Cleanup korok.asm
This commit is contained in:
@@ -1,5 +1,5 @@
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; =========================================================
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; =========================================================
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; Korok Sprite
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; Korok Sprite
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!SPRID = Sprite_Korok
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!SPRID = Sprite_Korok
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!NbrTiles = 08 ; Number of tiles used in a frame
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!NbrTiles = 08 ; Number of tiles used in a frame
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@@ -10,7 +10,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
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!ImperviousAll = 01 ; 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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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 01 ; 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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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 03 ; 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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!Persist = 01 ; 01 = your sprite continue to live offscreen
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@@ -29,14 +29,14 @@
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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_Korok_Prep, Sprite_Korok_Long)
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%Set_Sprite_Properties(Sprite_Korok_Prep, Sprite_Korok_Long)
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Sprite_Korok_Long:
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Sprite_Korok_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA $0AA5 : BEQ .done
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LDA $0AA5 : BEQ .done
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LDA.w SprSubtype, X
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LDA.w SprSubtype, X
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CMP.b #$00 : BEQ .draw_makar
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CMP.b #$00 : BEQ .draw_makar
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CMP.b #$01 : BEQ .draw_hollo
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CMP.b #$01 : BEQ .draw_hollo
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CMP.b #$02 : BEQ .draw_rown
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CMP.b #$02 : BEQ .draw_rown
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@@ -50,7 +50,7 @@ Sprite_Korok_Long:
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JSR Sprite_Korok_DrawRown
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JSR Sprite_Korok_DrawRown
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BRA .done
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BRA .done
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.done
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.done
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JSL Sprite_DrawShadow
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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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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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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@@ -88,20 +88,19 @@ Sprite_Korok_Main:
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{
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{
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%PlayAnimation(0, 0, 10)
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%PlayAnimation(0, 0, 10)
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LDA $0AA5 : BNE +
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LDA $0AA5 : BNE +
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PHX
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PHX
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JSL ApplyKorokSpriteSheets
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JSL ApplyKorokSpriteSheets
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PLX
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PLX
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LDA.b #$01 : STA.w $0AA5
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LDA.b #$01 : STA.w $0AA5
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+
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+
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%ShowSolicitedMessage($001D) : BCC .no_talk
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%ShowSolicitedMessage($001D) : BCC .no_talk
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JSL GetRandomInt : AND.b #$03
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JSL GetRandomInt : AND.b #$03
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STA.w SprAction, X
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STA.w SprAction, X
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RTS
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RTS
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.no_talk
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.no_talk
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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RTS
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RTS
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}
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}
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@@ -110,7 +109,7 @@ Sprite_Korok_Main:
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%PlayAnimation(0, 2, 10)
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%PlayAnimation(0, 2, 10)
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LDA.b #KorokWalkSpeed : STA.w SprYSpeed, X
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LDA.b #KorokWalkSpeed : STA.w SprYSpeed, X
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JSL Sprite_Move
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JSL Sprite_Move
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LDA.w SprTimerB, X : BNE +
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LDA.w SprTimerB, X : BNE +
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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+
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+
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RTS
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RTS
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@@ -121,7 +120,7 @@ Sprite_Korok_Main:
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%PlayAnimation(3, 5, 10)
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%PlayAnimation(3, 5, 10)
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LDA.b #-KorokWalkSpeed : STA.w SprYSpeed, X
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LDA.b #-KorokWalkSpeed : STA.w SprYSpeed, X
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JSL Sprite_Move
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JSL Sprite_Move
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LDA.w SprTimerB, X : BNE +
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LDA.w SprTimerB, X : BNE +
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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+
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+
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RTS
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RTS
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@@ -550,4 +549,4 @@ Sprite_Korok_DrawRown:
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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}
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}
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