Merge EonScrub into BusinessScrub sprite ID
This commit is contained in:
@@ -35,18 +35,24 @@ Sprite_BusinessScrub_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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JSR Sprite_BusinessScrub_Draw ; Call the draw code
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LDA.w WORLDFLAG : BNE .draw_eon
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JSR Sprite_BusinessScrub_Draw
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JMP +
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.draw_eon
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JSR Sprite_EonScrub_Draw
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+
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LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
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JSL Sprite_DrawShadow
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JSL Sprite_DrawShadow
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.normal_scrub
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.normal_scrub
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JSL Sprite_CheckActive ; Check if game is not paused
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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LDA.w WORLDFLAG : BNE .eon
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JSR Sprite_BusinessScrub_Main
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JSR Sprite_BusinessScrub_Main ; Call the main sprite code
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.eon
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JSR Sprite_EonScrub_Main
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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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PLB
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RTL ; Go back to original code
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RTL
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}
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}
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; =========================================================
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; =========================================================
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@@ -1,70 +1,5 @@
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; =========================================================
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; =========================================================
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; Sprite Properties
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; Eon Abyss Business Scrub
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; =========================================================
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!SPRID = Sprite_EonScrub
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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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!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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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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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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!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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!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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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_EonScrub_Prep, Sprite_EonScrub_Long)
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; =========================================================
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Sprite_EonScrub_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_EonScrub_Draw ; Call the draw code
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LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
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JSL Sprite_DrawShadow
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.normal_scrub
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_EonScrub_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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Sprite_EonScrub_Prep:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA.b #$06 : STA.w SprAction, X ; Pea Shot State
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LDA.b #$20 : STA.b SprPrize, X
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.normal_scrub
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PLB
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RTL
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}
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; =========================================================
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; Frame Data
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; Frame Data
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; 0 - Looking left
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; 0 - Looking left
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@@ -223,7 +158,7 @@ Sprite_EonScrub_Main:
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EonScrub_SpawnPeaShot:
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EonScrub_SpawnPeaShot:
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{
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{
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LDA.b #Sprite_EonScrub
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LDA.b #Sprite_BusinessScrub
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JSL Sprite_SpawnDynamically : BMI .return ;89
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JSL Sprite_SpawnDynamically : BMI .return ;89
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JSR SpawnPeaShot_AltEntry
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JSR SpawnPeaShot_AltEntry
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.return
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.return
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