Refactor Kydrog boss, condense macros into functions
This commit is contained in:
@@ -55,17 +55,17 @@ Sprite_KydrogBoss_CheckIfDead:
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{
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LDA.w SprAction, X : CMP.b #$09 : BEQ .not_dead
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; If health is negative, set back to zero
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LDA $0E50, X : CMP.b #$C3 : BCC .health_not_negative
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LDA.b #$00 : STA $0E50, X
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LDA.w SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
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LDA.b #$00 : STA.w SprHealth, X
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.health_not_negative
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LDA $0E50, X : BNE .not_dead
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LDA.w SprHealth, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
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LDA.b #$09 : STA.w SprAction, X ;go to KydrogBoss_Death stage
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STZ.w $0D90,X
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LDA.b #$E0 : STA.w $0DF0,X
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LDA.b #$E0 : STA.w SprTimerA,X
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PLX
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.not_dead
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RTS
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@@ -78,7 +78,7 @@ Sprite_KydrogBoss_Prep:
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PHB : PHK : PLB
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LDA #$00 : STA !KydrogPhase
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LDA.b #$A0 : STA $0E50, X ; health
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LDA.b #$A0 : STA.w SprHealth, X ; health
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$03 : STA $0F60, X ; hitbox settings
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@@ -92,7 +92,6 @@ Sprite_KydrogBoss_Prep:
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%SetHarmless(00)
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LDA #$80 : STA.w SprTimerD, X ; intro timer
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PLB
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RTL
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}
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@@ -113,26 +112,44 @@ macro StopIfTooClose()
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+
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endmacro
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macro RandomStalfosOffspring()
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RandomStalfosOffspring:
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{
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JSL GetNumberSpawnStalfos
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LDA $00 : CMP.b #$04 : BCS .too_many_stalfos
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JSL GetRandomInt : AND.b #$3F : BNE +
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PHX : JSR Sprite_Offspring_Spawn : PLX
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+
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JSL GetRandomInt : AND.b #$3F : BNE ++
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PHX : JSR Sprite_Offspring_SpawnHead : PLX
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++
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.too_many_stalfos
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endmacro
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RTS
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}
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macro BounceBasedOnPhase()
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BounceBasedOnPhase:
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{
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LDA !KydrogPhase : CMP #$00 : BEQ .phase_one
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LDA #$10 : STA $08 : LDA #$20 : STA $09
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.phase_one
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JSL Sprite_BounceTowardPlayer
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endmacro
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RTS
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}
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KydrogBoss_DoMovement:
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{
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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JSR BounceBasedOnPhase
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JSR RandomStalfosOffspring
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%GotoAction(1)
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RTS
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}
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Sprite_KydrogBoss_Main:
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{
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@@ -174,7 +191,7 @@ Sprite_KydrogBoss_Main:
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KydrogBoss_WalkState:
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{
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JSR CheckForNextPhase
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LDA $0DA0 : BEQ .not_flashing
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LDA.w SprMiscA : BEQ .not_flashing
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LDA.b #$20 : STA.w SprTimerD, X
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%GotoAction(6) ; Goto KydrogBoss_TakeDamage
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RTS
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@@ -197,8 +214,7 @@ Sprite_KydrogBoss_Main:
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TYA : CMP.b #$02 : BCC .WalkRight
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.WalkForward
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%StopIfTooClose()
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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TYA : BNE .WalkBackwards ; If 1, go to KydrogBoss_WalkBackwards
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JSL Sprite_IsBelowPlayer : TYA : BNE .WalkBackwards
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%GotoAction(2) ; Goto KydrogBoss_WalkForward
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RTS
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.WalkBackwards
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@@ -220,78 +236,28 @@ Sprite_KydrogBoss_Main:
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KydrogBoss_WalkForward:
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{
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%PlayAnimation(0, 2, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%BounceBasedOnPhase()
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%RandomStalfosOffspring()
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%GotoAction(1)
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JSR KydrogBoss_DoMovement
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_WalkLeft:
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{
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%PlayAnimation(3, 5, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%BounceBasedOnPhase()
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%RandomStalfosOffspring()
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%GotoAction(1)
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JSR KydrogBoss_DoMovement
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_WalkRight:
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{
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%PlayAnimation(6, 8, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%BounceBasedOnPhase()
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%RandomStalfosOffspring()
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%GotoAction(1)
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JSR KydrogBoss_DoMovement
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_WalkBackward:
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{
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%PlayAnimation(9, 11, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%BounceBasedOnPhase()
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%RandomStalfosOffspring()
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%GotoAction(1)
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JSR KydrogBoss_DoMovement
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RTS
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}
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@@ -305,8 +271,8 @@ Sprite_KydrogBoss_Main:
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INC !ConsecutiveHits
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LDA !ConsecutiveHits : CMP #$10 : BCC .continue
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STZ !ConsecutiveHits
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LDA.b #$28 ; SFX3.28
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JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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; SFX3.28
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LDA.b #$28 : JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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%GotoAction($0A) ; Goto KydrogBoss_Ascend
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JSL Sprite_KillFriends
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RTS
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@@ -318,14 +284,14 @@ Sprite_KydrogBoss_Main:
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PLX
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JSL Sprite_DamageFlash_Long
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%RandomStalfosOffspring()
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JSR RandomStalfosOffspring
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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JSL GetRandomInt : AND.b #$1F : BNE ++
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LDA.b #$28 ; SFX3.28
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JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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; SFX3.28
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LDA.b #$28 : JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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%GotoAction($0A) ; Goto KydrogBoss_Ascend
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++
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@@ -364,7 +330,7 @@ Sprite_KydrogBoss_Main:
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JSL Sprite_DamageFlash_Long
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%RandomStalfosOffspring()
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JSR RandomStalfosOffspring
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LDA.w SprTimerD, X : BNE +
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JSR Kydrog_ThrowBoneAtPlayer
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@@ -394,7 +360,7 @@ Sprite_KydrogBoss_Main:
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%StartOnFrame(17)
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%PlayAnimation(17, 17, 10)
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%RandomStalfosOffspring()
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JSR RandomStalfosOffspring
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; Increase the Z for a bit until he is off screen
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LDA.w SprHeight, X : CLC : ADC.b #$04
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@@ -411,7 +377,7 @@ Sprite_KydrogBoss_Main:
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%StartOnFrame(17)
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%PlayAnimation(17, 17, 10)
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%RandomStalfosOffspring()
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JSR RandomStalfosOffspring
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LDA.w SprTimerD, X : BEQ .no_track_player
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@@ -438,14 +404,14 @@ Sprite_KydrogBoss_Main:
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%PlayAnimation(13, 13, 10)
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JSL GetRandomInt : AND.b #$3F : BNE +
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LDA.b $0D50 : CLC : ADC.b #$08 : STA $0D50
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LDA.b $0D70 : CLC : ADC.b #$02 : STA $0D70
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LDA.b SprXSpeed : CLC : ADC.b #$08 : STA.w SprXSpeed
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LDA.b SprXRound : CLC : ADC.b #$02 : STA.w SprXRound
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LDA.w SprTimerD, X : BNE .not_done
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%GotoAction(1)
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RTS
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+
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LDA.b $0D40 : CLC : ADC.b #$08 : STA $0D40
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LDA.b $0D60 : CLC : ADC.b #$02 : STA $0D60
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LDA.b SprYSpeed : CLC : ADC.b #$08 : STA.w SprYSpeed
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LDA.b SprYRound : CLC : ADC.b #$02 : STA.w SprYRound
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LDA.w SprTimerD, X : BNE .not_done
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%GotoAction(1)
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@@ -473,7 +439,7 @@ CheckForNextPhase:
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.phase_two
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LDA.w SprHealth,X : CMP.b #$20 : BCC .phase_three
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LDA !KydrogPhase : CMP.b #$01 : BEQ .return
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LDA #$80 : STA $0E50, X
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LDA #$80 : STA.w SprHealth, X
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LDA #$01 : STA.w SprAction, X
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STA !KydrogPhase
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INC.w SprFlash, X
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@@ -482,7 +448,7 @@ CheckForNextPhase:
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.phase_three
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LDA.w SprHealth,X : CMP.b #$20 : BCC .phase_four
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LDA !KydrogPhase : CMP.b #$02 : BEQ .return
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LDA #$80 : STA $0E50, X
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LDA #$80 : STA.w SprHealth, X
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LDA #$02 : STA.w SprAction, X
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STA !KydrogPhase
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RTS
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@@ -501,7 +467,7 @@ CheckForNextPhase:
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Sprite_CheckIfFrozen:
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{
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LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen
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LDA.w $0E10, X : BNE .not_frozen
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LDA.w SprTimerC, X : BNE .not_frozen
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LDA.b #$00 : STA.l $7FFA3C,X
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LDA.b #$09 : STA.w $0DD0, X
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.not_frozen
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@@ -555,7 +521,6 @@ Sprite_Offspring_SpawnHead:
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RTS
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}
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Sprite_Offspring_Spawn:
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{
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JSL GetRandomInt : AND.b #$3F : BNE .normal_stalfos
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@@ -569,18 +534,18 @@ Sprite_Offspring_Spawn:
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LDA.b #$02 : STA.w SprSubtype, Y
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PHX
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REP #$20
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LDA $0FD8 : CLC : ADC.w #$000C
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LDA.w SprCachedX : CLC : ADC.w #$000C
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA $0FDA : CLC : ADC.w #$001E
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LDA.w SprCachedY : CLC : ADC.w #$001E
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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TYX
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STZ $0D60, X : STZ $0D70, X
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STZ.w SprYRound, X : STZ.w SprXRound, X
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LDA.b #$05 : STA.w SprBump, X
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PLX
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.return
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