update oam alloc and subtype for collectible sword
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@@ -3,8 +3,8 @@
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; =========================================================
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; =========================================================
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!SPRID = $2D ; The sprite ID you are overwriting (HEX)
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!SPRID = $2D ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 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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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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@@ -65,8 +65,10 @@ Sprite_Collectible_Prep:
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LDA.b $8A : CMP.b #$58 : BNE .not_intro_sword
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LDA.b $8A : CMP.b #$58 : BNE .not_intro_sword
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LDA.l $7EF359 : BEQ +
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LDA.l $7EF359 : BEQ +
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STZ.w SprState, X
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STZ.w SprState, X
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+
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LDA.b #$02 : STA.w SprAction, X
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.not_intro_sword
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.not_intro_sword
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+
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PLB
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PLB
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RTL
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RTL
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