update wolfos mini boss code
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@@ -6,7 +6,7 @@
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!NbrTiles = 04 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Health = 20 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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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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@@ -26,7 +26,7 @@
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImperviousArrow = 01 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Wolfos_Prep, Sprite_Wolfos_Long)
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@@ -37,7 +37,7 @@ Sprite_Wolfos_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Wolfos_Draw ; Call the draw code
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JSR Sprite_Wolfos_Draw
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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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@@ -54,7 +54,11 @@ Sprite_Wolfos_Prep:
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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LDA.b #$40 : STA.w SprTimerA, X
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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LDA #$04 : STA $0E40, X ; Nbr Oam Entries
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LDA #$40 : STA $0E60, x ; Impervious props
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LDA #$E0 : STA $0F60, X ; Persist
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PLB
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RTL
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@@ -66,13 +70,30 @@ Sprite_Wolfos_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Wolfos_Main
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dw Wolfos_Main
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dw Wolfos_AttackBack
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Wolfos_Main:
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{
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%PlayAnimation(0, 2, 10)
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LDA SprTimerA, X : BNE .end
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LDA.b #$40 : STA.w SprTimerA, X
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%GotoAction(1)
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.end
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RTS
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}
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Wolfos_AttackBack:
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{
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%PlayAnimation(3, 5, 10)
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LDA SprTimerA, X : BNE .end
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LDA.b #$40 : STA.w SprTimerA, X
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%GotoAction(0)
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.end
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RTS
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}
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@@ -92,10 +113,9 @@ Sprite_Wolfos_Draw:
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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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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