whitespace cleanup
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@@ -83,8 +83,7 @@ SprState = $0DD0
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SprGfxProps = $0E60
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; Direction of sprite collision with wall
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SprCollision = $0E70
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SprCollision = $0E70
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; Definitely closely tied to the process of a sprite taking damage.
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; Seems to serve as a palette cycling index, or a state variable.
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@@ -121,13 +121,13 @@ Sprite_BeanVendor_Main:
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RTS
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}
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; 0x01 - Liftable Magic Bean
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MagicBean:
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{
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%StartOnFrame(1)
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%PlayAnimation(1,1,1)
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; TODO: Finish bottle logic
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LDA.w SprMiscE, X : CMP.b #$01 : BEQ .not_lifting
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LDA.w $0309 : CMP.b #$02 : BNE .not_lifting
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@@ -136,7 +136,7 @@ Sprite_BeanVendor_Main:
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LDA.l $7EF35D : CMP.b #$02 : BEQ .bottle2_available
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LDA.l $7EF35E : CMP.b #$02 : BEQ .bottle3_available
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LDA.l $7EF35F : CMP.b #$02 : BEQ .bottle4_available
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%ShowUnconditionalMessage($033)
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JMP .not_lifting
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@@ -149,7 +149,7 @@ Sprite_BeanVendor_Main:
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LDA.b #$09 : STA.l $7EF35D
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%ShowUnconditionalMessage($034)
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JMP .finish_storage
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.bottle3_available
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LDA.b #$09 : STA.l $7EF35E
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%ShowUnconditionalMessage($034)
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@@ -165,7 +165,7 @@ Sprite_BeanVendor_Main:
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.not_lifting
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JSL Sprite_CheckIfLifted
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RTS
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}
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@@ -175,7 +175,7 @@ Sprite_BeanVendor_Main:
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%PlayAnimation(2,3,16)
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JSL Sprite_PlayerCantPassThrough
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REP #$30
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LDA.l $7EF3C7
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LDA.l $7EF3C7
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AND.w #$00FF
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SEP #$30
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CMP.b #$07 : BCS .already_met
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@@ -211,7 +211,7 @@ Sprite_BeanVendor_Main:
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LDA.w SprY, X : STA $02
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LDA.w SprYH, X : STA $03
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LDA.w SprXH, X : STA $01
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LDA.b #$07
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LDA.b #$07
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoords
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LDA.b #$01 : STA.w SprAction, Y
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@@ -242,7 +242,7 @@ Sprite_BeanVendor_Main:
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%ShowUnconditionalMessage($146)
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%GotoAction(6)
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.not_ready
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RTS
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RTS
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}
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KaeoporaGaebora_Respond:
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@@ -277,7 +277,7 @@ Sprite_BeanVendor_Main:
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ReleaseMagicBean:
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{
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; X is the bottle ID
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; X is the bottle ID
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LDA.b $8A : CMP.b #$00 : BNE .not_the_ranch
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LDA.b #$07
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JSL Sprite_SpawnDynamically
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@@ -315,17 +315,17 @@ Sprite_BeanVendor_Draw:
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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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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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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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@@ -342,14 +342,12 @@ Sprite_BeanVendor_Draw:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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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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@@ -409,17 +407,17 @@ Sprite_KaeoporaGaebora_Draw:
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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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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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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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@@ -436,14 +434,13 @@ Sprite_KaeoporaGaebora_Draw:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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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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@@ -451,7 +448,7 @@ Sprite_KaeoporaGaebora_Draw:
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RTS
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; =========================================================
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; =========================================================
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.start_index
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db $00
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.nbr_of_tiles
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