cleanup deku scrub enemy sprite
This commit is contained in:
@@ -1,10 +1,10 @@
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!SPRID = $14; The sprite ID you are overwriting (HEX)
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!SPRID = $14 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 03 ; Number of tiles used in a frame
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!NbrTiles = 03 ; 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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!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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!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 = 08 ; 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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!Damage = 04 ; (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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!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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!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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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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@@ -31,30 +31,30 @@
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Sprite_DekuScrubEnemy_Long:
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Sprite_DekuScrubEnemy_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_DekuScrubEnemy_Draw ; Call the draw code
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JSR Sprite_DekuScrubEnemy_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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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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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_DekuScrubEnemy_Main ; Call the main sprite code
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JSR Sprite_DekuScrubEnemy_Main ; Call the main 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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}
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Sprite_DekuScrubEnemy_Prep:
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Sprite_DekuScrubEnemy_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA #$06 : STA SprAction, X ; Pea Shot State
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LDA #$06 : STA SprAction, X ; Pea Shot State
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.normal_scrub
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.normal_scrub
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PLB
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PLB
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RTL
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RTL
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}
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}
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; 0-2 - Spitting
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; 0-2 - Spitting
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@@ -77,326 +77,311 @@ Sprite_DekuScrubEnemy_Main:
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dw DekuScrubEnemy_PeaShot
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dw DekuScrubEnemy_PeaShot
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; 0x00
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DekuScrubEnemy_Hiding:
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DekuScrubEnemy_Hiding:
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{
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{
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%StartOnFrame(13)
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%StartOnFrame(13)
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%PlayAnimation(13,13,1)
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%PlayAnimation(13,13,1)
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JSL Sprite_IsBelowPlayer : TYA
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JSL Sprite_IsBelowPlayer : TYA
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CMP #$00 : BNE .is_below_player
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CMP #$00 : BNE .is_below_player
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; Check if the player is too close
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; Check if the player is too close
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LDA $22 : STA $02
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LDA $22 : STA $02
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LDA $20 : STA $03
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LDA $20 : STA $03
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LDA SprX, X : STA $04
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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LDA SprY, X : STA $05
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JSR GetDistance8bit : CMP.b #$18 : BCC .too_close
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JSR GetDistance8bit : CMP.b #$18 : BCC .too_close
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; The player is below the scrub, so it should pop up
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; The player is below the scrub, so it should pop up
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LDA #$20 : STA SprTimerA, X
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LDA #$20 : STA SprTimerA, X
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%GotoAction(1)
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%GotoAction(1)
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.too_close
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.too_close
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.is_below_player
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.is_below_player
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RTS
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RTS
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}
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}
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; 0x01
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DekuScrubEnemy_Attack:
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DekuScrubEnemy_Attack:
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{
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{
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%StartOnFrame(0)
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%StartOnFrame(0)
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%PlayAnimation(0,2,8)
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%PlayAnimation(0,2,8)
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LDA SprTimerA, X : BNE .not_done
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LDA SprTimerA, X : BNE .not_done
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JSR SpawnPeaShot
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JSR SpawnPeaShot
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LDA #$40 : STA SprTimerA, X
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LDA #$40 : STA SprTimerA, X
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INC.w SprAction, X
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INC.w SprAction, X
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.not_done
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.not_done
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LDA $22 : STA $02
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LDA $22 : STA $02
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LDA $20 : STA $03
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LDA $20 : STA $03
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LDA SprX, X : STA $04
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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LDA SprY, X : STA $05
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JSR GetDistance8bit : CMP #$18 : BCS .not_too_close
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JSR GetDistance8bit : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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%GotoAction(0)
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RTS
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.not_too_close
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RTS
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}
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}
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; 0x02
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DekuScrubEnemy_PostAttack:
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DekuScrubEnemy_PostAttack:
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{
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{
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%StartOnFrame(0)
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%StartOnFrame(0)
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%PlayAnimation(0,0,4)
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%PlayAnimation(0,0,4)
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#_05BE49: LDA.w $0D10,X
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LDA.w $0D10,X : STA.b $00
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#_05BE4F: STA.b $00
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LDA.w $0D30,X : STA.b $08
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#_05BE51: LDA.w $0D30,X
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LDA.b #$04 : STA.b $02
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#_05BE56: STA.b $08
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STZ $03
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#_05BE58: LDA.b #$04
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#_05BE5A: STA.b $02
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#_05BE5C: STZ $03
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#_05BE5E: LDA.w $0D00,X
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#_05BE64: STA.b $01
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#_05BE66: LDA.w $0D20,X
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#_05BE6B: STA.b $09
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LDA.w $0D00,X : STA.b $01
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LDA.w $0D20,X : STA.b $09
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LDA Offspring1_Id : TAY
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LDA Offspring1_Id : TAY
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JSR Sprite_SetupHitBox
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JSR Sprite_SetupHitBox
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JSL CheckIfHitBoxesOverlap : BCC .no_dano
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JSL CheckIfHitBoxesOverlap : BCC .no_dano
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INC.w SprAction, X
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INC.w SprAction, X
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.no_dano
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.no_dano
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; Wait while the pea shot is on screen
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; Wait while the pea shot is on screen
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; Link may redirect it towards us
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; Link may redirect it towards us
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LDA SprTimerA, X : BNE .not_done
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LDA SprTimerA, X : BNE .not_done
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; If the pea shot and deku scrub hitboxes intersect
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; If the pea shot and deku scrub hitboxes intersect
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; We will go to recoil
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; We will go to recoil
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; However, he may also dodge it and try to attack
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; So if he gets too close, we go back to hiding
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%GotoAction(0)
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; However, he may also dodge it and try to attack
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; So if he gets too close, we go back to hiding
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%GotoAction(0)
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.not_done
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.not_done
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RTS
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RTS
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}
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}
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; 0x03
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DekuScrubEnemy_Recoil:
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DekuScrubEnemy_Recoil:
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{
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{
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%StartOnFrame(3)
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%StartOnFrame(3)
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%PlayAnimation(3,6,6)
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%PlayAnimation(3,6,6)
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; Play the spinning animation for a bit before proceeding
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; Play the spinning animation for a bit before proceeding
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LDA SprTimerA, X : BNE .not_done
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LDA SprTimerA, X : BNE .not_done
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LDA #$20 : STA SprTimerA, X
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LDA #$20 : STA SprTimerA, X
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INC.w SprAction, X
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INC.w SprAction, X
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.not_done
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RTS
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}
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DekuScrubEnemy_Dazed:
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{
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%StartOnFrame(8)
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%PlayAnimation(8,9,11)
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LDA SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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.not_done
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RTS
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RTS
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}
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}
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; 0x04
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DekuScrubEnemy_Dazed:
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{
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%StartOnFrame(8)
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%PlayAnimation(8,9,11)
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LDA SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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RTS
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}
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; 0x05
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DekuScrubEnemy_Subdued:
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DekuScrubEnemy_Subdued:
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{
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{
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%StartOnFrame(7)
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%StartOnFrame(7)
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%PlayAnimation(7,7,1)
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%PlayAnimation(7,7,1)
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RTS
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RTS
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}
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}
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; 0x06
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DekuScrubEnemy_PeaShot:
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DekuScrubEnemy_PeaShot:
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{
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{
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%StartOnFrame(10)
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%StartOnFrame(10)
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%PlayAnimation(10,12,3)
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%PlayAnimation(10,12,3)
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%DoDamageToPlayerSameLayerOnContact()
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_MoveVert
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JSL Sprite_MoveVert
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JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
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; Apply force in the opposite direction
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JSL Sprite_CheckDamageFromPlayerLong
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LDA #-16 : STA SprYSpeed, X
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BCC .no_damage
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.no_damage
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; Apply force in the opposite direction
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RTS
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LDA #-16 : STA SprYSpeed, X
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.no_damage
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RTS
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}
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}
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}
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}
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SpawnPeaShot:
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SpawnPeaShot:
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{
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{
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LDA.b #$14
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LDA.b #$14
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JSL Sprite_SpawnDynamically : BMI .return ;89
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JSL Sprite_SpawnDynamically : BMI .return ;89
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LDA.b #$01 : STA $0E30, Y
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LDA.b #$01 : STA $0E30, Y
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LDA.b #$06 : STA $0D80, Y
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LDA.b #$06 : STA $0D80, Y
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PHX
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PHX
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; Spawn Location
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; Spawn Location
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REP #$20
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REP #$20
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LDA $0FD8
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LDA $0FD8
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SEP #$20
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SEP #$20
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STA $0D10, Y : XBA : STA $0D30, Y
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STA $0D10, Y : XBA : STA $0D30, Y
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REP #$20
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REP #$20
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LDA $0FDA : CLC : ADC.w #$000C
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LDA $0FDA : CLC : ADC.w #$000C
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SEP #$20
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SEP #$20
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STA $0D00, Y : XBA : STA $0D20, Y
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STA $0D00, Y : XBA : STA $0D20, Y
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TYX
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TYX
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STZ $0D70, X
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STZ $0D70, X
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LDA #$10 : STA SprYSpeed, X
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LDA #$10 : STA SprYSpeed, X
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STA SprYRound, X
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STA SprYRound, X
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STX.w Offspring1_Id
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STX.w Offspring1_Id
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PLX
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PLX
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.return
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.return
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RTS
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RTS
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}
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}
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Sprite_DekuScrubEnemy_Draw:
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Sprite_DekuScrubEnemy_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 : CLC : ADC .x_offsets, X : STA ($90), Y
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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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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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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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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 .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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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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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, $03, $05, $07, $09, $0B, $0D, $0F, $11, $15, $19, $1A, $1B, $1C
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db $00, $03, $05, $07, $09, $0B, $0D, $0F, $11, $15, $19, $1A, $1B, $1C
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.nbr_of_tiles
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.nbr_of_tiles
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db 2, 1, 1, 1, 1, 1, 1, 1, 3, 3, 0, 0, 0, 1
|
db 2, 1, 1, 1, 1, 1, 1, 1, 3, 3, 0, 0, 0, 1
|
||||||
.x_offsets
|
.x_offsets
|
||||||
dw 0, 0, 8
|
dw 0, 0, 8
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
dw 0, 0, -4, 12
|
dw 0, 0, -4, 12
|
||||||
dw 0, 0, -4, 12
|
dw 0, 0, -4, 12
|
||||||
dw 4
|
dw 4
|
||||||
dw 4
|
dw 4
|
||||||
dw 4
|
dw 4
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
.y_offsets
|
.y_offsets
|
||||||
dw -8, 8, 8
|
dw -8, 8, 8
|
||||||
dw -8, 0
|
dw -8, 0
|
||||||
dw -8, 0
|
dw -8, 0
|
||||||
dw 0, -8
|
dw 0, -8
|
||||||
dw 0, -16
|
dw 0, -16
|
||||||
dw 0, -8
|
dw 0, -8
|
||||||
dw -8, 0
|
dw -8, 0
|
||||||
dw 0, -8
|
dw 0, -8
|
||||||
dw 0, -8, -8, 0
|
dw 0, -8, -8, 0
|
||||||
dw 0, -8, 0, -8
|
dw 0, -8, 0, -8
|
||||||
dw 4
|
dw 4
|
||||||
dw 4
|
dw 4
|
||||||
dw 4
|
dw 4
|
||||||
dw 0, -4
|
dw 0, -4
|
||||||
.chr
|
.chr
|
||||||
db $84, $B4, $B5
|
db $84, $B4, $B5
|
||||||
db $84, $94
|
db $84, $94
|
||||||
db $84, $A6
|
db $84, $A6
|
||||||
db $AC, $9C
|
db $AC, $9C
|
||||||
db $A8, $88
|
db $A8, $88
|
||||||
db $AA, $9A
|
db $AA, $9A
|
||||||
db $98, $A8
|
db $98, $A8
|
||||||
db $AE, $9E
|
db $AE, $9E
|
||||||
db $AC, $9C, $87, $87
|
db $AC, $9C, $87, $87
|
||||||
db $AC, $9C, $87, $87
|
db $AC, $9C, $87, $87
|
||||||
db $86
|
db $86
|
||||||
db $96
|
db $96
|
||||||
db $97
|
db $97
|
||||||
db $94, $84
|
db $94, $84
|
||||||
.properties
|
.properties
|
||||||
db $3B, $3B, $3B
|
db $3B, $3B, $3B
|
||||||
db $3B, $3B
|
db $3B, $3B
|
||||||
db $3B, $3B
|
db $3B, $3B
|
||||||
db $3B, $3B
|
db $3B, $3B
|
||||||
db $3B, $3B
|
db $3B, $3B
|
||||||
db $3B, $3B
|
db $3B, $3B
|
||||||
db $7B, $7B
|
db $7B, $7B
|
||||||
db $3B, $3B
|
db $3B, $3B
|
||||||
db $3B, $3B, $3B, $3B
|
db $3B, $3B, $3B, $3B
|
||||||
db $3B, $3B, $3B, $3B
|
db $3B, $3B, $3B, $3B
|
||||||
db $3B
|
db $3B
|
||||||
db $3B
|
db $3B
|
||||||
db $3B
|
db $3B
|
||||||
db $3B, $3B
|
db $3B, $3B
|
||||||
.sizes
|
.sizes
|
||||||
db $02, $00, $00
|
db $02, $00, $00
|
||||||
db $02, $02
|
db $02, $02
|
||||||
db $02, $02
|
db $02, $02
|
||||||
db $02, $02
|
db $02, $02
|
||||||
db $02, $02
|
db $02, $02
|
||||||
db $02, $02
|
db $02, $02
|
||||||
db $02, $02
|
db $02, $02
|
||||||
db $02, $02
|
db $02, $02
|
||||||
db $02, $02, $00, $00
|
db $02, $02, $00, $00
|
||||||
db $02, $02, $00, $00
|
db $02, $02, $00, $00
|
||||||
db $00
|
db $00
|
||||||
db $00
|
db $00
|
||||||
db $00
|
db $00
|
||||||
db $02, $02
|
db $02, $02
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user