UW Sprites new home
Enemizer asm refinement
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@@ -3,7 +3,7 @@
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;--------------------------------------------------------------------------------
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; rando already hooks the Bank00.asm : 164 (PHA : PHX : PHY : PHD : PHB) so we have to hook after that
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org $0080D0 ; <- D0 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
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JML.l NMIHookAction
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JML.l NMIHookActionEnemizer
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org $0080D5 ; <- D5 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
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NMIHookReturn:
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NMIHookReturnEnemizer:
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;--------------------------------------------------------------------------------
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@@ -1,9 +0,0 @@
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newKodongoCollision:
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{
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LDA $0DE0, X : INC A : AND.b #$03 : STA $0DE0, X
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;If they collide more than 32time then kill them !
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LDA $0DA0, X : INC A : STA $0DA0, X : CMP #$20 : BCC .continue
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STZ $0DD0, X
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.continue
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RTL
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}
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@@ -1,3 +1,3 @@
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org $1EC147
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JSL newKodongoCollision
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JSL NewKodongoCollision
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NOP #$05
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67
enemizer/hooks/underworld_sprite_hooks.asm
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67
enemizer/hooks/underworld_sprite_hooks.asm
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@@ -0,0 +1,67 @@
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org $09C29A
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JSL LoadUnderworldSprites : NOP
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; these hooks change the LDA.b ($00) commands to use LDA.b [$00] commands
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; so we can store the sprites in a different bank
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; also needs to change the use of $02 to $03 for slot index to make that possible
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org $09C2B2
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LDA.b [$00]
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org $09C2C1
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LDA.b [$00],Y
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org $09C2CA
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INC.b $03 ; change slot variable to $03
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;org $09C329 standing items overwrote this one
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;LDA.b [$00],Y
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org $09C332
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LDA.b [$00],Y
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org $09C345
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DEC.b $03 : LDX.b $03
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org $09C350
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LDA.b [$00],Y
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org $09C35A
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DEC.b $03
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org $09C36E
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LDA.b $03
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org $09C383
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LDX.b $03
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org $09C38C
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LDA.b [$00],Y
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org $09C398
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LDA.b [$00],Y
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org $09C3AA
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LDA.b [$00],Y
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org $09C3BF
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LDA.b [$00],Y
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org $09C3DF
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LDA.b $03
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org $09C3F3
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LDA.b [$00],Y
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org $09C3FB
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LDA.b [$00],Y
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org $09C404
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LDA.b [$00],Y
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org $09C416
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LDA.b [$00],Y
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