update village dog sprite
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@@ -138,14 +138,13 @@ Sprite_VillageDog_Main:
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%GotoAction(0)
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.no_collision
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LDA.b #$0A ; Speed
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LDA.b #$0A
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JSL Sprite_ApplySpeedTowardsPlayer
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STZ $06 : STZ $07
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JSL Sprite_MoveLong
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JSL Sprite_CheckIfLifted
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LDA.w SprTimerD, X : BNE +
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%GotoAction(0)
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+
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RTS
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@@ -166,7 +165,7 @@ Sprite_VillageDog_Main:
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%GotoAction(0)
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.no_collision
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LDA.b #$0A ; Speed
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LDA.b #$0A
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JSL Sprite_ApplySpeedTowardsPlayer
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STZ $06 : STZ $07
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JSL Sprite_MoveLong
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@@ -209,31 +208,26 @@ Sprite_VillageDog_Main:
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CheckIfPlayerIsNearby:
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{
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REP #$20
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LDA $22 : CLC : ADC #$0012 : CMP $0FD8 : BCC .left
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LDA $22 : SEC : SBC #$0012 : CMP $0FD8 : BCS .right
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LDA $22 : CLC : ADC #$0012 : CMP $0FD8 : BCC .out
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LDA $22 : SEC : SBC #$0012 : CMP $0FD8 : BCS .out
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LDA $20 : CLC : ADC #$001A : CMP $0FDA : BCC .out
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LDA $20 : SEC : SBC #$001A : CMP $0FDA : BCS .out
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SEP #$21
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RTS ; Return with carry set
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LDA $20 : CLC : ADC #$001A : CMP $0FDA : BCC .up
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LDA $20 : SEC : SBC #$001A : CMP $0FDA : BCS .down
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SEP #$21 : RTS ; Return with carry set
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.left
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.right
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.up
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.down
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.out
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SEP #$20
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CLC : RTS ; Return with carry cleared
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CLC
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RTS ; Return with carry cleared
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}
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ShowMessageIfMinish:
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{
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LDA $02B2 : CMP.b #$05 : BNE .not_minish
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%ShowSolicitedMessage($18) : JMP .continue
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.not_minish
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.not_minish
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%ShowSolicitedMessage($1B)
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.continue
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.continue
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RTS
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}
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@@ -242,12 +236,12 @@ Sprite_VillageDog_Draw:
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY ; Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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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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