Add keese to twinrova gfx, spawn ice/fire keese randomly
This commit is contained in:
@@ -151,7 +151,6 @@ endmacro
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Sprite_Twinrova_Main:
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{
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_DamageFlash_Long
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PHX
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@@ -174,7 +173,6 @@ Sprite_Twinrova_Main:
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dw Twinrova_KotakeMode ; 0x09
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dw Twinrova_Dead ; 0x0A
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; -------------------------------------------------------
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; 0x00
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Twinrova_Init:
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{
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@@ -186,13 +184,11 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x01
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Twinrova_MoveState:
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{
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STZ.w $0360
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LDA.w SprHealth, X : CMP.b #$20 : BCS .phase_1
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; -------------------------------------------
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; Phase 2
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LDA.b #$70 : STA.w SprTimerD, X
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LDA.w SprTimerE, X : BNE .kotake
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@@ -201,9 +197,20 @@ Sprite_Twinrova_Main:
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.kotake
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%GotoAction(9) ; Kotake Mode
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RTS
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; ---------------------------------------------
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.phase_1
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LDA.w SprMiscA : BEQ .not_flashing
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%ProbCheck($3F, +)
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%ProbCheck($0F, ++)
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JSL Sprite_SpawnFireKeese
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LDA.b #$01 : STA.w SprMiscB, Y
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JMP +
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++
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JSL Sprite_SpawnIceKeese
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LDA.b #$01 : STA.w SprMiscB, Y
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+
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LDA.w SprFlash, X : BEQ .not_flashing
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LDA.b #$30 : STA.w SprTimerD, X
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%GotoAction(7) ; Goto Twinrova_Hurt
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RTS
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@@ -224,25 +231,23 @@ Sprite_Twinrova_Main:
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++
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JSL GetRandomInt : AND.b #$0F : BEQ .random_strafe
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JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards
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%GotoAction(2) ; Move Forwards
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RTS
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.random_strafe
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JSL GetRandomInt : AND.b #$01 : BEQ .strafe_left
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LDA #$10 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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JSL Sprite_IsBelowPlayer : TYA : BNE .move_back
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%GotoAction(2) ; Move Forwards
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RTS
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.strafe_left
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LDA #$F0 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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.MoveBackwards
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.move_back
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%GotoAction(3) ; MoveBackwards
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RTS
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.random_strafe
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JSL GetRandomInt : AND.b #$01 : BEQ .strafe_left
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LDA #$10 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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.strafe_left
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LDA #$F0 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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}
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; -------------------------------------------------------
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; 0x02 - Twinrova_MoveForwards
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Twinrova_MoveForwards:
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{
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@@ -255,7 +260,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x03 - Twinrova_MoveBackwards
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Twinrova_MoveBackwards:
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{
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@@ -267,7 +271,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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Twinrova_PrepareAttack:
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{
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@@ -288,13 +291,13 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x05
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Twinrova_FireAttack:
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{
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%StartOnFrame(4)
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%Twinrova_Ready()
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JSR Twinrova_RestoreFloorTile
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JSL Sprite_Twinrova_FireAttack
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; Random chance to release fireball
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@@ -308,7 +311,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x06
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Twinrova_IceAttack:
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{
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@@ -323,7 +325,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x07
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Twinrova_Hurt:
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{
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@@ -333,53 +334,40 @@ Sprite_Twinrova_Main:
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; Check if hurt timer is zero, if not keep flashing hurt animation
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LDA.w SprTimerD, X : BNE .HurtAnimation
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; Determine dodge or retaliate behavior
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JSL GetRandomInt
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AND.b #$07 ; 1 in 8 chance for dodge/retaliate
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BNE .DodgeOrRetaliate
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BRA .ResumeNormalState
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; Determine dodge or retaliate behavior, 1/8 chance
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JSL GetRandomInt : AND.b #$07 : BNE .DodgeOrRetaliate
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BRA .ResumeNormalState
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.DodgeOrRetaliate
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.DodgeOrRetaliate
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; Determine whether to dodge or retaliate
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JSL GetRandomInt
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AND.b #$01
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BEQ .PerformDodge
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BRA .PerformRetaliate
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.PerformDodge
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JSL GetRandomInt : AND.b #$01 : BEQ .PerformDodge
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BRA .PerformRetaliate
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.PerformDodge
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JSR DoRandomStrafe
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LDA.b #$20 : STA.w SprTimerA, X ; Set timer for dodge duration
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LDA.b #$02 : STA.w SprMiscA, X ; Set state to random strafe
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RTS
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.PerformRetaliate
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.PerformRetaliate
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; Immediate retaliation with fire or ice attack
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JSL GetRandomInt
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AND.b #$01
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BEQ .FireAttack
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BRA .IceAttack
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.FireAttack
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JSL GetRandomInt : AND.b #$01 : BEQ .FireAttack
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LDA.b #$20 : STA.w SprTimerD, X
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LDA.b #$01 : STA $AC ; Set ice attack
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%GotoAction(4) ; Prepare Attack
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RTS
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.FireAttack
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LDA.b #$20 : STA.w SprTimerD, X
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STZ $AC ; Set fire attack
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%GotoAction(4) ; Prepare Attack
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RTS
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.IceAttack
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LDA.b #$20 : STA.w SprTimerD, X
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LDA.b #$01 : STA $AC ; Set ice attack
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%GotoAction(4) ; Prepare Attack
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RTS
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.ResumeNormalState
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.ResumeNormalState
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%GotoAction(1) ; Resume normal movement state
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RTS
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.HurtAnimation
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RTS
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RTS
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}
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; -------------------------------------------------------
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; 0x08
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Twinrova_KoumeMode:
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{
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@@ -396,7 +384,6 @@ Sprite_Twinrova_Main:
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JSL Sprite_SpawnFireball
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+++
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JSR RageModeMove
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LDA.w SprTimerD, X : BNE +
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@@ -406,15 +393,13 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x09
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Twinrova_KotakeMode:
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{
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%StartOnFrame(9)
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%Show_Kotake()
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JSL Sprite_IsBelowPlayer
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CPY #$01 : BEQ .not_below
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JSL Sprite_IsBelowPlayer : CPY #$01 : BEQ .not_below
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JSL GetRandomInt : AND.b #$3F : BNE ++
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JSL $1DE612 ; Sprite_SpawnLightning
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LDA #$30
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@@ -424,17 +409,12 @@ Sprite_Twinrova_Main:
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JSR RageModeMove
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JSL GetRandomInt : AND.b #$0F : BNE +++
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JSR RestoreFloorTile
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+++
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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}
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; -------------------------------------------------------
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; 0x0A
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Twinrova_Dead:
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{
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@@ -452,31 +432,25 @@ RageModeMove:
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{
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; If timer is zero, determine a new movement mode
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LDA.w SprTimerA, X : BEQ .DetermineMovementMode
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; Execute current movement mode
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LDA.w SprMiscA, X
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CMP #$01 : BEQ .MoveTowardsPlayer
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CMP #$02 : BEQ .RandomStrafe
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CMP #$03 : BEQ .RandomDodge
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CMP #$04 : BEQ .StayInPlace
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JMP .UpdatePosition
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; Execute current movement mode
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LDA.w SprMiscA, X
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CMP #$01 : BEQ .MoveTowardsPlayer
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CMP #$02 : BEQ .RandomStrafe
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CMP #$03 : BEQ .RandomDodge
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CMP #$04 : BEQ .StayInPlace
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JMP .UpdatePosition
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.DetermineMovementMode
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; Determine random movement mode with weighted probabilities
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JSL GetRandomInt
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AND.b #$0F
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CMP.b #$05
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BCC .SetMoveTowardsPlayer ; 0-5 -> Predictive movement towards player
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CMP.b #$0A
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BCC .SetRandomStrafe ; 6-10 -> Random strafe
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CMP.b #$0E
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BCC .SetRandomDodge ; 11-14 -> Random dodge
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; 15 -> Stay in place
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LDA.b #$04 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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RTS
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BRA .StayInPlace
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JSL GetRandomInt : AND.b #$0F
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CMP.b #$05 : BCC .SetMoveTowardsPlayer ; 0-5 -> Predictive movement towards player
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CMP.b #$0A : BCC .SetRandomStrafe ; 6-10 -> Random strafe
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CMP.b #$0E : BCC .SetRandomDodge ; 11-14 -> Random dodge
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; 15 -> Stay in place
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LDA.b #$04 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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RTS
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BRA .StayInPlace
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.SetMoveTowardsPlayer
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LDA.b #$01 : STA.w SprMiscA, X
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@@ -506,9 +480,7 @@ RageModeMove:
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.RandomDodge
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; Random dodge with controlled movement
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JSL GetRandomInt
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AND.b #$03
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TAY
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JSL GetRandomInt : AND.b #$03 : TAY
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LDA VelocityOffsets+4, Y : STA.w SprXSpeed, X
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INY
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LDA VelocityOffsets, Y : STA.w SprYSpeed, X
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@@ -524,9 +496,7 @@ RageModeMove:
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.Evasive
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; Evasive action if too close to player
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JSL GetRandomInt
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AND.b #$03
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TAY
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JSL GetRandomInt : AND.b #$03 : TAY
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LDA VelocityOffsets, Y : EOR #$FF : INC : STA.w SprXSpeed, X
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INY
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LDA VelocityOffsets+4, Y : EOR #$FF : INC : STA.w SprYSpeed, X
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@@ -540,22 +510,14 @@ RageModeMove:
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DEC.w SprHeightS, X
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.CheckGrounded
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; Move sprite
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JSL Sprite_Move
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; Check for tile collision and bounce if necessary
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JSL Sprite_BounceFromTileCollision
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; Reduce the state timer and reset state if necessary
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DEC.w SprTimerA, X
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RTS
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}
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DoRandomStrafe:
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{
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; Random strafe with controlled movement
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JSL GetRandomInt
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AND.b #$03
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JSL GetRandomInt : AND.b #$03
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TAY
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LDA VelocityOffsets, Y : STA.w SprXSpeed, X
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INY
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@@ -853,13 +815,8 @@ ApplyTwinrovaGraphics:
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; $1DC845
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#Fireball_Configure:
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{
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LDA.w SprDefl,Y
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ORA.b #$08
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STA.w SprDefl,Y
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LDA.b #$04
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STA.w SprBump,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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.exit
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RTS
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}
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@@ -867,43 +824,21 @@ ApplyTwinrovaGraphics:
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; $1DC879
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ReleaseFireballs:
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{
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JSL Sprite_SpawnFireball : BMI .exit_a
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JSR Fireball_Configure
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JSL Sprite_SpawnFireball
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BMI .exit_a
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PHX
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TYX
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JSL Sprite_DirectionToFacePlayer
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JSR Fireball_Configure
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PHX
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TYX
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JSL Sprite_DirectionToFacePlayer
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LDA.w .speed_x,Y
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STA.w SprXSpeed,X
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LDA.w .speed_y,Y
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STA.w SprYSpeed,X
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LDA.w SprX,X
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CLC
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ADC.w .offset_x_low,Y
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STA.w SprX,X
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LDA.w SprXH,X
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ADC.w .offset_x_high,Y
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STA.w SprXH,X
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LDA.w SprY,X
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CLC
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ADC.w .offset_y_low,Y
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STA.w SprY,X
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LDA.w SprYH,X
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ADC.w .offset_y_high,Y
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STA.w SprYH,X
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PLX
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LDA.w .speed_x, Y : STA.w SprXSpeed, X
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LDA.w .speed_y, Y : STA.w SprYSpeed, X
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LDA.w SprX, X : CLC : ADC.w .offset_x_low,Y : STA.w SprX,X
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LDA.w SprXH, X : ADC.w .offset_x_high, Y : STA.w SprXH, X
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LDA.w SprY,X : CLC : ADC.w .offset_y_low,Y : STA.w SprY,X
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LDA.w SprYH,X : ADC.w .offset_y_high,Y : STA.w SprYH,X
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PLX
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.exit_a
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RTS
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@@ -932,8 +867,7 @@ pushpc
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; =========================================================
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; Blind Maiden spawn code
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org $0DB818
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SpritePrep_LoadProperties:
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SpritePrep_LoadProperties = $0DB818
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; Follower_BasicMover.dont_scare_kiki
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org $09A1E4
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@@ -944,36 +878,36 @@ Follower_BasicMover:
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; Check if we are in room 0xAC
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REP #$20
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LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform
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; ; Check room flag 0x65
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; Check room flag 0x65
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; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
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SEP #$20
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JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
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SEP #$20
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JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
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.blind_transform
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; Load follower animation step index from $02CF
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LDX.w $02CF
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LDA.w $1A28, X : STA.b $00 ; Follower XL
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LDA.w $1A3C, X : STA.b $01 ; Follower XH
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LDA.w $1A00, X : SEC : SBC.b #$10 : STA.b $02 ; Follower YL
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LDA.w $1A14, X : STA.b $03 ; Follower YH
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; Load follower animation step index from $02CF
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LDX.w $02CF
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LDA.w $1A28, X : STA.b $00 ; Follower XL
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LDA.w $1A3C, X : STA.b $01 ; Follower XH
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LDA.w $1A00, X : SEC : SBC.b #$10 : STA.b $02 ; Follower YL
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LDA.w $1A14, X : STA.b $03 ; Follower YH
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; Dismiss the follower and spawn Twinrova
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LDA.b #$00 : STA.l $7EF3CC
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JSL Blind_SpawnFromMaiden
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; Dismiss the follower and spawn Twinrova
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LDA.b #$00 : STA.l $7EF3CC
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JSL Blind_SpawnFromMaiden
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; Close the shutter door
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INC.w $0468
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; Close the shutter door
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INC.w $0468
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; Clear door tilemap position for some reason
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STZ.w $068E : STZ.w $0690
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; Clear door tilemap position for some reason
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STZ.w $068E : STZ.w $0690
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; TODO: Find out what submodule this is.
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LDA.b #$05 : STA.b $11
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; TODO: Find out what submodule this is.
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LDA.b #$05 : STA.b $11
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; SONG 15
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LDA.b #$15 : STA.w $012C
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; SONG 15
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LDA.b #$15 : STA.w $012C
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RTS
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assert pc() <= $09A23A
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||||
RTS
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assert pc() <= $09A23A
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org $09A23A
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.no_blind_transform
|
||||
@@ -984,45 +918,40 @@ Follower_BasicMover:
|
||||
org $099E90
|
||||
Follower_CheckBlindTrigger:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Cache the follower's position
|
||||
LDX.w $02CF
|
||||
LDA.w $1A00, X : STA.b $00
|
||||
LDA.w $1A14, X : STA.b $01
|
||||
LDA.w $1A28, X : STA.b $02
|
||||
LDA.w $1A3C, X : STA.b $03
|
||||
STZ.b $0B
|
||||
|
||||
; Check if the follower is within the trigger area
|
||||
LDA.w $1A50, X : STA.b $0A : BPL .positive_z
|
||||
LDA.b #$FF : STA.b $0B
|
||||
; Cache the follower's position
|
||||
LDX.w $02CF
|
||||
LDA.w $1A00, X : STA.b $00
|
||||
LDA.w $1A14, X : STA.b $01
|
||||
LDA.w $1A28, X : STA.b $02
|
||||
LDA.w $1A3C, X : STA.b $03
|
||||
STZ.b $0B
|
||||
|
||||
; Check if the follower is within the trigger area
|
||||
LDA.w $1A50, X : STA.b $0A : BPL .positive_z
|
||||
LDA.b #$FF : STA.b $0B
|
||||
.positive_z
|
||||
REP #$20
|
||||
REP #$20
|
||||
|
||||
LDA.b $00 : CLC : ADC.b $0A : CLC : ADC.w #$000C : STA.b $00
|
||||
LDA.b $02 : CLC : ADC.w #$0008 : STA.b $02
|
||||
LDA.w #$1568 : SEC : SBC.b $00 : BPL .positive_x
|
||||
EOR.w #$FFFF : INC A
|
||||
LDA.b $00 : CLC : ADC.b $0A : CLC : ADC.w #$000C : STA.b $00
|
||||
LDA.b $02 : CLC : ADC.w #$0008 : STA.b $02
|
||||
LDA.w #$1568 : SEC : SBC.b $00 : BPL .positive_x
|
||||
EOR.w #$FFFF : INC A
|
||||
.positive_x
|
||||
CMP.w #$0018 : BCS .fail
|
||||
LDA.w #$1980 : SEC : SBC.b $02 : BPL .positive_y
|
||||
EOR.w #$FFFF : INC A
|
||||
|
||||
CMP.w #$0018 : BCS .fail
|
||||
LDA.w #$1980 : SEC : SBC.b $02 : BPL .positive_y
|
||||
EOR.w #$FFFF : INC A
|
||||
.positive_y
|
||||
CMP.w #$0018
|
||||
BCS .fail
|
||||
|
||||
.success
|
||||
CMP.w #$0018 : BCS .fail
|
||||
.success
|
||||
SEP #$20
|
||||
PLB : SEC
|
||||
RTL
|
||||
|
||||
.fail
|
||||
SEP #$20
|
||||
PLB : CLC
|
||||
RTL
|
||||
SEP #$20
|
||||
PLB : CLC
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -1079,37 +1008,20 @@ assert pc() <= $1DA081
|
||||
org $1DA081
|
||||
SpritePrep_Blind_PrepareBattle:
|
||||
{
|
||||
; LDA.l $7EF3CC
|
||||
; CMP.b #$06 ; FOLLOWER 06
|
||||
; BEQ .despawn
|
||||
|
||||
LDA.w $0403
|
||||
AND.b #$20
|
||||
BEQ .despawn
|
||||
|
||||
LDA.b #$60
|
||||
STA.w SprTimerC,X
|
||||
|
||||
LDA.b #$01
|
||||
STA.w SprMiscB,X
|
||||
|
||||
LDA.b #$02
|
||||
STA.w SprMiscC,X
|
||||
|
||||
LDA.b #$04
|
||||
STA.w SprMiscE,X
|
||||
|
||||
LDA.b #$07
|
||||
STA.w $0DC0,X
|
||||
|
||||
; LDA.l $7EF3CC
|
||||
; CMP.b #$06 ; FOLLOWER 06
|
||||
; BEQ .despawn
|
||||
LDA.w $0403 : AND.b #$20 : BEQ .despawn
|
||||
LDA.b #$60 : STA.w SprTimerC,X
|
||||
LDA.b #$01 : STA.w SprMiscB,X
|
||||
LDA.b #$02 : STA.w SprMiscC,X
|
||||
LDA.b #$04 : STA.w SprMiscE,X
|
||||
LDA.b #$07 : STA.w $0DC0,X
|
||||
STZ.w $0B69
|
||||
|
||||
RTL
|
||||
|
||||
.despawn
|
||||
STZ.w SprState,X
|
||||
|
||||
RTL
|
||||
STZ.w SprState,X
|
||||
RTL
|
||||
}
|
||||
|
||||
assert pc() <= $1DA0B1
|
||||
@@ -1126,100 +1038,79 @@ org $01B3E1
|
||||
org $1DA0B1
|
||||
BlindLaser_SpawnTrailGarnish:
|
||||
{
|
||||
LDA.w SprDelay,X
|
||||
AND.b #$00
|
||||
BNE .exit
|
||||
LDA.w SprDelay,X : AND.b #$00 : BNE .exit
|
||||
|
||||
PHX
|
||||
TXY
|
||||
PHX
|
||||
TXY
|
||||
|
||||
LDX.b #$1D
|
||||
LDX.b #$1D
|
||||
|
||||
.next_slot
|
||||
LDA.l $7FF800,X
|
||||
BEQ .free_slot
|
||||
LDA.l $7FF800,X : BEQ .free_slot
|
||||
|
||||
DEX
|
||||
BPL .next_slot
|
||||
DEX
|
||||
BPL .next_slot
|
||||
|
||||
DEC.w $0FF8
|
||||
BPL .use_search_index
|
||||
DEC.w $0FF8
|
||||
BPL .use_search_index
|
||||
|
||||
LDA.b #$1D
|
||||
STA.w $0FF8
|
||||
LDA.b #$1D : STA.w $0FF8
|
||||
|
||||
.use_search_index
|
||||
LDX.w $0FF8
|
||||
LDX.w $0FF8
|
||||
|
||||
.free_slot
|
||||
LDA.b #$0F ; GARNISH 0F
|
||||
STA.l $7FF800,X
|
||||
STA.w $0FB4
|
||||
LDA.b #$0F ; GARNISH 0F
|
||||
STA.l $7FF800, X
|
||||
STA.w $0FB4
|
||||
|
||||
LDA.w $0DC0,Y
|
||||
STA.l $7FF9FE,X
|
||||
LDA.w $0DC0,Y : STA.l $7FF9FE,X
|
||||
TYA : STA.l $7FF92C,X
|
||||
|
||||
TYA
|
||||
STA.l $7FF92C,X
|
||||
LDA.w SprX,Y : STA.l $7FF83C,X
|
||||
LDA.w SprXH,Y : STA.l $7FF878,X
|
||||
LDA.w SprY,Y : CLC : ADC.b #$10 : STA.l $7FF81E,X
|
||||
LDA.w SprYH,Y : ADC.b #$00 : STA.l $7FF85A,X
|
||||
|
||||
LDA.w SprX,Y
|
||||
STA.l $7FF83C,X
|
||||
LDA.b #$0A : STA.l $7FF90E,X
|
||||
|
||||
LDA.w SprXH,Y
|
||||
STA.l $7FF878,X
|
||||
|
||||
LDA.w SprY,Y
|
||||
CLC
|
||||
ADC.b #$10
|
||||
STA.l $7FF81E,X
|
||||
|
||||
LDA.w SprYH,Y
|
||||
ADC.b #$00
|
||||
STA.l $7FF85A,X
|
||||
|
||||
LDA.b #$0A
|
||||
STA.l $7FF90E,X
|
||||
|
||||
PLX
|
||||
PLX
|
||||
|
||||
.exit
|
||||
RTL
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Mantle and Maiden
|
||||
|
||||
org $068841
|
||||
JSL NewMantlePrep
|
||||
RTS
|
||||
JSL NewMantlePrep
|
||||
RTS
|
||||
|
||||
org $1AFC52
|
||||
db $06 ; check for maiden instead of zelda
|
||||
db $06 ; check for maiden instead of zelda
|
||||
|
||||
org $1AFCA7
|
||||
; Tiles
|
||||
db $0C, $0E, $0C, $2C, $2E, $2C
|
||||
; Mantle Properties :
|
||||
db $3D, $3D, $7D, $3D, $3D, $7D
|
||||
; Tiles
|
||||
db $0C, $0E, $0C, $2C, $2E, $2C
|
||||
; Mantle Properties :
|
||||
db $3D, $3D, $7D, $3D, $3D, $7D
|
||||
|
||||
pullpc
|
||||
|
||||
NewMantlePrep:
|
||||
{
|
||||
LDA.w SprY, X : CLC : ADC.b #$07 : STA.w SprY, X
|
||||
LDA.w SprX, X : CLC : ADC.b #$08 : STA.w SprX, X
|
||||
|
||||
LDA $7EF0DA : AND #$0F : BEQ +
|
||||
LDA.w SprX, X : CLC : ADC.b #$28 : STA.w SprX, X
|
||||
+
|
||||
|
||||
RTL
|
||||
LDA.w SprY, X : CLC : ADC.b #$07 : STA.w SprY, X
|
||||
LDA.w SprX, X : CLC : ADC.b #$08 : STA.w SprX, X
|
||||
LDA $7EF0DA : AND #$0F : BEQ +
|
||||
LDA.w SprX, X : CLC : ADC.b #$28 : STA.w SprX, X
|
||||
+
|
||||
RTL
|
||||
}
|
||||
|
||||
pushpc
|
||||
|
||||
org $09A1EC
|
||||
JSL CheckForMaidenInLibrary
|
||||
org $09A1EC : JSL CheckForMaidenInLibrary
|
||||
|
||||
; Prevent mantle from setting spawn point
|
||||
org $1AFC6D
|
||||
@@ -1232,19 +1123,15 @@ pullpc
|
||||
CheckForMaidenInLibrary:
|
||||
{
|
||||
LDA $A0 : CMP.b #$BD : BNE .notTheLibrary
|
||||
LDA $11 : BNE .notTheLibrary
|
||||
LDA $7FF9D2 : BNE .dialogue_played
|
||||
LDA #$1D : LDY #$00
|
||||
JSL Sprite_ShowMessageUnconditional
|
||||
LDA #$01 : STA $7FF9D2
|
||||
|
||||
.dialogue_played
|
||||
|
||||
LDA $11 : BNE .notTheLibrary
|
||||
LDA $7FF9D2 : BNE .dialogue_played
|
||||
LDA #$1D : LDY #$00
|
||||
JSL Sprite_ShowMessageUnconditional
|
||||
LDA #$01 : STA $7FF9D2
|
||||
.dialogue_played
|
||||
.notTheLibrary
|
||||
|
||||
; Check for blind room vanilla
|
||||
REP #$20
|
||||
LDA.b $A0
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user