Cleanup some NPCs
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@@ -208,7 +208,7 @@ Sprite_BeanVendor_Main:
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MagicBean_RanchFlower:
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{
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LDA.b #$04 : STA.w SprFrame, X
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JSL ThrownSprite_TileAndSpriteInteraction_long
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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}
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@@ -329,4 +329,3 @@ Sprite_BeanVendor_Draw:
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db $02, $02, $02, $02, $00, $00
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db $02, $02, $02, $02 ; Flower
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}
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@@ -37,12 +37,9 @@
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Sprite_MakuTree_Long:
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{
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PHB : PHK : PLB
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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@@ -54,6 +51,7 @@ Sprite_MakuTree_Prep:
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PHB : PHK : PLB
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; Play the Maku Song
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LDA.b #$03 : STA.w $012C
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PLB
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@@ -10,7 +10,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 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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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -69,7 +69,7 @@ Sprite_Mermaid_Prep:
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STZ.w SprMiscE, X
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; Maple Sprite
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LDA.w SprSubtype, X : CMP.b #$01 : BNE +
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LDA.w SprSubtype, X : CMP.b #$01 : BNE +
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LDA.b #$01 : STA.w SprMiscE, X
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+
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@@ -358,7 +358,7 @@ Sprite_Mermaid_Main:
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RTS
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+
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INC.w SprAction, X
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INC.w SprAction, X
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RTS
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}
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@@ -522,17 +522,17 @@ Sprite_Maple_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 : 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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@@ -549,14 +549,14 @@ Sprite_Maple_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 #$02 : 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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@@ -594,17 +594,17 @@ Sprite_Librarian_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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@@ -621,14 +621,14 @@ Sprite_Librarian_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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