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| 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 |