cleanup new sprite table
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@@ -11,69 +11,76 @@ RTS
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pullpc
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SpriteActiveExp_MainLong:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSL NewSprTable
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JSL NewSprTable
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PLB
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PLB
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RTL
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RTL
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}
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NewSprTable:
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LDA $0E20, X ; Load Sprite ID
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REP #$30
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AND.w #$00FF
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STA $06
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ASL A ; *2
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CLC : ADC $06 ; *3
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TAY
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{
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LDA $0E20, X ; Load Sprite ID
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REP #$30
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AND.w #$00FF
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STA $06
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ASL A ; *2
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CLC : ADC $06 ; *3
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TAY
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LDA NewSprRoutinesLong, Y ; Load sprite Address
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STA $06
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SEP #$20 ; Previously SEP #$30 -_- (that's fine for sprites below ~0x40 over that it will crash)
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LDA NewSprRoutinesLong+2, Y
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STA $08
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SEP #$30
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JMP [$0006]
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LDA NewSprRoutinesLong, Y ; Load sprite Address
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STA $06
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SEP #$20 ; Previously SEP #$30 -_- (that's fine for sprites below ~0x40 over that it will crash)
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LDA NewSprRoutinesLong+2, Y
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STA $08
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SEP #$30
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JMP [$0006]
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;do a JML and sprite will RTL back to previous code
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;do a JML and sprite will RTL back to previous code
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}
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Sprite_PrepExp_Long:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSL NewSprPrepTable
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JSL NewSprPrepTable
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PLB
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PLB
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RTL
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RTL
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}
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NewSprPrepTable:
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LDA $0E20, X ; Load Sprite ID
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REP #$30
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AND.w #$00FF
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STA $06
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ASL A ; *2
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CLC : ADC $06 ; *3
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TAY
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{
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LDA $0E20, X ; Load Sprite ID
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REP #$30
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AND.w #$00FF
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STA $06
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ASL A ; *2
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CLC : ADC $06 ; *3
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TAY
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LDA NewSprPrepRoutinesLong, Y ; Load sprite Address
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STA $06
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SEP #$20 ; Previously SEP #$30 -_- (that's fine for sprites below ~0x40 over that it will crash)
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LDA NewSprPrepRoutinesLong+2, Y
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STA $08
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SEP #$30
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JMP [$0006]
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LDA NewSprPrepRoutinesLong, Y ; Load sprite Address
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STA $06
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SEP #$20 ; Previously SEP #$30 -_- (that's fine for sprites below ~0x40 over that it will crash)
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LDA NewSprPrepRoutinesLong+2, Y
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STA $08
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SEP #$30
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JMP [$0006]
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}
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NewSprRoutinesLong:
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fillbyte $00
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fill $2FD
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{
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fillbyte $00
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fill $2FD
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}
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NewSprPrepRoutinesLong:
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fillbyte $00
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fill $2FD
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{
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fillbyte $00
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fill $2FD
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}
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