NPC cleanup, add deku scrub dialogue ID and map marker
This commit is contained in:
@@ -32,8 +32,6 @@
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%Set_Sprite_Properties(Sprite_DekuScrub_Prep, Sprite_DekuScrub_Long)
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%Set_Sprite_Properties(Sprite_DekuScrub_Prep, Sprite_DekuScrub_Long)
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; =========================================================
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Sprite_DekuScrub_Long:
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Sprite_DekuScrub_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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@@ -45,15 +43,13 @@ Sprite_DekuScrub_Long:
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RTL
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RTL
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}
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}
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; =========================================================
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Sprite_DekuScrub_Prep:
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Sprite_DekuScrub_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$80 : STA.w SprDefl, X
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; Peacetime Deku Scrub NPCs
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; Peacetime Deku Scrub NPCs
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LDA.b $8A : CMP.b #$2E : BNE .check_next
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LDA.b AreaIndex : CMP.b #$2E : BNE .check_next
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; Deku Butler
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; Deku Butler
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LDA.b #$07 : STA.w SprAction, X
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LDA.b #$07 : STA.w SprAction, X
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JMP +
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JMP +
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@@ -75,15 +71,13 @@ Sprite_DekuScrub_Prep:
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LDA.b #$06 : STA.w SprAction, X
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LDA.b #$06 : STA.w SprAction, X
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++
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++
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; Check if tail palace is cleared
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; Check if tail palace is cleared
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LDA.l CRYSTALS : AND #$10 : BEQ +
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LDA.l Crystals : AND #$10 : BEQ +
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STZ.w SprState, X
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STZ.w SprState, X
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+
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+
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PLB
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PLB
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RTL
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RTL
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}
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}
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; =========================================================
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Sprite_DekuScrub_Main:
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Sprite_DekuScrub_Main:
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{
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{
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LDA.w SprAction, X
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LDA.w SprAction, X
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@@ -100,7 +94,6 @@ Sprite_DekuScrub_Main:
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dw DekuButler_Peacetime
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dw DekuButler_Peacetime
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dw DekuPrinces_Peacetime
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dw DekuPrinces_Peacetime
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EstadoInactivo:
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EstadoInactivo:
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{
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{
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%PlayAnimation(0, 1, 16)
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%PlayAnimation(0, 1, 16)
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@@ -114,8 +107,8 @@ Sprite_DekuScrub_Main:
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QuiereCuracion:
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QuiereCuracion:
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{
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{
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%PlayAnimation(0, 1, 16)
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%PlayAnimation(0, 1, 16)
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LDA $FE : BEQ .ninguna_cancion
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LDA $FE : BEQ .ninguna_cancion
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STZ $FE
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STZ $FE
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LDA.b #$C0 : STA.w SprTimerD, X
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(2)
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%GotoAction(2)
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.ninguna_cancion
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.ninguna_cancion
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@@ -171,7 +164,9 @@ Sprite_DekuScrub_Main:
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%StartOnFrame(3)
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%StartOnFrame(3)
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%PlayAnimation(3, 3, 10)
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%PlayAnimation(3, 3, 10)
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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; %ShowSolicitedMessage($0C4)
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%ShowSolicitedMessage($1B9) : BCC +
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LDA.b #$02 : STA.l MapIcon
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+
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RTS
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RTS
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}
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}
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@@ -180,13 +175,13 @@ Sprite_DekuScrub_Main:
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%StartOnFrame(4)
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%StartOnFrame(4)
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%PlayAnimation(4, 4, 10)
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%PlayAnimation(4, 4, 10)
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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; %ShowSolicitedMessage($0C5)
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%ShowSolicitedMessage($1BA) : BCC +
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LDA.b #$02 : STA.l MapIcon
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+
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RTS
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RTS
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}
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}
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}
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}
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; =========================================================
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Sprite_DekuScrub_Draw:
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Sprite_DekuScrub_Draw:
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{
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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@@ -62,13 +62,15 @@ Sprite_EonOwl_Long:
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Sprite_EonOwl_Prep:
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Sprite_EonOwl_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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STZ.w SprHitbox, X
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LDA.b $8A : CMP.b #$0E : BNE .NotGaebora
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LDA.b $8A : CMP.b #$0E : BNE .NotGaebora
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LDA.b #$03 : STA.w SprAction, X
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LDA.b #$03 : STA.w SprAction, X
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.NotGaebora
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.NotGaebora
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LDA.w AreaIndex : CMP.b #$50 : BNE .not_intro
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LDA.w AreaIndex : CMP.b #$50 : BNE .not_intro
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; If Map 0x50, don't spawn after getting sword
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; If Map 0x50, don't spawn after getting sword
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LDA.l SWORD : CMP.b #$01 : BCC .continue
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LDA.l SWORD : CMP.b #$01 : BCC .continue
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.Despawn
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STZ.w SprState, X
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STZ.w SprState, X
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.continue
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.continue
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.not_intro
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.not_intro
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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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%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
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; =========================================================
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Sprite_Farore_Long:
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Sprite_Farore_Long:
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{
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{
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PHB : PHK : PLB
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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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RTL
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}
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}
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; =========================================================
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Sprite_Farore_Prep:
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Sprite_Farore_Prep:
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{
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{
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PHB : PHK : PLB
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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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RTL
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}
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}
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; =========================================================
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; Movement key bitwise ---- udlr
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; Movement key bitwise ---- udlr
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WALKSPEED = 14
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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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}
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; 07
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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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MakuArea_FaroreWaitForKydrog:
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{
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{
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%PlayAnimation(5, 5, 8)
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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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}
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; =========================================================
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Sprite_Farore_Draw:
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Sprite_Farore_Draw:
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{
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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 $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA .start_index, Y : STA $06
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PHX
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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LDY.b #$00
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.nextTile
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.nextTile
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PHX ; Save current Tile Index?
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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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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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@@ -246,7 +232,7 @@ Sprite_Farore_Draw:
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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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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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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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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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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.start_index
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.nbr_of_tiles
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db $00, $02, $04, $06, $08, $0A, $0C
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db 1, 1, 1, 1, 1, 1, 1
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.nbr_of_tiles
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.x_offsets
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db 1, 1, 1, 1, 1, 1, 1
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dw 0, 0
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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, 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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dw 0, 0
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.y_offsets
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dw 0, -1
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dw -8, 4
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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 -8, 4
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dw 4, -8
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dw 4, -7
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dw -8, 4
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dw -8, 4
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dw 4, -7
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dw 4, -7
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dw -8, 4
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.chr
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dw 4, -7
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db $A8, $AA
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.chr
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db $A8, $88
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db $A8, $AA
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db $AA, $A8
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db $A8, $88
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db $8A, $8C
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db $AA, $A8
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db $8C, $8A
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db $8A, $8C
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db $8A, $AC
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db $8C, $8A
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db $AA, $86
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db $8A, $AC
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.properties
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db $AA, $86
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db $3B, $3B
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.properties
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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 $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, $3B
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db $7B, $3B
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db $3B, $7B
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db $3B, $3B
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.sizes
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db $3B, $7B
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db $02, $02
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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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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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}
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@@ -1003,12 +1003,42 @@ LinkState_Minecart:
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db -1, 0, 0, 0
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db -1, 0, 0, 0
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}
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}
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TileBehavior_TL_Long:
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{
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LDA.w !MinecartDirection : CMP.b #East : BNE +
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+
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CMP.b #West
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RTL
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}
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TileBehavior_StopLeft_Long:
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{
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; Transition back to sprite, put link in state default
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LDA.w !LinkInCart : BEQ +
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JSL MinecartFollower_TransitionToSprite
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STZ.w LinkState
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STZ.w !LinkInCart
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+
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RTL
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}
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pushpc
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pushpc
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org $07A5F7
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org $07A5F7
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JSL LinkState_Minecart
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JSL LinkState_Minecart
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RTS
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RTS
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TileBehavior_TL:
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JSL TileBehavior_TL_Long
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RTS
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TileBehavior_StopLeft:
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JSL TileBehavior_StopLeft_Long
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RTS
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assert pc() <= $07A64B
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assert pc() <= $07A64B
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; Minecart Track tile types
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; Minecart Track tile types
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@@ -31,8 +31,6 @@
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Vasu_Prep, Sprite_Vasu_Long)
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%Set_Sprite_Properties(Sprite_Vasu_Prep, Sprite_Vasu_Long)
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; =========================================================
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Sprite_Vasu_Long:
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Sprite_Vasu_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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@@ -51,8 +49,6 @@ Sprite_Vasu_Long:
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RTL
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RTL
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}
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}
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; =========================================================
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Sprite_Vasu_Prep:
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Sprite_Vasu_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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@@ -64,8 +60,6 @@ Sprite_Vasu_Prep:
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RTL
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RTL
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}
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}
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; =========================================================
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Sprite_Vasu_Main:
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Sprite_Vasu_Main:
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{
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{
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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@@ -180,8 +174,6 @@ Sprite_Vasu_Main:
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}
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}
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}
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}
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; =========================================================
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Sprite_Vasu_Draw:
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Sprite_Vasu_Draw:
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{
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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Reference in New Issue
Block a user