoords
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LDA.b #$03
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STA.w $0DD0,Y
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STA.w SprState,Y
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LDA.b #$0F
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STA.w SprTimerA,Y
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@@ -893,7 +893,7 @@ SpawnSplash:
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STA.w $0D80,Y
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LDA.b #$03
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STA.w $0E40,Y
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STA.w SprNbrOAM,Y
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LDA.b #$28 ; SFX2.28
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JSL Sound_SetSfx2PanLong
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@@ -939,8 +939,8 @@ SpawnBossPoof:
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STA.w SprTimerA,Y
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LDA.b #$09
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STA.w $0E40,Y
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STA.w $0BA0,Y
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STA.w SprNbrOAM,Y
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STA.w SprBulletproof,Y
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RTS
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@@ -1029,13 +1029,13 @@ SpawnMedallion:
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JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan
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LDA.b #$83
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STA.w $0E40,X
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STA.w SprNbrOAM,X
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LDA.b #$58
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STA.w $0E60,X
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STA.w SprGfxProps,X
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AND.b #$0F
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STA.w $0F50,X
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STA.w SprProps,X
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PLX
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@@ -1064,13 +1064,13 @@ SpawnMedallionAlt:
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STA.w $0D90, X
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LDA.b #$83
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STA.w $0E40,X
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STA.w SprNbrOAM,X
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LDA.b #$58
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STA.w $0E60,X
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STA.w SprGfxProps,X
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AND.b #$0F
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STA.w $0F50,X
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STA.w SprProps,X
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LDA.b #$DC : STA.w SprY, X
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LDA.b #$F7 : STA.w SprX, X
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||||
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@@ -63,7 +63,7 @@ Sprite_Twinrova_CheckIfDead:
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.health_not_negative
|
||||
LDA.w SprHealth, X : BNE .not_dead
|
||||
PHX
|
||||
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
|
||||
LDA.b #$04 : STA.w SprState, X ; Kill sprite boss style
|
||||
LDA.b #$0A : STA.w SprAction, X ; Go to Twinrova_Dead stage
|
||||
LDA.b #$10 : STA.w $0D90, X
|
||||
PLX
|
||||
@@ -79,13 +79,13 @@ Sprite_Twinrova_Prep:
|
||||
|
||||
; Kill the sprite if the Maiden is present
|
||||
LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
|
||||
STZ.w $0DD0, X
|
||||
STZ.w SprState, X
|
||||
.prep_twinrova
|
||||
|
||||
LDA.b #$5A : STA.w SprHealth, X ; Health
|
||||
LDA.b #$80 : STA $0CAA, X
|
||||
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
||||
LDA.w $0E60, X : AND.b #$BF : STA.w $0E60, X ; Not invincible
|
||||
LDA.b #$80 : STA.w SprDefl, X
|
||||
LDA.b #$04 : STA.w SprBump, X ; Bump damage type (4 hearts, green tunic)
|
||||
LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X ; Not invincible
|
||||
|
||||
%SetSpriteSpeedX(15)
|
||||
%SetSpriteSpeedX(15)
|
||||
@@ -277,9 +277,9 @@ Sprite_Twinrova_Main:
|
||||
%Twinrova_Attack()
|
||||
|
||||
LDA #$01 : STA $0360
|
||||
LDA $0CAA : AND.b #$03 : STA $0CAA
|
||||
LDA.w SprDefl : AND.b #$03 : STA.w SprDefl
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
LDA $0CAA : ORA.b #$03 : STA $0CAA
|
||||
LDA.w SprDefl : ORA.b #$03 : STA.w SprDefl
|
||||
LDA.b #$40 : STA.w SprTimerD, X
|
||||
LDA $AC : BEQ .fire
|
||||
%GotoAction(6) ; Ice Attack
|
||||
@@ -539,7 +539,7 @@ RageModeMove:
|
||||
; Handle floaty movement with controlled altitude
|
||||
LDA.w SprHeight, X : CMP #$10 : BNE .CheckGrounded
|
||||
DEC.w SprHeight, X
|
||||
DEC.w $0F90, X
|
||||
DEC.w SprHeightS, X
|
||||
|
||||
.CheckGrounded
|
||||
; Move sprite
|
||||
@@ -1018,12 +1018,12 @@ ApplyTwinrovaGraphics:
|
||||
; $1DC845
|
||||
#Fireball_Configure:
|
||||
{
|
||||
LDA.w $0CAA,Y
|
||||
LDA.w SprDefl,Y
|
||||
ORA.b #$08
|
||||
STA.w $0CAA,Y
|
||||
STA.w SprDefl,Y
|
||||
|
||||
LDA.b #$04
|
||||
STA.w $0CD2,Y
|
||||
STA.w SprBump,Y
|
||||
|
||||
.exit
|
||||
RTS
|
||||
@@ -1202,7 +1202,7 @@ Blind_SpawnFromMaiden:
|
||||
LDX.b #$00 ; Load the boss into sprite index 0
|
||||
|
||||
; Set the sprite to alive and active
|
||||
LDA.b #$09 : STA.w $0DD0,X
|
||||
LDA.b #$09 : STA.w SprState,X
|
||||
|
||||
; SPRITE CE
|
||||
LDA.b #$CE : STA.w $0E20,X
|
||||
@@ -1223,7 +1223,7 @@ Blind_SpawnFromMaiden:
|
||||
LDA.b #$00 : STA.w $0DC0,X
|
||||
|
||||
; Set SprMiscC and bulletproof properties
|
||||
LDA.b #$02 : STA.w SprMiscC,X : STA.w $0BA0,X
|
||||
LDA.b #$02 : STA.w SprMiscC,X : STA.w SprBulletproof,X
|
||||
|
||||
; Set the 2nd key / heart piece items taken room flag
|
||||
LDA.w $0403 : ORA.b #$20 : STA.w $0403
|
||||
@@ -1272,7 +1272,7 @@ SpritePrep_Blind_PrepareBattle:
|
||||
RTL
|
||||
|
||||
.despawn
|
||||
STZ.w $0DD0,X
|
||||
STZ.w SprState,X
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
@@ -65,8 +65,8 @@ Sprite_Wolfos_Prep:
|
||||
RTL
|
||||
.spawn_wolfos
|
||||
LDA.b #$40 : STA.w SprTimerA, X
|
||||
LDA.b #$80 : STA.w $0CAA, X ; Sprite persist
|
||||
LDA.b #$08 : STA.w $0E40, X ; Nbr Oam Entries
|
||||
LDA.b #$80 : STA.w SprDefl, X ; Sprite persist
|
||||
LDA.b #$08 : STA.w SprNbrOAM, X ; Nbr Oam Entries
|
||||
|
||||
PLB
|
||||
RTL
|
||||
@@ -286,7 +286,7 @@ Sprite_Wolfos_Main:
|
||||
STZ.w SprYSpeed, X
|
||||
|
||||
LDA.w SprTimerD, X : BNE .dismiss
|
||||
LDA.b #$00 : STA $0DD0, X ; kill sprite normal style
|
||||
LDA.b #$00 : STA.w SprState, X ; kill sprite normal style
|
||||
STZ.w SprAction, X
|
||||
STZ.w SprHealth, X
|
||||
STZ.w BRANDISH ; Stop Link from holding his hands up.
|
||||
|
||||
Reference in New Issue
Block a user