npc housekeeping
This commit is contained in:
@@ -11,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 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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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 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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!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -37,21 +37,18 @@ Sprite_Vasu_Long:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : BNE +
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JSR Sprite_Vasu_Draw ; Call the draw code
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LDA.w SprSubtype, X : BNE +
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JSR Sprite_Vasu_Draw
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JMP ++
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+
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JSR Sprite_Error_Draw
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++
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JSL Sprite_DrawShadow
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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_Vasu_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Vasu_Main
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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
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RTL
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}
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; =========================================================
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@@ -59,13 +56,10 @@ Sprite_Vasu_Long:
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Sprite_Vasu_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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LDA.w SprSubtype, X : BEQ +
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LDA.b #$04 : STA.w SprAction, X
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+
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PLB
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RTL
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}
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@@ -119,7 +113,7 @@ Sprite_Vasu_Main:
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; Check if the player has found any rings to appraise
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REP #$30
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LDA.l FOUNDRINGS
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LDA.l FOUNDRINGS
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AND.w #$00FF
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SEP #$30
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BEQ .no_rings
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@@ -144,7 +138,7 @@ Sprite_Vasu_Main:
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%ShowUnconditionalMessage($0189) ; 'You don't have enough rupees!'
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%GotoAction(0)
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RTS
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.no_rings_yet
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%ShowUnconditionalMessage($00AB) ; 'First one is free!'
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JMP .appraise_me
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@@ -196,24 +190,23 @@ Sprite_Vasu_Draw:
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LDA.w SprFrame, 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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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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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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@@ -230,14 +223,14 @@ Sprite_Vasu_Draw:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : 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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@@ -275,24 +268,23 @@ Sprite_Error_Draw:
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LDA.w SprFrame, 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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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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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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@@ -309,14 +301,14 @@ Sprite_Error_Draw:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : 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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@@ -343,4 +335,4 @@ Sprite_Error_Draw:
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.sizes
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db $02
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db $02
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}
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}
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@@ -33,29 +33,23 @@
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Sprite_ZoraPrincess_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_ZoraPrincess_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_ZoraPrincess_Main ; Call the main sprite code
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JSR Sprite_ZoraPrincess_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_ZoraPrincess_Main
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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
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RTL
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}
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Sprite_ZoraPrincess_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF302
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BEQ .doesnt_have_mask
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LDA.l $7EF302 : BEQ .doesnt_have_mask
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STZ.w SprState, X ; Kill the sprite
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.doesnt_have_mask
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LDA #$00 : STA.w SprDefl, X
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LDA #$00 : STA.w SprTileDie, X
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PLB
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RTL
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}
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@@ -141,7 +135,7 @@ Sprite_ZoraPrincess_Draw:
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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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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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@@ -158,7 +152,7 @@ Sprite_ZoraPrincess_Draw:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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