Fix Anti-Kirby priority draw, cleanup and optimize code
This commit is contained in:
@@ -1,6 +1,5 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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; Anti Kirby
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!SPRID = Sprite_AntiKirby
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!NbrTiles = 02 ; Number of tiles used in a frame
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@@ -30,23 +29,18 @@
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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_AntiKirby_Prep, Sprite_AntiKirby_Long);
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%Set_Sprite_Properties(Sprite_AntiKirby_Prep, Sprite_AntiKirby_Long)
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Sprite_AntiKirby_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_AntiKirby_Draw ; Call the draw code
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JSR Sprite_AntiKirby_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_AntiKirby_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_AntiKirby_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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@@ -54,25 +48,20 @@ Sprite_AntiKirby_Long:
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Sprite_AntiKirby_Prep:
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{
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PHB : PHK : PLB
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LDA #$00 : STA.w SprDefl, X
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LDA #$00 : STA.w SprTileDie, X
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STZ.w SprDefl, X
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STZ.w SprTileDie, X
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STZ.w SprMiscB, X
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LDA.l SWORD : DEC : TAY
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LDA .bump_damage, Y : STA.w SprBump, X
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LDA .health, Y : STA.w SprHealth, X
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LDA .prize_pack, Y : STA.w SprPrize, X
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PLB
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RTL
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.bump_damage
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db $81, $88, $88, $88
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.health
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db 10, 20, 20, 20
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.prize_pack
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db 6, 3, 3, 3
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}
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@@ -142,7 +131,6 @@ Sprite_AntiKirby_Main:
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LDA.w SprTimerA, X : BNE .NotDone
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%GotoAction(0)
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.NotDone
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RTS
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}
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@@ -159,26 +147,15 @@ Sprite_AntiKirby_Main:
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LDA.b $0E : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link
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LDA.b $0F : CLC : ADC.b #$30 : CMP.b #$60 : BCS .dont_tongue_link
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INC.w SprAction, X
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LDA.b #$1F
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JSL Sprite_ProjectSpeedTowardsPlayer
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JSL Sprite_ConvertVelocityToAngle
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LSR A
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STA.w SprMiscD,X
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LDA.b #$5F
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STA.w SprTimerA, X
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LDA.b #$5F : STA.w SprTimerA, X
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LDA.b #$1F : JSL Sprite_ProjectSpeedTowardsPlayer
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JSL Sprite_ConvertVelocityToAngle : LSR A : STA.w SprMiscD,X
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RTS
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; -----------------------------------------------------
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.dont_tongue_link
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LDA.w SprTimerA, X : BNE +
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STZ.w SprAction, X
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+
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RTS
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}
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@@ -213,7 +190,6 @@ Sprite_AntiKirby_Main:
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AntiKirby_Full:
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{
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%PlayAnimation(10, 10, 10)
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LDA.w SprTimerA, X : BNE +
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INC.w SprAction, X
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%SetTimerA($60)
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@@ -226,17 +202,14 @@ Sprite_AntiKirby_Main:
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AntiKirby_Hatted:
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{
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%PlayAnimation(6, 8, 10) ; Hatted
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%DoDamageToPlayerSameLayerOnContact()
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%MoveTowardPlayer(8)
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA #!RecoilTime : STA.w SprTimerA, X
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%GotoAction(6) ; Hurt
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.NoDamage
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RTS
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}
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@@ -253,9 +226,7 @@ Sprite_AntiKirby_Main:
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{
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%PlayAnimation(3, 3, 10) ; Death
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LDA.b #$06 : STA.w SprState, X
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LDA.b #$09 ; SFX2.1E
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JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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LDA.b #$09 : JSL SpriteSFX_QueueSFX3WithPan
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RTS
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}
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}
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@@ -265,13 +236,11 @@ AntiKirby_StealItem:
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REP #$20
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LDA.w SprCachedX
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CLC : ADC.b $04
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SEC : SBC.b $22
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CLC : ADC.b $04 : SEC : SBC.b $22
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CLC : ADC.w #$000C : CMP.w #$0018 : BCS .exit
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LDA.w SprCachedY
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CLC : ADC.b $06
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SEC : SBC.b $20
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CLC : ADC.b $06 : SEC : SBC.b $20
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CLC : ADC.w #$000C : CMP.w #$0020 : BCS .exit
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SEP #$20
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@@ -311,16 +280,11 @@ AntiKirby_StealItem:
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; -----------------------------------------------------
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.dont_steal_rupee
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LDA.l $7EF35A
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STA.w SprSubtype, X
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BEQ .dont_steal_anything
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CMP.b #$03
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BEQ .dont_steal_anything
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LDA.b #$00
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STA.l $7EF35A
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RTS
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LDA.l $7EF35A : STA.w SprSubtype, X : BEQ .dont_steal_anything
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CMP.b #$03 : BEQ .dont_steal_anything
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LDA.b #$00
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STA.l $7EF35A
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RTS
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}
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; 7-9: Walking with hat
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@@ -432,19 +396,19 @@ Sprite_AntiKirby_Draw:
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db $22, $23
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.properties
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; Normal Kirby
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db $2B
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db $2B
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db $2B
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db $2B
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db $2B
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db $2B
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db $0B
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db $0B
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db $0B
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db $0B
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db $0B
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db $0B
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; Link hat kirby
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db $2B, $2B
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db $2B, $2B
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db $2B, $2B
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db $2B, $2B
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db $2B, $2B
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db $6B, $6B
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db $0B, $0B
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db $0B, $0B
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db $0B, $0B
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db $0B, $0B
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db $0B, $0B
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db $4B, $4B
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.sizes
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db $02
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db $02
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