Cleanup HelmetChuchu sprite
This commit is contained in:
@@ -1,6 +1,6 @@
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; =========================================================
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; =========================================================
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; Sprite Properties
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; Sprite Properties
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; =========================================================
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; =========================================================
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!SPRID = Sprite_HelmetChuchu
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!SPRID = Sprite_HelmetChuchu
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!NbrTiles = 03 ; Number of tiles used in a frame
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!NbrTiles = 03 ; Number of tiles used in a frame
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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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!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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!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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!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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!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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!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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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -32,34 +32,29 @@
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%Set_Sprite_Properties(Sprite_HelmetChuchu_Prep, Sprite_HelmetChuchu_Long)
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%Set_Sprite_Properties(Sprite_HelmetChuchu_Prep, Sprite_HelmetChuchu_Long)
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; =========================================================
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; 0-1: No Helmet Green
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; 2-3: Mask Red
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; 4-5: Helmet Green
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Sprite_HelmetChuchu_Long:
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Sprite_HelmetChuchu_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_HelmetChuchu_Draw ; Call the draw code
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JSR Sprite_HelmetChuchu_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_DrawShadow
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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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JSR Sprite_HelmetChuchu_Main
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JSR Sprite_HelmetChuchu_Main ; Call the main sprite code
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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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; 0-1: No Helmet Green
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; 2-3: Mask Red
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; 4-5: Helmet Green
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Sprite_HelmetChuchu_Prep:
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Sprite_HelmetChuchu_Prep:
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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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LDA.l $7EF359 : DEC A : TAY
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LDA.l SWORD : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.w .health, Y : STA.w SprHealth, X
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JSL GetRandomInt : AND.b #$02 : STA.w SprAction, X
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JSL GetRandomInt : AND.b #$02 : STA.w SprAction, X
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STZ.w SprMiscB, X
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STZ.w SprMiscB, X
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@@ -94,17 +89,17 @@ Sprite_HelmetChuchu_Main:
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dw RedChuchu_NoMask
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dw RedChuchu_NoMask
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dw HelmetSubtype
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dw HelmetSubtype
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dw MaskSubtype
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dw MaskSubtype
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GreenChuchu_Helmet:
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GreenChuchu_Helmet:
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{
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{
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%StartOnFrame(4)
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%StartOnFrame(4)
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%PlayAnimation(4, 5, 16)
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%PlayAnimation(4, 5, 16)
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JSR Sprite_CheckForHookshot : BCC +
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JSR Sprite_CheckForHookshot : BCC +
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LDA.w SprFlash, X : BEQ +
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LDA.w SprFlash, X : BEQ +
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%GotoAction(1)
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%GotoAction(1)
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+
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+
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_CheckDamageFromPlayer
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JSR Sprite_Chuchu_Move
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JSR Sprite_Chuchu_Move
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RTS
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RTS
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}
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}
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@@ -112,7 +107,7 @@ Sprite_HelmetChuchu_Main:
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{
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{
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%StartOnFrame(0)
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%StartOnFrame(0)
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%PlayAnimation(0, 1, 16)
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%PlayAnimation(0, 1, 16)
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LDA.w SprMiscD, X : BNE +
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LDA.w SprMiscD, X : BNE +
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JSR HelmetChuchu_SpawnHookshotDrag
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JSR HelmetChuchu_SpawnHookshotDrag
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$01 : STA.w SprMiscD, X
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+
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+
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@@ -126,7 +121,7 @@ Sprite_HelmetChuchu_Main:
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%StartOnFrame(2)
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%StartOnFrame(2)
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%PlayAnimation(2, 3, 16)
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%PlayAnimation(2, 3, 16)
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JSR Sprite_CheckForHookshot : BCC +
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JSR Sprite_CheckForHookshot : BCC +
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LDA.w SprFlash, X : BEQ +
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LDA.w SprFlash, X : BEQ +
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%GotoAction(3)
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%GotoAction(3)
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+
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+
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_CheckDamageFromPlayer
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@@ -138,7 +133,7 @@ Sprite_HelmetChuchu_Main:
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{
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{
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%StartOnFrame(6)
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%StartOnFrame(6)
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%PlayAnimation(6, 7, 16)
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%PlayAnimation(6, 7, 16)
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LDA.w SprMiscD, X : BNE +
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LDA.w SprMiscD, X : BNE +
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JSR HelmetChuchu_SpawnHookshotDrag
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JSR HelmetChuchu_SpawnHookshotDrag
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$01 : STA.w SprMiscD, X
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+
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+
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@@ -202,11 +197,11 @@ HelmetChuchu_SpawnHookshotDrag:
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PLX
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PLX
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RTS
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RTS
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.speed_x
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.speed_x
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db 16, -11, -16, 11
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db 16, -11, -16, 11
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.speed_y
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.speed_y
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db 0, 11, 0, -11
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db 0, 11, 0, -11
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}
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}
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; Based on Sprite_CancelHookshot
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; Based on Sprite_CancelHookshot
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@@ -215,20 +210,20 @@ HelmetChuchu_SpawnHookshotDrag:
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Sprite_CheckForHookshot:
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Sprite_CheckForHookshot:
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{
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{
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PHX
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PHX
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#_0FF544: LDX.b #$0A
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LDX.b #$0A
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.next_ancilla
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.next_ancilla
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#_0FF546: LDA.w $0C4A,X
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LDA.w $0C4A,X
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#_0FF549: CMP.b #$1F ; ANCILLA 1F
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CMP.b #$1F ; ANCILLA 1F
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#_0FF54B: BNE .not_hooker
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BNE .not_hooker
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PLX
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PLX
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SEC
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SEC
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RTS
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RTS
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.not_hooker
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.not_hooker
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#_0FF557: DEX
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DEX
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#_0FF558: BPL .next_ancilla
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BPL .next_ancilla
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PLX
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PLX
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CLC
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CLC
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RTS
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RTS
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@@ -240,7 +235,7 @@ Sprite_Chuchu_Move:
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprMiscB, X
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LDA.w SprMiscB, X
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JSL UseImplicitRegIndexedLocalJumpTable
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JSL UseImplicitRegIndexedLocalJumpTable
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dw BounceTowardPlayer
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dw BounceTowardPlayer
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@@ -312,17 +307,16 @@ Sprite_HelmetChuchu_Draw:
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.nextTile
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.nextTile
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PHX ; Save current Tile Index?
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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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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with 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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REP #$20
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LDA $00 : STA ($90), Y
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LDA $00 : 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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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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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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CLC : ADC #$0010 : CMP.w #$0100
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@@ -339,14 +333,10 @@ Sprite_HelmetChuchu_Draw:
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INY
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INY
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LDA .properties, X : ORA $08 : STA ($90), Y
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LDA .properties, X : ORA $08 : 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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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX : DEX : BPL .nextTile
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PLX
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PLX
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