304 lines
11 KiB
NASM
304 lines
11 KiB
NASM
;================================================================================
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; Move the bosses to the right screen location depending on the room
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;--------------------------------------------------------------------------------
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boss_move:
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{
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; TODO: should probably double check that we don't need to preserve registers (A,X)...
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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LDA.b RoomIndex ; load room index (low byte)
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LDX.b RoomIndex+1 ; (high byte)
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CMP.b #7 : BNE + ; Is it Hera Tower Boss Room
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CPX.b #$00 : BNE +
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_middle
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+
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CMP.b #200 : BNE + ; Is it Eastern Palace Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_right
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+
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CMP.b #41 : BNE + ; Is it Skull Woods Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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LDA.w $0E20 : CMP.b #$92 : BNE ++ ; Is it Helmasuar King?
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LDA.b #$07 : STA.w $0B00 ;Spawn the bugged moving floor sprite
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STZ.w $0B28
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INC.w OverlordXLow
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++
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BRL .move_to_bottom_right
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+
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CMP.b #51 : BNE + ; Is it Desert Palace Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_left
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+
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CMP.b #90 : BNE + ; Is it Palace of darkness Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_right
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+
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CMP.b #144 : BNE + ; Is it Misery Mire Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_left
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+
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CMP.b #172 : BNE + ; Is it Thieve Town Boss Room
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; IF MAIDEN IS NOT RESCUED -> DO NOTHING
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; IF MAIDEN IS ALREADY RESCUED -> spawn sprites normally
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JSL Sprite_ResetAll ; removes sprites in thieve town boss room
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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;Close the door if !BLIND_DOOR_FLAG == 1
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LDA.l !BLIND_DOOR_FLAG : BEQ .no_blind_door
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INC.w TrapDoorFlag
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STZ.w TileMapDoorPos
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STZ.w DoorTimer
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INC.w BossSpecialAction
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; ;That must be called after the room load!
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.no_blind_door
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BRL .move_to_bottom_right
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+
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CMP.b #6 : BNE + ; Is it Swamp Palace Boss Room
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CPX.b #$00 : BNE +
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_left
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+
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CMP.b #222 : BNE + ; Is it Ice Palace Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_top_right
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+
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CMP.b #164 : BNE + ; Is it Turtle Rock Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_left
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+
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CMP.b #28 : BNE + ; Is it Gtower (Armos2) Boss Room
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CPX.b #$00 : BNE +
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_right
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+
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CMP.b #108 : BNE + ; Is it Gtower (Lanmo2) Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_left
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+
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CMP.b #77 : BNE + ; Is it Gtower (Moldorm2) Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_middle
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+
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BRL .return
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; $0D00[0x10] - The lower byte of a sprite's Y - coordinate.
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; $0D10[0x10] - The lower byte of a sprite's X - coordinate.
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; $0D20[0x10] - The high byte of a sprite's Y - coordinate.
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; $0D30[0x10] - The high byte of a sprite's X - coordinate.
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; $0B08[0x08] - (Overlord) X coordinate low byte.
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; $0B18[0x08] - (Overlord) Y coordinate low byte.
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; $0B10[0x08] - (Overlord) X coordinate high byte.
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; $0B20[0x08] - (Overlord) Y coordinate high byte.
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.move_to_middle
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;load all sprite of that room and overlord
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LDX.b #$00
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.loop_middle ; move sprites
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LDA.w SpriteTypeTable, X
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JSR ShouldMoveSprite : BCC .no_change
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LDA.w SpritePosXLow, X : !ADD.b #$68 : STA.w SpritePosXLow, X
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LDA.w SpritePosYLow, X : !ADD.b #$68 : STA.w SpritePosYLow, X
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.no_change
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INX : CPX.b #$10 : BNE .loop_middle
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LDX.b #$00
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.loop_middle2 ; move overlords
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LDA.w $0B00, X
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CMP.b #$E3 : BNE + ;is it moving floor?
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BRA .no_change_ov
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+
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LDA.w OverlordXLow, X : !ADD.b #$68 : STA.w OverlordXLow, X
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LDA.w OverlordYLow, X : !ADD.b #$68 : STA.w OverlordYLow, X
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.no_change_ov
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INX : CPX.b #$08 : BNE .loop_middle2
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BRL .return
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.move_to_top_right
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LDX.b #$00
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.loop_top_right ; move sprites
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LDA.w SpriteTypeTable, X
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JSR ShouldMoveSprite : BCC .no_change2
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LDA.w SpritePosYHigh, X : !ADD.b #$00 : STA.w SpritePosYHigh, X
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LDA.w SpritePosXHigh, X : !ADD.b #$01 : STA.w SpritePosXHigh, X
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.no_change2
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INX : CPX.b #$10 : BNE .loop_top_right
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LDX.b #$00
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.loop_top_right2 ; move overlords
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LDA.w $0B00, X
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CMP.b #$E3 : BNE + ;is it moving floor?
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BRA .no_change_ov2
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+
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LDA.w OverlordXHigh, X : !ADD.b #$01 : STA.w OverlordXHigh, X
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LDA.w OverlordYHigh, X : !ADD.b #$00 : STA.w OverlordYHigh, X
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.no_change_ov2
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INX : CPX.b #$08 : BNE .loop_top_right2
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BRL .return
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.move_to_bottom_right
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LDX.b #$00
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.loop_bottom_right ; move sprites
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LDA.w SpriteTypeTable, X
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JSR ShouldMoveSprite : BCC .no_change3
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LDA.w SpritePosYHigh, X : !ADD.b #$01 : STA.w SpritePosYHigh, X
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LDA.w SpritePosXHigh, X : !ADD.b #$01 : STA.w SpritePosXHigh, X
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.no_change3
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INX : CPX.b #$10 : BNE .loop_bottom_right
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LDX.b #$00
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.loop_bottom_right2 ; move overlords
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LDA.w $0B00, X
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CMP.b #$E3 : BNE + ;is it moving floor?
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BRA .no_change_ov3
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+
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LDA.w OverlordXHigh, X : !ADD.b #$01 : STA.w OverlordXHigh, X
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LDA.w OverlordYHigh, X : !ADD.b #$01 : STA.w OverlordYHigh, X
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.no_change_ov3
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INX : CPX.b #$08 : BNE .loop_bottom_right2
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BRL .return
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.move_to_bottom_left
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LDX.b #$00
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.loop_bottom_left ; move sprites
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LDA.w SpriteTypeTable, X
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JSR ShouldMoveSprite : BCC .no_change4
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LDA.w SpritePosYHigh, X : !ADD.b #$01 : STA.w SpritePosYHigh, X
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LDA.w SpritePosXHigh, X : !ADD.b #$00 : STA.w SpritePosXHigh, X
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.no_change4
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INX : CPX.b #$10 : BNE .loop_bottom_left
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LDX.b #$00
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.loop_bottom_left2 ; move overlords
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LDA.w $0B00, X
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CMP.b #$E3 : BNE + ;is it moving floor?
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BRA .no_change_ov4
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+
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LDA.w OverlordXHigh, X : !ADD.b #$00 : STA.w OverlordXHigh, X
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LDA.w OverlordYHigh, X : !ADD.b #$01 : STA.w OverlordYHigh, X
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.no_change_ov4
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INX : CPX.b #$08 : BNE .loop_bottom_left2
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BRL .return
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.return
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RTL
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}
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; A - sprite id from E20, X
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; X - sprite index - should be preserved
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; sets or clears carry flag, set if sprite should be moved
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ShouldMoveSprite:
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PHX
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LDX.b #$FF
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- INX : CPX.b #$0F : BCS .done
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CMP.l BossIds, X : BNE -
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; match found, move it
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PLX : SEC : RTS
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.done ; don't move it
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PLX : CLC : RTS
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BossIds:
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db $53, $54, $09, $92, $8c, $8d, $88, $ce
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db $a2, $a3, $a4, $bd, $cb, $cc, $cd, $ff
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;================================================================================
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; Fix the gibdo key drop in skull woods before the boss room - USELESS CODE
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;--------------------------------------------------------------------------------
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;gibdo_drop_key:
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; LDA.b RoomIndex : CMP.b #$39 : BNE .no_key_drop ; Check if the room id is skullwoods before boss
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; LDA.w SpriteAITable, X : CMP.b #$09 : BNE .no_key_drop ; Check if the sprite is alive
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; LDA.b #$01 : STA.w SpriteForceDrop, X;set key
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;
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;.no_key_drop
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; JSL $86DC5C ;Restore draw shadow
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; RTL
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;--------------------------------------------------------------------------------
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;================================================================================
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; Set a flag to draw kholdstare shell on next NMI
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;--------------------------------------------------------------------------------
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new_kholdstare_code:
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LDA.w SpriteForceDrop : BNE .already_iced
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LDA.b #$01 : STA.w SpriteForceDrop
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LDA.b #$01 : STA.l !SHELL_DMA_FLAG ; tell our NMI to draw the shell
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.already_iced
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; restore code
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JSL Kholdstare_Draw ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw
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RTL
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;--------------------------------------------------------------------------------
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;================================================================================
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; Set a flag to draw trinexx shell on next NMI
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;--------------------------------------------------------------------------------
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new_trinexx_code:
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LDA.w SpriteForceDrop : BNE .already_rocked
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LDA.b #$01 : STA.w SpriteForceDrop
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LDA.b #$02 : STA.l !SHELL_DMA_FLAG ; tell our NMI to draw the shell
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.already_rocked
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; restore code
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LDA.b #$03 : STA.w SpriteGFXControl, X ; sprite_trinexx.asm (62) : LDA.b #$03 : STA $0DC0, X
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RTL
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;--------------------------------------------------------------------------------
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;================================================================================
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; Check if water tile in Swamp boss room, skip interaction
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;--------------------------------------------------------------------------------
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swamp_boss_tile_interaction:
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LDA.l Sprite_ReducedTileInteractionTable, X : BEQ .return
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CPX.b #$09 : BNE .return ; return if non-water tile
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LDX.b IndoorsFlag : BEQ .return ; return if overworld
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LDX.b RoomIndex : CPX.b #$06 : BNE .return ; return if not swamp boss room
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LDA.b #$00
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.return
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RTL
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;--------------------------------------------------------------------------------
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