cleanup octoboss
This commit is contained in:
@@ -1,13 +1,13 @@
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; =========================================================
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; =========================================================
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; Octoboss by Zarby89
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; Octoboss by Zarby89
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; Replaces Sprite 0x3C KidInKak
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; TODO: Find a sprite to inject this into
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org $06C04E
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; JSL Sprite_Octoboss_Long
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JSL Sprite_Octoboss_Long
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BrotherSpr = $0EB0
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BrotherSpr = $0EB0
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Sprite_Octoboss_Long:
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Sprite_Octoboss_Long:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA.w SprMiscD, X : BNE + ; is the sprite already init
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LDA.w SprMiscD, X : BNE + ; is the sprite already init
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@@ -75,10 +75,11 @@ JSR Sprite_Octoboss_Secondary ; Call the Secondary sprite code
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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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RTL ; Go back to original code
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}
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Sprite_Octoboss_Main:
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Sprite_Octoboss_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw WaitForPlayerToApproach ; 00
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dw WaitForPlayerToApproach ; 00
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@@ -149,7 +150,6 @@ INC.w SprAction, X
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RTS
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RTS
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WaitDialog:
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WaitDialog:
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RTS
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RTS
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@@ -252,24 +252,11 @@ PLX
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LDA.b #$01
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LDA.b #$01
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STA.b $14
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STA.b $14
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;-------------------------------------------------------------
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;-------------------------------------------------------------
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+
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+
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RTS
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RTS
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IdlePhase:
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IdlePhase:
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LDA.w SprTimerC, X : CMP.b #$08 : BNE +
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LDA.w SprTimerC, X : CMP.b #$08 : BNE +
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JSL Sprite_SpawnFireball
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JSL Sprite_SpawnFireball
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@@ -363,12 +350,6 @@ LDA.b #$09 : STA.w SprAction, X ; go to wait message action
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RTS
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RTS
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Moving2:
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Moving2:
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LDA.w SprTimerC, X : BNE +
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LDA.w SprTimerC, X : BNE +
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DEC.w SprAction, X
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DEC.w SprAction, X
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@@ -419,9 +400,7 @@ JSL Sprite_CheckDamageFromPlayer
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RTS
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RTS
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WaitMessageBeforeSurrender:
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WaitMessageBeforeSurrender:
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; display message 4A ; Wait! WAIT! please!
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; display message 4A ; Wait! WAIT! please!
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LDY.w BrotherSpr, X
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LDY.w BrotherSpr, X
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LDA.b #$06 : STA.w SprAction, Y ; set brother to action 6
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LDA.b #$06 : STA.w SprAction, Y ; set brother to action 6
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@@ -566,13 +545,11 @@ STZ.w $0DD0, X
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.noframereset
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.noframereset
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LDA.b #2 : STA.w SprTimerB, X
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LDA.b #2 : STA.w SprTimerB, X
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+
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+
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RTS
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RTS
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IdleWait:
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IdleWait:
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RTS
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RTS
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@@ -584,17 +561,17 @@ LDA.w SprHealth, Y : STA.b $00
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LDA.w SprHealth, X : CLC : ADC.b $00
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LDA.w SprHealth, X : CLC : ADC.b $00
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RTS
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RTS
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}
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; =========================================================
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;==================================================================================================
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; Sprite Draw code
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; Sprite Draw code
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; --------------------------------------------------------------------------------------------------
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; Draw the tiles on screen with the data provided by the sprite maker editor
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; Draw the tiles on screen with the data provided by the sprite maker editor
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;==================================================================================================
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; =========================================================
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Sprite_Octoboss_Draw:
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Sprite_Octoboss_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL Sprite_OAM_AllocateDeferToPlayer
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@@ -650,11 +627,10 @@ PLX
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RTS
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RTS
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;==================================================================================================
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; =========================================================
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; Sprite Draw Generated Data
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; Sprite Draw Generated Data
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; --------------------------------------------------------------------------------------------------
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; This is where the generated Data for the sprite go
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; This is where the generated Data for the sprite go
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;==================================================================================================
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; =========================================================
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.start_index
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.start_index
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db $00, $04, $0A, $10, $16, $1C, $20, $24, $28, $2C, $30, $34, $38, $3C, $40, $44
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db $00, $04, $0A, $10, $16, $1C, $20, $24, $28, $2C, $30, $34, $38, $3C, $40, $44
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.nbr_of_tiles
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.nbr_of_tiles
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@@ -745,16 +721,14 @@ db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02
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db $02
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}
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; =========================================================
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;==================================================================================================
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; Sprite Draw code
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; Sprite Draw code
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; --------------------------------------------------------------------------------------------------
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; Draw the tiles on screen with the data provided by the sprite maker editor
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; Draw the tiles on screen with the data provided by the sprite maker editor
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;==================================================================================================
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; =========================================================
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Sprite_Octoboss_Draw2:
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Sprite_Octoboss_Draw2:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL Sprite_OAM_AllocateDeferToPlayer
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@@ -811,11 +785,11 @@ RTS
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;==================================================================================================
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; =========================================================
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; Sprite Draw Generated Data
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; Sprite Draw Generated Data
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; --------------------------------------------------------------------------------------------------
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; This is where the generated Data for the sprite go
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; This is where the generated Data for the sprite go
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;==================================================================================================
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; =========================================================
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.start_index
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.start_index
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db $00, $04, $0A, $10, $16, $1C, $20, $24, $28, $2C, $30, $34, $38, $3C, $40, $44
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db $00, $04, $0A, $10, $16, $1C, $20, $24, $28, $2C, $30, $34, $38, $3C, $40, $44
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.nbr_of_tiles
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.nbr_of_tiles
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@@ -905,10 +879,9 @@ db $02, $02, $02, $02
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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
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db $02, $02, $02, $02
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db $02
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db $02
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}
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SpawnSplash:
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SpawnSplash:
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LDA.b #$EC ; SPRITE EC
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LDA.b #$EC ; SPRITE EC
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JSL Sprite_SpawnDynamically
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JSL Sprite_SpawnDynamically
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BMI .exit
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BMI .exit
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@@ -1026,7 +999,7 @@ PLX
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RTS
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RTS
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;---------------------------------------------------------------------------------------------------
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; ---------------------------------------------------------
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.slot_occupied
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.slot_occupied
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DEX
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DEX
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@@ -1038,7 +1011,6 @@ PLX
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RTS
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RTS
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SpawnMedallion:
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SpawnMedallion:
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LDA.b #$C0 ; SPRITE C0
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LDA.b #$C0 ; SPRITE C0
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JSL Sprite_SpawnDynamically
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JSL Sprite_SpawnDynamically
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@@ -1086,7 +1058,6 @@ RTS
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SpawnMedallionAlt:
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SpawnMedallionAlt:
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LDA.b #$C0 ; SPRITE C0
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LDA.b #$C0 ; SPRITE C0
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JSL Sprite_SpawnDynamically
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JSL Sprite_SpawnDynamically
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BMI .exit
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BMI .exit
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