1113 lines
26 KiB
NASM
1113 lines
26 KiB
NASM
; =========================================================
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; Twinrova Boss Sprite
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;
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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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!SPRID = Sprite_Twinrova
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!NbrTiles = 06 ; 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 = 00 ; Number of Health the sprite have
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!Damage = 00 ; (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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this Twinrova (can be 0 to 7)
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!Hitbox = 03 ; 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 = 01 ; 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 = 00 ; 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 = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Twinrova_Prep, Sprite_Twinrova_Long)
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; =========================================================
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Sprite_Twinrova_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Twinrova_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Twinrova_CheckIfDead
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JSR Sprite_Twinrova_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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; =========================================================
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Sprite_Twinrova_CheckIfDead:
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{
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LDA.w SprAction, X : CMP.b #$0A : BEQ .not_dead
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; If health is negative, set back to zero
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LDA.w SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
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LDA.b #$00 : STA.w SprHealth, X
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.health_not_negative
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LDA.w SprHealth, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA.w SprState, X ; Kill sprite boss style
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LDA.b #$0A : STA.w SprAction, X ; Go to Twinrova_Dead stage
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LDA.b #$10 : STA.w $0D90, X
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PLX
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.not_dead
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RTS
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}
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; =========================================================
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Sprite_Twinrova_Prep:
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{
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PHB : PHK : PLB
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; Kill the sprite if the Maiden is present
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LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
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STZ.w SprState, X
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.prep_twinrova
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LDA.b #$5A : STA.w SprHealth, X ; Health
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$04 : STA.w SprBump, X ; Bump damage type (4 hearts, green tunic)
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LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X ; Not invincible
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%SetSpriteSpeedX(15)
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%SetSpriteSpeedX(15)
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; Blind Boss startup configuration
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LDA.b #$10 : STA $08
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LDA.b #$10 : STA $09
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LDA.b #$60 : STA.w SprTimerC, X
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LDA.b #$01 : STA.w SprMiscB, X
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LDA.b #$02 : STA.w SprMiscC, X
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LDA.b #$04 : STA.w SprMiscE, X
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LDA.b #$07 : STA.w SprGfx, X
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STZ.w $0B69
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PLB
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RTL
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}
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; =========================================================
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!AnimSpeed = 8
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macro Twinrova_Front()
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%PlayAnimation(0,1,!AnimSpeed)
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endmacro
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macro Twinrova_Back()
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%PlayAnimation(2,3,!AnimSpeed)
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endmacro
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macro Twinrova_Ready()
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%PlayAnimation(4,6,!AnimSpeed)
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endmacro
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macro Twinrova_Attack()
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%PlayAnimation(7,7,!AnimSpeed)
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endmacro
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macro Show_Koume()
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%PlayAnimation(8,8,!AnimSpeed)
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endmacro
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macro Show_Kotake()
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%PlayAnimation(9,9,!AnimSpeed)
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endmacro
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macro Twinrova_Hurt()
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%PlayAnimation(10,11,!AnimSpeed)
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endmacro
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; =========================================================
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; Phase 0: Blind Maiden turns into Twinrova.
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; Initially should be invisible, then
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; transfer in Twinrova gfx and run dialogue.
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;
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; Phase 1: Twinrova is one entity, moving around the room
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; and shooting fire and ice attacks at Link.
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; Similar to the Trinexx attacks.
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;
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; Phase 2: Twinrova alternates between Koume (fire) and
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; Kotake (ice) forms. Koume changes the arena
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; to a fire arena. Similar to Ganon fight changes.
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Sprite_Twinrova_Main:
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{
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JSL Sprite_DamageFlash_Long
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw Twinrova_Init ; 0x00
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dw Twinrova_MoveState ; 0x01
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dw Twinrova_MoveForwards ; 0x02
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dw Twinrova_MoveBackwards ; 0x03
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dw Twinrova_PrepareAttack ; 0x04
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dw Twinrova_FireAttack ; 0x05
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dw Twinrova_IceAttack ; 0x06
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dw Twinrova_Hurt ; 0x07
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dw Twinrova_KoumeMode ; 0x08
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dw Twinrova_KotakeMode ; 0x09
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dw Twinrova_Dead ; 0x0A
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; 0x00
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Twinrova_Init:
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{
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%ShowUnconditionalMessage($123)
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LDA.w SprTimerD, X : BNE +
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LDA.b #$20 : STA.w SprTimerD, X
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%GotoAction(1)
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+
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RTS
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}
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; 0x01
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Twinrova_MoveState:
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{
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STZ.w $0360
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LDA.w SprHealth, X : CMP.b #$20 : BCS .phase_1
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; Phase 2
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LDA.b #$70 : STA.w SprTimerD, X
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LDA.w SprTimerE, X : BNE .kotake
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%GotoAction(8) ; Koume Mode
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RTS
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.kotake
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%GotoAction(9) ; Kotake Mode
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RTS
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.phase_1
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LDA.b #$11 : STA.b $00
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JSL Sprite_CountActiveById
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LDA.b $02 : CMP.b #$03 : BCS +
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%ProbCheck($3F, +)
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%ProbCheck2($0F, ++)
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JSL Sprite_SpawnFireKeese
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LDA.b #$01 : STA.w SprMiscB, Y
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JMP +
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++
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JSL Sprite_SpawnIceKeese
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LDA.b #$01 : STA.w SprMiscB, Y
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+
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LDA.w SprFlash, X : BEQ .not_flashing
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LDA.b #$30 : STA.w SprTimerD, X
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%GotoAction(7) ; Goto Twinrova_Hurt
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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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%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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%GotoAction(4) ; Prepare Attack
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RTS
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++
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JSL GetRandomInt : AND.b #$0F : BEQ .random_strafe
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JSL Sprite_IsBelowPlayer : TYA : BNE .move_back
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%GotoAction(2) ; Move Forwards
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RTS
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.move_back
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%GotoAction(3) ; MoveBackwards
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RTS
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.random_strafe
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JSL GetRandomInt : AND.b #$01 : BEQ .strafe_left
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LDA #$10 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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.strafe_left
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LDA #$F0 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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}
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; 0x02 - Twinrova_MoveForwards
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Twinrova_MoveForwards:
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{
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%Twinrova_Front()
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LDA #$10 ; speed
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LDY #$10 ; height
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JSL Sprite_FloatTowardPlayer
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JSL Sprite_CheckTileCollision
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%GotoAction(1)
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RTS
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}
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; 0x03 - Twinrova_MoveBackwards
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Twinrova_MoveBackwards:
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{
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%Twinrova_Back()
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LDA #$20 : LDY #$10
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JSL Sprite_FloatTowardPlayer
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JSL Sprite_CheckTileCollision
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%GotoAction(1)
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RTS
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}
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; 0x04
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Twinrova_PrepareAttack:
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{
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%StartOnFrame(7)
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%Twinrova_Attack()
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LDA #$01 : STA $0360
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LDA.w SprDefl : AND.b #$03 : STA.w SprDefl
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LDA.w SprTimerD, X : BNE +
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LDA.w SprDefl : ORA.b #$03 : STA.w SprDefl
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LDA.b #$40 : STA.w SprTimerD, X
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LDA $AC : BEQ .fire
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%GotoAction(6) ; Ice Attack
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RTS
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.fire
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%GotoAction(5)
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+
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RTS
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}
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; 0x05
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Twinrova_FireAttack:
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{
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%StartOnFrame(4)
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%Twinrova_Ready()
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JSR Twinrova_RestoreFloorTile
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JSL Sprite_Twinrova_FireAttack
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; Random chance to release fireball
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JSL GetRandomInt : AND.b #$3F : BNE ++
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JSR ReleaseFireballs
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++
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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}
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; 0x06
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Twinrova_IceAttack:
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{
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%StartOnFrame(4)
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%Twinrova_Ready()
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JSL Sprite_Twinrova_IceAttack
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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}
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; 0x07
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Twinrova_Hurt:
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{
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%StartOnFrame(10)
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%Twinrova_Hurt()
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; Check if hurt timer is zero, if not keep flashing hurt animation
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LDA.w SprTimerD, X : BNE .HurtAnimation
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; Determine dodge or retaliate behavior, 1/8 chance
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JSL GetRandomInt : AND.b #$07 : BNE .DodgeOrRetaliate
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BRA .ResumeNormalState
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.DodgeOrRetaliate
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; Determine whether to dodge or retaliate
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JSL GetRandomInt : AND.b #$01 : BEQ .PerformDodge
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BRA .PerformRetaliate
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.PerformDodge
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JSR DoRandomStrafe
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LDA.b #$20 : STA.w SprTimerA, X ; Set timer for dodge duration
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LDA.b #$02 : STA.w SprMiscA, X ; Set state to random strafe
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RTS
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.PerformRetaliate
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; Immediate retaliation with fire or ice attack
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JSL GetRandomInt : AND.b #$01 : BEQ .FireAttack
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LDA.b #$20 : STA.w SprTimerD, X
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LDA.b #$01 : STA $AC ; Set ice attack
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%GotoAction(4) ; Prepare Attack
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RTS
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.FireAttack
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LDA.b #$20 : STA.w SprTimerD, X
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STZ $AC ; Set fire attack
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%GotoAction(4) ; Prepare Attack
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RTS
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.ResumeNormalState
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%GotoAction(1) ; Resume normal movement state
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.HurtAnimation
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RTS
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}
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; 0x08
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Twinrova_KoumeMode:
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{
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%StartOnFrame(8)
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%Show_Koume()
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JSL GetRandomInt : AND.b #$3F : BNE ++
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JSR AddPitHazard
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JSR Ganon_SpawnFallingTilesOverlord
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++
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; Random chance to release fireball
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JSL GetRandomInt : AND.b #$3F : BNE +++
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JSL Sprite_SpawnFireball
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+++
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JSR RageModeMove
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LDA.w SprTimerD, X : BNE +
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LDA #$70 : STA.w SprTimerE, X
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%GotoAction(1)
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+
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RTS
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}
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; 0x09
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Twinrova_KotakeMode:
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{
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%StartOnFrame(9)
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%Show_Kotake()
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JSL Sprite_IsBelowPlayer : CPY #$01 : BEQ .not_below
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JSL GetRandomInt : AND.b #$3F : BNE ++
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JSL $1DE612 ; Sprite_SpawnLightning
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LDA #$30
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JSL Sprite_ProjectSpeedTowardsPlayer
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++
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.not_below
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JSR RageModeMove
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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}
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; 0x0A
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Twinrova_Dead:
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{
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%StartOnFrame(11)
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JSL Sprite_KillFriends
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%Twinrova_Hurt()
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RTS
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}
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}
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; =========================================================
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; Handles dynamic floaty movement for Twinrova
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RageModeMove:
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{
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; If timer is zero, determine a new movement mode
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LDA.w SprTimerA, X : BEQ .DetermineMovementMode
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; Execute current movement mode
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LDA.w SprMiscA, X
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CMP #$01 : BEQ .MoveTowardsPlayer
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CMP #$02 : BEQ .RandomStrafe
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CMP #$03 : BEQ .RandomDodge
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CMP #$04 : BEQ .StayInPlace
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JMP .UpdatePosition
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.DetermineMovementMode
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; Determine random movement mode with weighted probabilities
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JSL GetRandomInt : AND.b #$0F
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CMP.b #$05 : BCC .SetMoveTowardsPlayer ; 0-5 -> Predictive movement towards player
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CMP.b #$0A : BCC .SetRandomStrafe ; 6-10 -> Random strafe
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CMP.b #$0E : BCC .SetRandomDodge ; 11-14 -> Random dodge
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; 15 -> Stay in place
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LDA.b #$04 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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RTS
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BRA .StayInPlace
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.SetMoveTowardsPlayer
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LDA.b #$01 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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BRA .MoveTowardsPlayer
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.SetRandomStrafe
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LDA.b #$02 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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BRA .RandomStrafe
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.SetRandomDodge
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LDA.b #$03 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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BRA .RandomDodge
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.MoveTowardsPlayer
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; Predictive movement towards player with altitude increase
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JSL Sprite_DirectionToFacePlayer
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JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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.RandomStrafe
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JSR DoRandomStrafe
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BRA .UpdatePosition
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.RandomDodge
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; Random dodge with controlled movement
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JSL GetRandomInt : AND.b #$03 : TAY
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LDA VelocityOffsets+4, Y : STA.w SprXSpeed, X
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INY
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LDA VelocityOffsets, Y : STA.w SprYSpeed, X
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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.StayInPlace
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; Stay in place to prepare for attack or other action
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STZ.w SprXSpeed, X
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STZ.w SprYSpeed, X
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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.Evasive
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; Evasive action if too close to player
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JSL GetRandomInt : AND.b #$03 : TAY
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LDA VelocityOffsets, Y : EOR #$FF : INC : STA.w SprXSpeed, X
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INY
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LDA VelocityOffsets+4, Y : EOR #$FF : INC : STA.w SprYSpeed, X
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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.UpdatePosition
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; Handle floaty movement with controlled altitude
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LDA.w SprHeight, X : CMP #$10 : BNE .CheckGrounded
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DEC.w SprHeight, X
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DEC.w SprHeightS, X
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.CheckGrounded
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JSL Sprite_Move
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|
JSL Sprite_BounceFromTileCollision
|
|
RTS
|
|
}
|
|
|
|
DoRandomStrafe:
|
|
{
|
|
JSL GetRandomInt : AND.b #$03
|
|
TAY
|
|
LDA VelocityOffsets, Y : STA.w SprXSpeed, X
|
|
INY
|
|
LDA VelocityOffsets+4, Y : STA.w SprYSpeed, X
|
|
LDA.b #$10 : STA.w SprHeight, X ; Set height
|
|
RTS
|
|
}
|
|
|
|
; Velocity offsets table
|
|
VelocityOffsets:
|
|
db $08, $F8, $08, $F8 ; X speeds (right, left, down, up)
|
|
db $04, $FC, $04, $FC ; Y speeds (down, up, right, left)
|
|
|
|
; Target positions table (relative to the player)
|
|
TargetPositions:
|
|
dw $0040, $FFC0 ; Right, Left
|
|
dw $0040, $FFC0 ; Down, Up
|
|
|
|
; =========================================================
|
|
|
|
Twinrova_RestoreFloorTile:
|
|
{
|
|
LDA.w SprY, X : STA.b $00 : LDA.w SprYH, X : STA.b $01
|
|
LDA.w SprX, X : STA.b $02 : LDA.w SprXH, X : STA.b $03
|
|
|
|
LDA.b #$00
|
|
JSL Sprite_GetTileAttr
|
|
LDA.w $0FA5 : CMP.b #$0E : BNE +
|
|
LDA.w SprX, Y : STA.l $7FF83C, X
|
|
LDA.w SprXH, Y : STA.l $7FF878, X
|
|
LDA.w SprY, Y : CLC : ADC.b #$10 : STA.l $7FF81E, X
|
|
LDA.w SprYH, Y : ADC.b #$00 : STA.l $7FF85A, X
|
|
JSR RestoreFloorTile
|
|
+
|
|
RTS
|
|
}
|
|
|
|
RestoreFloorTile:
|
|
{
|
|
PHA
|
|
LDA.l $7FF83C, X : STA.b $00
|
|
LDA.l $7FF878, X : STA.b $01
|
|
LDA.l $7FF81E, X : SEC : SBC.b #$10 : STA.b $02
|
|
LDA.l $7FF85A, X : SBC.b #$00 : STA.b $03
|
|
|
|
LDY.b #$00
|
|
JSL $01E7A9 ; Underworld_UpdateTilemapWithCommonTile
|
|
PLA
|
|
RTS
|
|
}
|
|
|
|
AddPitHazard:
|
|
{
|
|
PHA
|
|
LDA.l $7FF83C, X : STA.b $00
|
|
LDA.l $7FF878, X : STA.b $01
|
|
LDA.l $7FF81E, X : SEC : SBC.b #$10 : STA.b $02
|
|
LDA.l $7FF85A, X : SBC.b #$00 : STA.b $03
|
|
|
|
LDY.b #$04
|
|
JSL $01E7A9 ; Underworld_UpdateTilemapWithCommonTile
|
|
PLA
|
|
RTS
|
|
}
|
|
|
|
Ganon_SpawnFallingTilesOverlord:
|
|
{
|
|
LDY.b #$07
|
|
.next_slot
|
|
LDA.w $0B00, Y : BEQ .free_slot
|
|
DEY : BPL .next_slot
|
|
RTS
|
|
.free_slot
|
|
|
|
LDA.w SprMiscF, X : CMP.b #$04 : BCS .dont_spawn
|
|
INC.w SprMiscF, X
|
|
PHX
|
|
TAX
|
|
LDA.w .overlord_type, X : STA.w $0B00, Y
|
|
LDA.w .position_x, X : STA.w $0B08, Y
|
|
LDA.b $23 : STA.w $0B10, Y
|
|
LDA.w .position_y, X : STA.w $0B18, Y
|
|
LDA.b $21 : STA.w $0B20, Y
|
|
LDA.b #$00 : STA.w $0B28, Y : STA.w $0B30, Y
|
|
PLX
|
|
.dont_spawn
|
|
RTS
|
|
|
|
.overlord_type
|
|
db $0C ; OVERLORD 0C
|
|
db $0D ; OVERLORD 0D
|
|
db $0E ; OVERLORD 0E
|
|
db $0F ; OVERLORD 0F
|
|
|
|
.position_x
|
|
db $18
|
|
db $D8
|
|
db $D8
|
|
db $18
|
|
|
|
.position_y
|
|
db $20
|
|
db $20
|
|
db $D0
|
|
db $D0
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Twinrova_Draw:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
|
|
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
|
LDA .start_index, Y : STA $06
|
|
|
|
LDA.w SprFlash, X : STA $08
|
|
|
|
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
|
|
|
|
; Set palette flash modifier
|
|
LDA .properties, X : ORA $08 : STA ($90), Y
|
|
|
|
PHY
|
|
|
|
TYA : LSR #2 : TAY
|
|
|
|
SEP #$20 ;set A back to 8bit but not X and Y
|
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
|
|
PLY : INY
|
|
|
|
PLX : DEX : BPL .nextTile
|
|
|
|
SEP #$30
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
.start_index
|
|
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
|
.nbr_of_tiles
|
|
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
|
.x_offsets
|
|
dw -8, 8, 8, -8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -16, 0, 16, -16, 0, 16
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
dw -8, 8, -8, 8
|
|
.y_offsets
|
|
dw -8, -8, 8, 8
|
|
dw -7, -7, 9, 9
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -7, -7, 9, 9
|
|
dw -6, -6, 10, 10
|
|
dw -8, -8, -8, 8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -7, -7, 9, 9
|
|
.chr
|
|
db $00, $02, $22, $24
|
|
db $04, $06, $24, $26
|
|
db $08, $0A, $28, $2A
|
|
db $0C, $0E, $28, $2A
|
|
db $44, $46, $64, $66
|
|
db $48, $4A, $68, $6A
|
|
db $4C, $4E, $6C, $6E
|
|
db $88, $8A, $8C, $A8, $AA, $AC
|
|
db $80, $82, $A0, $A2
|
|
db $84, $86, $A4, $A6
|
|
db $40, $42, $60, $62
|
|
db $40, $42, $60, $62
|
|
.properties
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
.sizes
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02, $02, $00
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
db $02, $02, $02, $02
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
ApplyTwinrovaGraphics:
|
|
{
|
|
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 #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
|
|
LDX.b #TwinrovaGraphics>>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
|
|
RTL
|
|
|
|
TwinrovaGraphics:
|
|
incbin twinrova.bin
|
|
}
|
|
|
|
; $1DC845
|
|
#Fireball_Configure:
|
|
{
|
|
LDA.w SprDefl, Y : ORA.b #$08 : STA.w SprDefl, Y
|
|
LDA.b #$04 : STA.w SprBump, Y
|
|
.exit
|
|
RTS
|
|
}
|
|
|
|
; $1DC879
|
|
ReleaseFireballs:
|
|
{
|
|
JSL Sprite_SpawnFireball : BMI .exit_a
|
|
JSR Fireball_Configure
|
|
|
|
PHX
|
|
TYX
|
|
JSL Sprite_DirectionToFacePlayer
|
|
|
|
LDA.w .speed_x, Y : STA.w SprXSpeed, X
|
|
LDA.w .speed_y, Y : STA.w SprYSpeed, X
|
|
LDA.w SprX, X : CLC : ADC.w .offset_x_low, Y : STA.w SprX, X
|
|
LDA.w SprXH, X : ADC.w .offset_x_high, Y : STA.w SprXH, X
|
|
LDA.w SprY, X : CLC : ADC.w .offset_y_low, Y : STA.w SprY, X
|
|
LDA.w SprYH, X : ADC.w .offset_y_high, Y : STA.w SprYH, X
|
|
|
|
PLX
|
|
.exit_a
|
|
RTS
|
|
|
|
.offset_x_low
|
|
db 12, -12, 0, 0
|
|
|
|
.offset_x_high
|
|
db 0, -1, 0, 0
|
|
|
|
.offset_y_low
|
|
db 0, 0, 12, -12
|
|
|
|
.offset_y_high
|
|
db 0, 0, 0, -1
|
|
|
|
.speed_y ; bleeds into next
|
|
db 0, 0
|
|
|
|
.speed_x
|
|
db 40, -40, 0, 0
|
|
}
|
|
|
|
pushpc
|
|
|
|
; =========================================================
|
|
; Blind Maiden spawn code
|
|
|
|
SpritePrep_LoadProperties = $0DB818
|
|
|
|
; Follower_BasicMover.dont_scare_kiki
|
|
org $09A1E4
|
|
Follower_BasicMover:
|
|
{
|
|
; Check if the follower is the blind maiden
|
|
LDA.l $7EF3CC : CMP.b #$06 : BNE .no_blind_transform
|
|
; Check if we are in room 0xAC
|
|
REP #$20
|
|
LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform
|
|
; Check room flag 0x65
|
|
; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
|
|
SEP #$20
|
|
JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
|
|
.blind_transform
|
|
; Load follower animation step index from $02CF
|
|
LDX.w $02CF
|
|
LDA.w $1A28, X : STA.b $00 ; Follower XL
|
|
LDA.w $1A3C, X : STA.b $01 ; Follower XH
|
|
LDA.w $1A00, X : SEC : SBC.b #$10 : STA.b $02 ; Follower YL
|
|
LDA.w $1A14, X : STA.b $03 ; Follower YH
|
|
|
|
; Dismiss the follower and spawn Twinrova
|
|
LDA.b #$00 : STA.l $7EF3CC
|
|
JSL Blind_SpawnFromMaiden
|
|
|
|
; Close the shutter door
|
|
INC.w $0468
|
|
|
|
; Clear door tilemap position for some reason
|
|
STZ.w $068E : STZ.w $0690
|
|
|
|
; TODO: Find out what submodule this is.
|
|
LDA.b #$05 : STA.b $11
|
|
|
|
; SONG 15
|
|
LDA.b #$15 : STA.w $012C
|
|
|
|
RTS
|
|
assert pc() <= $09A23A
|
|
|
|
org $09A23A
|
|
.no_blind_transform
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
org $099E90
|
|
Follower_CheckBlindTrigger:
|
|
{
|
|
PHB : PHK : PLB
|
|
|
|
; Cache the follower's position
|
|
LDX.w $02CF
|
|
LDA.w $1A00, X : STA.b $00
|
|
LDA.w $1A14, X : STA.b $01
|
|
LDA.w $1A28, X : STA.b $02
|
|
LDA.w $1A3C, X : STA.b $03
|
|
STZ.b $0B
|
|
|
|
; Check if the follower is within the trigger area
|
|
LDA.w $1A50, X : STA.b $0A : BPL .positive_z
|
|
LDA.b #$FF : STA.b $0B
|
|
.positive_z
|
|
REP #$20
|
|
|
|
LDA.b $00 : CLC : ADC.b $0A : CLC : ADC.w #$000C : STA.b $00
|
|
LDA.b $02 : CLC : ADC.w #$0008 : STA.b $02
|
|
LDA.w #$1568 : SEC : SBC.b $00 : BPL .positive_x
|
|
EOR.w #$FFFF : INC A
|
|
.positive_x
|
|
CMP.w #$0018 : BCS .fail
|
|
LDA.w #$1980 : SEC : SBC.b $02 : BPL .positive_y
|
|
EOR.w #$FFFF : INC A
|
|
.positive_y
|
|
CMP.w #$0018 : BCS .fail
|
|
.success
|
|
SEP #$20
|
|
PLB : SEC
|
|
RTL
|
|
.fail
|
|
SEP #$20
|
|
PLB : CLC
|
|
RTL
|
|
}
|
|
|
|
; =========================================================
|
|
; Called during Blind Maiden section of Follower_BasicMover
|
|
; to spawn Twinrova from the Blind Maiden.
|
|
|
|
org $1DA03C
|
|
Blind_SpawnFromMaiden:
|
|
{
|
|
JSL ApplyTwinrovaGraphics
|
|
|
|
LDX.b #$00 ; Load the boss into sprite index 0
|
|
|
|
; Set the sprite to alive and active
|
|
LDA.b #$09 : STA.w SprState, X
|
|
|
|
; SPRITE CE
|
|
LDA.b #$CE : STA.w $0E20, X
|
|
|
|
; Load the position cache from the maiden follower
|
|
LDA.b $00 : STA.w SprX, X
|
|
LDA.b $01 : STA.w SprXH, X
|
|
LDA.b $02 : SEC : SBC.b #$10 : STA.w SprY, X
|
|
LDA.b $03 : STA.w SprYH, X
|
|
|
|
; Removed because it was causing the sprite to disappear
|
|
; JSL SpritePrep_LoadProperties
|
|
|
|
; Set SprTimerC
|
|
LDA.b #$C0 : STA.w SprTimerC, X
|
|
|
|
; Set SprGfx
|
|
LDA.b #$00 : STA.w $0DC0, X
|
|
|
|
; Set SprMiscC and bulletproof properties
|
|
LDA.b #$02 : STA.w SprMiscC, X : STA.w SprBulletproof, X
|
|
|
|
; Set the 2nd key / heart piece items taken room flag
|
|
LDA.w $0403 : ORA.b #$20 : STA.w $0403
|
|
|
|
; Clear blinds head spin flag
|
|
STZ.w $0B69
|
|
|
|
RTL
|
|
}
|
|
|
|
assert pc() <= $1DA081
|
|
|
|
; =========================================================
|
|
; We are using space from this function to insert the
|
|
; Twinrova graphics above, since the prep is now handled
|
|
; in the custom sprite code.
|
|
|
|
org $1DA081
|
|
SpritePrep_Blind_PrepareBattle:
|
|
{
|
|
; LDA.l $7EF3CC
|
|
; CMP.b #$06 ; FOLLOWER 06
|
|
; BEQ .despawn
|
|
LDA.w $0403 : AND.b #$20 : BEQ .despawn
|
|
LDA.b #$60 : STA.w SprTimerC, X
|
|
LDA.b #$01 : STA.w SprMiscB, X
|
|
LDA.b #$02 : STA.w SprMiscC, X
|
|
LDA.b #$04 : STA.w SprMiscE, X
|
|
LDA.b #$07 : STA.w $0DC0, X
|
|
STZ.w $0B69
|
|
RTL
|
|
.despawn
|
|
STZ.w SprState, X
|
|
RTL
|
|
}
|
|
|
|
assert pc() <= $1DA0B1
|
|
|
|
org $01B3E1
|
|
RoomDraw_BombableFloor:
|
|
LDA.b $A0
|
|
CMP.w #$00AD
|
|
|
|
; =========================================================
|
|
; TODO: Decide if we want to use this garnish in the fight.
|
|
; Currently unused.
|
|
|
|
org $1DA0B1
|
|
BlindLaser_SpawnTrailGarnish:
|
|
{
|
|
LDA.w SprDelay, X : AND.b #$00 : BNE .exit
|
|
|
|
PHX
|
|
TXY
|
|
|
|
LDX.b #$1D
|
|
|
|
.next_slot
|
|
LDA.l $7FF800, X : BEQ .free_slot
|
|
|
|
DEX
|
|
BPL .next_slot
|
|
|
|
DEC.w $0FF8
|
|
BPL .use_search_index
|
|
|
|
LDA.b #$1D : STA.w $0FF8
|
|
|
|
.use_search_index
|
|
LDX.w $0FF8
|
|
|
|
.free_slot
|
|
LDA.b #$0F ; GARNISH 0F
|
|
STA.l $7FF800, X
|
|
STA.w $0FB4
|
|
|
|
LDA.w $0DC0, Y : STA.l $7FF9FE, X
|
|
TYA : STA.l $7FF92C, X
|
|
|
|
LDA.w SprX, Y : STA.l $7FF83C, X
|
|
LDA.w SprXH, Y : STA.l $7FF878, X
|
|
LDA.w SprY, Y : CLC : ADC.b #$10 : STA.l $7FF81E, X
|
|
LDA.w SprYH, Y : ADC.b #$00 : STA.l $7FF85A, X
|
|
|
|
LDA.b #$0A : STA.l $7FF90E, X
|
|
|
|
PLX
|
|
|
|
.exit
|
|
RTL
|
|
}
|
|
|
|
; =========================================================
|
|
; Mantle and Maiden
|
|
|
|
org $068841
|
|
JSL NewMantlePrep
|
|
RTS
|
|
|
|
org $1AFC52
|
|
db $06 ; check for maiden instead of zelda
|
|
|
|
org $1AFCA7
|
|
; Tiles
|
|
db $0C, $0E, $0C, $2C, $2E, $2C
|
|
; Mantle Properties :
|
|
db $3D, $3D, $7D, $3D, $3D, $7D
|
|
|
|
pullpc
|
|
|
|
NewMantlePrep:
|
|
{
|
|
LDA.w SprY, X : CLC : ADC.b #$07 : STA.w SprY, X
|
|
LDA.w SprX, X : CLC : ADC.b #$08 : STA.w SprX, X
|
|
LDA $7EF0DA : AND #$0F : BEQ +
|
|
LDA.w SprX, X : CLC : ADC.b #$28 : STA.w SprX, X
|
|
+
|
|
RTL
|
|
}
|
|
|
|
pushpc
|
|
|
|
org $09A1EC : JSL CheckForMaidenInLibrary
|
|
|
|
; Prevent mantle from setting spawn point
|
|
org $1AFC6D
|
|
NOP #6
|
|
; LDA.b #$04
|
|
; STA.l $7EF3C8
|
|
|
|
pullpc
|
|
|
|
CheckForMaidenInLibrary:
|
|
{
|
|
LDA $A0 : CMP.b #$BD : BNE .notTheLibrary
|
|
LDA $11 : BNE .notTheLibrary
|
|
LDA $7FF9D2 : BNE .dialogue_played
|
|
LDA #$1D : LDY #$00
|
|
JSL Sprite_ShowMessageUnconditional
|
|
LDA #$01 : STA $7FF9D2
|
|
.dialogue_played
|
|
.notTheLibrary
|
|
; Check for blind room vanilla
|
|
REP #$20
|
|
LDA.b $A0
|
|
RTL
|
|
}
|