Format fishing rod code
This commit is contained in:
@@ -9,24 +9,25 @@
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; $7F5BA2 RAM for fishing mode - 1 = rod out, 2 = pull
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; $7F5BA2 RAM for fishing mode - 1 = rod out, 2 = pull
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; $7F5BA3 RAM Index for the fishing floater
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; $7F5BA3 RAM Index for the fishing floater
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; Modify the code of the sprite "RunningBoy" 0x74
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; Modify the code of the sprite "RunningBoy" 0x74
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;=====================================================
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; =========================================================
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; Values
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; Values
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;#$400 ; to show fishing hud
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;#$400 ; to show fishing hud
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;#$14A ; only the hud
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;#$14A ; only the hud
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; ================= USED FOR THE FLOATER ==================
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; ================= USED FOR THE FLOATER ==================
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;(could probably be changed to something else)
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org $06C058 ; JSL Sprite_74_RunningBoy
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org $06C058 ; JSL Sprite_74_RunningBoy
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; org $1E9A6D ; Sprite_9F_HauntedGroveRabbit
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{
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JSL FloaterBoySpriteCheck
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JSL FloaterBoySpriteCheck
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RTS
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RTS
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}
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org $07AF3E ; Cane of Byrna - End: $07AFB4
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;org $07A569 ; Bombos code ; could be changed just need to replace the org with the item you want
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LinkItem_CaneOfByrna:
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org $07AF3E ; Cane of Byrna
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{
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JSL FishingRod
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JSL FishingRod
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RTS
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RTS
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}
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pullpc
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pullpc
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@@ -207,38 +208,25 @@ incbin gfx/hammergfx.bin
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CheckYButtonPress:
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CheckYButtonPress:
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BIT.b $3A
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{
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BVS .fail
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BIT.b $3A : BVS .fail
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LDA.b $46 : BNE .fail
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LDA.b $46
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LDA.b $F4 : AND.b #$40 : BEQ .fail
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BNE .fail
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LDA.b $F4
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AND.b #$40
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BEQ .fail
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TSB.b $3A
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TSB.b $3A
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SEC
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SEC
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RTS
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RTS
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.fail
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.fail
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CLC
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CLC
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RTS
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RTS
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}
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AltLinkUsingItem:
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AltLinkUsingItem:
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LDA.b $AD
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{
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CMP.b #$02
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LDA.b $AD : CMP.b #$02 : BNE .skip
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BNE .skip
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LDA.w $0322
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LDA.w $0322 : AND.b #$03 : CMP.b #$03 : BNE .skip
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AND.b #$03
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CMP.b #$03
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BNE .skip
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STZ.b $30
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STZ.b $30
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STZ.b $31
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STZ.b $31
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@@ -251,16 +239,16 @@ STZ.b $2B
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STZ.b $6B
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STZ.b $6B
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.skip
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.skip
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LDA.w $02F5
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LDA.w $02F5 : BEQ .return
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BEQ .return
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STZ.b $67
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STZ.b $67
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.return
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.return
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RTS
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RTS
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}
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FishingSwapCaneBlockHammerGfx:
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FishingSwapCaneBlockHammerGfx:
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{
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PHX ; keep X
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PHX ; keep X
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PHP ; keep processor byte
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PHP ; keep processor byte
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@@ -276,8 +264,10 @@ BPL --
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PLP
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PLP
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PLX
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PLX
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RTL
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RTL
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}
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RestoreCaneBlockHammerGfx:
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RestoreCaneBlockHammerGfx:
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{
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PHX ; keep X
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PHX ; keep X
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PHP ; keep processor byte
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PHP ; keep processor byte
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@@ -294,11 +284,13 @@ BPL --
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PLP
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PLP
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PLX
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PLX
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RTL
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RTL
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}
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FloaterBoySpriteCheck:
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FloaterBoySpriteCheck:
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{
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LDA.w $0E70, X : BEQ .noThatsRunningBoy
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LDA.w $0E70, X : BEQ .noThatsRunningBoy
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_Floater
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JSR Sprite_Floater
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@@ -307,9 +299,10 @@ RTL
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.noThatsRunningBoy
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.noThatsRunningBoy
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JSL $05E8A2 ; Sprite_74_RunningBoy
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JSL $05E8A2 ; Sprite_74_RunningBoy
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RTL
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RTL
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}
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Sprite_CheckIfActive:
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Sprite_CheckIfActive:
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{
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LDA.w $0FC1 ; Remove that if want to be able to pause all other sprites
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LDA.w $0FC1 ; Remove that if want to be able to pause all other sprites
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BNE .inactive
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BNE .inactive
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@@ -328,10 +321,12 @@ PLA
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.active
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.active
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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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;Floater sprite code
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;Floater sprite code
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SpritePrep_Floater:
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SpritePrep_Floater:
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{
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LDA.b $66 : CMP.b #$03 : BNE .notRight
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LDA.b $66 : CMP.b #$03 : BNE .notRight
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LDA.b #$12 : STA.w $0D50, X ; XSpeed
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LDA.b #$12 : STA.w $0D50, X ; XSpeed
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BRA .DoInitFloater
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BRA .DoInitFloater
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@@ -362,11 +357,12 @@ LDA.b #$00 : STA.w $0DB0, X ; if we have a fish on line
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;$0EE0 Timer for when floater is in water waiting for a fish to catch
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;$0EE0 Timer for when floater is in water waiting for a fish to catch
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RTL
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RTL
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}
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;---------------------------------------------------------------------
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;---------------------------------------------------------------------
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Sprite_Floater:
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Sprite_Floater:
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{
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; Floater Draw, allocate 4 tiles to use for the hud
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; Floater Draw, allocate 4 tiles to use for the hud
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LDA $0ED0, X : BEQ +
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LDA $0ED0, X : BEQ +
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JSL $059FFA ; draw water ripple
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JSL $059FFA ; draw water ripple
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@@ -496,46 +492,36 @@ JSL $1EA820 ; Sprite_SpawnSmallSplash
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LDA.b #$01 : STA.w $0E70, X ; restore floater sprite seems to be overwriten
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LDA.b #$01 : STA.w $0E70, X ; restore floater sprite seems to be overwriten
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RTS
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RTS
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}
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Sprite_Floater_Draw:
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Sprite_Floater_Draw:
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{
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LDA.b #$4 ; 1 oam slots
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LDA.b #$4 ; 1 oam slots
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JSL $0DBA88 ; SpriteDraw_AllocateOAMFromRegionC
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JSL $0DBA88 ; SpriteDraw_AllocateOAMFromRegionC
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JSL $06E416 ; Sprite_PrepOamCoord
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JSL $06E416 ; Sprite_PrepOamCoord
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REP #$20
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REP #$20
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LDA.b $00
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LDA.b $00 : STA.b ($90),Y
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STA.b ($90),Y
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CLC : AND.w #$0100 : STA.b $0E
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CLC
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LDA.b $02 : INY
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AND.w #$0100
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STA.b $0E
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LDA.b $02
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INY
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STA.b ($90),Y
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STA.b ($90),Y
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CMP.w #$0100
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CMP.w #$0100
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SEP #$20
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SEP #$20
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BCC .on_screen
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BCC .on_screen
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LDA.b #$F0
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LDA.b #$F0 : STA.b ($90),Y
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STA.b ($90),Y
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.on_screen
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.on_screen
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LDA.b #$0C
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LDA.b #$0C : INY : STA.b ($90),Y
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INY
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STA.b ($90),Y
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LDA.b #$32
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LDA.b #$32 : INY : STA.b ($90),Y
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INY
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STA.b ($90),Y
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LDA.b #$02
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LDA.b #$02 : STA.b ($92)
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STA.b ($92)
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RTS
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RTS
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}
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WigglingTable:
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WigglingTable:
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