add eon owl dialogue
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@@ -38,8 +38,8 @@ Sprite_EonOwl_Long:
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PHB : PHK : PLB
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JSR Sprite_EonOwl_Draw ; Call the draw code
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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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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_EonOwl_Main ; Call the main sprite code
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@@ -53,6 +53,8 @@ Sprite_EonOwl_Long:
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Sprite_EonOwl_Prep:
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{
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PHB : PHK : PLB
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; If Map 0x50, don't spawn after intro
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PLB
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@@ -63,8 +65,8 @@ Sprite_EonOwl_Prep:
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Sprite_EonOwl_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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LDA.w SprAction, X ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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dw EonOwl_Idle
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dw EonOwl_IntroDialogue
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@@ -80,7 +82,7 @@ Sprite_EonOwl_Main:
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LDA POSY : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
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JSL GetDistance8bit_Long : CMP #$28 : BCS .not_too_close
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%GotoAction(1)
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.not_too_close
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@@ -91,7 +93,9 @@ Sprite_EonOwl_Main:
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{
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%PlayAnimation(0,1,16)
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; TODO: Pick a dialogue ID and display it
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%ShowUnconditionalMessage($00E6)
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%GotoAction(2)
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RTS
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}
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@@ -100,6 +104,10 @@ Sprite_EonOwl_Main:
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EonOwl_FlyingAway:
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{
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%PlayAnimation(2,3,16)
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LDA.b #$FC : STA.w SprYSpeed, X
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JSL Sprite_Move
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RTS
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}
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}
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@@ -111,12 +119,12 @@ Sprite_EonOwl_Draw:
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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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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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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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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@@ -126,20 +134,20 @@ Sprite_EonOwl_Draw:
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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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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$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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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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