Files
oracle-of-secrets/Sprites/Bosses/kydrog_boss.asm
2024-07-07 00:18:10 -04:00

908 lines
22 KiB
NASM

; =========================================================
; Kydrog Boss
; =========================================================
; RAM Addresses
!ConsecutiveHits = $AC ;0x01
!KydrogPhase = $7A ;0x01
!WalkSpeed = 10 ;0x01
; =========================================================
!SPRID = $CB ; The sprite ID you are overwriting (HEX)
!NbrTiles = 11 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 00 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this KydrogBoss (can be 0 to 7)
!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = $01 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_KydrogBoss_Prep, Sprite_KydrogBoss_Long)
; =========================================================
Sprite_KydrogBoss_Long:
{
PHB : PHK : PLB
JSR Sprite_KydrogBoss_Draw ; Call the draw code
JSR Sprite_CheckIfFrozen
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_KydrogBoss_CheckIfDead ; Check if sprite is dead
JSR Sprite_KydrogBoss_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_KydrogBoss_CheckIfDead:
{
LDA $0D80, X : CMP.b #$09 : BEQ .not_dead
; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$C3 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X
.health_not_negative
LDA $0E50, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
LDA.b #$09 : STA $0D80, X ;go to KydrogBoss_Death stage
STZ.w $0D90,X
LDA.b #$E0 : STA.w $0DF0,X
PLX
.not_dead
RTS
}
; =========================================================
Sprite_KydrogBoss_Prep:
{
PHB : PHK : PLB
LDA #$00 : STA !KydrogPhase
LDA.b #$A0 : STA $0E50, X ; health
LDA.b #$80 : STA $0CAA, X
LDA.b #$03 : STA $0F60, X ; hitbox settings
LDA.b #$07 : STA.w SprBump, X ; bump damage type
LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
JSR KydrogBoss_Set_Damage ; Set the damage table
%SetSpriteSpeedX(15)
%SetSpriteSpeedX(15)
%SetHarmless(00)
LDA #$80 : STA.w SprTimerD, X ; intro timer
PLB
RTL
}
; =========================================================
pushpc
org $1ECD97
LDA.b #$0A
pullpc
macro StopIfTooClose()
LDA $0E : CMP.b #$0020 : BCS +
CLC
LDA $0F : CMP.b #$0020 : BCS +
LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
%GotoAction(7)
RTS
+
endmacro
macro RandomStalfosOffspring()
JSL GetNumberSpawnStalfos
LDA $00 : CMP.b #$04 : BCS .too_many_stalfos
JSL GetRandomInt : AND.b #$3F : BNE +
PHX : JSR Sprite_Offspring_Spawn : PLX
+
JSL GetRandomInt : AND.b #$3F : BNE ++
PHX : JSR Sprite_Offspring_SpawnHead : PLX
++
.too_many_stalfos
endmacro
macro BounceBasedOnPhase()
LDA !KydrogPhase : CMP #$00 : BEQ .phase_one
LDA #$10 : STA $08 : LDA #$20 : STA $09
.phase_one
JSL Sprite_BounceTowardPlayer
endmacro
Sprite_KydrogBoss_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw KydrogBoss_Init ; 00
dw KydrogBoss_WalkState ; 01
dw KydrogBoss_WalkForward ; 02
dw KydrogBoss_WalkLeft ; 03
dw KydrogBoss_WalkRight ; 04
dw KydrogBoss_WalkBackward ; 05
dw KydrogBoss_TakeDamage ; 06
dw KydrogBoss_TauntPlayer ; 07
dw KydrogBoss_SummonStalfos ; 08
dw KydrogBoss_Death ; 09
dw KydrogBoss_Ascend ; 0A
dw KydrogBoss_Descend ; 0B
dw KydrogBoss_Abscond ; 0C
; -------------------------------------------------------
KydrogBoss_Init:
{
%StartOnFrame(15)
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
; JSR SetupMovieEffect
; JSR MovieEffect
; LDX.b #$00
LDA.w SprTimerD, X : BNE +
%GotoAction(1) ; Goto KydrogBoss_WalkState
+
RTS
}
; -------------------------------------------------------
KydrogBoss_WalkState:
{
JSR CheckForNextPhase
LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(6) ; Goto KydrogBoss_TakeDamage
RTS
.not_flashing
JSL GetRandomInt : AND.b #$0F : BNE .not_taunting
LDA.b #$10 : STA.w SprTimerD, X
%GotoAction(8) ; Goto KydrogBoss_TauntPlayer
RTS
.not_taunting
; JSL GetRandomInt : AND.b #$0F : BNE .not_absconding
; LDA.b #$20 : STA.w SprTimerD, X
; %GotoAction(12) ; Goto KydrogBoss_Abscond
; RTS
; .not_absconding
LDA #$50 : STA $09, X
JSL Sprite_DirectionToFacePlayer
TYA : CMP.b #$02 : BCC .WalkRight
.WalkForward
%StopIfTooClose()
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
TYA : BNE .WalkBackwards ; If 1, go to KydrogBoss_WalkBackwards
%GotoAction(2) ; Goto KydrogBoss_WalkForward
RTS
.WalkBackwards
%GotoAction(5) ; Goto KydrogBoss_WalkBackwards
RTS
.WalkRight
%StopIfTooClose()
JSL Sprite_IsToRightOfPlayer : TYA : BNE .WalkLeft
%GotoAction(4)
RTS
.WalkLeft
%GotoAction(3) ; Goto KydrogBoss_WalkLeft
RTS
}
; -------------------------------------------------------
KydrogBoss_WalkForward:
{
%PlayAnimation(0, 2, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
%RandomStalfosOffspring()
%GotoAction(1)
RTS
}
; -------------------------------------------------------
KydrogBoss_WalkLeft:
{
%PlayAnimation(3, 5, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
%RandomStalfosOffspring()
%GotoAction(1)
RTS
}
; -------------------------------------------------------
KydrogBoss_WalkRight:
{
%PlayAnimation(6, 8, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
%RandomStalfosOffspring()
%GotoAction(1)
RTS
}
; -------------------------------------------------------
KydrogBoss_WalkBackward:
{
%PlayAnimation(9, 11, 8)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%BounceBasedOnPhase()
%RandomStalfosOffspring()
%GotoAction(1)
RTS
}
; -------------------------------------------------------
KydrogBoss_TakeDamage: ;0x06
{
%StartOnFrame(12)
%PlayAnimation(12, 14, 8)
INC !ConsecutiveHits
LDA !ConsecutiveHits : CMP #$10 : BCC .continue
STZ !ConsecutiveHits
LDA.b #$28 ; SFX3.28
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
%GotoAction($0A) ; Goto KydrogBoss_Ascend
JSL Sprite_KillFriends
RTS
.continue
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%RandomStalfosOffspring()
LDA.w SprTimerD, X : BNE +
%GotoAction(1)
+
JSL GetRandomInt : AND.b #$1F : BNE ++
LDA.b #$28 ; SFX3.28
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
%GotoAction($0A) ; Goto KydrogBoss_Ascend
++
RTS
}
; -------------------------------------------------------
KydrogBoss_TauntPlayer: ;0x07
{
%StartOnFrame(15)
%PlayAnimation(15, 16, 8) ; Arms Crossed Animation
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
LDA.w SprTimerD, X : BNE .continue_timer
LDA.b #$20 : STA.w SprTimerD, X ; set timer E to 0x20
%GotoAction(8)
.continue_timer
RTS
}
; -------------------------------------------------------
KydrogBoss_SummonStalfos: ;0x08
{
%StartOnFrame(17)
%PlayAnimation(17, 17, 10)
PHX
JSL Sprite_CheckDamageFromPlayerLong
%DoDamageToPlayerSameLayerOnContact()
PLX
JSL Sprite_DamageFlash_Long
%RandomStalfosOffspring()
LDA.w SprTimerD, X : BNE +
JSR Kydrog_ThrowBoneAtPlayer
%GotoAction(1)
+
RTS
}
; -------------------------------------------------------
KydrogBoss_Death: ;0x09
{
%StartOnFrame(0)
%PlayAnimation(0, 0, 10)
JSL Sprite_KillFriends
LDA $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
LDA.b #$00
.dontReset
STA $0DA0, X
RTS
}
KydrogBoss_Ascend: ; 0x0A
{
%StartOnFrame(17)
%PlayAnimation(17, 17, 10)
%RandomStalfosOffspring()
; Increase the Z for a bit until he is off screen
LDA SprHeight, X : CLC : ADC.b #$04
STA.w SprHeight, X : CMP.b #$B0 : BCC .not_off_screen
;
LDA #$40 : STA.w SprTimerD, X
%GotoAction($0B)
.not_off_screen
RTS
}
KydrogBoss_Descend:
{
%StartOnFrame(17)
%PlayAnimation(17, 17, 10)
%RandomStalfosOffspring()
LDA SprTimerD, X : BEQ .no_track_player
LDA $20 : STA.w SprY, X
LDA $22 : STA.w SprX, X
; PHX : JSL $01F3EC : PLX ; Light Torch
LDA SprTimerD, X : BNE .wait_a_second
.no_track_player
; Decrease the Z for a bit until he is at level with Link
LDA SprHeight, X : SEC : SBC.b #$04 : STA.w SprHeight, X
CMP.b #$04 : BCS .not_off_screen
%GotoAction(1)
.not_off_screen
.wait_a_second
RTS
}
KydrogBoss_Abscond: ; 0x0C
{
%StartOnFrame(13)
%PlayAnimation(13, 13, 10)
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b $0D50 : CLC : ADC.b #$08 : STA $0D50
LDA.b $0D70 : CLC : ADC.b #$02 : STA $0D70
LDA SprTimerD, X : BNE .not_done
%GotoAction(1)
RTS
+
LDA.b $0D40 : CLC : ADC.b #$08 : STA $0D40
LDA.b $0D60 : CLC : ADC.b #$02 : STA $0D60
LDA SprTimerD, X : BNE .not_done
%GotoAction(1)
.not_done
JSL Sprite_Move
RTS
}
}
; =========================================================
CheckForNextPhase:
{
LDA !KydrogPhase : CMP.b #$00 : BEQ .phase_one
CMP.b #$01 : BEQ .phase_two
CMP.b #$02 : BEQ .phase_three
CMP.b #$03 : BEQ .phase_four
RTS
.phase_one
; Check for phase two
LDA SprHealth,X : CMP.b #$20 : BCC .phase_two
RTS
.phase_two
LDA SprHealth,X : CMP.b #$20 : BCC .phase_three
LDA !KydrogPhase : CMP.b #$01 : BEQ .return
LDA #$80 : STA $0E50, X
LDA #$01 : STA $0D80, X
STA !KydrogPhase
INC $0DA0, X
RTS
.phase_three
LDA SprHealth,X : CMP.b #$20 : BCC .phase_four
LDA !KydrogPhase : CMP.b #$02 : BEQ .return
LDA #$80 : STA $0E50, X
LDA #$02 : STA $0D80, X
STA !KydrogPhase
RTS
.phase_four
LDA #$03 : STA $0D80, X
STA !KydrogPhase
.return
RTS
}
; =========================================================
; TODO: Use a timer to unfreeze the sprite
Sprite_CheckIfFrozen:
{
LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen
LDA.w $0E10, X : BNE .not_frozen
LDA.b #$00 : STA.l $7FFA3C,X
LDA.b #$09 : STA.w $0DD0, X
.not_frozen
RTS
}
;BA: Boomerang
;D1: Damage 1
;D2: Damage 2
;D3: Damage 3
;D4: Damage 4
;D5: Damage 5
;AR: Arrow Damage
;HS: Hookshot Damage
;BM: BombDamage
;SA: Silvers Damage
;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
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