368 lines
8.0 KiB
NASM
368 lines
8.0 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = Sprite_EonScrub
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!NbrTiles = 03 ; 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 = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 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 = 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 = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_EonScrub_Prep, Sprite_EonScrub_Long)
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; =========================================================
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Sprite_EonScrub_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_EonScrub_Draw ; Call the draw code
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LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
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JSL Sprite_DrawShadow
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.normal_scrub
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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_EonScrub_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_EonScrub_Prep:
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{
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PHB : PHK : PLB
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LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
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LDA.b #$20 : STA.b SprPrize, X
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.normal_scrub
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PLB
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RTL
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}
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; =========================================================
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; Frame Data
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; 0 - Looking left
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; 1 - Looking right
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; 2 - Idle forward
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; 3-6 Pea Shooting Mouth
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; 7-10 - Getting Stunned
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; 11-12 - Dazed
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Sprite_EonScrub_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw EonScrub_Stalking
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dw EonScrub_Attack
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dw EonScrub_PostAttack
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dw EonScrub_Recoil
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dw EonScrub_Dazed
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dw EonScrub_Subdued
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dw EonScrub_PeaShot
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EonScrub_Stalking:
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{
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%PlayAnimation(0,1,16)
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_IsBelowPlayer : TYA
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CMP #$00 : BNE .is_below_player
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; Check if the player is too close
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LDA $22 : STA $02
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LDA $20 : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
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; The player is below the scrub, so it should pop up
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LDA #$20 : STA.w SprTimerA, X
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%GotoAction(1)
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.too_close
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.is_below_player
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RTS
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}
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EonScrub_Attack:
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{
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%PlayAnimation(2,6,16)
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA SprTimerA, X : BNE .not_done
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JSR EonScrub_SpawnPeaShot
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LDA #$F0 : STA.w SprTimerA, X
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INC.w SprAction, X
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.not_done
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LDA POSX : STA $02
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LDA POSY : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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RTS
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}
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EonScrub_PostAttack:
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{
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%PlayAnimation(2,2,16)
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA.w SprTimerA, X : BNE +
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%GotoAction(0)
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+
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RTS
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}
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EonScrub_Recoil:
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{
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%PlayAnimation(7,10,16)
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JSL Sprite_PlayerCantPassThrough
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; Play the spinning animation for a bit before proceeding
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LDA SprTimerA, X : BNE .not_done
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LDA #$40 : STA.w SprTimerA, X
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INC.w SprAction, X
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.not_done
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RTS
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}
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EonScrub_Dazed:
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{
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%PlayAnimation(11,12,16)
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JSL Sprite_PlayerCantPassThrough
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LDA SprTimerA, X : BNE .not_done
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%SetHarmless(1)
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INC.w SprAction, X
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.not_done
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RTS
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}
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EonScrub_Subdued:
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{
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%PlayAnimation(2,2,16)
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprMiscD, X : BNE .no_talk
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.no_talk
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RTS
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}
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EonScrub_PeaShot:
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{
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%StartOnFrame(13)
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%PlayAnimation(13,13,3)
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_MoveVert
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JSL Sprite_CheckTileCollision
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LDA.w SprCollision, X : BEQ .no_collision
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STZ.w SprState, X
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.no_collision
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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; Apply force in the opposite direction
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LDA #-16 : STA.w SprYSpeed, X
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.no_damage
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RTS
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RTS
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}
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}
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EonScrub_SpawnPeaShot:
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{
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LDA.b #Sprite_EonScrub
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JSL Sprite_SpawnDynamically : BMI .return ;89
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JSR SpawnPeaShot_AltEntry
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.return
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LDA.w Offspring1_Id, X : TAY
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RTS
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}
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; =========================================================
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Sprite_EonScrub_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.w SprFrame, X : TAY ;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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; =========================================================
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18, $1A
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0
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.y_offsets
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dw 0, -8
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dw 0, -8
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dw 0, -12
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dw 0, -12
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dw 0, -12
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dw 0, -12
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dw 0, -12
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dw 0, -12
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dw 0, -12
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dw 0, -8
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dw 0, -4
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dw 0, -16
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dw 0, -16
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dw 0
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.chr
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db $20, $0A
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db $20, $0A
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db $24, $0A
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db $22, $0A
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db $00, $0A
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db $02, $0A
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db $04, $0A
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db $08, $0A
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db $06, $0A
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db $28, $0A
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db $26, $0A
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db $2C, $0C
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db $2C, $0C
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db $2A
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.properties
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db $33, $33
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db $73, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $73, $73
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db $33
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02
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} |