Intro Cutscene Sequence and Sprite Movement
This commit is contained in:
@@ -34,27 +34,30 @@
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;==============================================================================
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Sprite_Kydrog_Long:
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PHB : PHK : PLB
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{
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PHB : PHK : PLB
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JSR Sprite_Kydrog_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_Kydrog_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_Kydrog_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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JSR Sprite_Kydrog_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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}
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;==============================================================================
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Sprite_Kydrog_Prep:
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PHB : PHK : PLB
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; Add more code here to initialize data
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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PLB
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RTL
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PLB
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RTL
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}
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;==============================================================================
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@@ -92,7 +95,7 @@ Sprite_Kydrog_Main:
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{
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LDA.w SprTimerA, X : BNE +
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%ShowUnconditionalMessage($21)
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LDA.b #$00 : STA.b $49 ; Stop Link's auto-movement
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LDA.b #$02 : STA.b $B6 ; Update story flag for Farore
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%GotoAction(2)
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+
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RTS
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@@ -100,18 +103,30 @@ Sprite_Kydrog_Main:
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Kydrog_SpawnOffspring:
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{
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STZ.b $49 ; Stop Link from moving
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%GotoAction(3)
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RTS
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}
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Kydrog_TurnPlayerToDeku:
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{
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; LDA.b #$03 : STA.b $B6
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; JSL AddTransformationCloud
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; LDA.b #$14 : JSR Player_DoSfx2
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; JSL Palette_ArmorAndGloves
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LDA #$35 : STA $BC
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%GotoAction(4)
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RTS
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}
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Kydrog_WarpPlayerAway:
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{
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LDA #$29
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JSL $02B40F
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RTS
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}
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}
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@@ -190,4 +205,7 @@ Sprite_Kydrog_Draw:
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db $3B, $3B, $3B, $3B, $3B, $3B
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.sizes
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db $02, $02, $02, $02, $02, $02
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}
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}
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org $02ECF8
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dw $0029
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@@ -1,6 +1,7 @@
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;==============================================================================
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; Farore/Maku Tree - Sprite Uncle/Priest
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;
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; STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
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;
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;==============================================================================
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@@ -65,7 +66,7 @@ Sprite_Farore_Long:
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JSR Sprite_Farore_Main ; Call the main sprite code
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.SpriteIsNotActive
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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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}
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@@ -81,6 +82,8 @@ Sprite_Farore_Prep:
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; STZ.w $0DD0, X ; Kill the sprite
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; .PlayIntro
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LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen
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PLB
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RTL
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}
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@@ -89,25 +92,37 @@ Sprite_Farore_Prep:
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; Movement key bitwise ---- udlr
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WALKSPEED = 09
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WALKSPEED = 14
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STORY_STATE = $B6
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Sprite_Farore_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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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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dw IntroStart
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dw MoveUpTowardsFarore
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dw MoveLeftTowardsFarore
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dw WaitAndMessage
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dw FaroreFollowPlayer
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dw MakuArea_FaroreFollowPlayer
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dw MakuArea_FaroreWaitForKydrog
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IntroStart:
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{
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; JSR SetupMovieEffect
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; JSR MovieEffect
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LDA $B6 : CMP #$01 : BEQ .maku_area
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CMP #$02 : BEQ .waiting
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%GotoAction(1)
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.maku_area
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JSR MakuArea_FaroreFollowPlayer
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.waiting
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JSR MakuArea_FaroreWaitForKydrog
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RTS
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}
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@@ -119,7 +134,6 @@ Sprite_Farore_Main:
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LDA.b $20 ; Link's Y Position
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CMP.b #$9C ; Y = 6C
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BCC .linkistoofar
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%GotoAction(2)
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.linkistoofar
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@@ -149,59 +163,65 @@ Sprite_Farore_Main:
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WaitAndMessage:
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{
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{
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%PlayAnimation(1, 2, 8)
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%MoveTowardPlayer(15)
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LDA.w SprTimerA, X : BNE +
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STZ $2F
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%ShowUnconditionalMessage($24)
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LDA.b #$01 : STA.l $7EF300 ; prevent intro from playing again with sram set
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; STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
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%GotoAction(4)
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+
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RTS
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}
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; you could just squeeze it between link and the 1st follower
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; by reusing the follow code but with lower delay
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; $1A00[0x14] - (Tagalong)
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; Low bytes of tagalong states' Y coordinates.
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; $1A14[0x14] - (Tagalong)
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; High bytes of tagalong states' Y coordinates.
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; $1A28[0x14] - (Tagalong)
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; Low bytes of tagalong states' X coordinates.
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; $1A3C[0x14] - (Tagalong)
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; High bytes of tagalong states' X coordinates.
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; load current follower position divide it by 2
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; and use that as index
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; 04
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FaroreFollowPlayer:
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{
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LDA WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$08 : STA.b $49 ; Auto-movement north
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%PlayAnimation(3, 4, 8)
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%MoveTowardPlayer(9)
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%MoveTowardPlayer(16)
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LDA #$02 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
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LDA #$05 : STA $012D ; turn off rain sound
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LDA #$01 : STA $0728
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JSL $00FC41 ; fix monsters
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LDA #$01 : STA $B6 ; Set Story State
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%GotoAction(0)
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RTS
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}
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; 05
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MakuArea_FaroreFollowPlayer:
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{
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.keep_walking
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%PlayAnimation(3, 4, 8)
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%MoveTowardPlayer(9)
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%MoveTowardPlayer(18)
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LDA $B6 : CMP.b #$02 : BEQ .keep_walking
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JSR MakuArea_FaroreWaitForKydrog
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RTS
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}
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; 06
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; Look at the RAM $0D00 to $0D60, the first few are the actual positions of the sprite that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc
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; You can set one of the speeds and then call the function called Sprite_Move
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; And then that will handle it applying the speed for you
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MakuArea_FaroreWaitForKydrog:
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{
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%PlayAnimation(5, 5, 8)
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RTS
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}
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; 07
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MakuArea_FaroreWalkToPosition:
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{
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%PlayAnimation(3, 4, 8)
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RTS
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}
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}
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;==============================================================================
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@@ -217,7 +237,7 @@ Sprite_Farore_Draw:
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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.nextTile
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PHX ; Save current Tile Index?
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@@ -239,7 +259,7 @@ Sprite_Farore_Draw:
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LDA.b #$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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.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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