Add comments and cleanup Minecart, Mineswitch, switch_track
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@@ -1,6 +1,5 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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; Switch Track sprite
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!SPRID = Sprite_SwitchTrack
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!NbrTiles = 02 ; Number of tiles used in a frame
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@@ -11,7 +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 = 01 ; 01 = your sprite continue to live offscreen
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@@ -37,16 +36,12 @@
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Sprite_RotatingTrack_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_RotatingTrack_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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JSR Sprite_RotatingTrack_Main ; Call the main sprite code
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JSR Sprite_RotatingTrack_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_RotatingTrack_Main
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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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PLB
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RTL
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}
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; =========================================================
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@@ -54,10 +49,8 @@ Sprite_RotatingTrack_Long:
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Sprite_RotatingTrack_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA $0CAA, X
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LDA.w SprSubtype, X : STA.w SprAction,X
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PLB
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RTL
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}
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@@ -76,7 +69,7 @@ Sprite_RotatingTrack_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw TopLeftToTopRight
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dw TopRightToBottomRight
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dw BottomRightToBottomLeft
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@@ -145,59 +138,58 @@ Sprite_RotatingTrack_Main:
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Sprite_RotatingTrack_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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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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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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PHA ; Keep the value with animation index offset?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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ASL A : TAX
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PHA ; Keep the value with animation index offset?
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REP #$20
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ASL A : TAX
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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 : 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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REP #$20
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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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 : 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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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.b #$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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PHY
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PLX
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TYA : LSR #2 : TAY
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RTS
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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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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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@@ -214,4 +206,4 @@ 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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}
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}
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