Sprite housekeeping
This commit is contained in:
@@ -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 = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 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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@@ -37,17 +37,13 @@
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Sprite_Booki_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Booki_Draw ; Call the draw code
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JSR Sprite_Booki_Draw
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JSL Sprite_DrawShadow
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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_Booki_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Booki_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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@@ -55,11 +51,9 @@ Sprite_Booki_Long:
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Sprite_Booki_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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STZ.w SprMiscB, X
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PLB
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RTL
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@@ -153,7 +147,7 @@ Sprite_Booki_Move:
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PHX
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JSL Sprite_DirectionToFacePlayer
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LDA.b $0E : CMP.b #$1A : BCS .NotTooClose
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LDA.b $0F : CMP.b #$1A : BCS .NotTooClose
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LDA.b #$01 : STA.w SprMiscB, X
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@@ -169,7 +163,7 @@ Sprite_Booki_Move:
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{
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JSL GetRandomInt : AND.b #$04
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JSL Sprite_FloatAwayFromPlayer
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PHX
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JSL Sprite_DirectionToFacePlayer
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LDA.b $0E : CMP.b #$1B : BCC .NotTooClose
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@@ -193,7 +187,7 @@ Sprite_Booki_Draw:
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LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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LDA.w SprMiscC, X : STA $09
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@@ -203,17 +197,17 @@ Sprite_Booki_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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ASL A : TAX
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ASL A : TAX
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REP #$20
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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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LDA $02 : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -236,14 +230,14 @@ Sprite_Booki_Draw:
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.Prop
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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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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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@@ -268,4 +262,4 @@ Sprite_Booki_Draw:
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db $2C
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db $0C
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db $0E
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}
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}
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@@ -34,97 +34,82 @@
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Sprite_Poltergeist_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Poltergeist_Draw ; Call the draw code
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LDA $E0 : CMP #$F0 : BNE .onscreen
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LDA.w SprMiscA, X : BEQ .SpriteIsNotActive
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STZ.w SprState, X ; kill the sprite if offscreen and activated
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.onscreen
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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_Poltergeist_Main ; Call the main sprite code
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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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PHB : PHK : PLB
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JSR Sprite_Poltergeist_Draw
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LDA $E0 : CMP #$F0 : BNE .onscreen
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LDA.w SprMiscA, X : BEQ .SpriteIsNotActive
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STZ.w SprState, X ; kill the sprite if offscreen and activated
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.onscreen
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Poltergeist_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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Sprite_Poltergeist_Prep:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA #$00 : STA.w SprHitbox, X ; Persist
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LDA #$00 : STA.w SprDefl, X ; Sprite persist in dungeon
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LDA #$02 : STA.w SprNbrOAM, X ;1 tile by default
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LDA #$01 : STA.w SprAction, X ; by default it's a chair
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LDA #$00 : STA.w SprHitbox, X ; Persist
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LDA #$00 : STA.w SprDefl, X ; Sprite persist in dungeon
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LDA #$02 : STA.w SprNbrOAM, X ;1 tile by default
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LDA #$01 : STA.w SprAction, X ; by default it's a chair
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LDA.w SprSubtype, X : CMP #$10 : BNE .notPictureFrame
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STZ.w SprMiscA, X
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STZ.w SprAction, X
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JMP .done
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LDA.w SprSubtype, X : CMP #$10 : BNE .notPictureFrame
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STZ.w SprMiscA, X
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STZ.w SprAction, X
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JMP .done
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.notPictureFrame
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.notPictureFrame
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CMP #$11 : BNE .notAxe
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LDA #$07 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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LDA #$04 : STA.w SprNbrOAM, X
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BRA .done
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.notAxe
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CMP #$11 : BNE .notAxe
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LDA #$07 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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LDA #$04 : STA.w SprNbrOAM, X
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BRA .done
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CMP #$12 : BNE .notKnife
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LDA #15 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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.notKnife
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.notAxe
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CMP #$13 : BNE .notFork
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LDA #37 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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.notFork
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CMP #$12 : BNE .notKnife
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LDA #15 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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CMP #$14 : BNE .notBed
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LDA #5 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$06 : STA.w SprNbrOAM, X
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BRA .done
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.notBed
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.notKnife
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CMP #$15 : BNE .notDoor
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LDA #36 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$04 : STA.w SprNbrOAM, X
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LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
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LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
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BRA .done
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.notDoor
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CMP #$13 : BNE .notFork
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LDA #37 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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LDA.w SprSubtype, X : AND #$08 : BNE .secondset ;2nd set
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LDA.w SprSubtype, X : CLC : ADC #23 : STA.w SprFrame, X
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BRA .done
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.secondset
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.notFork
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LDA.w SprSubtype, X : AND #$07 : CLC : ADC #30 : STA.w SprFrame, X
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LDA.w SprSubtype, X
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CMP #$14 : BNE .notBed
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LDA #5 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$06 : STA.w SprNbrOAM, X
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BRA .done
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.notBed
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CMP #$15 : BNE .notDoor
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LDA #36 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$04 : STA.w SprNbrOAM, X
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LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
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LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
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BRA .done
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.notDoor
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LDA.w SprSubtype, X : AND #$08 : BNE .secondset ;2nd set
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LDA.w SprSubtype, X : CLC : ADC #23 : STA.w SprFrame, X
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BRA .done
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.secondset
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LDA.w SprSubtype, X : AND #$07 : CLC : ADC #30 : STA.w SprFrame, X
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LDA.w SprSubtype, X
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.done
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PLB
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RTL
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.done
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PLB
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RTL
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}
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; Subtype:
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@@ -153,12 +138,12 @@ Sprite_Poltergeist_Prep:
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Sprite_Poltergeist_Main:
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{
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LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
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LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
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dw PictureFrame
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dw Chair
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dw Axe
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dw SpawnerTester
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dw PictureFrame
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dw Chair
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dw Axe
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dw SpawnerTester
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}
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PictureFrame:
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@@ -392,23 +377,20 @@ Axe:
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PlayAxe:
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{
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%PlayAnimation(7, 14, 6)
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RTS
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%PlayAnimation(7, 14, 6)
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RTS
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}
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PlayFork:
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{
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%PlayAnimation(37, 44, 6)
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RTS
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%PlayAnimation(37, 44, 6)
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RTS
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}
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PlayKnife:
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{
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%PlayAnimation(15, 22, 6)
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RTS
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%PlayAnimation(15, 22, 6)
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RTS
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}
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SpawnerTester:
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@@ -45,10 +45,10 @@ Sprite_MoveHoriz:
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; make the sprite move both directions (also height)
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Sprite_MoveXyz:
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JSL Sprite_MoveAltitude
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JSL Sprite_MoveAltitude
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Sprite_Move:
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JSL Sprite_MoveHoriz
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; no RTL, just continue into Sprite_MoveVert
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JSL Sprite_MoveHoriz
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; no RTL, just continue into Sprite_MoveVert
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; =========================================================
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; make the sprite move Y axis
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@@ -96,15 +96,14 @@ Sprite_MoveAltitude:
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; =========================================================
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; make the sprite bounce toward player
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; movement, collision are handled by this function
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; movement, collision are handled by this function
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; $09 = speed, $08 = max height ( e.g. height:20 = vitreous)
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Sprite_BounceTowardPlayer:
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{
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JSL Sprite_MoveAltitude
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DEC.w SprTimerF, X : DEC.w SprTimerF, X
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LDA.w SprHeight, X : BPL .aloft
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JSL Sprite_MoveAltitude
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DEC.w SprTimerF, X : DEC.w SprTimerF, X
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LDA.w SprHeight, X : BPL .aloft
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STZ.w SprHeight, X
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LDA.b $08 : STA.w SprTimerF, X ; set height from 08
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LDA.b $09 : JSL Sprite_ApplySpeedTowardsPlayer
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@@ -113,7 +112,7 @@ Sprite_BounceTowardPlayer:
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LDA.w SprHeight, X : BEQ .dontmove
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JSL Sprite_Move
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.dontmove
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RTL
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RTL
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}
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; A = Speed
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@@ -237,7 +236,7 @@ DragPlayer:
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INC.w DragYL
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.x_done
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; Changing the modifier adjusts links position in the cart
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; Changing the modifier adjusts links position in the cart
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LDA.w SprCachedY : SEC : SBC.w #$0008
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CMP $20 : BEQ .y_done : BPL .y_too_low
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DEC.w DragXL
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@@ -293,7 +292,7 @@ Sprite_Damage_Flash:
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; Change the palette to the next in the cycle
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LDA.w SprFlash, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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.dontReset
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STA.w SprFlash, X
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BRA .flash
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@@ -325,13 +324,13 @@ Link_CheckNewY_ButtonPress_Long:
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Link_SetupHitBox:
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{
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LDA.b #$08 : STA $02 : STA $03
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LDA $22 : CLC : ADC.b #$04 : STA $00
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LDA $23 : ADC.b #$00 : STA $08
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LDA $20 : ADC.b #$08 : STA $01
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LDA $21 : ADC.b #$00 : STA $09
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RTL
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}
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@@ -604,7 +603,7 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
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;player_to_the_Left
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REP #$20
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LDA.w SprCachedX : SEC : SBC $22 ; delta X
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CMP $01 : BCS .XGreaterThanY1
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;YGreaterThanX
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SEP #$20
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@@ -700,7 +699,6 @@ GetDistance8bit_Long:
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RTL
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}
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; =========================================================
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Intro_Dungeon_Main:
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@@ -714,7 +712,7 @@ Intro_Dungeon_Main:
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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.didNotRun
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STZ.b SpriteRanCheck
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.not_sprite_body_boss
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@@ -764,7 +762,7 @@ MoveCamera:
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;CameraAbovePoint ;right
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ADC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera right by 1
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BRA .dontMoveX
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.CameraBelowPointX
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SEC : SBC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera left by 1
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@@ -837,7 +835,7 @@ SetupMovieEffect:
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LDA.b #$01 : STA.l MovieEffectA
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LDA.b #$00 : STA.l MovieEffectB
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;Below screen
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;Below screen
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LDA.b #$20 : STA.l MovieEffectC
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LDA.b #$0F : STA.l MovieEffectD
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@@ -864,7 +862,7 @@ MovieEffect:
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SEP #$20
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LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
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; LDA $9B : ORA #$20 : STA $9B
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; LDA $9B : ORA #$20 : STA $9B
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; LDA.b #$02 : STA $13 ;controls the brightness of the screen
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RTS
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Reference in New Issue
Block a user