Cleanup Piration
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@@ -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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@@ -29,23 +29,19 @@
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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_Piratian_Prep, Sprite_Piratian_Long);
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; =========================================================
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%Set_Sprite_Properties(Sprite_Piratian_Prep, Sprite_Piratian_Long)
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Sprite_Piratian_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Piratian_Draw ; Call the draw code
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JSL Sprite_DrawShadow ; Draw the shadow
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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_Piratian_Main ; Call the main sprite code
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JSR Sprite_Piratian_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Piratian_Main
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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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PLB
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RTL
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}
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; =========================================================
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@@ -53,7 +49,6 @@ Sprite_Piratian_Long:
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Sprite_Piratian_Prep:
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{
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PHB : PHK : PLB
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PLB
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RTL
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@@ -111,7 +106,7 @@ Sprite_Piratian_Move:
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{
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LDA.w SprTimerA, X : BNE +
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JSL Sprite_SelectNewDirection
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TYA
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TYA
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CMP.b #$03 : BCC ++
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SEC : SBC.b #$03
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++
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@@ -149,17 +144,16 @@ Sprite_Piratian_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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@@ -176,14 +170,10 @@ Sprite_Piratian_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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@@ -251,4 +241,5 @@ Sprite_Piratian_Draw:
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db $02
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db $02
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db $02
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}
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}
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