Update sprites library
This commit is contained in:
@@ -1,7 +1,7 @@
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; =============================================================================
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!SPRID = $A0; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!SPRID = $A0 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 06 ; Number of tiles used in a frame
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!Harmless = 01 ; 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 = 00 ; Number of Health the sprite have
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@@ -36,8 +36,8 @@ Sprite_DekuScrub_Long:
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PHB : PHK : PLB
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JSR Sprite_DekuScrub_Draw ; Call the draw code
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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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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_DekuScrub_Main ; Call the main sprite code
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@@ -53,7 +53,7 @@ Sprite_DekuScrub_Prep:
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PHB : PHK : PLB
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LDA.l $7EF301
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BEQ .PlayIntro
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BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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@@ -65,8 +65,8 @@ Sprite_DekuScrub_Prep:
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Sprite_DekuScrub_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 we are currently in
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LDA.w SprAction, X ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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dw EstadoInactivo
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dw QuiereCuracion
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@@ -86,8 +86,8 @@ Sprite_DekuScrub_Main:
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QuiereCuracion:
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{
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%PlayAnimation(0, 1, 16)
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LDA $FE : BEQ .ninguna_cancion
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STZ $FE
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LDA $FE : BEQ .ninguna_cancion
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STZ $FE
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(2)
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.ninguna_cancion
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@@ -98,7 +98,7 @@ Sprite_DekuScrub_Main:
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{
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%PlayAnimation(0, 1, 16)
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LDA.w SprTimerD, X : BNE +
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LDA.w SprTimerD, X : BNE +
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%ShowUnconditionalMessage($141)
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LDA.b #$C0 : STA.w SprTimerD, X
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@@ -111,9 +111,9 @@ Sprite_DekuScrub_Main:
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{
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LDA.w SprTimerD, X : BNE +
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LDY #$0F : STZ $02E9
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JSL Link_ReceiveItem
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LDA #$01 : STA.l $7EF301
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LDY #$0F : STZ $02E9
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JSL Link_ReceiveItem
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LDA #$01 : STA.l $7EF301
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LDA.b #$00 : STA $0DD0, X
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+
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RTS
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@@ -123,79 +123,78 @@ Sprite_DekuScrub_Main:
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; =============================================================================
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Sprite_DekuScrub_Draw:
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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{
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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 .start_index, Y : STA $06
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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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LDY.b #$00
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.nextTile
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PHX
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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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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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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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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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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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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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SEP #$20
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BCC .on_screen_y
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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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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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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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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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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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PLX
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RTS
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; =============================================================================
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RTS
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.start_index
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db $00, $04
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db $00, $04
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.nbr_of_tiles
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db 3, 3
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db 3, 3
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.x_offsets
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dw 4, -4, -4, 4
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dw 4, -4, -4, 4
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dw 4, -4, -4, 4
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dw 4, -4, -4, 4
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.y_offsets
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dw 0, 0, -8, -8
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dw 0, 0, -8, -8
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dw 0, 0, -8, -8
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dw 0, 0, -8, -8
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.chr
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db $2C, $2C, $0C, $0C
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db $2E, $2E, $0E, $0E
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db $2C, $2C, $0C, $0C
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db $2E, $2E, $0E, $0E
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.properties
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db $33, $73, $33, $73
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db $33, $73, $33, $73
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db $33, $73, $33, $73
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db $33, $73, $33, $73
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.sizes
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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}
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