Update sprite macros for draw code, add new macros
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@@ -1,47 +1,57 @@
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; Write Sprite Properties in the rom MACRO
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macro Set_Sprite_Properties(SprPrep, SprMain)
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{
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pushpc ; Save writing Position for the sprite
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org $0DB080+!SPRID ; Oam Harmless ($0E40)
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db ((!Harmless<<7)|(!HVelocity<<6)|!NbrTiles)
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pushpc ; Save writing Position for the sprite
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org $0DB080+!SPRID ; Oam Harmless ($0E40)
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db ((!Harmless<<7)|(!HVelocity<<6)|!NbrTiles)
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org $0DB173+!SPRID ; Sprite HP ($0E50)
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db !Health
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org $0DB173+!SPRID ; Sprite HP ($0E50)
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db !Health
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org $0DB266+!SPRID ; Sprite Damage ($0CD2)
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db !Damage
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org $0DB266+!SPRID ; Sprite Damage ($0CD2)
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db !Damage
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org $0DB359+!SPRID ; Sprite Data ($0E60 / $0F50)
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db ((!DeathAnimation<<7)|(!ImperviousAll<<6)|(!SmallShadow<<5)|(!Shadow<<4)|(!Palette<<1))
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org $0DB359+!SPRID ; Sprite Data ($0E60 / $0F50)
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db ((!DeathAnimation<<7)|(!ImperviousAll<<6)|(!SmallShadow<<5)|(!Shadow<<4)|(!Palette<<1))
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org $0DB44C+!SPRID ; Sprite Hitbox ($0F60)
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db ((!CollisionLayer<<7)|(!Statis<<6)|(!Persist<<5)|(!Hitbox))
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org $0DB44C+!SPRID ; Sprite Hitbox ($0F60)
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db ((!CollisionLayer<<7)|(!Statis<<6)|(!Persist<<5)|(!Hitbox))
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org $0DB53F+!SPRID ; Sprite Fall ($0B6B)
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db ((!DeflectArrow<<3)|(!Boss<<1)|!CanFall)
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org $0DB53F+!SPRID ; Sprite Fall ($0B6B)
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db ((!DeflectArrow<<3)|(!Boss<<1)|!CanFall)
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org $0DB632+!SPRID ; Sprite Prize ($0BE0)
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db ((!Interaction<<7)|(!WaterSprite<<6)|(!Blockable<<5)|(!Sound<<4)|!Prize)
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org $0DB632+!SPRID ; Sprite Prize ($0BE0)
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db ((!Interaction<<7)|(!WaterSprite<<6)|(!Blockable<<5)|(!Sound<<4)|!Prize)
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org $0DB725+!SPRID ; Sprite ($0CAA)
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db ($40|(!Statue<<5)|(!DeflectProjectiles<<4)|(!ImpervSwordHammer<<2)|(!ImperviousArrow<<1))
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org $0DB725+!SPRID ; Sprite ($0CAA)
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db ($40|(!Statue<<5)|(!DeflectProjectiles<<4)|(!ImpervSwordHammer<<2)|(!ImperviousArrow<<1))
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org $069283+(!SPRID*2) ; Vanilla Sprite Main Pointer
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dw NewMainSprFunction
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org $069283+(!SPRID*2) ; Vanilla Sprite Main Pointer
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dw NewMainSprFunction
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org $06865B+(!SPRID*2) ; Vanilla Sprite Prep Pointer
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dw NewSprPrepFunction
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org $06865B+(!SPRID*2) ; Vanilla Sprite Prep Pointer
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dw NewSprPrepFunction
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org NewSprRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprMain>
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org NewSprPrepRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprPrep>
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pullpc ; Get back the writing position for the sprite
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org NewSprRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprMain>
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org NewSprPrepRoutinesLong+(!SPRID*3) ; New Long Sprite Pointer
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dl <SprPrep>
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pullpc ; Get back the writing position for the sprite
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}
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endmacro
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macro loop(body, ...)
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!x #= 0
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while !x < sizeof(...)
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!x #= !x+1
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endwhile
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endmacro
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macro sta(...)
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%loop(STA, ...)
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endmacro
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; Go to the action specified ID can be Hex or Decimal
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macro GotoAction(action)
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LDA.b #<action> : STA.w SprAction, X
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endmacro
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@@ -70,12 +80,14 @@ macro SetMode(bit_mode)
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endmacro
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macro ScopedMode(bit_mode, body)
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SetMode bit_mode
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body
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if <bit_mode> == "16bit"
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SetMode "8bit"
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%SetMode("16bit")
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<body>
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%SetMode("8bit")
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elseif <bit_mode> == "8bit"
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SetMode "16bit"
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%SetMode("8bit")
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<body>
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%SetMode("16bit")
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endif
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endmacro
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@@ -307,3 +319,44 @@ macro SetupDistanceFromSprite()
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LDA.w SprY, X : STA $05
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endmacro
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macro DrawSprite()
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY
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LDA.w .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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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 #$20
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BCC .on_screen_y
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; Put the sprite out of the way
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LDA.b #$F0 : STA ($90), Y : 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 : ORA $08 : 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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endmacro
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