diff --git a/Sprites/NPCs/maku_tree.asm b/Sprites/NPCs/maku_tree.asm index 28c3bc0..27e8995 100644 --- a/Sprites/NPCs/maku_tree.asm +++ b/Sprites/NPCs/maku_tree.asm @@ -13,7 +13,7 @@ !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 0 ; Unused in this template (can be 0 to 7) -!Hitbox = $1D ; 00 to 31, can be viewed in sprite draw tool +!Hitbox = $0D ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !CollisionLayer = 00 ; 01 = will check both layer for collision @@ -38,7 +38,6 @@ Sprite_MakuTree_Long: { PHB : PHK : PLB - JSR Sprite_MakuTree_Draw ; Call the draw code JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive @@ -169,73 +168,4 @@ Sprite_MakuTree_Main: } -; ========================================================= - -Sprite_MakuTree_Draw: -{ - JSL Sprite_PrepOamCoord - JSL Sprite_OAM_AllocateDeferToPlayer - - LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame - LDA .start_index, Y : STA $06 - - - PHX - LDX .nbr_of_tiles, Y ;amount of tiles -1 - LDY.b #$00 - .nextTile - - PHX ; Save current Tile Index? - - TXA : CLC : ADC $06 ; Add Animation Index Offset - - PHA ; Keep the value with animation index offset? - - ASL A : TAX - - REP #$20 - - LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y - AND.w #$0100 : STA $0E - INY - LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y - CLC : ADC #$0010 : CMP.w #$0100 - SEP #$20 - BCC .on_screen_y - - LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way - STA $0E - .on_screen_y - - PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) - INY - LDA .chr, X : STA ($90), Y - INY - LDA .properties, X : STA ($90), Y - - PHY - - TYA : LSR #2 : TAY - - LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer - - PLY : INY - - PLX : DEX : BPL .nextTile - - PLX - - RTS - -; ========================================================= - -.start_index -.nbr_of_tiles -.x_offsets -.y_offsets -.chr -.properties -.sizes - -}