Cleanup business_scrub.asm
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@@ -157,7 +157,6 @@ Sprite_DekuScrubEnemy_Main:
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LDA.w SprTimerA, X : BNE +
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LDA.w SprTimerA, X : BNE +
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%GotoAction(0)
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%GotoAction(0)
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+
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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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@@ -325,7 +324,6 @@ SpawnPeaShot:
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LDA.b #$01 : STA.w SprNbrOAM, Y
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LDA.b #$01 : STA.w SprNbrOAM, Y
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PHX
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PHX
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; Spawn Location
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; Spawn Location
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REP #$20
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REP #$20
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LDA $0FD8
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LDA $0FD8
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@@ -338,18 +336,16 @@ SpawnPeaShot:
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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TYX
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TYX
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STZ $0D70, X
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STZ $0D70, X
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LDA #$10 : STA.w SprYSpeed, X
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LDA #$10 : STA.w SprYSpeed, X
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STA.w SprYRound, X
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STA.w SprYRound, X
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STX.w Offspring1_Id
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STX.w Offspring1_Id
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PLX
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PLX
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.return
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.return
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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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@@ -369,7 +365,6 @@ Sprite_DekuScrubEnemy_Draw:
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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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@@ -397,13 +392,9 @@ Sprite_DekuScrubEnemy_Draw:
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LDA .properties, X : STA ($90), Y
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LDA .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX : DEX : BPL .nextTile
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PLX
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PLX
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