NPC cleanup, add deku scrub dialogue ID and map marker
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@@ -31,8 +31,6 @@
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%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
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; =========================================================
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Sprite_Farore_Long:
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{
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PHB : PHK : PLB
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@@ -50,8 +48,6 @@ Sprite_Farore_Long:
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RTL
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}
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; =========================================================
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Sprite_Farore_Prep:
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{
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PHB : PHK : PLB
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@@ -67,8 +63,6 @@ Sprite_Farore_Prep:
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RTL
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}
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; =========================================================
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; Movement key bitwise ---- udlr
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WALKSPEED = 14
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@@ -198,10 +192,6 @@ Sprite_Farore_Main:
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}
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; 07
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; Look at the RAM SprY to SprYRound, the first few are the actual positions of the sprite
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; that you can just set manually or SprYSpeed and SprXSpeed are the "speeds" of the sprites irrc
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; You can set one of the speeds and then call the function called Sprite_Move
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; And then that will handle it applying the speed for you
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MakuArea_FaroreWaitForKydrog:
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{
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%PlayAnimation(5, 5, 8)
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@@ -210,7 +200,6 @@ Sprite_Farore_Main:
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}
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}
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; =========================================================
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Sprite_Farore_Draw:
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{
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@@ -220,16 +209,13 @@ Sprite_Farore_Draw:
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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@@ -246,7 +232,7 @@ Sprite_Farore_Draw:
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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@@ -268,50 +254,48 @@ Sprite_Farore_Draw:
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RTS
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; =========================================================
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, -1
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.y_offsets
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dw -8, 4
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dw -8, 4
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dw 4, -8
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dw -8, 4
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dw 4, -7
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dw -8, 4
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dw 4, -7
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.chr
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db $A8, $AA
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db $A8, $88
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db $AA, $A8
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db $8A, $8C
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db $8C, $8A
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db $8A, $AC
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db $AA, $86
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.properties
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db $3B, $3B
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db $3B, $7B
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db $3B, $3B
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db $3B, $3B
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db $7B, $3B
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db $3B, $3B
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db $3B, $7B
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, -1
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.y_offsets
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dw -8, 4
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dw -8, 4
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dw 4, -8
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dw -8, 4
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dw 4, -7
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dw -8, 4
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dw 4, -7
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.chr
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db $A8, $AA
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db $A8, $88
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db $AA, $A8
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db $8A, $8C
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db $8C, $8A
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db $8A, $AC
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db $AA, $86
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.properties
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db $3B, $3B
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db $3B, $7B
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db $3B, $3B
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db $3B, $3B
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db $7B, $3B
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db $3B, $3B
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db $3B, $7B
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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}
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