Reduce Puffstool enemy health
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@@ -35,17 +35,13 @@
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Sprite_Puffstool_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Puffstool_Draw ; Call the draw code
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JSR Sprite_Puffstool_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_Puffstool_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Puffstool_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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@@ -53,16 +49,14 @@ Sprite_Puffstool_Long:
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Sprite_Puffstool_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF359 : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.b #$80 : STA.w SprDefl, X
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PLB
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RTL
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.health
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db $0A, $10, $1A, $20
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db $08, $0A, $1A, $20
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}
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; =========================================================
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@@ -86,7 +80,6 @@ Sprite_Puffstool_Main:
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LDA.w SprTimerA, X : BNE +
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JSL Sprite_SelectNewDirection
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+
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JSL Sprite_MoveXyz
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_BounceOffWall
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@@ -123,7 +116,6 @@ Sprite_Puffstool_Main:
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JSL Sprite_SetSpawnedCoordinates
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JSL Sprite_TransmuteToBomb
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.no_space
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+
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RTS
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}
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@@ -213,7 +205,6 @@ Sprite_Puffstool_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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@@ -241,13 +232,9 @@ Sprite_Puffstool_Draw:
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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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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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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