739 lines
20 KiB
NASM
739 lines
20 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $7A ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = $07 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Kydreeok_Prep, Sprite_Kydreeok_Long);
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; =========================================================
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Sprite_Kydreeok_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Kydreeok_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Kydreeok_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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; TODO: Handle boss death based on left and right head health
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Sprite_Kydreeok_Prep:
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{
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PHB : PHK : PLB
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LDA #$40 : STA.w SprTimerA, X
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LDA.b #$08 : STA $36 ; Stores initial movement speeds
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LDA.b #$06 : STA $0428 ; Allows BG1 to move
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; Cache the origin position of the sprite.
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LDA SprX, X : STA.w SprMiscA, X
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LDA SprY, X : STA.w SprMiscB, X
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JSR SpawnLeftHead
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JSR SpawnCenterHead
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JSR SpawnRightHead
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STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
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STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
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STZ.w Neck3_OffsetX : STZ.w Neck3_OffsetY
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JSR ApplyPalette
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; Final Boss theme 1F
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LDA #$1F : STA $012C
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PLB
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RTL
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}
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; =========================================================
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Sprite_Kydreeok_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Kydreeok_Start ; 00
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dw Kydreeok_StageControl ; 01
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dw Kydreeok_MoveXandY ; 02
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dw Kydreeok_MoveXorY ; 03
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dw Kydreeok_KeepWalking ; 04
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; -------------------------------------------------------
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; 0x00
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Kydreeok_Start:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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JSR ApplyPalette
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JSL Sprite_PlayerCantPassThrough
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LDA SprTimerA, X : BNE .continue
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TXA : STA Kydreeok_Id
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LDA #$40 : STA.w SprTimerA, X
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%GotoAction(1)
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.continue
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RTS
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}
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; -------------------------------------------------------
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; 0x01
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Kydreeok_StageControl:
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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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STZ.w SprYSpeed : STZ.w SprXSpeed ;set velocitys to 0
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JSR MoveBody
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JSR StopIfOutOfBounds
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LDA SprTimerA, X : BNE .continue
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%GotoAction(2)
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.continue
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PLX
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RTS
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}
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; -------------------------------------------------------
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; 0x02
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Kydreeok_MoveXandY:
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{
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%StartOnFrame(0)
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%PlayAnimation(0, 2, 10)
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PHX ;saves X so we can use it later
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LDA $36
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JSL Sprite_ApplySpeedTowardsPlayer
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JSR StopIfOutOfBounds
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JSR MoveBody
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX ;restores X
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%GotoAction(4)
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RTS
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}
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; -------------------------------------------------------
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; 0x03
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Kydreeok_MoveXorY:
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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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LDA $36 : STA $00
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JSR Sprite_ApplySpeedTowardsPlayerXOrY
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JSR StopIfOutOfBounds
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JSR MoveBody
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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%GotoAction(4)
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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Kydreeok_KeepWalking:
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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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REP #$20
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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LDA $20 : SBC SprCachedY : CMP.w #$FFFB : BCC .notEqualY
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SEP #$20
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%GotoAction(2) ; Kydreeok_MoveXandY
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BRA .notEqualX
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.notEqualY
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; Use a range of + 0x05 because being exact equal didnt trigger consistently
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LDA $22 : SBC SprCachedX : CMP.w #$FFFB : BCC .notEqualX
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SEP #$20
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%GotoAction(2) ; Kydreeok_MoveXandY
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.notEqualX
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SEP #$20
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JSR StopIfOutOfBounds
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;if both velocities are 0 go back to the Stalk_Player_XORY to re-set the course
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LDA.w SprYSpeed : BNE .notZero
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LDA.w SprXSpeed : BNE .notZero
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%GotoAction(3) ; Kydreeok_MoveXorY
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.notZero
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JSR MoveBody
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX ;restores X
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RTS
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}
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}
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; =========================================================
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Offspring1_Neck1_X = $19EA
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Offspring1_Neck2_X = $19EC
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Offspring1_Neck3_X = $19EE
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Offspring1_Neck1_Y = $19EB
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Offspring1_Neck2_Y = $19ED
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Offspring1_Neck3_Y = $19EF
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Offspring2_Neck1_X = $19F0
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Offspring2_Neck2_X = $19F2
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Offspring2_Neck3_X = $19F4
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Offspring2_Neck1_Y = $19F1
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Offspring2_Neck2_Y = $19F3
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Offspring2_Neck3_Y = $19F5
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Offspring3_Neck1_X = $1A78
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Offspring3_Neck2_X = $1A7A
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Offspring3_Neck3_X = $1A7C
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Offspring3_Neck1_Y = $1A79
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Offspring3_Neck2_Y = $1A7B
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Offspring3_Neck3_Y = $1A7D
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SpawnLeftHead:
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{
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LDA #$CF
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA Offspring1_Id
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;store the sub-type
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LDA.b #$00 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA SprCachedX : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA SprCachedY : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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LDA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
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LDA.w SprY, Y : STA.w $19EB : STA.w $19ED : STA.w $19EF : STA.w SprY, Y
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STA.w SprMiscB, Y
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TYX
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STZ.w SprYRound, X
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STZ.w SprXRound, X
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PLX
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.return
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RTS
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}
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; =========================================================
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SpawnCenterHead:
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{
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LDA #$CF
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA Offspring3_Id
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;store the sub-type
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LDA.b #$02 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA SprCachedX : CLC : ADC.w #$0004
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA SprCachedY : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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LDA.w SprX, Y : STA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $1A78 : STA.w $1A7A : STA.w $1A7C
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LDA.w SprY, Y : STA.w $1A79 : STA.w $1A7B : STA.w $1A7D : STA.w SprY, Y
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STA.w SprMiscB, Y
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TYX
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STZ.w SprYRound, X
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STZ.w SprXRound, X
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PLX
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.return
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RTS
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}
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; =========================================================
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SpawnRightHead:
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{
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LDA #$CF
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JSL Sprite_SpawnDynamically : BMI .return
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TYA : STA Offspring2_Id
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;store the sub-type
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LDA.b #$01 : STA $0E30, Y
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PHX
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; code that controls where to spawn the offspring.
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REP #$20
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LDA SprCachedX : CLC : ADC.w #$000C
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA SprCachedY : SEC : SBC.w #$000F
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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LDA.w SprX, Y : STA.w SprX, Y
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STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
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LDA.w SprY, Y : STA.w $19F1 : STA.w $19F3 : STA.w $19F5 : STA.w SprY, Y
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STA.w SprMiscB, Y
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TYX
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STZ.w SprYRound, X
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STZ.w SprXRound, X
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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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; Originally from Trinexx_MoveBody $1DB2E5
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MoveBody:
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{
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; Handle the shell bg movement
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; Trinexx_MoveBody
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LDA.w SprX, X : PHA
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LDA.w SprY, X : PHA
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JSL Sprite_Move
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PLA
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LDY.b #$00 : SEC : SBC.w SprY, X : STA.w $0310
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BPL .pos_y_low
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DEY
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.pos_y_low
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STY.w $0311
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; -----------------------------------------------------
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PLA
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LDY.b #$00 : SEC : SBC.w SprX, X : STA.w $0312
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BPL .pos_x_low
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DEY
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.pos_x_low
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STY.w $0313
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; -----------------------------------------------------
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LDA.b #$01 : STA.w $0428
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LDA.w SprY, X : SEC : SBC.b #$0C : STA.w $0DB0, X
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LDA.w $0B08 : SEC : SBC.w SprX, X
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CLC : ADC.b #$02
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CMP.b #$04 : BCS .not_at_target
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LDA.w $0B09 : SEC : SBC.w SprY, X
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CLC : ADC.b #$02
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CMP.b #$04 : BCS .not_at_target
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.adjust_phase ; Unused?
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STZ.w $0D80, X
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LDA.b #$30 : STA.w $0DF0, X
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.not_at_target
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; LayerEffect_Trinexx $0AFEF0
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REP #$20
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LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
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LDA.w $0424 : CLC : ADC.w $0310 : STA.w $0424
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STZ.w $0312 : STZ.w $0310
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SEP #$20
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RTS
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}
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; =========================================================
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StopIfOutOfBounds:
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{
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; Set A to 00 if outside of certain bounds
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REP #$20
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LDA SprCachedX : CMP.w #$0118 : BCS .not_out_of_bounds_Left
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SEP #$20
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LDA.w SprXSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Left
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LDA.b #-10 : STA.w SprXSpeed : STA SprXRound
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LDA $19EA : SEC : SBC #$04 : STA $19EA
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LDA $19EC : SEC : SBC #$04 : STA $19EC
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LDA $19EE : SEC : SBC #$04 : STA $19EE
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LDA $19F0 : SEC : SBC #$04 : STA $19F0
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LDA $19F2 : SEC : SBC #$04 : STA $19F2
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LDA $19F4 : SEC : SBC #$04 : STA $19F4
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LDA Offspring3_Neck1_X : SEC : SBC #$04 : STA Offspring3_Neck1_X
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LDA Offspring3_Neck2_X : SEC : SBC #$04 : STA Offspring3_Neck2_X
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LDA Offspring3_Neck3_X : SEC : SBC #$04 : STA Offspring3_Neck3_X
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.not_out_of_bounds_Left
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SEP #$20
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REP #$20
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LDA SprCachedX : CMP.w #$01D8 : BCC .not_out_of_bounds_Right
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SEP #$20
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LDA.w SprXSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Right
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LDA.b #$00 : STA.w SprXSpeed : STA SprXRound
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LDA $19EA : CLC : ADC #$04 : STA $19EA
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LDA $19EC : CLC : ADC #$04 : STA $19EC
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LDA $19EE : CLC : ADC #$04 : STA $19EE
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LDA $19F0 : CLC : ADC #$04 : STA $19F0
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LDA $19F2 : CLC : ADC #$04 : STA $19F2
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LDA $19F4 : CLC : ADC #$04 : STA $19F4
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LDA Offspring3_Neck1_X : CLC : ADC #$04 : STA Offspring3_Neck1_X
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LDA Offspring3_Neck2_X : CLC : ADC #$04 : STA Offspring3_Neck2_X
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LDA Offspring3_Neck3_X : CLC : ADC #$04 : STA Offspring3_Neck3_X
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.not_out_of_bounds_Right
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SEP #$20
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; Upper bound
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REP #$20
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LDA SprCachedY : CMP.w #$0020 : BCS .not_out_of_bounds_Up
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SEP #$20
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LDA.w SprYSpeed : CMP.b #$7F : BCC .not_out_of_bounds_Up
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LDA.b #$00 : STA.w SprYSpeed : STA SprYRound
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LDA $19EA : SEC : SBC #$04 : STA $19EA
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LDA $19EC : SEC : SBC #$04 : STA $19EC
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LDA $19EE : SEC : SBC #$04 : STA $19EE
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LDA Offspring3_Neck1_Y : SEC : SBC #$04 : STA Offspring3_Neck1_Y
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LDA Offspring3_Neck2_Y : SEC : SBC #$04 : STA Offspring3_Neck2_Y
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LDA Offspring3_Neck3_Y : SEC : SBC #$04 : STA Offspring3_Neck3_Y
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.not_out_of_bounds_Up
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SEP #$20
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REP #$20
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LDA SprCachedY : CMP.w #$00D0 : BCC .not_out_of_bounds_Down
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SEP #$20
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LDA.w SprYSpeed : CMP.b #$80 : BCS .not_out_of_bounds_Down
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LDA.b #-10 : STA.w SprYSpeed : STA SprYRound ; Reverse the direction
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; Modify the neck position
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; Makes them move away from each other a bit
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LDA $19EA : SEC : SBC #$04 : STA $19EA
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LDA $19EC : SEC : SBC #$04 : STA $19EC
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LDA $19EE : SEC : SBC #$04 : STA $19EE
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LDA $19F0 : CLC : ADC #$04 : STA $19F0
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LDA $19F2 : CLC : ADC #$04 : STA $19F2
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LDA $19F4 : CLC : ADC #$04 : STA $19F4
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LDA Offspring3_Neck1_Y : CLC : ADC #$04 : STA Offspring3_Neck1_Y
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LDA Offspring3_Neck2_Y : CLC : ADC #$04 : STA Offspring3_Neck2_Y
|
|
LDA Offspring3_Neck3_Y : CLC : ADC #$04 : STA Offspring3_Neck3_Y
|
|
|
|
|
|
.not_out_of_bounds_Down
|
|
SEP #$20
|
|
|
|
RTS
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_ApplySpeedTowardsPlayerXOrY:
|
|
{
|
|
JSL Sprite_IsBelowPlayer : BEQ .playerBelow
|
|
;playerAbove
|
|
|
|
REP #$20
|
|
LDA SprCachedY : SEC : SBC $20 : CLC : ADC.w #$0006 : STA $01 ;delta Y
|
|
;added an extra 6 pixels because aparently if link.y is 6 above sprite.y it is concidered below ¯\_(ツ)_/¯
|
|
SEP #$20
|
|
|
|
JSL Sprite_IsToRightOfPlayer : BEQ .playerToTheRight1
|
|
;playerToTheLeft
|
|
|
|
REP #$20
|
|
LDA SprCachedX : SEC : SBC $22 ;delta X
|
|
|
|
|
|
CMP $01 : BCS .XGreaterThanY1
|
|
;YGreaterThanX
|
|
SEP #$20
|
|
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
|
|
STZ.w SprXSpeed
|
|
RTS
|
|
|
|
.XGreaterThanY1
|
|
SEP #$20
|
|
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
|
|
STZ.w SprYSpeed
|
|
RTS
|
|
|
|
|
|
.playerToTheRight1
|
|
REP #$20
|
|
LDA $22 : SEC : SBC SprCachedX ;delta X
|
|
|
|
CMP $01 : BCS .XGreaterThanY2
|
|
;YGreaterThanX
|
|
SEP #$20
|
|
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
|
|
STZ.w SprXSpeed
|
|
RTS
|
|
|
|
.XGreaterThanY2
|
|
SEP #$20
|
|
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
|
|
STZ.w SprYSpeed
|
|
RTS
|
|
|
|
|
|
.playerBelow
|
|
REP #$20
|
|
LDA $20 : SEC : SBC SprCachedY : CLC : ADC.w #$0006 : STA $01 ;delta Y
|
|
;added an extra 6 pixels because aparently if link.y is 6 above sprite.y it is concidered below ¯\_(ツ)_/¯
|
|
SEP #$20
|
|
|
|
JSL Sprite_IsToRightOfPlayer : BEQ .playerToTheRight2
|
|
;playerToTheLeft
|
|
|
|
REP #$20
|
|
LDA SprCachedX : SEC : SBC $22 ;delta X
|
|
|
|
CMP $01 : BCS .XGreaterThanY3
|
|
;YGreaterThanX
|
|
SEP #$20
|
|
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
|
|
STZ.w SprXSpeed
|
|
RTS
|
|
|
|
.XGreaterThanY3
|
|
SEP #$20
|
|
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
|
|
STZ.w SprYSpeed
|
|
RTS
|
|
|
|
|
|
.playerToTheRight2
|
|
REP #$20
|
|
LDA $22 : SEC : SBC SprCachedX ;delta X
|
|
|
|
CMP $01 : BCS .XGreaterThanY4
|
|
;YGreaterThanX
|
|
SEP #$20
|
|
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
|
|
STZ.w SprXSpeed
|
|
RTS
|
|
|
|
.XGreaterThanY4
|
|
SEP #$20
|
|
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
|
|
STZ.w SprYSpeed
|
|
RTS
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
ApplyPalette:
|
|
{
|
|
REP #$20 ;Set A in 16bit mode
|
|
|
|
;note, this uses adresses like 7EC300 and not 7EC500 because the game
|
|
;will fade the colors into 7EC500 based on the colors found in 7EC300
|
|
|
|
LDA #$7FFF : STA $7EC5E2 ;BG2
|
|
LDA #$318C : STA $7EC5E4
|
|
LDA #$4E73 : STA $7EC5E6
|
|
LDA #$0C79 : STA $7EC5E8
|
|
LDA #$14A5 : STA $7EC5EA
|
|
LDA #$7E56 : STA $7EC5EC
|
|
LDA #$65CA : STA $7EC5EE
|
|
; LDA #$14A5 : STA $7EC5F0
|
|
; LDA #$7E56 : STA $7EC5F2
|
|
; LDA #$65CA : STA $7EC5F4
|
|
|
|
INC $15
|
|
|
|
SEP #$20 ;Set A in 8bit mode
|
|
|
|
RTS
|
|
}
|
|
|
|
; =========================================================
|
|
|
|
Sprite_Kydreeok_Draw:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
; JSL Sprite_OAM_AllocateDeferToPlayer
|
|
LDA.b #$08
|
|
JSL OAM_AllocateFromRegionE
|
|
|
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
|
LDA .start_index, Y : STA $06
|
|
|
|
PHX
|
|
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
|
LDY.b #$00
|
|
.next_tile
|
|
|
|
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
|
|
LDA .properties, X : 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
|
|
|
|
RTS
|
|
|
|
|
|
.start_index
|
|
db $00, $0A, $14
|
|
.nbr_of_tiles
|
|
db 9, 9, 9
|
|
.x_offsets
|
|
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
|
|
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
|
|
dw -8, -16, -16, -16, -32, 8, 16, 16, 16, 32
|
|
.y_offsets
|
|
dw 8, -8, 8, -36, -36, 8, -8, 8, -36, -36
|
|
dw 8, -5, 11, -38, -38, 8, -8, 8, -39, -38
|
|
dw 8, -8, 8, -36, -36, 8, -5, 11, -36, -36
|
|
.chr
|
|
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
|
|
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
|
|
db $23, $00, $20, $0E, $0C, $23, $00, $20, $0E, $0C
|
|
.properties
|
|
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
|
|
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
|
|
db $39, $39, $39, $39, $39, $79, $79, $79, $79, $79
|
|
.sizes
|
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
|
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
|
}
|
|
|
|
ApplyKydreeokGraphics:
|
|
{
|
|
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 #KydreeokGraphics : STA $4302 ; Source address where you want gfx from ROM
|
|
LDX.b #KydreeokGraphics>>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
|
|
RTS
|
|
|
|
KydreeokGraphics:
|
|
incbin kydreeok.bin
|
|
}
|