add phase 2 kydreeok gfx when health is low
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@@ -40,8 +40,9 @@ Sprite_Kydreeok_Long:
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JSR Sprite_Kydreeok_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Kydreeok_Main
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JSR Sprite_Kydreeok_CheckIfDead
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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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RTL ; Go back to original code
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}
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@@ -62,7 +63,7 @@ Sprite_Kydreeok_Prep:
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LDA SprY, X : STA.w SprMiscB, X
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JSR SpawnLeftHead
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JSR SpawnCenterHead
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; JSR SpawnCenterHead
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JSR SpawnRightHead
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STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
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@@ -78,6 +79,23 @@ Sprite_Kydreeok_Prep:
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RTL
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}
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Sprite_Kydreeok_CheckIfDead:
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{
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LDA Offspring1_Id : TAY
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LDA.w SprState, Y : BEQ .offspring1_dead
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JMP .not_dead
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.offspring1_dead
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LDA Offspring2_Id : TAY
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LDA.w SprState, Y : BEQ .offspring2_dead
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JMP .not_dead
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.offspring2_dead
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LDY #$01 : JSR ApplyKydreeokGraphics
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JSR SpawnLeftHead
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JSR SpawnRightHead
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.not_dead
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RTS
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}
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; =========================================================
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Sprite_Kydreeok_Main:
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@@ -98,6 +116,12 @@ Sprite_Kydreeok_Main:
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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LDA SprMiscD, X : BNE .go
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LDY #$00
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JSR ApplyKydreeokGraphics
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LDA.b #$01 : STA SprMiscD, X
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.go
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JSR ApplyPalette
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JSL Sprite_PlayerCantPassThrough
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@@ -117,8 +141,6 @@ Sprite_Kydreeok_Main:
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX
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STZ.w SprYSpeed : STZ.w SprXSpeed ;set velocitys to 0
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JSR MoveBody
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JSR StopIfOutOfBounds
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@@ -127,8 +149,6 @@ Sprite_Kydreeok_Main:
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%GotoAction(2)
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.continue
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PLX
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RTS
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}
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@@ -139,7 +159,6 @@ Sprite_Kydreeok_Main:
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX ;saves X so we can use it later
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LDA $36
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JSL Sprite_ApplySpeedTowardsPlayer
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@@ -149,8 +168,6 @@ Sprite_Kydreeok_Main:
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX ;restores X
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%GotoAction(4)
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RTS
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@@ -163,7 +180,6 @@ Sprite_Kydreeok_Main:
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX
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LDA $36 : STA $00
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JSR Sprite_ApplySpeedTowardsPlayerXOrY
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JSR StopIfOutOfBounds
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@@ -171,7 +187,6 @@ Sprite_Kydreeok_Main:
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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%GotoAction(4)
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RTS
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@@ -612,8 +627,8 @@ ApplyPalette:
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;will fade the colors into 7EC500 based on the colors found in 7EC300
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LDA #$7FFF : STA $7EC5E2 ;BG2
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LDA #$318C : STA $7EC5E4
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LDA #$4E73 : STA $7EC5E6
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LDA #$319B : STA $7EC5E4
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LDA #$15B6 : STA $7EC5E6
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LDA #$0C79 : STA $7EC5E8
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LDA #$14A5 : STA $7EC5EA
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LDA #$7E56 : STA $7EC5EC
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@@ -724,8 +739,14 @@ ApplyKydreeokGraphics:
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LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
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LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
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; "001 => 2 registers write once (2 bytes: p, p+1)"
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LDA.w #KydreeokGraphics : STA $4302 ; Source address where you want gfx from ROM
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LDX.b #KydreeokGraphics>>16 : STX $4304
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CPY #$01 : BEQ .phase2
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LDA.w #KydreeokGraphics : STA $4302
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LDX.b #KydreeokGraphics>>16 : STX $4304
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JMP .continue
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.phase2
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LDA.w #KydreeokPhase2Graphics : STA $4302
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LDX.b #KydreeokPhase2Graphics>>16 : STX $4304
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.continue
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LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
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LDX #$01 : STX $420B ; Do the DMA
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LDX #$0F : STX $2100 ; Turn the screen back on
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@@ -735,4 +756,7 @@ ApplyKydreeokGraphics:
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KydreeokGraphics:
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incbin kydreeok.bin
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KydreeokPhase2Graphics:
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incbin kydreeok_phase2.bin
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}
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