Update Twinrova_Long and CheckIfDead formatting
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@@ -1,5 +1,10 @@
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; =========================================================
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; =========================================================
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; Twinrova Boss Sprite
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; Twinrova Boss Sprite
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;
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; Overrides Blind and the Blind Maiden to create a new
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; boss sequence.
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;
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;
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; =========================================================
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; =========================================================
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!SPRID = $CE ; The sprite ID you are overwriting (HEX)
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!SPRID = $CE ; The sprite ID you are overwriting (HEX)
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@@ -35,43 +40,42 @@
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Sprite_Twinrova_Long:
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Sprite_Twinrova_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_Twinrova_Draw ; Call the draw code
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JSR Sprite_Twinrova_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
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JSR Sprite_Twinrova_CheckIfDead
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JSR Sprite_Twinrova_Main ; Call the main sprite code
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JSR Sprite_Twinrova_Main
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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
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RTL ; Go back to original code
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RTL
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}
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}
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; =========================================================
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; =========================================================
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Sprite_Twinrova_CheckIfDead:
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Sprite_Twinrova_CheckIfDead:
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{
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{
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LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
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LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
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; If health is negative, set back to zero
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; If health is negative, set back to zero
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LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
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LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
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LDA.b #$00 : STA $0E50, X
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LDA.b #$00 : STA $0E50, X
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.healthNotNegative
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.health_not_negative
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LDA $0E50, X : BNE .not_dead
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LDA $0E50, X : BNE .not_dead
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PHX
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PHX
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LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
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LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
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LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
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LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
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PLX
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PLX
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.not_dead
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.not_dead
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RTS
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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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