fix octorok shooting direction, random 4way shot logic
This commit is contained in:
@@ -78,35 +78,33 @@ Sprite_Octorok_Main:
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Octorok_MoveDown:
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{
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%PlayAnimation(0,1,10)
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RTS
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}
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Octorok_MoveUp:
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{
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%StartOnFrame(2)
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%PlayAnimation(2,3,10)
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RTS
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}
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Octorok_MoveLeft:
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{
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%StartOnFrame(4)
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%PlayAnimation(4,5,10)
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RTS
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}
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Octorok_MoveRight:
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{
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%StartOnFrame(6)
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%PlayAnimation(6,7,10)
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RTS
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}
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}
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Sprite_Octorok_Move:
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{
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JSL Sprite_DamageFlash_Long
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JSL Sprite_Move
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JSL Sprite_CheckDamageFromPlayer
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@@ -180,17 +178,22 @@ Sprite_Octorok_Move:
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.speed_y
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db 0, 0, 24, -24
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.unused
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db $01, $02, $04, $08
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.timer
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db 60, 128, 160, 128
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}
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Octorock_ShootEmUp:
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{
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JSL GetRandomInt : AND.b #$01 : BEQ .single_shot
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; Use SprMiscD as a flag to shoot 4 ways for awhile before going back to single shot
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LDA.w SprMiscD, X : BEQ .continue
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LDA.w SprTimerD, X : BNE .four_ways
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LDA.b #$01 : STA.w SprMiscD, X
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.continue
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JSL GetRandomInt : AND.b #$1F : BNE .single_shot
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.four_ways
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$20 : STA.w SprTimerD, X
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JSR Octorok_Shoot4Ways
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RTS
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.single_shot
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@@ -224,7 +227,6 @@ Octorok_ShootSingle:
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db $00, $00, $00, $00
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db $02, $02, $02, $02
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db $02, $01, $01, $00
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}
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; ---------------------------------------------------------
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@@ -234,21 +236,15 @@ Octorok_Shoot4Ways:
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LDA.w SprTimerA,X
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PHA
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CMP.b #$80
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BCS .animate
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AND.b #$0F
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BNE .delay_turn
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CMP.b #$80 : BCS .animate
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AND.b #$0F : BNE .delay_turn
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PHA
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LDY.w SprMiscC,X
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LDA.w .next_direction,Y
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STA.w SprMiscC,X
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LDA.w .next_direction,Y : STA.w SprMiscC,X
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PLA
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.delay_turn
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CMP.b #$08
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BNE .animate
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@@ -263,8 +259,7 @@ Octorok_Shoot4Ways:
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LSR A
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TAY
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LDA.w .mouth_anim_step,Y
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STA.w SprMiscB,X
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LDA.w .mouth_anim_step,Y : STA.w SprMiscB,X
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RTS
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