npc housekeeping
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@@ -38,20 +38,17 @@ Sprite_Vasu_Long:
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA.w SprSubtype, X : BNE +
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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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JSR Sprite_Vasu_Draw
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JMP ++
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JMP ++
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+
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+
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JSR Sprite_Error_Draw
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JSR Sprite_Error_Draw
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++
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++
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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 : BCC .SpriteIsNotActive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Vasu_Main
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JSR Sprite_Vasu_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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PLB
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RTL ; Go back to original code
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RTL
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}
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}
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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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Sprite_Vasu_Prep:
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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.b #$80 : STA.w SprDefl, X
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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.w SprSubtype, X : BEQ +
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LDA.b #$04 : STA.w SprAction, X
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LDA.b #$04 : STA.w SprAction, X
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+
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+
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PLB
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PLB
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RTL
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RTL
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}
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}
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@@ -196,7 +190,6 @@ Sprite_Vasu_Draw:
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LDA.w SprFrame, X : TAY ;Animation Frame
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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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LDA .start_index, Y : STA $06
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PHX
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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LDY.b #$00
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@@ -275,7 +268,6 @@ Sprite_Error_Draw:
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LDA.w SprFrame, X : TAY ;Animation Frame
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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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LDA .start_index, Y : STA $06
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PHX
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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LDY.b #$00
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@@ -33,29 +33,23 @@
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Sprite_ZoraPrincess_Long:
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Sprite_ZoraPrincess_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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JSR Sprite_ZoraPrincess_Draw
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JSR Sprite_ZoraPrincess_Draw ; Call the draw code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSL Sprite_CheckActive ; Check if game is not paused
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JSR Sprite_ZoraPrincess_Main
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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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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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PLB
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RTL ; Go back to original code
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RTL
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}
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}
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Sprite_ZoraPrincess_Prep:
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Sprite_ZoraPrincess_Prep:
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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.l $7EF302
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LDA.l $7EF302 : BEQ .doesnt_have_mask
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BEQ .doesnt_have_mask
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STZ.w SprState, X ; Kill the sprite
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STZ.w SprState, X ; Kill the sprite
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.doesnt_have_mask
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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 SprDefl, X
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LDA #$00 : STA.w SprTileDie, X
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LDA #$00 : STA.w SprTileDie, X
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PLB
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PLB
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RTL
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RTL
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}
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}
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