merge whirlpool with deku leaf sprite slot
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@@ -38,7 +38,12 @@ Sprite_DekuLeaf_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_DekuLeaf_Draw ; Call the draw code
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LDA $8A : CMP.b #$3D : BEQ .whirlpool
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JSR Sprite_DekuLeaf_Draw ; Call the draw code
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JMP +
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.whirlpool
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JSR Sprite_Whirlpool_Draw
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+
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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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@@ -54,7 +59,10 @@ Sprite_DekuLeaf_Long:
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Sprite_DekuLeaf_Prep:
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{
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PHB : PHK : PLB
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LDA $8A : CMP.b #$3D : BNE .not_whirlpool
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LDA.b #$01 : STA.w SprAction, X
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.not_whirlpool
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PLB
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RTL
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@@ -69,6 +77,8 @@ Sprite_DekuLeaf_Main:
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dw WaitForPlayer
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dw Whirlpool_Main
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WaitForPlayer:
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{
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%StartOnFrame(0)
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@@ -82,6 +92,66 @@ Sprite_DekuLeaf_Main:
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RTS
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}
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Whirlpool_Main:
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{
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%PlayAnimation(0, 2, 10)
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JSR CheckIfPlayerIsOn : BCC .not_on
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LDA $0AAB : BEQ .not_on
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STZ $55 ; Reset cape flag
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STZ $0AAB ; Reset underwater flag
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STZ $0351 ; Reset ripple flag
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STZ $037B ; Reset invincibility flag
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STZ $02B2
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LDA.b $10
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CMP.b #$0B
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BEQ .exit
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LDA.b $8A
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AND.b #$40
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STA.b $7B
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BEQ .no_mirror_portal
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LDA.b $20
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STA.w $1ADF
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LDA.b $21
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STA.w $1AEF
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LDA.b $22
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STA.w $1ABF
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LDA.b $23
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STA.w $1ACF
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.no_mirror_portal
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LDA.b #$23
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#SetGameModeLikeMirror:
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STA.b $11
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STZ.w $03F8
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LDA.b #$01
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STA.w $02DB
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STZ.b $B0
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STZ.b $27
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STZ.b $28
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LDA.b #$14 ; LINKSTATE 14
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STA.b $5D
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.not_on
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.exit
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RTS
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}
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}
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; =========================================================
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@@ -159,4 +229,84 @@ Sprite_DekuLeaf_Draw:
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db $A0, $A2, $82, $80
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.properties
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db $23, $23, $23, $23
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}
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Sprite_Whirlpool_Draw:
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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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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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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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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 #$20
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BCC .on_screen_y
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LDA.b #$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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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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PLX
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RTS
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.start_index
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db $00, $04, $08
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.nbr_of_tiles
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db 3, 3, 3
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.x_offsets
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dw -8, 8, -8, 8
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dw 8, -8, 8, -8
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dw -8, 8, -8, 8
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.y_offsets
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dw -8, -8, 8, 8
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dw -8, -8, 8, 8
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dw 8, 8, -8, -8
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.chr
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db $C4, $C6, $E4, $E6
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db $C4, $C6, $E4, $E6
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db $C4, $C6, $E4, $E6
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.properties
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db $29, $29, $29, $29
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db $69, $69, $69, $69
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db $A9, $A9, $A9, $A9
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}
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