remove ClampSpritePositionToGrid
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@@ -588,7 +588,7 @@ HandleTileDirections:
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.unused_tile_ids
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{
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; TL, BL, TR, BR
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db $B2, $B3, $B4, $B5
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; db $B2, $B3, $B4, $B5
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; db $B0 - Horiz
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; db $B1 | Vert
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; db $B8 Stop North
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@@ -599,23 +599,6 @@ HandleTileDirections:
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}
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}
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; =========================================================
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; Clamp the sprite position to a 16x16 grid
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; Slows the game down if you run it too often :(
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ClampSpritePositionToGrid:
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{
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; Check if SprX is already a multiple of 16
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LDA.w SprX, X : AND #$0F : BEQ .x_aligned
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LDA.w SprX, X : LSR : ASL : STA.w SprX, X
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.x_aligned
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; Check if SprY is already a multiple of 16
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LDA.w SprY, X : AND #$0F : BEQ .y_aligned
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LDA.w SprY, X : LSR : ASL : STA.w SprY, X
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.y_aligned
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RTS
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}
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; =========================================================
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; Check for the switch_track sprite and move based on the
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; state of that sprite.
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