Fix bug with Sprite_SelectNewDirection data bank long jump
This commit is contained in:
@@ -143,7 +143,7 @@ Sprite_FloatAwayFromPlayer:
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Sprite_BounceFromTileCollision:
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{
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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LDA.w SprXSpeed, X : EOR.b #$FF : INC : STA.w SprXSpeed, X
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++ LDA.w SprCollision, X : AND.b #$0C : BEQ ++
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@@ -168,34 +168,30 @@ Sprite_BounceOffWall:
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Sprite_InvertSpeed_XY:
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JSL Sprite_InvertSpeed_Y
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; =========================================================
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Sprite_InvertSpeed_X:
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LDA.w SprXSpeed, X
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EOR.b #$FF
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INC A
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STA.w SprXSpeed, X
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RTL
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; =========================================================
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Sprite_InvertSpeed_Y:
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LDA.w SprYSpeed,X
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EOR.b #$FF
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INC A
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STA.w SprYSpeed,X
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RTL
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; =========================================================
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Sprite_SelectNewDirection:
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{
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PHB : PHK : PLB
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JSL GetRandomInt : AND.b #$07 : TAY
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LDA.w .speed_x, Y : STA.w SprXSpeed, X
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LDA.w .speed_y, Y : STA.w SprYSpeed, X
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LDA.w .timers, Y : STA.w SprTimerA, X
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PLB
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RTL
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.speed_x
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@@ -277,9 +273,7 @@ DragPlayer:
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Sprite_DamageFlash_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Damage_Flash
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PLB
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RTL
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}
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@@ -292,15 +286,14 @@ Sprite_Damage_Flash:
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; Change the palette to the next in the cycle
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LDA.w SprFlash, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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.dontReset
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.dontReset
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STA.w SprFlash, X
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BRA .flash
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.dontFlash
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.dontFlash
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STZ.w SprFlash, X
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.flash
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.flash
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RTS
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}
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@@ -324,13 +317,10 @@ Link_CheckNewY_ButtonPress_Long:
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Link_SetupHitBox:
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{
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LDA.b #$08 : STA $02 : STA $03
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LDA $22 : CLC : ADC.b #$04 : STA $00
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LDA $23 : ADC.b #$00 : STA $08
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LDA $20 : ADC.b #$08 : STA $01
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LDA $21 : ADC.b #$00 : STA $09
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RTL
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}
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@@ -343,15 +333,11 @@ Sprite_SetupHitBox:
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PHY
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LDA.w SprHitbox, X : AND.b #$1F : TAY
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LDA.w SprX, X : CLC : ADC.w .offset_x_low, Y : STA.b $04
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LDA.w SprXH, X : ADC.w .offset_x_high, Y : STA.b $0A
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LDA.w SprY, X : CLC : ADC.w .offset_y_low, Y
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PHP
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SEC : SBC.w SprHeight, X : STA.b $05
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LDA.w SprYH, X : SBC.b #$00
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PLP
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ADC.w .offset_y_high, Y : STA.b $0B
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@@ -876,6 +862,7 @@ MovieEffect:
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}
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Sprite_CheckIfRecoiling:
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{
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PHB : PHK : PLB
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LDA.w $0EA0, X : BEQ .exit
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@@ -948,5 +935,6 @@ Sprite_CheckIfRecoiling:
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PLB
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RTL
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.masks
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.masks
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db $03, $01, $00, $00, $0C, $03
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}
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@@ -53,7 +53,7 @@ endmacro
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macro PlayAnimation(frame_start, frame_end, frame_wait)
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #<frame_end>+1 : BCC .noframereset
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LDA.b #<frame_start> : STA.w SprFrame, X
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LDA.b #<frame_start> : STA.w SprFrame, X
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.noframereset
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LDA.b #<frame_wait> : STA.w SprTimerB, X
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+
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@@ -70,9 +70,9 @@ endmacro
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; Return Carry Set if message is displayed
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; can use BCC .label <> .label to see if message have been displayed
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macro ShowSolicitedMessage(message_id)
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL Sprite_ShowSolicitedMessageIfPlayerFacing
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL Sprite_ShowSolicitedMessageIfPlayerFacing
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endmacro
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macro ShowMessageOnContact(message_id)
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@@ -110,12 +110,12 @@ macro SetHarmless(value)
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LDA.w SprNbrOAM, X
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AND #$7F
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if <value> != 0
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ORA.b #(<value>)<<7
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ORA.b #(<value>)<<7
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endif
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STA.w SprNbrOAM, X
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endmacro
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; Set Room Flag (Chest 6)
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; Set Room Flag (Chest 6)
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; Do not use if you have more than 5 chests or a small key under a pot
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; in that room unless you want it to be already opened/taken
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macro SetRoomFlag(value)
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@@ -1,24 +1,21 @@
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pushpc
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org $06FFF8 ; New Jumptable for sprites
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NewMainSprFunction:
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JSL SpriteActiveExp_MainLong
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RTS
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JSL SpriteActiveExp_MainLong
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RTS
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org $068EB9
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NewSprPrepFunction:
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JSL Sprite_PrepExp_Long
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RTS
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JSL Sprite_PrepExp_Long
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RTS
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pullpc
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SpriteActiveExp_MainLong:
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{
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PHB : PHK : PLB
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JSL NewSprTable
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PLB
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RTL
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}
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@@ -34,8 +31,8 @@ NewSprTable:
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LDA NewSprRoutinesLong, Y ; Load sprite Address
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STA $06
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SEP #$20 ; Previously SEP #$30 -_- (that's fine for sprites below ~0x40 over that it will crash)
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LDA NewSprRoutinesLong+2, Y
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SEP #$20
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LDA NewSprRoutinesLong+2, Y
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STA $08
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SEP #$30
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JMP [$0006]
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@@ -46,18 +43,15 @@ NewSprTable:
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Sprite_PrepExp_Long:
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{
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PHB : PHK : PLB
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JSL NewSprPrepTable
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PLB
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RTL
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}
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NewSprPrepTable:
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{
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LDA $0E20, X ; Load Sprite ID
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REP #$30
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REP #$30
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AND.w #$00FF
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STA $06
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ASL A ; *2
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@@ -67,7 +61,7 @@ NewSprPrepTable:
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LDA NewSprPrepRoutinesLong, Y ; Load sprite Address
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STA $06
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SEP #$20 ; Previously SEP #$30 -_- (that's fine for sprites below ~0x40 over that it will crash)
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LDA NewSprPrepRoutinesLong+2, Y
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LDA NewSprPrepRoutinesLong+2, Y
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STA $08
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SEP #$30
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JMP [$0006]
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