Replace common sprite ram with their symbols
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 = 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 = 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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@@ -76,7 +76,6 @@ Sprite_Collectible_Prep:
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LDA.b #$03 : STA.w SprAction, X
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.not_lupo_mountain
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PLB
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RTL
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}
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@@ -86,7 +85,7 @@ Sprite_Collectible_Prep:
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Sprite_Collectible_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Pineapple
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dw Seashell
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@@ -156,7 +155,7 @@ Sprite_Pineapple_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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@@ -183,14 +182,14 @@ Sprite_Pineapple_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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@@ -231,17 +230,17 @@ Sprite_SwordShield_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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@@ -258,14 +257,14 @@ Sprite_SwordShield_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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@@ -304,17 +303,17 @@ Sprite_RockSirloin_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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@@ -331,14 +330,14 @@ Sprite_RockSirloin_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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@@ -38,7 +38,7 @@ Sprite_IceBlock_Long:
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STZ.w SprMiscC, X
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STZ.b $5E : STZ.b $48
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.not_being_pushed
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LDA.w $0DF0, X : BEQ .retain_momentum
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LDA.w SprTimerA, X : BEQ .retain_momentum
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LDA.b #$01 : STA.w SprMiscC, X
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LDA.b #$84 : STA $48
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LDA.b #$04 : STA.b $5E
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@@ -123,11 +123,11 @@ Sprite_IceBlock_Main:
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BCC NotInContact
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JSR ApplyPush
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; Set timer
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LDA.b #$07 : STA.w $0DF0, X
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LDA.b #$07 : STA.w SprTimerA, X
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JSL $079291 ; Sprite_RepelDash_long
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LDA.w $0E00,X : BNE Statue_CancelHookshot
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LDA.w SprTimerB,X : BNE Statue_CancelHookshot
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; JSL Sprite_DirectionToFacePlayer
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; LDA.w StatueSpeed_x,Y
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; STA.w SprXSpeed,X
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@@ -154,8 +154,8 @@ Sprite_IceBlock_Main:
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NotInContact:
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{
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%PlayAnimation(0, 0, 1)
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LDA.w $0DF0,X : BNE .delay_timer
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LDA.b #$0D : STA.w $0E00,X
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LDA.w SprTimerA,X : BNE .delay_timer
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LDA.b #$0D : STA.w SprTimerB,X
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.delay_timer
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