202 lines
3.3 KiB
NASM
202 lines
3.3 KiB
NASM
; Eon Abyss Leever
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pushpc
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Sprite_71_Leever = $06CBA2
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org $069365 : dw Sprite_71_Leever_Alt
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; UNREACHABLE_06A540
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org $06A540
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Sprite_71_Leever_Alt:
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{
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LDA.w $0FFF : BEQ +
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JSL Sprite_Leever_Long
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JMP ++
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+
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JSR Sprite_71_Leever
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++
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RTS
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}
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assert pc() <= $06A5C0
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pullpc
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Sprite_Leever_Long:
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{
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PHB : PHK : PLB
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LDA.w SprAction, X : BEQ +
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JSR Sprite_Leever_Draw
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+
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Leever_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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Sprite_Leever_Move:
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{
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_Move
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JSL Sprite_BounceFromTileCollision
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RTS
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}
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Sprite_Leever_Main:
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{
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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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dw Leever_Underground
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dw Leever_Emerge
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dw Leever_Attack
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dw Leever_Dig
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Leever_Underground:
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{
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LDA.w SprTimerA, X : BNE +
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LDA.b #$40 : STA.w SprTimerA, X
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INC.w SprAction, X
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+
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LDA.b #$10
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JSR Sprite_Leever_Move
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RTS
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}
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Leever_Emerge:
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{
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%PlayAnimBackwards(3, 2, 10)
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LDA.w SprTimerA, X : BNE +
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JSL GetRandomInt
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AND.b #$3F
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ADC.b #$A0
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STA.w $0DF0,X
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INC.w SprAction, X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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+
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RTS
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}
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Leever_Attack:
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{
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%PlayAnimation(0, 1, 10)
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LDA.w SprTimerA, X : BNE +
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LDA.b #$7F : STA.w SprTimerA, X
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INC.w SprAction, X
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+
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PHX
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JSL Sprite_CheckIfRecoiling
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JSL Sprite_CheckDamageToPlayerSameLayer
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JSL Sprite_CheckDamageFromPlayer
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PLX
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LDA.b #$0C
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JSR Sprite_Leever_Move
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RTS
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}
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Leever_Dig:
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{
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%PlayAnimation(2, 3, 10)
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LDA.w SprTimerA, X : BNE +
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JSL GetRandomInt
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AND.b #$1F
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ADC.b #$40
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STA.w $0DF0,X
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STZ.w SprAction, X
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+
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LDA.b #$08
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JSR Sprite_Leever_Move
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RTS
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}
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}
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Sprite_Leever_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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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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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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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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RTS
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.start_index
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db $00, $01, $02, $03
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.nbr_of_tiles
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db 0, 0, 0, 0
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.x_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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.y_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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.chr
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db $C4
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db $C6
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db $C2
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db $C0
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.properties
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db $33
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db $33
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db $33
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db $33
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.sizes
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db $02
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db $02
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db $02
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db $02
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}
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