Make Twinrova hitbox more consistent
This commit is contained in:
@@ -1,8 +1,8 @@
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; =========================================================
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; Twinrova Boss Sprite
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;
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; Overrides Blind and the Blind Maiden to create a new
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; boss sequence.
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; Overrides Blind and the Blind Maiden to create a new
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; boss sequence.
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;
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; =========================================================
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@@ -15,7 +15,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this Twinrova (can be 0 to 7)
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!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -39,19 +39,16 @@
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Sprite_Twinrova_Long:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_Twinrova_Draw
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JSL Sprite_DrawShadow
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JSR Sprite_Twinrova_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Twinrova_CheckIfDead
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JSR Sprite_Twinrova_Main
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.SpriteIsNotActive
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PLB
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RTL
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Twinrova_CheckIfDead
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JSR Sprite_Twinrova_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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; =========================================================
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@@ -65,7 +62,7 @@ Sprite_Twinrova_CheckIfDead:
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.health_not_negative
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LDA.w SprHealth, X : BNE .not_dead
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PHX
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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 #$0A : STA.w SprAction, X ; Go to Twinrova_Dead stage
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LDA.b #$10 : STA.w $0D90, X
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@@ -88,7 +85,7 @@ Sprite_Twinrova_Prep:
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LDA.b #$5A : STA.w SprHealth, X ; Health
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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LDA.w $0E60, X : AND.b #$BF : STA.w $0E60, X ; Not invincible
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LDA.w $0E60, X : AND.b #$BF : STA.w $0E60, X ; Not invincible
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%SetSpriteSpeedX(15)
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%SetSpriteSpeedX(15)
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@@ -150,7 +147,7 @@ endmacro
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; and shooting fire and ice attacks at Link.
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; Similar to the Trinexx attacks.
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;
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; Phase 2: Twinrova alternates between Koume (fire) and
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; Phase 2: Twinrova alternates between Koume (fire) and
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; Kotake (ice) forms. Koume changes the arena
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; to a fire arena. Similar to Ganon fight changes.
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@@ -159,9 +156,14 @@ Sprite_Twinrova_Main:
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_DamageFlash_Long
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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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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Twinrova_Init ; 0x00
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dw Twinrova_MoveState ; 0x01
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dw Twinrova_MoveForwards ; 0x02
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@@ -175,7 +177,7 @@ Sprite_Twinrova_Main:
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dw Twinrova_Dead ; 0x0A
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; -------------------------------------------------------
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; 0x00
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; 0x00
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Twinrova_Init:
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{
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%ShowUnconditionalMessage($123)
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@@ -194,15 +196,13 @@ Sprite_Twinrova_Main:
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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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LDA #$70 : STA.w SprTimerD, X
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%GotoAction(8) ; Koume Mode
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RTS
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.kotake
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LDA #$70 : STA.w SprTimerD, X
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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 $0DA0 : BEQ .not_flashing
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@@ -226,18 +226,18 @@ 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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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 #$10 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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.strafe_left
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LDA #$F0 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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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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.MoveBackwards
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%GotoAction(3) ; MoveBackwards
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@@ -249,17 +249,10 @@ Sprite_Twinrova_Main:
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Twinrova_MoveForwards:
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{
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%Twinrova_Front()
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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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LDA #$10 ; speed
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LDY #$10 ; height
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JSL Sprite_FloatTowardPlayer
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JSL Sprite_CheckTileCollision
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%GotoAction(1)
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RTS
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}
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@@ -269,16 +262,9 @@ Sprite_Twinrova_Main:
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Twinrova_MoveBackwards:
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{
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%Twinrova_Back()
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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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LDA #$20 : LDY #$10
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LDA #$20 : LDY #$10
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JSL Sprite_FloatTowardPlayer
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JSL Sprite_CheckTileCollision
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%GotoAction(1)
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RTS
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}
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@@ -287,22 +273,21 @@ Sprite_Twinrova_Main:
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; 0x04
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Twinrova_PrepareAttack:
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{
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%StartOnFrame(7)
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%Twinrova_Attack()
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%StartOnFrame(7)
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%Twinrova_Attack()
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LDA #$01 : STA $0360
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LDA $0CAA : AND.b #$03 : STA $0CAA
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LDA.w SprTimerD, X : BNE +
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LDA $0CAA : ORA.b #$03 : STA $0CAA
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LDA.b #$40 : STA.w SprTimerD, X
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LDA $AC : BEQ .fire
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%GotoAction(6) ; Ice Attack
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RTS
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LDA #$01 : STA $0360
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LDA $0CAA : AND.b #$03 : STA $0CAA
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LDA.w SprTimerD, X : BNE +
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LDA $0CAA : ORA.b #$03 : STA $0CAA
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LDA.b #$40 : STA.w SprTimerD, X
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LDA $AC : BEQ .fire
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%GotoAction(6) ; Ice Attack
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RTS
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.fire
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%GotoAction(5)
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%GotoAction(5)
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+
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RTS
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RTS
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}
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; -------------------------------------------------------
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@@ -346,7 +331,7 @@ Sprite_Twinrova_Main:
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{
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%StartOnFrame(10)
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%Twinrova_Hurt()
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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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@@ -357,40 +342,40 @@ Sprite_Twinrova_Main:
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BRA .ResumeNormalState
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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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; 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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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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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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; 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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; 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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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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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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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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%GotoAction(1) ; Resume normal movement state
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RTS
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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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@@ -403,11 +388,6 @@ Sprite_Twinrova_Main:
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%StartOnFrame(8)
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%Show_Koume()
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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 GetRandomInt : AND.b #$3F : BNE ++
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JSR AddPitHazard
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JSR Ganon_SpawnFallingTilesOverlord
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@@ -418,7 +398,7 @@ 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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@@ -435,12 +415,7 @@ Sprite_Twinrova_Main:
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%StartOnFrame(9)
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%Show_Kotake()
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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_IsBelowPlayer
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JSL Sprite_IsBelowPlayer
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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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@@ -474,7 +449,6 @@ Sprite_Twinrova_Main:
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; =========================================================
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; Handles dynamic floaty movement for Twinrova
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; =========================================================
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RageModeMove:
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{
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@@ -622,7 +596,7 @@ TrinexxBreath_AltEntry:
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CLC : ADC.w .shake_x, Y : STA $0D50, X
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.no_shake
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JSL Sprite_IsBelowPlayer
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JSL Sprite_IsBelowPlayer
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LDA $0D40, X : CMP .x_speed_targets, Y : BEQ .exit
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CLC : ADC.w .shake_y, Y : STA $0D40, X
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@@ -649,7 +623,7 @@ TrinexxBreath_AltEntry:
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}
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Sprite_Twinrova_FireAttack:
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{
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{
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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.no_collision
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@@ -678,7 +652,7 @@ AddFireGarnish:
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LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
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LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
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LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
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PLX
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.return
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@@ -742,7 +716,7 @@ org $09B459
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org $09B5D6
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Garnish_SetOamPropsAndSmallSize:
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; SpriteData_Bump - Ice Garnish
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; SpriteData_Bump - Ice Garnish
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org $0DB266+$CD
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db $04
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@@ -761,7 +735,7 @@ pullpc
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RestoreFloorTile:
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{
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PHA
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PHA
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LDA.l $7FF83C,X
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STA.b $00
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LDA.l $7FF83C,X
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@@ -900,7 +874,7 @@ Sprite_Twinrova_Draw:
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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@@ -926,18 +900,18 @@ Sprite_Twinrova_Draw:
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LDA .chr, X : STA ($90), Y
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INY
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; Set palette flash modifier
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; Set palette flash modifier
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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SEP #$20 ;set A back to 8bit but not X and Y
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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SEP #$30
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@@ -1021,17 +995,17 @@ Sprite_Twinrova_Draw:
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ApplyTwinrovaGraphics:
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{
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PHX
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PHX
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REP #$20 ; A = 16, XY = 8
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LDX #$80 : STX $2100 ; turn the screen off (required)
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LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
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LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
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LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
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LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
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; "001 => 2 registers write once (2 bytes: p, p+1)"
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LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
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LDX.b #TwinrovaGraphics>>16 : STX $4304
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LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
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LDX #$01 : STX $420B ; Do the DMA
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LDX #$01 : STX $420B ; Do the DMA
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LDX #$0F : STX $2100 ; Turn the screen back on
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SEP #$30
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PLX
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@@ -1133,7 +1107,7 @@ Follower_BasicMover:
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; Check if the follower is the blind maiden
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LDA.l $7EF3CC : CMP.b #$06 : BNE .no_blind_transform
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; Check if we are in room 0xAC
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REP #$20
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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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; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
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@@ -1151,7 +1125,7 @@ Follower_BasicMover:
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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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; 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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@@ -1165,7 +1139,7 @@ Follower_BasicMover:
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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
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}
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@@ -1251,7 +1225,7 @@ Blind_SpawnFromMaiden:
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; Set SprMiscC and bulletproof properties
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LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X
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; Set the 2nd key / heart piece items taken room flag
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; Set the 2nd key / heart piece items taken room flag
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||||
LDA.w $0403 : ORA.b #$20 : STA.w $0403
|
||||
|
||||
; Clear blinds head spin flag
|
||||
@@ -1263,7 +1237,7 @@ Blind_SpawnFromMaiden:
|
||||
assert pc() <= $1DA081
|
||||
|
||||
; =========================================================
|
||||
; We are using space from this function to insert the
|
||||
; We are using space from this function to insert the
|
||||
; Twinrova graphics above, since the prep is now handled
|
||||
; in the custom sprite code.
|
||||
|
||||
@@ -1390,7 +1364,7 @@ org $1AFC52
|
||||
org $1AFCA7
|
||||
; Tiles
|
||||
db $0C, $0E, $0C, $2C, $2E, $2C
|
||||
; Mantle Properties :
|
||||
; Mantle Properties :
|
||||
db $3D, $3D, $7D, $3D, $3D, $7D
|
||||
|
||||
pullpc
|
||||
@@ -1418,7 +1392,7 @@ NOP #6
|
||||
; LDA.b #$04
|
||||
; STA.l $7EF3C8
|
||||
|
||||
pullpc
|
||||
pullpc
|
||||
|
||||
CheckForMaidenInLibrary:
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user