diff --git a/Sprites/NPCs/bean_vendor.asm b/Sprites/NPCs/bean_vendor.asm index 1a1b363..63134e0 100644 --- a/Sprites/NPCs/bean_vendor.asm +++ b/Sprites/NPCs/bean_vendor.asm @@ -208,7 +208,7 @@ Sprite_BeanVendor_Main: MagicBean_RanchFlower: { LDA.b #$04 : STA.w SprFrame, X - JSL ThrownSprite_TileAndSpriteInteraction_long + JSL ThrownSprite_TileAndSpriteInteraction_long RTS } } @@ -329,4 +329,3 @@ Sprite_BeanVendor_Draw: db $02, $02, $02, $02, $00, $00 db $02, $02, $02, $02 ; Flower } - diff --git a/Sprites/NPCs/maku_tree.asm b/Sprites/NPCs/maku_tree.asm index 5d899e5..1c25c54 100644 --- a/Sprites/NPCs/maku_tree.asm +++ b/Sprites/NPCs/maku_tree.asm @@ -37,12 +37,9 @@ Sprite_MakuTree_Long: { PHB : PHK : PLB - JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive - JSR Sprite_MakuTree_Main ; Call the main sprite code - .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code @@ -54,6 +51,7 @@ Sprite_MakuTree_Prep: PHB : PHK : PLB ; Play the Maku Song + LDA.b #$03 : STA.w $012C PLB diff --git a/Sprites/NPCs/mermaid.asm b/Sprites/NPCs/mermaid.asm index 4804470..64bfe14 100644 --- a/Sprites/NPCs/mermaid.asm +++ b/Sprites/NPCs/mermaid.asm @@ -10,7 +10,7 @@ !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow -!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow +!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) !Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen @@ -69,7 +69,7 @@ Sprite_Mermaid_Prep: STZ.w SprMiscE, X ; Maple Sprite - LDA.w SprSubtype, X : CMP.b #$01 : BNE + + LDA.w SprSubtype, X : CMP.b #$01 : BNE + LDA.b #$01 : STA.w SprMiscE, X + @@ -358,7 +358,7 @@ Sprite_Mermaid_Main: RTS + - INC.w SprAction, X + INC.w SprAction, X RTS } @@ -522,17 +522,17 @@ Sprite_Maple_Draw: .nextTile PHX ; Save current Tile Index? - + TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX REP #$20 LDA $00 : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -549,14 +549,14 @@ Sprite_Maple_Draw: INY LDA .properties, X : STA ($90), Y - PHY - + PHY + TYA : LSR #2 : TAY - + LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer - + PLY : INY - + PLX : DEX : BPL .nextTile PLX @@ -594,17 +594,17 @@ Sprite_Librarian_Draw: .nextTile PHX ; Save current Tile Index? - + TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? - ASL A : TAX + ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E + AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 @@ -621,14 +621,14 @@ Sprite_Librarian_Draw: INY LDA .properties, X : STA ($90), Y - PHY - + PHY + TYA : LSR #2 : TAY - + LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer - + PLY : INY - + PLX : DEX : BPL .nextTile PLX