add Sprite_CheckIfFrozen to KydrogBoss
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@@ -47,7 +47,7 @@ Sprite_KydrogBoss_Long:
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PHB : PHK : PLB
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JSR Sprite_KydrogBoss_Draw ; Call the draw code
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; JSL Sprite_DrawShadow
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JSR Sprite_CheckIfFrozen
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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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@@ -532,14 +532,13 @@ CheckForNextPhase:
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; =========================================================
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; TODO: Use a timer to unfreeze the sprite
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CheckIfFrozen:
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Sprite_CheckIfFrozen:
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{
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LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen
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LDA.w $0E10, X : BNE .not_frozen
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LDA.b #$00 : STA.l $7FFA3C,X
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LDA.b #$09 : STA.w $0DD0, X
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.not_frozen
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LDA.w $0E10, X : BNE .not_frozen
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LDA.b #$00 : STA.l $7FFA3C,X
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LDA.b #$09 : STA.w $0DD0, X
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.not_frozen
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RTS
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}
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@@ -597,22 +596,18 @@ Sprite_DamageFlash_Long:
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Sprite_Damage_Flash:
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{
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LDA $0EF0, X : BEQ .dontFlash
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; Change the palette to the next in the cycle
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LDA $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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.dontReset
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STA $0DA0, X
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BRA .flash
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.dontFlash
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STZ $0DA0, X
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.flash
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RTS
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}
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@@ -621,10 +616,10 @@ Sprite_Damage_Flash:
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Sprite_Offspring_SpawnHead:
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{
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JSL GetRandomInt : AND.b #$3F : BNE .normal_head
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LDA.b #$02 : BRA .alt_entry
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LDA.b #$02 : BRA .alt_entry
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.normal_head
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LDA.b #$7C
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.alt_entry
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.alt_entry
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BRA Sprite_Offspring_Spawn_alt_entry
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RTS
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}
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@@ -633,11 +628,11 @@ Sprite_Offspring_SpawnHead:
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Sprite_Offspring_Spawn:
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{
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JSL GetRandomInt : AND.b #$3F : BNE .normal_stalfos
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LDA.b #$85 : BRA .alt_entry
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.normal_stalfos
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LDA.b #$85 : BRA .alt_entry
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.normal_stalfos
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; Spawn the stalfos offspring
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LDA.b #$A7
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.alt_entry
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.alt_entry
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JSL Sprite_SpawnDynamically : BMI .return ;89
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;store the sub-type
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@@ -665,7 +660,7 @@ Sprite_Offspring_Spawn:
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PLX
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.return
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.return
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RTS
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}
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@@ -710,11 +705,7 @@ Kydrog_ThrowBoneAtPlayer:
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RTS
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}
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; Y is the sprite index after you spawn it.
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; oh right yeah y will be equal to the sprite you spawned for that frame
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; but if you want to do a count what you would do:
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; Y = sprite index after you spawn it.
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; $00 = your stalfos skull count
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GetNumberSpawnStalfos:
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{
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