update bean vendor
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@@ -3,7 +3,7 @@
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; =========================================================
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; =========================================================
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!SPRID = $07 ; The sprite ID you are overwriting (HEX)
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!SPRID = $07 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!NbrTiles = 04 ; 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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!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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!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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!Health = 00 ; Number of Health the sprite have
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@@ -29,6 +29,7 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_BeanVendor_Prep, Sprite_BeanVendor_Long)
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%Set_Sprite_Properties(Sprite_BeanVendor_Prep, Sprite_BeanVendor_Long)
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; =========================================================
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; =========================================================
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@@ -88,11 +89,7 @@ Sprite_BeanVendor_Main:
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($142) : BCC .no_message
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%ShowSolicitedMessage($142) : BCC .no_message
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LDA $1CE8 : BNE .player_said_no
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%GotoAction(3)
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%GotoAction(3)
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RTS
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.player_said_no
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%GotoAction(4)
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.no_message
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.no_message
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RTS
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RTS
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}
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}
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@@ -121,32 +118,32 @@ Sprite_BeanVendor_Main:
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SpawnMagicBean:
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SpawnMagicBean:
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{
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{
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%PlayAnimation(0,0,1)
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%PlayAnimation(0,0,1)
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LDA $1CE8 : BNE .player_said_no_or_not_enough_rupees
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REP #$20
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LDA.l $7EF360
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CMP.w #$64 ; 100 rupees
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SEP #$30
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BCC .not_enough_rupees
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REP #$20
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REP #$20
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LDA.l $7EF360
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LDA.l $7EF360
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SEC
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CMP.w #$64 ; 100 rupees
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SBC.w #$64 ; Subtract 100 rupees
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STA.l $7EF360
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SEP #$30
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SEP #$30
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BCC .player_said_no_or_not_enough_rupees
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LDA.b #$07
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REP #$20
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JSL Sprite_SpawnDynamically
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LDA.l $7EF360
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LDA.b #$02 : STA.w SprAction, Y
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SEC
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LDA.w SprX, X : CLC : ADC.b #$08 : STA $00
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SBC.w #$64 ; Subtract 100 rupees
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LDA.w SprY, X : STA $02
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STA.l $7EF360
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LDA.w SprYH, X : STA $03
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SEP #$30
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LDA.w SprXH, X : STA $01
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; TODO: Set a flag that says you've got the magic bean
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LDA.b #$07
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%ShowUnconditionalMessage($145)
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JSL Sprite_SpawnDynamically
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%GotoAction(0)
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LDA.b #$02 : STA.w SprAction, Y
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RTS
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LDA.w SprX, X : CLC : ADC.b #$08 : STA $00
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.not_enough_rupees
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LDA.w SprY, X : STA $02
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LDA.w SprYH, X : STA $03
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LDA.w SprXH, X : STA $01
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; TODO: Set a flag that says you've got the magic bean
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%ShowUnconditionalMessage($145)
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%GotoAction(0)
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RTS
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.player_said_no_or_not_enough_rupees
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%GotoAction(4)
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%GotoAction(4)
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RTS
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RTS
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}
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}
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