npc housekeeping
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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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