update kydreeok head formatting
This commit is contained in:
@@ -56,7 +56,7 @@ Sprite_KydreeokHead_Prep:
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprHealth, X
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LDA.b #$09 : STA.w SprBump, X ; bump damage type
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LDA.b #$09 : STA.w SprBump, X ; bump damage type
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PLB
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RTL
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@@ -161,7 +161,7 @@ Sprite_KydreeokHead_Main:
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JSR Sprite_Twinrova_FireAttack
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JSL Sprite_Move
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LDA SprTimerA, X : BNE .not_done
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LDA SprTimerA, X : BNE .not_done
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LDA #$00 : STA $0DD0, X
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.not_done
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RTS
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@@ -184,7 +184,7 @@ CoordinateBasedRotation:
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; JSL GetRandomInt : AND #$04 : TAY
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LDA Y_Coords, Y : STA Neck2_OffsetY
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LDA Y_Coords, Y : STA Neck3_OffsetY
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JSL GetRandomInt : AND #$3F : BNE .dont_increment
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JSL GetRandomInt : AND #$3F : BNE .dont_increment
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INC.w Neck_Index
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.dont_increment
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CPY #15 : BNE .not_full
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@@ -195,12 +195,12 @@ CoordinateBasedRotation:
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; Table for X coordinates (based on a radius of 8)
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X_Coords:
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db 8, 11, 8, 3, -4, -9, -12, -9
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db 8, 11, 8, 3, -4, -9, -12, -9
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db -4, 3, 8, 11, 8, 3, -4, -9
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; Table for Y coordinates (based on a radius of 8)
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Y_Coords:
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db 0, -3, -8, -11, -15, -15, -11, -8
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db 0, -3, -8, -11, -15, -15, -11, -8
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db -3, 0, 3, 8, 11, 15, 15, 11
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; =========================================================
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@@ -213,7 +213,7 @@ RotateHeadUsingSpeedValues:
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LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
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INY : CPY #$3F : BNE .not_full
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LDY.b #$00
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LDY.b #$00
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.not_full
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STY.w Neck_Index
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JSL Sprite_MoveLong
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@@ -234,108 +234,80 @@ YSpeedSin:
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db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
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db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
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db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
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db -12, -9, -6, -3
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db -12, -9, -6, -3
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db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
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db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
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db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
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db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
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db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
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db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
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db -12, -9, -6, -3
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db -12, -9, -6, -3
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}
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; =========================================================
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RandomlyAttack:
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{
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JSL GetRandomInt : AND #$7F : BNE .no_attack
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JSL GetRandomInt : AND #$7F : BNE .no_attack
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CLC
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JSL GetRandomInt : AND #$0F : BNE .no_attack
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JSL GetRandomInt : AND #$0F : BNE .no_attack
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LDA #$CF
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoords
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;JSL $09B020 ; Fireball_SpawnTrailGarnish
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; JSL $09B020 ; Fireball_SpawnTrailGarnish
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LDA.b #$02 : STA.w SprAction, Y
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LDA #$10 : STA.w SprTimerA, Y
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.no_attack
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.no_attack
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RTS
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}
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; =========================================================
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Offspring1_Neck1_X = $19EA
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Offspring1_Neck2_X = $19EC
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Offspring1_Neck3_X = $19EE
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Offspring1_Neck1_Y = $19EB
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Offspring1_Neck2_Y = $19ED
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Offspring1_Neck3_Y = $19EF
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Offspring2_Neck1_X = $19F0
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Offspring2_Neck2_X = $19F2
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Offspring2_Neck3_X = $19F4
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Offspring2_Neck1_Y = $19F1
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Offspring2_Neck2_Y = $19F3
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Offspring2_Neck3_Y = $19F5
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Offspring3_Neck1_X = $1A78
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Offspring3_Neck2_X = $1A7A
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Offspring3_Neck3_X = $1A7C
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Offspring3_Neck1_Y = $1A79
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Offspring3_Neck2_Y = $1A7B
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Offspring3_Neck3_Y = $1A7D
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MoveWithBody:
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{
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LDA Kydreeok_Id : TAY
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LDA Kydreeok_Id : TAY
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CPX.w Offspring2_Id : BEQ .DoMove
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CPX.w Offspring3_Id : BEQ .MoveNeck3
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; The first neck
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LDA.w SprX, Y : SEC : SBC #$0F
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; STA.w SprX, X
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STA.w SprMiscA, X
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STA.w $19EA
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; STA.w $19EC
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; STA.w $19EE
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; STA.w $19EC : STA.w $19EE : STA.w SprX, X
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LDA.w SprY, Y : SEC : SBC #$0F
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; STA.w SprY, X
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STA.w SprMiscB, X
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STA.w $19EB
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; STA.w $19ED
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; STA.w $19EF
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; STA.w $19ED : STA.w $19EF : STA.w SprY, X
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JMP .return
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.DoMove
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; The other neck
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LDA.w SprX, Y : CLC : ADC #$0C
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; STA.w SprX, X
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STA.w SprMiscA, X
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STA.w $19F0
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; STA.w $19F2
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; STA.w $19F4
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; STA.w $19F2 : STA.w $19F4 : STA.w SprX, X
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LDA.w SprY, Y : SEC : SBC #$0F
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; STA.w SprY, X
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STA.w SprMiscB, X
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STA.w $19F1
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; STA.w $19F3
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; STA.w $19F5
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.return
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JSR KydreeokHead_NeckControl
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RTS
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.MoveNeck3
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; The third neck
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LDA.w SprX, Y : SEC : SBC #$0F
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LDA.w SprX, Y : SEC : SBC #$0F
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; STA.w SprX, X
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STA.w SprMiscA, X
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STA.w $1A78
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; STA.w $1A7A
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; STA.w $1A7C
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JMP .return
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JMP .return
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}
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; =========================================================
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@@ -381,85 +353,85 @@ Neck1_Control:
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LDA.w SprXSpeed, X : STA $08
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LDA.w SprYSpeed, X : STA $09
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LDA.w $19EA : STA $02 ; x
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LDA.w $19EB : STA $03 ; y
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LDA.w $19EA : STA $02; x
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LDA.w $19EB : STA $03; y
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EA : STA.w SprX, X
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LDA.w $19EB : STA.w SprY, X
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EA : STA.w SprX, X
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LDA.w $19EB : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EA
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LDA.w SprY, X : STA.w $19EB
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EA
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LDA.w SprY, X : STA.w $19EB
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.TooCloseToHead
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.TooCloseToHead
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; Do body part 2
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LDA.w $19EC : STA $02 ; x
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LDA.w $19ED : STA $03 ; y
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LDA.w $19EC : STA $02; x
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LDA.w $19ED : STA $03; y
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LDA.w $19EA : STA $04
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LDA.w $19EB : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
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LDA.w $19EA : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19EB : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EC : STA.w SprX, X
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LDA.w $19ED : STA.w SprY, X
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LDA.w $19EA : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19EB : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EC : STA.w SprX, X
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LDA.w $19ED : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EC
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LDA.w SprY, X : STA.w $19ED
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LDA.w SprX, X : STA.w $19EC
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LDA.w SprY, X : STA.w $19ED
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.TooCloseToBodyPart1
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.TooCloseToBodyPart1
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; Do body part 2
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LDA.w $19EE : STA $02 ; x
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LDA.w $19EF : STA $03 ; y
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LDA.w $19EE : STA $02; x
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LDA.w $19EF : STA $03; y
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LDA.w $19EC : STA $04
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LDA.w $19ED : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
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LDA.w $19EC : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19ED : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EE : STA.w SprX, X
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LDA.w $19EF : STA.w SprY, X
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LDA.w $19EC : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19ED : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EE : STA.w SprX, X
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LDA.w $19EF : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EE
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LDA.w SprY, X : STA.w $19EF
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EE
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LDA.w SprY, X : STA.w $19EF
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.TooCloseToBodyPart2
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.TooCloseToBodyPart2
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LDA.w SprMiscC, X : STA.w SprX, X
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LDA.w SprMiscD, X : STA.w SprY, X
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@@ -481,78 +453,77 @@ Neck2_Control:
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LDA.w SprXSpeed, X : STA $08
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LDA.w SprYSpeed, X : STA $09
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LDA.w $19F0 : STA $02 ; x
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LDA.w $19F1 : STA $03 ; y
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LDA.w $19F0 : STA $02 ; x
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LDA.w $19F1 : STA $03 ; y
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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; load body position into sprite position
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LDA.w $19F0 : STA.w SprX, X
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LDA.w $19F1 : STA.w SprY, X
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19F0 : STA.w SprX, X
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LDA.w $19F1 : STA.w SprY, X
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LDA #$08
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F0
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LDA.w SprY, X : STA.w $19F1
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LDA #$08
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F0
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LDA.w SprY, X : STA.w $19F1
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.TooCloseToHead2
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.TooCloseToHead2
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LDA.w $19F2 : STA $02 ; x
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LDA.w $19F3 : STA $03 ; y
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||||
LDA.w $19F2 : STA $02 ; x
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||||
LDA.w $19F3 : STA $03 ; y
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LDA.w $19F0 : STA $04
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LDA.w $19F1 : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
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||||
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LDA.w $19F0 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19F1 : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19F2 : STA.w SprX, X
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LDA.w $19F3 : STA.w SprY, X
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LDA.w $19F0 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19F1 : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19F2 : STA.w SprX, X
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LDA.w $19F3 : STA.w SprY, X
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LDA #$04
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F2
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LDA.w SprY, X : STA.w $19F3
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LDA #$04
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F2
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LDA.w SprY, X : STA.w $19F3
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.TooCloseToBodyPart12
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; Do body part 2
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||||
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LDA.w $19F4 : STA $02 ; x
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||||
LDA.w $19F5 : STA $03 ; y
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||||
LDA.w $19F4 : STA $02 ; x
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||||
LDA.w $19F5 : STA $03 ; y
|
||||
LDA.w $19F2 : STA $04
|
||||
LDA.w $19F3 : STA $05
|
||||
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
|
||||
|
||||
LDA.w $19F2 : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $19F3 : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
;load body position into sprite position
|
||||
LDA.w $19F4 : STA.w SprX, X
|
||||
LDA.w $19F5 : STA.w SprY, X
|
||||
LDA.w $19F2 : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $19F3 : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
;load body position into sprite position
|
||||
LDA.w $19F4 : STA.w SprX, X
|
||||
LDA.w $19F5 : STA.w SprY, X
|
||||
|
||||
LDA #$03
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $19F4
|
||||
LDA.w SprY, X : STA.w $19F5
|
||||
LDA #$03
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
LDA.b $00 : STA.w SprYSpeed, X
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $19F4
|
||||
LDA.w SprY, X : STA.w $19F5
|
||||
|
||||
.TooCloseToBodyPart22
|
||||
.TooCloseToBodyPart22
|
||||
LDA.w SprMiscC, X : STA.w SprX, X
|
||||
LDA.w SprMiscD, X : STA.w SprY, X
|
||||
LDA.b $08 : STA.w SprXSpeed, X
|
||||
@@ -567,7 +538,7 @@ KydreeokHead_NeckControl:
|
||||
CMP.b #$02 : BEQ .DoNeck3
|
||||
JMP .DoNeck2
|
||||
.DoNeck1
|
||||
JSR Neck1_Control
|
||||
JSR Neck1_Control
|
||||
RTS
|
||||
|
||||
; =========================================================
|
||||
@@ -577,30 +548,29 @@ KydreeokHead_NeckControl:
|
||||
RTS
|
||||
|
||||
.DoNeck3
|
||||
|
||||
; Set head pos
|
||||
LDA $1A7C : CLC : ADC.w Neck3_OffsetX : STA SprX, X
|
||||
LDA $1A7D : CLC : ADC.w Neck3_OffsetY : STA SprY, X
|
||||
|
||||
LDA.w SprX, X : STA.w SprMiscC, X
|
||||
LDA.w SprY, X : STA.w SprMiscD, X
|
||||
LDA.w SprXSpeed, X : STA $08
|
||||
LDA.w SprYSpeed, X : STA $09
|
||||
|
||||
LDA.w $1A78 : STA $02 ; x
|
||||
LDA.w $1A79 : STA $03 ; y
|
||||
LDA.w SprX, X : STA $04
|
||||
LDA.w SprY, X : STA $05
|
||||
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead3 ; is body1 too close to the head?
|
||||
|
||||
; Set head pos
|
||||
LDA $1A7C : CLC : ADC.w Neck3_OffsetX : STA SprX, X
|
||||
LDA $1A7D : CLC : ADC.w Neck3_OffsetY : STA SprY, X
|
||||
|
||||
LDA.w SprX, X : STA.w SprMiscC, X
|
||||
LDA.w SprY, X : STA.w SprMiscD, X
|
||||
LDA.w SprXSpeed, X : STA $08
|
||||
LDA.w SprYSpeed, X : STA $09
|
||||
|
||||
LDA.w $1A78 : STA $02 ; x
|
||||
LDA.w $1A79 : STA $03 ; y
|
||||
LDA.w SprX, X : STA $04
|
||||
LDA.w SprY, X : STA $05
|
||||
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead3 ; is body1 too close to the head?
|
||||
|
||||
LDA.w SprX, X : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w SprY, X : STA $06 ; dest Y
|
||||
LDA.w SprYH, X : STA $07 ; dest YH
|
||||
;load body position into sprite position
|
||||
; load body position into sprite position
|
||||
LDA.w $1A78 : STA.w SprX, X
|
||||
LDA.w $1A79 : STA.w SprY, X
|
||||
|
||||
|
||||
LDA #$08
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
@@ -610,12 +580,12 @@ KydreeokHead_NeckControl:
|
||||
LDA.w SprY, X : STA.w $1A79
|
||||
|
||||
.TooCloseToHead3
|
||||
LDA.w $1A7A : STA $02 ; x
|
||||
LDA.w $1A7B : STA $03 ; y
|
||||
LDA.w $1A78 : STA $04
|
||||
LDA.w $1A79 : STA $05
|
||||
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart13 ; is body1 too close to the head?
|
||||
|
||||
LDA.w $1A7A : STA $02 ; x
|
||||
LDA.w $1A7B : STA $03 ; y
|
||||
LDA.w $1A78 : STA $04
|
||||
LDA.w $1A79 : STA $05
|
||||
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart13 ; is body1 too close to the head?
|
||||
|
||||
LDA.w $1A78 : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $1A79 : STA $06 ; dest Y
|
||||
@@ -623,7 +593,7 @@ KydreeokHead_NeckControl:
|
||||
;load body position into sprite position
|
||||
LDA.w $1A7A : STA.w SprX, X
|
||||
LDA.w $1A7B : STA.w SprY, X
|
||||
|
||||
|
||||
LDA #$04
|
||||
JSL Sprite_ProjectSpeedTowardsEntityLong
|
||||
LDA.b $01 : STA.w SprXSpeed, X
|
||||
@@ -631,17 +601,17 @@ KydreeokHead_NeckControl:
|
||||
JSL Sprite_MoveLong
|
||||
LDA.w SprX, X : STA.w $1A7A
|
||||
LDA.w SprY, X : STA.w $1A7B
|
||||
|
||||
.TooCloseToBodyPart13
|
||||
|
||||
; Do body part 2
|
||||
|
||||
LDA.w $1A7C : STA $02 ; x
|
||||
LDA.w $1A7D : STA $03 ; y
|
||||
LDA.w $1A7A : STA $04
|
||||
LDA.w $1A7B : STA $05
|
||||
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart23 ; is body1 too close to the head?
|
||||
|
||||
|
||||
.TooCloseToBodyPart13
|
||||
|
||||
; Do body part 2
|
||||
LDA.w $1A7C : STA $02 ; x
|
||||
LDA.w $1A7D : STA $03 ; y
|
||||
LDA.w $1A7A : STA $04
|
||||
LDA.w $1A7B : STA $05
|
||||
|
||||
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart23 ; is body1 too close to the head?
|
||||
|
||||
LDA.w $1A7A : STA $04 ; dest X
|
||||
LDA.w SprXH, X : STA $05 ; dest XH
|
||||
LDA.w $1A7B : STA $06 ; dest Y
|
||||
@@ -659,12 +629,12 @@ KydreeokHead_NeckControl:
|
||||
LDA.w SprY, X : STA.w $1A7D
|
||||
|
||||
.TooCloseToBodyPart23
|
||||
LDA.w SprMiscC, X : STA.w SprX, X
|
||||
LDA.w SprMiscD, X : STA.w SprY, X
|
||||
LDA.b $08 : STA.w SprXSpeed, X
|
||||
LDA.b $09 : STA.w SprYSpeed, X
|
||||
LDA.w SprMiscC, X : STA.w SprX, X
|
||||
LDA.w SprMiscD, X : STA.w SprY, X
|
||||
LDA.b $08 : STA.w SprXSpeed, X
|
||||
LDA.b $09 : STA.w SprYSpeed, X
|
||||
|
||||
RTS
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -707,7 +677,7 @@ Sprite_KydreeokHead_DrawNeck:
|
||||
LDA.w $19EF : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
BRA .skipNeck
|
||||
BRA .skipNeck
|
||||
.neck2
|
||||
; Dumb draw neck code
|
||||
LDA.w $19F0 : STA.w $0FD8
|
||||
@@ -742,7 +712,7 @@ Sprite_KydreeokHead_DrawNeck:
|
||||
LDA.w $1A7D : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
BRA .skipNeck2
|
||||
BRA .skipNeck2
|
||||
|
||||
.DrawNeckPart
|
||||
PHY
|
||||
@@ -750,17 +720,17 @@ Sprite_KydreeokHead_DrawNeck:
|
||||
PLY
|
||||
|
||||
REP #$20
|
||||
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
|
||||
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
|
||||
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y2
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y
|
||||
LDA #$2E : STA ($90), Y ; Set the Char
|
||||
INY
|
||||
LDA #$39 : STA ($90), Y
|
||||
LDA #$39 : STA ($90), Y ; Set the Properties
|
||||
|
||||
PHY
|
||||
TYA : LSR #2 : TAY
|
||||
@@ -775,6 +745,8 @@ Sprite_KydreeokHead_DrawNeck:
|
||||
Sprite_KydreeokHead_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
; LDA.b #$03
|
||||
; JSL OAM_AllocateFromRegionC
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
|
||||
Reference in New Issue
Block a user