1709 lines
34 KiB
NASM
1709 lines
34 KiB
NASM
; =========================================================
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; Dark Link Boss
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!SPRID = $C1 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 4 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 34 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 01 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 01 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_DarkLink_Prep, Sprite_DarkLink_Long);
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; =========================================================
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Sprite_DarkLink_Long:
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{
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PHB : PHK : PLB
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; ADD GANON CODE if subtype == 05
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LDA.w SprSubtype, X : CMP #$05 : BNE .NotGanon
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JSR Sprite_Ganon_Draw
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JSL Sprite_CheckActive ; Check if game is not paused (Prevent timers from running if game is paused)
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BCC .SpriteIsNotActive2 ; Skip Main code is sprite is innactive
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JSR Sprite_Ganon_Main ; do ganon instead
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.SpriteIsNotActive2
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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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.NotGanon
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LDA.w SprAction, X : CMP.b #$01 : BNE .normal_draw
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; JSR Sprite_DarkLink_Draw ; Call the draw code
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.sword_draw
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JSR Sprite_DarkLink_Draw_Sprite_SwordAttack_Draw
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BRA .skipnormal_draw
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.normal_draw
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CMP.b #$09 : BEQ .sword_draw
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LDA.w SprSubtype, X : BNE .skipnormal_draw
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JSR Sprite_DarkLink_Draw
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.skipnormal_draw
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LDA.w SprAction, X : CMP.b #11 : BCS .notdying
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LDA.w SprHealth, X : CMP.b #$10 : BCS .notdying
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LDA.w SprMiscC, X : BNE +
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; check if action is 00 otherwise wait
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LDA.w SprAction, X : BNE .notdying
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%GotoAction(15) ; enraging instead
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BRA .SpriteIsNotActive
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+
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LDA #$30 : STA.w SprTimerA, X
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LDA #$08 : STA.w SprTimerB, X
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STZ.w SprFrame, X
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STZ.w SprMiscF, X
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STZ.w SprMiscD, X
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%GotoAction(11)
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BRA .SpriteIsNotActive
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.notdying
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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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JSR Sprite_DarkLink_Main ; Call the main sprite code
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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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; =========================================================
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Sprite_DarkLink_Prep:
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{
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PHB : PHK : PLB
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REP #$20 ; P is still on stack, so we don't even need to fix this
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LDX #$20
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--
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LDA DarkLink_Palette, X : STA $7EC600, X
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DEX : DEX : BNE --
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INC $15 ; Refresh Palettes
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SEP #$20
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PLB
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JSL GanonInit
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LDA #$CF : STA.w SprTimerA, X ; wait timer before falling
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LDA #$7F : STA.w SprHeight, X
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LDA #$78 : STA.w SprX, X
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LDA #$58 : STA.w SprY, X
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LDA #$00 : STA.w SprMiscE, X
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LDA #$00 : STA.w SprMiscC, X ; Enraging
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LDA #$50 : STA.w SprHealth, X
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%GotoAction(4)
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RTL
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}
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DarkLink_Palette:
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dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$3DEF, #$6FF4
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; =========================================================
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Sprite_DarkLink_Main:
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{
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LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
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dw Handler
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dw SwordSlash
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dw JumpBack
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dw JumpAttackUp
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dw JumpAttackDown
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dw JumpAttackPrep
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dw JumpAttackShake
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dw WalkAction
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dw Damaged
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dw RecoilSword
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dw SwordSubtype
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dw DyingSpin
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dw DeadDespawn
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dw OpenDoor
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dw Dead
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dw Enraging
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Handler:
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{
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LDA.w SprSubtype, X : CMP #$01 : BNE +
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%SetTimerA(16)
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%GotoAction(10)
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RTS
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+
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LDA.w SprMiscF, X : BNE .no_damage
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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LDA.w SprTimerA, X : BNE .already_taking_damage
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LDA.w $02B2 : CMP #$03 : BNE .not_more_damage
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LDA.w SprHealth, X : SEC : SBC #$04 : STA.w SprHealth, X
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.not_more_damage
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.already_taking_damage
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LDA #$20
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JSL Sprite_ApplySpeedTowardsPlayer
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LDA.w SprXSpeed, X : EOR #$FF : STA.w SprXSpeed, X
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LDA.w SprYSpeed, X : EOR #$FF : STA.w SprYSpeed, X
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LDA.b #$10 : STA.w $0F80,X
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LDA.b #$20 : STA.w SprTimerA, X
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LDA #$26 : STA.w $012E
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%GotoAction(8)
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RTS
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.no_damage
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JSL Sprite_CheckDamageToPlayer
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LDA #$10
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JSL Sprite_ApplySpeedTowardsPlayer
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REP #$20
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LDA $0FD8 ; Sprite X
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SEC : SBC $22 ; - Player X
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BPL +
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EOR #$FFFF
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+
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STA $00 ; Distance X (ABS)
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LDA $0FDA ; Sprite Y
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SEC : SBC $20 ; - Player Y
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BPL +
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EOR #$FFFF
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+
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; Add it back to X Distance
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CLC : ADC $00 : STA $02 ; distance total X, Y (ABS)
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CMP #$0020 : BCS .toofarsword
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.dosword
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SEP #$20
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LDA.w SprTimerC, X : BNE ++
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; attempt a slash if we can
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LDA.w SprMiscD, X : BNE +
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STZ.w SprFrame, X
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BRA .skipdirections
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+
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LDA.w SprMiscD, X : CMP #$01 : BNE +
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LDA.b #06 : STA.w SprFrame, X
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BRA .skipdirections
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+
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LDA.w SprMiscD, X : CMP #$02 : BNE +
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LDA.b #12 : STA.w SprFrame, X
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BRA .skipdirections
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+
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LDA.b #18 : STA.w SprFrame, X
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+
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.skipdirections
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JSR SpawnSwordDamage
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%GotoAction(1)
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++
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REP #$20
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.toofarsword
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LDA $02 : CMP #$002B : BCS .toofardodge
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SEP #$20
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LDA.w SprMiscF : BNE .toofardodge
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LDA.w $0354 : CMP #$27 : BEQ .attemptToDodge
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CMP #$02 : BEQ .attemptToDodge
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CMP #$06 : BEQ .attemptToDodge
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CMP #$0F : BNE .toofardodge
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; only once per slash !
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.attemptToDodge
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;check if we are using spin attack
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LDA.b $3C : CMP #$90 : BNE .nospin
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; determine if player is going to dodge it or not
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LDA $1A : AND #$01 : BEQ .dodge
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.nospin
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LDA.w SprMiscB, X : CMP.w $0354 : BEQ .toofardodge
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LDA.w SprMiscC, X : BNE .enrageddodge
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LDA $1A : AND #$03 : BEQ .toofardodge ; 50/50 chances of dodging
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BRA .dodge
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.enrageddodge
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LDA $1A : AND #$07 : BEQ .toofardodge ; 50/50 chances of dodging
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.dodge
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LDA #$16
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JSL Sprite_ApplySpeedTowardsPlayer
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LDA.w SprXSpeed, X : EOR #$FF : STA.w SprXSpeed, X
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LDA.w SprYSpeed, X : EOR #$FF : STA.w SprYSpeed, X
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LDA.b #$1A : STA.w $0F80,X
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%GotoAction(2)
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RTS
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.toofardodge
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SEP #$20
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.linknotattacking
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LDA.w $0354 : STA.w SprMiscB, X
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STZ $02 ; x direction if non zero = negative
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STZ $03 ; y direction
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LDA.w SprXSpeed, X : BPL .positiveX
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STA $02
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EOR #$FF
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.positiveX
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STA $00 ; X speed (abs)
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LDA.w SprYSpeed, X : BPL .positiveY
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STA $03
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EOR #$FF
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.positiveY
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STA $01 ; Y speed (abs)
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LDA.w SprXSpeed, X : CMP.b #$08 : BCC .zeroXSpeed
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BPL .positiveXspeed
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LDA #$F0 : STA.w SprXSpeed, X
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BRA .doYspeed
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.positiveXspeed
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LDA #$10 : STA.w SprXSpeed, X
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BRA .doYspeed
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.zeroXSpeed
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STZ.w SprXSpeed, X
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.doYspeed
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LDA.w SprYSpeed, X : CMP.b #$08 : BCC .zeroYSpeed
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BPL .positiveYspeed
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LDA #$F0 : STA.w SprYSpeed, X
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BRA .ignorezerospeed
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.positiveYspeed
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LDA #$10 : STA.w SprYSpeed, X
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BRA .ignorezerospeed
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.zeroYSpeed
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STZ.w SprYSpeed, X
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.ignorezerospeed
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LDA.w SprXSpeed, X : BEQ .nodiagonal
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LDA.w SprYSpeed, X : BEQ .nodiagonal
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BPL .diagoyspeedpositive
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LDA #$F5 : STA.w SprYSpeed, X
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BRA .dodiagox
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.diagoyspeedpositive
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LDA #$0B : STA.w SprYSpeed, X
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.dodiagox
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LDA.w SprXSpeed, X
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BPL .diagoxspeedpositive
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LDA #$F5 : STA.w SprXSpeed, X
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BRA .nodiagonal
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.diagoxspeedpositive
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LDA #$0B : STA.w SprXSpeed, X
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.nodiagonal
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LDA.w SprTimerD, X : BNE +
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TXY ; save X in Y
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JSL GetRandomInt : CMP #$3F : BCC .donothing
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LDA.w SprMiscF, X : BEQ .notusingcape
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JSR Cape
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BRA .donothing
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.notusingcape
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JSL GetRandomInt : AND #$03 : ASL ; use that as jump table
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TAX ; set X to do the jump table
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JSR (ActionJumpTable, X)
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.donothing
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LDA.w SprMiscC, X : BEQ .notenraged
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JSL GetRandomInt : AND #$3F : CLC : ADC #$20
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BRA .settimer
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.notenraged
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JSL GetRandomInt : AND #$3F : CLC : ADC #$50
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.settimer
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STA.w SprTimerD, X
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;RTS
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+
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.DoWalk
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JSL Sprite_MoveLong
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LDA.b $01 : CMP.b $00 : BCC .xwassmaller
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; if X is smaller than y were moving on y axis
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LDA $03 : BNE .up
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; down
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STZ.w SprMiscD, X
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #12 : BCC .noframereset1
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.resetframe1
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LDA.b #4 : STA.w SprFrame, X
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.noframereset1
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CMP #4 : BCC .resetframe1
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LDA.b #4 : STA.w SprTimerB, X
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LDA.w SprTimerA, X : BNE +
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+
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BRA .end
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.up
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LDA #$01 : STA.w SprMiscD, X
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #20 : BCC .noframereset2
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.resetframe2
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LDA.b #12 : STA.w SprFrame, X
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.noframereset2
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CMP #12 : BCC .resetframe2
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LDA.b #4 : STA.w SprTimerB, X
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+
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BRA .end
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.xwassmaller
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; were moving on x axis
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LDA $02 : BNE .left
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; right
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LDA #$02 : STA.w SprMiscD, X
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #24 : BCC .noframereset3
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.resetframe3
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LDA.b #20 : STA.w SprFrame, X
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.noframereset3
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CMP #20 : BCC .resetframe3
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LDA.b #4 : STA.w SprTimerB, X
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+
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BRA .end
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.left
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LDA #$03 : STA.w SprMiscD, X
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #28 : BCC .noframereset4
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.resetframe4
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LDA.b #24 : STA.w SprFrame, X
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.noframereset4
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CMP #24 : BCC .resetframe4
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LDA.b #4 : STA.w SprTimerB, X
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+
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BRA .end
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.end
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RTS
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ActionJumpTable:
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dw JumpAttack ;00
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dw Cape ;02
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dw Bomb ;04
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dw BombThrow ;04
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;dw Walk ;06
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Bomb:
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{
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TYX ; get back sprite index
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;second guess itself because it can spawn too many bombs
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LDA $1A : AND #$01 : BNE .spawn_failed ; 50/50 chances
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LDA.b #$4A
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LDY.b #$0B
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JSL $1DF65F : BMI .spawn_failed
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JSL $09AE64
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; ... but once spawned, transmute it to an enemy bomb.
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JSL $06AD50
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JSL GetRandomInt : AND #$7F : CLC : ADC #$20
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STA $0E00, Y
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.spawn_failed
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RTS
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}
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BombThrow:
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{
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TYX ; get back sprite index
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;second guess itself because it can spawn too many bombs
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LDA $1A : AND #$01 : BNE .spawn_failed ; 50/50 chances
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LDA.b #$4A
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LDY.b #$0B
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JSL $1DF65F : BMI .spawn_failed
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JSL $09AE64
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; ... but once spawned, transmute it to an enemy bomb.
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JSL $06AD50
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PHX
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TYX
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LDA.b #$28 : JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$01 : STA $0DB0, X
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LDA.b #$16 : STA $0F80, X
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JSL GetRandomInt : AND #$7F : CLC : ADC #$20
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STA $0E00, X
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PLX
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.spawn_failed
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RTS
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}
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Cape:
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{
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TYX ; get back sprite index
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LDA.w SprMiscF, X : BNE +
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LDA $1A : AND #$01 : BNE .nocape ; 50/50 chances
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+
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JSL $05AB9C
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LDA.w SprMiscF, X : EOR #$01 : STA.w SprMiscF, X
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.nocape
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RTS
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Walk:
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TYX ; get back sprite index
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%GotoAction(7)
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JSL GetRandomInt : AND #$1F : CLC : ADC #$18
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STA.w SprTimerA, X
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JSL GetRandomInt
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AND #$03
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TAY
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LDA speedTableX, Y : STA SprXSpeed, X
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LDA speedTableY, Y : STA SprYSpeed, X
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RTS
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}
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JumpAttack:
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{
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TYX ; get back sprite index
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LDA #$20
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JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$28 : STA.w $0F80,X
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LDA.b #$10 : STA.w SprTimerA, X
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%GotoAction(5)
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JSL GetRandomInt : AND #$3F : CLC : ADC #$50
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STA.w SprTimerD, X
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; that one is popping the RTS to end sprite entirely
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;PLA : PLA
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RTS
|
|
}
|
|
|
|
|
|
SpawnSwordDamage:
|
|
{
|
|
LDA #24 : STA.w SprTimerC, X
|
|
LDA.w SprMiscC, X : BEQ +
|
|
LDA #15 : STA.w SprTimerC, X ;faster if enraged
|
|
+
|
|
LDA #$06 : STA.w SprTimerB, X
|
|
LDA #$03 : STA.w $012E
|
|
|
|
|
|
LDA #$C1 ; SPRID
|
|
JSL Sprite_SpawnDynamically
|
|
JSL Sprite_SetSpawnedCoords
|
|
PHX
|
|
LDA #$01 : STA.w SprSubtype, Y
|
|
LDA.w SprMiscD, X
|
|
TYX
|
|
TAY
|
|
LDA.w SprX, X : CLC : ADC.w DirOffsetX, Y : STA.w SprX, X
|
|
LDA.w SprY, X : CLC : ADC.w DirOffsetY, Y : STA.w SprY, X
|
|
|
|
PLX
|
|
RTS
|
|
}
|
|
|
|
DirOffsetX:
|
|
db $00, $00, $0E, $F2
|
|
DirOffsetY:
|
|
db $0E, $F2, $00, $00
|
|
}
|
|
|
|
SwordSlash:
|
|
{
|
|
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
|
|
LDA.w SprTimerA, X : BNE .already_taking_damage
|
|
LDA.w $02B2 : CMP #$03 : BNE .not_more_damage
|
|
LDA.w SprHealth, X : SEC : SBC #$04 : STA.w SprHealth, X
|
|
.not_more_damage
|
|
.already_taking_damage
|
|
|
|
LDA #$05 : STA.w $012E ; clinking sound
|
|
LDA #$20
|
|
JSL Sprite_ApplySpeedTowardsPlayer
|
|
;restore life removed by the checkdamage
|
|
STZ.w $0CE2, X
|
|
|
|
|
|
LDA #$20 : STA $29 : STA $C7
|
|
|
|
STZ $24
|
|
STZ $25
|
|
|
|
LDA.w SprYSpeed, X : STA $27 : EOR #$FF : STA.w SprYSpeed, X
|
|
LDA.w SprXSpeed, X : STA $28 : EOR #$FF : STA.w SprXSpeed, X
|
|
LDA.b #$08 : STA.w $0F80, X
|
|
LDA.b #$10 : STA $47 : STA $46
|
|
%SetTimerC(16)
|
|
%GotoAction(09)
|
|
|
|
RTS
|
|
|
|
.no_damage
|
|
|
|
;LDA.w SprTimerD, X : BEQ +
|
|
|
|
;RTS
|
|
;+
|
|
|
|
LDA.w SprMiscD, X : BNE .notdown
|
|
LDA.w SprTimerB, X : BNE .notdown
|
|
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #6 : BCC .noframereset1
|
|
.resetframe1
|
|
LDA.b #0 : STA.w SprFrame, X
|
|
.noframereset1
|
|
LDA.b #4 : STA.w SprTimerB, X
|
|
BRA .end
|
|
|
|
.notdown
|
|
LDA.w SprMiscD, X : CMP #$01 : BNE .notup
|
|
LDA.w SprTimerB, X : BNE .notup
|
|
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #12 : BCC .noframereset2
|
|
.resetframe2
|
|
LDA.b #6 : STA.w SprFrame, X
|
|
.noframereset2
|
|
CMP #6 : BCC .resetframe2
|
|
LDA.b #4 : STA.w SprTimerB, X
|
|
BRA .end
|
|
.notup
|
|
LDA.w SprMiscD, X : CMP #$02 : BNE .notright
|
|
|
|
LDA.w SprTimerB, X : BNE .notright
|
|
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #18 : BCC .noframereset3
|
|
.resetframe3
|
|
LDA.b #12 : STA.w SprFrame, X
|
|
.noframereset3
|
|
CMP #12 : BCC .resetframe3
|
|
LDA.b #4 : STA.w SprTimerB, X
|
|
BRA .end
|
|
|
|
.notright
|
|
LDA.w SprMiscD, X : CMP #$03 : BNE .notleft
|
|
LDA.w SprTimerB, X : BNE .end
|
|
LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #24 : BCC .noframereset4
|
|
.resetframe4
|
|
LDA.b #18 : STA.w SprFrame, X
|
|
.noframereset4
|
|
CMP #18 : BCC .resetframe4
|
|
LDA.b #4 : STA.w SprTimerB, X
|
|
.notleft
|
|
.end
|
|
|
|
LDA.w SprTimerC, X : BNE +
|
|
%SetTimerC(20)
|
|
%GotoAction(00)
|
|
+
|
|
|
|
RTS
|
|
}
|
|
|
|
JumpBack:
|
|
{
|
|
JSL Sprite_MoveXyz
|
|
|
|
DEC.w $0F80,X : DEC.w $0F80,X
|
|
|
|
LDA.w $0F70,X : BPL .aloft
|
|
|
|
STZ.w $0F70,X
|
|
%GotoAction(0)
|
|
|
|
.aloft
|
|
|
|
JSL Sprite_CheckTileCollision
|
|
|
|
|
|
RTS
|
|
}
|
|
|
|
JumpAttackUp:
|
|
{
|
|
JSL Sprite_MoveXyz
|
|
LDA.w $0F80,X : BEQ +
|
|
DEC.w $0F80,X
|
|
+
|
|
LDA #36 : STA.w SprFrame, X
|
|
|
|
REP #$20
|
|
|
|
LDA $20 : STA $06
|
|
LDA $22 : STA $04
|
|
|
|
SEP #$20
|
|
LDA.w SprMiscC, X : BEQ +
|
|
LDA #$28 : BRA .movespeed
|
|
+
|
|
LDA #$20
|
|
.movespeed
|
|
JSL Sprite_ProjectSpeedTowardsEntityLong
|
|
LDA.b $01 : STA.w SprXSpeed, X
|
|
LDA.b $00 : STA.w SprYSpeed, X
|
|
|
|
|
|
REP #$20
|
|
|
|
LDA $0FD8 ; Sprite X
|
|
SEC : SBC $22 ; - Player X
|
|
BPL +
|
|
EOR #$FFFF
|
|
+
|
|
STA $00 ; Distance X (ABS)
|
|
|
|
LDA $0FDA ; Sprite Y
|
|
SEC : SBC $20 ; - Player Y
|
|
BPL +
|
|
EOR #$FFFF
|
|
+
|
|
; Add it back to X Distance
|
|
CLC : ADC $00 : STA $02 ; distance total X, Y (ABS)
|
|
|
|
CMP #$0008 : BCS .toofar
|
|
SEP #$20
|
|
STZ.w SprXSpeed, X
|
|
STZ.w SprYSpeed, X
|
|
%GotoAction(4)
|
|
.toofar
|
|
SEP #$20
|
|
|
|
RTS
|
|
}
|
|
|
|
JumpAttackDown:
|
|
{
|
|
LDA.w SprTimerA, X : BNE .wait
|
|
|
|
JSL Sprite_MoveXyz
|
|
JSL Sprite_CheckDamageToPlayer
|
|
|
|
LDA #37 : STA.w SprFrame, X
|
|
|
|
DEC.w $0F80,X : DEC.w $0F80,X : DEC.w $0F80,X : DEC.w $0F80,X
|
|
|
|
LDA.w $0F70,X : BPL .aloft
|
|
|
|
|
|
STZ.w $0F70,X
|
|
|
|
LDA.b #$90 : STA.w SprTimerC, X
|
|
LDA.b #$10 : STA.w SprTimerA, X
|
|
|
|
LDA.b #$0C : STA $012E
|
|
%GotoAction(06)
|
|
|
|
.aloft
|
|
|
|
.wait
|
|
|
|
RTS
|
|
}
|
|
|
|
JumpAttackPrep:
|
|
{
|
|
LDA #35 : STA.w SprFrame, X
|
|
|
|
LDA.w SprTimerA, X : BNE +
|
|
%GotoAction(3)
|
|
+
|
|
|
|
RTS
|
|
}
|
|
|
|
JumpAttackShake:
|
|
{
|
|
PHX
|
|
JSL Sprite_CheckDamageToPlayer
|
|
|
|
REP #$20
|
|
|
|
; Load the frame counter.
|
|
LDA $1A : AND.w #$0001 : ASL A : TAX
|
|
|
|
; Shake the earth! This is the earthquake type effect.
|
|
LDA.l $01C961, X : STA $011A
|
|
LDA.l $01C965, X : STA $011C
|
|
|
|
SEP #$20
|
|
PLX
|
|
LDA.w SprTimerA, X : BNE +
|
|
|
|
LDA.w SprMiscA, X : BNE .nomessage
|
|
LDA #$01 : STA.w SprMiscA, X
|
|
%ShowUnconditionalMessage($016F)
|
|
|
|
LDA.b #$1F : STA $012C
|
|
.nomessage
|
|
|
|
; IF health is a certain level spawn crumbling tiles
|
|
;2, 3, 4, 5
|
|
LDA.w SprMiscC, X : BEQ .tilesAreFallingAlready
|
|
LDA.w $0B00 : BNE .tilesAreFallingAlready
|
|
LDY.w SprMiscE, X
|
|
LDA.w CrumbleSpr, Y
|
|
STA.w $0B00 ; overlord index 00
|
|
LDA.b $23 : STA.w $0B10 ; x high byte
|
|
LDA.b $21 : STA.w $0B20 ; y high byte
|
|
LDA.w CrumbleSprX, Y : STA.w $0B08
|
|
LDA.w CrumbleSprY, Y : STA.w $0B18
|
|
STZ.w $0B30
|
|
STZ.w $0B38
|
|
STZ.w $0B28
|
|
INC.w SprMiscE, X
|
|
.tilesAreFallingAlready
|
|
|
|
%GotoAction(0)
|
|
|
|
+
|
|
|
|
RTS
|
|
}
|
|
|
|
CrumbleSpr:
|
|
db $0C, $0D, $0E, $0F
|
|
|
|
CrumbleSprX:
|
|
db $18, $D8, $D8, $18
|
|
|
|
CrumbleSprY:
|
|
db $28, $28, $D8, $D8
|
|
|
|
WalkAction:
|
|
{
|
|
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
|
|
LDA.w SprTimerA, X : BNE .already_taking_damage
|
|
LDA.w $02B2 : CMP #$03 : BNE .not_more_damage
|
|
LDA.w SprHealth, X : SEC : SBC #$04 : STA.w SprHealth, X
|
|
.not_more_damage
|
|
.already_taking_damage
|
|
|
|
LDA #$20
|
|
JSL Sprite_ApplySpeedTowardsPlayer
|
|
LDA.w SprXSpeed, X : EOR #$FF : STA.w SprXSpeed, X
|
|
LDA.w SprYSpeed, X : EOR #$FF : STA.w SprYSpeed, X
|
|
LDA.b #$10 : STA.w $0F80,X
|
|
LDA.b #$20 : STA.w SprTimerA, X
|
|
|
|
%GotoAction(8)
|
|
RTS
|
|
.no_damage
|
|
JSL Sprite_CheckDamageToPlayer
|
|
|
|
LDA.w SprTimerA, X : BNE +
|
|
|
|
JSL GetRandomInt : AND #$3F : CLC : ADC #$50
|
|
STA.w SprTimerA, X
|
|
%GotoAction(00)
|
|
|
|
+
|
|
|
|
STZ $02 ; x direction if non zero = negative
|
|
STZ $03 ; y direction
|
|
|
|
LDA.w SprXSpeed, X : BPL .positiveX
|
|
STA $02
|
|
EOR #$FF
|
|
.positiveX
|
|
STA $00 ; X speed (abs)
|
|
|
|
LDA.w SprYSpeed, X : BPL .positiveY
|
|
STA $03
|
|
EOR #$FF
|
|
.positiveY
|
|
STA $01 ; Y speed (abs)
|
|
|
|
JMP Handler_DoWalk
|
|
|
|
RTS
|
|
}
|
|
|
|
; right
|
|
|
|
speedTableX:
|
|
db 16, -16, 00, 00
|
|
speedTableY:
|
|
db 00, 00, 16, -16
|
|
|
|
Damaged:
|
|
{
|
|
JSL Sprite_MoveXyz
|
|
|
|
LDA.w SprYSpeed, X : BPL +
|
|
INC.w SprYSpeed, X
|
|
BRA .next
|
|
+
|
|
DEC.w SprYSpeed, X
|
|
|
|
.next
|
|
|
|
LDA.w SprXSpeed, X : BPL +
|
|
INC.w SprXSpeed, X
|
|
BRA .done
|
|
+
|
|
DEC.w SprXSpeed, X
|
|
.done
|
|
|
|
DEC.w $0F80,X : DEC.w $0F80,X
|
|
|
|
LDA.w $0F70,X : BPL .aloft
|
|
|
|
STZ.w SprYSpeed, X
|
|
STZ.w SprXSpeed, X
|
|
|
|
STZ.w $0F70,X
|
|
|
|
.aloft
|
|
|
|
LDA.w SprTimerA, X : BNE +
|
|
|
|
%GotoAction(0)
|
|
STZ.w SprTimerD, X
|
|
STZ.w SprMiscF, X
|
|
RTS
|
|
+
|
|
AND #$01 : STA.w SprMiscF, X ; flashing code
|
|
|
|
|
|
RTS
|
|
}
|
|
|
|
RecoilSword:
|
|
{
|
|
JSL Sprite_MoveLong
|
|
LDA.w SprTimerC, X : BNE +
|
|
%SetTimerC(20)
|
|
%GotoAction(00)
|
|
+
|
|
|
|
JSL Sprite_CheckTileCollision
|
|
|
|
RTS
|
|
}
|
|
|
|
SwordSubtype:
|
|
{
|
|
LDA.w SprTimerA, X : BNE +
|
|
STZ.w SprState, X ; kill the sprite
|
|
+
|
|
CMP #$10 : BCS + ; only check for damage if sword has reached halfway
|
|
JSL Sprite_CheckDamageToPlayer
|
|
+
|
|
RTS
|
|
}
|
|
|
|
DyingSpin:
|
|
{
|
|
STZ.w SprHeight, X
|
|
LDA.w SprTimerB, X : BNE ++
|
|
|
|
LDA.b #$08 : STA.w SprTimerB, X
|
|
LDA.w SprMiscD, X : INC : STA.w SprMiscD, X : CMP #$04 : BNE +
|
|
STZ.w SprMiscD, X
|
|
LDA #$00
|
|
+
|
|
TAY
|
|
LDA.w dyingframes, Y : STA.w SprFrame, X
|
|
|
|
++
|
|
|
|
LDA.w SprTimerA, X : BNE +
|
|
LDA.b #$60 : STA.w SprTimerA, X
|
|
LDA.b #$12 : STA.w SprTimerB, X
|
|
LDA.b #44 : STA.w SprFrame, X
|
|
%GotoAction(12)
|
|
+
|
|
RTS
|
|
}
|
|
|
|
dyingframes:
|
|
db $00, $02, $01, $03
|
|
|
|
DeadDespawn:
|
|
{
|
|
LDA.w SprTimerB, X : BNE +
|
|
LDA.b #45 : STA.w SprFrame, X
|
|
|
|
+
|
|
|
|
|
|
LDA.w SprTimerA, X : CMP #$28 : BCS +
|
|
AND #$04
|
|
STA.w SprMiscF, X
|
|
+
|
|
|
|
|
|
LDA.w SprTimerA, X : BNE +
|
|
%GotoAction(13)
|
|
+
|
|
|
|
RTS
|
|
}
|
|
|
|
OpenDoor:
|
|
{
|
|
INC.w SprMiscF, X
|
|
;LDA #$1A : STA.b $11 ; ganon open door routine
|
|
; handled by the room tag?
|
|
STZ.w $0DD0, X
|
|
|
|
%GotoAction(14)
|
|
|
|
RTS
|
|
}
|
|
|
|
Dead:
|
|
{
|
|
RTS
|
|
}
|
|
|
|
Enraging:
|
|
{
|
|
PHX
|
|
REP #$20 ; P is still on stack, so we don't even need to fix this
|
|
LDX #$20
|
|
--
|
|
LDA dlinkPalRed, X : STA $7EC600, X
|
|
DEX : DEX : BNE --
|
|
INC $15 ;Refresh Palettes
|
|
|
|
SEP #$20
|
|
PLX
|
|
|
|
INC.w SprMiscC, X ; Enraging
|
|
|
|
LDA #$50 : STA.w SprHealth, X
|
|
|
|
%ShowUnconditionalMessage($170)
|
|
|
|
%GotoAction(00)
|
|
|
|
RTS
|
|
}
|
|
|
|
dlinkPalRed:
|
|
dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$001D, #$6FF4
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_DarkLink_Draw:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
|
|
|
LDA.w SprMiscF, X : BNE .justshadow
|
|
|
|
|
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
|
LDA .start_index, Y : STA $06
|
|
|
|
|
|
PHX
|
|
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
|
LDY.b #$00
|
|
.nextTile
|
|
|
|
PHX ; Save current Tile Index?
|
|
|
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
|
|
|
PHA ; Keep the value with animation index offset?
|
|
|
|
ASL A : TAX
|
|
|
|
REP #$20
|
|
|
|
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
|
AND.w #$0100 : STA $0E
|
|
INY
|
|
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
|
CLC : ADC #$0010 : CMP.w #$0100
|
|
SEP #$20
|
|
BCC .on_screen_y
|
|
|
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
|
STA $0E
|
|
.on_screen_y
|
|
|
|
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
|
INY
|
|
LDA .chr, X : STA ($90), Y
|
|
INY
|
|
LDA .properties, X : STA ($90), Y
|
|
|
|
PHY
|
|
|
|
TYA : LSR #2 : TAY
|
|
|
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
|
|
PLY : INY
|
|
|
|
PLX : DEX : BPL .nextTile
|
|
|
|
PLX
|
|
|
|
.justshadow
|
|
LDA.w SprHeight, X : CMP #$5F : BCS +
|
|
LDA.w SprAction, X : CMP #11 : BCS +
|
|
JSL Sprite_DrawShadow
|
|
+
|
|
RTS
|
|
|
|
|
|
|
|
|
|
|
|
.Sprite_SwordAttack_Draw
|
|
JSL Sprite_PrepOamCoord
|
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
|
|
|
LDA.w SprMiscF, X : BNE .justshadow
|
|
|
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
|
LDA .start_index2, Y : STA $06
|
|
|
|
|
|
PHX
|
|
LDX .nbr_of_tiles2, Y ;amount of tiles -1
|
|
LDY.b #$00
|
|
.nextTile2
|
|
|
|
PHX ; Save current Tile Index?
|
|
|
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
|
|
|
PHA ; Keep the value with animation index offset?
|
|
|
|
ASL A : TAX
|
|
|
|
REP #$20
|
|
|
|
LDA $00 : CLC : ADC .x_offsets2, X : STA ($90), Y
|
|
AND.w #$0100 : STA $0E
|
|
INY
|
|
LDA $02 : CLC : ADC .y_offsets2, X : STA ($90), Y
|
|
CLC : ADC #$0010 : CMP.w #$0100
|
|
SEP #$20
|
|
BCC .on_screen_y2
|
|
|
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
|
STA $0E
|
|
.on_screen_y2
|
|
|
|
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
|
INY
|
|
LDA .chr2, X : STA ($90), Y
|
|
INY
|
|
LDA .properties2, X : STA ($90), Y
|
|
|
|
PHY
|
|
|
|
TYA : LSR #2 : TAY
|
|
|
|
LDA .sizes2, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
|
|
PLY : INY
|
|
|
|
PLX : DEX : BPL .nextTile2
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
|
|
.start_index2
|
|
db $00, $03, $06, $09, $0C, $0F, $11, $14, $17, $1A, $1D, $20, $22, $25, $28, $2B, $2E, $31, $33, $36, $39, $3C, $3F, $42
|
|
.nbr_of_tiles2
|
|
db 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 1
|
|
.x_offsets2
|
|
dw 0, 0, -12
|
|
dw 0, -6, 0
|
|
dw 0, 2, 0
|
|
dw 0, 0, 5
|
|
dw 0, 15, 0
|
|
dw 0, 0
|
|
dw 0, 0, 15
|
|
dw 10, 0, 0
|
|
dw 4, 0, 0
|
|
dw -5, -1, 0
|
|
dw -8, -1, 0
|
|
dw 0, 0
|
|
dw 0, 0, -2
|
|
dw 11, 0, -1
|
|
dw 0, 0, 14
|
|
dw 0, 0, 14
|
|
dw 0, -1, 2
|
|
dw 0, -2
|
|
dw -4, 0, 2
|
|
dw -11, 0, 0
|
|
dw -12, 0, 0
|
|
dw 0, -1, -14
|
|
dw 0, 1, -2
|
|
dw 0, 1
|
|
.y_offsets2
|
|
dw 0, -16, 0
|
|
dw 0, 8, -7
|
|
dw 0, 11, -6
|
|
dw 1, -4, 13
|
|
dw 0, 2, -6
|
|
dw 0, -7
|
|
dw -1, -17, 0
|
|
dw -10, 0, -8
|
|
dw -14, 0, -8
|
|
dw -17, 0, -9
|
|
dw -13, 0, -8
|
|
dw 0, -8
|
|
dw -12, 0, -8
|
|
dw -10, 0, -8
|
|
dw 0, -8, -4
|
|
dw 0, -8, 0
|
|
dw 0, -8, 10
|
|
dw 0, -8
|
|
dw -12, 0, -7
|
|
dw -8, 0, -7
|
|
dw -3, 0, -7
|
|
dw 0, -7, 0
|
|
dw 0, -8, 9
|
|
dw 0, -8
|
|
.chr2
|
|
db $2C, $0C, $88
|
|
db $0A, $84, $06
|
|
db $0E, $82, $06
|
|
db $0E, $06, $80
|
|
db $2E, $86, $06
|
|
db $2E, $06
|
|
db $6E, $4E, $88
|
|
db $84, $60, $08
|
|
db $82, $60, $08
|
|
db $80, $62, $08
|
|
db $82, $62, $08
|
|
db $64, $08
|
|
db $80, $46, $00
|
|
db $84, $48, $02
|
|
db $4A, $04, $86
|
|
db $4A, $04, $88
|
|
db $4C, $00, $82
|
|
db $4C, $00
|
|
db $80, $46, $00
|
|
db $84, $48, $02
|
|
db $86, $4A, $04
|
|
db $4A, $04, $88
|
|
db $4C, $00, $82
|
|
db $4C, $00
|
|
.properties2
|
|
db $31, $31, $71
|
|
db $31, $F1, $31
|
|
db $31, $F1, $31
|
|
db $31, $31, $F1
|
|
db $31, $B1, $31
|
|
db $31, $31
|
|
db $31, $31, $31
|
|
db $31, $31, $31
|
|
db $31, $31, $31
|
|
db $31, $31, $31
|
|
db $71, $31, $31
|
|
db $31, $31
|
|
db $31, $31, $31
|
|
db $31, $31, $31
|
|
db $31, $31, $31
|
|
db $31, $31, $31
|
|
db $31, $31, $B1
|
|
db $31, $31
|
|
db $71, $71, $71
|
|
db $71, $71, $71
|
|
db $71, $71, $71
|
|
db $71, $71, $71
|
|
db $71, $71, $F1
|
|
db $71, $71
|
|
.sizes2
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02
|
|
|
|
; =========================================================
|
|
|
|
.start_index
|
|
db $00, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18, $1A, $1C, $1E, $20, $22, $24, $26, $28, $2A, $2C, $2E, $30, $32, $34, $36, $38, $3A, $3C, $3E, $40, $42, $44, $45, $48, $4B, $4E, $50, $52, $54, $56, $58, $5A, $5C
|
|
.nbr_of_tiles
|
|
db 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1
|
|
.x_offsets
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, -2
|
|
dw 0, 2
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, -2
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, -1
|
|
dw 0, 2
|
|
dw 0, 1
|
|
dw 0, 1
|
|
dw 0, 1
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw -1, 0
|
|
dw 0
|
|
dw 0, 0, 8
|
|
dw 0, 0, 5
|
|
dw 0, 0, -2
|
|
dw 0, -2
|
|
dw 0, -1
|
|
dw 0, -1
|
|
dw 0, 1
|
|
dw 0, 0
|
|
dw 0, 1
|
|
dw 0, 1
|
|
dw -4, 12
|
|
.y_offsets
|
|
dw 0, -6
|
|
dw 0, -6
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -6
|
|
dw 0, -6
|
|
dw 0, -7
|
|
dw 0, -6
|
|
dw 0, -6
|
|
dw 0, -6
|
|
dw 0, -7
|
|
dw 0, -6
|
|
dw 0, -6
|
|
dw 0, -6
|
|
dw 0, -7
|
|
dw 0, -6
|
|
dw 0, -6
|
|
dw 0, -6
|
|
dw 0, -7
|
|
dw 0, -6
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -9
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -9
|
|
dw 0, -8
|
|
dw 0, -16
|
|
dw 0, -8
|
|
dw 0, -7
|
|
dw 0, -16
|
|
dw 0, -8
|
|
dw 0, -9
|
|
dw 0
|
|
dw 0, -7, -12
|
|
dw 0, -7, -13
|
|
dw 0, -4, 10
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -9
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, -8
|
|
dw 0, 0
|
|
.chr
|
|
db $42, $06
|
|
db $44, $08
|
|
db $40, $00
|
|
db $40, $00
|
|
db $42, $06
|
|
db $24, $06
|
|
db $26, $06
|
|
db $24, $06
|
|
db $42, $06
|
|
db $24, $06
|
|
db $26, $06
|
|
db $24, $06
|
|
db $44, $08
|
|
db $28, $08
|
|
db $2A, $08
|
|
db $28, $08
|
|
db $44, $08
|
|
db $28, $08
|
|
db $2A, $08
|
|
db $28, $08
|
|
db $40, $00
|
|
db $20, $02
|
|
db $22, $04
|
|
db $20, $02
|
|
db $40, $00
|
|
db $20, $02
|
|
db $22, $04
|
|
db $20, $02
|
|
db $2C, $0C
|
|
db $0A, $06
|
|
db $0E, $06
|
|
db $6E, $4E
|
|
db $60, $08
|
|
db $62, $08
|
|
db $06
|
|
db $66, $06, $82
|
|
db $66, $06, $80
|
|
db $68, $06, $80
|
|
db $46, $00
|
|
db $48, $02
|
|
db $4A, $04
|
|
db $46, $00
|
|
db $48, $02
|
|
db $4A, $04
|
|
db $A0, $00
|
|
db $A2, $A4
|
|
.properties
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $71, $71
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $71, $31
|
|
db $71, $31
|
|
db $71, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $71, $31
|
|
db $71, $31
|
|
db $71, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $71, $71
|
|
db $71, $71
|
|
db $71, $71
|
|
db $71, $71
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31
|
|
db $31, $31, $31
|
|
db $31, $31, $31
|
|
db $31, $31, $B1
|
|
db $31, $31
|
|
db $31, $31
|
|
db $31, $31
|
|
db $71, $71
|
|
db $71, $71
|
|
db $71, $71
|
|
db $31, $31
|
|
db $31, $31
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
GanonInit:
|
|
{
|
|
LDA #$C1
|
|
JSL Sprite_SpawnDynamically
|
|
LDA #$05 : STA.w SprSubtype, Y
|
|
LDA $00 : STA $0D10, Y
|
|
LDA $01 : STA.w $0D30, Y
|
|
|
|
LDA $02 : STA.w $0D00, Y
|
|
LDA $03 : STA.w $0D20, Y
|
|
|
|
LDA.b #$30 : STA.w SprTimerA, Y
|
|
LDA #$1E : STA.w $012C
|
|
RTL
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Ganon_Main:
|
|
{
|
|
LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
|
|
|
|
dw Wait
|
|
dw ShowMessage
|
|
dw Fall
|
|
dw FellWait
|
|
dw FadingAwait
|
|
|
|
Wait:
|
|
{
|
|
JSR ApplyDarkLinkGraphics
|
|
LDA.w SprTimerA, X : BNE .wait
|
|
LDA.b #$30 : STA.w SprTimerA, X
|
|
%ShowUnconditionalMessage($46)
|
|
%GotoAction(1)
|
|
.wait
|
|
RTS
|
|
}
|
|
|
|
ShowMessage:
|
|
{
|
|
LDA.w SprTimerA, X : BNE .wait
|
|
LDA.b #$90 : STA.w SprTimerA, X
|
|
%GotoAction(2)
|
|
.wait
|
|
RTS
|
|
}
|
|
|
|
Fall:
|
|
{
|
|
LDA.w SprTimerA, X : BNE .wait
|
|
LDA.b #$50 : STA.w SprTimerA, X
|
|
LDA #$01 : STA.w SprFrame, X
|
|
INC.w SprMiscA, X
|
|
%GotoAction(3)
|
|
.wait
|
|
RTS
|
|
}
|
|
|
|
FellWait:
|
|
{
|
|
LDA.w SprTimerA, X : BNE .wait
|
|
LDA.b #$30 : STA.w SprTimerA, X
|
|
%GotoAction(4)
|
|
.wait
|
|
RTS
|
|
}
|
|
|
|
FadingAwait:
|
|
{
|
|
LDA.w SprTimerA, X : BNE .wait
|
|
STZ.w SprState, X
|
|
.wait
|
|
RTS
|
|
}
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Ganon_Draw:
|
|
{
|
|
LDA.w SprAction, X : CMP #$04 : BNE +
|
|
LDA.w SprTimerA, X : AND #$04 : BEQ +
|
|
RTS
|
|
|
|
+
|
|
JSL Sprite_PrepOamCoord
|
|
LDA #$18
|
|
JSL OAM_AllocateFromRegionB
|
|
|
|
|
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
|
LDA .start_index, Y : STA $06
|
|
|
|
|
|
PHX
|
|
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
|
LDY.b #$00
|
|
.nextTile
|
|
|
|
PHX ; Save current Tile Index?
|
|
|
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
|
|
|
PHA ; Keep the value with animation index offset?
|
|
|
|
ASL A : TAX
|
|
|
|
REP #$20
|
|
|
|
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
|
AND.w #$0100 : STA $0E
|
|
INY
|
|
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
|
CLC : ADC #$0010 : CMP.w #$0100
|
|
SEP #$20
|
|
BCC .on_screen_y
|
|
|
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
|
STA $0E
|
|
.on_screen_y
|
|
|
|
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
|
INY
|
|
LDA .chr, X : STA ($90), Y
|
|
INY
|
|
LDA .properties, X : 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
|
|
|
|
PLX : DEX : BPL .nextTile
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
.start_index
|
|
db $00, $0C
|
|
.nbr_of_tiles
|
|
db 11, 11
|
|
.x_offsets
|
|
dw 0, 16, 28, 28, 0, 0, 16, 16, 0, 16, -12, -12
|
|
dw 22, 22, -5, -5, -3, 18, 0, 16, 0, 16, 0, 16
|
|
.y_offsets
|
|
dw 7, 7, -9, 7, -16, 0, 0, -16, -19, -19, -9, 7
|
|
dw 10, 26, 11, 27, -21, -21, -11, -11, 5, 5, 10, 10
|
|
.chr
|
|
db $E0, $E0, $C4, $E4, $C2, $E2, $E2, $C2, $C0, $C0, $C4, $E4
|
|
db $C4, $E4, $C4, $E4, $E6, $E6, $C8, $C8, $E8, $E8, $C6, $C6
|
|
.properties
|
|
db $3D, $7D, $7D, $7D, $3B, $3B, $7B, $7B, $3D, $7D, $3D, $3D
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|
db $7D, $7D, $3D, $3D, $3D, $7D, $3B, $7B, $3B, $7B, $3D, $7D
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|
.sizes
|
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
ApplyDarkLinkGraphics:
|
|
{
|
|
PHX
|
|
REP #$20 ; A = 16, XY = 8
|
|
LDX #$80 : STX $2100 ; turn the screen off (required)
|
|
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
|
|
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
|
|
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
|
|
; "001 => 2 registers write once (2 bytes: p, p+1)"
|
|
LDA.w #DarkLinkGraphics : STA $4302 ; Source address where you want gfx from ROM
|
|
LDX.b #DarkLinkGraphics>>16 : STX $4304
|
|
LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
|
|
LDX #$01 : STX $420B ; Do the DMA
|
|
LDX #$0F : STX $2100 ; Turn the screen back on
|
|
SEP #$30
|
|
PLX
|
|
RTS
|
|
|
|
DarkLinkGraphics:
|
|
incbin dark_link.bin
|
|
}
|