838 lines
21 KiB
NASM
838 lines
21 KiB
NASM
; =========================================================
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; Kydreeok Head sprite
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; Child sprite of the Kydreeok boss
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; =========================================================
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!SPRID = Sprite_KydreeokHead
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!NbrTiles = 07 ; 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 = $C0 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long)
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Sprite_KydreeokHead_Long:
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{
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PHB : PHK : PLB
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LDA.w SprAction, X : CMP #$05 : BEQ .no_head
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JSR Sprite_KydreeokHead_Draw
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.no_head
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JSL Sprite_CheckActive : BCC .not_active
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JSR Sprite_KydreeokHead_Main
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.not_active
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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Sprite_KydreeokHead_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$C0 : STA.w SprHealth, X
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LDA.b #$09 : STA.w SprBump, X ; bump damage type
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STZ.w SprMiscE, X
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PLB
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RTL
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}
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; =========================================================
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SpeedTable:
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db $00, $02, $04, $06, $07, $01, $06, $03
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db 0, -2, -4, -6, -7, -1, -6, -3
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Sprite_KydreeokHead_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw KydreeokHead_ForwardAnim ; 0x00
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dw KydreeokHead_RightAnim ; 0x01
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dw KydreeokHead_LeftAnim ; 0x02
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dw KydreeokHead_FarRight ; 0x03
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dw KydreeokHead_FarLeft ; 0x04
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dw KydreeokHead_SummonFire ; 0x05
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; -------------------------------------------------------
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; 0x00
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KydreeokHead_ForwardAnim:
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{
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%StartOnFrame(0)
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%PlayAnimation(0,2,10)
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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LDA.b #$20 : STA.w SprTimerA, X
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
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JSR GetDistance8bit : CMP #$0B : BCC .not_far
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%GotoAction(3)
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RTS
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.not_far
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%GotoAction(1)
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RTS
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.not_right
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JSR GetDistance8bit : CMP #$0B : BCC .not_far2
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%GotoAction(4)
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RTS
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.not_far2
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%GotoAction(2)
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RTS
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}
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; -------------------------------------------------------
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; 0x01
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KydreeokHead_RightAnim:
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{
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%StartOnFrame(3)
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%PlayAnimation(3,5,10)
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
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RTS
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.not_right
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%GotoAction(0)
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RTS
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}
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; -------------------------------------------------------
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; 0x02
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KydreeokHead_LeftAnim:
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{
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%StartOnFrame(6)
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%PlayAnimation(6,8,10)
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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LDA.w SprTimerA, X : BNE .not_yet
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%GotoAction(0)
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.not_yet
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RTS
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}
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; -------------------------------------------------------
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; 0x03
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KydreeokHead_FarRight:
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{
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%PlayAnimation(9,11,10)
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%MoveTowardPlayer(15)
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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LDA.w SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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KydreeokHead_FarLeft:
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{
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%PlayAnimation(12,14,10)
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%MoveTowardPlayer(15)
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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LDA.w SprTimerA, X : BNE .not_done
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%GotoAction(0)
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.not_done
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RTS
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}
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KydreeokHead_SummonFire:
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{
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%MoveTowardPlayer(15)
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%DoDamageToPlayerSameLayerOnContact()
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JSR Sprite_Twinrova_FireAttack
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JSL Sprite_Move
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LDA.w SprTimerA, X : BNE .not_done
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LDA #$00 : STA $0DD0, X
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.not_done
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RTS
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}
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}
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KydreeokHead_RotationMove:
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{
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; ; Reset targetting mode
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; LDA.w SprTimerE, X : BNE +
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; STZ.w SprMiscE, X
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; +
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; LDA.w SprMiscE, X : BEQ .continue_move
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; LDA.b #$04
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; JSL Sprite_ApplySpeedTowardsPlayer
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; JSL Sprite_Move
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; JSR MoveWithBody
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; RTS
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; .continue_move
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprYSpeed, X : STA $01
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; JSL Sprite_Move
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JSR KydreeokHead_NeckControl
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JSR MoveWithBody
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JSR RotateHeadUsingSpeedValues
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; JSL GetRandomInt : AND #$7F : BNE .no_independent
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; LDA.b #$01 : STA.w SprMiscE, X
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; LDA.b #$10 : STA.w SprTimerE, X
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; .no_independent
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RTS
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}
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Sprite_KydreeokHead_Damage_Flash:
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{
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LDA.w SprMiscE, X : BEQ .dontFlash
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; Change the palette to the next in the cycle
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LDA.w SprMiscE, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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.dontReset
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STA.w SprMiscE, X
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BRA .flash
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.dontFlash
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STZ.w SprMiscE, X
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.flash
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RTS
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}
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; =========================================================
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CoordinateBasedRotation:
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{
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LDA.w Neck_Index : TAY
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; JSL GetRandomInt : AND #$04 : TAY
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LDA.w X_Coords, Y : STA.w Neck1_OffsetX
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LDA.w X_Coords, Y : STA.w Neck2_OffsetX
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LDA.w X_Coords, Y : STA.w Neck3_OffsetX
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LDA.w Y_Coords, Y : STA.w Neck1_OffsetY
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LDA.w Y_Coords, Y : STA.w Neck2_OffsetY
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LDA.w Y_Coords, Y : STA.w Neck3_OffsetY
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JSL GetRandomInt : AND #$3F : BNE .dont_increment
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INC.w Neck_Index
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.dont_increment
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CPY #15 : BNE .not_full
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LDA #0 : STA.w Neck_Index
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.not_full
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RTS
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}
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; Table for X coordinates (based on a radius of 8)
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X_Coords:
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db 8, 11, 8, 3, -4, -9, -12, -9
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db -4, 3, 8, 11, 8, 3, -4, -9
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; Table for Y coordinates (based on a radius of 8)
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Y_Coords:
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db 0, -3, -8, -11, -15, -15, -11, -8
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db -3, 0, 3, 8, 11, 15, 15, 11
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; =========================================================
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RotateHeadUsingSpeedValues:
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{
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LDY.w Neck_Index
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LDA.w SprXSpeed, X : CLC : ADC.w XSpeedSin, Y : ASL : STA.w SprXSpeed, X
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LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
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INY : CPY #$3F : BNE .not_full
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LDY.b #$00
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.not_full
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STY.w Neck_Index
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JSL Sprite_MoveLong
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RTS
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}
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XSpeedSin:
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{
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db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
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db 27, 28, 30, 31, 31, 32
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}
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YSpeedSin:
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{
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db 32, 32, 31, 31
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db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
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db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
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db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
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db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
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db -12, -9, -6, -3
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db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
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db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
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db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
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db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
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db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
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db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
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db -12, -9, -6, -3
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}
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; =========================================================
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RandomlyAttack:
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{
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JSR Sprite_KydreeokHead_Damage_Flash
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JSL GetRandomInt : AND #$7F : BNE .no_attack
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CLC
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JSL GetRandomInt : AND #$0F : BNE .no_attack
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LDA #$CF
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoords
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JSL Fireball_SpawnTrailGarnish
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LDA.b #$05 : STA.w SprAction, Y
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LDA #$20 : STA.w SprTimerA, Y
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.no_attack
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RTS
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}
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; =========================================================
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MoveWithBody:
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{
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LDA.w Kydreeok_Id : TAY
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CPX.w Offspring2_Id : BEQ .neck2_move
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LDA.w SprX, Y : SEC : SBC #$0F
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STA.w SprMiscA, X
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STA.w $19EA : DEC
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STA.w $19EC : DEC
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STA.w $19EE
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; STA.w SprX, X
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LDA.w SprY, Y : SEC : SBC #$0F
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STA.w SprMiscB, X
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STA.w $19EB
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; STA.w $19ED
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; STA.w $19EF
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; STA.w SprY, X
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RTS
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.neck2_move
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LDA.w SprX, Y : CLC : ADC #$0C
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STA.w SprMiscA, X
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STA.w $19F0 : INC
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STA.w $19F2 : INC
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STA.w $19F4
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; STA.w SprX, X
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LDA.w SprY, Y : SEC : SBC #$0F
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; STA.w SprY, X
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STA.w SprMiscB, X
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STA.w $19F1
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; STA.w $19F3
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; STA.w $19F5
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.return
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RTS
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}
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; =========================================================
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; Based on Zarby Gleeok code
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Neck1_Control:
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{
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; Set head pos
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LDA $19EE : STA.w SprX, X
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LDA $19EF : STA.w SprY, X
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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LDA.w SprXSpeed, X : STA $08
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LDA.w SprYSpeed, X : STA $09
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LDA.w $19EA : STA $02 ; x
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LDA.w $19EB : STA $03 ; y
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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; load body position into sprite position
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LDA.w $19EA : STA.w SprX, X
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LDA.w $19EB : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EA
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LDA.w SprY, X : STA.w $19EB
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.TooCloseToHead
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; Do body part 2
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LDA.w $19EC : STA $02 ; x
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LDA.w $19ED : STA $03 ; y
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LDA.w $19EA : STA $04
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LDA.w $19EB : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
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LDA.w $19EA : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19EB : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EC : STA.w SprX, X
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LDA.w $19ED : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EC
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LDA.w SprY, X : STA.w $19ED
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.TooCloseToBodyPart1
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; Do body part 2
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LDA.w $19EE : STA $02 ; x
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LDA.w $19EF : STA $03 ; y
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LDA.w $19EC : STA $04
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LDA.w $19ED : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
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LDA.w $19EC : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19ED : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EE : STA.w SprX, X
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LDA.w $19EF : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EE
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LDA.w SprY, X : STA.w $19EF
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.TooCloseToBodyPart2
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LDA.w SprMiscC, X : STA.w SprX, X
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LDA.w SprMiscD, X : STA.w SprY, X
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LDA.b $08 : STA.w SprXSpeed, X
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LDA.b $09 : STA.w SprYSpeed, X
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RTS
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}
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Neck2_Control:
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{
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; Set head pos
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LDA $19F4 : STA.w SprX, X
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LDA $19F5 : STA.w SprY, X
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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LDA.w SprXSpeed, X : STA $08
|
|
LDA.w SprYSpeed, X : STA $09
|
|
|
|
LDA.w $19F0 : STA $02 ; x
|
|
LDA.w $19F1 : STA $03 ; y
|
|
|
|
LDA.w SprX, X : STA $04
|
|
LDA.w SprY, X : STA $05
|
|
JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
|
|
LDA.w SprX, X : STA $04 ; dest X
|
|
LDA.w SprXH, X : STA $05 ; dest XH
|
|
LDA.w SprY, X : STA $06 ; dest Y
|
|
LDA.w SprYH, X : STA $07 ; dest YH
|
|
; load body position into sprite position
|
|
LDA.w $19F0 : STA.w SprX, X
|
|
LDA.w $19F1 : STA.w SprY, X
|
|
|
|
LDA #$08
|
|
JSL Sprite_ProjectSpeedTowardsEntityLong
|
|
LDA.b $01 : STA.w SprXSpeed, X
|
|
LDA.b $00 : STA.w SprYSpeed, X
|
|
JSL Sprite_MoveLong
|
|
LDA.w SprX, X : STA.w $19F0
|
|
LDA.w SprY, X : STA.w $19F1
|
|
|
|
.TooCloseToHead2
|
|
|
|
LDA.w $19F2 : STA $02 ; x
|
|
LDA.w $19F3 : STA $03 ; y
|
|
|
|
LDA.w $19F0 : STA $04
|
|
LDA.w $19F1 : STA $05
|
|
JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
|
|
|
|
LDA.w $19F0 : STA $04 ; dest X
|
|
LDA.w SprXH, X : STA $05 ; dest XH
|
|
LDA.w $19F1 : STA $06 ; dest Y
|
|
LDA.w SprYH, X : STA $07 ; dest YH
|
|
;load body position into sprite position
|
|
LDA.w $19F2 : STA.w SprX, X
|
|
LDA.w $19F3 : STA.w SprY, X
|
|
|
|
LDA #$04
|
|
JSL Sprite_ProjectSpeedTowardsEntityLong
|
|
LDA.b $01 : STA.w SprXSpeed, X
|
|
LDA.b $00 : STA.w SprYSpeed, X
|
|
JSL Sprite_MoveLong
|
|
LDA.w SprX, X : STA.w $19F2
|
|
LDA.w SprY, X : STA.w $19F3
|
|
|
|
.TooCloseToBodyPart12
|
|
|
|
; Do body part 2
|
|
LDA.w $19F4 : STA $02 ; x
|
|
LDA.w $19F5 : STA $03 ; y
|
|
|
|
LDA.w $19F2 : STA $04
|
|
LDA.w $19F3 : STA $05
|
|
JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart22 ; is body1 too close to the head?
|
|
|
|
LDA.w $19F2 : STA $04 ; dest X
|
|
LDA.w SprXH, X : STA $05 ; dest XH
|
|
LDA.w $19F3 : STA $06 ; dest Y
|
|
LDA.w SprYH, X : STA $07 ; dest YH
|
|
;load body position into sprite position
|
|
LDA.w $19F4 : STA.w SprX, X
|
|
LDA.w $19F5 : STA.w SprY, X
|
|
|
|
LDA #$03
|
|
JSL Sprite_ProjectSpeedTowardsEntityLong
|
|
LDA.b $01 : STA.w SprXSpeed, X
|
|
LDA.b $00 : STA.w SprYSpeed, X
|
|
JSL Sprite_MoveLong
|
|
LDA.w SprX, X : STA.w $19F4
|
|
LDA.w SprY, X : STA.w $19F5
|
|
|
|
.TooCloseToBodyPart22
|
|
LDA.w SprMiscC, X : STA.w SprX, X
|
|
LDA.w SprMiscD, X : STA.w SprY, X
|
|
LDA.b $08 : STA.w SprXSpeed, X
|
|
LDA.b $09 : STA.w SprYSpeed, X
|
|
|
|
RTS
|
|
}
|
|
|
|
KydreeokHead_NeckControl:
|
|
{
|
|
LDA.w SprSubtype, X : BEQ .DoNeck1
|
|
JMP .DoNeck2
|
|
.DoNeck1
|
|
JSR Neck1_Control
|
|
RTS
|
|
|
|
.DoNeck2
|
|
JSR Neck2_Control
|
|
RTS
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_KydreeokHead_DrawNeck:
|
|
{
|
|
; Dumb draw neck code
|
|
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
|
|
|
|
LDA.w $19EE : STA.w SprCachedX
|
|
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
|
|
LDA.w $19EC : STA.w SprCachedX
|
|
LDA.w $19ED : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
|
|
LDA.w $19EA : STA.w SprCachedX
|
|
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
|
|
BRA .skipNeck
|
|
|
|
.neck2
|
|
|
|
LDA.w $19F4 : STA.w SprCachedX
|
|
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
|
|
LDA.w $19F2 : STA.w SprCachedX
|
|
LDA.w $19F3 : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
|
|
LDA.w $19F0 : STA.w SprCachedX
|
|
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
|
JSR .DrawNeckPart
|
|
|
|
.skipNeck
|
|
LDA.b $08 : STA.w SprCachedX
|
|
LDA.b $09 : STA.w SprCachedY
|
|
.skipNeck2
|
|
RTS
|
|
|
|
.DrawNeckPart
|
|
PHY
|
|
JSL Sprite_PrepOamCoord
|
|
PLY
|
|
|
|
REP #$20
|
|
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
|
|
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
|
|
SEP #$20
|
|
BCC .on_screen_y2
|
|
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
|
|
STA $0E
|
|
.on_screen_y2
|
|
INY
|
|
LDA #$2E : STA ($90), Y ; Set the Char
|
|
INY
|
|
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
|
|
|
|
PHY
|
|
TYA : LSR #2 : TAY
|
|
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
PLY : INY
|
|
|
|
RTS
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_KydreeokHead_Draw:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
|
|
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
|
LDA .start_index, Y : STA $06
|
|
|
|
LDA.w SprMiscE, X : STA $08
|
|
|
|
PHX
|
|
; amount of tiles - 1
|
|
LDX .nbr_of_tiles, Y : LDY.b #$00
|
|
.next_tile
|
|
|
|
PHX ; Save current Tile Index?
|
|
; Add Animation Index Offset
|
|
TXA : CLC : ADC $06
|
|
|
|
; Keep the value with animation index offset?
|
|
PHA : 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
|
|
LDA .properties, X : ORA $08 : STA ($90), Y
|
|
|
|
PHY
|
|
TYA : LSR #2 : TAY
|
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
PLY : INY
|
|
PLX : DEX : BPL .next_tile
|
|
|
|
PLX
|
|
|
|
JMP Sprite_KydreeokHead_DrawNeck
|
|
|
|
.start_index
|
|
db $00, $02, $04, $06, $0A, $0E, $12, $16, $1A, $1E, $22, $26, $2A, $2E, $32, $36
|
|
.nbr_of_tiles
|
|
db 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3
|
|
.x_offsets
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
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 -8, 8, -8, 8
|
|
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
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw 4, 4, -12, -12
|
|
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 -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
dw -8, -8, 8, 8
|
|
.chr
|
|
db $40, $60
|
|
db $42, $62
|
|
db $44, $64
|
|
db $68, $66, $46, $48
|
|
db $0A, $08, $28, $2A
|
|
db $4C, $4A, $6A, $6C
|
|
db $48, $46, $68, $66
|
|
db $08, $0A, $2A, $28
|
|
db $4C, $4A, $6A, $6C
|
|
|
|
db $80, $82, $A0, $A2
|
|
db $84, $86, $A4, $A6
|
|
db $88, $8A, $A8, $AA
|
|
db $80, $82, $A0, $A2
|
|
db $84, $86, $A4, $A6
|
|
db $88, $8A, $A8, $AA
|
|
.properties
|
|
db $39, $39
|
|
db $39, $39
|
|
db $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $79, $79, $79, $79
|
|
db $79, $79, $79, $79
|
|
db $79, $79, $79, $79
|
|
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $39, $39, $39, $39
|
|
db $79, $79, $79, $79
|
|
db $79, $79, $79, $79
|
|
db $79, $79, $79, $79
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
db $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
|
|
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
|
|
}
|
|
|
|
GetDistance8bit:
|
|
{
|
|
LDA $04 ; Sprite X
|
|
SEC : SBC $02 ; - Player X
|
|
BPL +
|
|
EOR.b #$FF : INC
|
|
+
|
|
STA $00 ; Distance X (ABS)
|
|
|
|
LDA $05 ; Sprite Y
|
|
SEC : SBC $03 ; - Player Y
|
|
BPL +
|
|
EOR.b #$FF : INC
|
|
+
|
|
; Add it back to X Distance
|
|
CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
|
|
RTS
|
|
}
|