fix korok gfx initialization
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@@ -12,7 +12,7 @@
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -35,18 +35,20 @@ Sprite_Korok_Long:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : CMP.b #$00 : BEQ .draw_makar
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CMP.b #$01 : BEQ .draw_hollo
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CMP.b #$02 : BEQ .draw_rown
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.draw_makar
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JSR Sprite_Korok_DrawMakar
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BRA .done
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.draw_hollo
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JSR Sprite_Korok_DrawHollo
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BRA .done
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.draw_rown
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JSR Sprite_Korok_DrawRown
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BRA .done
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LDA $0AA5 : BEQ .done
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LDA.w SprSubtype, X
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CMP.b #$00 : BEQ .draw_makar
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CMP.b #$01 : BEQ .draw_hollo
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CMP.b #$02 : BEQ .draw_rown
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.draw_makar
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JSR Sprite_Korok_DrawMakar
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BRA .done
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.draw_hollo
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JSR Sprite_Korok_DrawHollo
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BRA .done
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.draw_rown
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JSR Sprite_Korok_DrawRown
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BRA .done
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.done
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JSL Sprite_DrawShadow
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@@ -63,38 +65,42 @@ Sprite_Korok_Long:
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Sprite_Korok_Prep:
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{
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PHB : PHK : PLB
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JSL GetRandomInt : AND.b #$02 : STA.w SprSubtype, X
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STZ.w SprMiscE, X
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PLB
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RTL
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}
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KorokWalkSpeed = $02
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Sprite_Korok_Main:
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{
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Sprite_Korok_Idle
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dw Sprite_Korok_WalkingDown
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dw Sprite_Korok_WalkingUp
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dw Sprite_Korok_WalkingLeft
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dw Sprite_Korok_WalkingRight
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dw Sprite_Korok_Liftable
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Sprite_Korok_Idle:
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{
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%PlayAnimation(0, 0, 10)
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LDA.w SprMiscE, X : BNE +
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LDA $0AA5 : BNE +
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PHX
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JSL ApplyKorokSpriteSheets
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PLX
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LDA.b #$01 : STA.w SprMiscE, X
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LDA.b #$01 : STA.w $0AA5
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+
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%ShowSolicitedMessage($001D)
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JSL Sprite_CheckIfLifted
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JSL ThrownSprite_TileAndSpriteInteraction_long
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JSL Sprite_Move
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%ShowSolicitedMessage($001D) : BCC .no_talk
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JSL GetRandomInt : AND.b #$03
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STA.w SprAction, X
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RTS
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.no_talk
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JSL Sprite_PlayerCantPassThrough
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RTS
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}
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