Sprite housekeeping
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@@ -56,12 +56,10 @@ Sprite_EonScrub_Long:
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Sprite_EonScrub_Prep:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
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LDA.b #$20 : STA.b SprPrize, X
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.normal_scrub
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PLB
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RTL
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}
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@@ -37,7 +37,6 @@
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Sprite_Goriya_Long:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : BEQ +
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JSR Sprite_Boomerang_Draw
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JMP ++
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@@ -45,14 +44,11 @@ Sprite_Goriya_Long:
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JSR Sprite_Goriya_Draw
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JSL Sprite_DrawShadow
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++
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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 : BCC .SpriteIsNotActive
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JSR Sprite_Goriya_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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PLB
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RTL
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}
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; =========================================================
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@@ -329,7 +325,6 @@ Sprite_Goriya_Draw:
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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@@ -398,7 +393,6 @@ Sprite_Boomerang_Draw:
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.nextTile
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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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PHA ; Keep the value with animation index offset?
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@@ -426,13 +420,9 @@ Sprite_Boomerang_Draw:
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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@@ -455,3 +445,4 @@ Sprite_Boomerang_Draw:
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db $E2
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db $62
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}
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@@ -45,7 +45,6 @@ Sprite_Poltergeist_Long:
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.onscreen
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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_Poltergeist_Main ; Call the main sprite code
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