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 = 01 ; 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 = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 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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@@ -32,7 +32,7 @@
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; =========================================================
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%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
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%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
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; =========================================================
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@@ -56,13 +56,11 @@ Sprite_Farore_Long:
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Sprite_Farore_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen
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LDA.l $7EF300
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BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen
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LDA.l $7EF300 : BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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PLB
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RTL
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@@ -75,7 +73,6 @@ Sprite_Farore_Prep:
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WALKSPEED = 14
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STORY_STATE = $B6
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Sprite_Farore_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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@@ -90,22 +87,19 @@ Sprite_Farore_Main:
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dw MakuArea_FaroreFollowPlayer
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dw MakuArea_FaroreWaitForKydrog
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; 00
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IntroStart:
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{
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LDA #$01 : STA InCutScene
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LDA $B6 : CMP.b #$01 : BEQ .maku_area
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CMP.b #$02 : BEQ .waiting
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%GotoAction(1)
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RTS
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%GotoAction(1)
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RTS
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.maku_area
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%GotoAction(6)
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RTS
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.maku_area
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%GotoAction(6)
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RTS
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.waiting
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.waiting
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%GotoAction(7)
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RTS
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}
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@@ -115,13 +109,11 @@ Sprite_Farore_Main:
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{
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LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$08 : STA.b $49 ; Auto-movement north
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LDA.b $20 ; Link's Y Position
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CMP.b #$9C ; Y = 6C
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BCC .linkistoofar
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%GotoAction(2)
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.linkistoofar
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; Link's Y Position - Y = 6C
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LDA.b $20 : CMP.b #$9C : BCC .linkistoofar
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%GotoAction(2)
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.linkistoofar
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%PlayAnimation(6, 6, 8) ; Farore look towards Link
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RTS
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}
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@@ -129,27 +121,24 @@ Sprite_Farore_Main:
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; 02
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MoveLeftTowardsFarore:
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{
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; Move Link Left
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; Move Link Left
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LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$02 : STA.b $49
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LDA.b #$02 : STA.b $49
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LDA.b $22 ; Link's X position
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CMP.b #$1A
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BCS .linkistoofar
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STZ.b $49 ; kill automove
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LDA.b #$20
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STA.w SprTimerA, X ; set timer A to 0x10
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%PlayAnimation(0, 0, 8)
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%GotoAction(3)
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.linkistoofar
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; Link's X position
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LDA.b $22 : CMP.b #$1A : BCS .linkistoofar
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STZ.b $49 ; kill automove
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LDA.b #$20
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STA.w SprTimerA, X ; set timer A to 0x10
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%PlayAnimation(0, 0, 8)
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%GotoAction(3)
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.linkistoofar
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RTS
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}
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; 03
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WaitAndMessage:
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{
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{
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%PlayAnimation(1, 2, 8)
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LDA.b #$15
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JSL Sprite_ApplySpeedTowardsPlayer
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@@ -159,7 +148,7 @@ Sprite_Farore_Main:
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STZ $2F
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LDA #$00 : STA InCutScene
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%ShowUnconditionalMessage($0E) ; "I am Farore, the Oracle of Secrets."
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%GotoAction(4)
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+
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RTS
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@@ -189,7 +178,7 @@ Sprite_Farore_Main:
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LDA #$02 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
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LDA #$05 : STA $012D ; turn off rain sound
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LDA #$01 : STA $B6 ; Set Story State
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LDA #$01 : STA $B6 ; Set Story State
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JSL Sprite_LoadGfxProperties
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%GotoAction(6)
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@@ -213,7 +202,7 @@ Sprite_Farore_Main:
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}
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; 07
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; Look at the RAM SprY to $0D60, the first few are the actual positions of the sprite
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; Look at the RAM SprY to $0D60, the first few are the actual positions of the sprite
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; that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc
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; You can set one of the speeds and then call the function called Sprite_Move
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; And then that will handle it applying the speed for you
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@@ -242,17 +231,17 @@ Sprite_Farore_Draw:
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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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@@ -269,14 +258,14 @@ Sprite_Farore_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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@@ -9,7 +9,7 @@
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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 = 02 ; 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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@@ -57,7 +57,7 @@ Sprite_Goron_Prep:
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LDA.b #$03 : STA.w SprAction, X
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JMP ++
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+
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PHX
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PHX
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LDX $8A
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LDA.l $7EF280,X : CMP.b #$20 : BEQ +++
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PLX
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@@ -150,17 +150,17 @@ Sprite_KalyxoGoron_Draw:
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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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@@ -177,14 +177,14 @@ Sprite_KalyxoGoron_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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@@ -228,17 +228,17 @@ Sprite_EonGoron_Draw:
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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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@@ -255,14 +255,14 @@ Sprite_EonGoron_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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@@ -71,8 +71,7 @@ DontTeleportWithoutFlippers:
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LDA.l $7EF356 : BNE +
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RTL
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+
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#_1EEEE4: LDA.b #$2E
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#_1EEEE6: STA.b $11
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LDA.b #$2E : STA.b $11
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RTL
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}
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@@ -90,8 +89,7 @@ Graphics_Transfer:
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JSR ApplyManhandlaGraphics
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JSR ApplyManhandlaPalette
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+
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#_02BE5E: LDA.b $11
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#_02BE60: CMP.b #$02
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LDA.b $11 : CMP.b #$02
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RTL
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}
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