Replace common sprite ram with their symbols
This commit is contained in:
@@ -264,12 +264,12 @@ AntiKirby_StealItem:
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{
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REP #$20
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LDA.w $0FD8
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LDA.w SprCachedX
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CLC : ADC.b $04
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SEC : SBC.b $22
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CLC : ADC.w #$000C : CMP.w #$0018 : BCS .exit
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LDA.w $0FDA
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LDA.w SprCachedY
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CLC : ADC.b $06
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SEC : SBC.b $20
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CLC : ADC.w #$000C : CMP.w #$0020 : BCS .exit
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@@ -330,17 +330,17 @@ SpawnPeaShot:
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PHX
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; Spawn Location
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REP #$20
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LDA $0FD8
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LDA.w SprCachedX
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA $0FDA : CLC : ADC.w #$000C
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LDA.w SprCachedY : CLC : ADC.w #$000C
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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TYX
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STZ $0D70, X
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STZ.w SprXRound, X
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LDA #$10 : STA.w SprYSpeed, X
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STA.w SprYRound, X
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@@ -191,8 +191,8 @@ HelmetChuchu_SpawnHookshotDrag:
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LDA.b #$00 : STA.w SprMiscB, Y
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LDA.b #$80 : STA.w SprTimerA, Y
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LDA.b #$01 : STA.w SprNbrOAM, Y
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LDA.w .speed_x, X : STA.w $0D50, Y
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LDA.w .speed_y, X : STA.w $0D40, Y
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LDA.w .speed_x, X : STA.w SprXSpeed, Y
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LDA.w .speed_y, X : STA.w SprYSpeed, Y
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.no_space2
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PLX
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RTS
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@@ -148,9 +148,9 @@ Sprite_Octorok_Move:
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.wait
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LDY.w SprMiscC, X
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LDA.w .speed_x, Y : STA.w $0D50,X
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LDA.w .speed_x, Y : STA.w SprXSpeed,X
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LDA.w .speed_y, Y : STA.w $0D40,X
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LDA.w .speed_y, Y : STA.w SprYSpeed,X
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JSL Sprite_CheckTileCollision
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LDA.w $0E70, X : BEQ .no_collision
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@@ -162,7 +162,7 @@ Sprite_Octorok_Move:
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; ---------------------------------------------------------
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.octorok_used_barrage
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STZ.w $0D50, X : STZ.w $0D40,X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed,X
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LDA.w SprTimerA, X : BNE Octorock_ShootEmUp
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INC.w SprMiscF, X
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@@ -405,16 +405,16 @@ Octorok_SpawnRock:
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LDA.w SprMiscC,X
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TAX
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LDA.b $00 : CLC : ADC.w .offset_x_low,X : STA.w $0D10,Y
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LDA.b $01 : ADC.w .offset_x_high,X : STA.w $0D30,Y
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LDA.b $02 : CLC : ADC.w .offset_y_low,X : STA.w $0D00,Y
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LDA.b $03 : ADC.w .offset_y_high,X : STA.w $0D20,Y
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LDA.b $00 : CLC : ADC.w .offset_x_low,X : STA.w SprX,Y
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LDA.b $01 : ADC.w .offset_x_high,X : STA.w SprXH,Y
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LDA.b $02 : CLC : ADC.w .offset_y_low,X : STA.w SprY,Y
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LDA.b $03 : ADC.w .offset_y_high,X : STA.w SprYH,Y
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LDA.w SprMiscC,Y
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TAX
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LDA.w .rock_speed_x,X : STA.w $0D50,Y
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LDA.w .rock_speed_y,X : STA.w $0D40,Y
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LDA.w .rock_speed_x,X : STA.w SprXSpeed,Y
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LDA.w .rock_speed_y,X : STA.w SprYSpeed,Y
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PLX
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.fired_a_blank
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@@ -1,6 +1,6 @@
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; =========================================================
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; =========================================================
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; Sprite Properties
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; =========================================================
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; =========================================================
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!SPRID = Sprite_Poltergeist
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!NbrTiles = 4 ; Number of tiles used in a frame
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@@ -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 = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 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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@@ -60,7 +60,7 @@ Sprite_Poltergeist_Prep:
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{
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PHB : PHK : PLB
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LDA #$00 : STA $0F60, X ; Persist
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LDA #$00 : STA $0F60, X ; Persist
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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LDA #$02 : STA $0E40, X ;1 tile by default
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LDA #$01 : STA.w SprAction, X ; by default it's a chair
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@@ -106,8 +106,8 @@ Sprite_Poltergeist_Prep:
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LDA #36 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$04 : STA $0E40, X
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LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
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LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
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LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
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LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
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BRA .done
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.notDoor
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@@ -119,7 +119,7 @@ Sprite_Poltergeist_Prep:
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.secondset
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LDA.w SprSubtype, X : AND #$07 : CLC : ADC #30 : STA.w SprFrame, X
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LDA.w SprSubtype, X
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LDA.w SprSubtype, X
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.done
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@@ -152,7 +152,7 @@ Sprite_Poltergeist_Prep:
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; 21:Shutter door
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Sprite_Poltergeist_Main:
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{
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{
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LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
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dw PictureFrame
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@@ -189,7 +189,7 @@ PictureFrame:
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JSL Sprite_CheckDamageFromPlayer : BCC .noShatter
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JMP Shatter
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.noShatter
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RTS
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@@ -197,7 +197,7 @@ PictureFrame:
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GetLinkDistance16bit:
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{
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LDA $0FD8 ; Sprite X
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LDA.w SprCachedX ; Sprite X
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SEC : SBC $22 ; - Player X
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BPL +
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@@ -206,7 +206,7 @@ GetLinkDistance16bit:
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STA $00 ; Distance X (ABS)
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LDA $0FDA ; Sprite Y
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LDA.w SprCachedY ; Sprite Y
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SEC : SBC $20 ; - Player Y
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BPL +
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@@ -287,11 +287,11 @@ Shatter:
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LDA.b #$1F : JSL Sound_SetSfx2PanLong
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STZ $0DC0, X
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LDA.b #$04 : STA $0DB0, X
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LDA.b #$04 : STA.w SprMiscB, X
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LDA.b #$06 : STA $0DD0, X
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LDA.b #$1F : STA $0DF0, X
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LDA.b #$1F : STA.w SprTimerA, X
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LDA.b #$EC : STA $0E20, X
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@@ -299,7 +299,7 @@ Shatter:
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STZ $0EF0, X
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LDA.b #$80 : STA $0DB0, X
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LDA.b #$80 : STA.w SprMiscB, X
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RTS
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}
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@@ -309,7 +309,7 @@ Axe:
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REP #$20
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JSR GetLinkDistance16bit : CMP #$0050 : BCS .notcloseenough
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SEP #$20
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LDA.w SprMiscA, X : BNE +
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LDA #$01 : STA.w SprMiscA, X
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+
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@@ -476,7 +476,7 @@ SpawnerTester:
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.secondset
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LDA.w SprSubtype, Y : AND #$07 : CLC : ADC #30 : STA.w SprFrame, Y
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LDA.w SprSubtype, Y
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LDA.w SprSubtype, Y
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.done
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@@ -504,17 +504,17 @@ Sprite_Poltergeist_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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@@ -532,12 +532,12 @@ Sprite_Poltergeist_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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@@ -548,8 +548,8 @@ Sprite_Poltergeist_Draw:
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RTS
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}
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; =========================================================
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; =========================================================
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.start_index
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db $00, $02, $04, $06, $08, $09, $0F, $15, $16, $17, $18, $19, $1A, $1B, $1C, $1D, $1F, $20, $22, $23, $25, $26, $28, $29, $2A, $2B, $2C, $2D, $2E, $2F, $30, $31, $33, $35, $37, $39, $3B, $3F, $41, $42, $44, $45, $47, $48, $4A
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@@ -696,7 +696,7 @@ Sprite_Poltergeist_Draw:
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db $28
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db $3E, $3F
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db $28
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.properties
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db $3D, $7D
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db $3D, $7D
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@@ -155,10 +155,10 @@ Puffstool_SpawnSpores:
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LDX.b $0D
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LDA.w .speed_x,X
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STA.w $0D50,Y
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STA.w SprXSpeed,Y
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LDA.w .speed_y,X
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STA.w $0D40, Y
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STA.w SprYSpeed, Y
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LDA.b #$20
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STA.w $0F80, Y
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