597 lines
13 KiB
NASM
597 lines
13 KiB
NASM
; RAM used
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;$35-$37 as some temp draw ram
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;$70 lanmola kill count
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;$7EEA00-$7EEAB8 draw table storage
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;$7EEAB8-$7EEAC9 room cleared flags
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; Hooks
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Sprite2_CheckDamage = $05AB93
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Sprite2_CheckIfActivePermissive = $05F955
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Sprite2_MoveAltitude = $05FA2E
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Sprite2_Move = $05F9ED
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org $068F95 ; skip SpritePrep_Bosses
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NOP #3
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JSL Lanmola_FinishInitialization ;JSR $8F1C ; original JSR
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org $05B60E : dw Sprite_Lanmola
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org $1AF9D6 : JSL SetShrapnelTimer
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org $1AF981 : Lanmola_SpawnShrapnel:
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org $1DF614 : Sprite_ConvertVelocityToAngle:
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org $05A377 ; replace vanilla sprite_lanmola.asm
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Lanmola_FinishInitialization:
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{
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PHB : PHK : PLB
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LDA.l .starting_delay, X : STA.w SprTimerA, X
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LDA.b #$FF : STA.w SprHeight, X
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PHX
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LDY.b #$3F
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LDA $7EEA00, X : TAX ;.sprite_regions
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LDA.b #$FF
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.reset_extended_sprites
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STA $7FFE00, X
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INX
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DEY : BPL .reset_extended_sprites
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PLX
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LDA.b #$07 : STA $7FF81E, X
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JSL Sprite_Lanmola_Init_DataLONG
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PLB
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RTL
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.starting_delay
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db $80, $CF, $FF, $60
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}
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Sprite_Lanmola:
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{
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;JSR Sprite2_CheckIfActivePermissive
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LDA $0D80, X
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JSL JumpTableLocal
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dw Lanmola_Wait ;0x00
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dw Lanmola_Mound ;0x01
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dw Lanmola_Fly ;0x02
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dw Lanmola_Dive ;0x03
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dw Lanmola_Reset ;0x04
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dw Lanmola_Death ;0x05
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}
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Lanmola_Wait: ;0x00
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{
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JSR Lanmola_Draw
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LDA.w SprTimerA, X : BNE .delay ; ORA $0F00, X :
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LDA.b #$7F : STA.w SprTimerA, X
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INC $0D80, X
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;Play rumbling sound
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LDA.b #$35 : JSL Sound_SetSfx2PanLong
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.delay
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RTS
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}
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Lanmola_Mound: ;0x01
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{
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JSL Lanmola_MoveSegment
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JSR Lanmola_DrawMound
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JSL CheckIfActive : BCS Lanmola_Wait_delay
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LDA.w SprTimerA, X : BNE .return
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JSL Lanmola_SpawnShrapnel
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LDA.b #$13 : STA $012D
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TXY
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JSL GetRandomInt : AND.b #$07 : TAX
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LDA $7EEAA8, X : STA.w SprMiscA, Y ; Get random X pos to have the lanmola fly to. ;.randXPos
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JSL GetRandomInt : AND.b #$07 : TAX
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LDA $7EEAB0, X : STA.w SprMiscB, Y ; Get random Y pos to have the lanmola fly to. ;.randYPos
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TYX
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INC $0D80, X
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LDA.b #$18 : STA $0F80, X
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STZ.w SprMiscF, X
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STZ.w SprMiscG, X
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; ALTERNATE ENTRY POINT
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.Lanmola_SetScatterSandPosition
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LDA.w SprXH, X : STA $0DC0, X
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LDA.w SprYH, X : STA.w SprMiscE, X
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA $0E70, X
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LDA.b #$4A : STA.w SprTimerB, X
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.return
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RTS
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}
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Lanmola_Fly: ;0x02
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{
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JSR Lanmola_Draw
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JSL Lanmola_DrawDirtLONG
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JSL CheckIfActive : BCS Lanmola_Mound_return
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JSR Sprite2_CheckDamage
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JSR Sprite2_MoveAltitude
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; Slowly decrease the Y speed when first coming out of the ground
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LDA.w SprMiscF, X : BNE .notRising
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LDA $0F80, X : SEC : SBC.b #$01 : STA $0F80, X : BNE .beta
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INC.w SprMiscF, X
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.beta
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BRA .dontSwitchDirections
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.notRising
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; Use the Y speed to bob up and down
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LDA $1A : AND.b #$01 : BNE .dontSwitchDirections ; Every other frame.
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TXY
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LDA.w SprMiscG, X : AND.b #$01 : TAX
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LDA $0F80, Y : CLC : ADC $7EEA9C, X : STA $0F80, Y : CMP $7EEA9E, X : BNE .dontSwitchDirections2 ;.y_speed_slope ;.y_speeds
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TYX : INC.w SprMiscG, X ; Switch direction
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.dontSwitchDirections2
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TYX
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.dontSwitchDirections
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LDA.w SprMiscA, X : STA $04
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LDA.w SprXH, X : STA $05
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LDA.w SprMiscB, X : STA $06
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LDA.w SprYH, X : STA $07
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LDA.w SprX, X : STA $00
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LDA.w SprXH, X : STA $01
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LDA.w SprY, X : STA $02
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LDA.w SprYH, X : STA $03
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REP #$20
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; If our position is 0x0002 away from the random X and Y pos we chose earlier go to the next stage.
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LDA $00 : SEC : SBC $04 : CLC : ADC.w #$0002 : CMP.w #$0004 : BCS .notCloseEnough
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LDA $02 : SEC : SBC $06 : CLC : ADC.w #$0002 : CMP.w #$0004 : SEP #$20 : BCS .notCloseEnough
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INC $0D80, X
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.notCloseEnough
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SEP #$20
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LDA.b #$0A
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA $00 : STA.w SprYSpeed, X
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LDA $01 : STA.w SprXSpeed, X
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JSR Sprite2_Move
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.return
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RTS
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}
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Lanmola_Dive: ;0x03
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{
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JSR Lanmola_Draw
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JSL Lanmola_DrawDirtLONG
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JSL CheckIfActive : BCS Lanmola_Fly_return
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JSR Sprite2_CheckDamage
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JSR Sprite2_Move
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JSR Sprite2_MoveAltitude
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LDA $0F80, X : CMP.b #$EC : BMI .alpha
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SEC : SBC.b #$01 : STA $0F80, X
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.alpha
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; If we are under the ground go to the reset stage
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LDA.w SprHeight, X : BPL .notUnderGroundYet
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INC $0D80, X
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LDA.b #$80 : STA.w SprTimerA, X
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JSR Lanmola_Mound_Lanmola_SetScatterSandPosition
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.notUnderGroundYet
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RTS
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}
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Lanmola_Reset: ;0x04
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{
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JSR Lanmola_Draw
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JSL Lanmola_DrawDirtLONG
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JSL CheckIfActive : BCS Lanmola_Dive_notUnderGroundYet
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LDA.w SprTimerA, X : BNE .wait
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STZ $0D80, X ; Go back to wait phase
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TXY
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JSL GetRandomInt : AND.b #$07 : TAX
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LDA $7EEAA8, X : STA.w SprX, Y ; Get random X pos to have the lanmola fly to. ;.randXPos
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JSL GetRandomInt : AND.b #$07 : TAX
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LDA $7EEAB0, X : STA.w SprY, Y ; Get random Y pos to have the lanmola fly to. ;.randYPos
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TYX
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.wait
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RTS
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}
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Lanmola_Death: ;0x05
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{
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JSR Lanmola_Draw
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LDA.w SprTimerA, X : BNE .timerNotDone
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STZ.w SprState, X
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; Y is the index where we write in RAM
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PHX ; keep X
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TYX ; Since we'll need X for long we move Y in X
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LDA $7EEAB8, X : ORA $00 : STA $7EEAB8, X
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PLX ; pull back x because sprite will crash otherwise even if it's dying...
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; There can only be 4 so we only need to check for 4
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PHX : LDX.b #$03
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.next_sprite
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LDA $0E20, X : CMP.b #$54 : BNE .notLanmola
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LDA.w SprState, X : BNE .oneIsntDead
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.notLanmola
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DEX : BPL .next_sprite
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TYX : LDA.b #$0F : STA $7EEAB8, X
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LDA.b #$1A : STA $012F
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.oneIsntDead
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PLX
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.timerNotDone
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LDA.w SprTimerA, X : CMP.b #$20 : BCC Lanmola_Reset_wait
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CMP.b #$A0 : BCS Lanmola_Reset_wait
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AND.b #$0F : BNE Lanmola_Reset_wait
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TXY
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LDA $7FF81E, X : TAX
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LDA $0E80, Y : SEC : SBC $7EEAA0, X ;.dataDeath
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PHY : TXY : PLX
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AND.b #$3F : CLC : ADC $7EEA00, X : PHX : TAX ;.sprite_regions
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LDA $7FFC00, X : STA $0A
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LDA $7EE800, X : STA $0B
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LDA $7FFD00, X : SEC : SBC $7FFE00, X : STA $0C
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LDA $7EE900, X : STA $0D
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REP #$20
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LDA $0A : SEC : SBC $E2 : STA $0A
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LDA $0C : SEC : SBC $E8 : STA $0C
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SEP #$20
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PLX
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; Spawn a sprite that instantly dies as a boss explosion.
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LDA.b #$00 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
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LDA.b #$0B : STA $0AAA
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LDA.b #$04 : STA.w SprState, Y
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LDA.b #$1F : STA.w SprTimerA, Y : STA $0D90, Y
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LDA $0A : STA.w SprX, Y
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LDA $0B : STA.w SprXH, Y
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LDA $0C : STA.w SprY, Y
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LDA $0D : STA.w SprYH, Y
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LDA.b #$03 : STA.w SprNbrOAM, Y
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LDA.b #$0C : STA.w SprProps, Y
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LDA.b #$0C : JSL Sound_SetSfx2PanLong
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LDA $7FF81E, X : BMI .beta
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DEC A : STA $7FF81E, X
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.beta
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.spawn_failed
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.return
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RTS
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}
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Lanmola_Draw:
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{
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JSL Lanmola_MoveSegment
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LDA $0B89, X : STA $03
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LDA $7FF81E, X : BPL .beta
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RTS
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.beta
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PHX
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STA $0F
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LDA.w SprYSpeed, X : ASL A : ROL A : AND.b #$01 : TAX
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LDA $7EEA06, X : STA $0C ;.data2
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LDA $7EEA04, X : TAY ;.data1
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LDX $0F
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.loopBody
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PHX : STX $0D
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LDA $02 : CLC : ADC $04 : TAX
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LDA $02 : SEC : SBC.b #$08 : AND.b #$3F : STA $02
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LDA $7FFC00, X : STA $0A
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LDA $7EE800, X : STA $0B
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LDA $7FFD00, X : STA $08
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LDA $7EE900, X : STA $09
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LDA $7FFE00, X : STA $05
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PHX
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TYA : CLC : ADC.b #$20 : TAX
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REP #$20
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LDA $0A : SEC : SBC $E2 : STA ($90), Y ;Body X byte
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STZ $37
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BPL .notNegative
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INC $37
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.notNegative
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PHY : TXY : PLX
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STA ($90), Y ;Shadow X byte
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PHY : TXY : PLX
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INY : INX
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CLC : ADC.w #$0040 : CMP.w #$0140 : SEP #$20 : BCS .out_of_boundsX
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LDA $05 : BMI .out_of_boundsX
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STA $06 : STZ $07
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REP #$20
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LDA $08 : SEC : SBC $06 : SEC : SBC $E8 : STA ($90), Y ;Body Y byte
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CLC : ADC.w #$0010 : CMP.w #$0100
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BCC .on_screen_y1
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SEP #$20
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LDA.b #$F0 : STA ($90), Y ;Body offscreen Y Byte
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REP #$20
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.on_screen_y1
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PHY : TXY : PLX
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LDA $08 : CLC : ADC.w #$000A : SEC : SBC $E8 : STA ($90), Y ;Shadow Y byte
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CLC : ADC.w #$0010 : CMP.w #$0100
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SEP #$20
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PHY : TXY : PLX
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BCC .on_screen_y2
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PHY : TXY : PLX
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LDA.b #$F0 : STA ($90), Y ;Shadow offscreen Y Byte
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PHY : TXY : PLX
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.on_screen_y2
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BRA .skip
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.out_of_boundsX
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LDA.b #$F0 : STA ($90), Y ;Body offscreen Y Byte
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PHY : TXY : PLX
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LDA.b #$F0 : STA ($90), Y ;Shadow offscreen Y Byte
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PHY : TXY : PLX
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.skip
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PLX
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PHY
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LDA $7FFF00, X : TAX
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LDY $0D
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LDA $0F : CMP.b #$07 : BNE .dontDrawTail
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CPY.b #$00 : BNE .dontDrawTail
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LDA $7EEA18, X ;.chrTail
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BRA .notHead
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.dontDrawTail
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LDA.b #$C6
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CPY $0F : BNE .notHead
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LDA $7EEA08, X ;.chrHead
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.notHead
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PLY : INY : STA ($90), Y ;Body chr
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PHY
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TYA : CLC : ADC.b #$20 : TAY
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LDA.b #$6C : STA ($90), Y ;Shadow chr
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LDA.b #$36 : INY : STA ($90), Y ;Shadow properties
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PLY
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INY
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LDA $7EEA28, X : ORA $03 : STA ($90), Y ;Body properties ;.propertiesBody
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TYA : PHY : LSR #2 : TAY
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CLC : ADC.b #$08 : TAX
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LDA.b #$02 : ORA $37 : STA ($92), Y ;Body size and extra X bit
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PHY : TXY : PLX : STA ($92), Y ;Shadow size and extra X bit
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PLA : CLC : ADC $0C : TAY
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PLX : DEX : BMI .bodyDone
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JMP .loopBody
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.bodyDone
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PLX
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RTS
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}
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Lanmola_DrawMound:
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{
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LDA.b #$04 : JSL OAM_AllocateFromRegionB
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PHX
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LDA.w SprTimerA, X : LSR #3 : TAX
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LDA $7EEA54, X : TAX ;.frameMound
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LDY.b #$00
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REP #$20
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LDA.w SprCachedY : SEC : SBC $E8 : STA $02
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LDA.w SprCachedX : SEC : SBC $E2 : STA ($90), Y
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STZ $37
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BPL .notNegative
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INC $37
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.notNegative
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INY
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CLC : ADC.w #$0040 : CMP.w #$0140 : BCS .out_of_boundsx
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LDA $02 : STA ($90), Y
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CLC : ADC.w #$0010 : CMP.w #$0100
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BCC .on_screen_y
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.out_of_boundsx
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LDA.w #$00F0 : STA ($90), Y
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.on_screen_y
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SEP #$20
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LDA $7EEA48, X : INY : STA ($90), Y ;.chrMound
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LDA $7EEA4E, X : INY : STA ($90), Y ;.propertiesMound
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $37 : STA ($92), Y ;.sizesMound
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PLX
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RTS
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}
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assert pc() <= $05A880
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org $1DCFCB
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Sprite_Shrapnel:
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{
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; This sprite manifests as a boulder outdoors, and as shrapnel indoors.
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LDA $1B : BEQ $5B ;Boulder_Main
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; Check if we can draw.
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LDA $0FC6 : CMP.b #$03 : BCS .invalid_gfx_loaded
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JSL $06DBF8 ;Sprite_PrepAndDrawSingleSmallLong
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.invalid_gfx_loaded
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;JSR $E8A2 ;Sprite4_CheckIfActive
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JSL CheckIfActive : BCC .active
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RTS
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.active
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LDA $1A : ASL #2 : AND.b #$C0 : STA.w SprProps, X ; : ORA.b #$00
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JSR $E948 ;Sprite4_MoveXyz
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TXA : EOR $1A : AND.b #$03 : BNE .noTileCollision
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REP #$20
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LDA.w SprCachedX : SEC : SBC $22 : CLC : ADC.w #$0004
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CMP.w #$0010 : BCS .player_not_close
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LDA.w SprCachedY : SEC : SBC $20 : CLC : ADC.w #$FFFC
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CMP.w #$000C : BCS .player_not_close
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SEP #$20
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JSL $06F41F ;Sprite_AttemptDamageToPlayerPlusRecoilLong
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.player_not_close
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SEP #$20
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;JSR $8094 : BEQ .noTileCollision ;Sprite4_CheckTileCollision
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;STZ.w SprState, X
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.noTileCollision
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LDA.w SprTimerA, X : BNE .timerNotDone
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STZ.w SprState, X
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.timerNotDone
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RTS
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}
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assert pc() <= $1DD02A
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