cleanup twinrova, optimize action size
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@@ -83,19 +83,19 @@ Sprite_Twinrova_Prep:
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; Kill the sprite if the Maiden is present
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LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
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STZ.w $0DD0, X
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.prep_twinrova
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LDA.b #$5A : STA.w SprHealth, X ; Health
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
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LDA.w $0E60, X : AND.b #$BF : STA.w $0E60, X ; Not invincible
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%SetSpriteSpeedX(15)
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%SetSpriteSpeedX(15)
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; Blind Boss startup configuration
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LDA #$10 : STA $08
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LDA #$10 : STA $09
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LDA.b #$10 : STA $08
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LDA.b #$10 : STA $09
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LDA.b #$60 : STA.w SprTimerC, X
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LDA.b #$01 : STA.w SprMiscB, X
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@@ -156,6 +156,9 @@ endmacro
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Sprite_Twinrova_Main:
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{
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_DamageFlash_Long
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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@@ -252,12 +255,9 @@ Sprite_Twinrova_Main:
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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LDA #$10 ; Set speed
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JSL Sprite_FloatTowardPlayer
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JSL Sprite_CheckTileCollision
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JSL Sprite_PlayerCantPassThrough
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%GotoAction(1)
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RTS
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@@ -274,12 +274,9 @@ Sprite_Twinrova_Main:
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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LDA #$20
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JSL Sprite_FloatTowardPlayer
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JSL Sprite_CheckTileCollision
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JSL Sprite_PlayerCantPassThrough
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%GotoAction(1)
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RTS
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@@ -294,8 +291,6 @@ Sprite_Twinrova_Main:
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LDA #$01 : STA $0360
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JSL Sprite_PlayerCantPassThrough
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LDA $0CAA : AND.b #$03 : STA $0CAA
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LDA SprTimerD, X : BNE +
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LDA $0CAA : ORA.b #$03 : STA $0CAA
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@@ -317,7 +312,6 @@ Sprite_Twinrova_Main:
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%Twinrova_Ready()
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JSR Sprite_Twinrova_FireAttack
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JSL Sprite_PlayerCantPassThrough
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; Random chance to release fireball
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JSL GetRandomInt : AND.b #$3F : BNE ++
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@@ -338,7 +332,6 @@ Sprite_Twinrova_Main:
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%Twinrova_Ready()
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JSR Sprite_Twinrova_IceAttack
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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@@ -353,9 +346,6 @@ Sprite_Twinrova_Main:
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%StartOnFrame(10)
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%Twinrova_Hurt()
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JSL Sprite_DamageFlash_Long
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JSL Sprite_PlayerCantPassThrough
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; Check if hurt timer is zero, if not keep flashing hurt animation
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LDA.w SprTimerD, X : BNE .HurtAnimation
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@@ -427,7 +417,7 @@ Sprite_Twinrova_Main:
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JSL Sprite_SpawnFireball
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+++
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JSL Sprite_DamageFlash_Long
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JSR RageModeMove
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LDA SprTimerD, X : BNE +
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@@ -458,7 +448,6 @@ Sprite_Twinrova_Main:
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++
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.not_below
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JSL Sprite_DamageFlash_Long
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JSR RageModeMove
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JSL GetRandomInt : AND.b #$0F : BNE +++
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@@ -500,7 +489,7 @@ RageModeMove:
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JMP .UpdatePosition
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.DetermineMovementMode
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.DetermineMovementMode
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; Determine random movement mode with weighted probabilities
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JSL GetRandomInt
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AND.b #$0F
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@@ -516,33 +505,33 @@ RageModeMove:
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RTS
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BRA .StayInPlace
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.SetMoveTowardsPlayer
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.SetMoveTowardsPlayer
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LDA.b #$01 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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BRA .MoveTowardsPlayer
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.SetRandomStrafe
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.SetRandomStrafe
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LDA.b #$02 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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BRA .RandomStrafe
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.SetRandomDodge
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.SetRandomDodge
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LDA.b #$03 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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BRA .RandomDodge
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.MoveTowardsPlayer
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.MoveTowardsPlayer
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; Predictive movement towards player with altitude increase
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JSL Sprite_DirectionToFacePlayer
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JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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.RandomStrafe
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.RandomStrafe
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JSR DoRandomStrafe
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BRA .UpdatePosition
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.RandomDodge
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.RandomDodge
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; Random dodge with controlled movement
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JSL GetRandomInt
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AND.b #$03
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@@ -553,14 +542,14 @@ RageModeMove:
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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.StayInPlace
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.StayInPlace
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; Stay in place to prepare for attack or other action
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STZ.w SprXSpeed, X
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STZ.w SprYSpeed, X
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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.Evasive
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.Evasive
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; Evasive action if too close to player
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JSL GetRandomInt
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AND.b #$03
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@@ -571,13 +560,13 @@ RageModeMove:
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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.UpdatePosition
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.UpdatePosition
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; Handle floaty movement with controlled altitude
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LDA.w SprHeight, X : CMP #$10 : BNE .CheckGrounded
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DEC.w SprHeight, X
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DEC.w $0F90, X
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.CheckGrounded
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.CheckGrounded
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; Move sprite
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JSL Sprite_Move
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@@ -623,8 +612,7 @@ TrinexxBreath_AltEntry:
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TAY
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LDA SpeedAdjustments, Y : CLC : ADC $0D50, X : STA $0D50, X
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LDA SpeedAdjustments+4, Y : CLC : ADC $0D40, X : STA $0D40, X
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.no_adjustment
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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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@@ -652,9 +640,10 @@ TrinexxBreath_AltEntry:
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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 ; Adjustments for X speeds (small positive, small negative)
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db $01, $FF, $02, $FE ; Adjustments for Y speeds (small positive, small negative)
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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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