Cleanup Maku Tree
This commit is contained in:
@@ -11,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = $0D ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = $0D ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -36,16 +36,16 @@
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Sprite_MakuTree_Long:
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Sprite_MakuTree_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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JSL Sprite_CheckActive ; Check if game is not paused
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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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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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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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RTL ; Go back to original code
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}
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}
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; =========================================================
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; =========================================================
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@@ -68,7 +68,7 @@ ApplyPaletteFilter = $00E914
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Sprite_MakuTree_Main:
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Sprite_MakuTree_Main:
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{
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{
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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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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@@ -84,13 +84,12 @@ Sprite_MakuTree_Main:
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MakuTree_Handler:
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MakuTree_Handler:
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{
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{
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; Check the progress flags
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; Check the progress flags
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LDA.l $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
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LDA.l $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
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%GotoAction(1)
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%GotoAction(1)
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RTS
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RTS
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.has_met_link
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.has_met_link
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%GotoAction(3)
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%GotoAction(3)
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RTS
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RTS
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}
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}
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@@ -195,7 +194,7 @@ Sprite_MakuTree_Main:
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.dragon_ship
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.dragon_ship
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LDA.b #$06 : STA.w CurrentDream
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LDA.b #$06 : STA.w CurrentDream
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.enter_dream
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.enter_dream
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PHX
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PHX
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LDA.b #$16 : STA.b $5D ; Set Link to sleeping
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LDA.b #$16 : STA.b $5D ; Set Link to sleeping
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LDA.b #$20 : JSL AncillaAdd_Blanket
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LDA.b #$20 : JSL AncillaAdd_Blanket
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LDA.b $20 : CLC : ADC.b #$04 : STA.w $0BFA,X
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LDA.b $20 : CLC : ADC.b #$04 : STA.w $0BFA,X
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@@ -204,7 +203,7 @@ Sprite_MakuTree_Main:
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LDA.b $23 : STA.w $0C18,X
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LDA.b $23 : STA.w $0C18,X
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JSL PaletteFilter_StartBlindingWhite
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JSL PaletteFilter_StartBlindingWhite
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JSL ApplyPaletteFilter
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JSL ApplyPaletteFilter
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PLX
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PLX
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LDA.b #$60 : STA.w SprTimerB, X
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LDA.b #$60 : STA.w SprTimerB, X
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INC.w SprAction, X
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INC.w SprAction, X
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