bulk replace SprX/SprY labels to all sprites, .w qualifiers on STAs
This commit is contained in:
@@ -32,27 +32,27 @@
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Sprite_IceBlock_Long:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA.w $0DE0, X : BEQ .not_being_pushed
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STZ.w $0DE0, X
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STZ.b $5E : STZ.b $48
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LDA.w SprMiscC, X : BEQ .not_being_pushed
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STZ.w SprMiscC, X
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STZ.b $5E : STZ.b $48
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.not_being_pushed
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LDA.w $0DF0, X : BEQ .retain_momentum
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LDA.b #$01 : STA.w $0DE0, X
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LDA #$84 : STA $48
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LDA.b #$04 : STA.b $5E
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LDA.w $0DF0, X : BEQ .retain_momentum
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LDA.b #$01 : STA.w SprMiscC, X
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LDA.b #$84 : STA $48
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LDA.b #$04 : STA.b $5E
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.retain_momentum
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JSR Sprite_IceBlock_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_IceBlock_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_IceBlock_Main ; Call the main sprite code
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JSR Sprite_IceBlock_Main ; Call the main sprite code
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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 ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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Sprite_IceBlock_Prep:
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@@ -60,10 +60,10 @@ Sprite_IceBlock_Prep:
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PHB : PHK : PLB
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; Cache Sprite position
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LDA SprX, X : STA SprMiscD, X
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LDA SprY, X : STA SprMiscE, X
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LDA SprXH, X : STA SprMiscF, X
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LDA SprYH, X : STA SprMiscG, X
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LDA SprX, X : STA.w SprMiscD, X
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LDA SprY, X : STA.w SprMiscE, X
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LDA SprXH, X : STA.w SprMiscF, X
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LDA SprYH, X : STA.w SprMiscG, X
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STZ.w $0CAA, X
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@@ -71,7 +71,6 @@ Sprite_IceBlock_Prep:
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RTL
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}
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StatueDirection:
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db $04, $06, $00, $02
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@@ -85,8 +84,6 @@ db -16, 16 ; bleeds into next
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.y
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db 0, 0, -16, 16
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Sprite_IceBlock_Main:
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{
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LDA.w SprAction, X
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@@ -98,54 +95,53 @@ Sprite_IceBlock_Main:
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; 0x00
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MovementHandler:
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{
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%PlayAnimation(0, 0, 1)
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%PlayAnimation(0, 0, 1)
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JSR Statue_BlockSprites
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JSR Statue_BlockSprites
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JSL Sprite_CheckDamageFromPlayerLong
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BCC .no_damage
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LDA SprMiscD, X : STA SprX, X
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LDA SprMiscE, X : STA SprY, X
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LDA SprMiscF, X : STA SprXH, X
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LDA SprMiscG, X : STA SprYH, X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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JSL Sprite_CheckDamageFromPlayerLong
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BCC .no_damage
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LDA SprMiscD, X : STA.w SprX, X
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LDA SprMiscE, X : STA.w SprY, X
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LDA SprMiscF, X : STA.w SprXH, X
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LDA SprMiscG, X : STA.w SprYH, X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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.no_damage
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; JSR IceBlock_CheckForGround
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STZ.w $0642
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JSR Sprite_IceBlock_CheckForSwitch : BCC .no_switch
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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LDA.b #$01 : STA.w $0642
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; JSR IceBlock_CheckForGround
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STZ.w $0642
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JSR Sprite_IceBlock_CheckForSwitch : BCC .no_switch
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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LDA.b #$01 : STA.w $0642
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.no_switch
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JSL Sprite_Move ; Sprite MoveXY
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JSL Sprite_Get_16_bit_Coords ; Get 16bit coords
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JSL Sprite_CheckTileCollision ; Check Tile collision
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JSL Sprite_CheckDamageToPlayerSameLayer
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BCC NotInContact
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JSR ApplyPush
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; Set timer
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LDA.b #$07 : STA.w $0DF0, X
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JSL Sprite_Move ; Sprite MoveXY
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JSL Sprite_Get_16_bit_Coords ; Get 16bit coords
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JSL Sprite_CheckTileCollision ; Check Tile collision
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JSL Sprite_CheckDamageToPlayerSameLayer
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BCC NotInContact
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JSR ApplyPush
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; Set timer
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LDA.b #$07 : STA.w $0DF0, X
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JSL $079291 ; Sprite_RepelDash_long
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JSL $079291 ; Sprite_RepelDash_long
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LDA.w $0E00,X : BNE Statue_CancelHookshot
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; JSL Sprite_DirectionToFacePlayer
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; LDA.w StatueSpeed_x,Y
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; STA.w $0D50,X
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; LDA.w StatueSpeed_y,Y
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; STA.w $0D40,X
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; JSR Statue_HandleGrab
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LDA SprX, X : AND #$F0 : STA SprX, X
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LDA SprY, X : AND #$F0 : STA SprY, X
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RTS
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LDA.w $0E00,X : BNE Statue_CancelHookshot
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; JSL Sprite_DirectionToFacePlayer
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; LDA.w StatueSpeed_x,Y
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; STA.w SprXSpeed,X
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; LDA.w StatueSpeed_y,Y
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; STA.w SprYSpeed,X
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; JSR Statue_HandleGrab
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LDA SprX, X : AND #$F0 : STA.w SprX, X
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LDA SprY, X : AND #$F0 : STA.w SprY, X
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RTS
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.not_in_contact
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%GotoAction(1)
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%GotoAction(1)
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.dont_move
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RTS
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RTS
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}
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Statue_CancelHookshot:
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@@ -164,12 +160,12 @@ Sprite_IceBlock_Main:
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.delay_timer
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REP #$20
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LDA.w $0FD8
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LDA.w SprCachedX
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SEC : SBC.b $22
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CLC : ADC.w #$0010
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CMP.w #$0023 : BCS .reset_contact
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LDA.w $0FDA
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LDA.w SprCachedY
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SEC : SBC.b $20
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CLC : ADC.w #$000C
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CMP.w #$0024 : BCS .reset_contact
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@@ -181,7 +177,7 @@ Sprite_IceBlock_Main:
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; CMP.w StatueDirection,Y : BNE .reset_contact
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; LDA.w $0372 : BNE .reset_contact
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; LDA.b #$01 : STA.w $02FA
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; LDA.b #$01 : STA.w $0D90,X
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; LDA.b #$01 : STA.w SprFrame,X
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; LDA.w $0376 : AND.b #$02 : BEQ .exit
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; LDA.b $F0 : AND.w StatuePressMask,Y : BEQ .exit
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@@ -190,17 +186,17 @@ Sprite_IceBlock_Main:
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; TYA : EOR.b #$01 : TAY
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; LDA.w StatueSpeed_x,Y : STA.w $0D50,X
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; LDA.w StatueSpeed_x,Y : STA.w SprXSpeed,X
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; LDA.w StatueSpeed_y,Y : STA.w $0D40,X
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; LDA.w StatueSpeed_y,Y : STA.w SprYSpeed,X
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; JMP.w Statue_HandleGrab
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.reset_contact
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SEP #$30
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LDA.w $0D90,X : BEQ .exit
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STZ.w $0D90,X
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LDA.w SprFrame,X : BEQ .exit
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STZ.w SprFrame,X
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STZ.b $5E
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STZ.w $0376
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@@ -222,20 +218,20 @@ Sprite_IceBlock_Main:
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CMP.b #$08 : BEQ .push_up
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.push_right
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LDA #16 : STA.w $0D50,X
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LDA #00 : STA.w $0D40,X
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LDA #16 : STA.w SprXSpeed,X
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LDA #00 : STA.w SprYSpeed,X
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JMP .push_done
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.push_left
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LDA #-16 : STA.w $0D50,X
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LDA #00 : STA.w $0D40,X
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LDA #-16 : STA.w SprXSpeed,X
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LDA #00 : STA.w SprYSpeed,X
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JMP .push_done
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.push_down
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LDA #00 : STA.w $0D50,X
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LDA #16 : STA.w $0D40,X
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LDA #00 : STA.w SprXSpeed,X
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LDA #16 : STA.w SprYSpeed,X
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JMP .push_done
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.push_up
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LDA #00 : STA.w $0D50,X
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LDA #-16 : STA.w $0D40,X
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LDA #00 : STA.w SprXSpeed,X
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LDA #-16 : STA.w SprYSpeed,X
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.push_done
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@@ -247,10 +243,10 @@ Sprite_IceBlock_Main:
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; Currently unused as it doesnt play well with the hitbox choices
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IceBlock_CheckForGround:
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{
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LDA.w $0D00,X : CLC : ADC.b #$08 : STA.b $00
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LDA.w $0D20,X : ADC.b #$00 : STA.b $01
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LDA.w $0D10,X : STA.b $02
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LDA.w $0D30,X : ADC.b #$00 : STA.b $03
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LDA.w SprY,X : CLC : ADC.b #$08 : STA.b $00
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LDA.w SprYH,X : ADC.b #$00 : STA.b $01
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LDA.w SprX,X : STA.b $02
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LDA.w SprXH,X : ADC.b #$00 : STA.b $03
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LDA.w $0F20,X
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PHY
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JSL $06E87B ; GetTileType_long
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@@ -261,43 +257,43 @@ IceBlock_CheckForGround:
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SEC
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RTS
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.stop
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STZ.w $0D50,X
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STZ.w $0D40,X
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STZ.w SprXSpeed,X
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STZ.w SprYSpeed,X
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CLC
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RTS
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}
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Sprite_IceBlock_CheckForSwitch:
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{
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LDY.b #$03
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LDY.b #$03
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.next_tile
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LDA.w $0D00,X : CLC : ADC.w .offset_y,Y : STA.b $00
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LDA.w $0D20,X : ADC.b #$00 : STA.b $01
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LDA.w $0D10,X : CLC : ADC.w .offset_x,Y : STA.b $02
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LDA.w $0D30,X : ADC.b #$00 : STA.b $03
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LDA.w $0F20,X
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LDA.w SprY,X : CLC : ADC.w .offset_y,Y : STA.b $00
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LDA.w SprYH,X : ADC.b #$00 : STA.b $01
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LDA.w SprX,X : CLC : ADC.w .offset_x,Y : STA.b $02
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LDA.w SprXH,X : ADC.b #$00 : STA.b $03
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LDA.w $0F20,X
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PHY
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JSL $06E87B ; GetTileType_long
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PLY
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PHY
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JSL $06E87B ; GetTileType_long
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PLY
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LDA.w $0FA5
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CMP.w .tile_id+0 : BEQ .switch_tile
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CMP.w .tile_id+1 : BEQ .switch_tile
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CMP.w .tile_id+2 : BEQ .switch_tile
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CMP.w .tile_id+3 : BNE .fail
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LDA.w $0FA5
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CMP.w .tile_id+0 : BEQ .switch_tile
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CMP.w .tile_id+1 : BEQ .switch_tile
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CMP.w .tile_id+2 : BEQ .switch_tile
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CMP.w .tile_id+3 : BNE .fail
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.switch_tile
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DEY
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BPL .next_tile
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DEY
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BPL .next_tile
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SEC
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RTS
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SEC
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RTS
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.fail
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CLC
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RTS
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CLC
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RTS
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.offset_x
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db 3, 12, 3, 12
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@@ -331,21 +327,21 @@ Statue_BlockSprites:
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CMP.b #$09
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BCC .skip
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LDA.w $0D10,Y
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LDA.w SprX,Y
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STA.b $04
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LDA.w $0D30,Y
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LDA.w SprXH,Y
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STA.b $05
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LDA.w $0D00,Y
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LDA.w SprY,Y
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STA.b $06
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LDA.w $0D20,Y
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LDA.w SprYH,Y
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STA.b $07
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REP #$20
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LDA.w $0FD8
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LDA.w SprCachedX
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SEC
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SBC.b $04
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CLC
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@@ -354,7 +350,7 @@ Statue_BlockSprites:
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CMP.w #$0018
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BCS .skip
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LDA.w $0FDA
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LDA.w SprCachedY
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SEC
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SBC.b $06
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CLC
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@@ -396,7 +392,7 @@ Sprite_IceBlock_Draw:
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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 $0DC0, X : CLC : ADC SprFrame, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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