backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup)
This commit is contained in:
19
assets/patches/Sprites/Crystalswitch Conveyor.asm
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19
assets/patches/Sprites/Crystalswitch Conveyor.asm
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;#ENABLED=True
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;#PATCH_NAME=Crystal Switch Conveyor
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;#PATCH_AUTHOR=Zarby89
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Causes crystal switches to be moved by conveyors
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;#ENDPATCH_DESCRIPTION
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lorom
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pushpc
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org $06B8D0
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JSL ConveyorSwitch
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NOP
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pullpc
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ConveyorSwitch:
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JSL $06E496 ; Sprite_CheckTileCollisionLong
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LDA.w $0F50, X : AND.b #$F1
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RTL
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95
assets/patches/Sprites/Elemental Trinexx.asm
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95
assets/patches/Sprites/Elemental Trinexx.asm
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;#ENABLED=True
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;#PATCH_NAME=Elemental Trinexx
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;#PATCH_AUTHOR=Jared_Brian_
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Changes Trinexx's side heads to be both ice heads, both fire heads, or swapped.
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;The heads will shoot the corrisponding beams and will also appear the correct color.
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;The main head will appear the elemental color if you set that option but otherwise will be the default palette.
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;You will still need to set the side heads to take damage from the appropriate elemental rod with the advanced damage editor.
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=Changes the arrangement of side heads.
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;#type=choice
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;#choice0=Inverted Heads
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;#choice1=Ice Heads Only
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;#choice2=Fire Heads Only
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!ElementType = $00
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;#name=Changes the main head palette.
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;#type=choice
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;#choice0=Default Palette
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;#choice1=Ice Palette
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;#choice2=Fire Palette
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!MainHeadPalette = $00
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;#DEFINE_END
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pushpc
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if !ElementType == 0
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; Change the palettes of the side heads to the inverted palette.
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org $0DB425
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db $0D, $0B
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; Swap which head shows the apropriate particales when charging up.
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org $1DBAD9
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db $F0 ; Replace a BNE with a BEQ.
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; Swap which head shoots what beam.
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org $1DBAE8
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LDA $0E20, X : CMP.b #$CC
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; Another beam related thing.
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org $1DBAF8
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LDA.b #$CC
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elseif !ElementType == 1
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; Change the palettes of the side heads to the ice palette.
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org $0DB425
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db $0D, $0D
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; Make the fire head show ice spakles when charging up.
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org $1DBAD9
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db $80 ; Replace a BNE with a BRA.
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; Make the fire head shoot ice instead of fire.
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org $1DBAE8
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LDA.b #$CD : NOP #5
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elseif !ElementType == 2
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; Change the palettes of the side heads to the fire palette.
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org $0DB425
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db $0B, $0B
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; Make the ice head show flames when charging up.
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org $1DBAD9
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NOP : NOP ; Remove the BNE and never branch.
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; Make the ice head shoot fire instead of ice.
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org $1DBAE8
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LDA.b #$CC : NOP : NOP : NOP
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db $80 ; Replace a BNE with a BRA.
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endif
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if !MainHeadPalette == 1
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; Change the palette of all the main head to the ice.
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org $0DB424
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db $4D
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; Change the snake trinexx palette to ice.
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org $1DB033
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db $0D
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elseif !MainHeadPalette == 2
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; Change the palette of all the main head to the fire.
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org $0DB424
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db $4B
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; Change the snake trinexx palette to fire.
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org $1DB033
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db $0B
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endif
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pullpc
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43
assets/patches/Sprites/Eye Lasers Active.asm
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43
assets/patches/Sprites/Eye Lasers Active.asm
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;#PATCH_NAME=Eye Lasers Active
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;#PATCH_AUTHOR=Jared_Brian_
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Changes the wall eye lasers to always be active or always inactive reguardless of what X position they are placed on.
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;Normally in vanilla every other X position is set to be inactive unless link is looking directly at them.
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=Active?
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;#type=bool
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!EyeActive = $00
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;#DEFINE_END
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pushpc
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if !EyeActive == $00
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; Make it so the eye lazers are always inactive reguardless of what X position they are placed on.
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org $1EA50B
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; Replaced code:
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; LDA $0D10, X : AND.b #$10 : EOR.b #$10 : STA !requires_facing, X
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NOP #5 : LDA.b #$00 : STA $0EB0, X
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org $1EA52C
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; Replace code:
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; LDA $0D00, X : AND.b #$10 : STA !requires_facing, X
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NOP #3 : LDA.b #$00 : STA $0EB0, X
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elseif !EyeActive == $01
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; Make it so the eye lazers are always active reguardless of what X position they are placed on.
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org $1EA50B
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; Replaced code:
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; LDA $0D10, X : AND.b #$10 : EOR.b #$10 : STA !requires_facing, X
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NOP #5 : LDA.b #$01 : STA $0EB0, X
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org $1EA52C
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; Replace code:
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; LDA $0D00, X : AND.b #$10 : STA !requires_facing, X
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NOP #3 : LDA.b #$01 : STA $0EB0, X
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endif
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pullpc
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56
assets/patches/Sprites/Khodstare Speeds.asm
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56
assets/patches/Sprites/Khodstare Speeds.asm
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;#ENABLED=True
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;#PATCH_NAME=Kholdstare Speeds
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;#PATCH_AUTHOR=Jared_Brian_
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Changes the speeds at which kholdstare can move.
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;By default he will move the same speed on the x and y axis in all 4 diagonal directions.
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;Values above 0x80 are negative.
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=X Value 1
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;#type=byte
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!XValue1 = $0010
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;#name=X Value 2
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;#type=byte
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!XValue2 = $0010
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;#name=X Value 3
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;#type=byte
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!XValue3 = $00F0
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;#name=X Value 4
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;#type=byte
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!XValue4 = $00F0
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;#name=Y Value 1
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;#type=byte
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!YValue1 = $00F0
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;#name=Y Value 2
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;#type=byte
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!YValue2 = $0010
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;#name=Y Value 3
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;#type=byte
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!YValue3 = $0010
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;#name=Y Value 4
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;#type=byte
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!YValue4 = $00F0
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;#DEFINE_END
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pushpc
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; Speed chagnes.
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org $1E95DD
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.x_speed_limits
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db !XValue1, !XValue2, !XValue3, !XValue4
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.y_speed_limits
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db !YValue1, !YValue2, !YValue3, !YValue4
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pullpc
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24
assets/patches/Sprites/Spike Damage.asm
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24
assets/patches/Sprites/Spike Damage.asm
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;#ENABLED=True
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;#PATCH_NAME=Spike damage
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;#PATCH_AUTHOR=kan
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Allows mail upgrades to reduce sprite damage
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;$08 = 1 heart, $04 = half heart, $10 = 2 heart, etc...
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=Green Mail Damage
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!GreenMailDamage = $08
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;#name=Blue Mail Damage
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!BlueMailDamage = $08
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;#name=Red Mail Damage
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!RedMailDamage = $08
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;#DEFINE_END
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pushpc
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org $07BA07
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db !GreenMailDamage
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db !BlueMailDamage
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db !RedMailDamage
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pullpc
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52
assets/patches/Sprites/Spikes_Subtype.asm
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52
assets/patches/Sprites/Spikes_Subtype.asm
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@@ -0,0 +1,52 @@
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;#ENABLED=True
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;#PATCH_NAME=More spike directions
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;#PATCH_AUTHOR=Zarby89,kan
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Allows more spike blocks Subtype (sprite property)
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;Default Values : (00) = normal, (08) = normal vertical
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;Values, ascending by speed
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;00,01,02,03,04,05,06 = Horizontal
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;08,09,0A,0B,0C,0D,0E = Vertical
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;#ENDPATCH_DESCRIPTION
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lorom
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pushpc
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org $0691D7 ; SpritePrep_SpikeBlock:
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JSL NewSpikePrep
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RTS
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org $1EBD0E
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JSL NewSpikeCollision
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RTS
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pullpc
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speedValuesH:
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db $20, $10, $18, $28, $30, $38, $40, $FF
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db $00, $00, $00, $00, $00, $00, $00, $FF
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speedValuesV:
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db $00, $00, $00, $00, $00, $00, $00, $FF
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db $20, $18, $20, $28, $30, $38, $40, $FF
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NewSpikePrep:
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TXY
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LDX.w $0E30,Y
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LDA.l speedValuesH,X : STA.w $0D50,Y
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LDA.l speedValuesV,X : STA.w $0D40,Y
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TYX
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RTL
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NewSpikeCollision:
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LDA.b #$04 : STA.w $0DF0, X
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LDA.w $0D50, X : EOR.b #$FF : INC A : STA.w $0D50, X
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LDA.w $0D40, X : EOR.b #$FF : INC A : STA.w $0D40, X
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LDA.b #$05 : JSL $0DBB7C ; Sound_SetSfx2PanLong
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RTL
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