fix goriya left right movement velocity and animation starting frame
This commit is contained in:
@@ -96,6 +96,7 @@ Sprite_Goriya_Main:
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Goriya_WalkingLeft:
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Goriya_WalkingLeft:
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{
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{
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%StartOnFrame(4)
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%PlayAnimation(4, 5, 10)
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%PlayAnimation(4, 5, 10)
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JSR Sprite_Goriya_Move
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JSR Sprite_Goriya_Move
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RTS
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RTS
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@@ -103,6 +104,7 @@ Sprite_Goriya_Main:
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Goriya_WalkingRight:
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Goriya_WalkingRight:
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{
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{
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%StartOnFrame(6)
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%PlayAnimation(6, 7, 10)
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%PlayAnimation(6, 7, 10)
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JSR Sprite_Goriya_Move
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JSR Sprite_Goriya_Move
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RTS
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RTS
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@@ -221,7 +223,7 @@ Sprite_Goriya_Move:
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Goriya_MoveLeft:
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Goriya_MoveLeft:
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{
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{
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STZ.w SprYSpeed, X
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STZ.w SprYSpeed, X
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LDA.b #GoriyaMovementSpeed : STA.w SprXSpeed, X
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LDA.b #-GoriyaMovementSpeed : STA.w SprXSpeed, X
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%GotoAction(2)
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%GotoAction(2)
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LDA.b #$02 : STA.w SprMiscE, X
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LDA.b #$02 : STA.w SprMiscE, X
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RTS
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RTS
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@@ -230,7 +232,7 @@ Sprite_Goriya_Move:
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Goriya_MoveRight:
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Goriya_MoveRight:
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{
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{
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STZ.w SprYSpeed, X
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STZ.w SprYSpeed, X
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LDA.b #-GoriyaMovementSpeed : STA.w SprXSpeed, X
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LDA.b #GoriyaMovementSpeed : STA.w SprXSpeed, X
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%GotoAction(3)
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%GotoAction(3)
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LDA.b #$03 : STA.w SprMiscE, X
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LDA.b #$03 : STA.w SprMiscE, X
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RTS
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RTS
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@@ -323,6 +325,7 @@ Sprite_Goriya_Draw:
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dw 0, -9
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dw 0, -9
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dw -1, -10
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dw -1, -10
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.chr
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.chr
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; Body Head
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db $E4, $C0
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db $E4, $C0
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db $E4, $C0
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db $E4, $C0
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db $C6, $C2
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db $C6, $C2
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@@ -344,73 +347,73 @@ Sprite_Goriya_Draw:
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Sprite_Boomerang_Draw:
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Sprite_Boomerang_Draw:
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{
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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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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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LDA .start_index, Y : STA $06
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PHX
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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LDY.b #$00
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.nextTile
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.nextTile
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PHX ; Save current Tile Index?
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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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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with 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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REP #$20
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LDA $00 : STA ($90), Y
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LDA $00 : 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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INY
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LDA $02 : STA ($90), Y
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LDA $02 : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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SEP #$20
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BCC .on_screen_y
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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STA $0E
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.on_screen_y
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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INY
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LDA .chr, X : STA ($90), Y
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LDA .chr, X : STA ($90), Y
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INY
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INY
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LDA .properties, X : STA ($90), Y
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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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TYA : LSR #2 : TAY
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LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX : DEX : BPL .nextTile
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PLX
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PLX
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RTS
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RTS
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.start_index
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.start_index
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db $00, $01, $02, $03
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db $00, $01, $02, $03
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.nbr_of_tiles
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.nbr_of_tiles
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db 0, 0, 0, 0
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db 0, 0, 0, 0
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.chr
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.chr
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db $26
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db $26
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db $26
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db $26
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db $26
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db $26
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db $26
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db $26
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.properties
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.properties
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db $32
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db $32
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db $B2
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db $B2
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db $F2
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db $F2
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db $72
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db $72
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}
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}
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