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$BF07#staircheck# | ||
$BF48#disp-check-diagonals# | ||
$BF38#.. next# | ||
$BF2A#.. start of loop# | ||
$BF40#data table# | ||
$BF5D#land 1# | ||
$BF95#land 2# |
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$B57F#check for stairs (proper)# | ||
$B5F4#.. null stair# | ||
$B5AA#.. scale up to pix coords# | ||
$B5B2#.. check if yint equals that# | ||
$B5BD#.. compare xint# | ||
$B59A#.. start of loop# | ||
$BF55#.. return false# | ||
$BF57#.. return true# | ||
$BF5C#check diagonal for stairs# | ||
$BF58#BEQ $BF57# | ||
$BFCA#.. increase y# | ||
$BFD4#.. adjust x# | ||
$BFED#.. decrease x# | ||
$BF85#.. start of outer loop# | ||
$BF59#check diagonal for stairs# | ||
$BF87#.. start of inner loop# | ||
$BFB2#continue +++# | ||
$BFB3#continue ++# | ||
$BFB4#continue +# | ||
$BFB7#adjust xy# |
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$8D76#spawn zombie# | ||
$8D55#spawn zombies c# | ||
$8656#spawn zombies (each frame)# | ||
$8661#.. skip if max zombies# | ||
$8387#get free object id# | ||
$8D5E#def zombie spawn coordinates# | ||
$897A#edge-spawn on left# |
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$91D0#bonewalker step# | ||
$8000#wo-bank# |
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$81FE#Getting hit# | ||
$823A#... which way for knockback# | ||
$8307#knockback step# | ||
$BF3E#custom jump# | ||
$9777#jump step# | ||
$98C6#adjust not-y, vspint (always)# | ||
$9856#adjust vspint# | ||
$98FB#adjust vspint# | ||
$9900#check max velocity# | ||
$9F20#grant jump# | ||
$942F#attack# | ||
$BF99#jumping (continued)# | ||
$BFC0#hstall# | ||
$BFAA#check vstall# | ||
$BFC6#jumping attack# | ||
$BFCC#stair jumping# | ||
$9AAB#stair move# | ||
$BFDA#.. recover step# | ||
$936C#move..?# | ||
$9920#crouching# | ||
$BFE9#crouch direction# | ||
$88F2#custom fall# | ||
$9624#begin jump# | ||
$BF66#custom knockback# | ||
$BF93#.. return to knockback# | ||
$9765#zero hspfra# | ||
$94C9#jump attack step# | ||
$B8E4#thrown dagger# | ||
$9770#AAAAAAAAAAAAAAAAAAAAAA# | ||
$976B#load jump direction control# | ||
$976A#BBBBBBBBBBBBBBBBBBBB# | ||
$9776#CCCCCCCCC# | ||
$BF57#.. turn right# | ||
$9769#air control direction# | ||
$BF5C#.. turn left# | ||
$97A3#.. not ncsly. air-attacking# | ||
$97C1#..moving right# | ||
$874B#(directly adjust x)# | ||
$8723#adjust x if no effect prevents# | ||
$97AD#.. moving left# | ||
$95F5#.. walk to stair (right)# | ||
$95EF#.. walk to stair (left)# | ||
$95BF#.. up (climb stairs)# | ||
$9663#AAAAAAAAAAAAAA# | ||
$9662#BBBBBBBBBBBBBBBBB# | ||
$965F#CCCCCCCCCCCCCCCCC# | ||
$952D#standing step:# | ||
$99A4#stair idle# |
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$E814#Simon indirect jump# | ||
$FDEC#object loop start# | ||
$FE76#Enemy step loop end# | ||
$FF15#zero speed# | ||
$FF24#zero stats# | ||
$FCDE#detect-walls# | ||
$E66D#check for stairs# | ||
$E2D0#bankswitch (A)# | ||
$FFC4#spec# | ||
$FF96#pop-bankswitch# | ||
$FFCA#(XY+1)-in-bank(A)# | ||
$E2CA#bankswitch2# | ||
$E62D#----- return bankswitch# |
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$0565#simon-state# | ||
$0520#vspint# | ||
$05D8#vsp-control# | ||
$04A8#facing# | ||
$04F2#hspint# | ||
$041C#yint# | ||
$0035#block# | ||
$0034#34# | ||
$054E#object IDs# | ||
$0400#imgsin# | ||
$0438#xint# | ||
$0509#hspfra# | ||
$0537#vspfra# | ||
$067B#obj-hitpoints# | ||
$068D#obj-hit# | ||
$0454#obj-palette# | ||
$0470#obj-state# | ||
$04C4#xfra# | ||
$04DB#yfra# | ||
$05C1#simon-fall?objphase# | ||
$061D#obj-varT# | ||
$0645#obj-varSID# | ||
$05EF#stair-direction# | ||
$0606#obj-varB# | ||
$0633#obj-varC# | ||
$07CE#spawn-timer# | ||
$007D#inv-timer# | ||
$05EB#hitstun-timer# | ||
$004A#hitpoints# | ||
$0028#control-pressed# | ||
$002A#control-held# | ||
$0506#dagger-hspint# | ||
$051D#dagger-hspfra# | ||
$0088#status-effect# | ||
$0075#boss-lock# | ||
$0023#bank# | ||
$0024#bankp# | ||
$0065#room-orientation# | ||
$0053#view-pix# | ||
$0054#view-subroom# | ||
$0066#stairs# | ||
$000E#tmp-A# | ||
$000C#tmp-xscreen# | ||
$000B#tmp-x# | ||
$0008#tmp-y# |
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x08 tmp-y | ||
X0b tmp-x | ||
x400 imgsin | ||
x7f | | ||
x41c y | ||
x438 | | ||
X53 | | ||
x11 | | ||
x12 | | ||
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