Replace common sprite ram with their symbols
This commit is contained in:
@@ -130,15 +130,15 @@ LinkItem_FishingRod:
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LDA.l $7F5BA3 : TAX
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LDY.b $66
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LDA.w DirSpeedsY, Y : STA.w $0D40, X ; YSpeed
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LDA.w DirSpeedsX, Y : STA.w $0D50, X ; YSpeed
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LDA.w DirSpeedsY, Y : STA.w SprYSpeed, X ; YSpeed
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LDA.w DirSpeedsX, Y : STA.w SprXSpeed, X ; YSpeed
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.BringBackFloater
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LDA.b #$10 : STA.w $0F80, X ; Gravity
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; =======================================================
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; We got something spawn it and pull it at us
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LDA.w $0DB0, X : BEQ .noPrize
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LDA.w SprMiscB, X : BEQ .noPrize
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JSL GetRandomInt : AND #$0F : TAY : LDA Prizes, Y : BEQ .noPrize
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoordinates
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@@ -150,11 +150,11 @@ LinkItem_FishingRod:
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PHX
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LDX.b $66
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LDA.w DirSpeedsY, X : STA.w $0D40, Y ; YSpeed
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LDA.w DirSpeedsX, X : STA.w $0D50, Y ; YSpeed
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LDA.w DirSpeedsY, X : STA.w SprYSpeed, Y ; YSpeed
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LDA.w DirSpeedsX, X : STA.w SprXSpeed, Y ; YSpeed
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PLX
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LDA.b #$FF : STA.w $0EE0, Y
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LDA.b #$FF : STA.w SprTimerD, Y
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LDA.b #$20 : STA.w $0F80, Y ; Gravity
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;LDA.b #$06 : STA.w $0F70, Y
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@@ -324,19 +324,19 @@ Sprite_CheckIfActive:
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SpritePrep_Floater:
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{
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LDA.b $66 : CMP.b #$03 : BNE .notRight
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LDA.b #$12 : STA.w $0D50, X ; XSpeed
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LDA.b #$12 : STA.w SprXSpeed, X ; XSpeed
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BRA .DoInitFloater
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.notRight
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CMP.b #$02 : BNE .notLeft
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LDA.b #$ED : STA.w $0D50, X ; XSpeed
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LDA.b #$ED : STA.w SprXSpeed, X ; XSpeed
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BRA .DoInitFloater
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.notLeft
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CMP.b #$01 : BNE .notDown
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LDA.b #$12 : STA.w $0D40, X ; YSpeed
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LDA.b #$12 : STA.w SprYSpeed, X ; YSpeed
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BRA .DoInitFloater
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.notDown
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CMP.b #$00 : BNE .notUp
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LDA.b #$ED : STA.w $0D40, X ; YSpeed
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LDA.b #$ED : STA.w SprYSpeed, X ; YSpeed
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BRA .DoInitFloater
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.notUp
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@@ -345,11 +345,11 @@ SpritePrep_Floater:
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LDA.b #$08 : STA.w $0F70, X ; Height
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LDA.b #$10 : STA.w $0F80, X ; Gravity
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LDA.b #$00 : STA.w SprMiscG, X ; is it in water?
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LDA.b #$00 : STA.w $0EB0, X ; Wiggling Velocity index
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LDA.b #$00 : STA.w $0E90, X ; just for a check
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LDA.b #$00 : STA.w $0DB0, X ; if we have a fish on line
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LDA.b #$00 : STA.w SprMiscE, X ; Wiggling Velocity index
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LDA.b #$00 : STA.w SprMiscD, X ; just for a check
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LDA.b #$00 : STA.w SprMiscB, X ; if we have a fish on line
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;$0EE0 Timer for when floater is in water waiting for a fish to catch
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;SprTimerD Timer for when floater is in water waiting for a fish to catch
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RTL
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}
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@@ -372,34 +372,34 @@ Sprite_Floater:
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LDA.w SprMiscG, X : BEQ .noFishOnLine ; is the floater in water?
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LDA.w $0EE0, X : BNE .noWigglingYet ; timerD wait until fish is on line
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LDA.w SprTimerD, X : BNE .noWigglingYet ; timerD wait until fish is on line
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LDA.w $0DB0, X : BNE .fishOnlineWait
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LDA.w SprMiscB, X : BNE .fishOnlineWait
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; start another random timer for the time it'll last
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JSL GetRandomInt : AND #$3F
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CLC : ADC.b #$0F : STA.w $0DF0, X ; wiggling timer
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INC.w $0DB0, X ; we have a fish on line
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CLC : ADC.b #$0F : STA.w SprTimerA, X ; wiggling timer
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INC.w SprMiscB, X ; we have a fish on line
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.noWigglingYet
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LDA.w $0DB0, X : BEQ .noFishOnLine ; do we already have a fish on line?
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LDA.w SprMiscB, X : BEQ .noFishOnLine ; do we already have a fish on line?
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.fishOnlineWait
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LDA.w $0DF0, X : BNE .still_wiggling
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STZ.w $0DB0, X ; no more fish on line took too much time
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LDA.w SprTimerA, X : BNE .still_wiggling
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STZ.w SprMiscB, X ; no more fish on line took too much time
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JSL GetRandomInt : AND.b #$7F
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CLC : ADC.b #$7F : STA.w $0EE0, X ; reset timer wait until fish is on line
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STZ.w $0D50, X
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STZ.w $0D40, X
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CLC : ADC.b #$7F : STA.w SprTimerD, X ; reset timer wait until fish is on line
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STZ.w SprXSpeed, X
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STZ.w SprYSpeed, X
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BRA .noFishOnLine
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.still_wiggling
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LDY.w $0E10, X
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LDA.w WigglingTable, Y : STA.w $0D50, X
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LDA.w WigglingTable, Y : STA.w $0D40, X
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LDY.w $0E10, X : BNE + ; use timer to do wiggling
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LDY.w SprTimerC, X
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LDA.w WigglingTable, Y : STA.w SprXSpeed, X
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LDA.w WigglingTable, Y : STA.w SprYSpeed, X
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LDY.w SprTimerC, X : BNE + ; use timer to do wiggling
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; if = 0 then put it back to F
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LDA.b #$0F : STA.w $0E10, X ; wiggling timer
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LDA.b #$0F : STA.w SprTimerC, X ; wiggling timer
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+
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.noFishOnLine
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@@ -413,9 +413,9 @@ Sprite_Floater:
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STZ.w $0F70, X
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LDA.w $0D50, X : ASL A : ROR.w $0D50, X
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LDA.w SprXSpeed, X : ASL A : ROR.w SprXSpeed, X
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LDA.w $0D40, X : ASL A : ROR.w $0D40, X
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LDA.w SprYSpeed, X : ASL A : ROR.w SprYSpeed, X
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LDA.w $0F80, X : EOR.b #$FF : INC A
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@@ -423,8 +423,8 @@ Sprite_Floater:
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CMP.b #$09
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BCS .no_bounce
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LDA.w $0E90, X : BNE .not_water_tile_last
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INC.w $0E90, X
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LDA.w SprMiscD, X : BNE .not_water_tile_last
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INC.w SprMiscD, X
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JSL Sprite_CheckTileCollision
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LDA.w $0FA5
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CMP.b #$08 : BEQ .water_tile_last
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@@ -434,12 +434,12 @@ Sprite_Floater:
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JSL Sprite_SpawnSmallSplash
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JSL GetRandomInt : AND #$3F
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CLC : ADC #$3F : STA.w $0EE0, X
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CLC : ADC #$3F : STA.w SprTimerD, X
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.not_water_tile_last
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STZ.w $0F80, X
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STZ.w $0D50, X
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STZ.w $0D40, X
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STZ.w SprXSpeed, X
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STZ.w SprYSpeed, X
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BRA .aloft
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