get prize for beating deku scrub bro, add shield deflection
This commit is contained in:
@@ -1,3 +1,5 @@
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; =========================================================
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; Deku Scrub Bro Enemy
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!SPRID = $14 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 03 ; Number of tiles used in a frame
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@@ -10,7 +12,7 @@
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -44,6 +46,7 @@ Sprite_DekuScrubEnemy_Long:
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RTL ; Go back to original code
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}
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; =========================================================
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Sprite_DekuScrubEnemy_Prep:
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{
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@@ -58,6 +61,8 @@ Sprite_DekuScrubEnemy_Prep:
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RTL
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}
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; =========================================================
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; 0-2 - Spitting
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; 3-6 - Spinning
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; 7-7 - Crouching
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@@ -81,51 +86,51 @@ Sprite_DekuScrubEnemy_Main:
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; 0x00
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DekuScrubEnemy_Hiding:
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{
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%StartOnFrame(13)
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%PlayAnimation(13,13,1)
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%StartOnFrame(13)
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%PlayAnimation(13,13,1)
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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JSL Sprite_IsBelowPlayer : TYA
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CMP #$00 : BNE .is_below_player
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; Check if the player is too close
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LDA $22 : STA $02
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LDA $20 : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSR GetDistance8bit : CMP.b #$24 : BCC .too_close
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; The player is below the scrub, so it should pop up
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LDA #$20 : STA SprTimerA, X
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%GotoAction(1)
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.too_close
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.is_below_player
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RTS
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JSL Sprite_IsBelowPlayer : TYA
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CMP #$00 : BNE .is_below_player
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; Check if the player is too close
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LDA $22 : STA $02
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LDA $20 : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
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; The player is below the scrub, so it should pop up
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LDA #$20 : STA SprTimerA, X
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%GotoAction(1)
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.too_close
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.is_below_player
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RTS
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}
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; 0x01
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DekuScrubEnemy_Attack:
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{
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%StartOnFrame(0)
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%PlayAnimation(0,2,8)
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%StartOnFrame(0)
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%PlayAnimation(0,2,8)
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA SprTimerA, X : BNE .not_done
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JSR SpawnPeaShot
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LDA #$50 : STA SprTimerA, X
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INC.w SprAction, X
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.not_done
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA SprTimerA, X : BNE .not_done
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JSR SpawnPeaShot
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LDA #$50 : STA SprTimerA, X
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INC.w SprAction, X
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.not_done
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LDA POSX : STA $02
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LDA POSY : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSR GetDistance8bit : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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RTS
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LDA POSX : STA $02
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LDA POSY : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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RTS
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}
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; 0x02
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@@ -147,39 +152,39 @@ Sprite_DekuScrubEnemy_Main:
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; 0x03
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DekuScrubEnemy_Recoil:
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{
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%StartOnFrame(3)
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%PlayAnimation(3,6,6)
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%StartOnFrame(3)
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%PlayAnimation(3,6,6)
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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; Kill the pea shot
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PHX
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LDA Offspring1_Id : TAX
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STZ.w $0DD0, X
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PLX
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; Kill the pea shot
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PHX
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LDA Offspring1_Id : TAX
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STZ.w $0DD0, X
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PLX
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; Play the spinning animation for a bit before proceeding
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LDA SprTimerA, X : BNE .not_done
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LDA #$40 : STA SprTimerA, X
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INC.w SprAction, X
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.not_done
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RTS
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; Play the spinning animation for a bit before proceeding
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LDA SprTimerA, X : BNE .not_done
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LDA #$40 : STA SprTimerA, X
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INC.w SprAction, X
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.not_done
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RTS
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}
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; 0x04
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DekuScrubEnemy_Dazed:
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{
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%StartOnFrame(8)
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%PlayAnimation(8,9,11)
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%StartOnFrame(8)
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%PlayAnimation(8,9,11)
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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LDA SprTimerA, X : BNE .not_done
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INC.w SprAction, X
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.not_done
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LDA SprTimerA, X : BNE .not_done
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INC.w SprAction, X
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.not_done
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RTS
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RTS
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}
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; 0x05
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@@ -187,9 +192,15 @@ Sprite_DekuScrubEnemy_Main:
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{
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%StartOnFrame(7)
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%PlayAnimation(7,7,1)
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%SetHarmless(1)
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_CheckDamageFromPlayer
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LDA.w SprMiscD, X : BNE .no_talk
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%ShowSolicitedMessage($12D) : BCC .no_talk
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JSR DekuScrub_GiveRandomPrize
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LDA.b #$01 : STA.w SprMiscD, X
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.no_talk
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RTS
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}
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@@ -216,6 +227,22 @@ Sprite_DekuScrubEnemy_Main:
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}
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}
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; =========================================================
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DekuScrub_GiveRandomPrize:
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{
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JSL GetRandomInt : AND.b #$05
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TAY
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LDA.w .prizes, Y
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TAY : STZ $02E9
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JSL Link_ReceiveItem
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RTS
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.prizes
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db $40, $41, $42, $43, $44, $45
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}
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CheckForPeaShotRedirect:
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{
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LDA.w $0D10, X : STA.b $00
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@@ -256,6 +283,8 @@ SpawnPeaShot:
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LDA.b #$01 : STA $0E30, Y
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LDA.b #$06 : STA $0D80, Y
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LDA.b #$20 : STA.w SprPrize, Y
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LDA.b #$02 : STA.w SprMiscC, Y
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PHX
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@@ -285,6 +314,7 @@ SpawnPeaShot:
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RTS
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}
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; =========================================================
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Sprite_DekuScrubEnemy_Draw:
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{
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@@ -422,4 +452,4 @@ Sprite_DekuScrubEnemy_Draw:
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db $00
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db $00
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db $02, $02
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}
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}
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