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1 Commits
twinrova-b
...
goldstar-i
| Author | SHA1 | Date | |
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dff09b5f6b |
File diff suppressed because it is too large
Load Diff
@@ -4,6 +4,7 @@
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; Overrides Blind and the Blind Maiden to create a new
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; boss sequence.
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;
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;
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; =========================================================
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!SPRID = $CE ; The sprite ID you are overwriting (HEX)
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@@ -58,17 +59,21 @@ Sprite_Twinrova_Long:
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Sprite_Twinrova_CheckIfDead:
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{
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LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
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; If health is negative, set back to zero
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LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
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LDA.b #$00 : STA SprHealth, X
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LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
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.health_not_negative
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LDA SprHealth, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
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LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
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PLX
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; If health is negative, set back to zero
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LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
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LDA.b #$00 : STA $0E50, X
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.health_not_negative
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LDA $0E50, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
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LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
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PLX
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.not_dead
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RTS
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}
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@@ -79,8 +84,9 @@ Sprite_Twinrova_Prep:
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{
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PHB : PHK : PLB
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; PrepareBattle
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LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
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LDA.b #$40 : STA SprHealth, X ; Health
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LDA.b #$40 : STA $0E50, X ; Health
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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%SetSpriteSpeedX(15)
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@@ -168,62 +174,59 @@ Sprite_Twinrova_Main:
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dw Twinrova_KotakeMode ; 0x09
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dw Twinrova_Dead ; 0x0A
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; -------------------------------------------------------
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; 0x00
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; TODO: Separate MoveState phases into action 0 and 1
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; 0x00
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Twinrova_Init:
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{
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%GotoAction(01)
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RTS
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}
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; -------------------------------------------------------
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; 0x01
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Twinrova_MoveState:
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{
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LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
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; -------------------------------------------
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; Phase 2
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LDA SprTimerE, X : BNE .kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(8) ; Koume Mode
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RTS
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.kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(9) ; Kotake Mode
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RTS
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LDA $0E50, X : CMP.b #$20 : BCS .phase_1
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; -------------------------------------------
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; Phase 2
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LDA SprTimerE, X : BNE .kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(8) ; Koume Mode
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RTS
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.kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(9) ; Kotake Mode
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RTS
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; ---------------------------------------------
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.phase_1
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LDA $0DA0 : BEQ .not_flashing
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LDA.b #$20 : STA.w SprTimerD, X
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%GotoAction(7) ; Goto Twinrova_Hurt
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RTS
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RTS
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.not_flashing
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JSL GetRandomInt : AND.b #$3F : BNE +
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LDA.b #$20 : STA.w SprTimerD, X
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STZ $AC ; Set the fire attack
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STZ $AC
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%GotoAction(4) ; Prepare Attack
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RTS
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+
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JSL GetRandomInt : AND.b #$3F : BNE ++
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LDA.b #$20 : STA.w SprTimerD, X
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LDA #$01 : STA $AC ; Set the ice attack
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LDA #$01 : STA $AC
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%GotoAction(4) ; Prepare Attack
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RTS
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++
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JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
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%GotoAction(2) ; MoveForwards
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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TYA : BNE .MoveBackwards ; If 1,
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%GotoAction(2)
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RTS
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.MoveBackwards
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%GotoAction(3) ; MoveBackwards
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%GotoAction(3)
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RTS
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}
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; -------------------------------------------------------
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; 0x02 - TODO: Implement Twinrova_MoveForwards
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Twinrova_MoveForwards:
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{
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@@ -241,7 +244,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x03 - TODO: Implement Twinrova_MoveBackwards
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Twinrova_MoveBackwards:
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{
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@@ -259,7 +261,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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Twinrova_PrepareAttack:
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{
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@@ -284,7 +285,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x05
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Twinrova_FireAttack:
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{
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@@ -299,7 +299,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x06
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Twinrova_IceAttack:
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{
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@@ -314,7 +313,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x07
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Twinrova_Hurt:
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{
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@@ -334,7 +332,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x08
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Twinrova_KoumeMode:
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{
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@@ -355,7 +352,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x09
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Twinrova_KotakeMode:
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{
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@@ -376,7 +372,6 @@ Sprite_Twinrova_Main:
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RTS
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}
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; -------------------------------------------------------
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; 0x0A
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Twinrova_Dead:
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{
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@@ -387,9 +382,6 @@ Sprite_Twinrova_Main:
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}
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; =========================================================
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; TODO: Create a new parent sprite for the Twinrova attacks
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; so that the velocity and movement aren't applied to the
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; parent sprite itself.
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; Reused function from TrinexxBreath.
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TrinexxBreath_AltEntry:
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@@ -401,7 +393,7 @@ TrinexxBreath_AltEntry:
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.no_shake
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JSL Sprite_CheckTileCollision : BEQ .exit
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JSL Sprite_BounceTowardPlayer
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JSL Sprite_BounceTowardPlayer
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.exit
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RTS
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@@ -413,7 +405,7 @@ TrinexxBreath_AltEntry:
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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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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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@@ -422,32 +414,68 @@ Sprite_Twinrova_FireAttack:
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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 SprDelay, X : AND.b #$07 : BNE .return
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INC $0E80, X : LDA $0E80, 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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LDA $7FF800, X : BEQ .free_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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.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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LDA.b #$10 : STA $7FF800, X : STA $0FB4
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TYA : STA $7FF92C, X
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LDA.w SprX, Y : STA $7FF83C, X
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LDA.w SprXH, Y : STA $7FF878, X
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
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LDA.b #$7F : STA $7FF90E, X
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STX $00
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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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; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
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AddIceGarnishV2:
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{
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INC $0E80, X : LDA $0E80, 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
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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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LDA.b #$0C : STA $7FF800, X : STA $0FB4
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TYA : STA $7FF92C, X
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LDA.w SprX, Y : STA $7FF83C, X
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LDA.w SprXH, Y : STA $7FF878, X
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
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LDA.b #$7F : STA $7FF90E, X : STX $00
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PLX
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.return
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RTS
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}
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Sprite_Twinrova_IceAttack:
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{
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@@ -458,35 +486,8 @@ Sprite_Twinrova_IceAttack:
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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 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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@@ -504,17 +505,19 @@ org $09B459
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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, $2C, $2C
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db $2E
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db $2E
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db $2C
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db $2C
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.properties
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db $35, $35, $35, $35
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db $35
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db $35
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db $35
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db $35
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}
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org $09B34F
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@@ -536,6 +539,10 @@ Garnish_TrinexxIce:
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}
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warnpc $09B3B8
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; Ice Garnish
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org $0DB266+$CD
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db $04
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pullpc
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; =========================================================
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@@ -603,6 +610,8 @@ Sprite_Twinrova_Draw:
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RTS
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; =========================================================
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.start_index
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db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
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.nbr_of_tiles
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@@ -679,19 +688,25 @@ Sprite_Twinrova_Draw:
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ApplyTwinrovaGraphics:
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{
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PHX
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REP #$20 ; A = 16, XY = 8
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LDX #$80 : STX $2100 ; turn the screen off (required)
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REP #$20 ; A = 16, XY = 8
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LDX #$80 : STX $2100 ; turn the screen off (required)
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LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
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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 #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
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LDX.b #TwinrovaGraphics>>16 : STX $4304
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LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
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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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LDX #$0F : STX $2100 ;turn the screen back on
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SEP #$30
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PLX
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RTL
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TwinrovaGraphics:
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@@ -796,16 +811,13 @@ Follower_CheckBlindTrigger:
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}
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; =========================================================
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; Called during Blind Maiden section of Follower_BasicMover
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; to spawn Twinrova from the Blind Maiden.
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; Called during the BlindMaiden section of Follower_BasicMover
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; to spawn Twinrova in the room.
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; TODO: Figure out why the sprite disappears after graphics
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; are transferred in. It seems to be unrelated to the
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; graphics code, but rather related to the BlindMaiden
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; spawn code.
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org $1DA03C
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Blind_SpawnFromMaiden:
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{
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; Load the Twinrova graphics
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JSL ApplyTwinrovaGraphics
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LDX.b #$00 ; Load the boss into sprite index 0
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||||
@@ -885,13 +897,11 @@ SpritePrep_Blind_PrepareBattle:
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warnpc $1DA0B1
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; =========================================================
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; TODO: Decide if we want to use this garnish in the fight.
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; Currently unused.
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org $1DA0B1
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BlindLaser_SpawnTrailGarnish:
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{
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#_1DA0B1: LDA.w SprDelay,X
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#_1DA0B1: LDA.w $0E80,X
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#_1DA0B4: AND.b #$00
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#_1DA0B6: BNE .exit
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||||
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||||
|
||||
Reference in New Issue
Block a user