Fix vampire bat miniboss draw code
This commit is contained in:
@@ -19,7 +19,7 @@ Sprite_VampireBat_Main:
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VampireBat_Idle:
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VampireBat_Idle:
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{
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{
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STZ.w SprFrame, X
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STZ.w SprFrame, X
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JSL GetDistance8bit_Long : CMP.b #$20 : BCS +
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JSL GetDistance8bit_Long : CMP.b #$24 : BCS +
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INC.w SprAction, X
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INC.w SprAction, X
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$40 : STA.w SprTimerA, X
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+
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+
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@@ -28,7 +28,7 @@ Sprite_VampireBat_Main:
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VampireBat_Ascend:
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VampireBat_Ascend:
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{
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{
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%PlayAnimation(1,4,5)
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%PlayAnimation(1,2,5)
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LDA.w SprTimerA, X : AND.b #$02 : BNE +
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LDA.w SprTimerA, X : AND.b #$02 : BNE +
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LDA.w SprHeight, X : CMP.b #$50 : BEQ +
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LDA.w SprHeight, X : CMP.b #$50 : BEQ +
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INC.w SprHeight, X
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INC.w SprHeight, X
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@@ -36,8 +36,8 @@ Sprite_VampireBat_Main:
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LDA.w SprTimerA, X : BNE +
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LDA.w SprTimerA, X : BNE +
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INC.w SprAction, X
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INC.w SprAction, X
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LDA.b #$40 : STA.w SprTimerC, X
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LDA.b #$50 : STA.w SprTimerC, X
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JSL GetRandomInt : AND.b #$7F : BNE +
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JSL GetRandomInt : AND.b #$3F : BNE +
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JSR Sprite_SpawnFireKeese
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JSR Sprite_SpawnFireKeese
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+
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+
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RTS
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RTS
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@@ -45,9 +45,8 @@ Sprite_VampireBat_Main:
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VampireBat_FlyAround:
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VampireBat_FlyAround:
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{
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{
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%PlayAnimation(1,4,10)
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%PlayAnimation(1,2,10)
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JSL Sprite_ProjectSpeedTowardsPlayer
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JSL Sprite_ProjectSpeedTowardsPlayer
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JSL GetRandomInt : AND.b #$1F : BNE +
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JSL GetRandomInt : AND.b #$1F : BNE +
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JSL Sprite_SelectNewDirection
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JSL Sprite_SelectNewDirection
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+
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+
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@@ -63,7 +62,7 @@ Sprite_VampireBat_Main:
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VampireBat_Descend:
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VampireBat_Descend:
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{
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{
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%PlayAnimation(1,4,5)
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%PlayAnimation(3,4,5)
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LDA.w SprHeight, X : BEQ +
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LDA.w SprHeight, X : BEQ +
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DEC.w SprHeight, X
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DEC.w SprHeight, X
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+
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+
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@@ -147,37 +146,38 @@ Sprite_VampireBat_Draw:
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RTS
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RTS
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.start_index
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.start_index
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db $00, $04, $0A, $12, $1A
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db $00, $04, $0A, $12, $18
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.nbr_of_tiles
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.nbr_of_tiles
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db 3, 5, 7, 7, 9
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db 3, 5, 7, 5, 7
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.x_offsets
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.x_offsets
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw -8, -8, -24, 8, 8, 24
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dw -8, -8, -24, 8, 8, 24
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dw -8, -8, -24, 8, 8, 24, 0, 8
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dw -8, -8, -24, -24, 8, 8, 24, 24
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dw -8, -8, -24, -24, 8, 8, 24, 24
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dw -8, -8, -24, -24, 8, 8, 24, 24, 0, 8
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dw -8, -8, -24, 8, 8, 24
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dw -8, -8, -24, 8, 8, 24, 0, 8
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.y_offsets
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.y_offsets
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dw -16, 0, -16, 0
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dw -16, 0, -16, 0
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dw -16, 0, 0, -16, 0, 0
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dw 0, -16, 0, 0, -16, 0
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dw -16, 0, 0, -16, 0, 0, 0, 0
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dw -16, 0, 0, -16, -16, 0, 0, -16
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dw -16, 0, -16, 0, -16, 0, -16, 0
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dw 0, -16, 0, 0, -16, 0
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dw -16, 0, -16, 0, -16, 0, -16, 0, 0, 0
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dw 0, -16, 0, 0, -16, 0, 0, 0
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.chr
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.chr
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db $8E, $AE, $8E, $AE
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db $8E, $AE, $8E, $AE
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db $88, $A8, $A6, $88, $A8, $A6
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db $A8, $88, $A6, $A8, $88, $A6
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db $88, $A8, $A6, $88, $A8, $A6, $87, $87
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db $8C, $AC, $AA, $8A, $8C, $AC, $AA, $8A
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db $8C, $AC, $8A, $AA, $8C, $AC, $8A, $AA
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db $A8, $88, $A6, $A8, $88, $A6
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db $8C, $AC, $8A, $AA, $8C, $AC, $8A, $AA, $87, $87
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db $A8, $88, $A6, $A8, $88, $A6, $87, $87
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.properties
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.properties
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db $33, $33, $73, $73
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db $33, $33, $73, $73
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db $33, $33, $33, $73, $73, $73
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db $33, $33, $33, $73, $73, $73
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db $33, $33, $33, $73, $73, $73, $33, $73
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db $33, $33, $33, $33, $73, $73, $73, $73
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db $33, $33, $33, $33, $73, $73, $73, $73
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db $33, $33, $33, $33, $73, $73, $73, $73, $33, $73
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db $33, $33, $33, $73, $73, $73
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db $33, $33, $33, $73, $73, $73, $33, $73
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.sizes
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.sizes
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $00, $00
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db $02, $02, $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $02, $02, $00, $00
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db $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $02, $02, $00, $00
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}
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}
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@@ -5,7 +5,7 @@
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; 02 - Vampire Bat
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; 02 - Vampire Bat
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!SPRID = $11 ; The sprite ID you are overwriting (HEX)
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!SPRID = $11 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 10 ; Number of tiles used in a frame
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Health = 00 ; Number of Health the sprite have
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