Cleanup HelmetChuchu sprite
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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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; =========================================================
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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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{
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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_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_HelmetChuchu_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_HelmetChuchu_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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; 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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{
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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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JSL GetRandomInt : AND.b #$02 : STA.w SprAction, X
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STZ.w SprMiscB, X
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@@ -202,10 +197,10 @@ HelmetChuchu_SpawnHookshotDrag:
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PLX
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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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.speed_y
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.speed_y
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db 0, 11, 0, -11
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}
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@@ -215,20 +210,20 @@ HelmetChuchu_SpawnHookshotDrag:
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Sprite_CheckForHookshot:
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{
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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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#_0FF546: LDA.w $0C4A,X
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#_0FF549: CMP.b #$1F ; ANCILLA 1F
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#_0FF54B: BNE .not_hooker
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LDA.w $0C4A,X
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CMP.b #$1F ; ANCILLA 1F
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BNE .not_hooker
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PLX
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SEC
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RTS
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.not_hooker
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#_0FF557: DEX
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#_0FF558: BPL .next_ancilla
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DEX
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BPL .next_ancilla
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PLX
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CLC
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RTS
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@@ -312,7 +307,6 @@ Sprite_HelmetChuchu_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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@@ -340,13 +334,9 @@ Sprite_HelmetChuchu_Draw:
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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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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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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