Cleanup Piration
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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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@@ -54,7 +50,6 @@ 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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}
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@@ -149,7 +144,6 @@ 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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@@ -177,13 +171,9 @@ Sprite_Piratian_Draw:
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LDA .properties, X : STA ($90), Y
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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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@@ -252,3 +242,4 @@ Sprite_Piratian_Draw:
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db $02
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db $02
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}
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