Cleanup Kydrog NPC
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@@ -11,7 +11,7 @@
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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 = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 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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@@ -32,33 +32,25 @@
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%Set_Sprite_Properties(Sprite_Kydrog_Prep, Sprite_Kydrog_Long)
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; =========================================================
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Sprite_Kydrog_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Kydrog_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Kydrog_Main ; Call the main sprite code
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JSR Sprite_Kydrog_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Kydrog_Main
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.SpriteIsNotActive
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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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PLB
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RTL
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}
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; =========================================================
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Sprite_Kydrog_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF300
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BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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LDA.l $7EF300 : BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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PLB
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RTL
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}
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@@ -75,7 +67,6 @@ Sprite_Kydrog_Main:
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dw Kydrog_SpawnOffspring
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dw Kydrog_WarpPlayerAway
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Kydrog_StartCutscene:
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{
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LDA #$03 : STA $012C ; Play music
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@@ -106,7 +97,7 @@ Sprite_Kydrog_Main:
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Kydrog_SpawnOffspring:
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{
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LDA.b #$02 : STA.b $B6 ; Update story flag for Farore
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STZ.b $49 ; Stop Link from moving
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STZ.b $49 ; Stop Link from moving
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%GotoAction(3)
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RTS
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}
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@@ -126,16 +117,16 @@ Sprite_Kydrog_Main:
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; The module to return to is #$08 (preoverworld)
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LDA.b #$08 : STA $010C
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; Set the map I want
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; Set the map I want
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LDA.b #$20 : STA $A0 : STZ $A1
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; Set us to the warp state
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; Set us to the warp state
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LDA.b #$15 : STA $10
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; Clear submodules
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STZ $11 : STZ $B0
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; Remove Impa follower
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; Remove Impa follower
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LDA.b #$00 : STA $7EF3CC
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; Set the flag to remove Farore and Kydrog from Maku area
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@@ -158,24 +149,20 @@ Sprite_Kydrog_Draw:
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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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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ASL A : TAX
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -192,14 +179,10 @@ Sprite_Kydrog_Draw:
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INY
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LDA .properties, X : 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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LDA.b #$02 : 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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PLX
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