Adjust sensitivity of ice block push
This commit is contained in:
@@ -1,7 +1,7 @@
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; Pushable Ice Block
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; Pushable Ice Block
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!SPRID = $D5; The sprite ID you are overwriting (HEX)
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!SPRID = $D5
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!NbrTiles = 03 ; Number of tiles used in a frame
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!NbrTiles = 02
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Health = 00 ; Number of Health the sprite have
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@@ -11,7 +11,7 @@
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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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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!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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!Hitbox = 09 ; 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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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -33,11 +33,13 @@
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Sprite_IceBlock_Long:
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Sprite_IceBlock_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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LDA.w SprMiscC, X : BEQ .not_being_pushed
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LDA.w SprMiscC, X : BEQ .not_being_pushed
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STZ.w SprMiscC, X
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STZ.w SprMiscC, X
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STZ.b LinkSpeedTbl
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STZ.b LinkSpeedTbl
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STZ.b $48 ; Clear push actions bitfield
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STZ.b $48 ; Clear push actions bitfield
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.not_being_pushed
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.not_being_pushed
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LDA.w SprTimerA, 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 #$01 : STA.w SprMiscC, X
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LDA.b #$84 : STA.b $48 ; Set statue and push block actions
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LDA.b #$84 : STA.b $48 ; Set statue and push block actions
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@@ -61,99 +63,93 @@ Sprite_IceBlock_Prep:
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LDA.w SprXH, X : STA.w SprMiscF, X
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LDA.w SprXH, X : STA.w SprMiscF, X
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LDA.w SprYH, X : STA.w SprMiscG, X
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LDA.w SprYH, X : STA.w SprMiscG, X
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STZ.w SprDefl, X
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STZ.w SprDefl, X
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LDA.w SprHitbox, X : ORA.b #$09 : STA.w SprHitbox, 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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Sprite_IceBlock_Main:
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Sprite_IceBlock_Main:
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{
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{
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LDA.w SprAction, X
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%PlayAnimation(0, 0, 1)
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JSL JumpTableLocal
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dw MovementHandler
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MovementHandler:
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JSR Statue_BlockSprites
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{
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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%PlayAnimation(0, 0, 1)
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LDA.w SprMiscD, X : STA.w SprX, X
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LDA.w SprMiscE, X : STA.w SprY, X
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LDA.w SprMiscF, X : STA.w SprXH, X
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LDA.w SprMiscG, X : STA.w SprYH, X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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STZ.w SprTimerA, X : STZ.w SprMiscA, X
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.no_damage
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JSR Statue_BlockSprites
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STZ.w $0642
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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JSR Sprite_IceBlock_CheckForSwitch : BCC .no_switch
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LDA.w SprMiscD, X : STA.w SprX, X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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LDA.w SprMiscE, X : STA.w SprY, X
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LDA.b #$01 : STA.w $0642
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LDA.w SprMiscF, X : STA.w SprXH, X
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.no_switch
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LDA.w SprMiscG, X : STA.w SprYH, X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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.no_damage
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STZ.w $0642
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JSL Sprite_Move
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JSR Sprite_IceBlock_CheckForSwitch : BCC .no_switch
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JSL Sprite_Get_16_bit_Coords
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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JSL Sprite_CheckTileCollision
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LDA.b #$01 : STA.w $0642
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; ----udlr , u = up, d = down, l = left, r = right
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.no_switch
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LDA.w SprCollision, X : AND.b #$0F : BEQ +
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STZ.w SprMiscA, X
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+
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JSL Sprite_Move ; Sprite MoveXY
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; If link is in contact, register a push with the sprite
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JSL Sprite_Get_16_bit_Coords ; Get 16bit coords
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; Run a timer briefly, and confirm the facing direction
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JSL Sprite_CheckTileCollision ; Check Tile collision
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; matches the push direction (cached) and then initiate
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; ----udlr , u = up, d = down, l = left, r = right
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; the speed changes if they agree
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LDA.w SprCollision, X : AND.b #$0F : BEQ +
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JSL Sprite_CheckDamageToPlayerSameLayer : BCC .NotInContact
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STZ.w SprMiscA, X
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LDA.w SprMiscA, X : BNE .push_cached
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+
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LDA.b $26 : STA.w SprMiscA, X
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JSR Sprite_ApplyPush
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.push_cached
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; TODO: Update Link push collision reaction
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LDA.b #$07 : STA.w SprTimerA, X
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; If link is in contact, register a push with the sprite
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STZ.b $5E
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; Run a timer briefly, and confirm the facing direction
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JSL Sprite_RepelDash
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; matches the push direction (cached) and then initiate
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LDA.w SprTimerB, X : BNE .CancelHookshot
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; the speed changes if they agree
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LDA.w SprX, X : AND #$F8 : STA.w SprX, X
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LDA.w SprY, X : AND #$F8 : STA.w SprY, X
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JSL Sprite_CheckDamageToPlayerSameLayer : BCC .NotInContact
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LDA.w SprMiscA, X : BNE .push_cached
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LDA.b $26 : STA.w SprMiscA, X
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JSR ApplyPush
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.push_cached
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LDA.b #$07 : STA.w SprTimerA, X
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STZ.b $5E
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JSL Sprite_RepelDash
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LDA.w SprTimerB, X : BNE .CancelHookshot
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LDA.w SprX, X : AND #$F8 : STA.w SprX, X
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LDA.w SprY, X : AND #$F8 : STA.w SprY, X
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RTS
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.CancelHookshot:
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JSL $0FF540
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RTS
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RTS
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.NotInContact:
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.CancelHookshot:
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LDA.w SprTimerA, X : BNE .delay_timer
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JSL Sprite_CancelHookshot
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LDA.b #$0D : STA.w SprTimerB, X
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.delay_timer
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RTS
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RTS
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}
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.NotInContact:
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ApplyPush:
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LDA.w SprTimerA, X : BNE .delay_timer
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{
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LDA.b #$0D : STA.w SprTimerB, X
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; Only apply the push if the facing direction
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.delay_timer
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; and pushing direction agree with each other
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RTS
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LDA $26 : CMP.b #$01 : BEQ .push_right
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}
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CMP.b #$02 : BEQ .push_left
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CMP.b #$04 : BEQ .push_down
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CMP.b #$08 : BEQ .push_up
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.push_right
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Sprite_ApplyPush:
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LDA #16 : STA.w SprXSpeed, X
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{
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STZ.w SprYSpeed, X
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; Only apply the push if the facing direction
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JMP +
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; and pushing direction agree with each other
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.push_left
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LDA.w SprMiscA, X : CMP.b $26 : BEQ .push
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LDA #-16 : STA.w SprXSpeed, X
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STZ.w SprYSpeed, X
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JMP +
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.push_down
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STZ.w SprXSpeed, X
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LDA #16 : STA.w SprYSpeed, X
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JMP +
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.push_up
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STZ.w SprXSpeed, X
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LDA #-16 : STA.w SprYSpeed, X
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+
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RTS
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RTS
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}
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.push
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LDA $26 : CMP.b #$01 : BEQ .push_right
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CMP.b #$02 : BEQ .push_left
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CMP.b #$04 : BEQ .push_down
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CMP.b #$08 : BEQ .push_up
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.push_right
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LDA #16 : STA.w SprXSpeed, X : STZ.w SprYSpeed, X
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JMP +
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.push_left
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LDA #-16 : STA.w SprXSpeed, X : STZ.w SprYSpeed, X
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JMP +
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.push_down
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LDA #16 : STA.w SprYSpeed, X : STZ.w SprXSpeed, X
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JMP +
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.push_up
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LDA #-16 : STA.w SprYSpeed, X : STZ.w SprXSpeed, X
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+
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RTS
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}
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}
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; Check if the tile beneath the sprite is the sliding ice
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; Check if the tile beneath the sprite is the sliding ice
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@@ -164,9 +160,9 @@ IceBlock_CheckForGround:
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LDA.w SprYH, X : ADC.b #$00 : STA.b $01
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LDA.w SprYH, X : ADC.b #$00 : STA.b $01
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LDA.w SprX, X : STA.b $02
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LDA.w SprX, X : STA.b $02
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LDA.w SprXH, X : ADC.b #$00 : STA.b $03
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LDA.w SprXH, X : ADC.b #$00 : STA.b $03
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LDA.w $0F20, X
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LDA.w SprFloor, X
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PHY
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PHY
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JSL $06E87B ; GetTileType_long
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JSL Sprite_GetTileAttr
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PLY
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PLY
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LDA.w $0FA5 : CMP.b #$0E : BNE .stop
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LDA.w $0FA5 : CMP.b #$0E : BNE .stop
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@@ -188,10 +184,10 @@ Sprite_IceBlock_CheckForSwitch:
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LDA.w SprYH, X : ADC.b #$00 : STA.b $01
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LDA.w SprYH, X : ADC.b #$00 : STA.b $01
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LDA.w SprX, X : CLC : ADC.w .offset_x, Y : STA.b $02
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LDA.w SprX, X : CLC : ADC.w .offset_x, Y : STA.b $02
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LDA.w SprXH, X : ADC.b #$00 : STA.b $03
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LDA.w SprXH, X : ADC.b #$00 : STA.b $03
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LDA.w $0F20, X
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LDA.w SprFloor, X
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PHY
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PHY
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JSL $06E87B ; GetTileType_long
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JSL Sprite_GetTileAttr
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PLY
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PLY
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LDA.w $0FA5
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LDA.w $0FA5
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@@ -227,8 +223,8 @@ Statue_BlockSprites:
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.next
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.next
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; SPRITE 1C
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; SPRITE 1C
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LDA.w $0E20, Y : CMP.b #$1C : BEQ .skip
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LDA.w SprType, Y : CMP.b #$1C : BEQ .skip
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CPY.w $0FA0 : BEQ .skip
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CPY.w SprSlot : BEQ .skip
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TYA : EOR.b $1A : AND.b #$01 : BNE .skip
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TYA : EOR.b $1A : AND.b #$01 : BNE .skip
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LDA.w SprState, Y : CMP.b #$09 : BCC .skip
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LDA.w SprState, Y : CMP.b #$09 : BCC .skip
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@@ -239,11 +235,13 @@ Statue_BlockSprites:
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REP #$20
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REP #$20
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LDA.w SprCachedX : SEC : SBC.b $04 : CLC : ADC.w #$000C
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LDA.w SprCachedX
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CMP.w #$0018 : BCS .skip
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SEC : SBC.b $04
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CLC : ADC.w #$000C : CMP.w #$0018 : BCS .skip
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LDA.w SprCachedY : SEC : SBC.b $06 : CLC : ADC.w #$000C
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LDA.w SprCachedY
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CMP.w #$0024 : BCS .skip
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SEC : SBC.b $06
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CLC : ADC.w #$000C : CMP.w #$0024 : BCS .skip
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SEP #$20
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SEP #$20
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