View difference between Paste ID: qjc40XrH and iZqEXeMH
SHOW: | | - or go back to the newest paste.
1-
NanamiP1U:
1+
2
 ;                _----_
3
 ;               |      |
4
 ;                \    /
5
 ;                 \  /
6
 ;                  \/
7
 ;                   X
8
 ; where X is nanami
9
 ; it follows this path unless 2nd is released in which it takes the most linear path back to nanmi from its current
10
 ; position
11
 ;
12
 ; This attack also starts the arc in a different direction based on which direction you were traveling last
13
 ;
14
 ; This has a look up table at Nanami45LUT that is aligned on the LUT page
15
 ; This LUT contains the offsets from the firing position of nanami that makes it have this proper arc
16
 ; by doing it this way its much faster and causes less of a headache.
17
 ; When second is released we will be having the bullet come back to nanami this will be done with a arctan look up.
18
 ; going to see if i cant get away with reusing some of iambians enimy routines here have to lookinto the track function
19
 ; - 5 minutes later -
20
 ; we can use the call r.arctan to get the angle and return it in C
21
 ;
22
 ; TTl of bullet. 
23
 ; i have no clue how to do this other than doing blatant collision detection with your self ask iambian
24
 
25
 ; LUT is organized as such
26
 ; 2 bytes per pair 
27-
NanamiP1F:
27+
 ; a pair consists of a counbt and a angle
28-
28+
 ; so 
29-
NanamiP2U:
29+
 ; .db 20,45
30-
 ; This attack sends 2 orbs shot out in a arch with the shape of roughly
30+
 ; would move the bullet at a 45D angle for 20 game cycles