Add Piratian friendly and aggro behavior
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@@ -1,8 +1,6 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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; Piratian
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!SPRID = $0E ; The sprite ID you are overwriting (HEX)
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!SPRID = $0E
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 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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@@ -44,18 +42,15 @@ Sprite_Piratian_Long:
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RTL
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}
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; =========================================================
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Sprite_Piratian_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$08 : STA.w SprHealth, X
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STZ.w SprMiscA, X
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PLB
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RTL
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}
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; =========================================================
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Sprite_Piratian_Main:
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{
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JSR Sprite_Piratian_Move
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@@ -67,10 +62,8 @@ Sprite_Piratian_Main:
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dw Piratian_MoveUp
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dw Piratian_MoveLeft
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dw Piratian_MoveRight
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dw SkullHead
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Piratian_MoveDown:
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{
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%PlayAnimation(0,1,16)
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@@ -119,68 +112,32 @@ Sprite_Piratian_Move:
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JSL ThrownSprite_TileAndSpriteInteraction_long
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JSL Sprite_CheckDamageFromPlayer : BCC .no_dano
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LDA.b #$01 : STA.w SprMiscA, X
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%SetTimerA($60)
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%SetTimerF($20)
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.no_dano
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LDA.w SprMiscA, X : BEQ .no_aggro
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JSL Sprite_ProjectSpeedTowardsPlayer
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JSL Sprite_CheckDamageToPlayer
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JMP .return
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.no_aggro
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JSR Sprite_Pirate_Friendly
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.return
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RTS
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}
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; =========================================================
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Sprite_Piratian_Friendly:
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{
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%ShowSolicitedMessage($01BB)
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RTS
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}
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Sprite_Piratian_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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%DrawSprite()
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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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.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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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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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 #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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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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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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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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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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; =========================================================
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.start_index
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db $00, $01, $02, $03, $04, $05, $06, $07, $08, $09
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.nbr_of_tiles
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