Update VillageDog and EonDog lifting logic
This commit is contained in:
@@ -32,36 +32,29 @@
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%Set_Sprite_Properties(Sprite_VillageDog_Prep, Sprite_VillageDog_Long)
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Sprite_VillageDog_Long:
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{
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PHB : PHK : PLB
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LDA.w WORLDFLAG : BEQ .village
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JSR Sprite_EonDog_Draw
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JMP +
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.village
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JSR Sprite_VillageDog_Draw ; Call the draw code
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JSR Sprite_VillageDog_Draw
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+
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_VillageDog_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_VillageDog_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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Sprite_VillageDog_Prep:
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{
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PHB : PHK : PLB
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LDA.w WORLDFLAG : BEQ .village
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LDA.b #$07 : STA.w SprAction, X
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.village
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PLB
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RTL
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}
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@@ -74,7 +67,8 @@ HandleTossedDog:
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RTS
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}
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macro LiftOrTalk()
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LiftOrTalk:
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{
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LDA.w $02B2 : BEQ .lifting
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CMP.b #$03 : BEQ .wolf
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CMP.b #$05 : BEQ .minish
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@@ -86,8 +80,9 @@ macro LiftOrTalk()
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.lifting
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JSL Sprite_CheckIfLifted
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JSL ThrownSprite_TileAndSpriteInteraction_long
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+
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endmacro
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+
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RTS
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}
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Sprite_VillageDog_Main:
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{
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@@ -109,20 +104,16 @@ Sprite_VillageDog_Main:
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Dog_Handler:
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{
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%PlayAnimation(8,8,8) ; Sitting
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JSR HandleTossedDog
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LDA $0309 : AND #$03 : BNE .lifting
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LDA #$20 : STA.w SprTimerD, X
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JSL Sprite_IsToRightOfPlayer : TYA : BEQ .walk_right
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%GotoAction(1)
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JMP .lifting
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.walk_right
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%GotoAction(2)
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%LiftOrTalk()
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%GotoAction(2)
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.lifting
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JSR LiftOrTalk
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JSL Sprite_Move
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RTS
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}
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@@ -134,7 +125,7 @@ Sprite_VillageDog_Main:
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JSR HandleTossedDog
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LDA.w SprTimerD, X : BNE +
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; Load the timer for the run
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LDA #$60 : STA.w SprTimerD, X
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LDA.b #$60 : STA.w SprTimerD, X
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%GotoAction(3)
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+
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RTS
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@@ -147,7 +138,7 @@ Sprite_VillageDog_Main:
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JSR HandleTossedDog
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LDA.w SprTimerD, X : BNE +
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; Load the timer for the run
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LDA #$60 : STA.w SprTimerD, X
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LDA.b #$60 : STA.w SprTimerD, X
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%GotoAction(4)
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+
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RTS
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@@ -170,11 +161,11 @@ Sprite_VillageDog_Main:
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.no_collision
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LDA.b #$0A
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JSL Sprite_ApplySpeedTowardsPlayer
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STZ $06 : STZ $07
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JSL Sprite_MoveLong
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JSL Sprite_ApplySpeedTowardsPlayer
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STZ $06 : STZ $07
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JSL Sprite_MoveLong
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%LiftOrTalk()
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JSR LiftOrTalk
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LDA.w SprTimerD, X : BNE +
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%GotoAction(0)
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@@ -198,10 +189,10 @@ Sprite_VillageDog_Main:
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.no_collision
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LDA.b #$0A
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JSL Sprite_ApplySpeedTowardsPlayer
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STZ $06 : STZ $07
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JSL Sprite_MoveLong
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%LiftOrTalk()
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JSL Sprite_ApplySpeedTowardsPlayer
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STZ $06 : STZ $07
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JSL Sprite_MoveLong
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JSR LiftOrTalk
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LDA.w SprTimerD, X : BNE ++
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%GotoAction(0)
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@@ -213,9 +204,7 @@ Sprite_VillageDog_Main:
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Dog_WagTailLeft:
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{
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%PlayAnimation(0,1, 8)
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%LiftOrTalk()
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JSR LiftOrTalk
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JSR HandleTossedDog
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LDA.w SprTimerD, X : BNE +
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%GotoAction(0)
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@@ -227,8 +216,7 @@ Sprite_VillageDog_Main:
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Dog_WagTailRight:
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{
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%PlayAnimation(11,12,8)
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%LiftOrTalk()
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JSR LiftOrTalk
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JSR HandleTossedDog
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LDA.w SprTimerD, X : BNE +
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%GotoAction(0)
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@@ -239,21 +227,18 @@ Sprite_VillageDog_Main:
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EonDog_Handler:
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{
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%PlayAnimation(0,1,8)
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JSR LiftOrTalk
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JSR HandleTossedDog
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RTS
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}
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EonDog_Right:
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{
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%PlayAnimation(2,3,8)
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JSR LiftOrTalk
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JSR HandleTossedDog
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RTS
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}
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}
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CheckIfPlayerIsNearby:
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@@ -290,7 +275,6 @@ Sprite_VillageDog_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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@@ -423,7 +407,6 @@ Sprite_EonDog_Draw:
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LDA.w SprFrame, 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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