cleanup minecart and switch track
This commit is contained in:
@@ -248,8 +248,8 @@ HandleTossedCart:
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Sprite_Minecart_Main:
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{
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LDA.w SprAction, X ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Minecart_WaitHoriz ; 0x00
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dw Minecart_WaitVert ; 0x01
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@@ -264,8 +264,8 @@ Sprite_Minecart_Main:
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Minecart_WaitHoriz:
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{
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%PlayAnimation(0,1,8)
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LDA SprTimerA, X : BNE .not_ready
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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LDA SprTimerA, X : BNE .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_ready
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LDA.w SprMiscF, X : BNE .active_cart
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LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
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@@ -291,6 +291,7 @@ Sprite_Minecart_Main:
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.not_ready
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.lifting
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JSR HandleLiftAndToss
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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@@ -299,8 +300,8 @@ Sprite_Minecart_Main:
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Minecart_WaitVert:
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{
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%PlayAnimation(2,3,8)
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LDA SprTimerA, X : BNE .not_ready
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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LDA SprTimerA, X : BNE .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_ready
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LDA.w SprMiscF, X : BNE .active_cart
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LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
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@@ -326,6 +327,7 @@ Sprite_Minecart_Main:
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.not_ready
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.lifting
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JSR HandleLiftAndToss
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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@@ -453,7 +455,6 @@ Sprite_Minecart_Main:
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; =========================================================
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HandleTileDirections:
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{
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LDA SprTimerA, X : BEQ +
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@@ -616,18 +617,6 @@ HandleTileDirections:
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db $00, $02, $00, $04 ; South
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db $03, $01, $00, $00 ; West
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}
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.unused_tile_ids
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{
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; TL, BL, TR, BR
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; db $B2, $B3, $B4, $B5
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; db $B0 - Horiz
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; db $B1 | Vert
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; db $B8 Stop North
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; db $B9 Stop South
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; db $BA Stop East
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; db $BB Stop West
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; db $BE + any direction
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}
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}
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; =========================================================
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@@ -638,21 +627,17 @@ HandleDynamicSwitchTileDirections:
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{
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; Find out if the sprite $B0 is in the room
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JSR CheckSpritePresence : BCC .no_b0
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PHX : LDA $02 : TAX
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PHX
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LDA $02 : TAX
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JSL Link_SetupHitBox
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; X is now the ID of the sprite $B0
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JSL Sprite_SetupHitBox
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JSL Sprite_SetupHitBox ; X is now the ID of the sprite $B0
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .no_b0
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LDA !MinecartDirection : CMP.b #$00 : BEQ .east_or_west
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CMP.b #$01 : BEQ .north_or_south
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CMP.b #$02 : BEQ .east_or_west
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CMP.b #$03 : BEQ .north_or_south
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.no_b0
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RTS
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@@ -662,7 +647,6 @@ HandleDynamicSwitchTileDirections:
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STA.w !MinecartDirection
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LDA #$03 : STA !SpriteDirection, X
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%GotoAction(3) ; Minecart_MoveEast
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; LDA SprY, X : AND #$F8 : STA.w SprY, X
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RTS
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.go_west
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@@ -670,7 +654,6 @@ HandleDynamicSwitchTileDirections:
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STA.w !MinecartDirection
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LDA #$02 : STA !SpriteDirection, X
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%GotoAction(5) ; Minecart_MoveWest
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; LDA SprY, X : AND #$F8 : STA.w SprY, X
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RTS
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.north_or_south
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@@ -679,7 +662,6 @@ HandleDynamicSwitchTileDirections:
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STA.w !MinecartDirection
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STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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; LDA SprX, X : AND #$F8 : STA.w SprX, X
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RTS
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.go_south
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@@ -687,10 +669,7 @@ HandleDynamicSwitchTileDirections:
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STA.w !MinecartDirection
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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; LDA SprX, X : AND #$F8 : STA.w SprX, X
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RTS
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}
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; =========================================================
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@@ -789,18 +768,17 @@ CheckIfPlayerIsOn:
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REP #$20
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LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
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LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
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LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
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LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
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SEP #$21 : RTS ; Return with carry set
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SEP #$21
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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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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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@@ -852,19 +830,16 @@ FollowerDraw_CalculateOAMCoords:
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LDA.b $02 : STA.b ($90),Y
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INY
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CLC : ADC.w #$0080
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CMP.w #$0180 : BCS .off_screen
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CLC : ADC.w #$0080 : CMP.w #$0180 : BCS .off_screen
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LDA.b $02 : AND.w #$0100 : STA.b $74
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LDA.b $00 : STA.b ($90),Y
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CLC : ADC.w #$0010
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CMP.w #$0100 : BCC .on_screen
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CLC : ADC.w #$0010 : CMP.w #$0100 : BCC .on_screen
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.off_screen:
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.off_screen:
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LDA.w #$00F0 : STA.b ($90),Y
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.on_screen:
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.on_screen:
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SEP #$20
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INY
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RTS
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@@ -3,7 +3,7 @@
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; =========================================================
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!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 04 ; Number of tiles used in a frame
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 01 ; Number of Health the sprite have
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@@ -13,7 +13,7 @@
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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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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = $1C ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -87,11 +87,9 @@ Sprite_RotatingTrack_Main:
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; 00 = TopLeft -> TopRight
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TopLeftToTopRight:
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{
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LDA SwitchRam : BEQ part2
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LDA SwitchRam : BNE part2
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%PlayAnimation(0,0,4)
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part2:
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%PlayAnimation(1,1,4)
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RTS
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}
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@@ -101,10 +99,8 @@ Sprite_RotatingTrack_Main:
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TopRightToBottomRight:
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{
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LDA SwitchRam : BNE part2_a
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%PlayAnimation(1,1,4)
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part2_a:
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%PlayAnimation(2,2,4)
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RTS
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}
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@@ -114,10 +110,8 @@ Sprite_RotatingTrack_Main:
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BottomRightToBottomLeft:
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{
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LDA SwitchRam : BNE part2_b
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%PlayAnimation(2,2,4)
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part2_b:
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%PlayAnimation(3,3,4)
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RTS
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}
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@@ -127,11 +121,8 @@ Sprite_RotatingTrack_Main:
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BottomLeftToTopLeft:
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{
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LDA SwitchRam : BNE part2_c
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%PlayAnimation(3,3,4)
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part2_c:
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%PlayAnimation(0,0,4)
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RTS
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}
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@@ -141,10 +132,8 @@ Sprite_RotatingTrack_Main:
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TopRightToTopLeft:
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{
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LDA SwitchRam : BNE part2_d
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%StartOnFrame(1)
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%PlayAnimation(1,1,4)
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part2_d:
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%StartOnFrame(0)
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%PlayAnimation(0,0,4)
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@@ -178,10 +167,10 @@ Sprite_RotatingTrack_Draw:
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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LDA $00 : STA ($90), Y
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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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LDA $02 : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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@@ -200,7 +189,7 @@ Sprite_RotatingTrack_Draw:
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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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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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@@ -215,16 +204,6 @@ Sprite_RotatingTrack_Draw:
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db $00, $01, $02, $03
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.nbr_of_tiles
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db 0, 0, 0, 0
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.x_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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.y_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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.chr
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db $44
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db $44
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@@ -235,9 +214,4 @@ Sprite_RotatingTrack_Draw:
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db $3D
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db $FD
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db $BD
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.sizes
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db $02
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db $02
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db $02
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db $02
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}
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