Add tingle head tracking logic
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@@ -1,7 +1,8 @@
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; Tingle Sprite
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!SPRID = $22 ; The sprite ID you are overwriting (HEX)
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!SPRID = $22 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!NbrTiles = 03 ; 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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!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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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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@@ -33,6 +34,7 @@ Sprite_Tingle_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_Tingle_Draw
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JSR Sprite_Tingle_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Tingle_Main
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JSR Sprite_Tingle_Main
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.SpriteIsNotActive
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.SpriteIsNotActive
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@@ -50,6 +52,19 @@ Sprite_Tingle_Prep:
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Sprite_Tingle_Main:
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Sprite_Tingle_Main:
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{
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{
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_IsBelowPlayer : TYA : BEQ .below
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .right
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LDA.b #$02 : STA.w SprAction, X
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JMP +
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.right
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LDA.b #$01 : STA.w SprAction, X
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JMP +
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.below
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STZ.w SprAction, X
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+
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LDA.w SprAction, X
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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JSL UseImplicitRegIndexedLocalJumpTable
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@@ -59,19 +74,19 @@ Sprite_Tingle_Main:
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Tingle_Forward:
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Tingle_Forward:
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{
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{
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%PlayAnimation(0,1,10)
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%PlayAnimation(0,0,10)
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RTS
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RTS
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}
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}
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Tingle_Right:
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Tingle_Right:
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{
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{
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%PlayAnimation(0,1,10)
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%PlayAnimation(1,1,10)
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RTS
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RTS
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}
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}
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Tingle_Left:
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Tingle_Left:
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{
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{
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%PlayAnimation(0,1,10)
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%PlayAnimation(2,2,10)
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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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