Add Sprite ID labels for all custom sprites
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@@ -1,7 +1,8 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $77 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_DekuLeaf
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!NbrTiles = 00 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -28,32 +29,36 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_DekuLeaf_Prep, Sprite_DekuLeaf_Long);
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%Set_Sprite_Properties(Sprite_DekuLeaf_Prep, Sprite_DekuLeaf_Long)
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; =========================================================
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Sprite_DekuLeaf_Long:
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PHB : PHK : PLB
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{
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PHB : PHK : PLB
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JSR Sprite_DekuLeaf_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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JSR Sprite_DekuLeaf_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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JSR Sprite_DekuLeaf_Main ; Call the main sprite code
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JSR Sprite_DekuLeaf_Main ; Call the main sprite code
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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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.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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}
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; =========================================================
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Sprite_DekuLeaf_Prep:
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PHB : PHK : PLB
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; Add more code here to initialize data
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{
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PHB : PHK : PLB
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PLB
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RTL
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PLB
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RTL
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}
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; =========================================================
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