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- ; ---------------------------------------------------------------------------
- ; Босс-LBZ2
- ; ---------------------------------------------------------------------------
- ; Hits
- BossLBZ2_Hits = 16
- ; Attributes
- _Setup1 = 2
- _Setup2 = 4
- _Setup3 = 6
- _Setup4 = 8
- _Setup5 = $A
- ; Functions
- BlockMoveArms = 1
- BlockArms = 2
- BlockArmsFingers = 3
- ; Dynamic object variables
- obBLBZ2_Grab = $30 ; .b
- obBLBZ2_Routine = $31 ; .b
- obBLBZ2_Timer = $32 ; .w
- obBLBZ2_Count = $39 ; .b
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2:
- move.l #Obj_Wait,address(a0)
- move.w #$1F,$2E(a0)
- move.l #Obj_BossLBZ2_Start,$34(a0)
- rts
- ; ---------------------------------------------------------------------------
- Obj_BossLBZ2_Start:
- move.l #Obj_BossLBZ2_Main,address(a0)
- Obj_BossLBZ2_Main:
- moveq #0,d0
- move.b routine(a0),d0
- move.w BossLBZ2_Index(pc,d0.w),d0
- jsr BossLBZ2_Index(pc,d0.w)
- bsr.w BossLBZ2_CheckTouch
- jmp (Draw_And_Touch_Sprite).l
- ; ---------------------------------------------------------------------------
- BossLBZ2_Index: offsetTable
- offsetTableEntry.w BossLBZ2_Init ; 0
- offsetTableEntry.w BossLBZ2_Setup ; 2
- offsetTableEntry.w BossLBZ2_Setup2 ; 4
- offsetTableEntry.w BossLBZ2_Setup3 ; 6
- offsetTableEntry.w BossLBZ2_Setup4 ; 8
- offsetTableEntry.w BossLBZ2_Setup5 ; A
- ; ---------------------------------------------------------------------------
- BossLBZ2_Init:
- lea ObjDat3_BossLBZ2(pc),a1
- jsr (SetUp_ObjAttributes).l
- move.b #BossLBZ2_Hits,collision_property(a0)
- st (Boss_flag).w
- bset #0,render_flags(a0)
- bset #BlockArms,$38(a0)
- bset #BlockArmsFingers,$38(a0)
- move.b #96/2,y_radius(a0)
- move.l #BossLBZ2_Intro_MoveLeft,$34(a0)
- lea ChildObjDat_BossLBZ2(pc),a2
- jsr (CreateChild1_Normal).l
- lea Child1_MakeRoboHead4(pc),a2
- jsr (CreateChild1_Normal).l
- jmp (Swing_Setup1).l
- ; ---------------------------------------------------------------------------
- BossLBZ2_Setup5:
- subq.w #4,y_pos(a0)
- bra.s BossLBZ2_Setup2_2
- ; ---------------------------------------------------------------------------
- BossLBZ2_Setup4:
- addq.w #4,y_pos(a0)
- bra.s BossLBZ2_Setup2_2
- ; ---------------------------------------------------------------------------
- BossLBZ2_Setup3:
- jsr (MoveSprite).l
- jmp (ObjHitFloor_DoRoutine).l
- ; ---------------------------------------------------------------------------
- BossLBZ2_Setup:
- jsr (Swing_UpAndDown).l
- BossLBZ2_Setup2:
- jsr (MoveSprite2).l
- BossLBZ2_Setup2_2:
- jmp (Obj_Wait).l
- ; =============== S U B R O U T I N E =======================================
- BossLBZ2_Intro_MoveLeft:
- move.w #-$100,x_vel(a0)
- move.l #BossLBZ2_Intro_CheckPos,$34(a0)
- BossLBZ2_Intro_CheckPos:
- move.w (Camera_X_pos).w,d0
- addi.w #$A0,d0
- cmp.w x_pos(a0),d0
- bne.s BossLBZ2_Intro_Return
- move.w #$3F,$2E(a0)
- move.l #BossLBZ2_Intro_MoveRight,$34(a0)
- clr.w x_vel(a0)
- BossLBZ2_Intro_Return:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_Intro_MoveRight:
- move.w #$200,x_vel(a0)
- move.l #BossLBZ2_Intro_CheckPos2,$34(a0)
- lea ChildObjDat_RobotnikHud(pc),a2
- jsr (CreateChild6_Simple).l
- bne.s BossLBZ2_Intro_CheckPos2
- move.w a0,parent3(a1)
- BossLBZ2_Intro_CheckPos2:
- move.w (Camera_X_pos).w,d0
- addi.w #$1A0,d0
- cmp.w x_pos(a0),d0
- bne.s BossLBZ2_Intro_Return2
- move.w #$1F,$2E(a0)
- move.l #BossLBZ2_SetSubroutine,$34(a0)
- bclr #0,render_flags(a0)
- bclr #BlockArms,$38(a0)
- bclr #BlockArmsFingers,$38(a0)
- clr.w x_vel(a0)
- eori.b #$80,collision_flags(a0)
- BossLBZ2_Intro_Return2:
- rts
- ; =============== S U B R O U T I N E =======================================
- BossLBZ2_SetSubroutine:
- moveq #0,d0
- move.b obBLBZ2_Routine(a0),d0
- addq.b #1,obBLBZ2_Routine(a0)
- lea BossLBZ2_SetMovement(pc),a1
- move.b (a1,d0.w),d0
- bmi.s +
- move.l BossLBZ2_Movement(pc,d0.w),$34(a0)
- rts
- + clr.b obBLBZ2_Routine(a0)
- rts
- ; ---------------------------------------------------------------------------
- _BossMovingStraight = 0
- _BossMovingDown = 1<<2
- _BossMovingLeftRight = 2<<2
- _BossMovingJump = 3<<2
- _BossMovingFall = 4<<2
- ; ---------------------------------------------------------------------------
- BossLBZ2_Movement:
- dc.l BossLBZ2_MovingStraight_Attack ; 0
- dc.l BossLBZ2_MovingDown_Attack ; 1
- dc.l BossLBZ2_MovingLeftRight_Attack ; 2
- dc.l BossLBZ2_MovingJump_Attack ; 3
- dc.l BossLBZ2_MovingFall_Attack ; 4
- ; ---------------------------------------------------------------------------
- BossLBZ2_SetMovement:
- dc.b _BossMovingStraight
- dc.b _BossMovingDown
- dc.b _BossMovingLeftRight
- dc.b _BossMovingDown
- dc.b _BossMovingStraight
- dc.b _BossMovingLeftRight
- dc.b _BossMovingJump
- dc.b _BossMovingLeftRight
- dc.b _BossMovingStraight
- dc.b _BossMovingDown
- dc.b _BossMovingFall
- dc.b _BossMovingFall
- dc.b _BossMovingFall
- dc.b _BossMovingLeftRight
- dc.b _BossMovingDown
- dc.b _BossMovingStraight
- dc.b -1 ; Конец
- even
- ; ---------------------------------------------------------------------------
- ; Босс атакует полетом прямо из за угла
- ; ---------------------------------------------------------------------------
- ; =============== S U B R O U T I N E =======================================
- BossLBZ2_MovingStraight_Attack:
- move.b #_Setup2,routine(a0)
- move.w (Camera_X_pos).w,d0
- move.w #$1A0,d1
- btst #0,render_flags(a0)
- beq.s +
- move.w #-$80,d1
- + add.w d1,d0
- move.w d0,x_pos(a0)
- move.w (Camera_Y_pos).w,d0
- addi.w #$80,d0
- move.w d0,y_pos(a0)
- move.w #$300,d0
- btst #0,render_flags(a0)
- bne.s +
- move.w #-$400,d0
- + move.w d0,x_vel(a0)
- bclr #BlockMoveArms,$38(a0)
- bclr #BlockArmsFingers,$38(a0)
- ; sfx sfx_Flight,0,0,0
- move.l #BossLBZ2_MovingStraight_Attack_CheckPos,$34(a0)
- clr.w y_vel(a0)
- BossLBZ2_MovingStraight_Attack_CheckPos:
- tst.b $1C(a0)
- bne.s BossLBZ2_MovingStraight_Attack_Hit
- move.w (Camera_X_pos).w,d0
- btst #0,render_flags(a0)
- bne.s +
- subi.w #$60,d0
- cmp.w x_pos(a0),d0
- ble.s BossLBZ2_MovingStraight_Attack_Return
- bra.s ++
- + addi.w #$1A0,d0
- cmp.w x_pos(a0),d0
- bge.s BossLBZ2_MovingStraight_Attack_Return
- + move.w #$4F,$2E(a0)
- move.l #BossLBZ2_SetSubroutine,$34(a0)
- bchg #0,render_flags(a0)
- BossLBZ2_MovingStraight_Attack_Return:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingStraight_Attack_Hit:
- move.w #-$400,y_vel(a0)
- move.w #$600,d0
- btst #0,render_flags(a0)
- bne.s +
- neg.w d0
- + move.w d0,x_vel(a0)
- move.l #BossLBZ2_MovingStraight_Attack_Hit_CheckPos,$34(a0)
- BossLBZ2_MovingStraight_Attack_Hit_CheckPos:
- move.w (Camera_X_pos).w,d0
- btst #0,render_flags(a0)
- bne.s +
- subi.w #$60,d0
- cmp.w x_pos(a0),d0
- ble.s BossLBZ2_MovingStraight_Attack_Hit_Return
- bra.s ++
- + addi.w #$1A0,d0
- cmp.w x_pos(a0),d0
- bge.s BossLBZ2_MovingStraight_Attack_Hit_Return
- + move.w #$4F,$2E(a0)
- move.l #BossLBZ2_SetSubroutine,$34(a0)
- bchg #0,render_flags(a0)
- BossLBZ2_MovingStraight_Attack_Hit_Return:
- rts
- ; ---------------------------------------------------------------------------
- ; Босс атакует полетом под углом из за угла
- ; ---------------------------------------------------------------------------
- ; =============== S U B R O U T I N E =======================================
- BossLBZ2_MovingDown_Attack:
- move.b #_Setup2,routine(a0)
- move.w (Camera_X_pos).w,d0
- move.w #$1E0,d1
- btst #0,render_flags(a0)
- beq.s +
- move.w #-$80,d1
- + add.w d1,d0
- move.w d0,x_pos(a0)
- move.w (Camera_Y_pos).w,d0
- addi.w #$40,d0
- move.w d0,y_pos(a0)
- move.w #$300,d0
- btst #0,render_flags(a0)
- bne.s +
- move.w #-$400,d0
- + move.w d0,x_vel(a0)
- bclr #BlockMoveArms,$38(a0)
- bclr #BlockArmsFingers,$38(a0)
- ; sfx sfx_Flight,0,0,0
- move.l #BossLBZ2_MovingDown_Attack_Down,$34(a0)
- move.w #$100,y_vel(a0)
- BossLBZ2_MovingDown_Attack_Down:
- tst.b $1C(a0)
- bne.w BossLBZ2_MovingStraight_Attack_Hit
- move.w (Camera_Y_pos).w,d0
- addi.w #$90,d0
- cmp.w y_pos(a0),d0
- bhs.s BossLBZ2_MovingDown_Attack_Return
- move.l #BossLBZ2_MovingDown_Attack_CheckPos,$34(a0)
- clr.w y_vel(a0)
- BossLBZ2_MovingDown_Attack_Return:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingDown_Attack_CheckPos:
- tst.b $1C(a0)
- bne.w BossLBZ2_MovingStraight_Attack_Hit
- move.w (Camera_X_pos).w,d0
- btst #0,render_flags(a0)
- bne.s +
- subi.w #$60,d0
- cmp.w x_pos(a0),d0
- ble.s BossLBZ2_MovingDown_Attack_Return2
- bra.s ++
- + addi.w #$1A0,d0
- cmp.w x_pos(a0),d0
- bge.s BossLBZ2_MovingDown_Attack_Return2
- + move.w #$4F,$2E(a0)
- move.l #BossLBZ2_SetSubroutine,$34(a0)
- bchg #0,render_flags(a0)
- BossLBZ2_MovingDown_Attack_Return2:
- rts
- ; ---------------------------------------------------------------------------
- ; Босс атакует полетом под полом
- ; ---------------------------------------------------------------------------
- ; =============== S U B R O U T I N E =======================================
- BossLBZ2_MovingLeftRight_Attack:
- move.b #_Setup2,routine(a0)
- move.w (Camera_X_pos).w,d0
- move.w #$1A0,d1
- btst #0,render_flags(a0)
- beq.s +
- move.w #-$80,d1
- + add.w d1,d0
- move.w d0,x_pos(a0)
- move.w (Camera_Y_pos).w,d0
- addi.w #$F0,d0
- move.w d0,y_pos(a0)
- move.w #$187,obBLBZ2_Timer(a0)
- move.l #BossLBZ2_MovingLeftRight_Attack_Move,$34(a0)
- bset #BlockArms,$38(a0)
- bset #BlockArmsFingers,$38(a0)
- movea.w $44(a0),a1
- clr.b $3C(a1)
- clr.w y_vel(a0)
- BossLBZ2_MovingLeftRight_Attack_Move:
- move.w (Camera_X_pos).w,d0
- subq.w #1,obBLBZ2_Timer(a0)
- bmi.s BossLBZ2_MovingLeftRight_Attack_MoveUp
- move.w #-$400,x_vel(a0)
- btst #0,render_flags(a0)
- beq.s +
- move.w #$300,x_vel(a0)
- addi.w #$130,d0
- cmp.w x_pos(a0),d0
- bge.s BossLBZ2_MovingLeftRight_Attack_Return
- bra.s ++
- + addi.w #$20,d0
- cmp.w x_pos(a0),d0
- ble.s BossLBZ2_MovingLeftRight_Attack_Return
- + bchg #0,render_flags(a0)
- BossLBZ2_MovingLeftRight_Attack_Return:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingLeftRight_Attack_MoveUp:
- move.w #-$300,y_vel(a0)
- move.w #$400,d0
- btst #0,render_flags(a0)
- bne.s +
- neg.w d0
- + move.w d0,x_vel(a0)
- move.l #BossLBZ2_MovingLeftRight_Attack_MoveUp_CheckPos,$34(a0)
- bclr #BlockArms,$38(a0)
- bclr #BlockArmsFingers,$38(a0)
- BossLBZ2_MovingLeftRight_Attack_MoveUp_CheckPos:
- move.w (Camera_X_pos).w,d0
- btst #0,render_flags(a0)
- bne.s +
- subi.w #$60,d0
- cmp.w x_pos(a0),d0
- ble.s BossLBZ2_MovingLeftRight_Attack_MoveUp_Return
- bra.s ++
- + addi.w #$1A0,d0
- cmp.w x_pos(a0),d0
- bge.s BossLBZ2_MovingLeftRight_Attack_MoveUp_Return
- + move.w #$4F,$2E(a0)
- move.l #BossLBZ2_SetSubroutine,$34(a0)
- bchg #0,render_flags(a0)
- BossLBZ2_MovingLeftRight_Attack_MoveUp_Return:
- rts
- ; ---------------------------------------------------------------------------
- ; Босс атакует прыжками об землю
- ; ---------------------------------------------------------------------------
- ; =============== S U B R O U T I N E =======================================
- BossLBZ2_MovingJump_Attack:
- move.b #_Setup2,routine(a0)
- move.w (Camera_X_pos).w,d0
- move.w #$1A0,d1
- btst #0,render_flags(a0)
- beq.s +
- move.w #-$80,d1
- + add.w d1,d0
- move.w d0,x_pos(a0)
- move.w (Camera_Y_pos).w,d0
- addi.w #$40,d0
- move.w d0,y_pos(a0)
- move.w #$300,d0
- btst #0,render_flags(a0)
- bne.s +
- move.w #-$400,d0
- + move.w d0,x_vel(a0)
- ; sfx sfx_Flight,0,0,0
- move.l #BossLBZ2_MovingJump_Attack_CheckPos,$34(a0)
- bset #BlockArms,$38(a0)
- bset #BlockArmsFingers,$38(a0)
- movea.w $44(a0),a1
- clr.b $3C(a1)
- clr.w y_vel(a0)
- BossLBZ2_MovingJump_Attack_CheckPos:
- move.w (Camera_X_pos).w,d0
- btst #0,render_flags(a0)
- bne.s +
- addi.w #$100,d0
- cmp.w x_pos(a0),d0
- ble.s BossLBZ2_MovingJump_Attack_Return
- bra.s ++
- + addi.w #$40,d0
- cmp.w x_pos(a0),d0
- bge.s BossLBZ2_MovingJump_Attack_Return
- + move.l #BossLBZ2_MovingJump_Attack_SetFindSonic,$34(a0)
- clr.w x_vel(a0)
- BossLBZ2_MovingJump_Attack_Return:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingJump_Attack_SetFindSonic:
- move.b #_Setup3,routine(a0)
- move.w #$100,d0
- btst #0,render_flags(a0)
- bne.s +
- move.w #-$200,d0
- + move.w d0,x_vel(a0)
- move.l #BossLBZ2_MovingJump_Attack_FindSonic,$34(a0)
- move.b #8,obBLBZ2_Count(a0)
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingJump_Attack_FindSonic:
- sfx sfx_Bounce2,0,0,0
- lea ChildObjDat_BossLBZ2_Spark(pc),a2
- jsr (CreateChild1_Normal).l
- move.w #$14,(Screen_Shaking_Flag).w
- move.w #-$680,y_vel(a0)
- jsr (Find_SonicObject).l
- addi.w #$10,d2
- cmpi.w #$20,d2
- bcs.s ++
- move.w #$200,d1
- tst.w d0
- bne.s +
- neg.w d1
- + move.w d1,x_vel(a0)
- + jsr (Change_FlipXWithVelocity).l
- subq.b #1,obBLBZ2_Count(a0)
- bne.s BossLBZ2_MovingJump_Attack_FindSonic_Return
- move.b #_Setup2,routine(a0)
- move.l #BossLBZ2_MovingLeftRight_Attack_MoveUp,$34(a0)
- BossLBZ2_MovingJump_Attack_FindSonic_Return:
- rts
- ; ---------------------------------------------------------------------------
- ; Босс атакует падением на соника с помощью прицела
- ; ---------------------------------------------------------------------------
- ; =============== S U B R O U T I N E =======================================
- BossLBZ2_MovingFall_Attack:
- move.b #_Setup2,routine(a0)
- move.w (Camera_X_pos).w,d0
- add.w #$A0,d0
- move.w d0,x_pos(a0)
- move.w (Camera_Y_pos).w,d0
- subi.w #$40,d0
- move.w d0,y_pos(a0)
- move.l #BossLBZ2_MovingFall_Attack_Return,$34(a0)
- bset #BlockArms,$38(a0)
- bclr #BlockArmsFingers,$38(a0)
- movea.w $44(a0),a1
- clr.b $3C(a1)
- clr.l x_vel(a0)
- sfx sfx_Squeak,0,0,0
- lea ChildObjDat_BossLBZ2_Aim(pc),a2
- jsr (CreateChild6_Simple).l
- BossLBZ2_MovingFall_Attack_Return:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingFall_Attack_SetFall:
- move.b #_Setup3,routine(a0)
- move.l #BossLBZ2_MovingFall_Attack_Fall,$34(a0)
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingFall_Attack_Fall:
- move.b #_Setup4,routine(a0)
- move.w #3,$2E(a0)
- move.l #BossLBZ2_MovingFall_Attack_FallRestore,$34(a0)
- clr.w y_vel(a0)
- bset #BlockMoveArms,$38(a0)
- sfx sfx_Attack,0,0,0
- bset #BlockArmsFingers,$38(a0)
- move.w #$14,(Screen_Shaking_Flag).w
- lea ChildObjDat_BossLBZ2_Spark(pc),a2
- jmp (CreateChild1_Normal).l
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingFall_Attack_FallRestore:
- move.b #_Setup5,routine(a0)
- move.w #3,$2E(a0)
- move.l #BossLBZ2_MovingFall_Attack_EndFall,$34(a0)
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingFall_Attack_EndFall:
- move.b #_Setup2,routine(a0)
- move.w #$3F,$2E(a0)
- move.l #BossLBZ2_MovingFall_Attack_CheckPos2,$34(a0)
- bclr #BlockMoveArms,$38(a0)
- move.w #$400,d0
- btst #0,render_flags(a0)
- beq.s +
- neg.w d0
- + move.w d0,x_vel(a0)
- move.w #-$600,y_vel(a0)
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingFall_Attack_CheckPos2:
- move.w (Camera_X_pos).w,d0
- btst #0,render_flags(a0)
- beq.s +
- subi.w #$60,d0
- cmp.w x_pos(a0),d0
- ble.s BossLBZ2_MovingFall_Attack_Return2
- bra.s ++
- + addi.w #$1A0,d0
- cmp.w x_pos(a0),d0
- bge.s BossLBZ2_MovingFall_Attack_Return2
- + move.w #$2F,$2E(a0)
- move.l #BossLBZ2_MovingFall_Attack_Restore,$34(a0)
- clr.l x_vel(a0)
- move.w (Camera_X_pos).w,d0
- addi.w #$A0,d0
- move.w d0,x_pos(a0)
- move.w (Camera_Y_pos).w,d0
- subi.w #$40,d0
- move.w d0,y_pos(a0)
- BossLBZ2_MovingFall_Attack_Return2:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_MovingFall_Attack_Restore:
- move.l #BossLBZ2_SetSubroutine,$34(a0)
- rts
- ; ---------------------------------------------------------------------------
- ; Босс атакует захватом
- ; ---------------------------------------------------------------------------
- ; =============== S U B R O U T I N E =======================================
- BossLBZ2_HitsGround_Start:
- move.w #-$400,y_vel(a0)
- move.w #$600,d0
- btst #0,render_flags(a0)
- bne.s +
- neg.w d0
- + move.w d0,x_vel(a0)
- move.l #BossLBZ2_HitsGround_CheckPos,$34(a0)
- BossLBZ2_HitsGround_CheckPos:
- move.w (Camera_X_pos).w,d0
- btst #0,render_flags(a0)
- bne.s +
- subi.w #$60,d0
- cmp.w x_pos(a0),d0
- ble.s BossLBZ2_HitsGround_Return
- bra.s ++
- + addi.w #$1A0,d0
- cmp.w x_pos(a0),d0
- bge.s BossLBZ2_HitsGround_Return
- + move.w #7,$2E(a0)
- move.l #BossLBZ2_HitsGround_SetFall,$34(a0)
- clr.l x_vel(a0)
- bchg #0,render_flags(a0)
- movea.w $44(a0),a1
- clr.b $3C(a1)
- move.w (Camera_X_pos).w,d0
- addi.w #$A0,d0
- move.w d0,x_pos(a0)
- move.w (Camera_Y_pos).w,d0
- subi.w #$40,d0
- move.w d0,y_pos(a0)
- BossLBZ2_HitsGround_Return:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_HitsGround_SetFall:
- move.b #_Setup3,routine(a0)
- move.l #BossLBZ2_HitsGround_Fall,$34(a0)
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_HitsGround_Fall:
- move.b #_Setup4,routine(a0)
- move.w #3,$2E(a0)
- move.l #BossLBZ2_HitsGround_FallRestore,$34(a0)
- clr.w y_vel(a0)
- bset #BlockMoveArms,$38(a0)
- bset #BlockArmsFingers,$38(a0)
- sfx sfx_Attack,0,0,0
- move.w #$14,(Screen_Shaking_Flag).w
- lea ChildObjDat_BossLBZ2_Spark(pc),a2
- jmp (CreateChild1_Normal).l
- ; ---------------------------------------------------------------------------
- BossLBZ2_HitsGround_FallRestore:
- move.b #_Setup5,routine(a0)
- move.w #3,$2E(a0)
- move.l #BossLBZ2_HitsGround_EndFall,$34(a0)
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_HitsGround_EndFall:
- move.b #_Setup2,routine(a0)
- move.w #$3F,$2E(a0)
- move.l #BossLBZ2_HitsGround_CheckPos2,$34(a0)
- clr.b obBLBZ2_Grab(a0)
- bclr #BlockMoveArms,$38(a0)
- move.w #$400,d0
- btst #0,render_flags(a0)
- beq.s +
- neg.w d0
- + move.w d0,x_vel(a0)
- move.w #-$600,y_vel(a0)
- movea.l a0,a2
- lea (Player_1).w,a0
- jsr (HurtCharacter).l
- movea.l a2,a0
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_HitsGround_CheckPos2:
- move.w (Camera_X_pos).w,d0
- btst #0,render_flags(a0)
- beq.s +
- subi.w #$60,d0
- cmp.w x_pos(a0),d0
- ble.s BossLBZ2_HitsGround_Return2
- bra.s ++
- + addi.w #$1A0,d0
- cmp.w x_pos(a0),d0
- bge.s BossLBZ2_HitsGround_Return2
- + move.w #$2F,$2E(a0)
- move.l #BossLBZ2_HitsGround_Restore,$34(a0)
- clr.l x_vel(a0)
- move.w (Camera_X_pos).w,d0
- addi.w #$A0,d0
- move.w d0,x_pos(a0)
- move.w (Camera_Y_pos).w,d0
- subi.w #$40,d0
- move.w d0,y_pos(a0)
- BossLBZ2_HitsGround_Return2:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_HitsGround_Restore:
- move.l #BossLBZ2_SetSubroutine,$34(a0)
- rts
- ; ---------------------------------------------------------------------------
- ; Проверка урона
- ; ---------------------------------------------------------------------------
- ; =============== S U B R O U T I N E =======================================
- BossLBZ2_CheckTouch:
- tst.b collision_flags(a0)
- bne.s BossLBZ2_CheckTouch_Return
- tst.b collision_property(a0)
- beq.s BossLBZ2_CheckTouch_WaitExplosive
- tst.b $1C(a0)
- bne.s +
- move.b #$3C,$1C(a0)
- sfx sfx_HitBoss,0,0,0
- movea.w $44(a0),a1
- clr.b collision_flags(a1)
- bset #6,status(a0)
- + moveq #0,d0
- btst #0,$1C(a0)
- bne.s +
- addi.w #6*2,d0
- + bsr.w sub_75084
- subq.b #1,$1C(a0)
- bne.s BossLBZ2_CheckTouch_Return
- bclr #6,status(a0)
- move.b collision_restore_flags(a0),collision_flags(a0)
- movea.w $44(a0),a1
- move.b #$2D|$80,collision_flags(a1)
- BossLBZ2_CheckTouch_Return:
- rts
- ; ---------------------------------------------------------------------------
- BossLBZ2_CheckTouch_WaitExplosive:
- move.l #Wait_FadeToLevelMusic,address(a0)
- move.l #loc_746D8,$34(a0)
- jsr (BossDefeated).l
- lea (Child6_CreateBossExplosion).l,a2
- jsr (CreateChild6_Simple).l
- bne.s +
- move.b #4,subtype(a1)
- + tst.b obBLBZ2_Grab(a0)
- beq.s BossLBZ2_CheckTouch_WaitExplosive_Return
- jsr (Restore_PlayerControl).l
- BossLBZ2_CheckTouch_WaitExplosive_Return:
- rts
- ; ---------------------------------------------------------------------------
- loc_746D8:
- move.l #loc_746F4,address(a0)
- move.b #7,mapping_frame(a0)
- bset #4,$38(a0)
- lea ChildObjDat_BossLBZ2_FlickerMove(pc),a2
- jmp (CreateChild1_Normal).l
- ; ---------------------------------------------------------------------------
- loc_746F4:
- move.w y_pos(a0),d0
- subq.w #1,d0
- move.w d0,y_pos(a0)
- move.w (Camera_Y_pos).w,d1
- subi.w #$40,d1
- cmp.w d1,d0
- blo.s loc_74710
- jmp (Draw_Sprite).l
- ; ---------------------------------------------------------------------------
- loc_74710:
- move.l #loc_7473A,address(a0)
- bclr #7,render_flags(a0)
- bset #5,$38(a0)
- bset #0,render_flags(a0)
- move.w (Camera_X_pos).w,d2
- addi.w #$40,d2
- move.w d2,x_pos(a0)
- rts
- ; ---------------------------------------------------------------------------
- loc_7473A:
- addq.b #2,(BackgroundEvent_routine).w
- move.l #Go_Delete_Sprite_2,address(a0)
- rts
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Body:
- lea ObjDat3_BossLBZ2_Body(pc),a1
- jsr (SetUp_ObjAttributes).l
- move.l #+,(a0)
- + jsr (Child_GetPriorityOnce).l
- jsr (Refresh_ChildPositionAdjusted).l
- jmp (Child_Draw_Sprite2).l
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Wall:
- lea ObjDat3_BossLBZ2_Wall(pc),a1
- jsr (SetUp_ObjAttributes).l
- move.l #+,(a0)
- + jsr (Child_GetPriorityOnce).l
- jsr (Refresh_ChildPositionAdjusted).l
- jmp (Child_Draw_Sprite2).l
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Fire:
- lea ObjDat3_BossLBZ2_Fire(pc),a1
- jsr (SetUp_ObjAttributes).l
- move.l #+,(a0)
- + move.b #$1A|$80,d0
- jsr (sub_74EBC).l
- jsr (Refresh_ChildPositionAdjusted).l
- movea.w parent3(a0),a1
- btst #7,status(a1)
- bne.s loc_74BFA
- btst #0,(V_int_run_count+3).w
- bne.w locret_74374
- jmp (Draw_Sprite).l
- ; ---------------------------------------------------------------------------
- locret_74374:
- rts
- ; ---------------------------------------------------------------------------
- loc_74BFA:
- jmp (Delete_Current_Sprite).l
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Collision:
- move.b #$1C|$80,$28(a0)
- move.l #+,(a0)
- + jsr (Refresh_ChildPositionAdjusted).l
- movea.w parent3(a0),a1
- btst #7,status(a1)
- bne.s loc_74BFA
- jmp (Add_SpriteToCollisionResponseList).l
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Arm:
- moveq #0,d0
- move.b routine(a0),d0
- move.w off_749E6(pc,d0.w),d1
- jsr off_749E6(pc,d1.w)
- moveq #$C,d0
- jmp (Child_DrawTouch_Sprite_FlickerMove).l
- ; ---------------------------------------------------------------------------
- off_749E6: offsetTable
- offsetTableEntry.w loc_749EC ; 0
- offsetTableEntry.w loc_74A14 ; 2
- offsetTableEntry.w loc_74A3E ; 4
- ; ---------------------------------------------------------------------------
- loc_749EC:
- lea ObjDat3_BossLBZ2_Arm(pc),a1
- jsr (SetUp_ObjAttributes).l
- movea.w parent3(a0),a1
- move.w a0,$44(a1)
- move.b #$14,child_dx(a0)
- move.b #-6,child_dy(a0)
- lea ChildObjDat_BossLBZ2_Arm(pc),a2
- jmp (CreateChild1_Normal).l
- ; ---------------------------------------------------------------------------
- loc_74A14:
- movea.w parent3(a0),a1
- btst #7,art_tile(a1)
- beq.s +
- bset #7,art_tile(a0)
- + move.b #4,routine(a0)
- move.b #$2D|$80,$28(a0)
- loc_74A32:
- lea LBZFinalBoss2_CircleLookup(pc),a2
- jmp (MoveSprite_CircularLookup).l
- ; ---------------------------------------------------------------------------
- loc_74A3E:
- movea.w $46(a0),a1
- btst #1,$38(a1)
- bne.w locret_74374
- btst #BlockArms,$38(a1)
- bne.s loc_74A88
- lea (Player_1).w,a1
- move.b $3C(a0),d0
- move.w y_pos(a0),d1
- sub.w y_pos(a1),d1
- cmpi.w #-2,d1
- blt.s loc_74A7C
- cmpi.w #2,d1
- ble.s loc_74A88
- subq.b #1,d0
- cmpi.b #-$30,d0
- blt.s loc_74A88
- bra.w loc_74A84
- ; ---------------------------------------------------------------------------
- loc_74A7C:
- addq.b #1,d0
- cmpi.b #0,d0
- bgt.s loc_74A88
- loc_74A84:
- move.b d0,$3C(a0)
- loc_74A88:
- jsr (Change_FlipXUseParent).l
- lea LBZFinalBoss2_CircleLookup(pc),a2
- jmp (MoveSprite_CircularLookup).l
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Arm_Fingers:
- lea ObjDat3_BossLBZ2_Arm_Fingers(pc),a1
- jsr (SetUp_ObjAttributes3).l
- movea.w parent3(a0),a1
- move.w parent3(a1),$44(a0)
- move.l #loc_74B36,address(a0)
- move.l #AniRaw_BossLBZ2_Fingers,$30(a0)
- tst.b subtype(a0)
- beq.s loc_74B36
- move.b #8,mapping_frame(a0)
- move.w #$180,priority(a0)
- move.l #AniRaw_BossLBZ2_Fingers2,$30(a0)
- loc_74B36:
- jsr (Child_GetPriorityOnce).l
- loc_74B3C:
- jsr (Refresh_ChildPositionAdjusted).l
- movea.w $44(a0),a1
- btst #BlockArmsFingers,$38(a1)
- bne.s +
- jsr (Animate_Raw).l
- + movea.w $44(a0),a1
- tst.b obBLBZ2_Grab(a1)
- beq.s loc_74B6E
- move.l #loc_74B76,address(a0)
- move.b #7,mapping_frame(a0)
- tst.b subtype(a0)
- beq.s loc_74B6E
- move.b #$B,mapping_frame(a0)
- addq.b #8,child_dx(a0)
- loc_74B6E:
- moveq #$C,d0
- jmp (Child_DrawTouch_Sprite_FlickerMove).l
- ; ---------------------------------------------------------------------------
- loc_74B76:
- jsr (Refresh_ChildPositionAdjusted).l
- movea.w $44(a0),a1
- tst.b obBLBZ2_Grab(a1)
- bne.s loc_74B96
- move.l #loc_74B3C,address(a0)
- tst.b subtype(a0)
- beq.s loc_74B96
- subq.b #8,child_dx(a0)
- loc_74B96:
- moveq #$C,d0
- jmp (Child_DrawTouch_Sprite_FlickerMove).l
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Arm_Ball:
- lea ObjDat3_BossLBZ2_Arm_Ball(pc),a1
- jsr (SetUp_ObjAttributes3).l
- move.l #loc_74ACA,address(a0)
- movea.w parent3(a0),a1
- movea.w parent3(a1),a2
- move.w a2,parent3(a0)
- move.w a1,$44(a0)
- move.w a1,$44(a0)
- move.b #$18,child_dx(a0)
- move.b #-6,child_dy(a0)
- loc_74ACA:
- jsr (Child_GetPriorityOnce).l
- jsr (Change_FlipXUseParent).l
- movea.w $44(a0),a1
- move.b $3C(a1),d0
- addi.b #$14,d0
- move.b d0,$3C(a0)
- lea (LBZ2FinalBoss2_CircleLookup2).l,a2
- jsr (MoveSprite_CircularLookup).l
- moveq #$C,d0
- jmp (Child_DrawTouch_Sprite_FlickerMove).l
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Arm_CollisionGrab:
- move.l #loc_74C34,address(a0)
- movea.w parent3(a0),a1
- move.w parent3(a1),$44(a0)
- loc_74C34:
- jsr (Refresh_ChildPositionAdjusted).l
- movea.w $44(a0),a1
- btst #7,status(a1)
- bne.s loc_74C7A
- btst #BlockArmsFingers,$38(a1)
- bne.w locret_74374
- btst #6,status(a1)
- bne.w locret_74374
- lea word_74C84(pc),a1
- jsr (Check_PlayerInRange).l
- tst.w d0
- beq.s locret_74C78
- movea.w d0,a1
- tst.b $34(a1)
- bne.s locret_74C78
- cmpi.b #6,5(a1)
- bcs.s loc_74C8C
- locret_74C78:
- rts
- ; ---------------------------------------------------------------------------
- loc_74C7A:
- clr.b (Player_1+object_control).w
- jmp (Delete_Current_Sprite).l
- ; ---------------------------------------------------------------------------
- word_74C84: dc.w $FFF0, $20, $FFF0, $20
- ; ---------------------------------------------------------------------------
- loc_74C8C:
- move.l #loc_74CCC,address(a0)
- movea.w $44(a0),a1
- st obBLBZ2_Grab(a1)
- move.b #_Setup2,routine(a1)
- move.w #7,$2E(a1)
- move.l #BossLBZ2_HitsGround_Start,$34(a1)
- move.w #$200,y_vel(a1)
- lea (Player_1).w,a1
- move.b #-$7F,object_control(a1)
- move.b #2,anim(a1)
- moveq #0,d0
- move.w d0,x_vel(a1)
- move.w d0,y_vel(a1)
- move.w d0,ground_vel(a1)
- loc_74CCC:
- movea.w $44(a0),a1
- tst.b obBLBZ2_Grab(a1)
- beq.s loc_74CF8
- btst #7,status(a1)
- bne.w loc_74BFA
- jsr (Refresh_ChildPositionAdjusted).l
- lea (Player_1).w,a1
- move.w x_pos(a0),x_pos(a1)
- move.w y_pos(a0),y_pos(a1)
- rts
- ; ---------------------------------------------------------------------------
- loc_74CF8:
- move.l #loc_74D04,address(a0)
- move.w #$40,$2E(a0)
- loc_74D04:
- subq.w #1,$2E(a0)
- bmi.s loc_74D0C
- rts
- ; ---------------------------------------------------------------------------
- loc_74D0C:
- move.l #loc_74C34,address(a0)
- rts
- ; ---------------------------------------------------------------------------
- ; Искры
- ; ---------------------------------------------------------------------------
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Spark:
- lea ObjDat3_BossLBZ2_Spark(pc),a1
- jsr (SetUp_ObjAttributes).l
- jsr (Refresh_ChildPositionAdjusted).l
- moveq #0,d0
- move.b subtype(a0),d0
- move.w d0,d1
- addq.w #7,d0
- move.w d0,$2E(a0)
- movea.w parent3(a0),a1
- move.w x_vel(a1),d0
- asl.w #2,d0
- asl.w #6,d1
- add.w d1,d0
- neg.w d0
- move.w d0,x_vel(a0)
- jsr (Random_Number).l
- andi.w #$3FF,d0
- addi.w #$100,d0
- neg.w d0
- move.w d0,y_vel(a0)
- move.l #Go_Delete_Sprite,$34(a0)
- move.l #BossLBZ2_Spark_Draw,address(a0)
- BossLBZ2_Spark_Draw:
- jsr (MoveSprite2).l
- jsr (Obj_Wait).l
- jmp (Sprite_CheckDeleteXY).l
- ; ---------------------------------------------------------------------------
- ; Прицел
- ; ---------------------------------------------------------------------------
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_Aim:
- move.w (Player_1+x_pos).w,x_pos(a0)
- move.w (Camera_Y_pos).w,d0
- addi.w #$D0,d0
- move.w d0,y_pos(a0)
- lea ObjDat3_BossLBZ2_Aim(pc),a1
- jsr (SetUp_ObjAttributes).l
- move.w #$7F,$2E(a0)
- move.l #+,address(a0)
- + lea AniRaw_BossLBZ2_Aim(pc),a1
- jsr (Animate_RawNoSST).l
- subq.w #1,$2E(a0)
- beq.s BossLBZ2_Aim_Attack_Start
- lea (Player_1).w,a1
- move.w #$200,d0 ; Maximum speed.
- move.w #$40,d1 ; Acceleration.
- jsr (Chase_ObjectXOnly).l
- jsr (MoveSprite2).l
- jmp (Draw_Sprite).l
- ; ---------------------------------------------------------------------------
- BossLBZ2_Aim_Attack_Start:
- move.w #$4F,$2E(a0)
- clr.w x_vel(a0)
- move.l #BossLBZ2_Aim_Attack_Wait,address(a0)
- BossLBZ2_Aim_Attack_Wait:
- lea AniRaw_BossLBZ2_Aim2(pc),a1
- jsr (Animate_RawNoSST).l
- jsr (Draw_Sprite).l
- subq.w #1,$2E(a0)
- bpl.s BossLBZ2_Aim_Return
- lea (Player_1).w,a1
- jsr (Find_OtherObject).l
- movea.w parent3(a0),a1
- move.w x_pos(a0),d2
- move.w #$30,d1
- bclr #0,render_flags(a1)
- tst.w d0
- beq.s +
- bset #0,render_flags(a1)
- neg.w d1
- + add.w d1,d2
- move.w d2,x_pos(a1)
- move.l #BossLBZ2_MovingFall_Attack_SetFall,$34(a1)
- move.l #Go_Delete_Sprite,address(a0)
- BossLBZ2_Aim_Return:
- rts
- ; =============== S U B R O U T I N E =======================================
- Obj_BossLBZ2_FlickerMove:
- lea ObjDat3_BossLBZ2_FlickerMove(pc),a1
- jsr (SetUp_ObjAttributes).l
- jsr (Refresh_ChildPositionAdjusted).l
- move.l #Obj_FlickerMove,address(a0)
- moveq #0,d0
- move.b subtype(a0),d0
- lsr.w #1,d0
- addi.b #$D,d0
- move.b d0,mapping_frame(a0)
- moveq #0,d0
- jsr (Set_IndexedVelocity).l
- jmp (Draw_Sprite).l
- ; =============== S U B R O U T I N E =======================================
- sub_75084:
- lea word_75092(pc),a1
- lea word_7509E(pc,d0.w),a2
- jmp (CopyWordData_6).l
- ; ---------------------------------------------------------------------------
- word_75092:
- dc.w Normal_palette_line_2+8
- dc.w Normal_palette_line_2+$1C
- dc.w Normal_palette_line_2+$10
- dc.w Normal_palette_line_2+$18
- dc.w Normal_palette_line_2+$1A
- dc.w Normal_palette_line_2+$1E
- word_7509E:
- dc.w 8, $A, 4, $644, $422, 0
- dc.w $888, $666, $AAA, $AAA, $EEE, $EEE
- ; =============== S U B R O U T I N E =======================================
- ObjDat3_BossLBZ2:
- dc.l Map_RobotnikShip
- dc.w $84EA
- dc.w $280
- dc.b $1C
- dc.b $20
- dc.b $A
- dc.b $F|$80
- ObjDat3_BossLBZ2_Body:
- dc.l Map_LBZ2Boss
- dc.w $20E0
- dc.w $200
- dc.b $28
- dc.b $28
- dc.b 0
- dc.b 0
- ObjDat3_BossLBZ2_Wall:
- dc.l Map_LBZ2Boss
- dc.w $20E0
- dc.w $300
- dc.b $14
- dc.b $C
- dc.b 1
- dc.b 0
- ObjDat3_BossLBZ2_Fire:
- dc.l Map_LBZ2Boss
- dc.w $E0
- dc.w $300
- dc.b $C
- dc.b $C
- dc.b $C
- dc.b 0
- ObjDat3_BossLBZ2_Arm:
- dc.l Map_LBZ2Boss
- dc.w $20E0
- dc.w $180
- dc.b $20
- dc.b $10
- dc.b 2
- dc.b 0
- ObjDat3_BossLBZ2_Arm_Fingers:
- dc.w $80
- dc.b $14
- dc.b $14
- dc.b 4
- dc.b 0
- ObjDat3_BossLBZ2_Arm_Ball:
- dc.w $180
- dc.b 8
- dc.b 8
- dc.b 3
- dc.b 0
- ObjDat3_BossLBZ2_Spark:
- dc.l Map_LBZ2Boss
- dc.w $80E0
- dc.w $80
- dc.b 16/2
- dc.b 16/2
- dc.b $12
- dc.b 0
- ObjDat3_BossLBZ2_Aim:
- dc.l Map_LBZ2Boss
- dc.w $A0E0
- dc.w $80
- dc.b 16/2
- dc.b 16/2
- dc.b $13
- dc.b 0
- ObjDat3_BossLBZ2_FlickerMove:
- dc.l Map_LBZ2Boss
- dc.w $A0E0
- dc.w $100
- dc.b $10
- dc.b $14
- dc.b $D
- dc.b 0
- ChildObjDat_BossLBZ2:
- dc.w 5-1
- dc.l Obj_BossLBZ2_Body
- dc.w $CEC
- dc.l Obj_BossLBZ2_Wall
- dc.w $E8
- dc.l Obj_BossLBZ2_Fire
- dc.w $38EC
- dc.l Obj_BossLBZ2_Collision
- dc.w $4CC
- dc.l Obj_BossLBZ2_Arm
- dc.w $1424
- ChildObjDat_BossLBZ2_Arm:
- dc.w 4-1
- dc.l Obj_BossLBZ2_Arm_Fingers
- dc.b -42, -2
- dc.l Obj_BossLBZ2_Arm_Fingers
- dc.b -74, -2
- dc.l Obj_BossLBZ2_Arm_Ball
- dc.b 0, 0
- dc.l Obj_BossLBZ2_Arm_CollisionGrab
- dc.b $C0, $FE
- ChildObjDat_BossLBZ2_Spark:
- dc.w 8-1
- dc.l Obj_BossLBZ2_Spark
- dc.b 0, 40
- dc.l Obj_BossLBZ2_Spark
- dc.b 0, 40
- dc.l Obj_BossLBZ2_Spark
- dc.b 0, 40
- dc.l Obj_BossLBZ2_Spark
- dc.b 0, 40
- dc.l Obj_BossLBZ2_Spark
- dc.b 16, 40
- dc.l Obj_BossLBZ2_Spark
- dc.b 16, 40
- dc.l Obj_BossLBZ2_Spark
- dc.b 16, 40
- dc.l Obj_BossLBZ2_Spark
- dc.b 16, 40
- ChildObjDat_BossLBZ2_Aim:
- dc.w 1-1
- dc.l Obj_BossLBZ2_Aim
- ChildObjDat_BossLBZ2_FlickerMove:
- dc.w 5-1
- dc.l Obj_BossLBZ2_FlickerMove
- dc.w $F4D4
- dc.l Obj_BossLBZ2_FlickerMove
- dc.w $14D4
- dc.l Obj_BossLBZ2_FlickerMove
- dc.w $2CE8
- dc.l Obj_BossLBZ2_FlickerMove
- dc.w $F4FC
- dc.l Obj_BossLBZ2_FlickerMove
- dc.w $14FC
- AniRaw_BossLBZ2_Fingers:
- dc.b 9
- dc.b 7
- dc.b 4
- dc.b 5
- dc.b 6
- dc.b 5
- dc.b 4
- dc.b $FC
- AniRaw_BossLBZ2_Fingers2:
- dc.b 9
- dc.b $B
- dc.b 8
- dc.b 9
- dc.b $A
- dc.b 9
- dc.b 8
- dc.b $FC
- AniRaw_BossLBZ2_Aim:
- dc.b 0, $13, $14, $FC
- AniRaw_BossLBZ2_Aim2:
- dc.b 0, $13, $14, $15, $FC,0
- LBZFinalBoss2_CircleLookup:
- dc.b 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, $A, $B, $C, $D, $D, $E
- dc.b $F,$10,$11,$12,$13,$14,$15,$15,$16,$17,$18,$19,$19,$1A,$1B,$1C
- dc.b $1C,$1D,$1E,$1E,$1F,$20,$20,$21,$21,$22,$22,$23,$23,$24,$24,$25
- dc.b $25,$25,$26,$26,$26,$27,$27,$27,$27,$27,$28,$28,$28,$28,$28,$28
- LBZ2FinalBoss2_CircleLookup2:
- dc.b 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7
- dc.b 8, 8, 9, 9, 9, $A, $A, $B, $B, $C, $C, $C, $D, $D, $D, $E
- dc.b $E, $E, $F, $F, $F,$10,$10,$10,$11,$11,$11,$11,$12,$12,$12,$12
- dc.b $12,$13,$13,$13,$13,$13,$13,$14,$14,$14,$14,$14,$14,$14,$14,$14
- ; ---------------------------------------------------------------------------
- include "Objects/Boss/Object Data/Map - Boss.asm"
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