Move Sprite_Twinrova FireAttack and IceAttack to common functions
This commit is contained in:
@@ -834,6 +834,167 @@ Sprite_CheckIfRecoiling:
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db $03, $01, $00, $00, $0C, $03
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db $03, $01, $00, $00, $0C, $03
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}
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}
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; =========================================================
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; Reused function from TrinexxBreath.
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TrinexxBreath_AltEntry:
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{
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PHB : PHK : PLB
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LDA $1A : AND.b #$07 : BNE .no_adjustment
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JSL GetRandomInt
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AND.b #$03
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TAY
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LDA SpeedAdjustments, Y : CLC : ADC.w SprXSpeed, X : STA.w SprXSpeed, X
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LDA SpeedAdjustments+4, Y : CLC : ADC.w SprYSpeed, X : STA.w SprYSpeed, X
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.no_adjustment
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JSL Sprite_BounceFromTileCollision
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LDA $1A : AND.b #$03 : BNE .no_shake
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JSL Sprite_IsToRightOfPlayer
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LDA.w SprXSpeed, X : CMP .x_speed_targets, Y : BEQ .no_shake
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CLC : ADC.w .shake_x, Y : STA.w SprXSpeed, X
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.no_shake
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JSL Sprite_IsBelowPlayer
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LDA.w SprYSpeed, X : CMP .x_speed_targets, Y : BEQ .exit
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CLC : ADC.w .shake_y, Y : STA.w SprYSpeed, X
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JSL Sprite_CheckTileCollision : BEQ .exit
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LDY #$10
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JSL Sprite_FloatTowardPlayer
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.exit
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PLB
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RTL
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.x_speed_targets
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db 16, -16
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.shake_x
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db 1, -1
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.shake_y
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db 0, -1
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; Adjustments for xy speeds (small positive, small negative)
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SpeedAdjustments:
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db $02, $FE, $04, $FC ; X
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db $01, $FF, $02, $FE ; Y
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}
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Sprite_Twinrova_FireAttack:
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{
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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.no_collision
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JSR AddFireGarnish
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JML TrinexxBreath_AltEntry
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}
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; $1DBDD6 - TrinexxFire_AddFireGarnish
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AddFireGarnish:
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{
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INC.w SprDelay, X : LDA.w SprDelay, X : AND.b #$07 : BNE .return
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LDA.b #$2A : JSL Sound_SetSfx2PanLong
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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.next_slot
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LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
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DEX : BPL .next_slot
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DEC $0FF8 : BPL .use_search_index
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LDA $00 : STA $0FF8
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.use_search_index
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LDX $0FF8
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.free_slot
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; Set garnish ID, set garnish handled flag, set garnish parent sprite
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LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
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LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
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LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
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LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
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PLX
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.return
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RTS
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}
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; =========================================================
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Sprite_Twinrova_IceAttack:
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{
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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.no_collision
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JSR AddIceGarnishV2
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JML TrinexxBreath_AltEntry
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}
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; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
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AddIceGarnishV2:
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{
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INC.w SprDelay, X : LDA.w SprDelay, X : AND.b #$07 : BNE .return
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LDA.b #$14 : JSL Sound_SetSfx3PanLong
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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.next_slot
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LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
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DEX : BPL .next_slot
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DEC $0FF8 : BPL .use_search_index
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LDA.b #$00 : STA $0FF8
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.use_search_index
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LDX $0FF8
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.free_slot
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; Set garnish ID, set garnish handled flag, set garnish parent sprite
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LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
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LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
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LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
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LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
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PLX
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.return
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RTS
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}
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; =========================================================
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; Overwrite vanilla Trinexx ice garnish
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; Plays like a simple ice cloud animation now.
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pushpc
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org $09B5DE
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Garnish_PrepOamCoord:
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org $09B70C
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Garnish_SetOamPropsAndLargeSize:
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org $09B459
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Garnish_CheckPlayerCollision:
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org $09B5D6
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Garnish_SetOamPropsAndSmallSize:
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; SpriteData_Bump - Ice Garnish
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org $0DB266+$CD
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db $04
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org $09B33F
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TrinexxIce_Pool:
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{
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.chr
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db $2E, $2E, $2E, $2E
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db $2C, $2C, $2C, $2C
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db $2C, $2C, $2C, $2C
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.properties
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db $35, $35, $35, $35
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}
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pullpc
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; =========================================================
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Intro_Dungeon_Main:
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Intro_Dungeon_Main:
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{
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{
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LDA $0E20 : CMP.b #$92 : BNE .not_sprite_body_boss
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LDA $0E20 : CMP.b #$92 : BNE .not_sprite_body_boss
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@@ -198,7 +198,7 @@ Sprite_KydreeokHead_Main:
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%MoveTowardPlayer(10)
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%MoveTowardPlayer(10)
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_CheckDamageToPlayer
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JSR Sprite_Twinrova_FireAttack
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JSL Sprite_Twinrova_FireAttack
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LDA.w SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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LDA #$00 : STA.w SprState, X
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LDA #$00 : STA.w SprState, X
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.not_done
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.not_done
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@@ -297,7 +297,7 @@ Sprite_Twinrova_Main:
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%StartOnFrame(4)
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%StartOnFrame(4)
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%Twinrova_Ready()
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%Twinrova_Ready()
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JSR Sprite_Twinrova_FireAttack
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JSL Sprite_Twinrova_FireAttack
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; Random chance to release fireball
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; Random chance to release fireball
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JSL GetRandomInt : AND.b #$3F : BNE ++
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JSL GetRandomInt : AND.b #$3F : BNE ++
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@@ -317,7 +317,7 @@ Sprite_Twinrova_Main:
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%StartOnFrame(4)
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%StartOnFrame(4)
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%Twinrova_Ready()
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%Twinrova_Ready()
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JSR Sprite_Twinrova_IceAttack
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JSL Sprite_Twinrova_IceAttack
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LDA.w SprTimerD, X : BNE +
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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%GotoAction(1)
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@@ -578,161 +578,6 @@ TargetPositions:
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; =========================================================
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; =========================================================
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; Reused function from TrinexxBreath.
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TrinexxBreath_AltEntry:
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{
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LDA $1A : AND.b #$07 : BNE .no_adjustment
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JSL GetRandomInt
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AND.b #$03
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TAY
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LDA SpeedAdjustments, Y : CLC : ADC.w SprXSpeed, X : STA.w SprXSpeed, X
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LDA SpeedAdjustments+4, Y : CLC : ADC.w SprYSpeed, X : STA.w SprYSpeed, X
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.no_adjustment
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JSL Sprite_BounceFromTileCollision
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LDA $1A : AND.b #$03 : BNE .no_shake
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JSL Sprite_IsToRightOfPlayer
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LDA.w SprXSpeed, X : CMP .x_speed_targets, Y : BEQ .no_shake
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CLC : ADC.w .shake_x, Y : STA.w SprXSpeed, X
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.no_shake
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JSL Sprite_IsBelowPlayer
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LDA.w SprYSpeed, X : CMP .x_speed_targets, Y : BEQ .exit
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CLC : ADC.w .shake_y, Y : STA.w SprYSpeed, X
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JSL Sprite_CheckTileCollision : BEQ .exit
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LDY #$10
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JSL Sprite_FloatTowardPlayer
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.exit
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RTS
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.x_speed_targets
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db 16, -16
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.shake_x
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db 1, -1
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.shake_y
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db 0, -1
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; Adjustments for xy speeds (small positive, small negative)
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SpeedAdjustments:
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db $02, $FE, $04, $FC ; X
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db $01, $FF, $02, $FE ; Y
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}
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Sprite_Twinrova_FireAttack:
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{
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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.no_collision
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JSR AddFireGarnish
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JMP TrinexxBreath_AltEntry
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}
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; $1DBDD6 - TrinexxFire_AddFireGarnish
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AddFireGarnish:
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{
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INC.w SprDelay, X : LDA.w SprDelay, X : AND.b #$07 : BNE .return
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LDA.b #$2A : JSL Sound_SetSfx2PanLong
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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.next_slot
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LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
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DEX : BPL .next_slot
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DEC $0FF8 : BPL .use_search_index
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LDA $00 : STA $0FF8
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.use_search_index
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LDX $0FF8
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.free_slot
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; Set garnish ID, set garnish handled flag, set garnish parent sprite
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LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
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LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
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LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
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LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
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PLX
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.return
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RTS
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}
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; =========================================================
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Sprite_Twinrova_IceAttack:
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{
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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.no_collision
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JSR AddIceGarnishV2
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JMP TrinexxBreath_AltEntry
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}
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; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
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AddIceGarnishV2:
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{
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INC.w SprDelay, X : LDA.w SprDelay, X : AND.b #$07 : BNE .return
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LDA.b #$14 : JSL Sound_SetSfx3PanLong
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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.next_slot
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LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
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DEX : BPL .next_slot
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DEC $0FF8 : BPL .use_search_index
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LDA.b #$00 : STA $0FF8
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.use_search_index
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LDX $0FF8
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.free_slot
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; Set garnish ID, set garnish handled flag, set garnish parent sprite
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LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
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LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
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LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
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LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
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PLX
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.return
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RTS
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}
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; =========================================================
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; Overwrite vanilla Trinexx ice garnish
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; Plays like a simple ice cloud animation now.
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pushpc
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org $09B5DE
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Garnish_PrepOamCoord:
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org $09B70C
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Garnish_SetOamPropsAndLargeSize:
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org $09B459
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Garnish_CheckPlayerCollision:
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org $09B5D6
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Garnish_SetOamPropsAndSmallSize:
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; SpriteData_Bump - Ice Garnish
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org $0DB266+$CD
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db $04
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org $09B33F
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TrinexxIce_Pool:
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{
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.chr
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db $2E, $2E, $2E, $2E
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db $2C, $2C, $2C, $2C
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db $2C, $2C, $2C, $2C
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.properties
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db $35, $35, $35, $35
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}
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pullpc
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RestoreFloorTile:
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RestoreFloorTile:
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{
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{
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PHA
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PHA
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Reference in New Issue
Block a user