956 lines
23 KiB
NASM
956 lines
23 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 = $CE ; The sprite ID you are overwriting (HEX)
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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 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 SprHealth, X : CMP.b #$44 : BCC .health_not_negative
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LDA.b #$00 : STA SprHealth, X
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.health_not_negative
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LDA SprHealth, 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 #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
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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 $0DD0, X
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.prep_twinrova
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LDA.b #$40 : STA SprHealth, X ; Health
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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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 #$10 : STA $08
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LDA #$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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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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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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; -------------------------------------------------------
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; 0x00
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; TODO: Separate MoveState phases into action 0 and 1
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Twinrova_Init:
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{
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%GotoAction(01)
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RTS
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}
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; -------------------------------------------------------
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; 0x01
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Twinrova_MoveState:
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{
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LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
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; -------------------------------------------
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; Phase 2
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LDA SprTimerE, X : BNE .kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(8) ; Koume Mode
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RTS
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.kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(9) ; Kotake Mode
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RTS
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; ---------------------------------------------
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.phase_1
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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(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 Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
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%GotoAction(2) ; MoveForwards
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RTS
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.MoveBackwards
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%GotoAction(3) ; MoveBackwards
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RTS
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}
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; -------------------------------------------------------
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; 0x02 - TODO: Implement Twinrova_MoveForwards
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Twinrova_MoveForwards:
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{
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%Twinrova_Front()
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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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JSL Sprite_BounceTowardPlayer
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%GotoAction(1)
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RTS
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}
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; -------------------------------------------------------
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; 0x03 - TODO: Implement Twinrova_MoveBackwards
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Twinrova_MoveBackwards:
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{
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%Twinrova_Back()
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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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JSL Sprite_BounceTowardPlayer
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%GotoAction(1)
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RTS
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}
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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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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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LDA $0CAA : AND.b #$03 : STA $0CAA
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LDA SprTimerD, X : BNE +
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LDA $0CAA : ORA.b #$03 : STA $0CAA
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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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; -------------------------------------------------------
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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 Sprite_Twinrova_FireAttack
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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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; -------------------------------------------------------
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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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JSR 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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; -------------------------------------------------------
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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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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 +
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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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; 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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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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JSL Sprite_BounceTowardPlayer
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LDA 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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; -------------------------------------------------------
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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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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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JSL Sprite_BounceTowardPlayer
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LDA 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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; -------------------------------------------------------
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; 0x0A
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Twinrova_Dead:
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{
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%StartOnFrame(10)
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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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; TODO: Create a new parent sprite for the Twinrova attacks
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; so that the velocity and movement aren't applied to the
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; parent sprite itself.
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; Reused function from TrinexxBreath.
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TrinexxBreath_AltEntry:
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{
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LDA $1A : AND.b #$03 : BNE .no_shake
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JSL Sprite_IsToRightOfPlayer
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LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
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CLC : ADC.w $8000, Y : STA $0D50, X
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.no_shake
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JSL Sprite_CheckTileCollision : BEQ .exit
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JSL Sprite_BounceTowardPlayer
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.exit
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RTS
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.x_speed_targets
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db 8, -16
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}
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Sprite_Twinrova_FireAttack:
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{
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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.no_collision
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JSR AddFireGarnish
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JMP TrinexxBreath_AltEntry
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}
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; $1DBDD6 - TrinexxFire_AddFireGarnish
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AddFireGarnish:
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{
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INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
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LDA.b #$2A : JSL Sound_SetSfx2PanLong
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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.next_slot
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LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
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DEX : BPL .next_slot
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DEC $0FF8 : BPL .use_search_index
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LDA $00 : STA $0FF8
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.use_search_index
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LDX $0FF8
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.free_slot
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; Set garnish ID, set garnish handled flag, set garnish parent sprite
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LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
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LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
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LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
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LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
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PLX
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.return
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RTS
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}
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; =========================================================
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Sprite_Twinrova_IceAttack:
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{
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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.no_collision
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JSR AddIceGarnishV2
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JMP TrinexxBreath_AltEntry
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}
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; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
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AddIceGarnishV2:
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{
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INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
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LDA.b #$14 : JSL Sound_SetSfx3PanLong
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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.next_slot
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LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
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DEX : BPL .next_slot
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DEC $0FF8 : BPL .use_search_index
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LDA.b #$00 : STA $0FF8
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.use_search_index
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LDX $0FF8
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.free_slot
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; Set garnish ID, set garnish handled flag, set garnish parent sprite
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LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
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LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
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LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
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LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
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PLX
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.return
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RTS
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}
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; =========================================================
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; Overwrite vanilla Trinexx ice garnish
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; Plays like a simple ice cloud animation now.
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pushpc
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org $09B5DE
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Garnish_PrepOamCoord:
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org $09B70C
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Garnish_SetOamPropsAndLargeSize:
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org $09B459
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Garnish_CheckPlayerCollision:
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org $09B5D6
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Garnish_SetOamPropsAndSmallSize:
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; SpriteData_Bump - Ice Garnish
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org $0DB266+$CD
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db $04
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org $09B33F
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TrinexxIce_Pool:
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{
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.chr
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db $2E, $2E, $2C, $2C
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.properties
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db $35, $35, $35, $35
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}
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org $09B34F
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Garnish_TrinexxIce:
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{
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; special animation 0x0C
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LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
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LDA TrinexxIce_Pool_properties, Y : STA $04
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JSR Garnish_PrepOamCoord
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LDA $00 : STA ($90), Y
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LDA $02 : INY : STA ($90), Y
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LDA $7FF90E, X : LSR #5 : PHX : TAX
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LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
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LDA.b #$35 : ORA $04 : PLX
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JMP Garnish_SetOamPropsAndLargeSize
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}
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warnpc $09B3B8
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pullpc
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|
; =========================================================
|
|
|
|
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
|
|
|
|
; Store Palette thing
|
|
LDA $0DA0, 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
|
|
}
|
|
|
|
pushpc
|
|
|
|
; =========================================================
|
|
; Blind Maiden spawn code
|
|
|
|
org $0DB818
|
|
SpritePrep_LoadProperties:
|
|
|
|
; 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 : 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
|
|
|
|
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.
|
|
|
|
; TODO: Figure out why the sprite disappears after graphics
|
|
; are transferred in. It seems to be unrelated to the
|
|
; graphics code, but rather related to the BlindMaiden
|
|
; spawn code.
|
|
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 $0DD0,X
|
|
|
|
; SPRITE CE
|
|
LDA.b #$CE : STA.w $0E20,X
|
|
|
|
; Load the position cache from the maiden follower
|
|
LDA.b $00 : STA.w $0D10,X
|
|
LDA.b $01 : STA.w $0D30,X
|
|
LDA.b $02 : SEC : SBC.b #$10 : STA.w $0D00,X
|
|
LDA.b $03 : STA.w $0D20,X
|
|
|
|
; Removed because it was causing the sprite to disappear
|
|
; JSL SpritePrep_LoadProperties
|
|
|
|
; Set SprTimerC
|
|
LDA.b #$C0 : STA.w $0E10,X
|
|
|
|
; Set SprGfx
|
|
LDA.b #$00 : STA.w $0DC0,X
|
|
|
|
; Set SprMiscC and bulletproof properties
|
|
LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,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
|
|
}
|
|
|
|
; =========================================================
|
|
; 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:
|
|
{
|
|
; #_1DA081: LDA.l $7EF3CC
|
|
; #_1DA085: CMP.b #$06 ; FOLLOWER 06
|
|
; #_1DA087: BEQ .despawn
|
|
|
|
#_1DA089: LDA.w $0403
|
|
#_1DA08C: AND.b #$20
|
|
#_1DA08E: BEQ .despawn
|
|
|
|
#_1DA090: LDA.b #$60
|
|
#_1DA092: STA.w $0E10,X
|
|
|
|
#_1DA095: LDA.b #$01
|
|
#_1DA097: STA.w $0DB0,X
|
|
|
|
#_1DA09A: LDA.b #$02
|
|
#_1DA09C: STA.w $0DE0,X
|
|
|
|
#_1DA09F: LDA.b #$04
|
|
#_1DA0A1: STA.w $0EB0,X
|
|
|
|
#_1DA0A4: LDA.b #$07
|
|
#_1DA0A6: STA.w $0DC0,X
|
|
|
|
#_1DA0A9: STZ.w $0B69
|
|
|
|
#_1DA0AC: RTL
|
|
|
|
.despawn
|
|
#_1DA0AD: STZ.w $0DD0,X
|
|
|
|
#_1DA0B0: RTL
|
|
}
|
|
|
|
warnpc $1DA0B1
|
|
|
|
; =========================================================
|
|
; TODO: Decide if we want to use this garnish in the fight.
|
|
; Currently unused.
|
|
|
|
org $1DA0B1
|
|
BlindLaser_SpawnTrailGarnish:
|
|
{
|
|
#_1DA0B1: LDA.w SprDelay,X
|
|
#_1DA0B4: AND.b #$00
|
|
#_1DA0B6: BNE .exit
|
|
|
|
#_1DA0B8: PHX
|
|
#_1DA0B9: TXY
|
|
|
|
#_1DA0BA: LDX.b #$1D
|
|
|
|
.next_slot
|
|
#_1DA0BC: LDA.l $7FF800,X
|
|
#_1DA0C0: BEQ .free_slot
|
|
|
|
#_1DA0C2: DEX
|
|
#_1DA0C3: BPL .next_slot
|
|
|
|
#_1DA0C5: DEC.w $0FF8
|
|
#_1DA0C8: BPL .use_search_index
|
|
|
|
#_1DA0CA: LDA.b #$1D
|
|
#_1DA0CC: STA.w $0FF8
|
|
|
|
.use_search_index
|
|
#_1DA0CF: LDX.w $0FF8
|
|
|
|
.free_slot
|
|
#_1DA0D2: LDA.b #$0F ; GARNISH 0F
|
|
#_1DA0D4: STA.l $7FF800,X
|
|
#_1DA0D8: STA.w $0FB4
|
|
|
|
#_1DA0DB: LDA.w $0DC0,Y
|
|
#_1DA0DE: STA.l $7FF9FE,X
|
|
|
|
#_1DA0E2: TYA
|
|
#_1DA0E3: STA.l $7FF92C,X
|
|
|
|
#_1DA0E7: LDA.w $0D10,Y
|
|
#_1DA0EA: STA.l $7FF83C,X
|
|
|
|
#_1DA0EE: LDA.w $0D30,Y
|
|
#_1DA0F1: STA.l $7FF878,X
|
|
|
|
#_1DA0F5: LDA.w $0D00,Y
|
|
#_1DA0F8: CLC
|
|
#_1DA0F9: ADC.b #$10
|
|
#_1DA0FB: STA.l $7FF81E,X
|
|
|
|
#_1DA0FF: LDA.w $0D20,Y
|
|
#_1DA102: ADC.b #$00
|
|
#_1DA104: STA.l $7FF85A,X
|
|
|
|
#_1DA108: LDA.b #$0A
|
|
#_1DA10A: STA.l $7FF90E,X
|
|
|
|
#_1DA10E: PLX
|
|
|
|
.exit
|
|
#_1DA10F: RTS
|
|
}
|
|
|
|
pullpc |