908 lines
22 KiB
NASM
908 lines
22 KiB
NASM
; =========================================================
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; Kydrog Boss
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; =========================================================
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; RAM Addresses
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!ConsecutiveHits = $AC ;0x01
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!KydrogPhase = $7A ;0x01
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!WalkSpeed = 10 ;0x01
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; =========================================================
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!SPRID = $CB ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 11 ; 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 KydrogBoss (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 = 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 = $01 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_KydrogBoss_Prep, Sprite_KydrogBoss_Long)
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; =========================================================
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Sprite_KydrogBoss_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_KydrogBoss_Draw ; Call the draw code
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JSR Sprite_CheckIfFrozen
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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_KydrogBoss_CheckIfDead ; Check if sprite is dead
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JSR Sprite_KydrogBoss_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_KydrogBoss_CheckIfDead:
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{
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LDA $0D80, X : CMP.b #$09 : BEQ .not_dead
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; If health is negative, set back to zero
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LDA $0E50, X : CMP.b #$C3 : BCC .health_not_negative
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LDA.b #$00 : STA $0E50, X
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.health_not_negative
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LDA $0E50, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
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LDA.b #$09 : STA $0D80, X ;go to KydrogBoss_Death stage
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STZ.w $0D90,X
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LDA.b #$E0 : STA.w $0DF0,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_KydrogBoss_Prep:
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{
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PHB : PHK : PLB
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LDA #$00 : STA !KydrogPhase
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LDA.b #$A0 : STA $0E50, X ; health
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$03 : STA $0F60, X ; hitbox settings
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LDA.b #$07 : STA.w SprBump, X ; bump damage type
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LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
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JSR KydrogBoss_Set_Damage ; Set the damage table
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%SetSpriteSpeedX(15)
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%SetSpriteSpeedX(15)
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%SetHarmless(00)
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LDA #$80 : STA.w SprTimerD, X ; intro timer
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PLB
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RTL
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}
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; =========================================================
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pushpc
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org $1ECD97
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LDA.b #$0A
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pullpc
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macro StopIfTooClose()
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LDA $0E : CMP.b #$0020 : BCS +
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CLC
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LDA $0F : CMP.b #$0020 : BCS +
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LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
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%GotoAction(7)
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RTS
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+
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endmacro
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macro RandomStalfosOffspring()
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JSL GetNumberSpawnStalfos
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LDA $00 : CMP.b #$04 : BCS .too_many_stalfos
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JSL GetRandomInt : AND.b #$3F : BNE +
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PHX : JSR Sprite_Offspring_Spawn : PLX
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+
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JSL GetRandomInt : AND.b #$3F : BNE ++
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PHX : JSR Sprite_Offspring_SpawnHead : PLX
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++
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.too_many_stalfos
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endmacro
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macro BounceBasedOnPhase()
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LDA !KydrogPhase : CMP #$00 : BEQ .phase_one
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LDA #$10 : STA $08 : LDA #$20 : STA $09
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.phase_one
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JSL Sprite_BounceTowardPlayer
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endmacro
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Sprite_KydrogBoss_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw KydrogBoss_Init ; 00
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dw KydrogBoss_WalkState ; 01
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dw KydrogBoss_WalkForward ; 02
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dw KydrogBoss_WalkLeft ; 03
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dw KydrogBoss_WalkRight ; 04
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dw KydrogBoss_WalkBackward ; 05
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dw KydrogBoss_TakeDamage ; 06
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dw KydrogBoss_TauntPlayer ; 07
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dw KydrogBoss_SummonStalfos ; 08
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dw KydrogBoss_Death ; 09
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dw KydrogBoss_Ascend ; 0A
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dw KydrogBoss_Descend ; 0B
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dw KydrogBoss_Abscond ; 0C
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; -------------------------------------------------------
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KydrogBoss_Init:
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{
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%StartOnFrame(15)
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%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
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; JSR SetupMovieEffect
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; JSR MovieEffect
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; LDX.b #$00
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1) ; Goto KydrogBoss_WalkState
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+
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_WalkState:
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{
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JSR CheckForNextPhase
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LDA $0DA0 : BEQ .not_flashing
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LDA.b #$20 : STA.w SprTimerD, X
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%GotoAction(6) ; Goto KydrogBoss_TakeDamage
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RTS
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.not_flashing
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JSL GetRandomInt : AND.b #$0F : BNE .not_taunting
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LDA.b #$10 : STA.w SprTimerD, X
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%GotoAction(8) ; Goto KydrogBoss_TauntPlayer
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RTS
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.not_taunting
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; JSL GetRandomInt : AND.b #$0F : BNE .not_absconding
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; LDA.b #$20 : STA.w SprTimerD, X
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; %GotoAction(12) ; Goto KydrogBoss_Abscond
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; RTS
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; .not_absconding
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LDA #$50 : STA $09, X
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JSL Sprite_DirectionToFacePlayer
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TYA : CMP.b #$02 : BCC .WalkRight
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.WalkForward
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%StopIfTooClose()
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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TYA : BNE .WalkBackwards ; If 1, go to KydrogBoss_WalkBackwards
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%GotoAction(2) ; Goto KydrogBoss_WalkForward
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RTS
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.WalkBackwards
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%GotoAction(5) ; Goto KydrogBoss_WalkBackwards
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RTS
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.WalkRight
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%StopIfTooClose()
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .WalkLeft
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%GotoAction(4)
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RTS
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.WalkLeft
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%GotoAction(3) ; Goto KydrogBoss_WalkLeft
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_WalkForward:
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{
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%PlayAnimation(0, 2, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%BounceBasedOnPhase()
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%RandomStalfosOffspring()
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%GotoAction(1)
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_WalkLeft:
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{
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%PlayAnimation(3, 5, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%BounceBasedOnPhase()
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%RandomStalfosOffspring()
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%GotoAction(1)
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_WalkRight:
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{
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%PlayAnimation(6, 8, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%BounceBasedOnPhase()
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%RandomStalfosOffspring()
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%GotoAction(1)
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_WalkBackward:
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{
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%PlayAnimation(9, 11, 8)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%BounceBasedOnPhase()
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%RandomStalfosOffspring()
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%GotoAction(1)
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_TakeDamage: ;0x06
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{
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%StartOnFrame(12)
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%PlayAnimation(12, 14, 8)
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INC !ConsecutiveHits
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LDA !ConsecutiveHits : CMP #$10 : BCC .continue
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STZ !ConsecutiveHits
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LDA.b #$28 ; SFX3.28
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JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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%GotoAction($0A) ; Goto KydrogBoss_Ascend
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JSL Sprite_KillFriends
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RTS
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.continue
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%RandomStalfosOffspring()
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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JSL GetRandomInt : AND.b #$1F : BNE ++
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LDA.b #$28 ; SFX3.28
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JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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%GotoAction($0A) ; Goto KydrogBoss_Ascend
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++
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_TauntPlayer: ;0x07
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{
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%StartOnFrame(15)
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%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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LDA.w SprTimerD, X : BNE .continue_timer
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LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
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%GotoAction(8)
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.continue_timer
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_SummonStalfos: ;0x08
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{
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%StartOnFrame(17)
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%PlayAnimation(17, 17, 10)
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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%RandomStalfosOffspring()
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LDA.w SprTimerD, X : BNE +
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JSR Kydrog_ThrowBoneAtPlayer
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%GotoAction(1)
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+
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RTS
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}
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; -------------------------------------------------------
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KydrogBoss_Death: ;0x09
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 0, 10)
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JSL Sprite_KillFriends
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LDA $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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.dontReset
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STA $0DA0, X
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RTS
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}
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KydrogBoss_Ascend: ; 0x0A
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{
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%StartOnFrame(17)
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%PlayAnimation(17, 17, 10)
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%RandomStalfosOffspring()
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; Increase the Z for a bit until he is off screen
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LDA SprHeight, X : CLC : ADC.b #$04
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STA.w SprHeight, X : CMP.b #$B0 : BCC .not_off_screen
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;
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LDA #$40 : STA.w SprTimerD, X
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%GotoAction($0B)
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.not_off_screen
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RTS
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}
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KydrogBoss_Descend:
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{
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%StartOnFrame(17)
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%PlayAnimation(17, 17, 10)
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%RandomStalfosOffspring()
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LDA SprTimerD, X : BEQ .no_track_player
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LDA $20 : STA.w SprY, X
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LDA $22 : STA.w SprX, X
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; PHX : JSL $01F3EC : PLX ; Light Torch
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LDA SprTimerD, X : BNE .wait_a_second
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.no_track_player
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; Decrease the Z for a bit until he is at level with Link
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LDA SprHeight, X : SEC : SBC.b #$04 : STA.w SprHeight, X
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CMP.b #$04 : BCS .not_off_screen
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%GotoAction(1)
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.not_off_screen
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.wait_a_second
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RTS
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}
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KydrogBoss_Abscond: ; 0x0C
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{
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%StartOnFrame(13)
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%PlayAnimation(13, 13, 10)
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JSL GetRandomInt : AND.b #$3F : BNE +
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LDA.b $0D50 : CLC : ADC.b #$08 : STA $0D50
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LDA.b $0D70 : CLC : ADC.b #$02 : STA $0D70
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LDA SprTimerD, X : BNE .not_done
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%GotoAction(1)
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RTS
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+
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LDA.b $0D40 : CLC : ADC.b #$08 : STA $0D40
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LDA.b $0D60 : CLC : ADC.b #$02 : STA $0D60
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LDA SprTimerD, X : BNE .not_done
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%GotoAction(1)
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.not_done
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JSL Sprite_Move
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RTS
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}
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}
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; =========================================================
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CheckForNextPhase:
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{
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LDA !KydrogPhase : CMP.b #$00 : BEQ .phase_one
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CMP.b #$01 : BEQ .phase_two
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CMP.b #$02 : BEQ .phase_three
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CMP.b #$03 : BEQ .phase_four
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RTS
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.phase_one
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; Check for phase two
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LDA SprHealth,X : CMP.b #$20 : BCC .phase_two
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RTS
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.phase_two
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LDA SprHealth,X : CMP.b #$20 : BCC .phase_three
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LDA !KydrogPhase : CMP.b #$01 : BEQ .return
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LDA #$80 : STA $0E50, X
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LDA #$01 : STA $0D80, X
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STA !KydrogPhase
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INC $0DA0, X
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RTS
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.phase_three
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LDA SprHealth,X : CMP.b #$20 : BCC .phase_four
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LDA !KydrogPhase : CMP.b #$02 : BEQ .return
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LDA #$80 : STA $0E50, X
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LDA #$02 : STA $0D80, X
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STA !KydrogPhase
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RTS
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.phase_four
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LDA #$03 : STA $0D80, X
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STA !KydrogPhase
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.return
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RTS
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}
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; =========================================================
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; TODO: Use a timer to unfreeze the sprite
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Sprite_CheckIfFrozen:
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{
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LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen
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LDA.w $0E10, X : BNE .not_frozen
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LDA.b #$00 : STA.l $7FFA3C,X
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LDA.b #$09 : STA.w $0DD0, X
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.not_frozen
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RTS
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}
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;BA: Boomerang
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;D1: Damage 1
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;D2: Damage 2
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;D3: Damage 3
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;D4: Damage 4
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;D5: Damage 5
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;AR: Arrow Damage
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;HS: Hookshot Damage
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;BM: BombDamage
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;SA: Silvers Damage
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;PD: Powder Damage
|
|
;FR: Fire Rod Damage
|
|
;IR: Ice Rod Damage
|
|
;BB: Bombos Damage
|
|
;EF: Ether Damage
|
|
;QU: Quake Damage
|
|
|
|
KydrogBoss_Set_Damage:
|
|
{
|
|
PHX
|
|
LDX.b #$00
|
|
|
|
.loop
|
|
|
|
LDA .damageProperties, X : STA $7F6CB0, X
|
|
|
|
INX : CPX.b #$10 : BNE .loop
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
.damageProperties
|
|
db $00, $01, $01, $01, $01, $01, $01, $00, $04, $01, $00, $01, $03, $01, $00, $01
|
|
;BA D1 D2 D3 D4 D5 AR HS BM SA PD FR IR BB ET QU
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_DamageFlash_Long:
|
|
{
|
|
PHB : PHK : PLB
|
|
|
|
JSR Sprite_Damage_Flash
|
|
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Damage_Flash:
|
|
{
|
|
LDA $0EF0, X : BEQ .dontFlash
|
|
; Change the palette to the next in the cycle
|
|
LDA $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
|
|
LDA.b #$00
|
|
|
|
.dontReset
|
|
STA $0DA0, X
|
|
BRA .flash
|
|
|
|
.dontFlash
|
|
STZ $0DA0, X
|
|
|
|
.flash
|
|
RTS
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Offspring_SpawnHead:
|
|
{
|
|
JSL GetRandomInt : AND.b #$3F : BNE .normal_head
|
|
LDA.b #$02 : BRA .alt_entry
|
|
.normal_head
|
|
LDA.b #$7C
|
|
.alt_entry
|
|
BRA Sprite_Offspring_Spawn_alt_entry
|
|
RTS
|
|
}
|
|
|
|
|
|
Sprite_Offspring_Spawn:
|
|
{
|
|
JSL GetRandomInt : AND.b #$3F : BNE .normal_stalfos
|
|
LDA.b #$85 : BRA .alt_entry
|
|
.normal_stalfos
|
|
; Spawn the stalfos offspring
|
|
LDA.b #$A7
|
|
.alt_entry
|
|
JSL Sprite_SpawnDynamically : BMI .return ;89
|
|
|
|
LDA.b #$02 : STA.w SprSubtype, Y
|
|
|
|
PHX
|
|
|
|
REP #$20
|
|
LDA $0FD8 : CLC : ADC.w #$000C
|
|
SEP #$20
|
|
STA.w SprX, Y : XBA : STA.w SprXH, Y
|
|
|
|
REP #$20
|
|
LDA $0FDA : CLC : ADC.w #$001E
|
|
SEP #$20
|
|
STA.w SprY, Y : XBA : STA.w SprYH, Y
|
|
|
|
TYX
|
|
|
|
STZ $0D60, X : STZ $0D70, X
|
|
LDA.b #$05 : STA.w SprBump, X
|
|
|
|
PLX
|
|
|
|
.return
|
|
|
|
RTS
|
|
}
|
|
|
|
Kydrog_ThrowBoneAtPlayer:
|
|
{
|
|
LDA.b #$A7 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
|
|
|
|
LDA.b #$01 : STA $0D90, Y ; Sprite state "falling into a pit"
|
|
|
|
JSL Sprite_SetSpawnedCoords
|
|
|
|
PHX
|
|
|
|
TYX
|
|
|
|
LDA SprX, X : CLC : ADC.b #$10 : STA.w SprX, X
|
|
LDA SprY, X : SEC : SBC.b #$04 : STA.w SprY, X
|
|
|
|
LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
|
|
|
|
LDA.b #$21 : STA $0E40, X : STA $0BA0, X
|
|
|
|
LDA $0E60, X : ORA.b #$40 : STA $0E60, X
|
|
|
|
LDA.b #$48 : STA $0CAA, X
|
|
|
|
LDA.b #$10 : STA.w SprTimerC, X
|
|
|
|
LDA.b #$14 : STA $0F60, X
|
|
|
|
LDA.b #$07 : STA $0F50, X
|
|
|
|
LDA.b #$20 : STA.w SprBump, X
|
|
|
|
PLX
|
|
|
|
LDA.b #$02 : JSL Sound_SetSfx2PanLong
|
|
|
|
.spawn_failed
|
|
|
|
RTS
|
|
}
|
|
|
|
; Y = sprite index after you spawn it.
|
|
; $00 = your stalfos skull count
|
|
GetNumberSpawnStalfos:
|
|
{
|
|
PHX
|
|
STZ.w $00
|
|
|
|
LDX.b #$10
|
|
|
|
.x_loop
|
|
DEX
|
|
|
|
LDY.b #$04
|
|
.y_loop
|
|
DEY
|
|
LDA $0E20, X : CMP.w .stalfos_ids, Y : BEQ .increment_count
|
|
BRA .not_a_skull
|
|
|
|
.increment_count
|
|
LDA $0DD0, X : CMP.b #$00 : BEQ .not_a_skull
|
|
INC $00
|
|
|
|
.not_a_skull
|
|
CPY.b #$00 : BNE .y_loop
|
|
CPX.b #$00 : BNE .x_loop
|
|
|
|
PLX
|
|
|
|
RTL
|
|
|
|
.stalfos_ids
|
|
db $7C, $02, $A7, $85
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_KydrogBoss_Draw:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
|
; JSL OAM_AllocateFromRegionE
|
|
|
|
LDA $0DC0, X : CLC : ADC $0D90, X : ASL : TAY ; Animation Frame
|
|
REP #$20
|
|
LDA .start_index, Y : STA $06 ; Needs to be 16 bit ; Y = 00, 02, 04, 06
|
|
SEP #$20
|
|
|
|
; Store Palette thing
|
|
LDA $0DA0, X : STA $08
|
|
|
|
PHX ; Store Sprite ID
|
|
|
|
REP #$20
|
|
LDA .nbr_of_tiles, Y ;amount of tiles -1 ; doesn't need to be 16 bit ;Y = 00, 02, 04, 06
|
|
REP #$30
|
|
TAX
|
|
LDY.w #$0000
|
|
|
|
.nextTile
|
|
REP #$30
|
|
|
|
PHX ; Save current tile index
|
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
|
|
|
PHA ; Keep the value with animation index offset
|
|
|
|
ASL A : TAX ; *2 for the X and Y position
|
|
|
|
REP #$30 ; X and Y position must be 16 bit
|
|
|
|
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 #$20 ; change A back to 8bit but not X and Y
|
|
BCC .on_screen_y
|
|
|
|
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
|
|
STA $0E
|
|
.on_screen_y
|
|
|
|
PLX ; Pullback Animation Index Offset
|
|
; so X here is (nbr of tiles + animation index)
|
|
INY
|
|
LDA .chr, X : STA ($90), Y
|
|
INY
|
|
|
|
; Set palette flash modifier
|
|
LDA .properties, X : ORA $08 : STA ($90), Y
|
|
|
|
REP #$30
|
|
PHY
|
|
|
|
TYA : LSR #2 : TAY ; divide Y by 4
|
|
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
|
|
dw $00, $0B, $15, $1F, $27, $2D, $35, $3D, $43, $4C, $57, $66, $71, $7A, $87, $91, $99, $A1
|
|
.nbr_of_tiles
|
|
dw 10, 9, 9, 7, 5, 7, 7, 5, 8, 10, 14, 10, 8, 12, 9, 7, 7, 6
|
|
.x_offsets
|
|
dw -8, 8, 8, 0, 8, 0, -8, -8, 16, 16, -8
|
|
dw -8, 8, -8, 0, 16, 16, -8, 16, 0, 8
|
|
dw -8, 8, 0, 16, -8, -8, -8, 16, 0, 8
|
|
dw 0, 0, 16, 8, 0, 16, 16, 16
|
|
dw 16, 0, 0, 16, 16, 0
|
|
dw 0, 16, 8, 16, 0, 16, 12, 0
|
|
dw 4, -4, 12, 4, -4, -4, 4, -4
|
|
dw 4, -12, 4, -12, -4, 16
|
|
dw 4, -4, 4, -4, -4, 12, 12, -4, 12
|
|
dw 0, 8, 8, 0, 0, 8, -8, -8, -8, 16, 16
|
|
dw 0, 8, 8, 0, 8, 0, 0, 8, 8, -8, -8, -8, 16, 16, 16
|
|
dw 0, 8, 8, 0, 0, 8, 16, 16, 16, -8, -8
|
|
dw -8, -8, 8, 16, 8, 8, 16, 0, 8
|
|
dw 0, -8, 8, 8, -8, -8, 0, 8, 0, 8, 16, 16, 16
|
|
dw -8, 16, 8, 8, 16, 0, 16, -8, 0, 8
|
|
dw -8, 8, -8, -8, 8, 8, -8, 16
|
|
dw -8, 8, 0, 8, -8, 8, -8, 16
|
|
dw -12, 4, 12, -4, 0, 16, 8
|
|
.y_offsets
|
|
dw -20, -20, -4, 4, 4, 12, 4, 12, 4, 12, -4
|
|
dw -19, -19, 4, 4, 4, 12, -4, -4, -3, -3
|
|
dw -20, -20, 4, 4, 4, 12, -4, -4, -4, -4
|
|
dw -20, -4, -4, -4, 4, 4, 12, -20
|
|
dw -20, -4, 4, -4, 4, -20
|
|
dw -20, -20, -4, -4, 4, 4, 12, -4
|
|
dw -20, -20, -4, -4, -4, -12, 4, 4
|
|
dw -20, -20, -4, -4, 4, 0
|
|
dw -20, -20, -4, -4, 4, 0, 8, -12, -4
|
|
dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8
|
|
dw -20, -20, -12, -4, -4, 0, 8, 0, 8, 0, 8, -8, 0, 8, -8
|
|
dw -20, -20, -12, 0, -4, -4, -8, 0, 8, 0, -8
|
|
dw -24, -8, -24, -8, -8, 0, 0, 8, 8
|
|
dw -8, -24, -24, -8, -8, 0, 8, 8, 0, 0, 0, 8, -8
|
|
dw -16, -16, -16, -8, -8, 0, 0, 0, -24, -24
|
|
dw 0, 0, -16, -24, -16, -24, -16, -16
|
|
dw 0, 0, -8, -8, -24, -24, -8, -8
|
|
dw -4, -4, -20, -20, 12, 12, 12
|
|
.chr
|
|
db $87, $87, $A7, $80, $81, $A4, $93, $A3, $96, $A6, $A7
|
|
db $87, $87, $B3, $80, $92, $A2, $83, $83, $A8, $A8
|
|
db $87, $87, $80, $B2, $A1, $B1, $83, $83, $A8, $A8
|
|
db $C9, $E9, $EB, $EA, $C0, $C2, $D2, $CB
|
|
db $CE, $EC, $C3, $EE, $C5, $CC
|
|
db $C9, $CB, $FA, $FB, $C6, $C8, $D8, $E9
|
|
db $C9, $CB, $E9, $EA, $EB, $DB, $E1, $E0
|
|
db $CC, $CE, $EC, $EE, $E3, $E5
|
|
db $C9, $CB, $FA, $FB, $E6, $E8, $F8, $DE, $E9
|
|
db $89, $89, $99, $8E, $A9, $A9, $82, $92, $A2, $B3, $83
|
|
db $89, $89, $99, $A9, $A9, $8D, $9D, $8D, $9D, $8C, $9C, $83, $A1, $B1, $82
|
|
db $89, $89, $99, $8E, $A9, $A9, $83, $93, $A3, $B2, $83
|
|
db $45, $65, $45, $65, $66, $77, $75, $BD, $BE
|
|
db $6F, $4E, $4E, $6F, $47, $57, $7C, $7D, $AA, $AB, $6E, $7E, $83
|
|
db $84, $84, $85, $95, $5D, $AA, $6D, $6D, $8A, $8A
|
|
db $AC, $AE, $50, $40, $50, $40, $52, $52
|
|
db $AC, $AE, $63, $63, $42, $42, $60, $60
|
|
db $68, $6A, $4B, $49, $70, $72, $71
|
|
.properties
|
|
db $39, $79, $79, $39, $39, $39, $39, $39, $39, $39, $39
|
|
db $39, $79, $39, $39, $39, $39, $39, $79, $39, $79
|
|
db $39, $79, $79, $39, $39, $39, $39, $79, $39, $79
|
|
db $39, $39, $39, $39, $39, $39, $39, $39
|
|
db $39, $39, $39, $39, $39, $39
|
|
db $39, $39, $39, $39, $39, $39, $39, $39
|
|
db $79, $79, $79, $79, $79, $79, $39, $39
|
|
db $79, $79, $79, $79, $39, $39
|
|
db $79, $79, $79, $79, $39, $39, $39, $79, $79
|
|
db $39, $79, $79, $39, $39, $79, $79, $79, $79, $79, $79
|
|
db $39, $79, $79, $39, $79, $39, $39, $79, $79, $39, $39, $39, $79, $79, $39
|
|
db $39, $79, $79, $79, $39, $79, $79, $79, $79, $79, $39
|
|
db $39, $39, $79, $79, $79, $39, $79, $39, $39
|
|
db $39, $39, $79, $79, $39, $39, $39, $39, $39, $39, $39, $39, $79
|
|
db $39, $79, $79, $79, $39, $39, $39, $79, $39, $79
|
|
db $39, $39, $39, $39, $79, $79, $39, $79
|
|
db $39, $39, $39, $79, $39, $79, $39, $79
|
|
db $39, $39, $39, $39, $39, $39, $39
|
|
.sizes
|
|
db $02, $02, $02, $00, $00, $02, $00, $00, $00, $00, $02
|
|
db $02, $02, $00, $02, $00, $00, $00, $00, $00, $00
|
|
db $02, $02, $02, $00, $00, $00, $00, $00, $00, $00
|
|
db $02, $00, $00, $00, $02, $00, $00, $00
|
|
db $02, $02, $02, $02, $00, $02
|
|
db $02, $00, $00, $00, $02, $00, $00, $00
|
|
db $02, $00, $00, $00, $00, $00, $02, $02
|
|
db $02, $02, $02, $02, $02, $00
|
|
db $02, $00, $00, $00, $02, $00, $00, $00, $00
|
|
db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00
|
|
db $02, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
|
|
db $02, $00, $00, $02, $00, $00, $00, $00, $00, $00, $00
|
|
db $02, $02, $02, $00, $00, $00, $00, $00, $00
|
|
db $00, $02, $02, $00, $02, $02, $00, $00, $00, $00, $00, $00, $00
|
|
db $02, $00, $00, $00, $00, $02, $00, $00, $00, $00
|
|
db $02, $02, $02, $02, $02, $02, $00, $00
|
|
db $02, $02, $02, $00, $02, $02, $00, $00
|
|
db $02, $02, $02, $02, $00, $00, $00
|
|
}
|